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Unread postPosted: Fri Dec 18, 2020 3:07 am
  

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Omegasgundam wrote:

80mm ‘Maginol’ Mortar Cannon
Our Tsars have replaced their main cannons with these, and they consider it to be a major improvement. It's also used as a support mount for vehicles.
(btw T, this lacks a data entry that isn't part of a vehicle. The 81mm Townsend has an interdependent entry, why not this?)


Because the Maginol was originally meant only as a vehicle-mounted weapon, based on a pre-Rifts Spanish weapon. After the Spanish kingdom of Dantegard traded the specs and license for this weapon(in return for assistance on their adapted version of the Gargoyle G- Power Armor. It wasn't until fairly recently that somebody realized that it could be cyborg- or power-armor carried.
I'll have to cook up a free-standing list-posting for it for whatever the customer wants to use it as.

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

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


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Unread postPosted: Fri Dec 18, 2020 9:14 pm
  

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Okay, and here it is:
‘Mangonel-80’ 80-mm Gun Mortar---- A PS license-copy of a New Dantegard(Spanish) weapon, based on pre-Rifts French Brandt LR gun-mortar designs. This weapon, named for an ancient low-trajectory catapult, has a higher rate of fire and capability in BOTH the direct- and indirect-fire roles. It has been improved from its original design with lighter and stronger materials, and recoil control systems. Depending on its mounting, the Mangonel-80 can be loaded manually or fitted with an auto-loader. It is most commonly used as a vehicle-mount weapon, and was designed as such, but has been seeing some configuration for use on the larger power armors and full conversion cyborgs, and robot vehicles. The main selling points of the Mangonel-80 are its long ballistic range, simple operation, and low cost.
Weight: 290 lbs, 1,400 lbs for a towed artillery mounting.
Bombs/shells weigh from 7-14 lbs.
Range:(Direct Fire) 3,200 ft
(Indirect Fire) 26,000 ft (5 miles!)
Damage:(Fragmentation)1d4x10 +5 MD to 25 ft blast area
(Armor-Piercing High Explosive) 2d4x10 MD to 6 ft blast area
Rate of Fire: Four times per melee
Payload: Varies by carriage platform
Cost: 80,000 credits (cost has been brought down from its original 190,000 credits due to both its vehicle mounting and mass production)

Variants:
*’Mangonel-80C’----This is the Mangonel configured as a power armor or assault cyborg weapon, typically shoulder-mounted and feeding from a 6-shot revolving cassette similar to the 81mm Townshend cannon. Weight has been further reduced to 260 lbs. Cost is 180,000 credits due to additional special recoil-reduction gear and the autoloader.

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

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


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Unread postPosted: Fri Dec 18, 2020 9:15 pm
  

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PS-TWillu-02 Mystic Hologram Projector
(aka “Willow’, ‘Willu’, ‘Freak-Cam’)
“It helps to have a vivid imagination when using one of these, though it can get rather gnarly distinguishing what‘s the result of the embedded spells and what’s been pulled up from somebody’s subconsciousness. During our last mission, we had to pull a substitution swap using a transpole, a willu, and a few dozen-weight of transfigured rock-meat. Our holo-decoy operator did such a good job choreographing what looked like a person being burnt at the stake, complete with sound effects, I had to worry for a moment if we’d managed to pull off the rescue at all,...then I had to wonder how our mild-mannered effects operator knew so much about what living burning people acted like. That execution looked so real it scared the **** out of my team, let alone convinced the crowd of onlookers they were watching a living cremation.”
-Sergeant Lowell Hansen, ‘Black Ghost’, GNE Armed Services.

The ‘Willow’ is a TW holographic illusion-effect projector refined and ruggedized for combat. The device looks like an old-style handheld camera with a complicated lens array barrel, and can project a variety of visual and auditory illusion spells. It is typically used as a psych-ops weapon, or part of a deception operation.
The ‘Willu’ can use preprogrammed effects, or it can take a feed from the operator’s mind, via a modified Memory Bank spell(said to have been the result of the study of Splugorth interrogation gear). Thus the operator can overlay specific imagery onto the template of a spell. This is a good reason for the operators ideally having artistic talents, really good imaginations, or good visual memories.

Weight: 3 lbs
MDC: 35
Range:
(Horrific Illusion) 300 ft
(Illusion Manipulation) 5,000 ft and can cover a 3,000 sq. ft area
(Illusion Booster)Piggybacks on the other spells, enhancing them.
(Playback) 200 ft w/ regards to range of playback
Damage:
(Horrific Illusion) Creates a moving horrific illusion of the device-holder’s choice. Onlookers must save versus magic or be subjected to Horror Factor 14.
(Illusion Manipulation)Allows for the creation and manipulation of simple to fairly complex visual illusions.
(Illusion Booster) Extends the duration of illusion(including audio) life, DOUBLING its run-time.
(Playback) Can record and playback audio for 30 minutes.
(Memory Bank) Lifts image/audio block from the holder’s mind and can store it in crystal memory for up to 30 months.
Rate of Fire: ECHH; the illusions can continue playing even if the operators aren’t paying attention
Payload:
(Horrific Illusion) 5 PPE for 20 minutes
(Illusion Manipulation)18-30 PPE for 300 minutes
(Illusion Booster) 8 PPE
(Playback) 6 PPE for 30 minutes
(Memory Bank) 3 PPE to lift a specific image/audio block from the holder’s mind and can store it in crystal memory for up to 30 months.

Special Features:
*TW Headjack---For those lacking psionics, spells, or PPE to make use of the Memory Bank spell, this device allows a cybernetic headjack to link up and provide silent feed-in and operation.
* Range Booster--- Lens barrel extension/TW booster holding a set of aligned crystals inside its length that DOUBLES the effective range of shots/spells.

PPE Capacity:(Light)----100 PPE battery-clip capacity; recharges at 5 PPE per hour, 10 PPE/hour at a leyline, 20 PPE/hour on a nexus or in a dimensional pyramid.
Note: Heavier PPE batteries can be substituted.
Note: The user can pump his or her own PPE or ISP into the device to recharge it an emergency, but at DOUBLE the above listed PPE cost(x4 if ISP; so 10 PPE battery shot takes 20 PPE/40 ISP to manually recharge)
Cost: 101,000 credits+ 12,000 credits for the ‘light’ Rgenerator PPE clip.
Options:
*Multiple Image(5 PPE and lasts 7 minutes)---This spell causes the power crystal to act like a holographic projector, producing up to three identical images of the person holding the device. This gives the operator +2 to initiative, +2 dodge, and +1 to strike, while viewers are -4 to save and see through the illusion. Cost: 7,000 credits

*Shadowmeld(5 PPE and lasts 14 minutes)---Works just like the spell; the person holding the device can disappear into any 5 ft-large shadow and vanish. Cost: 7,000 credits

*House of Glass(6 PPE, 7 minutes). The holder of the device takes on a glassy appearance that renders them under the protection of a Reciprocity spell; attacks on them reflect back on the attacker(see Rifts Book of Magic, pg. 107). Cost: 12,000 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

*World Bizarre---This adds a smoky ectoglass lense that projects a World Bizarre spell. Range: 400 ft, affects a 200 ft radius for 10 melees, 2 PPE per activation. Cost: 4,000 credits

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

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


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Unread postPosted: Sat Dec 19, 2020 8:15 pm
  

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Greater New England and Russian Relations

“Tread carefully when dealing with the various factions in Russia; the Russians do love their intrigues, much as they like to present themselves as stalwart, enduring, giants. In that respect Orloff and Sokolov are blessedly simple to read and deal with; we don’t. Avoid those monsters if and when we can, and let the rest of the locals deal with sequestering the beasts away. The rest we can ascribe enlightened self-interest to, and I advise polite caution around all of them while we mutually dance around what we want versus what everybody else wants. We must know what we want of them, and be honest in our intentions, Short-term gains aside, our long game requires their cooperation, and we’ll be bringing them up along with us on our expansion plans; we hardly want hostile travel companions when we truly open up the megaverse.”
---Gidan Scharetz, Executive Officer and Manager, Global Eastern Operations, Paladin Steel

“Our vodka may have met its match in their ‘coffee’.”
---Anonymous Burgasov Camp technician, on working with Paladin Steel personnel at the PS factory in Novgorod

“Our toughest customers may be the ones in our own backyard...megacosmically speaking.”
---Charlie Katana, vice-CEO, Paladin Steel

“You can expect that any Soviet authority who expresses an interest in any of our equipment is likely to have a laser-enhanced video-recorder implant, or a sub-vocal audio notebook and a disguised set of calipers to take measurements when they think we aren’t looking. They’ll try to knock off our high-end crap as best they can, and the Warlords will try to knock off our lower end crap, ...but that’s the price of doing business here. Better that letting the place fall to maniacs like Orloff, who would just end up losing the whole region to the paranormal monsters, and if we’re to secure the safety of Earth for civilization, we’ll need the Soviets and the more civilized warlords onboard.”
---Avra Matain, Senior Field Manager, Office of Positive Outcomes, Global Eastern Operations, Greater New England

Paladin Steel’s inroads into Russia have surprised even the most optimistic of PS corporate officers, but the company is rolling with it, the more historically minded of its personnel amused at the idea of a ‘Yankee’ American military-industrial corporation doing business with hardcore Russians on their own soil. Of course, this is balanced by the awareness that the Warlords and the Sovietski have already knocked off a number of Paladin Steel products(and to be fair, PS has done the same with both historic and current Russian designs), and doing business with Russia puts their business interests backdoor to Triax’s European markets, putting the Greater New England company in competition, and sometimes cooperation, with the Germans. Of course, doing business in Russia means dealing with a variety of factions and their politics.
Though initially little more than a way of finding out more about other world powers, acquiring ideas, and maybe making a buck, the Russian business market has become a big investment front for Paladin Steel, potentially even more so than South America or Japan. Though doing business with the tech-kingdoms of Russia has the aforementioned price that PS’s designs are getting copied(and often cosmetically altered to a more Russian flavor), the GNE has accepted this as part of the overall long-term agenda of securing good will, potential allies, and preventing a good portion of the Earth from falling to darkness. And, many PS/ASI officers feel, better a friendly local(Earth, being ‘local’) corporation peddling product, than a rapacious offworld `megacorp like Naruni Enterprises muscling in.

While the GNE would have ideally wanted to establish their primary relations with Warlords Romanov and Kolodenko, even over the Soviet, geography and geopolitics do not favor such contact. The diplomatic envoys who managed to get to Kiev were taken with both the charismatic Romanov and her social policies, but are cautious about both her ambition to become Czarina and her spirituality, However, despite the logistical difficulties, Paladin Steel has managed to find ways to supply Romanov with advanced technology, either through Sovietski middlemen(with all the lack of confidentiality that implies) and through their ever-growing expertise in navigating the hazardous aerospace of Rifts Earth.

Kolodenko is known mainly by reputation, but what few negotiating parties have reached the seat of his power at Windshorn have been suitably impressed with Kolodenko’s manner, politics, and education. His ties with Triax and the NGR do present some problems, what with the Americans and Germans being business rivals, but Kolodenko has also gone to lengths, even before the GNE was invested in him, to get engineers and technicians educated in the GNE. It is Kolodenko’s fair-mindedness and love of knowledge that has endeared him to many in the GNE and so, the GNE has given him a pass on dealing with Triax(it’s fair to expect him to deal with a neighboring tech-power, rather than expect him to abandon a previous alliance). So, to the extent that they can, PS and the GNE are willing to extend help to the Kolodenko camp, as long as it doesn’t jeopardize their working relationship with Burgasov. Fortunately, hammering both the back-to-back Solokov and Orloff camps from either side keeps both Burgasov and Kolodenko too happy using their new technological gains to be at odds with each other other than on paper.

Though greatly at risk from the Azhur, Warlord Alekseyevna is considered too passive, and any move to establish ties with him has been met with apathy in the past’ any more aggressive measures to press the issue would likely been seen as an attempt to move in on Russian territory. Alekseyevna’s recent fears that the ‘Yankees’ are conspiring with his rival Burgasov with the expectation of easy access to Alekseyevna’s territorial mineral wealth are unfounded(PS/ASI is getting its raw materials far more easily from offworld), but is hampering any diplomatic approaches. For ow, though, Alekseyevna is ignored for the most part by the PS/GNE trade missions, and any sales of gear to the ‘Old Man’ are incidental, and through third parties, rather than direct negotiated sales.

Pyotr Karol Burgasov, Paladin Steel’s main partner in Russia, is a known brute(in contrast to the ‘Paladin’ ideal that the GNE espouses), but he is at least honorable in that he is a man of his word and looks after his people with a firm, but fair-minded, mega-steel hand. The OPO has correctly judged that as long as they keep their word to him, no GNE personnel will come to harm in Burgasov’s territory, so they figure they can work with him. Burgasov means what he says, lives by his word(and doesn’t give it lightly), and has the respect of both the GNE military and diplomatic corps. Burgasov is also wise enough not to interfere with the PS technicians, and lets his own people work as they will with the foreigners.

` The GNE views the Sovietski with varying amounts of worry and respect; they espouse a strong work ethic, supportive society, and mutual determination to overcome hardship, but high level corruption and what seems like overkill suppression of civil liberties disgust the Greater New Englanders. PS and the GNE respect the technical achievements of the Sovietski, and even take inspiration form some of them(especially since PS/ASI built up their lead in many fields, such as bionics, studying samples of Russian cyborg technology), but fear that the Sovietski may be tempted to follow the path of the Coalition States in establishing an oppressive hegemony that benefits only the social elites. The Sovietski knows enough history to be distrustful of Americans, but for the juicy carrots being dangled, such as reliable access to offworld resources, that the GNE is offering its allies, they’re willing to give PS/ASI the benefit of the doubt in limited fashion. GNE overtures in the area, however, are watched with hawk-like intensity. That being understood, the GNE is in the interesting position of helping the Sovietski maintain access to arguably the latter’s first offworld/out-dimension outpost, on Dedek, where dimensionally-displaced Soviet troops have established a foothold and negotiated mineral deals with the locals.

Warlord Seriyev is respected for his flexibility, and ability to adapt to the times, especially with his blooming aerospace industry and rumors of his hijacking of the Klia servants of the Azhur invaders. On the other hand, the GNE diplomatic corps came to their own parallel conclusion, even without Burgasov’s input, that Seriyev could only be trusted as far as the weakest member of the diplomatic team could throw him(for the record, the weakest member was/is a Smallkin). GNE policy with regards to negotiating with Seriyev is to have at least one psychic or body language reader sitting in on the talks, and intelligence specialists fact checking every word and clause. It seems to be having an effect; Seriyev recognizes the GNE’s caution and that they are taking him SERIOUSLY, which he respects(and finds rather ego-stokingly charming), so he’s not going to do anything to risk antagonizing a potential alliance partner. Naturally, this has some in the GNE intelligence community pulling hairs wondering what he’s REALLY up to(again, Seriyev would be amused by this if he only knew).

Warlords Orloff and Solokov present a refreshingly straightforward situation; they’re monsters, on the other side of the world. PS and the GNE ignore what either of the ‘Butcher Twins’ have to say about them, and turn over to the local authorities whatever’s left of any operatives either sends against the GNE in Russia. In fact, if any PS/ASI technology were to be stolen by either camp, PS/ASI would go to lengths to recover or destroy it, rather than let Orloff or Solokov reverse-engineer it for their own purposes.

Beyond the Sovietski and the bionic Warlords, the GNE has had a few contacts with small kingdoms in East-Asian Russia and Siberia.

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

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


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Unread postPosted: Sun Dec 20, 2020 3:15 am
  

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Joined: Thu May 08, 2008 11:04 pm
Posts: 256
After this, I'll think I'll tackle what the Russians think of the GNE next, then move back the the 3G for a while.

‘Hector and Jansen Go to the Movies’ Episode 2063
Segment 1: ‘The Dedak War; Part 5: Sotita Gulf’

(Hector)
Unless you’ve been living under a proverbial rock for the last few years, you should know that the theaters have been absolutely DOMINATED by ‘Minion War Stories’ of various quality. ‘Hector and Janten’ being a renowned niche review show focusing on ‘What the Forge’ exotics means that me and Janten see a lot of the interdimensional imports, and one of the mixed lessons we’ve learned over the years is that Vigmen’s Law truly is truly megaversial, even if it isn’t always called that. But, having gone through the process of somebody deciding it was worth the hassle of bringing over to the Three Galaxies means that there’s at least one level of filtering going on, so only around two thirds of what we have to watch is trash. One of the more coherent batches is the ‘Dedak War’ series, which is a relatively accurate albeit still somewhat dramatized account of the 18 month campaign that was waged upon the titicular planet. We’ve already gone over the first four parts, and you can see the in depth reviews HERE, but we need to gratuitously pad our play time due to contract reasons so lets have an overview.

(Jansen)
Part One is titled ‘Shadows in the Either’, which by all accounts gives a good view of the social decay that was exploited by the Infernals to secure their foothold, and gives us a mostly complete understanding of how things work on this minor dimensional transit point. We are introduced to a number of characters and groups, the most important of which is the USA Deland Depot, and anybody that knows anything about said nation’s conduct during this period can see where this is going already. Beyond the growing power and reach of the cults, a lot of emphasis is placed on the Deland Depot being surged in strength to fuel a major colonization push, which results a massive glory shots of the Army Corps level of M-Factor militia grade material that’s sitting out in the ‘harbor’ of their oddball salt flat island. Their overriding concern is making sure that none of the locals make off with any of it, because the planet is pre-M-Factor, and they do not want to be responsible for another mess. The film ends with the cults about to make their move, and a good chunk of the colonization personnel showing up at the depot to wait for their next leg of their journey.

(Hector)
Part Two is ‘Sins and Retribution’, which covers the initial weeks of the open cultist uprising and the demonic incursion. It pulls no punches with casting blame, with essentially none of the native powers making more than a token resistance effort before being crushed due to the sheer disparity between M-Factor and Non-M-Factor, combined with the general tactical cluelessness due to their ritualized war games. The native characters we were introduced to in the first part are all in transit to somewhere else in the ‘Warland’ region, and have a number of survival stories working their way to the out-worlder enclaves that are hanging on. Deland Depot has been thrown into chaos by the scrambling of the dimensional gate schedule and know due to their remaining communication methods that reinforcements aren’t coming, so they break open the colonization kits and start hunkering down. They see off a number of attacks of varying strength, but are in trouble due to lacking trained manpower to actually do the fighting needed, so they're running out of time before the Infernals move on them. By the end, all of the native characters in the general proximity of the depot, and it ends on a cliffhanger with the comms center picking up a directional transmission aimed at them in a language that they identify as ‘Russian’.

(Jansen)
Part Three is ‘Strange Allies’, and if that isn’t an understatement that I don’t know what is. It starts going backwards a few days to a mortal offensive on a developing Demonic Hell Pit on the transdimensional hellhole of Rifts Earth, and the natives are simply steamrolling. The New Sovietski Red Army is basically something you’d expect out of the Central Alliance, only somehow even lower tech but just as heavy on the Cyborgs, and they did not skimp on the Silver ammunition. There’s good shading of the various cultural mores and future friction points, and the would be Overlord is deliberately not named in a series of comedic interruptions, the last of which is him **** the bet as the construction ritual collapses and sends the 4th Reserve Motor Rifle Division and some extras to Dedek. They arrive reasonably close to Deland Depot, and then make their way there. The film then spends about an hour on the various problems and solutions to them working together, with various notable officers are introduced and their characters established, what amounts to a paid infomercial of ASI occurs as they get used to their new equipment, and Major General Semenov coming up with a plan. The final part is their more mobile forces taking out lesser war bands and getting intel on the locations of the various captured War-Barges that serve as land going surface warships, with the now normal cliffhanger being some of the depot techs showing a proposal for a kitbashed equivalent to rally the natives around, titled the Mastodon.

(Hector)
Part Four is simply called ‘Momentum’, and is all about the Red Army doing their thing and using M-Factor equipment in a capable manner against cultists that only have a vague idea of how to actually fight a war. This part covers about a year’s worth of time, as the forces under Semenov seize geographical choke points and cutting down isolated forces before they can link up and cause a bigger problem, with a few notable instances of the Spetsnaz Special Forces Company earning their paycheck and taking out notable schemes before they become major problems. The remaining native characters are used to provide the normal ‘soldier’s life’ stories of their relevant jobs, as the militia forces have now expanded to amount to small Army Corps with near bottom grade M-Factor equipment. The narrative climax of the film is the liberation of a number of the more important highland nations, with both the Red Army infantry and the militia fighting urban battles against cultists with minor M-Factor equipment and their Infernal patrons. The ending cliffhanger is a voice over of General Semenov going over their gains and possible Infernal responses, with the visuals being a number of Demon and Deevil flagged War-Barges going at each other in what is a visually impressive but not every effective show of strength. It ends with the largest War-Barge, the former ‘Victory of Telgranth’, now called some unpronounceable Deevil proverb, being refitted with mystic components, and a large apparatus being installed in the rear cargo/hanger bay.

(Jansen)
So now that we’ve killed a few minutes let's go into our first movie of today, Part Five of the series, which is simply titled ‘Sotita Gulf’. Now the target audience would naturally know the pertinent details, but the importers helpfully puth together an info-blurb that gives the context. The First Battle of Sotita Gulf was essentially the last hura of the Infernal forces on the planet, using magic to drop on one of the major Red Army formations with essentially everything the Deevil aligned cultists had. The resulting battle was objectively the largest loss of life the Red Army suffered during the entire campaign, but it was considered a tactical draw and a strategic victory for the mortals. The reasons why and how it happened are heavily hinted at in the prior parts, but we’ve had some of our unpaid interns deal with identifying all of those sorts of continuity factors, the link to which is HERE. Now without further ado, let's get to it.

(Two minutes of various clips, focusing on what they host consider to be the most artistic.)

(Hector)
Act One picks up almost immediately after Part Four, with the opening crawl being presented on a glory shot of an illustrated strat map, with the camera going over points of interest and doing a surprisingly good job of showing the overall situation with the popups. If you pay attention you learn that the 4th Reserve is considered to be in ‘Excellent’ condition, the majority of the ‘Warlands’ are considered secure enough to send out only lightly defended convoys, and about half of the planetary population is either free or liberated. This leads into a teleconference between the major leaders of the resistance army, with Semenov chairing the somewhat rowdy bunch that we were introduced to in Part 3, and most of the interesting interactions happening between Egorov and Vlasov, who are not only arguing opposite strategies, but are strategies that are opposite of their natural inclinations, and this is not lost on anybody. Colonel Nikolaev notes that overall relations with the USA Deland Depot are still relatively good and that there isn’t too much of a ‘debt’ attached at the moment, and Colonel Fedoro (with some input from the somewhat disturbing Doctor Fedorov) judges that the personal situation is as good as can reasonably be asked for. Semenov eventually concludes that the current plan is to take a hybrid approach, liberating what island chains are practical and neutralizing Infernal combat assets whenever they show their head, citing a report from Major Kuzmin of the Spetsnaz that the near totality of the even vaguely capable cultist forces are present in the Warlands for one reason or another.

As throughout the entire series, the narrative present is quite reasonable, and from what we can tell is actually a homogenization of a number of different real discussions on the subject that have been tied together to not lose much time or interest. The cinematography for these sorts of conference scenes has been refined for more than a millennia, and everybody knows what’s the best for what form of dialog or undertone you want. Me and Jansen have done an entire series about this, and we’re both honestly sick and tired of having to explain it, so I encourage you to follow the linke HERE if you actually care. The director makes good use of the fact that they’re doing this in a strategic command room to show various bits of information visually on the interfaces, and the parts of it that are a jumbled mess are that way intentionally. The whole thing is cliche but necessary, because these things really do happen and important decisions are made in them. It's not something you award points on, but they don’t lose any either, which is not common.

(Jansen)
Act Two gets into the nitty gritty of the Battlegroup Murmansk, centered around the Mammoth class supertank of the same name, and takes us through the mind of Colonel Goga Borisov. There’s a few minor actions where the future key players show their stuff, and no end of foreshadowing is cast on various aspects. All of it amounts to pretty blatant ‘be attached to these guys’, but it’s effective due to everybody being real people with real lives and believable levels of drama. There’s friction to be sure, but these are all professionals that know their duty. The most important parts are on Borisov, who is depicted as a highly capable professional but somewhat lacking in overall creativity and is more than a bit dogmatic in terms of his tactics, particularly compared to Colonel Yaroslav Pushkin who is his senior. It is presented not as a failing on Borisov’s part, but more that Pushkin being exceptionally capable and overshadowing others in comparison. The military vet’s I’ve talked with know plenty of both of these two, and while they would prefer Pushkin, they wouldn’t mind being under Borisov due to him being anything but a screw up.

Again, the cinematography of it is all done to the standards you would expect of a competent docu-drama. The bits of combat that happen are short and are used to illustrate the tendencies and characteristics of the various notables, and they are used in a very economical manner. The panning shots of the Battlegroup are not overused, and more often than now have some level of meaning to them attached, even if it's not very deep or philosophical. ‘How to film inside a tank’ is an old, old problem, and the film uses the best methods that have seen any serious level of success. One thing it does better than most is showing the amount of maintenance that military vehicles need in operation, with nearly all the character dialogue happening with somebody doing something to keep things running somewhere on camera. Combined, it is head and shoulders above the swill that normally gets put out covering this, so it's a welcome relief.

(Hector)
Act Three covers the immediate lead up to the battle and opening stages. A stronger than normal Deevil War-Barge group led by the ’Victory of Telgranth’ engages Battlegroup Murmansk, and oddities start popping up immediately. Beyond being much more durable than usual, the War-Barges have extremely strong magic readings and are splitting up, which is objectively a really stupid idea. It's obvious that the Deevils have something up their sleeve, and Borisov decides to play it safe by not fully committing. This proves pertinent, with the rest of the Deevil fleet being teleported in through what we are led to believe is mass human sacrifices and the ’Victory of Telgranth’ starting to **** out swarms of lesser combatants. The situation is untenable, and thus Borisov orders a fighting withdrawal, with the needed rear guard being formed from the slower (fortunately non-troop carrying) vehicles that wouldn’t be able to break contact anyway.

The overall cinematography does a very good job at showing the nature of mobile armored vehicle combat, the chaos there of, and how commanders make do. The producers were lucky to have a cheat in the form of the Murmansk’s C3 system, which gives them an excuse to illustrate the various parts of it on a non-obtrusive tactical map. If you’ve played any sort of real time strategy game or used anything resembling a modern tactical interface you can read it at a glance, and the cuts do a very good job of showing the interesting bits when they happen. About half of the exterior shots are recovered datalogs from the battle itself, which is where the less believable bits are. According to experts, there are no notable errors in how things are presented, which is consistent with the rest of the series and continues throughout the film.

(Jansen)
And now we get to Act Four, which must have been where they blew their special effects budget for the entire series, because the level of resources needed for this level of reconstruction from sensor logs is not cheap. And yes, I said reconstruction, as the C3 system on the Murmansk remained operational through the entire thing, and was recovered intact afterwards. This results in the fight of the supertank and its fellow rearguard being in incredibly high definition, with lots of glory shots of the big primary turrets of the War-Barges brewing up, and it only starts there. Beyond the incredible brawl sequence happening in the basin, there is a smaller sub-engagement happening at the entrance, as a pair of mid sized War-Barges are trying to block the exit, and with all their missiles and most of their long range ammunition expended the retreating Red Army looks like it has to engage up close and within mutual engagement range. But this is preempted by the arrival of a Spetsnaz platoon in hovercraft with technowizard stealth systems, which allows them to get to knife fighting range, blow some big holes in the sides, and conduct a boarding action before the cultists even know that they’re there. I’ve asked around with some NON colleagues, and they say that the resulting slaughter is entirely accurate for what happens when M-factor Special Forces go up against much less advanced barely-trained militia. Amusingly, the entire sequence is called in the script as literally ‘Suddenly Spetsnaz’, so they must have a memetic reputation.

With the exit route open and damage to the rear guard mounting, Borisov changes his focus to start damaging the mobility systems of the opposing War-Barges, reasoning that the time needed for repairs will make them easy prey for Pushkin and his Battlegroup Grozny when they arrive in two or so days. But they have to thin out as much of the smaller support units as possible, and they need to do something about that teleporter on the ’Victory of Telgranth’, so with just about all of the ammunition exhausted, nearly every meaningful energy turret down, and every one of the Murmansk’s escorts a broken wreck, Borisov orders ramming speed and to prepare for boarding. The resulting impact is one of the most visually sympathetic I’ve ever seen, and the remaining 70 or so crew strap on ammo packs and munitions vest and prepare to kick the door down and make a mess.

(Hector)
I’m going to cut to the chase and outright say that what follows is the most emotionally charged and heart pumping action sequences either of us have seen in a more than a decade, and it's going to be required viewing for anybody in the industry going forward. It is almost entirely reconstructed from the interior cameras of the ’Victory of Telgranth’, so barring dialog it's exactly as it actually happened. The Tankers and Infantry have a far harder time than the Spetsnaz did, being not as extravagantly equipped and up against far more Deevils, resulting in no small number of fatalities. Throughout all of it, the Reds show an absolute fearlessness that you would normally think that they were suicidal, but with the undertone being that they’re all dead men anyway it makes perfect sense. Something I have to point out is the music, and not just because it feels so fitting. The song is, and I **** you not, the honest-to-Forge Soviet National Anthem, and I must express jealousy over my nation not having something anywhere near are motivating.

(Jansen)
The entire sequence is a bit over three minutes forty seconds, and it's pretty blatantly a compression of the overall firefight. The one part where they extend it is at the end, with the absolutely gratuitous ‘whip out and fire’ sequence where Borisov cracks open the massive case he’s been dragging along with him the entire time and shoulders an absolutely massive shoulder fired missile, a cut down MRM, with a solid three seconds spend on the oversized warhead and the color designation code on it. The one bit of major military inaccuracy in the film is that the version we received has intentionally changed the code form the Russian format to the CAF one, so those who are literate in it can immediately identify what type it is; a multi-warhead mini-nuke. They’re at one end of the final hallway to the portal room and there’s less than a dozen of them left, so Borisov clearly decides that they’re close enough and launches the thing in a slow motion sequence with lots of backblast. The timing is such that the flight and detonation of the missile cover most of the song’s coda, and the resulting mystic backlash from the bits of fel magic in the room results in the entire rear half of the Barge being slagged by a massive pillar of light.

(Hector)
Where the previous films had a cliffhanger, this one has an epilogue, where Battlegroup Grozny shows up and finishes the Deevils off two days later and the superimposed scrolling text tells us that this was the last major combat engagement of the war, with the dimensional gates stabilizing enough for the USA to send reinforcements who are able to secure the remaining population centers in sort order. The credits are a nice comparison of the actors and the real people, informing us of what is known to have happened to them since. It also informs us that the remaining members of the Dedek War-Barge Fighting League decided to accept the Murmansk as an official contestant, and give it no end of accolades. All told, it's one of the best docu-dramas I’ve sat through in years, and I have to wonder just who footed the bill for such a moving propaganda piece.

(Jansen)
I agree, it was damn good by any standard, and it stands head and shoulders above the recent flood of cash-in swill we’ve seen. It's obviously politically charged, but without an understanding of Dedek politics just what direction it lays in is hard to tell. I want to say that the overall series is a call for outreach and reformation, but outreach to who and what to reform is open to debate to us outsiders. The local USA forces and the Russians do not like each other due to ideological differences, but hold dealing with the monsters at their door as a far higher priority. Being out dimensional, there is definitely no deliberate allegory to Three Galaxies politics, but I’m sure people will come up with one anyway.

(Hector)
And with that, we move onto our next film of this episode, ‘Litany of Blue’, which I must say is a major set down in comparison with…..


Last edited by Omegasgundam on Sun Dec 20, 2020 4:01 am, edited 3 times in total.

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Unread postPosted: Sun Dec 20, 2020 10:37 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44313
Location: Somewhere between Heaven, Hell, and New England
I'm picturing their commentary at a holo-theater when a monster teleports into the middle of the showing.....

Such an incident would be likely on Rifts Earth, with the result that even if enough precogs had issued warnings of 'stay away from this movie' or more specifically 'stay away from this particular movie theater on Tuesday night, Nov. 7th, etc..., the monster gets shot full of holes or bludgeoned/bladed to death, accompanied by some comment from the back about 'DOWN IN FRONT!".

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

--------Rudyard Kipling
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Unread postPosted: Mon Dec 21, 2020 2:25 am
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 256
Russian Viewpoints: Mid-111 PA Update
The events of the Minion War served as a pause on Eastern Europe’s normal internal dynamics, violently interrupting the ongoing tensions between Orloff and everybody else. Everyone was put under pressure from one force or another, with all but Orloff frantically trying to defend their territory. Orloff’s willingness to let the various invaders move across his territory to attack his neighbors was all too predictable, and caused his War Camp to become even more short sighted and callous. But, thanks to their combined efforts, the forces of stability have emerged from it in not much worse shape than they started in, which is more than much of the Americas can say with the hammer blows of the Infernals falling on the western hemisphere due to their far greater concentration of Ley Lines. However, the interruption also serve as a pressure cooker, and the returning tensions of the summer of 111 PA will soon explode into open war once again.

Aleksyevna
The Old Man of Russia has been dragged back to administering his realm kicking and screaming, and has naturally suffered a degree of shock now that he has been forced to actually look around him. While as isolationist as ever, he has become rightfully paranoid of Burgasov’s intentions, even if he is wildly off the mark in some specifics. He is barely knowledgeable about the GNE or Paladin Steel beyond them working with his western peer, which is more than enough to tell him that they wish him nothing good. This has led him to sending his spies to ferret what industrial secrets they can so that he can catch up, and is pushing his engineers to improve the Tempest Shocktrooper as soon as possible. Efforts into reverse engineering the new plasma weapons that Burgasov is fielding are making decent progress, and large numbers of Triax 30mm anti-aircraft guns are being constructed to shore up this exposed weakness. His opinions of the others remain unchanged, and their opinions are static as well.

Brugasov
Burgasov has found himself notably mellowing out in recent years, finding the effective limits of his ability to control his territory ultimately falling far short of conquering Russia. At best, he could incorporate Alekseyevna’s territory and the parts of Orloff’s down to the other branch of Volga River, but beyond that it would stretch his ability to command and coordinate his realm beyond its limits, and he finds himself greatly reluctant to change his method of rulership. Thus, he intends to leave it to his children to deal with the matter, and has decided that he would rather have Seriyev and the Sovietski as neighbors than Orloff or some no-name replacement from Alekseyevna Camp. Seriyev is also providing extremely valuable support against the Neo-Vikings and Azhur, and the Sovietski fleet will be key in pushing back the raiders from Russia’s shores, so there is no shortage of reasons to work with them either. This makes Romanov and Kolondenko non-factors, as he considers it lunacy to think that their territorial ambitions will result in sharing a meaningful border with him.

Burgasov believes that he has the GNE’s measure, and while they have divergent values they have gone to great lengths to avoid pushing them, which means that it will be a few generations before the ideas from them come to fruition, and by then Russia will be a very different place one way or another. The use of ethnically Russian ‘Shaterworld’ refugees as the primary labor force does much to sooth domestic tensions, resulting in all but the most conservative leadership of his War Camp considering the relationship ‘workable’. There is also a growing awareness that the GNE’s overall ambitions for Russia lay less in territory and control and more in planetary stability, with a mountain of evidence growing that the GNE has no reason to actually care about land itself other than what bits of lore they can retrieve.

Burgasov’s opinions on the other Warlords have changed somewhat, but not dramatically. Seriyev has clearly been forced to engage in open war, and has proven himself to be a competent general should the need arise. The Bear still doesn’t trust him one bit, but for now they have no interests that are in opposition, so he is considered quite reliable. Koldenko has also proven that he knows the key parts of warfare, and his masterful setup and execution against Sokolov in 109 gained him a great deal of respect. Should he decide to claim Sokolov’s territory and claim nominal control over the Stepp, Burgasov would have no objection, for both are too far away for him to be interested in.

The Sovietski have greatly shaped up in recent years, and have proven that they have metal in them after all. Beyond serving as an ally against Orloff, they have a far more pressing use as a counterweight against the Neo-Vikings and Azhur. Burgasov has come to the conclusion that the Sovietski are almost certain to outlive him, so having a known reliable neighbor would be best to be part of the domain he grants his children. They also keep the GNE on their toes, which is useful in its own right. As for Romanov? Well, after her recent transformation she clearly has the blessing of a number of Russian deities, and while he still thinks she is holding herself back he has come to recognize the utility of the soft power she is absolutely awash in.

The Bear’s primary concerns rest to the north and south east, with the Azhur and Orloff becoming ever growing problems. Orloff is the simpler of the two, and he is looking for an excuse and an opportunity to deliver a hammer blow that will let the Sovietski and Romanov see off the thug and make his life simpler. Alekseyevna has proven to have at least something of his mind left, but is being attrited nicely by the Azhur, so there is the prospect of having a relatively easy and straightforward annexation of the old fool’s territory when this is over. But the Azhur and their Neo-Viking allies are a true threat, and one that requires a far different approach than his normal fair.

The Neo-Vikings are simpler, if more galling, as Burgasov simply does not have the time or resources to build up a force that can actually deal with their iceberg carrier fleet. On land they are nothing more than a nuisance, but if he is to make progress against the Azhur then others are going to have to keep techno-wizard bandits occupied. Both the GNE an Sovietski can be relied on to follow the simple but effective strategy of hitting them while he focuses on their Azhur allies, and if what he has heard about the NGR’s troubles with them is true than they can be expected to work towards the same goal.

While Burgasov is renowned for his hard heart, there is something about the Azhur that absolutely infuriates him on a deep personal level. He believes it to be their complete lack of responsibility to their subjects, and can cite no end of reasons why they are wasteful, counter productive, and simply stupid. But somewhere deep in himself he has developed a shocking degree of sympathy for the Klia, holding them to be blameless tools that must bear the cost of their master’s actions. They are slaves in the truest sense of the word, and one cannot fault a dog for what it’s breeder has raised it to do. Is campaign across St. Peter’s Spine will be somehow even more cathartic than that against Kahzmyr, and he intends to add no small number of new vassals.

Seriyev
Seriyev knows the most about the GNE’s general intelligence efforts, and is sufficiently fluent in the tide of the craft to identify that they’re not intended as a set up for significant operations or schemes. The GNE as a whole is a potential source of technological secrets, and them bringing out the big guns when it comes time to negotiate show that if nothing else they take him seriously. Seriyev finds them to be moderately more valuable than Triax, if only because the gap between Russia and the German giant has closed significantly, but as he has no real beef with them he is content to let the espionage game play out as it naturally develops. His network needs a new challenge anyway, as the old game board had become too stale to keep their skills sharp.

He perhaps knows his neighbor Burgasov the best, and realized that the fire in the Bear of Moskva is not burning quite as bright as it did a decade ago. His own estimation of Burgasov’s maximum reach is quite close to that of Burgasov’s own, so he believes that the campaigns against the Azhur, Orloff, and Alekseyevna will be the last major military efforts of the Bear’s career before Russia becomes more ‘civilized’ for lack of a better word. Romanov’s transformation makes it obvious to him that she will be the pillar that defines much of the region, and being her shadow is the best way to ply his craft in a manner that he enjoys. Kolondenko has proven to be both able to play the game and wage war, and while it stings a bit that Romanov has clearly chosen him as her preferred paramour, Seriyev didn’t even realize he had feelings for her as well, so he accepts it as his loss. The token territorial concessions he has given the Sovietski were well worth the technical assistance provided for his aviation efforts, and they have been used as the basis for his wider scale training program.

Like Burgasov, Seriyev lacks the naval and heavy aviation assets to truly threaten the Neo-Vikings, but he is making great strides on finding information to provide to those that can, with the GNE, Sovietski, and increasingly the NGR all eager to get their kicks in whenever possible. His small but capable fleet of submarines have become experts at evading their patrol forces, and have managed to plant agents on several of the larger icebergs that serve as their motherships. Progress is naturally slow, with the ethnic differences and techno-wizard systems making much of their normal toolkit non-viable, but so far the raiders do not even suspect that they have uninvited guests. They have proven to be quite sloppy in regards to checking their outer surfaces for unexpected additions, and Seriyev is slowly piecing together a network of repeater systems to allow real time tracking of their fleets.

Militarily, Seriyev is far more involved against the Azhur, and like Burgasov has found himself with a deep loathing of the callous ice overlords. The spy master has always placed a high premium on loyalty, and to have such a fundamentally obedient force such as the Klia be willing to jump ship the moment it occurs that they can do so indicates such a fundamental flaw in their owner’s basic behavior that there can be no excuse. As such, he now feels an obligation to take as many of the Klia as possible away from them, with the military and industrial benefits more than justifying it. His War Camp has become quite familiar with the Klia as a result, the overall consensus is along the same lines, with the servile nature of the species making it a trivial sell for even the most hardline human supremacist. As a result, the Klia are becoming increasingly ubiquitous among their support staff, building the aircraft to fill the ranks and keeping them operational.

Romanov
While Romanov has forged industrial ties with the GNE, she has been far more changed by their neighboring Shemarians, as the brief siege of Kiev in mid 110 PA provided. Struck by a powerful curse by a would-be Hell Lord, it seemed like fate had conspired to finish her off as Kyanyarsk had intended, when outside forces intervened. A group of Shemarian Wayfinders extracted her soul from her curse ridden chassis, and worked together with more than a dozen Mystic Kuznya to craft her a suitable replacement. She would emerge from the Progen chamber after a month in a form similar to that of a Shemarian War Goddess (same stats as the Wayfinder version minus the antenna and spikes), with her psionic abilities expanded to that of a Master and with no small amount of traces of divine attention on her frame. She would prove her recovery by slaying an Overlord in single combat several days later, and her phoenix-like rebirth and even greater beauty has made her more beloved than ever. She understands that the American foreigners ultimately want a more stable planet, and are willing to give a great deal of leeway to local forces to see that it is done.

Her new body and regained powers have allowed her to take better stock of her allies and enemies, and has found that while she has made a few mistakes they are not major ones. She now understands Seriyev on a level that perhaps he does not himself, and is much better able to manage him within his role as part of the Council of Warlords. So long as she gives him enough room to be happy with his game he will ultimately be content, and he has enough strings in his heart than he can be truly reformed given time. Kolondenko on the other hand she has rewarded greatly, with the most obvious sign being a pair of Progen created daughters (both Warchiefs with major internal design differences than the norm and are distinctly ‘Russian’ on a metaphysical level). In the Sovietski she recognized a people that aspire to be greater but have unconsciously internalized a level of corruption and oppression that is unnecessary, so reform needs to be undertaken for their long term health. The NGR is already in the process of reforming, and assistance from the east will greatly help their psyche.

Her primary concerns remain Orloff and the Brodkil, with the Snowdemon being more immediately pressing. His mad belligerence makes it certain that open war will break out in the latter half of 111 PA, and she is coordinating with the Sovietski as best possible to prepare for the onslaught and counterattack. She believes that Orloff is fundamentally unprepared for her to go on the offensive, and if the Sovietski can hold for a few months then she can sweep across much of his territory and crush the smaller bands of forces that are garrisoning it, placing his main force in a pincer. She believes that Burgasov will find it in his own interest to assist if he has the mobile forces to spare, so she is agitating it to happen before the Bear goes over St. Peter’s Spire. Kolondenko, the Cossacks, and the forces in Kurlensk can handle that thug Sokolov, and are in the best position to lay siege to Kuibyshev after that is finished.

Her western flank is a far more tricky subject however, with the shadow of Mindworks obvious to her expanded mystic senses. Until it is found and neutralized the Brodkil will remain a constant force against stability, and the Angel of Death’s madness floats like a cloud over Poland to those that know what to look for. Finding the Mindworks facility and dealing with it one way or another is of utmost importance, with dispatching the Angel and her equally mad daughter being only slightly behind. Her spiritual scrying efforts have narrowed its location down to the specific Polish province, but beyond that the land is too tainted to find out more. Future efforts will have to be done by teams on the ground, which will be a hazardous operation to say the least. The Neo-Vikings and Azhur are not currently her problem, but she hopes to assist once her current concerns have been dealt with.

Kolodenko
After Burgasov, Kolondenko has the best overall picture of the GNE, and knows more about the sheer extent of their out-dimension efforts. He has absolutely no quarrel with them, and finds it regrettable that they are so far away. He is utterly unsurprised that they have superior technology, and has a working understanding of their overall goals across the homeworld. Once the Butcher Twins have been dealt with, he plans on asking them for Stone Master support to cap the Lake Adyar Dimensional Triangle and use it as the foundation of his major efforts into techno-wizardry. The NGR is also seeing some encouraging reform efforts, so he hopes to have the political situation of Eastern Europe settle into something resembling a peaceful arrangement within his lifetime.

Burgasov is a known factor, and Kolondenko believes that he is settling into a more stable long term stance, which means that at the very least he will not be a source of major trouble after he crushes Alekseyevna. He would be surprised to learn just how settled Burgasov has become though, and he would see it as a major positive development. Seriyev is almost exactly as he expected him to be given the situation, and while he remains an opportunistic rat he at least realizes that the current arrangement is the best he is going to get, so he can be relied upon to ensure things do not seriously degrade. The Sovietski have become a far more effective ally against Orloff and Sokolov, and their interactions with Romanov are an indication that Russia is progressing past the barbarity of the past few centuries. As for Romanov herself? Well, one of the first things she did once her resurrection was completed was to drag him to a Progen chamber, so that can be filed under ‘Progress’ if nothing else. His accomplishments against Sokolov have made him an acceptable suitor to the members of her Camp, and his obvious lack of desire for her territory or wealth brings him to the top of the pack.

His threat board has seen changes, but not in a way he can complain about. The Azhur and Neo-Vikings are far beyond his area of interest, and he believes that they are currently being adequately handled by those involved against him. Orloff is much closer, but the combined forces of Romanov and the Sovietski’s rejuvenated armies should at least be able to stalemate the Snowdemon, and Burgasov is more than likely to jump in to suppress the most problematic of his peers. But Sokolov is his responsibility, and he has already done a great deal to cripple the Demonfist. The crushing defeats he inflicted on the mad dog in late 109 PA means that if anything he’s the one in the stronger military position, and the unexpected show of support from the Crossaks allowed him to make off with more than 70% of the scattered and dispersed population of Sokolov’s territory, not that the beast noticed until it came time to pay tribute. He firmly believes that Sokolov is one major incident from having a complete breakdown and doing something truely idiotic such as moving on Kurlensk, as the Soviets would only have one option and are certain to have at least a handful of the major warheads ready on short notice. Should such an event occur then the map will change dramatically, and he is working out how to best exploit it.

Sovietski
To say that the Sovietski relationship with the GNE is complex is putting it mildly. One of the side effects of the Dedek campaign is that they now have a far greater understanding of the overall scope of the GNE’s interests, and have come to the uncomfortable realization that the Americans have very little reason to care about Europe. While unwilling to go so far as to attribute it to altruistic desires, there is a growing consensus among the Politburo that the GNE would prefer that Russia (and the rest of Asia for that matter) simply not be a mess that could spill over to the other side of the northern hemisphere. The GNE having such an open acceptance of magic and having so much success in using it shows that at the very worst it is no more tainted than capitalism, and Marx himself said that capitalism is a necessary step in moving civilization to a point where true communism is possible. Additionally, their recent out-dimensional contacts have resulted in Shifter magic being ‘only’ tightly regulated under the aspects of the OPI. In the meantime, the Sovietski have remembered the same lessons as Burgasov, and seek to get what technological knowledge they can out of Paladin Steel, as this is how the game is played.

Seriyev is considered a contained issue, and it is believed that the GNE has enough influence on Burgasov to discourage him from looking southward for more territory. They would take his slow change of heart as a welcome relief, as at the very least his sons are almost certain to be less of a military threat than him. They do not care for Aleksyevna, and if throwing him under the bus buys them a generation of peace from the north they wouldn’t think twice. They are uncertain what to think of Romanov’s new form, but as her zeal to civilize the motherland and protect it’s people from its enemies has only strengthened they won’t make an issue of it unless someone else credible does first. Kolondenko is a stalwart ally that is currently held at bay only by distance, and he is certain to help against Sokolov and whatever forces of Orloff happen to get within his striking range.

With the Bordkil at least temporarily at bay, the Soviets have two primary threats, the Butcher Twins and the raiders from the north. Kolondenko’s success against Sokolov means that the Demonfist will likely be a non-issue in the coming war against Orloff, but the Snowdemon remains as brutal and cunning as ever, and has only suffered moderate losses during the Minion War due to simply not caring about the non-industrial parts of his territory. Romanov is a guaranteed ally, and there is decent odds that Burgasov will chip in as a non-hostile co-belligerent, so the Red Army thinks that they can hold him off with the recent upgrades that have been distributed. The Neo-Vikings and the Azhur are a different kind of threat however, and the Soviet Navy has seen a substantial increase in resources diverted to it, most notably resulting in Slip 39 finally seeing major progress being done on the oh so ironically named Albatross, which is being fitted to serve as a mothership for aquatic demolition crews to break apart the Neo-Viking icebergs. Serious though is being given to loaning out the services of their amphibious assault ships to Burgasov to assist him in crossing St. Peter’s Spire, and it is hoped that his efforts will draw the Azhur’s attention from their allies. Mindworks is also on their radar, and they intend on sending Spetsnaz teams to narrow the location down when their backyard is less cluttered.

Sokolov
Of the two native belligerents of Russia, Sokolov is the one in far worse shape, having suffered enormous humiliations at the hands of Kolondenko on the open field. The interruption of the Minion War forced the Demonfist onto the defensive as several groups of nascent Overlords and Hell Lords emerged from the Lake Adyar Dimensional Triangle and across the Stepp, further hammering his War Camp. His overall forces are down to around 40,000 souls, and the loss of half of his effective industry means that he is far less able to replace them. This has resulted in him becoming even more unstable than ever (ME 5), and he has deluded himself into thinking that the Sovietski’s claims of Kurlensk’s nuclear arsenal are a bluff. He intends to seize the facility to make up for his losses, and his terrified War Camp is unwilling to try to dissuade him. He will march with more than half of his forces within the next few months, and it hasn’t occurred to him to talk with Orloff about it. He couldn’t care less about anyone or anything else, and if anybody has informed him of the other threats facing Russia or the GNE he can’t be bothered to remember them.

Orloff
If Sokolov is thought to be a mad animal, then Orloff is a true monster, and his brutal callousness has allowed him to weather the Minion War in good shape. As the near totality of his industry is located in Donetsk and Kuibyshev, he couldn’t care less about what happened to the rest of his territory, as he could always raid for resources if need be. This is exactly what was expected out of the cold hearted villain, and jokes already abound that the Infernals avoided him out of professional courtesy (which they normally didn’t even show each other). While he was naturally disappointed with Sokolov's performance over the last few years, he honestly doesn’t care beyond his ability to provide bodies and keep the attention of Kolondenko, having always held the fool as an expendable asset. His psyche has further deteriorated (now ME 6), leaving him vastly delusional as to the overall capabilities of both himself and his opponents, and he doesn’t care about the assistance that the GNE is providing Burgasov and Romanov.

He plans on moving on the Sovietski at coincidentally the same time that Sokolov intends to push on Kurlensk, and the non-existent state of his realms infrastructure will prevent him from hearing about it until well after the Sovietski have responded. The Cossacks will quickly receive word that Sokolov’s territory is effectively abandoned and will overrun the remaining members of the Camp in a matter of weeks, while both Romanov and Kolondenko will move swiftly to pincer Orloff’s western territory. There are very good odds that the Mountain King’s forces will be able stage an amphibious assault near Donetsk and pin the garrison down until the bulk of Romanov’s Camp arrives to storm the city, destroying a full third of his War Camp and taking 90% of his industry. And as a final capstone to his problems, Burgasov has managed to conceal that a large portion of his upgraded Shocktroopers are within airlift range of the Orloff/Sovietski border, and this is the excuse he has been desiring for years to crush the childish monster and secure his southern borders. This will pin half of his total forces and him along with them between the shockingly resistant anvil Sovietski and hammer that is the Paladin Steel equipped army of the Bear of Moskva, and it is questionable just how much he will be able to extract (if any). Unfortunately, Orloff is too canny a beast to catch so easily, so he will escape more deranged than ever and plan revenge in years and decades to come.


EDIT: And a bonus prize while I wander away from Rift's Earth for a bit.
Aleksyevna Tempest Shocktrooper Upgrade
“The latest version of the Tempest is a notable improvement, likely using material technology stolen from the Americans. The massive decrease in weight must result in major improvements in flight performance, although aerodynamics means that it’s still greatly limited in how high it can go. We haven’t seen it in any serious action against other Warlords, with nearly all of them over the Urals to hold off the Azhur, but it's only a matter of time before the Bear comes knocking. Brugasov might just keep the design after he’s done, but it's more likely he’ll make a better derivative.”
---Admiral of the Fleet Anatoly Dachenko

While something of a rush job, the latest iteration of the almost 80 year old Tempest is the most significant change it has ever seen, incorporating newly acquired materials to reduce the overall mass by a forth without sacrificing protection. This allows the plasma rocket engines to be far less stressed for greater performance, almost catching up with the Avenging Angel at low altitudes. The primary energy weapons have been duplicated from the weapons PSE is providing to Brugasov, although naturally far heavier due to cruder technology. A number of quality of life features have been included as well, making the chassis more practical for garrison tasks. While still only moderately useful against true aircraft, it has proven very effective against the Azhur ground forces that have tried to take Alekseyevna’s eastern territory. Efforts continue to make something that can better slow down the Bear of Moskva, but it is as much speculation as serious development.
Spoiler:
MDC: The Tail has increased to 90, but other than that unchanged.

Speed: Performance now matches that of the PA-06A SAMAS, and can fly for 10 hours before needing to cool.

Statistics
    Weight: 1.5 tons.
    PP: 24
    Cost: 4 million to construct, not available on the Black Market.

Systems and Bonuses
    *Bonuses: +3 to Dodge while airborne, other than that unchanged.

    *Combat Computer: Thanks to stolen documentation this is now produced in Akeksyevna

    *Cyber-Nano-Robot Repair Systems: For similar reasons as everybody else, this has become standard.

    *Hardened Circuits: The resistance to EMP also gained significance in 111 PA.

Weapons:
    1. Head Mounted Weapons: Unchanged

    2. Concealed Forearm Ion Gun: Yet another knockoff of the PSIP-2 Smasher.

    3. Forearm Plasma Gun: A heavier knockoff of the PSPPR-05 ‘Lewiston’

    4. Shoulder MMLs (2): Unchanged, but those not expecting to go up against super-sonic airborne opponents have started swapping them with 16 count Micro-Missile pods.

    5. Vibro-Blade Claws and Feet and Tail:/[b] As before, but now silver coated and retractable for fine manipulation and to not damage floors. The tail has been simplified to not have the electric blast.

    [b]6. Hand Weapons:
    There are UEL cables in the upper arms.

    7. Melee Combat: Unchanged.


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Unread postPosted: Mon Dec 21, 2020 9:25 pm
  

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Heh....wonder what the Sovietski would do if the GNE offered them a few of their magic WMDs to take care of Sokolov, rather than have the Russians irradiate even MORE of their soil.
Wanna disguise a magic WMD attack? Lay down a few fuel-air munitions for a great big flash-bang...though a FAEE's a good enough substitute in its own right for a nuke, nd would do the job well enough against most infantry and structures. I wouldn't rule out those big shock trooper cyborgs being able to tank a blast that would leave the rank and file reavers as overcooked sludge. Combine the air burst FAE with a spread of magic River of Lava or Firequake munitions. and you get them from the air and the ground, and who's going to be able to tell, that there's magic in the mix?
Plus unless Sokolov's got good field-mobile SAMs(I wouldn't rule it out; the Russian military traditionally has been -crawling- with mobile SAM systems), it would be easy enough to run. few escorted cargo planes over his positions to drop the big FAE daisy-cutters.

Or maybe go Tunguska...Multiple warhead Meteor strike.

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

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


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Unread postPosted: Mon Dec 21, 2020 10:31 pm
  

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Joined: Thu May 08, 2008 11:04 pm
Posts: 256
taalismn wrote:
Heh....wonder what the Sovietski would do if the GNE offered them a few of their magic WMDs to take care of Sokolov, rather than have the Russians irradiate even MORE of their soil.
Wanna disguise a magic WMD attack? Lay down a few fuel-air munitions for a great big flash-bang...though a FAEE's a good enough substitute in its own right for a nuke, nd would do the job well enough against most infantry and structures. I wouldn't rule out those big shock trooper cyborgs being able to tank a blast that would leave the rank and file reavers as overcooked sludge. Combine the air burst FAE with a spread of magic River of Lava or Firequake munitions. and you get them from the air and the ground, and who's going to be able to tell, that there's magic in the mix?
Plus unless Sokolov's got good field-mobile SAMs(I wouldn't rule it out; the Russian military traditionally has been -crawling- with mobile SAM systems), it would be easy enough to run. few escorted cargo planes over his positions to drop the big FAE daisy-cutters.

Or maybe go Tunguska...Multiple warhead Meteor strike.

The radiation wouldn't be that bad, and would die down within a few years. Nearly all of a modern nuke's fallout is caused by the initial fission stage and what material contacts the heart of the reaction afterwards. A late gen warhead would be a strait fusion reaction, and air-bursts are the best way to do direct damage with them regardless, so the truly long term damage would be negligable. I give decent odds the Second Sovietski recycled their weapons grade fissionables into cyborg power plants, and they would only need lithium for warheads.


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Unread postPosted: Tue Dec 22, 2020 1:41 am
  

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Joined: Thu May 08, 2008 11:04 pm
Posts: 256
Something I have to get out of my head, here's how Seriyev is infiltrating the Azhur and why he hates them so much.

Soldati Tuman (Mist Soldier) Klia
The Tuman are a group of Klia that fell into Seriyev’s possession in 107 PA, and are perhaps his largest stroke of luck against the Azhur. A uniquely capable sub-breed, their capabilities make them ideal agents against the Azhur, with extraordinary mental affinity and endurance combined with minor shape shifting abilities. The rest of their characteristics also shows the millennia of deliberate breeding that went into crafting their specific lineage, which grants them substantially above average capabilities in all other aspects as well. Seriyev has chosen to only commit a small portion of them to espionage, with most of them being too old to reasonably retrain and there being the obvious need to retain a breeding stock to build up their numbers. He has high hopes for his newest agents, and they are striving to not disappoint him.

From what the Tuman know and the documentation recovered, their original master was a sadistic piece of work even by Azhur standards, with his most favorite form of ‘play’ being to have his Klia enact rolls and make each other suffer. To allow him to retain his favorites, and to enhance the experience, he bred his ‘actors’ breed to have extraordinary mental endurance and affinity. The addition of minor shape shifting was relatively recent, with their master growing board of having the same faces every time. As his resources were quite substantial and he had no shortage of contacts, he was easily able to get himself included among those that would be sent to the material planes to establish their footholds, with his personal goal being to find inspiration for more of his games. The thought of using them as spies appears to have never occurred to him, and as he was often unguarded around his favorites this is thought to be the truth.

His death at the hands of one of Seriyev’s Assassin Shocktroopers (who had acquired a pair of Paladin Steel ‘Heatwave’ tribarrels for the occasion) in early 107 PA meant that his current stock of 80 of these advanced Klia now fell into the Warlord’s possession, and they were eager to leave the Azhur behind. They assisted in the strike team’s looting of the facility, and found themselves in debriefing rooms with experienced Soldati Dimiye in Minsk less than a month later. Their potential as espionage agents was immediately recognized, and Seriyev made the decision to train the youngest batch of 20 (who were only 16 years old) in the arts of the Dimiye. Their training would be considered finished in late 110 PA, and they have spent the months since establishing their covers and working their way up the chain of facilities the Azhur possess in the arctic circle. They have already provided invaluable pieces of intelligence regarding the organization of the Azhur’s forces and their ongoing expansion efforts, and will be able to dig up more in the future.

Beyond training these agents, Seriyev has also established (at substantial risk) a number of small covert outposts in the deep arctic where several of his Master Forgers, Hackers, Armorers, and Intelligence specialists (all 8th to 12th level) support their efforts. They also serve as staging points for his Assassin Shocktroopers to operate out of, removing the need for the Tuman to deal with most wetworks themselves. The Tuman have also managed to set up a number of small hidden safe-houses near or sometimes even in Azhur facilities, which provides Hackers with access to the local datanet. He has informed GNE Intelligence the regions of which he has active operations, and they have responded in kind in order to not trip over each other.

Those retained at home find Minsk to be generally pleasant, with their atmospheric control abilities allowing them to remain fully comfortable all year round. Interior spaces in Seriyev’s territory are generally around 68 degrees Fahrenheit, which requires some active measures to be survivable, but a low profile cooling suit is more than sufficient. The spaces set aside for their residence are kept around 25 degrees, with the normal Klia caretakers using the constant stream of protective amulets that Seriyev’s forces bring back to compensate. Those that are part of it have come to enjoy working for a criminal empire, and have become absolutely amoral in outlook.

Tuman Klia Racial Stats
Spoiler:
Alignments: Those that have developed enough of a personality for it to be relevant are Aberrant, with their defining trait being their fanatical loyalty to Seriyev that defies all rationality.

Lifespan: 300 years. None were older than 84 when they were recovered.

Size: 5-7 ft tall, 100-200 lbs.

Gender: Heterosexual, at least in their Material Plane forms. The males are extremely effeminate, to the point of being outright androgynous at minimum.

Disposition/Attitudes:
    Since their training, the Tumen have developed personalities ideal for their new occupations, and enjoy ‘playing the game’ in a manner similar to Seriyev himself. They are perfectly content to be pawns, but are well aware of their value. Their overriding goal is to provide Seriyev with a stream of useful intelligence, and will not risk themselves unless it serves to further this. Their training has allowed them to mentally internalize what they consider to be their symbols of ownership, allowing them to get by without a physical object on them.

    One of the lingering problems is that they consider themselves to be to sapient work animals, and freely use terminology such as 'broodmare' and 'breeding stud' to describe themselves. Seriyev is trying to tone this down, if only because it'll be a determent against basically anyone that isn't the Azhur, but he half expects to fail considering the other mental issues the Klia are stuck with. He also doesn't particularly care for sapient beings being treated in such a way, but his vice empire has given him too much experience with people that are actually into that to condemn it outright. If they become human enough to truly experience love its hoped that they can decouple the concepts from their instinctual need for servitude, and allow them to become less of a walking fetish fuel station attendant for those with power fantasies. Seriyev has too many of those among his agents already, and he would rather not encourage more. He hopes its just a generational thing due to their shared trauma.
    (If the GM has a fetish for it, it says. If they don't, it doesn't. Simple as that.)

Physical Attributes: Those recovered had their IQ, PP, and PB above their average. What happened to those that did not make this cut is something not speculated about.
    IQ: 2d6+6----(8-18, av 13)
    ME: 2d4+21---(23-29, av 26)
    MA: 1d6+24---(25-30, av 28)
    PS: 2d6+6----(8-18, av 13)
    PP: 2d6+12---(14-24, av 19)
    PB: 2d6+12---(14-24, av 19)
    PE: 2d6+6----(8-18, av 13)
    SPD: 2d6+12---(14-24, av 19)
    PPE: 3d6+18---(21-36, av 31)
    Hit Points: PE +1d6
    SDC: (2d6+12)x3

Natural Abilities:
    *Immune to Cold, and take NO damage from cold-based attacks or exposure
    *Also do not need to eat or excrete like normal beings; all they need to survive is air, and a pint of water/ice a week to keep in shape. Klia CAN imbibe and eat normal food.
    *Do not suffer from lack of exercise, and do not cramp or have muscle atrophy
    *+6 to save versus airborne toxins and gases
    *Immune to Disease/Illness
    *Glare Resistance: CANNOT be blinded by glare or by means like Blinding Flash.
    *Horror Factor: 9 in their natural Ice form

Super Powers:
    *Control Elemental Force; Air: Same as the Heroes Unlimited Major Superpower
    *Alter Physical Body: As Heroes Unlimited Minor Superpower, pg 228. Also provides a +10% to Disguise, Impersonation, and Undercover Ops
    *Extraordinary Mental Affinity: Base MA is 24+1d6, +10% to seduction, pick pockets, and anything involving deception and slight of hand
    *Extraordinary Mental Endurance: Base ME is 21 +2D4, Needs a 12 to save vs psionic attack, +6 to save vs mind altering drugs/Horror Factor/possession, and +1 to save vs magical illusions.
    *Can lower temperatures around them by their P.E. x2 in degrees, or can create a 'cold spot' not more than a square ft in size, where they can lower the temperature as much as their P.E. x5 in degrees.

Vulnerabilities: As normal.
    In human form they become uncomfortable at temperatures of 50 degrees F, and really begin to suffer at temperatures of 60 degrees F or greater, and start suffering 1d6 points of damage per minute at temperatures of 65 degrees or more. The latest generation can withstand temperatures another 15 degrees higher, allowing them to survive human room temperature (68 degrees) with only moderate discomfort.

Psionics: None

Magic: By OCC only

Cybernetics/Bionics: None.

Skills of Note: Language & Literacy: Elemental at +10%

Available OCCs:
    Most of the older Tumen were trained as either actors, personal attendants, or administrators, which provided a vast amount of knowledge to build the specialized training program around. The youngest mature generation has been trained as a variant of the Soldati Dimiye, and Seriyev is having the generation ahead of them start looking into Techno-Wizardry.

Notable Figures and Groups
    Loptis (Age 88): The oldest of the group, Loptis was their old master’s personal attendant (IQ 18 and PB 24) and was responsible for much of the communications between him and other Azhur. This made her a priceless source of knowledge regarding the M.O.s of the then current leaders on Earth, along with no end of details of greater Azhur society. Her traumas have reduced her ME to a mere 10 (from 29!), and it is exceedingly unlikely that she will ever leave Minsk Castle for the rest of her life. The sheer desperation with which she latched onto Seriyev tells much, and she is molding herself to become his ideal servant. She has several notable insanities, but with psionic assistance she is working through them.

    Moltpil (Age 84): Moltpil was responsible for training their newest members as actors, and as a result has an extremely extensive knowledge base of all the tricks that a Klia can use to pretend to be another. Her ME loss is not as extensive (still a reasonable 15), and she remains highly involved in the training process, but now in a different role. Like Loptis, she would rather prefer that she never leave the confines of Minsk Castle, and Seriyev is happy to accommodate.

    Fotima (Age 60): The oldest remaining male, he is frankly stock raving insane (Down to ME 6 from 27 originally). His traumas have led to him being kept in a very safe ‘rubber room’ where they cannot be triggered. He honestly prefers to be locked away, particularly when there are latches on both sides of the door. Seriyev is the few males that can approach him without triggering his phobias, and is perhaps the most heart-wrenching being that the Warlord has ever come across. His one remaining joy in life is serving as a breeding stud, and Seriyev is working to give him some vices to sooth his pain.

    The Clerks (Ages 40-60): 25 of them were trained as administrative aids, and have been put to work in Seriyev’s criminal empire. Their average ME remains above 20, and they have proven to be absolutely indifferent to everything that crosses their desk. They have also been used as assistants in interrogations, with their amoral dispassion of the proceedings often being one of the most effective tools Seriyev’s experts have available.

    The Studs (Ages 28-50): Other than Fotima, there are 9 other males. Their average ME has been reduced to 13, and are considered completely unfit for any task outside of the castle. They have been put to work as domestic servants in the covert sections, and are happy to not be tasked with anything of significance. Beyond the other Tumen, they are constantly approached by the human women of the castle for ‘a romp in the snow’, and Seriyev often has them breed his increasing population of normal Klia.

    The Children (Ages 0-4): The Tumen reside in an underground expansion of the castle, and more than 120 of their children now reside in it. It is a Castle joke that the female Tumen are always pregnant, and the Tumen wish that could be the case. The expansion also has 80 normal Klia as caretakers, and arrangements are being developed for their education. Seriyev hopes to train them as agents in the future, with even the least capable still being capable as an agent if given a tool to work around their temperature problems.

Soldati Tuman (Mist Soldiers) OCC
Spoiler:
OCC Bonuses: As Soldati Dimiye

OCC Skills: More inclusive due to having no OCC related picks at first level.
    Communication
      Electronic Counter Measures +10%
      Language Elemental 98%
      Language Russian +30%
      Literacy Elemental +20%
      Literacy Russian +20%
      Radio Basic +15%
      Surveillance +15%
      TV/Video +10%
    Electrical
      Basic Electronics
    Espionage
      Disguise +25% (+50% to be another Klia)
      Escape Artist +20%
      Impersonation +20% (+40% to be another Klia)
      Intelligence +10%
      Pick Locks +10%
      Undercover Ops +20% (+40% for Azhur forces)
    Military
      Military Etiquette +10% (+20% for Azhur forces)
    Physical
      HtH Assassin
      Prowl +10%
    Rouge
      Concealment +10
      Computer Hacking +10%
      Imitate Voices and Sounds +20%
      Find Contraband +15%
      Palming +10%
      Seduction +10%
      Streetwise +10%
    Science
      Basic Math +20%
    Technical
      Computer Operation +10%
    WP Ancient
      WP Knife
      WP Grappling Hook
    WP Modern
      WP Energy Pistols
      WP Energy Rifles
      WP Handgun
      WP Rifle

OCC Related: As Soldati Dimiye (2 every 3 levels of experience), but +10% to Rouge and no additional picks at first level.

Secondary Skills: None to start with, but gains 1 at levels 3, 6, and 9 (Generally Physical or Piloting)

Psionics: None

Magic: None

Cybernetics/Bionics: None.

Standard Equipment: As Soldati Dimiye, but composes of equipment they could plausible acquire at an Azhur facility. Their disguises consist of other Klia identities, and take advantage of their minor shape shifting abilities.


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Unread postPosted: Wed Dec 23, 2020 11:08 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
(Reposting some older material as per request)

Paladin Steel ‘Wolfhound’ Light Armored Car
(aka ‘American BRDM’, ‘Rowboat’, ‘Pacecar’)

“The Wolfhound is yet another of Paladin Steel’s long line of light combatants, and is another sign of the company’s inability to put anything down, at least not completely.....It’s also clear that Paladin Steel and Greater New England plan on putting one of these things, or at least one of their many armed ‘utility’ vehicles...jeeps, light trucks, hoverplatforms....in the hands of virtually every able-bodied combatant and driver in their territories, and supply more in low-cost gratitude-winning bulk to their allies and possible allies....One gets the impression that if the Vermonters can’t take out their enemies one-on-one with combat units of equal quality, they’ll settle for drowning them with masses of light armor units....Whether their populace or that of their neighbors will accept such a strategy remains to be seen, but anyone contemplating attacking GNE interests and territories is well-advised to pay as much attention to their ‘commercial’ vehicle catalogues as to intel reports on their latest megadamage robot armors. ”
-----Captain Adrianne Guearux, Free Quebec Military Intelligence

“Somewhere at the Paladin Steel outlet, between the VW SuperBug, the VW Camper, the RV-08 MegaBago, DL-500 Arabian, Gray Wolf Command APC, the GAC-01 Greyhound, the M017 “Futura”, the Wolfhound, the DL-600 ‘Clysdale’, and the Jeep Warrior, you ARE going to find the vehicle that fits you to a ‘T’...and THEN they’re going to hit you with the options catalogue....”
-------Talag Astior, Headhunter, “McCathy’s Metal Maniacs’

“Betcha never taght ew’d never be able to’get a slab-sider roadsucker like dis to jump like ‘dat, didja?”
“I never thought I’d be able to SURVIVE a jump like that....”
----Drek and Lance Magoo, Headhunters, in a Wolfhound AFV, after evading a Juicer bike-gang

“With our range of available off-the-shelf options, and our expert mechanic and technical staff who are willing and ready to listen to your needs, your defense capabilities need only be limited by your imagination and your budget.”
-----Mikhail Gorridan, Paladin Steel Sales Representative, Merctown Office

The PS ‘Wolfhound’ is the latest incarnation of Paladin Steel’s stalwart ‘Greyhound’, a simple, wheeled armored car based on the pre-Rifts World War Two American ‘Greyhound’ of the same name and following generally similar lines. The original PS-GAC-01 was one of Paladin Steel’s first post-Rifts AFVs, a commercial chassis mated with an armored hull and weapons turret, in a simple, easy to produce, low-end combat vehicle that could be produced in quantity to supply the local militias that would later become the basis of the Greater New England Regular Army. Since those humble beginnings, however, many changes have been made to the Greyhound, due to applied combat experience and advances in design and production technology, and ultimately those changes have added up significantly that Paladin Steel has elected to dub the latest model of the Greyhound to emerge from the Heavy Industries assembly lines as a new machine...the ‘Wolfhound’.
The ‘Wolfhound’ more closely resembles later-generation American armored cars, such as the Cadillac Gauge Commando series. The body shell is now a cast and molecularly sealed ceramic-composite, as opposed to the earlier bolted ceramic plate, with a boat-shape(inward-angled lower sides, angled-in ‘turtleback’ top, raised nose, forward glacis plate, and sloped fantail). Besides being amphibious, the boat-shaped hull also helps divert blast damage from land mines to the car’s sides and away from the crew. The GAC-02 is faster, sports heavier armor, and can carry heavier armament, being intended from the start to use PS’s multi-modularity configuration system(as opposed to the Greyhound, whose upgrades were largely left to field mechanics and militia garages). To speed production, PS has tried to use as many off-the-shelf systems as possible; the PS-GAC-02 may not be cutting edge, but it takes advantage of the dominant standards in the GNE arsenal. Simplicity is the key to the Wolfhound.
The standard combat configuration Wolfhound features an armored turret with an eighty-millimeter long-barrel massdriver cannon with both direct and indirect-fire capabilities, a co-axial light rail gun, and twin pintles for a cupola-mount light weapon and a turret-side weapon(typically a mini-missile launcher box). A retractable sensor tower pylon, a copy from the PS ‘Black Titan’ robot design line (themselves knockoffs of Titan Works designs) is mounted on the turret, and can elevate up to 3 extra feet, allowing the AFV to hide behind walls and other obstacles and still keep an eye out around it.
The ‘Wolfhound’ is expected to take over many of the same roles now performed by aging Greyhounds in the GNE; scout and rear echelon military security patrols, police, and corporate security. The Wolfhound is also clearly intended for the commercial market as well, with sales being expected to various North American states and mercenary groups(especially through the Maison de Guerre and Merctown marketplaces).
Limited production of the original, simpler (though often sporting improved armaments) Greyhound continues at smaller border state and ‘black market’ production lines.
Type:PS-GAC-02
Class: Light Wheeled Armored Fighting Vehicle(Ground Armored Car)
Crew: 3(driver, gunner, commander/communications/sensor officer)+6 passengers
MDC/Armor by Location:
Main Body 320
Wheels(4) 50 each
Turret 150
Main 80mm Cannon 80
Sensor Tower 25
Height: 9 ft
Width: 7.5 ft
Length: 17.8 ft
Weight: 12,700 kg (25,400 lbs)
Cargo: Small space in cabin for several backpacks, small arms, and personal gear; 4x4 ft cargo space in rear cabin.
Powerplant: Liquid Fuel(450 mile range), Hydrogen-Electric Fuel Cell(500 mile range), Electric Battery(480 mile range), or Nuclear Mini-Pack(w/ 10 year lifespan)
Speed:(Road) 80 MPH
(Water) Fully amphibious; 5 MPH
Market Cost: 700,000 credits standard, 800,000 credits for fuel cell, 900,000 electric, 2 million credits for nuclear
Systems of Note:
Basic Vehicle Systems:
Closed Cabin w/ 18 hour life support and air conditioning/filtration
Radio: 50 mile range
Headlights--Normal and Infrared
External Loudspeaker/Sirens---90 decibels
Sensor Tower/Turret---Can raise or lower up to three feet
Laser Targetting
Thermo-Optics
Mini-Radar (7 mile range)
Rear Trailer Hitch----The Wolfhound can pull a trailer load of up to 5 tons without significant performance degradation.

Weapons Systems: None standard, but the standard combat model has the following:
1) Smoke Mortars(2x3 tubes)
Range: 500 ft
Damage: None, smoke(chemical agents such as tear gas can be substituted) in 10 ft radius.
Rate of Fire: Volleys of 1,2,3, 4, or 6
Payload: 6 smoke grenades per launcher, 36 total

2) 80mm Medium Barrel Gauss Cannon(PS-MDJ80M)----Paladin Steel loves dual-mode direct-fire/ballistic-fire artillery and the Wolfhound is no exception; the 80mm massdriver cannon gives the otherwise modest AFV a tremendous bite as both a forward armor-hunter and a light mobile artillery platform.
Range: (Direct Fire)25,000 ft (5 miles)
(Indirect Fire) 62,500 ft (12.5 miles)
( SATNUC-Direct Fire) 17,000 ft (3.4 miles)
(SATNUC-Indirect Fire) 42,500 ft (8.5 miles)
Damage: High Explosive(HE)----1d4x10 MD to 15 ft radius
High Explosive Anti-Tank(HEAT)---- 3d4x10 MD to 5 ft radius
Fragmentation--- 5d6 MD to 30 ft radius
Plasma----- 1d6x10 MD to 20 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 3d6x10 MD out to 6,600 ft, 2d4x10 MD out to maximum range
(SATNUC)80mm---4 submunitions----Does 4d4x10 MD to a 4 ft blast radius, 4d6 MD concussion damage to a 20 ft blast radius.
Rate of Fire: 5 shots per melee
Payload: 50 rounds

3)Co-Axial Light Rail Gun---Mounted next to the 80mm cannon
Range: 3,500 ft
Damage: 1d6 MD per single shot, 7d6 MD per 30 shot burst
Rate of Fire: EPCHH
Payload: 10,000 rd drum(333 bursts)

4) Cupola-Mount Weapon----A powered pintle mount can be fitted to the turret’s main hatch ring, and can accommodate another light rail gun, mini-missile launcher, or light energy weapon. This can be operated either by a crewman standing upright in the hatch, or by remote control from within the safety of the turret.

5)(Optional) Hardpoint(1)---A single turret hardpoint can be added, typically for mounting a mini-missile launch box or launch rails for heavier missiles/projectiles.


Options/Variants:
*Turret-less models of the GAC-02 sell for about 20% less.
Removal of the turret equipment allows, for 10,000 credits, for a built-up casemate-style hull to be added, allowing for accommodation of 3 extra passengers

*Extra Armor---Up to 100 MDC of additional armor can be mounted applique-style, at 35,000 credits per 10 extra MDC(this is PS-manufactured plate direct from the factory, so PS can lower the price). However, anything above 50 extra MDC will add extra encumbrance to the vehicle; -10% to top speed.

*Sealed Gunports----The sides of the Wolfhound can be fitted with up to four(two each side) NBC-sealed/locked gunports, allowing passengers using speically modified sidearms to fire at targets(-1 to strike due to the awkward angle)
Cost: 4,000 credits each

*Ram Bumper-A semi-articulated reinforced ram prow that can serve as a ramming ‘beak’ or can be lifted and lowered for debris clearance.
MDC: 75
Damage: 6d6 MD from a ram, 1d6x10 MD from a full speed ram
Cost: 18,000 credits

*Supercharger---(Available only to Liquid-Fuelled models)--This modifies the powerplant for greater speed(albeit at greater expense)
Cost: 9,000 credits for a 20% increase in speed

*Sensors---Many buyers/operators reconfigure the sensor suite, adding additional sensor mounts or installing wholly new ones.
a)Sensor Cluster--Small sensor dish on a turntable
MDC: 25
Sensors: Mini-Radar--5 mile range
Motion Detector--200 ft range
Laser Illuminator-----6,000 ft range, Designates targets for laser-guided munnitions/weapons
Laser targetting System(+1 to strike)
Cost: 18,000 credits

b) Lance Scanner---Looks like a long lance protruding from the front of the craft. The Lance Scanner contains a magnetometer() and a short-range microwave radar for groundsearching minefields(in theory, the ground radar sound be able to detect even non-metallic mines, but takes twice as long).
Range: The magnetometer has a range of 4,000 ft and can detect vehicles and other metallic structures with 80% accuracy
The ground radar has a range of 3,000 ft, and has a 90% chance of detecting metal-cased mines, 60% chance of detecting non-metallic ordnance.
Cost: 40,000 credits

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

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

*e) Optical Cluster---Mini-optics turret similar to those mounted on helicopters and aerodynes
Sensors: Telescopic (2 mile accuity, 4-10x50 magnification)
IR/UV(2,000 ft)
Thermo-Imaging (3,000 ft)
Audio-Video-Survellance System w 48 hour recording capability
Laser Illuminator---’Paints’ targets for laser-guided weaponry. Range of 2 miles and gives a +1 to strike for L-G ordnance.
Cost: 18,000 credits




*Armaments----The GAC-02 can be fitted with a variety of other turret armaments, resulting a large number of possible variants. The following are a few of the more common/popular configurations:

a) 90mm Cannon-One variant turret mounts a conventional chemical propellant 90mm cannon in place of the 80mm railgun. The 90mm cannon has a slightly heavier punch at short range due to the larger shell, but has less range and available ammunition capacity(due to the added weight and mass of the cartridge) than the rail gun. It’s also a lot less expensive(purchased separately, the PS 80-mm rail gun costs 1.1 million credits).
Range: (Direct Fire Only) 5,000 ft
Damage: (Armor Piercing)1d6x10+15 MD
Rate of Fire: 5 shots per melee
Payload: 36 rds
Cost: 180,000 credits

b) 80mm Gun-Mortar---One version intended for overseas sales in newly reopenned Spain outfits the turret with a locally-produced ‘Mangonel-80’ 80-mm Gun Mortar----This weapon, named for an ancient low-trajectory catapult, trades the range and power of the 120-mm mortar and the 105mm L7 cannon, for a higher rate of fire, and capability in BOTH the direct- and indirect-fire roles. The turret also mounts a light rail gun in an adjacent mount.
Range:(Direct Fire) 3,200 ft
(Indirect Fire) 26,000 ft (5 miles!)
Damage:(Fragmentation)1d4x10 +5 MD to 25 ft blast area
(Armor-Piercing High Explosive) 2d4x10 MD to 6 ft blast area
Rate of Fire: Four times per melee
Payload: 60 rds
Cost: 190,000 credits

c) 2 Pounder 40mm Autocannon---Another variant with export possibilities mounts a turret with a licensed copy of the Farnborough Avionics British 2-Pounder ‘Pom-Pom’ Autocannon Mark IV, a weapon with both ground-fire and air defense capabilties. The turret mounts a single weapon, with 75- degree elevation, and associated air warning/target acquisition/tracking radar(15 mile range and +2 to strike airborne targets).
Weight: (Basic Single-Barrel Weapon, sans mounting) 600 lbs
Weight of Shells: (HV Round) 1.81 lbs
(LV Rounds) 2.0 lbs
Range:(High Velocity Round)5,000 yards(15,000 ft)
Maximum AA altitude w/ HV shells: 13,300 ft
(Low Velocity Round) 3,800 yards(11,400 ft)
Damage:(Fragmentation) 4d6 MD to 6 ft blast radius
(High Explosive) (HV) 1d4x10+3 MD to 1.5 ft blast radius
(LV)1d4x10 MD to 1.5 ft blast radius
Rate of Fire: 120 rounds per minute(or up to 30 rds per melee)
Payload: 100 rds in turret box magazine
Cost: (Basic Weapon) 70,000 credits (200,000 credits for entire weapons package)
High Velocity(Fragmentation) shells cost 200 credits apiece, 245 credits for HE
Low Velocity(Fragmentation) shells cost 180 credits apiece, 200 credits for HE



Other variants include the following:
d) Copperhead ATML-----Replaces the gun armament with a twin-box launcher for short range anti-tank missiles
Range: 1 mile
Mega-Damage: High Explosive 2d4x10 MD, (6 ft blast radius)
Rate of Fire: Volleys of 1, 2, or 4
Payload: 12(6 per launch box)
Bonuses: +5 to strike
Market Cost: 80,000 credits for the launcher, 10, 000 credits per missile


e) ADML----Air Defense Missile Launcher---Like the ATML turret, this replaces the gun turret with twin box launchers for medium-range air defense ‘smart’ missiles for company-level battlefield air defense. Typically carries 4 MRMs per launcher, for a total of 8.
Market Cost:100,000 credits for the launcher. Missiles cost extra

f) Medium Laser Cannon(PS-MLC-01)---In order to address the complaint about there not being enough energy weapon options for the Wolfhound, PS offers up a MLC weapon( 6,000 ft range, 1d4x10 MD per blast, EGCHH, 120 shot battery for conventional liquid-fuelled/electric models---recharges at 1 shot every 15 minutes...or unlimited linked to a nuclear powerplant. 5 million credits bought from Paladin Steel)



Twin-Long Barrel 20mm Automatic Cannon
Range:(Maximum) 7,000 yards(21,000 ft)
(Effective) 2,500 yards(7,500 ft)
Damage:(20 mm) 1d4 MD per shell at 7,500 ft or less, 1 MD per shell up to 21,000 ft
4d6 MD per 5 rd burst(1d6 MD at maximum range)
1d4x10+4 MD per 10 rd burst (2d6 MD at maxium range)
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm TX-1)4d4 MD per shell(2d4 MD per shell up to 21,000 ft)
1d6x10 MD per 5 rd burst
2d6x10+4 MD per 10 rd burst
Airburst does 4d4 MD to 2 ft blast radius(single shot)
(Wood rds) 6d6 SDC per shell(1d6x10 HP to vampires)
2d4x10 SDC per 5 rd burst(2d4x10 HP to vampires)
2d4 MD per 10 rd burst (3d6x10 HP to vampires)
Rate of Fire: ECHH
Payload: 450 rds per gun


(For the sake of convenience)
Paladin Steel Greyhound Armored Car
“Don’t call my car ‘old’, it’s ‘VINTAGE’! This oldie comes by its grey legit! It’s a VETERAN!”

A cheap, mass-produced MDC IFV, typical of PS’ early product-lines, which got it established in the heavy equipment market. The Greyhound is decidedly unspectacular, but offers a cheap, easily-maintained light- MDC vehicle for lower-end buyers, who can’t front the money or the technical support for more sophisticated systems. True, a well-armed hovercycle or power-armor can carve thru them, but a small town militia, armed with a squad of these things, can still do some substantial damage to an intruder.

(Update:) The GAC-01 has long passed from frontline service with any PS/GNE unit, but its sheer simplicity and low cost mans that every town has a few(typically much modified) in the municipal motorpool . PS/ASI often hands out tooling and licenses to satellite communities and local militias, allowing them to bolster their defenses, or to make some side money selling them, with these easy-to-construct vehicles. Often it’s simply the armored shell of a GAC-01 slipped over the mechanicals of a local vehicle.

Type:PS-GAC-01
Class: Armored Car
Crew: Three(driver, radio operator, gunner)
plus room for 2 passengers
MDC/Armor by Location:
Main Body 150
Turret 100
Laser Cannon 20
Wheels(6) 10 each
Height: 7.5 ft
Width: 6.8 ft
Length: 16 ft
Weight: 2.5 tons
Cargo: Small space in crew compartment for a few survival packs, tools, spare parts, and a few rifles/small arms.
Can haul up to three tons via trailer hitch
Powerplant: Conventional Fuel or Electric
Speed: 100 MPH
5 MPH on water
Range: 300 miles before refueling
Market Cost: 70,000 credits, good availability
Comes new with 2 spare tires, tool kit(s), spare parts package, air filters, first aid kit, 2 jerry cans for fuel or water(10 gallons each, and have 5 MDC), and two fire extinguishers. Paladin Steel also offers a 10-20% discount for orders of 10 or more vehicles.
Systems/Features:
Radio: 20 mile range
IR/Visible Light Headlights
Movable Spotlight
Air Filtration System; Rather than a self-contained NBC-proofed closed environment cabin, the Greyhound has a cheaper air filtering system that draws outside air in thru bionic lung-style filtration elements.
Amphibious
Trailer-Hitch
Options: Additional Armor. Applique MDC armor can be added at 25,000 credits per 10 MDC, max of 100 MDC can be added.

Weapons Systems:
1)25 mm Cannon
The Greyhound’s “big gun” is a turret-mounted 25mm cannon. a rather plain, generic weapon mass produced for the undiscriminating end-user.
Range: 4000 ft
Damage: 1d4 x10 MD per HE shell ; blast radius 8 ft.
Fragmentation: 4d6 MD to 20 ft radius
Plasma/AP : 1d6x10 md to 3 ft radius
Rate of Fire: EGCHH
Payload: 30 rds

2)Mini-Missile Launcher
Range: Varies
Damage: Varies
Rate of Fire: 1,2,3, or 6(all)
Payload: 6

3)Laser Cannon(co-axial to main gun)
Range: 4000 ft
Damage: 4d6 MD per blast
Rate of Fire: Up to six times per melee
Payload: 500 blasts

4)Smoke Launcher
Range: 100 ft
Damage: None, covers a 40 ft area with thick black smoke or tear gas.
Rate of Fire:1,2,4, 6, or 8 (all)
Payload: 8 rds

5) Optional pintle-mount weapon on the turret, typically a rail gun or energy rifle

** Calliope Mini-Missile Launcher Varient
This is a Greyhound converted into a cheap artillery support vehicle with the simple addition of a large box-type mini-missile launcher atop the turret, similar to the “Calliope” launchers mounted on Sherman tanks during WWII
MDC of Launcher: 25
Range: Varies
Damage: Varies
Rate of Fire: 1, 2,5,10, 0r 20(all)
Payload: 20
Cost: 15,000 credits and adds 4,000 lbs to the weight of the vehicle

_________________
-------------
"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 Dec 24, 2020 9:47 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 256
Here's a few item's I've talked with taalismn about.

PS-GrAR-05B Gravitonic Assault Rifle Extension
    (aka ‘ Long Thumpa’)

”First off, there’s more to it than just a bigger barrel. There’s some bits in the stock and the firing chamber as seen some notable alterations, so you can’t just put it on an older gun. A decent field armorer can convert it given a few minutes, and if you go to an outlet the exchange cost is only 6K for a complete set. You can use the old barrel and stock for closer range fire fights, and it remains compatible with their ammo mods. It's definitely not a cheap gun, and the damage trails off in the extended range, but the better shot grouping makes the big bursts usable. It's still lighter than the old -15, so Wolfpack can suck on it.”
----General Vlar Reltish, CAF Ground Forces

Extending the range of the Thumpa was not a simple task, with the gravitic effects being a complex interaction of several factors. A large part of the reason for the weapon’s good damage potential was that its performance was optimised for its effective range, and making it shoot past that would force some compromises. However, it was thought that it was worth looking into regardless, and after the Minion War an upgrade kit to the Thumpa was released. Using a variable focus gravitic accelerator design, the ‘Long Thumpa’ can be fired in short and long range modes with the flick of a switch. While the damage is decreased in Long Range mode, it retains the design’s excellent shot grouping, which means that more rounds land on target.

    Weight: +2 lbs (+.9 kg)
    Damage: (Short Range mode) As original.
      (Long Range mode) 3d4 for single shot, 1d4x10 per 3-shot burst, and 2d6x10+10 per 10 round burst.
    Range: (Short Range mode) 1,000 ft (305m)
      (Long Range mode) 2,000 ft (610m)
    Cost: (New/Compatible unit) +5,000 for the alternative parts.
      (Upgrade Kit) 6,000 credits and a successful Field Armorer or Weapons Engineer roll to install. PS offers to exchange older weapons for new ones with the complete set for only the kit cost


PS-GrHW-01B ‘Flamma’ Heavy Gravitonic Rifle Upgrade
    (aka ‘Flamma Mod’)

”The Flamma was already one of the best man portable heavy weapons, and the upgrade only helps. While ideally you wouldn’t want to be using such a big gun in such close ranges, all too often you don’t have a choice. And then there’s all the people that use it as a PA/Cyborg weapon, where they’d just use it anyway. Wolfpack has naturally put out a similar upgrade to the GR-25, but it's both blatantly a copy cat and still needs externally charged ammo, so people know its second best by a large margin. The Flamma’s shot grouping remains its big claim to fame, and Wolfpack hasn’t come close.”
----General Vlar Reltish, CAF Ground Forces

While good for infantry use, the Long Thumpa is considered inferior to the Flamma for PA and Cyborgs due to its still inferior range. However, there is an argument that its shorter range mode is of notable utility, so an upgrade kit for the heavier weapon was developed for close quarter fire fights. The changes were substantially different, as the Flamma houses a full gravitionic generator rather than using externally charged G-Clips, which more than triples the weapon cost but greatly increases range and cuts ammunition costs by more than 75%. Improvements in Paladin Steel’s gravitonic technology keeps the overall weight the same despite variable focus components, and the gains in damage potential are very meaningful when they are relevant, such as a boarding or urban combat action.

    Damage: (Short Range mode) 4d4 MD per shot, 1d6x10 MD 3-shot burst, 3d6x10 MD 10-shot burst.
      (Long Range mode) 3d4 for single shot, 1d4x10 per 3-shot burst, and 2d6x10+10 per 10 round burst.
    Range: (Short Range mode) 1,000 ft (305m)
      (Long Range mode) 4,000 ft (1220m)
    Cost: (New Unit) 100,000, and comes with the Gravitionic Counter Buffer
      (Upgrade Kit) 8,000 credits and a successful Field Armorer or Weapons Engineer roll to install. PS offers to exchange older weapons for new ones with the complete set for only the kit cost


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Unread postPosted: Fri Dec 25, 2020 4:32 am
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 256
And here's one last thing for the night.

Suhkoi/SevAir Su-57TW ‘Archfelon’ Air Superiority Fighter
“While he stole it off the Azhur, Seriyev had to have had his eyes drawn by the ‘Felon’ name. He’s a back-stabbing rat through and through, but he’s good at the game and knows when not to try something. It's a damn good craft as well, and is likely the best design that's yet been produced in Russia. Sadly the GNE has multiple designs that easily surpass it, and far more of them as well. The Yankey’s have always loved having control of the air, and their focus on more refined designs has all too often resulted in them surpassing the motherland in that regard. This is why the First Sovietski had so many SAM platforms, and the replacement for the Firefang can’t come soon enough.”
--- General Gavriil Shkuro, Secretary of the Sovietski Air Corps

“The more capable elementals are something of a double edged sword if you treat them like pieces of equipment, but if you work with them they can be cooperative. Whatever they did to make the cyberlink work gives you mental contact with them, and if you put the work in you can build a relationship. Most of the Warlord people that have been in them consider it akin to gaining a horse’s trust, which is a workable analogy. They seem to REALLY enjoy tangling with the Fire Elemental jets of the Neo-Vikings, and have nothing against being used against the Azhur’s Ice Birds. If anything, they’re more shy about the sensors being fired up than stealth pilots.”
--- Anonymous, Farnborough Aviation consultant

“When they said that the Elementals in the thing are smart predators, they were understating it. Based on the notes, they hunt in mated pairs and are primarily ambush predators, but being from the Elemental Plane of Air gives it a big twist. Beyond simply understanding air combat, they also GET the Stealth/EWAR game, which you can tell due to the feedback from the Cyberlink. Most of them actually enjoy being in a fighter jet, and can parse the rest of it though their lenses. Maintenance techs are seen as lesser flock mates doing grooming activities, which are important to keep the edge. Missiles are interpreted as fragmented lessers being used to attack, but they’re fragile enough that a good lightning blast can kill them first. They also know how to use the TW systems if you let them, and they’re not bad at their timing either.”
--- Anonymous, Seriyev War Camp Pilot

In early 112 PA Warlord Seriyev reached out to the GNE to help him conduct a daring raid into Azhur territory, having located the facility where they were both producing their SU-27s and developing its successor, based on the stealth capable Su-57. No one wanted the Azhur to have such capabilities, so a plan was formed. As both Seriyev and the GNE desired to have an indepth look at the icy overlord’s TW production methods, it was agreed that a commando operation would storm the facility and capture whatever documentation, equipment, and Klia personnel they could. The facility was built on a nexus point, and Seriyev had their Rift schedule for months in advance, so it was possible to use the GNE’s growing corps of Dimensional Pathfinders to extract the force the same way. The operation itself was conducted in late 112 PA, and despite the usual list of unexpected complications it was a major success. As the GNE had far better craft available, the recovered tooling and most of the production staff were turned over to Seriyev, who then went on to finish developing it as his new primary fighter.

Some speculate that the biggest draw of the Su-57 for Seriyev was it’s historical NATO reporting name; Felon. It being a capable stealth aircraft and undeniably Russian only helped, along with stealing several matches on the Azhur. The original Azhur prototypes mirrored the original, but Seriyev reasoned that the more refined engineering methods of humanity could improve its layout. To start with, much of the internal systems were taken from the Paladin Steel F-24 Batelour and Farnborough Aviation/Hanger-18B J-350 Draken II, which increased capabilities, sped up development, and allowed for parts to be purchased on the open market if need be. The internal airframe had already been partially redesigned to take advantage of the internal fuel tanks being redundant, but engineers on loan from Farnborough Aviation and the Sovietski were able to take it much further. One of the lucky breaks of the development was that the advanced Air Elemental engines produced a substantial amount of electrical power with some slight modifications, removing the need to install a complicated or massive nuclear power plant.

Externally, it is almost identical to the original, but there are key differences. The first and most significant of which is that the primary internal bays have been combined, with M-Factor materials allowing the divider to be removed and larger ordinance to be carried. Less notable changes are the addition of a pair of pulse lasers (copies of the PS-RFL-25, which is itself a copy of a Coalition States weapon) above the front air intakes, and the duplication of the primary cannon mount on the other side of the cockpit. This did require a substantial reworking of the sensor systems, but the removal of the internal fuel tanks meant that there was plenty of room to move things around. The secondary internal pays have been slightly changed to be able to fit mini-missile pods, and given its role and capabilities there is some argument to using them.

One of the breakthroughs the Azhur were working on was using a more aggressive and capable form of minor Air Elemental to power their aircraft. The lead developer, Cornelian Dravite, had been renowned for millenia among the Azhur as the foremost expert on taming and making use of their mindless cousins, and Seriyev’s Soldati Tumen managed to prevent his personal notes from being destroyed. In addition to putting the Azhur back to square one, Seriyev was able to trade access to them with Hanger-18B to help reestablish the purloined production equipment at the eastern nexus of the Old Moskva lay lines, which the Sovietski permitted in exchange for a more formal peace arrangement and to start damming up the energy going into the most infamous Deadzone. It also gave them more access to Farnborough Aviation, which had joined the project as a technical consultant, which greatly helped their own aircraft development efforts. The Azhur would manage to reconstitute their efforts and release their version a year after Seriyev, and while limited would be similar in broad strokes.
Spoiler:
Type: Sukhoi/SeivAir Su-57TW Archfelon

Class: Air Superiority Fighter

Crew: 1

MDC/Armor by Location:
    Main Body--------------450
    Reinforced Cockpit---100
    Wings (2)---------------200 each
    Engines (2)-------------200 each
    Tail Planes (4)----------50 each

Statistics
    Height: 15 ft 7 in (4.74 m)
    Width: 46 ft 3 in (14.1 m)
    Length: 65 ft 11 in (20.1 m)
    Weight: 50,000 lb (22,680 kg) empty, 77,162 lb (35,000 kg) fully loaded.

Cargo: Small space in pilot’s seat for a survival pack and sidearm

Powerplant: Twin Ensorceled Air Elemental predators, containment spells need to be renewed every six months or the Elementals will escape. It also has a 300 PPE battery, which recharges at 10 PPE/hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus. They can also be charged by external sources.

Speed:
    Cruise: Mach 1.6 (1,710 km/h; 1,060 mph)
    Maximum: Mach 2.5 (2,650 km/h; 1,650 mph)
    Maximum Altitude: 20,000 m (66,000 ft)

Market Cost: They are most definitely not for sale, but a speculative Paladin Steel cost for an identical craft is around 35 million (Rifts Earth) credits. Production cost is between 15 and 18 million, depending on the TW costs.

Systems of Note:
    As the Paladin Steel F-24 Batelour, as well as the following;

    *Advanced Control: Cutting edge Pre-Rifts avionics are combined with Air Elementals to grant incredible agility. +15% to acrobatic maneuvering, +3 to dodge, and +3 to roll with impact.

    *Cyberlink Piloting System: As normal, but the use of Air Elementals allows non-augmented Klia to make full use of it due to sympathetic magic.

    *Stealth Construction: -60% to be detected by Radar, degrades by 5% for each external hardpoint used.

    *ECM System: Radar guided munitions are -4 to strike this craft.

    *Air Elemental Engines: The aircraft has NO foul weather penalties for flying in windy conditions, does not suffer icing, and does not have a hot exhaust for heat-seekers to track.

Weapons Systems:
    1) Primary Cannons (2): As the J-350 Draken II. Most commonly the dual 30mm, which have 220 rounds of ammunition each.

    2) Secondary Lasers (2): Copies of the PS-RFL-25.

    3) Lighting Bolts: As the J-350 Draken II, but up to 4 timers per melee due to having two engines and are +3 to strike due to the more predatory bread used. The Air Elementals are smart enough to use them on incoming missiles, and can shoot them in all directions.

    4) Primary Internal Bay: Can carry up to 5,000 lbs (2268 kg) of ordinance, and has substantially better bay dimensions than the Batelou.
      a) Freefall Bombs
      b) Mini-Missiles: 40
      c) SRMs: 16
      d) MRMs: 8
      e) LRM: 4
      f) Standoff Weapon Dispensers: 4
      g) TW Munitions
      h) Recon Pallet: Can be combined with the non-LRM options at half payload.

    5) Secondary Internal Bays (2): As the J-350 Draken II’s pylon mounts, but can hold 2 SRMS and they do not interfere with performance. Most commonly holds equivalents to the Shrike III or Skyflash ASRAAMM.

    6) External Hardpoints (6): As F-24 Batelour’s externals. The use of magic can compensate leading up to the first strike.

    7) Flare/Chaff Launchers (2): As Triax style chaff, 12 charges each.

Magic Systems: The spell suite is far more extensive than those of the Azhur, with Farnborough Aviation and Hanger-18B having substantially more refined methods. The Cold Exhaust feature was eliminated to preserve stealth. The most important feature is the advanced Shadow Meld, which is copied from UWW sources.
    *Levitation: This allows the aircraft to perform like a VTOL fighter, slowing down to hover at 100 ft, and lower itself to a landing, or loft itself off the ground and accelerate into flight.

    *Protective Energy Field: 50 MDC per 10 PPE, 10 minute duration.

    *Impervious to Energy: 5 minutes per 20 PPE

    *Shadow Meld: 3 minutes per 10 PPE. Other craft are -6 to strike and -4 to dodge the Archfiend unless it is directly illuminated by something (like the sun). This is nullified by See the Invisible and similar. When its active sensors are off, conventional opponents can only detect it by its weapon discharges.

    *Invisibility (Superior): 3 minutes per 20 PPE. Renders the aircraft invisible to radar, sensors, and optical detection, but cannot engage radar, radio, or other high tech communications/sensors while in this mode.

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

Variants:
    *Warlock Version: Production is setting up for UWW grade sensors and permanently active Circles of Protection. The design is honestly too slow for the Three Galaxies, but would be valued around 15 million due to its magic based stealth features.
      *Magic Sensors: Globe of Daylight, Presence Sense, See the Invisible, Sense Magic, Sense Evil, and See Aura. Permanently active

      *Circles of Protection: +3 to save against magic (including anti-magic cloud and other forms of dispelling magic), +1 save against psychic attacks and a bonus of +2 to save vs Horror Factor. Permanently active.

    *Azhur Version: The Azhur’s version of the craft is much less equipped, lacking the Cyberlink, ECM, Elemental Lightning Bolts, Imperius to Energy, Shadow Meld, and the Doppelganger-Cloak. The Pulse Lasers are also replaced by Ice Shard Guns. As they lack the advanced AtA Munitions of Paladin Steel, they currently make due with using AP MRMs as their primary hardpoint mount, but they are working on alternatives. The Su-57 currently only used by the Azhur themselves, with the lesser Klia using the older Su-27 or the improved Su-35. The simpler design does make it faster to produce however, and the sheer population of the Azhur homeplane allows them to bypass a number of airframe production bottlenecks that the Moskva plant deals with, so it is estimated that more than twice the aircraft are coming off the assembly lines.
      Ice Shard Cannon
        Range: 4,000 ft (double on ley lines)
        Damage: 1d4x10 MD per blast
        Rate of Fire: EGCHH
        Payload: Effectively Unlimited; the arming spells must be re-primed and recharged every four weeks.

      Interestingly, the Techno-Wizard enchantment process is not the largest bottleneck, with the fabrication and assembly of the stealth hull taking just as long due to a variety of factors. According to many analysts, using Techno-Magic actually expedites a few areas, particularly with removing the complexities of VTOL handling, and makes the craft actually more cost effective when you look into the deep operational statistics. Thus, there is little demand for a conventional version, and the Sovietski have taken charge of the effort to develop a distinctly Russian technological equivalent to serve as the main line fighter.

Suhkoi Su-35TW ‘Frost Pup/Fire Pup’ Multi-Role Fighter
“I know not of what has changed, only that things have. They have given me a new plane, and they expect me to do more with it. They have not told me why, and I tell me to obey. This is how things always are. This is how things have always been. This is how things will always be. I wonder if the enemy knows this feeling.”
--- Klia sadree

“It's definitely better than the older -27, but it's still short of our new birds. Other than the GNE’s Super-Tigers simply clubbing all of us, the Sovietski have almost finished whatever they’re calling their Firefang replacement. It’s likely better than a -57 without the magic, but the magic is why you get the -57 really. The -35s are still quite competitive, which means we won’t be able to club them so easily now, but that was never going to last. But if they’re still limited to aping old
+designs, we’ll be able to stay ahead of them, and we should hope that lasts.”
--- Anonymous, Seriyev War Camp Pilot

“Whoever the hell Seriyev has piping him intel has gotten us the rough specs for their Su-35 converion, and it's more or less exactly what you’d expect based on what we see from their Su-57 development. It's simply a better version of the Su-27, but they plan on making a lot more of them. They’ve already started incorporating more conventional TW enchantments and batteries, so that’s not a real surprise. Unfortunately, most of their production is also shifting back to their home plane or similarly secure dimensions, so it's unlikely we’re going to get another big commando strike off like last time. We’re also seeing them drift more from the historical design with specifics, so they might just come up with a lot more homebrew soon. Gods know there’s no end of abandoned Russian concepts that never went anywhere.”
--- Somebody

The Dravite Raid would cast a shadow over the leadership of the Azhur’s expeditionary forces, and no small number of heads would roll as a result. They had clearly VASTLY underestimated the natives, and losses among their remaining inventory of older craft were exceeding production. Multiple things needed to be done, among which was the development of a new primary fighter craft to replace their Mig-21s. While the Su-57 was still the ideal format for their higher end Azhur use craft, their Klia thralls clearly needed something better, so the still new Su-27 conversion was updated to the more advanced Su-35. Enough remained of Cornelian Dravite’s work to piece together what he envisioned for future craft, so the larger craft would be able to compensate for its mass with better engines.

Compared to the original Su-27 conversion, the Su-35 is simply more. While having identical performance in the air, it simply carries more ordinance and is more durable. Both gun options of the Su-27 have been mounted, increasing its direct fire capabilities substantially. The reinforced wings are able to carry larger items such as full ton bombs, making it a multi-role design. Magic systems were simplified, with the Cold Exhaust capabilities found to be not particularly useful against missiles and their enemies now knowing to stay further away, and the Ley Line Booster being only situationally relevant. The canard wings of the Su-37 were considered, but not thought to be worth the trouble.

Simultaneously, it was noted that the Neo-Vikings were under considerable pressure, and while they were considered nothing more than pawns their removal would be highly problematic. Thus, this more advanced design was offered to them, and they would immediately alter it to fit their tastes. The Air Elementals were replaced with Fire ones, the Ice Shard Cannon was replaced with a similar Fireball version, and the Invisibility system was replaced with the ‘Comet’ Mode of their Mig-27 Flogger. As the new design had far greater firepower and double the ordinance capacity of the Flogger, they have begun phasing it out as well as their Mig-21s. To compensate for the lack of control assistance from Air Elementals, their mystic ‘Afterburner’ has been installed, which allows it to serve as a replacement for their near extinct Mig-31s.

The Azhur, being the ones with the production facilities for them, are retaining the Mig-31 as an interceptor after replacing the 23mm cannon with a 30mm GSh-30, and work is being done to refine and simplify the design for faster production. Production for the Su-35 on the other hand is being established in several secure and unpopulated single planet dimensions, which will hopefully prevent enemy action from disrupting them like the Su-27. The projected numbers for the jets, less capable close air support craft, ground vehicles, RPA, and watercrate are quite substantial, if far less than the total output of Paladin Steel’s sprawling network of outdimensional complexes. Like a glacier, the Azhur take a great deal of force to turn once they have committed to a course, and the losses so far are considered either trivially irrelevant or politically convenient to those higher up the food chain. Now comes time for an actual war.
Spoiler:
Type: Sukhoi Su-35TW-A/F

Class: Air Superiority Fighter

Crew: 1

MDC/Armor by Location:
    Main Body--------------400
    Reinforced Cockpit---100
    Wings (2)---------------150 each
    Engines (2)-------------150 each
    Tail Planes (4)----------50 each

Statistics
    Height: 19 ft 4 in (5.9 m)
    Width: 50 ft 2 in (15.3 m)
    Length: 71 ft 10 in (21.9 m)
    Weight: 41,888 lb (19,000 kg) empty, 76,059 lb (34,500 kg) maximum load.

Cargo: Small space in pilot’s seat for a survival pack and sidearm

Powerplant: Twin Ensorceled Air or Fire Elementals, containment spells need to be renewed every six months or the Elementals will escape. It also has a 160 PPE battery, which recharges at 5 PPE/hour, 20 PPE/hour at a leyline, 40 PPE/hour on a nexus. They can also be charged by external sources.

Speed:
    Cruise: Mach 1.12 (870 mph, 1,400 km/h)
    Maximum: Mach 2.35 (1,600 mph, 2,500 km/h)
    Maximum Altitude: 20,000 m (66,000 ft)

Market Cost: The Council of Warlords is buying those that have been recovered for 25 million credits, and they are the only native force in Europe that can keep the engines operational.

Systems of Note:
    Standard Aircraft Systems, as well as the following;

    *Advanced Control: Cutting edge Pre-Rifts avionics are combined with Air Elementals to grant incredible agility. +10% to acrobatic maneuvering, +2 to dodge, and +2 to roll with impact.

    *(Azhur) Air Elemental Engines: The Azhur model has NO foul weather penalties for flying in windy conditions, does not suffer icing, and does not have a hot exhaust for heat-seekers to track.

    *(Neo-Vikings) Fire Elemental Engines: The Neo-Viking model does not suffer from icing, and can double its speed for 5 minutes with an ‘Afterburner’ for 40 PPE.

Weapons Systems:
    1) 30mm GSh-30 Cannon: The updated GSh-30 was found to be adequate for the needs of their Klia slaves, and the Neo-Vikings found it less of a hassle than moving to a completely new weapon.
      Range: 9,500 ft
      Damage:4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD for a six-shot burst
      Rate of Fire: Single shot, two-round burst, or 6 round burst
      Payload: 275 rds

    2) Secondary Energy Cannon Both of its users have their own preferred weapon.
      a) Ice Shard Cannon: The Azhur have chosen this as their primary energy weapon for their aircraft.
        Range: 4,000 ft (double on ley lines)
        Damage: 1d4x10 MD per blast
        Rate of Fire: EGCHH
        Payload: Effectively Unlimited; the arming spells must be re-primed and recharged every four weeks.

      b) FireBolt Cannon: The Neo-Vikings on the other hand prefer this heavier but shorter ranged weapon, keeping with their love of fire.
        Range: 2,500 ft (double on ley lines)
        Damage: 4d6 MD per bolt (1d4x10 MD on ley lines), 1d6x10 MD two rd burst (2d6x10 MD on ley lines)
        Rate of Fire: EPCHH
        Payload: Effectively Unlimited; the arming spells must be re-primed and recharged every four weeks.

    3) Underwing Hardpoints (10): The Su-35’s wings are much stronger, allowing it to hold up to 17,630 lb (8,000 kg) of ordinance with little restriction. This is double that of the Mig-27, which is leading to the Neo-Vikings using it to replace their Floggers.
      a) Mini-Missiles: 16 or 32 shot pod
      b) Short Range Missiles: 3 per hardpoint
      c) Medium Unguided Rockets: These are Medium Range Missile High Explosive, Fragmentation, or Plasma warheads on an SRM booster stage. Roughly equal to the pre-Rifts S-13 rocket. 5 shot pod
      d) Medium Range Missiles: 1 per hardpoint
      e) Heavy Unguided Rockets: These are Long Range Missile High Explosive, Fragmentation, or Plasma warheads on an MRM booster stage. Roughly equal to the pre-Rifts S-24 or S-25 rocket. 1 per hardpoint.
      f) Bombs: Equivalent to missiles, but DOUBLE the blast radius, or use the following;
        *250-lb Bomb: 2d4x10 MD to 50 ft blast radius
        *500-lb Bomb: 4d4x10 MD to 60 ft blast radius
        *1,000-lb Bomb: 1d4x100 MD to 70 ft blast radius
        *1,650 lb bomb: 1d6x100 MD to 75 ft blast radius
        *2,000-lb Bomb: 2d4x100 MD to 80 ft blast radius
      g) 23mm Gun Pod: Double barreled gunpod
        Range: 4,000 ft
        Damage: 1d6 MD single shot, 6d6 MD per six-shot burst, 1d6x12 MD for a double burst from both guns(counts as one attack)
        Rate of Fire: ECHH
        Payload: 280 rds per gun

    3) Wingtip Hardpoints (2): Can carry a single SRM.

    4) Flare/Chaff Launchers (2): As Triax style chaff, 12 charges each.

Magic Systems:
    *Levitation: This allows the aircraft to perform like a VTOL fighter, slowing down to hover at 100 ft, and lower itself to a landing, or loft itself off the ground and accelerate into flight.

    *Protective Energy Field: 50 MDC per 10 PPE, 10 minute duration.

    *(Azhur) Invisibility (Superior): 3 minutes per 20 PPE. Renders the aircraft invisible to radar, sensors, and optical detection, but cannot engage radar, radio, or other high tech communications/sensors while in this mode.

    *(Neo-Vikings) Comet Mode: 1 minute per 20 PPE. This feature wraps the aircraft in a flaming shroud of blazing plasma. This fiery covering does 4d6 MD to anything that comes in contact with it and renders the vehicle immune to projectile attacks, plasma/heat-based attacks, and HALVES the effectiveness of laser damage.


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Unread postPosted: Sat Dec 26, 2020 1:04 am
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 256
This is where Azhur and their kit is being posted, so have the garbage that they're having the Klia PBI use.

Azhur Klia-Use Infantry Equipment
“The Azhur have taken the memetic cliches about 20th Century Communists and their willingness to take massive infantry losses and ran with it, having an almost completely docile thrall species at their disposal and placing almost no value in them. Both the Soviet Union and the Chinese Communists were actually ahead of the curve in infantry usage and tactics in the post-WWII era, but the icy bastards just don’t give a damn about their lessers, with Klia being as expendable as the munitions they shoot. From what we’ve managed to piece together, they have the population to keep going at it like this effectively indefinitely, and the only reason they have to stop is internal politics. We’ve seen some hints that this whole campaign is being used to usher off politically inconvenient rivals, so there’s no hope there either. We’re going to be at this until we can actually hit back at their home plane.”
---Excerpt from a GNE Intelligence Report on the Azhur campaign.

“Objectively speaking, their tactics aren’t bad if you assume that they have effectively infinite manpower and no opportunity cost for using it. Working from the perspective that their only limitation is their ability to ship material from their home land, and their iceberg motherships show how meaningful that is, their forces are quite close to an ideal composition for what they have to work with. Our only real hope is to storm whatever local forces they have and prevent reinforcements, which means that we need to have our allies interdict their oceanic shipping and have our forces reach and secure the Ley Lines as fast as possible. We cannot afford to let them have a foothold on the mainland as they develop more capable combatants, so the time to strike is now. I am reasonably sure that the GNE and the Sovietski will agree, and Seriyev will not be able to resist making use of the opportunity. Issue the deployment orders; we start advancing in six days.”
---Warlord Brugasov addressing his War Council, early 112 PA.

“Ours is not to wonder why. Ours is to do and/or die.”

While the Azhur themselves use various forms of magic, their Klia servitors most definitely are not worth the effort of producing Techno-Wizard items on the infantry scale. Thus, they make due with what are primarily knock-offs of cost effective designs that the Azhur’s scrying efforts have retrieved, with Ishpeming’s Northern Gun and the Russia’s Warlords being the largest source due to their more rugged nature. As the Azhur operate in arctic conditions, hardier forms of equipment are preferred, and ideological concerns make Ion weapons substantially more popular than the simpler Lasers, although the conceptual purity of direct light has enough appeal to overlook the heat based damage mechanism. As the Azhur are a supernatural race, and lightning immunity is a reasonably common Air and Water Warlock spell, efforts have also been made to field a number of effective Russian projectile weapons, as well as North American ordnance launchers. Finally, it was simply too far a stretch to grant their thralls M-Factor durability, so a number of practical armors have been introduced.

Overall quality is held to be a bit above Northern Gun and old school Warlord inventory, but their primary feature is the production numbers. Several planet sized and uninhabited dimensions have been colonized to serve as factory worlds, and the output of all industries has already surpassed Ishpeming. As the primary limitation for their technology level is their willingness to expend resources to equip their tralls, they could likely surpass the Coalition in equipment quality if they wished to, but this is unlikely to be the case. Their basic strategy is (ironically) the most memeticly Soviet, with mass numbers of less complicated units overwhelming their opposition. Predictably, the calculus of the Azhur is as cold as their heart analogs, and nothing short of threatening them directly will make this change.
Spoiler:
Arz-IP-1 Ion Pistol
The only sidearm issued to Klia, the AIP-1 is a straight up clone of the G-27P. It is exactly what the Azhur want to hand out to their slaves, and it is unlikely that they will place it anytime soon. It sees the most use against the advancing forces of Brugasov and commandos of Seriyev, both of which consider their winterized PSIP-2 Smashers (or knock-offs thereof) to be far superior.

Arz-IR-1 Ion Pulse Rifle
The Primary long arm of the Klia servitors, it is nothing more than a modified knock-off of the Northern Gun NG-IP7. The changes consist of cold weather proofing, enabling it to operate in conditions as low as -200 degrees Fahrenheit, which is twice that of any human built equivalent, and several improvements in energy transfer efficiency. Additionally, it has been adapted to use Russian E-Packs, which provide double the payload of the -IP7’s dual clip. Both Brugasov and Seriyev think relatively little of it, but are willing to sell those they acquire.
    M.D.C of the Weapon: 50
    Weight: 11 lbs (5 kg)
    Payload: 20 shots per standard E-clip, 30 per long E-Clip, and 80 per E-Pack
    Market Cost: Recovered examples are valued at around 30,000 credits.

Arz-LR-1 Laser Rifle
The ALR-1 is a combination of the G-295R’s capabilities and the G-294R’s reliability. It’s primary draw is its range, which makes it reasonably capable in the squad marksman role, particularly when weather conditions reduce the effective combat distance. The forces of the Warlords consider it to be perfectly viable, if less effective than the most modern equivalents, and are content to use it should their Zonns frieze up.
    Payload: 15 shots per standard E-clip, 20 per long E-Clip, and 60 per E-Pack
    Bonus to Strike: +1 to strike on an Aimed Shot
    Market Cost: Recovered examples are valued at around 40,000 credits.

Arz-RG-1 Light Railgun
Simply a clone of the AR-36, and is issued with a Servo-Harness Rig. It is primarily used when anticipating other supernatural forces. Those that fall into the Warlord’s hands are generally sold.

Arz-RG-2 Medium Railgun
The ARG-2 is a mechanical clone of the AR-41, but in an altered configuration that is more practical to be used by Servo-Harnessed Klia. It is the second most common hand weapon of their expanding power armor forces, and is thought to be worth the effort of bringing back for the War Camps.

Arz-RG-3 Heavy Railgun
Like the above, but based on the AR-44. The changes to the configuration were considered very necessary for use by any one not a cyborg. It is usually seen as a vehicle mount of some sort, and is lumped in with the War Camp’s spares when acquired.

Arz-MG-1 12.7mm Machine Gun
Something of a holdover from their earlier developmental efforts, this Russian heavy machine gun is intended to be used in SDC dimensions, being very cheap to produce and operate. They Azhur have not yet branched into ramjet or M-Factor explosive rounds, so its M-Factor potential is frankly pathetic at the moment. Its primary use in Rift’s Earth is to scare off wildlife from their facilities, particularly since the Infernals mostly glanced over them during the Minion War.

Arz-GL-1 Grenade Launcher
A simple clone of the Wellington WI-G4. Typically the heavy weapon issued to an infantry squad, a substantial number of them have fallen into the Warlord’s possession, and they are used as alternatives to the Banger.

Arz-GL-2 Grenade Launcher
A simple clone of the Wellington WI-GL20. It is cheaper than their railguns, and thus the most common worthwhile power armor hand weapon and vehicle pintle mount. As the Warlords already use a similar weapon, they are immediately folded into the logistics system.

Arz-ML-1 Missile Launcher
A simple clone of the Wellington WI-23. Interestingly, the Azhur have not looked into Micro-Missiles, focusing on using their man portable missile launches in the air defense role. The Warlords retain them for the same reason, and some have already started on knockoffs of the practical weapon for their Reiver forces.

Arz-EBA-1 Light Body Armor
This low end armor is a clone of the ‘Plastic-Man’, but is modified to maintain a lower internal temperature. It is issued to support personnel that may be vulnerable to workplace accidents and low end vehicle crews, and takes advantage of the Klia’s elemental physiology to further reduce costs in a most Azhur of methods. Simply put, the suit is often sonic-welded onto the wearer under the assumption that its removal will only happen in the event of the wearer’s death, so the fabrication time is reduced by a good third. As such, it has little value to others other than scrap material, and the low end M-Factor plastics are only barely worth the trouble.

Arz-EBA-2 Light Body Armor
A straight clone of the Urban Warrior that is modified to keep a lower internal temperature. It is standard issue to aircraft pilots and higher end vehicle crew, being more valuable in terms of training cost than their lessers. Not so coincidentally, the Warlords use a similar armor for their support Klia, and return them into service after some cosmetic modification.

Arz-EBA-3 Heavy Body Armor
A modified clone of the Bushman Trooper, and given to infantry. Due to the lesser value given to infantry, it is usually sonic welded onto the wearer to reduce costs. Burgasov’s forces also use a variant of the Bushman, so they are scrapped to provide patching kits.

Arz-EBA-4 Superheavy Body Armor
A modified clone of the Russian Bear Exoskeleton, but with the overall durability of the NG-EX10 Gladius. It's something of a coin toss if they’re welded shut like their lighter armors, and as far as anyone can tell it comes down to the preferences of the maker. Recovered removable units are valued around 90,000 Credits, if only due to PSE selling a superior Bear II for 100,000 credits. It still serves as a good source for replacement parts though.


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Unread postPosted: Sun Dec 27, 2020 2:11 am
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44313
Location: Somewhere between Heaven, Hell, and New England
Arzhur/Klia Light Land Vehicles:
Besides aircraft, the Arzhur have been testing land combat equipment. Though initially they slavishly copied designs they acquired from the Warm, which helped disguise their presence in their first attacks, they’ve been quickly improving their arsenal, with more and more designs showing unique qualities.

“Icikill’ Heavy Power Armor
“You ever been dumb enough to stick your tongue on a cold metal surface during a REALLY cold day and find yourself stuck? That’s what the Arzhur do to their power armor soldiers, over virtually their whole damn bodies. Those poor blighters are fused to their suits and when their suits go up, so do the pilots. Most of the time, it’s no great loss, because the Klia are trying to kill you most of the time, but every once in a while you get one that doesn’t join the rest, or tries to surrender--”

“Those aren’t our Canadian auxiliaries coming up the trail! Those are Arzhur ice-troopers! Man your posts, we have enemy armored on our perimeter!”

A recent development seen on the battlefield has been the introduction of power armor with the Arzhur forces.
The Icikill seems patterned after common Northern Gun designs, examples of which the Arzhur likely either captured in raids on Northern Canada, or got when they hired local mercenaries. The Arzhur have even developed their own form of Northern Gun’s Solid Oxide Fuel Cells, using ‘slugs’ of solid-metallic hydrogen. The power armors are heavily insulated, protecting the operator from the ravages of heat and heat-based weapons, while also making them virtually invisible to heat sensors. The outward resemblance to the popular Northern Gun Samson has also helped, at least initially, to conceal the true origins of these suits.
The Arzhurs’ nasty little twist on power armor is how they fill them; Icikills are manned entirely by the Arzhurs’ Klia slave-soldiers, who are effectively welded inside their suits when deployed. This makes abandoning a damaged Icikill virtually impossible, as is defection; prying even a cooperative Klia from their power armor suit is a difficult and excruciatingly painful process.
It’s also rumored that the Arzhur have learned to rig some of the PBIs(Poor Bloody Infantry) with command-detonation weapons of mass destruction, starting with Freezone Bombs(and, it’s rumored, the sublimating body of the Klia is used to fuel the cold gas dispersion prior to detonation).
Still, overall, the Icikill is surprisingly mobile and durable for a unit assigned to Klia cannonfodder. However, this simply means that the Arzhur Icelords expect their slave-soldiers to push harder, farther, faster and accomplish more with these suits, and they show no compunction about throwing their armor-clad legions headlong at the local Earth opposition.

Type: Arz-PA01 Icikill
Class: Infantry Power Armor
Crew: One Klia
MDC/Armor by Location:
Main Body 320
Head 100
Shoulder Plates(2) 90 each
Arms(2) 90 each
Hands(2) 30 each
Forearm Weapons Attachments(2) 50 each
Legs(2) 150 each
Height: 11 ft
Width: 5 ft
Length: 4.8 ft
Weight: 1,000 lbs
Cargo: None, except what can be carried externally
Physical Strength: Robotic P.S. of 30
Powerplant: Cold Fusion Deuterium Slug Battery, good for 1,400 hours
Speed:(Running) 130 MPH
(Leaping) 25 ft up/across(the Icikill lacks the Samson’s thrusters for assisted jumps)
(Flying) Not possible
(Water) Can run along the bottom of bodies of water at 20 MPH, maximum depth of 2,000 ft.
Market Cost: Unknown: none have been known to have been captured in a usable condition to be sold.
Systems of Note:
Basic Power Systems, plus:
*Thermal Stealth---The Icikill runs exceptionally cool, making detection with thermal-imaging systems difficult, if not impossible. -50% on Read Sensory Instruments rolls when using heat sensors.

Weapons Systems:
1) Ice Blades---Both forearms can extend a 4 ft blade of superhard ice
Range: Melee; 4 ft blade
Damage: 4d6 MD, 6d6 MD to fire creatures, or DOUBLE damage to those noted as being susceptible to cold-based attacks. Can also attempt to parry energy blasts(with no bonuses).

2) Forearm Weapons(1-2)---Mounted on one or both forearms is a point-and-shoot weapon. Here, too, the Arzhur or their Klia tech-servitors have been experimenting.
a) Tri-Laser--Identical in configuration to the Northern Gun Samson’s tri-laser, but using the more durable, a lower temperatures, workings of the Russian G-294R
‘Toughman” laser rifle.
Range: 1,600 ft
Damage: 3d6 MD single shot, 4d6 MD double blast, 6d6 MD per three-shot burst
Rate of Fire: ECHH
Payload: Effectively Unlimited

b) Ion Blaster---Copied from Russian weapons, but improved through Arzhur super-chilled superconductive power systems
Range: 1,900 ft
Damage: 5d6 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

c) Machine Gun---Standard light GPMG familiar to cyborgs.
Range: 2,000 ft
Damage: (Conventional) 1d6x10 SDC/HP per 10 rd burst
(Exploding) 1 MD single round, 2d4 MD ten-shot burst
Rate of Fire: Standard
Payload: 100 rd box magazine

d) Orb of Cold---This magic weapon throws a ‘snowball’ of intensely cold material that bursts on impact, doing cryothermic damage.
Range: 1,000 ft
Damage: 3d6 MD, plus victims must save versus magic or suffer debilitating numbness; -1 APM, -2 initiative, -1 strike/parry/dodge, and speed is reduced by 10%. Effects last 1d4 minutes, and are NOT cumulative.
Rate of Fire: ECHH
Payload: Effectively Unlimited

e) Mini-Missile Launcher----4 mini-missiles

f) Flamer---More of a terror weapon for the Arzhur/Klia, it is fueled by a rapid-sublimation liquid fuel that generates a flame more akin to plasma.
Range: 500 ft and can fill a 10 ft area
Damage: 4d6 MD per blast
Rate of Fire: ECHH
Payload: 25 blasts

g) Grenade Launcher---Copy of the Wellington WI-GL4, and using the same ammunition.
Some Icikillers have been sighted using a 30mm grenade format similar to that used on the Sovietski Thunderhead assault rifle, but most Arzhur power armors use the smaller WI weapon, presumably in order to streamline logistics with the regular Klia infantry.
Range: 1,000 ft
Damage: (Fragmentary) 4d6 MD to 12 ft radius
(Armor Piercing) 1d4x10 MD to 3 ft blast area
Smoke, chemical, and illumination rounds are also available.
Rate of Fire: Bursts of 1-4 grenades
Payload: 24 rd drum

h) Cryocrete Sprayer----This chemical sprayer sprays a coolant liquid that freezes on contact, encasing an unlucky target in resin-like ice. Usually reserved for special capture missions, but occasionally used for fire control and quick battlefield repairs.
Range: 150 ft and fills a 10 ft area
Damage: The chilling gas freezes into a polymer-like substance that hardens in less than 2 seconds, and can take 10 MDC per cubic meter(a humanoid typically needs at least two meters to be totally enveloped). The material steals heat, so those in bare skin contact with the polymer take 1d4 Hit Point damage per minute of being stuck in the stuff. At zero HP, the victim must roll versus coma/death to avoid lapsing into a hypothermia-induced coma(HP loss to the cold stops at zero, but the victim can still take damage from other sources and die from that damage) while a save means the victim is still conscious, but utterly weak and (roll versus insanity) delusional and disoriented; -1d4 on initiative, -20% to perform skills).
The polymer is also used by the Arzhur/Klia to patch holes in their field shelters and ice boats, and to put out fires.
Rate of Fire: ECHH
Payload: 10 blast tank

i) Ice Shard Thrower---Some claim the Arzhur have modified this weapon to ape the AR-110 Razor Disc Launcher in throwing snowflake-shaped ice projectiles.
Range: 1,500 ft
Damage: 1d4 MD to a 4 ft area.
Rate of Fire: ECHH
Payload: Effectively Unlimited

3) (Optional) Use of Handheld Weapons------The Icikill typically carries a heavy weapon like a rifle. The Arzhur have typically been using scavenged Russian weapons, and have been knocking off a few other designs:
a) 12.7mm Machine Gun
Range: 6,600 ft
Damage: 1d6x10 SDC single rd, 1d6 MD per 10 rd burst
Rate of Fire: EGCHH, 550 rpm
Payload: 500 rds

b)Light Rail Gun
Range: 4,000 ft
Damage: 1d4x10 MD per 20 rd burst
Rate of Fire: EGCHH
Payload: 2,000 rd drum

c) 23mm Gun Pod
Range: 4,000 ft
Damage: 1d6 MD single shot, 6d6 MD per six-shot burst.
Rate of Fire: ECHH
Payload: 240 rds

d) 30mm Cannon---A cut-down GSh-30 aircraft cannon.
Range: 6,500 ft
Damage: 4d6 MD single rd, 1d6x10 MD two rd burst,
Rate of Fire: Single shot or two-round burst
Payload: 275 rds

4) (Optional) Self-Destruct(?)---While Icikills already seem to incorporate a limited self-destruct system in that most of their components rapidly burn or melt away when destroyed or captured, leaving little if anything to be salvaged or studied(and even attempting to examine the cold fusion system will result in a pressure explosion doing 3d6 MD to a 10 ft area, plus releases a cloud of freezing vapor that does 3d6 HP damage to anybody breathing it) , there are rumors, based on battlefield reports, of the power armors carrying more destructive means of self-immolation. For the most part, these ‘suicide’ charges appear equivalent to a long range missile warhead, but some battlefield reports suggest the use of cut-down ‘freezone’ munitions is also possible.

5) Hand to Hand Combat---Use basic PA combat(Rifts MB).
Restrained Punch 1d4 MD
Full Strength Punch 2d4 MD
Power Punch 4d4 MD(counts as 2 attacks)
Kick 2d8 MD
Leap Kick 4d8 MD(counts as 2 attacks)

Variants
Most observed variants of the Icikill have been in armaments, and raiding parties have been seen toting one-shot Katyusha rocket launchers(with one or more accompanying armors carrying one or two reloads apiece).
There have been some reports of more elaborate Icikills fully fitted with jump jets and able to generate shields or extra cladding of ice, though these remain unconfirmed by hard evidence. However, such modifications seem well within the capabilities of the Arzhur and would likely be fitted to Arzhur personal power armor if and when they take the field.


Arz-AGEV01 ‘Razis’ Hover Sled
(aka ‘Cheapskate’)

“If the Arzhur take to copying the Asateague, which is what this thing reminds me of, we can expect a lot more of them, carrying a more diverse selection of weaponry, to the months to come. And if there are as many of the cold-blooded bastards as we’re hearing indications of, we’re looking at Xiticix-levels of swarm. Quantity has a quality all its own in numbers like that. We best be prepared for the worst.”
---Lieutenant Scotti Wilan, Ranger, Greater New England Regular Army

“They’re like the clouds of flies that hatch out during the brief summers we have here; flitting, biting, obnoxious annoyances that are EVERYWHERE and you can’t swat them all! At least the flies freeze in the autumn; these damn things are out ALL the time!”
---Anonymous Burgasov Camp Reaver.

The ‘Razis’ is the Arzhur version of the Warrior Assault Hoversled, only using cheaper materials and lesser technologies. The Razis resembles the ‘aerosleds’ occasionally used by the Russians in the extreme cold of their northern territories; an aircraft-like cockpit mounted on ski-runners and propelled by a rear-mounted propellor, only in this case, the Arzhur version uses more powerful hoverjets to carry the vehicle over non-frozen surfaces. Both armor and armament are light, but in keeping with the Razis’s intended role as a light, fast, and ultimately expendable raider, scout, and skirmisher. Likewise, the powrplant is the equivalent of an internal combustion engine, but instead uses a ‘slug’ of stabilized metallic hydrogen isotope to fuel an exotic cold fusion system. This has the advantages of keeping costs down, uses low-temperature technology familiar to the Arzhur, and prevents the vehicle from being commandeered or reused for very long before its hard-to-acquire(at least by non-Arzhur/Klia forces) fuel runs out.
Besides the Arzhurs’ Klia hordes, the Razis has also appeared in the service of the Neo-Vikings. A number of the hovercraft have been captured and reused by various smaller war bands as well. Performance-wise, the Razis sits between the Russian Land Flier and the Warrior Assault Hoversled, and, given the mongering of the latter by the Warlords’ bands, many smaller outfits wanting mobility and firepower better than the Land Flier have taken to salvaging or buying up captured Razises. This has occasionally led to some ID problems in the war zones, with some examples reportedly changing hands four or five times before finally being destroyed due to misidentification. Burgasov regards them with contempt as annoyances, as his own forces are well-supplied with locally-made hoversleds and PS-made Asateagues(though he has no problem with his forces ‘recycling’ them), while Seriyevhas nicknamed them ‘cigarettes’ and has made use of captured examples to re-introduce his turncoat operatives back into the Arzhur war camps.

Type: Arz-AGEV01 ‘Razis’
Class: Light Attack/Scout Hovercraft
Crew: 2+1 one additional passenger/gunner can be squeezed in.
MDC/Armor by Location:
Main Body 200
Armored Windshield 80
Top Weapon Turret 25
Razor Runners(3) 45 each
Height: 7 ft
Width: 8 ft
Length: 10 ft
Weight: 1.2 tons
Cargo: Small space in cabin for sidearms and survival gear
Powerplant: Cold Fusion Deuterium Slug Battery, good for 1,400 hours
Speed: Hover to 220 MPH, usually 2-10 ft off the ground, but can attain a maximum altitude of 200 ft.
Market Cost: A number of Razises have been captured intact, though their initial usefulness ends when their SMH Deuterium fuel-slug runs out, at which point the new operators either rip out the Arzhur power systems and replace them with more conventional powerplants, or scrap and recycle the components and materials. Black Market value of 700,000 rubles.
Systems of Note:
Power Armor-equivalent sensors and communications.
Weapons Systems:
1) Nose-Mounted Cannon(2)---Fixed in the nose are two synchronized-fire direct-fire weapons; point the vehicle and shoot.
a) AEG-1, -2, or -3 Rail Guns
b) Machine Gun---Standard light GPMG familiar to cyborgs, though some examples have been seen to carry twin heavy 12.7mm HMGs. 600 rd belt each gun.
c) AGL-2 Grenade Launcher---Copy of the Wellington WI-GL4, and using the same ammunition. 200 round belt per gun.
d) AIR-1 Ion Pulse Rifle---Copy of the NG-IP7. Effectively unlimited shots linked to the sled’s powerplant
e) Pulse Lasers---Seen more often with NeoViking units. They appear to be pulse-chopped adaptations of the WR-15 Wilderness Laser Rifle.
Range: 1,600 ft
Damage: 3d6 MD single shot, 1D4x10 MD three shot pulse burst
Rate of Fire: EPCHH
Payload: Effectively Unlimited
f) Plasma Cannon---Seen more often with NeoViking units. Identical to the Triax WR-19, only with unlimited shots linked to the Razis’s powerplant.

2) (Optional) Dorsal Weapons Turret---The Razis can mount a roof-mounted weapons turret, usually fitted with a rail gun, heavy machine gun, grenade launcher, light missile launcher, or energy rifle(the Neo-Vikings’ are distinguished by mounting plasma projectors). The turret can be operated remotely by the second crewmember or manually by a third passenger.
a) AEG-1, -2, or -3 Rail Guns
b) Machine Gun---Standard light GPMG familiar to cyborgs(x2), or a heavier 12.7mm model. Typically has a 500 rd box magazine, plus another ready to be swapped in.
c) AGL-2 Grenade Launcher---Copy of the Wellington WI-GL4, and using the same ammunition. 200 round belt per gun.
d) AIR-1 Ion Pulse Rifle(x2)
e)23mm Gun Pod
Range: 4,000 ft
Damage: 1d6 MD single shot, 6d6 MD per six-shot burst.
Rate of Fire: ECHH
Payload: 240 rds

f) 30mm Cannon---A cut-down GSh-30 aircraft cannon.
Range: 6,500 ft
Damage: 4d6 MD single rd, 1d6x10 MD two rd burst,
Rate of Fire: Single shot or two-round burst
Payload: 275 rds

g) Plasma Projector(s)---NeoViking examples often mount a Belofsky Plasma Cannon or a pair of Triax WR-19s, linked to the hovercraft’s powerplant.

3) (Optional) Runner-mounted Rocket Launchers---The Razis can carry an AML-1(Arzhur copy of the Wellington WI-23 six-shot mini-missile launcher in each side skid pylon, though the vehicle has also been seen mounting eight-shot AR-M45 launchers(presumably battlefield salvage) and even the monstrous 18-shot AR-M50(though these vehicles seemed to be slightly sluggish due to the encumbrance).

4) Razor Runners(3)---The Razis can ram/run over targets, using its razor-sharp sled runners to produce deep lacerations.
Range: Melee
Damage: 4d6 MD on a sideswipe

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

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


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Unread postPosted: Sun Dec 27, 2020 3:54 am
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 256
And here's my contribution. When something is not stated, use the Flying Titan's stat block.
Snowfake Light Flying Power Armor
“The utility of flying Power Armor is obvious, and they are far cheaper to fabricate than a VTOL. The simplest viable model is the ‘Flying Titan’, which is not a bad place to start. Its age and distribution means that it will make an excellent low profile scout, and I imagine that a squad of them would be more effective at dealing with the minor vermin infestation claimed territory than soldiers on foot. Its drawbacks all revolve around it being a small and low cost platform, which make them inescapable really.”
--- Excerpt from deliberations of the Azhur Production Committee.

“*Dismissive Snort*”
--- Just about every human PA pilot and cyborg that runs into them.

“The Snowfake is most definitely not a frontline platform by modern standards, but the ubiquity of its base design makes it ideal for long range scouting purposes. Assuming you do something to disguise the hair, it’s difficult to tell a well trained Klia scout from any of the wanders out here, although Klia scouts defect at a higher rate than just about any other type. On average, we pick up between 6 to 9 every month, and after a power plant swap they’re good to go for our own purposes. The Russians sell the suits they get at a decent discount, and PS West ships us a supply of Solid Oxide engines to keep them running.”
--- Excerpt from a Tundra Ranger Intelligence report.

The Snowfake is the second class of power armor to be spotted in the ranks of Azhur’s forces, and is clearly based on the classic Flying Titan. While many consider the Flying Titan to be a borderline heavy exoskeleton, its full sensors and nuclear power plant clearly marked it as a full Power Armor, and the Azhur treat their equivalents as such. The fundamental design of the Flying Titan makes welding it together over its pilot counter productive, with its lightweight construction meaning that taking it off was effectively the same as stripping it for maintenance. The primary difference is the power source and propulsion system, with the Snowfake using a solid-metallic oxide fuel slug system and using extremely high pressure air jets to fly. Careful analysis of recovered units reveals that the compression blades are slightly enchanted with something similar to the Enchant Weapon spell, making them substantially more effective than they should be.

The Azhur primarily use them as scouts and light infantry support, with the majority of actions involving it being skirmishes between similar light scouting forces and attacks on poorly defended towns and villages. As the nature of its use involves it often operating away from Azhur overseers and requiring a degree of independent initiative to be effective, a notable number have defected. The only party that cares to keep them are the Tundra Rangers, who have commissioned Paladin Steel to provide them with Solid Oxide plants to keep them running. As it is almost identical to the old Flying Titan, no one bats an eye over it being used in the wilderness, and some cosmetic changes prevent friendly fire accidents.
Spoiler:
Model: Azr-PA-02 Snowfake

Class: Strategic Armor Military Exoskeleton

MDC:
    Rear Jet Pack--------------75
    Shoulder Wings (2)-------35 each
    Arms (2)---------------------70 each
    Legs (2)----------------------90 each
    *Head------------------------75
    Main Body-------------------180

Statistics
    Power Source:Cold Fusion Deuterium Slug Battery, good for 700 hours
    Cost: As they are always removable without tools, recovered units are worth around 300,000 credits due to the unusual power source. A Paladin Steel provided Solid Oxide power plant costs around 200,000.

Systems and Bonuses:
    Standard Rift’s Earth Power Armor Systems, as well as the following

    *Thermal Stealth: The Snowfake runs exceptionally cool, making detection with thermal-imaging systems difficult, if not impossible. -50% on Read Sensory Instruments rolls when using heat sensors.

Weapons:
    1. Wing Missiles (2): Each may carry up to 6 Mini-missiles or 3 SRMs, and combined can fire volleys of up to 4

    2. Hand Weapons: The Snowflake has a UEL cable, allowing it to use infantry weapons. It is most commonly issued a Azr-LR-1 Laser Rifle for its range, but some have been spotted with something resembling the JA-12. The Tundra Rangers give theirs with the PSLR-17 ‘Priene’ Laser Rifle.

    3. Hand to Hand: As Augmented PS 24.

Variants:
Naturally, a number Azhur use it for their personal transportation, although they wear something much more durable when expecting combat. Most of the relevant intelligence agencies expect that they will produce an equivalent to the early SAMAS relatively soon.


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Unread postPosted: Sun Dec 27, 2020 4:10 am
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 256
Based on a few things, among them taalisman's work and Kitsune’s creations. The name was so I could make a joke in the last quote, inspired by a fanfic I'm following.
Paladin Steel/Aegis Stellar Industries VEBA-14EX ‘Ramza’ Exoskeleton
    (Aka 'Armsman','Cereberus' (from its shoulder turrets looking like extra heads), 'BGS'(Burt Gummer Suit))

”The nature of infantry warfare in the Three Galaxies is changing, and we best be ahead of it. ‘Frontline’ combat between galactic level forces has become too dangerous for normal EBA to provide sufficient protection, so exoskeletons must step forward. While this level of danger will remain a minority of overall actions, even in the fringe we have seen physically superior races run over lessers without equalizers. This is the same logic that has led to our development of biomods, but hopefully these will be available on a far larger scale. Paladin Steel has a few lines of inquiry into such devices, so a formal tender for such is advisable.”
----Minutes of GNE High Command.

“Compared to the CEPA, the Ramza is simply lighter but more versatile. The base model costs more, but considering that it comes from PS the options list is way longer, and not just for the weapons. The various alternative coatings and under-meshes are worth procurement taking a look at, and the mountings are way more versatile due to their experience with this sort of thing. The biggest issue is that it's too small for them to be comfortable mounting a nuke plant in, so outside of barmy custom units they’re going to be battery powered. I can understand the reasoning, and I can’t say that they’re wrong, but it is something to be aware of.”
----General Vlar Reltish, CAF Ground Forces

”While it's pretty close to the K-Standard, the Ramza is well ahead of it in several areas, which makes every reviewer say it's well worth the extra cost. The CEPA is overall better due to being a full suit of PA, but good luck getting your hands on one. The AJC naturally buys the lion’s share, but there’s enough left over to permeate through their Irregular forces. It's also become a really common TW project due to the availability of an Ectofiber version. While it's never going to replace EBA’s in the frontier, it going to be way more common than full PA pretty soon.”
---- Anonymous, Three Galaxies Soldier’s Review Magazine

*BOOOM* “KNOCK KNOCK IT'S THE FUN POLICE!” *Sounds of MD violence*
---- Horrorhunter Team Beoulve interrupting a mass monster summoning by the Lucavi Dark Coven.

The Ramza is based on a recovered example of NEMA’s FR-EX220 ‘Roscoe’ Exoskeleton, which was found by an Irregular unit somewhere in the Midwest. Development was protractor due to there only being one example, but inspiration would be provided by the K-Standard and post-Minion War CAF CEPA. Intended as an equivalent design, the Paladin Steel engineers included a number of features as standard, mostly drawn from the VEBA-06 ‘Starman’ EBA. The resulting armor doesn’t set any Three Galaxy performance records, but it is quite competitive with the top of the line within its niche. On Rift’s Earth it is the king of the heap by default, and is competitive with many of Northern Gun’s full scale Power Armor offerings in everything but ground speed.

This being a Paladin Steel product, the real meat is in the options list. Beyond the extensive array of weapon mounts, the Ramza has a substantial number of internal modifications available. The only real failings of the suit revolve around it not being a full Power Armor, lacking the speed and agility of the CEPA or the option to mount a nuclear power source. Considering its price point this is considered acceptable, with on average around 3 of the AJC fitted versions costing as much as a single high end PSA-11G3 Gendarme, and they would often win if the Gendarme can’t make use of its relative advantages.
Spoiler:
Type:
MDC/Armor by Location:
    Forearms (2)-----------------80 each
    Upper Arms (2)---------------80 each
    Legs (2)---------------------120 each
    *Head-----------------------100
    Main Body-------------------200

Statistics:
    Height: The suit is four inches (10.1 centimeters) taller than the wearer. Armor is designed to be worn by individuals for five feet (1.52 meters) to seven feet (2.13 meters), although it usually has to be custom fit for the race.
    Width: Variable
    Length: Variable
    Weight: 85 lbs (38.6 kg) without any of the options.

Speed:
    Mobility: Good, -10% to physical skills
    Running: Triple normal running speed. Leaping distance is increased by 20% or 10 ft (3m), whichever is higher. Running does tire the operator but at 30% of normal rate. Armor is well suited for most terrains, including underwater.
    Flight: With an external jetpack only.
    Underwater: The Ramza can swim by using the same types of paddling leg and arm movements as a human at a maximum speed of roughly four mph (6.4 km/3.4 knots). It can also walk along the bottom of the sea at about 25% its normal running speed.
    Maximum Depth: 500 feet (152.4 meters).

Physical Strength: Either Base PS +10 or 25 (whichever is higher), and is Robotic.

Cargo: Very limited, but it includes mounts for a Jet Pack and either a pair of CAF Power Packs or an ammunition drum on the back. EBA compatible strap harnesses are also commonly used. The operator can wear a Skinsuit underneath.

Power System: Electrical, has a 96 hour battery (Can change out battery in two minutes or recharge battery in thirty minutes). Stored in the hips, two batteries can be used at once.

Market Cost: 300,000 (Phase World) credits for a basic suit, but the options increase it dramatically. Each battery costs 25,000 credits.

Systems of Note:
    Standard Phase World EBA features, as well as the following;

    *Bonuses: As RPA Combat: Basic, and +1 initiative. It does not have an Elite skill due to its limited features.

    *Extended Life Support: 8 hour air supply backed up by 18 hour air recycling system. Temperature range is -200 degrees to 300 degrees ferinhight without discomfort or malfunction..

    *Optical Augmentations: The Helmet comes complete with Light filters, IR/UV optics, telescopic magnification (10x magnification), macro-lens (6x magnification), passive nightvision, and Kirilian Aura viewer (detects PPE auras, including those of invisible beings, with 60% effectiveness at 200 ft range, but cannot determine power level or alignment). It has a PA grade HUD Multi-Screen.

    *Mini-Radar: 3 mile range in atmosphere (30 miles in space)

    *Laser Distancing: 5 mile range (50 miles in space)

    *Mini-Periscope: The helmet mounts a small extendable antennae/ fiber-optic telescope that can extend 16 inches out from the helmet and transmit its view to the HUD; perfect for peeking from behind cover.

    *Integral Language Translator: Holds about 14 different languages (typically the most common languages in use in the area of operations). Selections can be changed by swapping out the language crystal module and adjusting the new one for an individual's speech patterns (mechanical translators are notorious for not catching/misinterpreting nuances and inflections) .

    *Helmet Combat Recorder: This system allows the soldier to record what they see and hear onto three six-hour mini-discs for later transmission/download, or review back at base. To prevent sensitive information from falling into the wrong hands, combat recorders can only be unlocked by special code-keys typically carried by officers; unauthorized tampering will wipe the discs.

    *Blur Camouflage: The faster the wearer moves, the greater the distortion; at speeds of 3 or less, no bonus, 4-10; -1 to strike the wearer, 10-16; -2 to strike, 16-22; -3 to strike, 23 or greater, -4 to strike.

    *Thermal-Stealth: Copied from CAF armors, Infrared and Thermographic sensors are useless against this armor unless against a heavy differential (near MD level heat).

    *Integral First Aid System: Integrated RMK and IRMSS with drug dispenser.

    *Gel Sealant: In the event that the suit is punctured, an internal layer of semi-liquid polymer gel quickly ‘clots’ to seal the hole, within 1d6 seconds, hopefully before much internal air is lost, or too much outside atmosphere invades.

    *Counter Crush Field Emitter: Gravitic munitions only do half damage to the armor when powered, and the wearer only takes SDC damage divided by 10.

Weapons:
    1) Internal Forearm Mounts (2): The sides of the forearms my house any of Paladin Steel’s energy pistols, and the internals are wired to draw from any Power Pack that is mounted. They may be fire linked with Paired Weapons: Energy Pistol. The GNE generally equips their with the PSIP-17/2098 ‘Kepper’ Heavy Ion Pistol

    2) External Forearm Mounts (2): There are hardpoints on the bottom of the forearms for use with various weapons. They are wired to draw from any mounted power packs without an exposed cable.
      a) Cyborg Blasters: As normal.

      b) Heavy Weapon Mount: Uses a modified version of one of PS’s heavy infantry weapons. It often obstructs the use of the hand.

      c) Grenade Launcher: Equivalent to either an PSAGL-23C 23mm Micro-Grenade Launcher Pistol, a PSAGL-30B 30mm ‘Banger’ Grenade Launcher, a PSLAGL-40D 40mm Light Grenade Launcher, or an PSAGL-50A ‘Sneezer’ 50mm Projectile Gun. The magazine sizes are 30, 18, 12, and 8 respectively.

      d) Micro-Missile Launcher: As the McMLR-15, with a 24 shot double stacked pod.

      e) Mini-Missile Launcher: A pair of double stacked Mini-Missile tubes.

      f) Short Range Missiles: A pair of exposed SRMs

      g) Medium Range Missile: A single exposed MRM. It’s sheer weight and bulk are problematic, and obstruct the use of the hand.

    3) Shoulder Harpoints (2): Each may mount one of the following
      a) Sensor Cluster: Grants sensor performance equal to that of a ground use Power Armor.

      b) Mini-Turret: May mount any cyborg blaster or PS energy pistol, slaved to the wearer’s eye movement.

      c) Grenade Launcher: As in 2)

      d) Micro-Missile Launcher: As in 2)

      e) Mini-Missile Launcher: As in 2)

      f) Short Range Missile: As in 2)

      g) Medium Range Missile: A single exposed MRM. It’s sheer weight and bulk are problematic.

      h) Light Vehicle Mounting Brace: For any weapon above 100 lbs but below 300 lbs. Endurance is naturally limited by the Power Packs or whatever ammunition drum can be fitted.

    4) Hand Weapons: When dedicated mounts are not available or not appropriate, there are UEL cables in both Upper Arms.

    5) Pistol Holsters: The shins include quick draw holsters for various pistol sized items, most often projectile weapons for use against energy immune foes.

    6) Hand to Hand: As PS, along with whatever melee weapons are installed.

Options:
    *Naruni-style Forcefield: Equivalents to any of Naruni’s infantry scale models can be mounted.

    *EM Magshield System: The armor takes half damage from particle and ion weapons, but reduces the battery life by 10%. This is effective against TGE Energy Pulse technology. 20,000 Credits

    *Armor Resistances: The armor may be fitted with one of the following.
      *Laser Resistance: The armor takes half damage from laser weapons. 75,000 Credits

      *Heat Resistance: The armor takes half damage from plasma weapons. 75,000 Credits

      *Impact Resistance: The armor takes half damage from kinetic impacts, like falls, punches, kicks, concussion explosives, slug bullets, and rail guns. 75,000 Credits

      *Thermo-Kinetic Resistance: As in DB:8. This is not openly offered. 200,000 Credits

    *Undermesh: The armor may be fitted with one of the following
      *Electric Dissipation Mesh: The armor takes half damage from infantry scale electrical (ie Ion) weapons. 50,000 Credits

      *Ectofibre Mesh: Magical energy attacks are reduced in damage by 1/3, and the wearer gets to save +1 versus magic, and TW modifications cost 1/3 less. 75,000 Credits

      *Psycoactive Mesh: As VBA-UC-1/7 (Pz). 66,000 Credits.

    *Model 2 ZapTaps: As in the PS catalogue. 30,000 credits each as most of the guts are effectively already installed. They can be added to the fists and legs.

    *Wrist and Boot Blades: 500 credits in additions to the cost of whatever blade weapon you wish to install. It must fit within the dimensions of the forearm or boot heel.

    *Integral Micro-Gravity Maneuvering System: Small gas jets at wrists, elbows, shoulders, chest, back, knees, and ankles, plus a gyroscope system, allow for improved maneuverability in zero-gee. Can move the trooper at speeds of 30 MPH, and is good for 6 hours of maneuvering. 20,000 Credits.

    *Other Modifications: If you can find an armor mod or feature somewhere else, odds are PS has an equivalent available at a reasonable cost.

    *Techno-Wizard Features: As normal Paladin Steel pricing.


Last edited by Omegasgundam on Sun Dec 27, 2020 10:16 pm, edited 2 times in total.

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Unread postPosted: Sun Dec 27, 2020 8:21 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44313
Location: Somewhere between Heaven, Hell, and New England
Omegasgundam wrote:
Based on a few things, among them taalisman's work and Kitsune’s creations. The name was so I could make a joke in the last quote, inspired by a fanfic I'm following.
Paladin Steel/Aegis Stellar Industries VEBA-14EX ‘Ramza’ Exoskeleton]


(Aka 'Armsman','Cereberus'(from its shoulder turrets looking like extra heads), 'BGS'(Burt Gummer Suit))

“Oh wow!, I can’t tell you how many times I’ve wished for a power armor that I could take indoors without falling through the floors into the basement, or that could fit into the back of a regular APC! This allows us to scale response to street level, because sometimes you can’t deal with a situation with regular foot soldier issuance gear, but heavy PA anti-armor gear would be overkill.”
—Anonymous GNE soldier

“Great, no excuse now for not accompanying the ‘Borgs, ‘bots, and augs into the scary places.”
—Anonymous GNE soldier

“Lower cost and more options than a fully-exo’ed Naruni Super-soldier suit? Even with the already massive list of options, I’m certain that’s only encouraging the field-techs to come up with new ones! I’ve already heard some discussion of fitting the arms with any of the multi-arm-antagonizer series, and that with some of the multi-armed species in the USA!”

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

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


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Unread postPosted: Mon Dec 28, 2020 12:13 am
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 256
taalismn wrote:
Omegasgundam wrote:
Based on a few things, among them taalisman's work and Kitsune’s creations. The name was so I could make a joke in the last quote, inspired by a fanfic I'm following.
Paladin Steel/Aegis Stellar Industries VEBA-14EX ‘Ramza’ Exoskeleton]


(Aka 'Armsman','Cereberus'(from its shoulder turrets looking like extra heads), 'BGS'(Burt Gummer Suit))

“Oh wow!, I can’t tell you how many times I’ve wished for a power armor that I could take indoors without falling through the floors into the basement, or that could fit into the back of a regular APC! This allows us to scale response to street level, because sometimes you can’t deal with a situation with regular foot soldier issuance gear, but heavy PA anti-armor gear would be overkill.”
—Anonymous GNE soldier

“Great, no excuse now for not accompanying the ‘Borgs, ‘bots, and augs into the scary places.”
—Anonymous GNE soldier

“Lower cost and more options than a fully-exo’ed Naruni Super-soldier suit? Even with the already massive list of options, I’m certain that’s only encouraging the field-techs to come up with new ones! I’ve already heard some discussion of fitting the arms with any of the multi-arm-antagonizer series, and that with some of the multi-armed species in the USA!”

Glad you like it. Next I'll be doing some Sovietski aircraft (mostly Kitsune derivatives). Then I'll explain what was in the Foghakle Contingency Bunker over in Phase World.


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Unread postPosted: Mon Dec 28, 2020 9:02 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 256
These are all rehashes of Kitsune's work to one degree or another.
Post Minion War Sovietski Aircraft
While the Sovietski had a number of their more advanced aircraft in the Mendev Bunker, their production required several minerals that were in vanishingly short supply with the collapse of global trade, and decades of attempts at reengineering it met only failure. Many of the higher end technologies available to the Sovietski had similar problems, forcing them to use inferior versions of their already less than cutting edge technology. This would change with access to the minerals of Dedak, with trade relationships forged by the 4th Reserve Motor Rifle Division ending almost all of the extreme rationing. With these doors opened, the Red Army could begin fielding its most capable designs in numbers once again.

Kitsune has art for this one.
Mi-221 ‘Firefly’ Attack VTOL
“The closest equivalent we have is the Cheyenne III, but the Firefly has several key differences. It has less nominal throw weight, but is a hell of a lot faster and more durable. It being a single man craft is a double edged sword, but it's basically always going to be used via cyberlink so the viability isn’t in question. Interestingly they don’t have a Micro-Missile pod for them yet, with their doctrine preferring to go with the big blast of Plasma Minis. Payload is usually SRMs regardless, although it can mount a good number of MRMs for air defense. They should have enough power left to put in an energy weapon or two, but that’s just from our perspective.”

The Mi-221 is a resurrection of a Pre-Cataclysm ground attack aircraft of the Russian Empire, similar in concept to an attack helicopter but far more resilient. The Sovierski had long been forced to make due to the bare bones Red Squall, but its failings were numerous. Only the lack of meaningful field AA weapons among the Warlord Camps made it viable, and the forced proliferation of such due to the attacking Azhur meant that its time in the sun was fast coming to a close. The Mi-221 is simply more, being larger, faster, more durable, and vastly more heavily armed. While only a bit more durable than an armored Heavy Machine, it has more firepower than a Stormbringer, and casually outperforms anything short of the Firefang. The one major change is the upgrading of the engines, using TRIAX designed models to remove the need for cooldown periods.
Spoiler:
Type: Mi-221 ‘Firefly’

Class: Attack VTOL Aircraft

Crew: One (Cyberlink Light Machine)

MDC/Armor by Location:
    *Forward 20-mm Rail Guns (2)-----25 each
    Nose Ball Turret-------------------------60
    Wing Mini-Missile Launchers (2)----50 each
    Wings (2)---------------------------------175
    Elevators (2)-----------------------------65 each
    Rudder------------------------------------65
    Lift Engines (2)--------------------------125 each
    Thrust Engines (2)---------------------125 each
    Reinforced Crew Compartment----125
    Main Body--------------------------------325

    Destroying a wing will cause the plane to crash.
    Destruction of rudders or one elevator will still allow the aircraft to be controlled by the varying the power levels of the engines but aircraft has a penalty of -10 to dodge, and a -30% penalty to all piloting rolls.
    Destruction of both of the elevators will leave the plane uncontrollable and the pilot must eject to survive.
    The destruction of one of the lift engines will cause the aircraft to crash and destruction of both of the thrust engines will cause the aircraft to crash.
    Destruction of one of the thrust engines will reduce to speed by half.
    Depleting the M.D.C. of the main body will shut the aircraft down completely, rendering it useless and causing it to crash if in flight

Speed
    Land: Only possible for take offs and landings as well as for parking and storage. Speed is 40 mph (64 kph).
    Flying: 644.9 mph (560 knots/ 1,037.8 kph)
    Maximum Altitude: 32,808.4 feet (10,000 meters)
    Range: Effectively Unlimited. Thrusters do not overheat due to the TRIAX designed cooling system./list]

    Statistics
      Height: 15.1 feet (4.6 meters)
      Width: 37.7 feet (11.5 meters) wings down and 28.5 feet (8.7 meters) with wings folded.
      Length: 34.4 feet (10.5 meters)
      Weight: 9.36 tons (8.5 metric tons) fully loaded.
      Power System: Nuclear, 8 years before refurbishment.
      Cargo: Minimal (Storage for small equipment), does not include hard points.
      Cost: Production cost is 7 million credits.

    Systems of Note:
      Standard Sovietski Vehicle Equipment

      *Bonuses: +2 to strike, +3 to dodge, +10% to piloting

      *Jamming Gear: Causes -25% to detection but when it is active, other vehicles/ base can detect that it is jamming, and some missiles will home in on jamming signals. Jammin also causes a -4 penalty to all radar guided weapons.

    Weapons Systems:
      1) Heavy 20-mm Rail Guns (2): The turret is designed for sixty degree side to side rotation and forty-five degree up and down movement.
        Range: 6,560 feet (2,000 meters / 2 kilometers).
        MD: 1D4x10 for a half-burst of 10 rounds, 2D4x10 for a full burst of 20 rounds or for both cannons firing linked 10 round bursts, and 4D4x10 for a full burst from both cannons firing linked.
        Rate of Fire: ECHH
        Payload: 500 rounds per gun, 1000 rounds total.

      2) Mini-Missile Launchers:
        Rate of Fire: 1, 2, 4, 8, 16, and 24 each
        Payload: 24 each, for a total of 48.

      3) Hardpoints (4):
      a) 20mm Rail Guns: As 1) but fixed forward.
      b) Mini-missile Pod: 16 count, volley 16
      c) SRM Pod: 6 count, volley 6
      d) MRM Pod: 3 Count, volley 3
      e) LRM: 1 count
      f) Bombs: twice as many as b) through e)

      4) Flares/Chaff Launcher: As Triax style chaff, 12 charges.

    Variants:
    There is a great deal of thought in replacing the railguns with newly acquired pulse laser designs, but still will likely just be an option rather than a fleet wide swap.

Mi-223 ‘Firebird’ Assault VTOL
“Let's be frank, the Stormbringer was basically an even slower Skybunker that traded troops for more guns, and was realistly dead meat if it ran into a moderately capable AA grid. The Firebird can actually try to survive due to its far better speed and notably better durability, and it has substantially more firepower. We’d use a pair of Dragonflies, but the tech advantage is a bit high for that to be a good comparison, particularly with it outperforming their older VTOL Jet as a dog fighter. Its only real local competitor is the TRIAX Mosquito, which fills a different design role.”

Another resurrected design, the Mi-223 was what inspired the highly downgraded Stormbringer. Heavily influenced by the smaller Mi-221, the -223 competed with the SUH-86 as the primary air transport for the Second Sovietski. Only a handful were present at the Mendev Bunker, so it effectively vanished from their rosters, and resource limitations prevented it from being produced. It would finally return to the skies after the Minion War, featuring TRIAX designed engines and fire control systems. With the numerous flaws of the Stormbringer making themselves felt, they are being replaced as fast as possible, to the degree that its interfering with the production of the Mi-221.
Spoiler:
Type: Mi-223

Class: Attack & Transport VTOL Aircraft

Crew: Three: One pilot, one co-pilot, one communications/sensor officer.

Troops: 16 humans or Light Machines, or 8 Heavy Machines.

MDC/Armor by Location:
    *Forward 20-mm Rail Guns (2)-----25 each
    Nose Ball Turret-------------------------60
    Side Pulse Lasers (4)-----------------40 each
    Wing Mini-Missile Launchers (2)----50 each
    Wings (2)---------------------------------250
    Elevators (2)-----------------------------80 each
    Rudder------------------------------------80
    Lift Engines (2)--------------------------180 each
    Thrust Engines (2)---------------------180 each
    Reinforced Crew Compartment----225
    Main Body--------------------------------725

    Destroying a wing will cause the plane to crash.
    Destruction of rudders or one elevator will still allow the aircraft to be controlled by the varying the power levels of the engines but aircraft has a penalty of -10 to dodge, and a -30% penalty to all piloting rolls.
    Destruction of both of the elevators will leave the plane uncontrollable and the pilot must eject to survive.
    The destruction of one of the lift engines will cause the aircraft to crash and destruction of both of the thrust engines will cause the aircraft to crash.
    Destruction of one of the thrust engines will reduce to speed by half.
    Depleting the M.D.C. of the main body will shut the aircraft down completely, rendering it useless and causing it to crash if in flight

Speed
    Land: Only possible for take offs and landings as well as for parking and storage. Speed is 40 mph (64 kph) when traveling and not on take off or landing.
    Flying: 581.5 mph (505 knots/ 935.9 kph), 200 mph (321.9 kph) with an underslung cargo load.
    Maximum Altitude: 32,808.4 feet (10,000 meters)
    Range: Effectively Unlimited. Thrusters do not overheat due to the TRIAX designed cooling system.

Statistics
    Height: 16.7 feet (5.1 meters).
    Width: 64.0 feet (19.5 meters).
    Length: 73.8 feet (22.5 meters)
    Weight: 31.2 tons (28.3 metric tons) fully loaded.
    Power System: Nuclear, 8 years before refurbishment.
    Cargo: Can carry as much as 20 additional tons, usually a full load of Heavy Machines, but Superheavy Machines can be carried either in the cabin (if they will fit) or underneath the vehicle using the cargo hook system. Additionally, there is a crew storage space with a rifle, side arm, suit of light body armor and jetpack for each crew member.
    Cost: Production cost is 14 million, and is not available to outsiders.

Systems of Note:
    Standard Sovietski Vehicle Equipment

    *Combat Computer System: The vehicle has two AIs to control the side lasers, which have proven to be sufficiently reliable in regards to threat identification. They have received improved programming to make their targeting more accurate (+3 to strike) and retain a reasonable response capability (5 attacks per melee).

    *Jamming Gear: Causes -25% to detection but when it is active, other platforms can detect that it is jamming, and some missiles will home in on jamming signals. Jamming also causes a -4 penalty to all radar guided weapons.

Weapons Systems:
    1) Heavy 20-mm Rail Guns (2): As on the Mi-221

    2) Side Pulse Lasers (4): As the S-500 Cyclone, but 4,000 foot (1,220 meter) range. Two are usually firelinked to the same AI.

    3) Mini-Missile Launchers: As on the Mi-221

    4) Hardpoints (6): As on the Mi-221

    5) Flare/Chaff Launchers (2): As Triax style chaff, 12 charges each.

Variants:
There is a great deal of thought in replacing the railguns with newly acquired pulse laser designs, but still will likely just be an option rather than a fleet wide swap.

Combining Kitsune’s Su-47 with parts of his TRIAX Grey Death.
MiG-244 ‘Foxfire’ Multi-Role Fighter
“It's interesting that they didn’t make it a stealth design, but they must have felt that they needed missile trucks more than anything else, and 24 MRMs is nothing to sneeze at for its tech level. Assuming they can rely on the Rat to deal with that sort of work in the short to intermediate run it makes sense, but they have to be working on an inhouse design. I can see an empty space that’s ideal for a few fixed forcefield designs, so they likely lifted a few from one of our depots somewhere. Their GMR purchase is likely a one off, and Intel has it that Kolodenko is close to figuring out how to make it due to him being spotted with several Human Alliance sourced engineering texts. There’s a story there for sure.”

The badly needed replacement for the SUT-93, the Mig-244 is surprisingly not a resurrected design. Rather, it combines several incomplete development programs with a number of recent acquisitions, solving the various problems that cause them to be abandoned. The most significant of which are the acquisition of advanced fusion turbines from TRIAX from diplomatic channels, and the open purchase of a great deal of GMR plating from Paladin Steel. The first solved Sovietski’s long standing problems of making reliable high performance engines, and the later removed the need to design a complex VTOL system. Together they combine to make a craft easily capable of going head to head with the new Su-35TW, and there is no end of speculation of additional ongoing development. The most common rumor than a forcefield equipped version is imminent, based on models 'acquired’ from the GNE with the help of the NGR.

The Mig-244 is being produced in both New Moscow and Kiev, with Novyet’s expansion helping to handle the load. For all of Warlord Romanov’s oddities, several traditional Russian powers have clearly chosen her to protect its people, and she is by far the most compassionate about actual justice. The Red Army intends to use the -244 to hold the line while Seriyev does the more dangerous work of attacking the Azhur and Neo-Viking’s assets with his TW stealth designs. The GNE is irritatingly far ahead of any of the European powers with their stellar level technology, but this can hopefully be mitigated given time. The fact that the Sky Tiger II is considered a near militia level design is not lost on anyone.
Spoiler:
Type: Mig-244

Class: Multi-Role Fighter

Crew: One full conversion Light Machine

MDC/Armor by Location:
    Wings (2)---------------------------------260 each
    Canards (2)------------------------------120 each
    Engines (2)-------------------------------280 each
    Reinforced Cyborg Compartment---100
    Main Body---------------------------------550

    Destroying a wing will cause the plane to crash
    Destruction of a canard will still allow the fighter to be controlled by the varying the power levels of the engines but the fighter has a penalty of -10 to dodge, and a -30% penalty to all piloting rolls. Destruction of both of the canards will leave the plane uncontrollable and the cyborg pilot must eject to survive.
    The destruction of one engine will reduce the fighter’s top speed by half and give the pilot a -2 penalty to dodge as well as giving a 10% penalty to piloting. Destruction of both engines will cause the aircraft to crash. The pilot may attempt an emergency landing or can choose to eject. The engines are placed deep in the main body of the fighter, and can only be hit on a called shot: -3 to strike.
    Depleting the M.D.C. of the main body will shut the aircraft down completely, rendering it useless and causing it to crash if in flight.

Speed
    Cruise: Mach 1.12 (870 mph, 1,400 km/h)
    Maximum: Mach 2.4 (1,779.5 mph/2,863.8 kph), Mach 2.1 (1,557.1 mph /2,505.8 kph) with full ordinance.
    Maximum Altitude: 20,000 m (66,000 ft)
    Range: Effectively Unlimited. Thrusters do not overheat due to the TRIAX designed cooling system.

Statistics
    Height: 21 feet (6.4 meters)
    Width: 55.1 feet (16.8 meters)
    Length: 74.2 feet (22.6 meters)
    Weight: 66140 pounds (30,000 kg) empty and 83780 pounds (38,000 kg) fully loaded.
    Power System: Nuclear, 8 years before refurbishment.
    Cargo: Minimal (Storage for small equipment), does not include ordnance bays.
    Cost: Production cost of around 20 million credits.

Systems of Note:
    Standard Sovietski Vehicle Equipment

    *Bonuses: +3 to strike, +3 to dodge, +20% to piloting

    *GMR Lift Plates: Allow hovering up to 100 ft, and makes the craft VTOL.

    *Jamming Gear: Causes -25% to detection but when it is active, other platforms can detect that it is jamming, and some missiles will home in on jamming signals. Jamming also causes a -4 penalty to all radar guided weapons.

Weapons Systems:
    1) 30-mm Cannons (2): As the J-350 Draken II. 250 rounds of ammunition each.

    2) Pulse Lasers (2): Copies of the PS-RFL-25.

    3) Hardpoints (8): As on the Mi-221.

    4) Flare/Chaff Launchers (2): As Triax style chaff, 12 charges each

Variants:
*Forcefield Version: If true, the forcefield is a Three Galaxies civilian fixed model, granting 400 MDC and regenerating 5% per melee. The primary use would be in surviving the preliminary MRM volleys in combat worth condition. In all likelihood the NGR will field it first on a new XML design.


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Unread postPosted: Mon Dec 28, 2020 9:19 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
...and the bad guys in the Great Northern War again....

Arz-MBT-01 Tice-ger Main Battle Tank
(Aka ‘Eiger’)
“Damn sno-panzers come out of nowhere; bad weather doesn’t seem to bother them one bit. They can stand off and shell the hell out of you, or they can run right up to you and claw you open. Anybody who whines about us fighting ‘snowflakes’ never faced an eiger attack. Maybe they should, maybe then they’ll see our enemy as the ice demons they are.”

Another unwelcome arrival on the northern battlefields is the Tice-ger battle tank/robot, an indigenous Arzhur design(though drawing on elements of various terrestrial vehicles). The Tice-ger resembles a cross between a WW2 German Tiger tank and a later Russian T-90 MBT, carried on four legs. The Tice-ger possesses high mobility thanks to its four-legged drive, and it is amphibious as well. The animalistic profile of the vehicle led to early sightings of it being confused with Shemarrian Warmounts, though it is now suspected that some, if not all, or the Arzhur vehicles may incorporate an animal-level Ice Elemental essence.
Like the power armors, the Tice-ger is apparently powered by a cold-fusion powerplan with a limited fee supply, limiting the tank's range and endurancet. Unlike the power armors, the Tice-ger has provision for carrying Arzhur officers, though the majority(70%) of fielded tanks carry only Klia crew members.
Hordes of these armored fighting vehicles have been set loose on northern territories, providing armored support to the Kill infantry and fire support to. the power-armored cannon fodder. Though the average Heavy Combat 'Borg or Shocktrooper can tear right through one, the Arthur are going their tactics, and the more experienced officers and troops are getting the hang of mutually supporting formations, using their ranged firepower to keep opponents outside knife fighting range. An artillery variant, fitted with rocket launchers, has also been sighted in combat, and more variants are expected to appear.
So far, few, if any, have been captured intact, and none are yet known to have defected, either because of the hidebound loyalty of the crews, who rate somewhat better than the chaff-infantry, or because the violence of combat encounters leaves little left of operational casualties.

Type: Arz-MBT-01
Class: Main Battle Tank
Crew: 3 +1 passenger(typically an Arzhur officer)
MDC/Armor by Location:
Main Body 380
Reinforced Crew Cabin 175
Turret 250
Main Gun 180
Sensor Mounts(2, turret) 50 each
Legs(4) 120 each
Height: 13 ft (can crouch down to lie at 8 ft, or stand up to 18 ft )
Width: 14 ft
Length: 6.83 m(9.53m w/ gun forward)
Weight: 36 tons
Cargo: Small space in crew cabin for survival gear and personal weapons
Powerplant: Cold Fusion
Speed:(Running) 120 MPH
(Leaping) Can make a running leap of 30 ft across/15 ft up
(Flying) Not possible
(Water) Amphibious; can ‘swim’ on the surface at 12 MPH.
Market Cost: Unknown: none have been known to have been captured in a usable condition to be sold. Usually all tha remains are a few technological systems that could be salvaged for scrap.
Systems of Note:
Standard Robot Systems, plus:
*Thermal Stealth---The Tice-ger runs exceptionally cool, making detection with thermal-imaging systems difficult, if not impossible. -50% on Read Sensory Instruments rolls when using heat sensors.

Weapons Systems:
1) Main Gun---The main turret-mounted armament of the Tice-ger is typically a heavy rail gun/mass driver, but energy weapons have also been observed, as is an ‘ice cannon’, suggesting that the Arzhur are testing out various configurations.
a) Rail Gun---100mm cannon firing armor piercing slugs
Range: 6,000 ft
Damage: 2d4x10 MD per shot
Rate of Fire: Four times per melee round
Payload: 60 rds

b) Heavy Laser Cannon
Range: 1.5 miles
Damage: 1d6x10+7 MD per blast
Rate of Fire: Four times per melee round
Payload: Effectively Unlimited

c) Ion Cannon---Less range and damage than the laser, but much faster rate of fire.
Range: 7,000 ft
Damage: 1d4x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited

d) Ice Cannon--This weapon seems to fire a shell or slug of dense solidified gas that hits like an armor-piercing shell, then explosively sublimates, creating a shockwave, then detonates in a fuel-air blast. The ammunition seems unstable, as heavily damaged Tice-gers known to carry this weapon have been observed to explode more violently than normal, presumably due to the remaining ammunition ‘cooking off’. Still, as an indication of possible ‘things to come’, this weapon worries some analysts.
Range: 9,000 ft
Damage: 2d4x10 MD to a 12 ft blast radius
Rate of Fire: Four times per melee round
Payload: The standard Tice-ger carries 60 rds, but there’s some evidence to suggest that some tanks, especially those with Arzhur officers or powered by Elemental essences, can generate new ammunition at one shell every 30 minutes.

2) Coaxial Gun(1)---A standard secondary gun, mounted co-axially to the main gun. As with the main armament, the Arzhur seem to be experimenting with different weapons.
a) Rail Gun----Copied NG weapon
Range: 4,000 ft
Damage: 1d4 MD single shot, 6d6 MD 30-rd burst
Rate of Fire: EGCHH
Payload: 3,000 rd ammunition drum

b) Laser Gun----Copied NG weapon
Range: 3,000 ft
Damage: 4d6 MD single shot
Rate of Fire: EGCHH
Payload: Effectively Unlimited

c) Ion Pulse Gun----Copied NG weapon
Range: 1,600 ft
Damage: 3d6 MD single shot, 1d4x10 MD pulse burst
Rate of Fire: EGCHH
Payload: Effectively Unlimited

3) Hull-mount Light Gun(1)---Mounted in the forward glacis plate, and controlled by the driver.
a) Rail Gun----Copied C-200 ‘Dead Man’ Rail Gun
Range: 4,000 ft
Damage: 1d4 MD single rd, 4d6 MD per 20 rd burst.
Rate of Fire: ECHH
Payload: 2,000 rd drum per cannon

b) Laser Gun----Copied NG weapon, same as 2) above
c) Ion Pulse Gun----Copied NG weapon, same as 2) above

4) Fog Launchers(2)---In place of smoke mortars, the Tice-ger can launch rapidly-sublimating ‘slugs’ of frozen gas that expand into clouds of thick cold fog.
Effects: Covers a 100 ft area in thick obscuring fog. Typically disperses within 1d6 melees, depending on local wind and humidity conditions.
Payload: 10 shots each launcher; regenerates 1 shot every 30 minutes

5) (Optional) Pintle-Mount Gun---A light weapon mounted on a powered pintle atop the main turret, and either remotely- or manually-operated by the commander. Typically used for antiaircraft work, and usually a rail gun or heavy machine gun.

6) (Optional) Reactive Armor---Fueling the suspicion that the Arzhur are using their invasion to copy and test new weapons technologies is the recent appearance of Tice-gers sporting sheathing of thick and dense ice, that can be set to shatter-explode off the tank’s hull in an expanding cloud of icy shrapnel that can serve to shred enemy infantry, or preemptively detonate anti-armor missiles. Cossacks have come to HATE facing Tice-gers so equipped because it ruins their tactics of ridding up close and jumping aboard the vehicles to sabotage them.
Range: 100 ft
Damage: 4d6 MD to a cone swath roughly 50 ft long, by 10 ft wide.
Used as reactive armor against plasma and armor-piercing missiles, the system acts as a PARRY, rolling to match or better the missile’s strike roll...a successful counter means that the missile damage is HALVED, while a failure means the tank takes full damage. Note: when dealing with volleys, one reactive armor pack can match TWO missiles in a volley, so in order to effectively counter a five missile volley, the tank must expend 3 reactive armor packs...two packs would roll twice to defeat their respective missiles, the third would only roll once. If the enemy missile launcher has a line of sight on the tank, they can target a spot on the hull which has no packs covering it (a called shot), in which case the remaining reactive armor is -4 to cover the gap.
Rate of Fire: One at a time or can be simultaneously fired in volleys of 1-10
Payload: Each side of the tank(sides, front, back) has 10 fletchette packs each(40 total), the turret has 6 each side, three on top(15 total)

7)(Optional) Hand to Hand Combat---Limited to claw attacks and ramming
Claw Strike/Kick 4d6 MD
Stomp(Objects 5 ft tall or shorter) 1d6 MD
Body Block/Ram 1d6x10 MD

Variants
*Arz-MLRS-02----Rocket artillery variant, replacing the turret with a multiple launch tube array for the Arzhur copy of the Katyusha rocket.
Changes/Modifications:
MDC/Armor by Location:
MLRS Launch Box (replaces the gun turret) 180
Weapons Systems:
1) Katyusha MLRS(replaces the gun turret)
Weight: (Rocket)
(Short) 102 lbs
(Long) 170 lbs
Range:(Short) 7 miles
(Long) 13 miles
Damage: Both missile types use a 122mm warhead, typically the following warhead types(damage may vary as much as 50% by the quality of warhead manufacture):
(Fragmentation) 1d6x10 MD to a 60 ft blast radius
(Incendiary) 1d4x10 MD to a 50 ft blast radius, plus 01-75% chance of setting combustible materials aflame
(High Explosive) 2d6x10 MD to a 20 ft blast radius
(Plasma) 3d4x10 MD to a 40 ft blast radius
(Smoke) Covers a 100 ft area in thick obscuring smoke. Typically disperses within 1d6 melees, depending on local wind and humidity conditions.
(Chemical) Varies, but typically used to dispense CS or nerve agents(currently only the Sovietskii uses chemical munitions, though it is rumored that Warlord Sokolov has been seeking to acquire such weapons). Typically covers a 100 ft area. Like the smoke, local weather conditions determine the dispersal rate.
(Submunition)---Detonates airburst style over the target and scatters a small cloud of grenade-like sub-mines, that can be used to infilade an area with contact explosives or delayed-fuze mines. Carries over 18 submunitions, scattering over a 100 ft area, and doing 5d6 MD to a 10 ft blast radius each.
Rate of Fire: Volleys of 1-10
Payload: 40 tubes
Penalties: Katyushas use the standard rules for unguided artillery with regard to deviation from target. Best fired in salvoes of 4 or more rockets.

_________________
-------------
"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 Dec 31, 2020 8:33 pm
  

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Okay, let's end the old year with some buffed-up old stuff...

PS-S-GMR-LBT-7G Zephyr Hover Tank
“Now with more tanky-ness!”

“Zephyrs blow pretty hard these parts.”

“We may have introduced the Free Worlds Council to GMR, but they’re teaching us some very real lessons about using it in combat. That hard-won expertise is being applied to both crews and vehicles.”

“Some of the later model recon units got so much clutter on the turret bustle, it’s hard to tell that it’s a Zephyr under all that gear and not a grav-plate truck!”

“The Travies hate us hard enough already that with their great big robots they can’t shoot us gravers like skeet without getting shot up badly in return as we dodge away. Imagine how much more they’ll hate us when we start getting Shadowblades in this campaign and we can start marking Travie armor for the teleport guns and they start getting slammed by cannon they can’t even SEE! “

This light and limber stalwart of the GNEAS’s armed recon and fast strike units saw a number of battlefield chop-and-shop variants, mainly in armament substitutions, that became standardized after the Minion War. PS took advantage of the Zephyr’s snug interior space to install improved crew safety restraints, padding, and fire extinguisher systems to increase the crew’s chances of survival in event of a crash. Extra sensor systems improve maneuvering, especially in rough terrain. A turret-mount hardpoint can carry additional armaments, or systems pods, such as extra sensors or a forcefield generator. Improved materials add some extra protection, bringing it up the same level of durability as the Naruni Carnivore Mrk 1, at the cost of some extra weight, but improvements to power and propulsion compensate for the extra mass.

Changes/Modifications:
MDC/Armor By Location:
Main Body 400
Turret 250
Weight: 7.5 tons
Market Cost: 21 million credits
Systems of Note:
*Crash Control/Safety Restraints/Fire Control System---Reduces the damage that passengers take in a crash by HALF.

*Radar Detector---Alerts to the presence of any radar beam

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

Weapons Systems
1) Main Armament Substitution---- A number of new weapons became available to be fitted to the Zephyr’s main turret.
a) PS-HPBC-20 Particle Beam Cannon
Range: 11,000 ft(double in space)
Damage: 4d6x 10 MD single blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 4.2 million credits

b)T-410 20mm Missile Gun
Range: (T-410)Gun launcher fires the micromissile out to about 8,200 ft, where after the rocket propulsion takes over.
(Micromissiles)8,000 ft for all types

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

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

Rate of Fire: Bursts of 3-40 rds per melee
Payload: 600 rd bin.

Cost: 150,000 credits for the T-410 Gun System

(T-410)
(Pattern-2a) 90 credits each
(Pattern-2b)130 credits each
(Pattern-2c)150 credits each

c) 105mm Grav Cannon----Earlier issues with manufacturing the armor-piercing osmium-alloy, crystal ‘whisker’ ammunition for a 105mm grav-cannon trialed on early Zephyrs have been solved, has as the matter of recoil(thanks to gravitic-counterbaffling. This has also led to a slight improvement in damage.
Range: 7,000 ft
Damage: 1d6x10+10 MD per 10 rd burst. Can only fire bursts
Rate of Fire: EGCHH
Payload: 5,000 rds(500 bursts)
Cost: 700,000 credits

d)‘Mangonel-80’ 80-mm Gun Mortar---- A earlier, less sophisticated weapon, but one with excellent ballistic characteristics. Though direct fire range is rather poor, Zephyr crews prefer to use the mortar mode to keep opponents under fire from as far away as possible in ‘shoot ‘n scoot’ engagements. The weapon is also compatible with Merlin ‘smart’ rounds.
Range:(Direct Fire) 3,200 ft
(Indirect Fire) 26,000 ft (5 miles!)
Damage:(Fragmentation)1d4x10 +5 MD to 25 ft blast area
(Armor-Piercing High Explosive) 2d4x10 MD to 6 ft blast area
Rate of Fire: Four times per melee
Payload: 60 rds
Bonus:(Merlin shells, only in mortar mode)+3 to strike
Cost: 190,000 credits

e) M-61 ‘Snapfire’ Mass Driver Cannon---Smaller, but still dual-mode, with a longer direct fire mode. Also compatible with ‘smart’ shells.
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 MD and has a 75% chance of being knocked flat.
Rate of Fire:(Direct Fire Mode) EGCHH
(Artillery Mode) Three times per melee
Payload: 90 rds
Bonuses/Penalties: +1 strike in direct fire mode. -2 to strike in Artillery mode.
(Merlin shells, only in mortar mode)+2 to strike
Cost: 250,000 credits


3) Mini-Missile Launcher Substitution---The twelve-shot mini-missile launcher can be replaced with an alternate missile launcher
a) Micro-Missiles---50-shot box; volleys of 1-10

b)Heavy ATGMs---a medium-range armor-piercing missile warhead on a foreshortened rocket booster, with command guidance, for making precise anti-armor kills.
Range: 1 mile
Damage: 3d6x10 MD to 20 ft blast radius
Rate of Fire: Volleys of 1-6
Payload: 6 SRMs in 2x3 launch boxes
Bonuses: +5 to strike
Cost: 100,000 credits for the launcher, 20,000 credits per missile

c) 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 1-6
Payload: 6
Bonuses: +5 to strike
Cost: 200,000 credits

d) TW Rocket Launcher----40 Light or 12 Heavy


Options:

*Improved PPE Sensors---An adaptation of the nautical ORACLE---Omni-diRectional Aura Classification and Locator Electronics---A TW development of the SNARLS PPE Scanner, this system consists of a series of advanced Technowizardry scanner systems(TW optic mounts, static crystal PPE meters, and whatnot) stationed around the MBT, feeding into a central computer system with special TW-derived interface program algorithms. The system is designed to detect incoming magical/paranormal attacks and alert the crew to them(hopefully in time to allow them to take defensive measures).
Effective Range: 4,000 ft radius of detection.

*Flare/Chaff Pod---Holds 18 chaff bundles/flares. Equivalent to Triax-style countermeasures.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 18 per launcher
Cost: 20,000 credits per pod. 100 credits per flare/chaff bundle

*Jammer-----A mini-radio jammer, that can pump out enough multi-wavelength white noise to jam civilian band communications with 90% effectiveness, and military comms with 70% effectiveness, over a 20 mile radius. Additional pods DO NOT add cumulative bonuses, but do provide system redundancy. A favorite of headhunter crews engaging in ‘muff and snuff’(isolating and ambushing enemy units while preventing them from calling an alert) tactics.
Cost: 100,000 credits

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

* Forcefield Generator---This is a self-contained unit with its own mini-powercell(good for one year’s operation) and a light (‘heavy’ by terrestrial vehicle standards)forcefield generator. 250 MDC and regenerates at 5 MDC per 5 minutes.
Ot can be tied into the tank’s own nuclear powerplant for faster recharging(10 MDC per 5 minutes) but reduce energy weapon/rail gun rate of fire by HALF while this is going on.

*Type III Multi-Plexor Mini-Mage Pod---Light vehicle version of PS’s ‘Magepod’ TW projection system.
Range: Varies by spell
Damage/Duration: Varies by spell
The Type III has a ‘magazine’ of four different spell-cards
Rate of Fire: EGCHH
PPE Cost per Use: Varies by spell. Spells cost as normal
Payload: Draws from the main PPE Battery. In an emergency, the user, if they are a mage or psychic, can kick in their own PPE.
Bonuses: As per spell(if any)
Cost: 55,000 credits for the projector
PPE Battery Packs(about the size of a car battery) 10,000 Credits for 100 PPE capacity, 22,000 credits for 200 PPE capacity

Spell Cards cost (as per Jason Richards’ guidelines in Rifter #2) 5,000 credits per PPE cost of main spell plus an additional cost (as per following modifiers)
*500 credits per level of the creating caster(Mages’ time and PPE are money, so expect to pay more for the longer duration/higher power spells)
*Warlock spells cost 20% more, in addition to above modifiers, owing to the difficulties of adapting Elemental Magic to ‘conventional” magic systems.



Variants:
*PS-S-GMR-LBT-7GTW--(aka ‘Mega-Boogieboard’) Technowizardry variant. The Minion War taught the Greater New England Armed Services quite a few lessons about the importance of properly-armed and -equipped recon units, especially against mystically-stealthed or teleporting enemies. Now an improved TW model scout/raider hovertank is taking to the field, with those lessons taken to heart.

Changes/Modifications:
Powerplant:
Supplemental TW Powerstone PPE Generator---(‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus.
Market Cost: 24 million credits
Systems of Note:
*Improved PPE Sensors---As standard
Weapons Systems:
1)Main Gun---Can be replaced with one of the following:
a) TK Gatling---Actually three TK-80 TK Heavy Machine Guns bundled together
Range: 4,000 ft(double on ley lines)
Damage: 2d4 MD single shot, 3d6 MD 5-shot burst, 5d6 MD 10-shot long burst, and 2d6x10 MD 50-shot full-melee burst, 6d6x10 MD 150-shot full-melee burst.
Rate of Fire: ECHH
Payload: Effectively Unlimited; powering spells must be recast every six months. 200 shot ‘back-up’ PPE clip. 1 PPE point for 1 TK shot.
Cost: 1.8 million credits

b)TW Lobber---Similar in appearance a scaled-up PS/Wul- TWR13 ‘Agniter’ Fireball rifle in that it creates its own ammunition via magic energy-to-mass conversion. Can fire one of several different kinds of magic ammunition:
Range:(IceBall)5,000 ft
(Fireball) 4,000 ft
(Barrage) 4,000 ft
(Meteor)5,000 ft
Damage:(IceBall)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.
(Fireball) 5d6 MD at impact, plus does 5d6 MD per melee for 1d4 minutes.
(Barrage) 1d6x10 MD, plus all other effects as described for the Barrage spell.
(Meteor) 1d6x10+20 MD to a 40 ft radius
Rate of Fire: Three times per melee
Payload: Effectively Unlimited; limited only by the available PPE to generate new ammunition;
(IceBall)25 PPE per shot
(Fireball) 20 PPE per shot
(Barrage)13 PPE per shot
(Meteor) 38 PPE for 1 shot

c)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. Vehicles mounting this weapon are sometimes called ‘battle-singers’, ‘whistlers’ or ‘banshee-wagons’.
Range: 7,000 ft
Damage: 1d4x10 MD per shot, 1d6x10 MD on a ley line and against supernatural creatures and beings of magic.
Rate of Fire: EGCHH
Payload: 12 PPE per shot
Cost: 1.2 million credits

Magic Systems:
*Ley Line Booster---Increase speed by 50% on a leyline, and +1 dodge, but -10% to piloting rolls.
*Impervious to Energy( 5 minutes per 20 PPE)
*Protective Energy Field(50 MDC per 10 PPE, 10 minutes per 10 PPE)
*Type III Multi-Plexor Mini-Mage Pod---As standard, only now mounted in the hull. Usually loaded with a combination of defensive and stealthing spells.

Options:
*MagePlate Armor(Formulation-1C) Armor Re-Skinning
Armor-sheathing replacement in MagePlate is also possible, now that Formulation-1C has passed field testing and is entering mass-production; it lacks F-1B’s vulnerability to magic, but takes DOUBLE the PPE to repair...1 MDC=2 PPE/4 ISP. A favorite of mage-recon units, who can more effectively repair damage to their vehicle in the field.
Cost: 50% more than regular armor plate, but weighs 25% less.

_________________
-------------
"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 Jan 02, 2021 8:43 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
Something modest to start off the new year....

PS LRB-PT-1 Pedway Ambulator
(aka ‘Walka’)
“Yeah, I have a wheelchair for my legs, and I could get it amped into a proper scooter I could drive along the road, but I like wheeling aboard my Pedway for longer trips. I like the higher vantage point that gives me respect on the road from other drivers, and I like the feeling, however second-hand, of walking again, only BETTER, with a ground-devouring stride.”

“God gave us legs to walk, not ride!”
---Complaint heard by a Pedway rider after passing pedestrians

“Seen the online video of the hundred or so Pedways all doing synchronized dance-step? Crazy, man, crazy!!!”
----Overheard in a sports bar on Masumi Station.

In a REAL firefight? In this thing you’d be sticking up like a shooting range target that a green, still wet-behind-the-ears, recruit with eye problems could pick off. Chasing muggers, walking a beat in the warehouse district or around a low-security lockup, or hunting low-end predators that don’t have the means of shooting back? You’re okay, then. The extra height actually gives you a bit of presence in those situations. But hard combat? Get yourself into a REAL combat exo, like a Rezma, or even a Chipwell. ”

The Pedway is a robotic ambulation platform-style vehicle considered akin to a motorcycle and sold by Paladin Steel. It is a minimalist robot vehicle for personal transportation.
The Pedway consists of a pair of robot legs surmounted by a pelvic platform upon which a single rider stands or sits, controling the ‘bot with a front-mounted handlebar assembly. Guard rails on the sides and a seat/backrest keep the rider from falling off.
Rather than amplify the rider/driver’s own leg movements, the Pedway is a fully robotic vehicle with an onboard AI that scans the terrain in the desired direction of travel, selects the appropriate and safest foot placement, adjusts the stride to the desired speed, and gyrostabilizes the rider for a smooth, tireless, ride.
For such a basic robot vehicle, the Pedway uses proven, reliable, technologies and durable materials. The biped ambulation AI system is well-tested and field-certified for long life without glitching. A choice of powerplant options is available for the budget-conscious.
The downside is that, like a motorcycle, the rider is exposed to the elements and other hazards. It is also not as fast or maneuverable as higher-end motorcycles and hovercycles. It is also not considered suited to combat operations(though it can be armed, and some buyers operate them as offroad scouts or security patrollers. See Options).
Still, Paladin Steel has sold hundreds of Pedways on Rifts Earth, thousands offworld. The Pedway is regarded like a trail bike; a sturdy form of personal transportaton with offroad capabilities. The Pedway is competitvely priced with the Black Market’s Walker-Bike, its closest competitor in the open market.

Type: PS-LRB-PT-1 Pedway
Class: Light Robot Vehicle, Personal
Crew: One. Another person might be able to share the platform, but conditions will be tight.
MDC/Armor by Location:
Main Body 60
Legs(2) 25 each
Stem Shield*(removeable) 25-60
Height: 6 ft at the waist(can squat down to 2.3 ft for easier mounting), plus the control bar assembly and safety guards stick up another 3-5 ft(adjustable height)
Width: 3 ft
Length: 3 ft
Weight: 1,000 lbs
Cargo: Can carry up to 2 panniers on the sides, each up to 25 lbs.
Powerplant: Battery-Electric( 800 mile range), Fuel-Cell(700 mile range), or mini-pac Nuclear(w/ 5 year energy life)
Speed:(Running) 65 MPH
(Leaping)Not possible(see Options)
(Climbing) Not possible, though the Pedway can climb
(Flying) Not possible
(Water) Can ford bodies of water up to 5.5 ft deep.
Market Cost: 75,000 credits for electric, 80,000 credits for fuel-cell, and 450,000 credits for nuclear.
Systems of Note:
*LED Headlights)often modified to flashing strobes in police/security vehicles)
*Gyrostabilization---+1 to Maintain Balance
*Ground-Mapping Radar/Motion Detector/Collision Warning System(400 ft range)
*Laser Ground Scanner(400 ft range)
Weapons Systems: None standard, though the use of the Pedway by some users as battlefield scouts or security patrollers has prompted PS to import over the armaments and combat options of their PS-MC019 ‘Howard’ Light Personal Transport Scooter(see Options)
Options:
*Improved Speed---Ups maximum speed up to 85 MPH. Cost: 5,000 credits per 5 MPH increase

*Improved Stealth---Makes the scooter even more quiet. Effective Prowl capability of 70%. Cost: 4,000 credits

*Improved Durability----Raises MDC; Main Body 100, Legs(2) 50 each. Cost: 10,000 credits

*Weather Hood--A fabric cover to protect the rider from the elements. 5 MDC Cost: 3,000 credits

* Bubble-Top----Armored perspex top; 60 MDC, Cost: 14,000 Credits

*Snow/Sand Shoes---These add larger surface area to the footpads. Cost: 1,000 credits

*Spring-Shocks----These, along with patches to the gyrostabilizer programs, allow the Pedway to perform short leaps without automatically unhorsing the rider. 10 ft up/15 ft across. Cost: 5,000 credits

*Powered Roller-Blades---For those people who want to go FASTER on paved roads. 120 MPH. Cost: 7,000 credits

*Shield--As with the ‘Howard’ , an MDC shield can be mounted on the front of the Pedway, affording additional protection.
*Shield Options: Shields typically have 2-4 handholds/binders on the inside facing. They may also have 1-2 clips for small objects like flashlights, toolkits, combat/utility knives, grenades, and extra ammo/e-clips.
Light Shield---Weight: 4 lbs, MDC: 25, Cost: 6,000 Credits
Medium Shield---Weight: 8 lbs, MDC: 60, Cost: 13,000 Credits
a) Thermal Resistance ---Developed from pre-Rifts aerospace heatshielding materials. Cuts the damage from plasma and other heat based attacks by 3/4! Cost: 10,00 Credits
b) Laser-Ablative---Bonds a layer of laser resistant material that cuts laser damage by HALF. Cost: 12,000 Credits
c) Forcefield Shield---This shield adds a small portable forcefield projector to the rear; 45 MDC for light, 65 for medium; protects the forward arc of the shield(+2 ft to either side) runs on E-clips(12 hours for the light, 10 hours for the medium). Cost: 40,000 credits for light, 80,000 credits for medium.
d) Repulsor Field---An electromagnetic repulsion field; ion weapons and rail gin projectiles do HALF damage trying to shoot through it, and metal bullets, shells, grenades, and other projectiles are tossed aside by it(has an 10 ft range)...Melee weapons must be wielded by a PS of 24(or Superhuman PS of 18 or better) or greater to be pushed against the field, or be knocked aside/away. Like the forcefields, it extends 2 ft to either side of the shield. An e-clip powers the repulsor for 8 hours of continuous operation. Cost: 32,000 credits.
e) Spikes---Spikes can be added, that add +1d6 SDC(or 1d6 MD if vibroblade spikes are mounted) to a strike(or impact) with the shield. PS also produces a ‘memory plastic’ material that appears as flat plate, but with a brief electrical charge, undergoes a state-change to suddenly bristle with spikes. Cost: 300 credits for normal spikes, 1,000 credits for vibroblade spikes, 50% more for memory material(applies to both types)
f) Tazer-Strips---ideal for riot duty. (Shock Damage---Generally nonlethal)
Light Prod: 1d4 SDC/HP
Moderate Prod: 2d6 SDC/HP
Lethal Zap: 5d6 SDC/HP, plus 01-33% chance of stunning humans, D-bees, and small animals for 1d4 melees, 01-33% against large or inhumanly strong/powerful animals. A successful save means victim takes HALF damage and only lose initiative and one APM.
Stun means -6 to strike, dodge, and parry, plus reduce APMs and Speed by HALF.
Being shocked on the strong/lethal setting for more than 5 times, or once the victim's Hit Points drop below half, means they are knocked unconscious for 2d4 melees. Chance of cardiac arrest as detailed in Rifts: Lone Star, pg. 50.
Ineffective against EBA, power armor, 'bots, and 'borgs.
Payload: 80 lethal (strong)shocks, or 150 moderate from a standard E-clip
Cost: 9,000 Credits
g) Zap-Tap Studs----(2-6) Damage: 2d4 MD per strike, 50 blasts from a Standard E-Clip pack . Cost: 80,000 Credits per stud-mount.

*Weapons Racks---Two weapons hardpoints can be added to the sides of the Combat Shield:
a) Mini-Machine Gun---Modified ‘Frenzy’ PS-McGPMG07.
Range: 500 ft
Damage: (.22LR) 1d6 SDCor 3d6 SD per 3-rd burst, 6d6 SDC for a six-round burst, a ten-round burst does 1d6x10 SDC, and a full twenty-round burst does 2d4x10 SDC.
(Wellington/PS Exploders) 3d6 SD per rd or 9d6 SD per 3-rd burst, 1d4x10 SDC for a six-round burst, a ten-round burst does 1d6x10 SDC, and a full twenty-round burst does 2d6x10 SDC.
(PSX-2) 1d4 MD per rd, a three round burst does 2d4 MD, a six-round burst does 4d4 MD, a ten-round burst does 1d4x10 MD, and a full twenty-round burst does 2d4x10 MD!!
Rate of Fire: Automatic
Payload: 50-round box magazines are available, but 250 and 360 rd belts are the norm
Cost: 2,500 credits

b) 23mm Micro-Grenade Launcher
Range: 250 ft
Damage: (High Explosive)2d4 MD to a 10 ft area
(Incendiary)---A slug of thermal gel that does 1d6 MD to a 12 ft splash, and an additional 1d4 MD per melee for 1d6 melees
(Flare) Burns with blinding incandesence for 1d6 melees, each round brightly illuminating an area roughly 100 ft in radius. These are NOT parachute flares, but fall normally.
Rate of Fire: Volleys of 1-18.
Payload: 18 shots per launcher
Cost: 1,200 credits. HE Shells cost 400 each, incendiary 450 each, and flare rounds 30 each.

c) 30mm Grenades---PS’s knockoff/improvement on arch-rival Northern Gun’s 30mm grenade launcher. Typically used to launch flashbang rounds.
Weight: 4 lbs
Range: 800 ft
Damage:(Flashbang) Victims are -10 to strike, parry, dodge, -1 on initiative, and lose 1 APM for 1d4 melees, Even those in armor will lose initiative that melee.
(MD)2d6 MD to 6 ft blast area
Tear Gas, Smoke, and Chemical rounds are also available.
Rate of Fire: Single shot
Payload: Single shot. Up to four launcher tubes can be mounted
Special Features:-----
Cost: 2,000 credits per launcher

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

Rate of Fire: Single shot
Payload: 1 rd, hand-loaded
Cost: 1,000 credits


e)15-20 mm Micro-Missile Launcher
Range:Varies by Micro-Missile Type;
(15mm Format)
Pattern-1A 5,700 ft
Pattern-1B 6,000 ft
Pattern-1C 6,000 ft
Pattern-1D 7,000 ft
Pattern-1E 7,500 ft

(20mm Format) 8,000 ft for all types

Damage:Varies by Micro-Missile Type;
(15mm Format)
Pattern-1A---1d4 MD to 2 ft blast radius
Pattern-1B---1d6 MD to 5 ft blast radius
Pattern-1C---4d6 MD to 4 ft blast radius, or 1d4 MD to a 10 ft blast radius in fragmentation mode
Pattern-1D----6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
Pattern-1E---1d4x10 MD to 3 ft blast radius

(20mm Format)
(Pattern-2a) 4d4 MD to 2 ft blast radius
(Pattern-2b)6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
(Pattern-2c)(Incendiary)2d4 MD to 5 ft blast radius, does an additional 1d4 burn damage for 2d4 melees

Rate of Fire: Single Shot
Payload: Single Shot
Bonuses:
(15mm Format)
Pattern-1A (None) Spin-Stabilized
Pattern-1B (None) Gyro-Compass Chip
Pattern-1C (+1 to strike, in addition to W.P. Heavy bonuses. The Pattern-1C can also be set to be a ‘beam rider’, following a laser illuminator ‘painted’ on the target for an extra +2 to strike. However, this requires expediture of an extra attack per melee on the part of the gunner to keep the laser illuminator on target) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip.
Pattern-1D (+2 to strike, in addition to W.P. Heavy bonuses. Like the Pattern-1C, the Pattern-1D can ‘beam-ride’...again, this requires the gunner to maintain target-lock at the cost of an additional APM, but the -1D is better able to remain on target if the lock is broken. Furthermore, the missile can be keyed to lock on to the laser illuminator of other gunners...done with a pre-determined key-chip...allowing squadmates to ‘paint’ targets for fellow soldiers with micro-missile launchers). Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip.
Pattern-1E(+4 to strike, in addition to W.P. Heavy bonuses, Same ‘beamrider’ capability as with Pattern-1D. ) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.

(20mm Format)(All Patterns)(+3 to strike airborne targets, +1 to strike ground targets) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.

Cost: Launcher(both types) (Disposable) 2,000 credits+cost of missile
(Reusable/reloadable)4,000 credits, 1,000 credits for the laser guidance upgrade.
(15mm Format)
Pattern-1A 25 credits per McM
Pattern-1B 32 credits per McM
Pattern-1C 60 credits per McM
Pattern-1D 95 credits per McM
Pattern-1E 220 credits per McM
(20mm Format)
(Pattern-2a) 90 credits each
(Pattern-2b)130 credits each
(Pattern-2c)150 credits each


*Pannier Weapons Packs----In place of cargo panniers, a fixed-forward-firing weapons pack can be mounted instead. These are identical to standard cyborg forearm weaponry, and are e-clip/battery-pack powered.


Variants:
*LRB-1UV----(aka ‘RoboLeggy’) Robot drone version, meant as a low cost semi-autonomous patrol tool. Can also be remote controlled.
-Basic Robot Optical and Audio
-Low-Light and Thermal-Imaging Optics
-Motion Detector
-Attached Loudspeaker
-Drone A.I.; has 4 attacks per melee, +2 to strike, +1 to dodge
Cost: 75,000 credits

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

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


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Unread postPosted: Tue Jan 05, 2021 2:53 am
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44313
Location: Somewhere between Heaven, Hell, and New England
Something, updated...Yes, PS has now gotten old enough on the forums, it's updating its older designs.

PS-PA-10G Pikeman(Upgrade)
“Sure, the Ramza’s all the rage since it came out, but people who want endurance know to put their coin on the staples. For a little extra, that means the sturdy stalwart Pikeman.”

“On Khaldar, the street gangs have amp-suits; true, they’re high SDex factor, but they still got enough strength to punch through walls and they like their toastie-cannons. The police are afraid to go into the gang-zones in anything less than full war-armor to pacify the place, but local industry’s not keeping up with government demand; the street market’s more reliable and profitable for backdoor sales of the makings of the gang amp-armors. So before Naruni starts making the Khaldar police an office they can’t refuse on their budgets, we’re going to offer them some security and emergency response gear at a much lower cost, and that includes some properly equipped Pikemen suits.”

“The Gendarme’s first and foremost the GNE signature suit. Its modularity marks it as nothing else but a PS creation. The Pikeman, on the other hand, is so textbook basic that it can be so fiddled around with that it can be made local color and nobody would guess it’s a PS chassis under the local garb-shell. It becomes native.”

This is the Three Galaxies-tech upgrade of the Pikeman. Post-Minion War, the USA’s higher profile and more positive reputation led to greater access to cutting edge metallurgical and materials research in the public realm, less reluctance on the part of metroworld companies to invest in Rim industry, and less gouging on supplying the Rim with more advanced metallurgical fabrication gear. Thus, USA industries have been able to more economically produce better armor for their equipment.
The PA-10G sees a general upgrade in the quality and protective value of the armored shell. The frame has also been made more adjustable, to accommodate a greater range of humanoid sizes. Appliqué Armor, increasingly available from a variety of sources, especially the Central Alliance, can be added, increasing the Pikeman’s armor M-factor. Though still not as light or inexpensive as the CAF’s new CEPA-01 armor, the Pikeman-10G shows that Fringe industry is catching up without outright slavishly copying the coreworlds.

Type: PS-PA-10G Pikeman
Class: Medium Infantry Exoskeleton.
Crew: One
MDC/Armor by Location:
Main Body 280
Head 100
Hands(2) 20 each
Arms(2) 90 each
Legs(2) 120 each
Backpack 100

Height: 8-9 ft(adjustable)
Width: 3.5-5 ft(adjustable)
Length: 2.8-3.5 ft(adjustable)
Weight: 220 lbs
Cargo: None, except what can be belted or backpacked on
Physical Strength: Robotic P.S. of 30
Powerplant: Modular Backpack allows the armor to be fitted with either an electric fuel-cell/battery w/ 120 hour energy life(comes with recharge cable and e-clip slots; 4 standard e-clips will power the armor for 3 hours) or a micro-pack nuclear power cell with 15 year energy life
Speed:
(Running) 60 MPH
(Leaping) 20 ft up/across, 35 ft up/across with a running start
(Flying) Not Possible Without a Jetpack
(Underwater) 7 MPH running underwater, maximum depth of 500 ft
Market Cost: 350,000 credits
Spare Battery Packs cost 60,000 credits each
MicroPack Nuclear costs 1.1 million credits
Weapons Systems:
1) Forearm Hardpoints(2)---Each forearm is fitted with a hardpoint capable of accommodating any of the commercially-available cyborg forearm options.

2)Backpack Hardpoint----The Pikeman features a single power-actuated over-shoulder hardpoint for mounting a heavy weapon such as a railgun with ammo drum, missile launcher, or light energy cannon(must have own power source if nuclear powerpack option is not available). Features weapons stabilization and powered aiming(+1 to strike).

3) (Optional) Use of Handheld Weapons---The PSA-10’s hands are scaled to use standard infantry weapons, though the extra strength of the exoskeleton allows the wearer to carry and use fairly heavy weapons with ease.

Options:
*Appliqué Armor----Pikemen PAs can now be fitted with the same sort of accessory armored plates as full conversion heavy cyborgs.

Variants:
As with the original PA-10, the PA-10G has spawned numerous variants, mainly cosmetic, amongst the various regional and planetary militaries of the USA. A few variants, however, stand out in particular:
* PA-10G-KS----Custom frame for the Kai-shem minotaurs. The variant features a wider torso and thicker limbs, extra appliqué armor, and extra features useful in the boarding actions the Kai-Shem marines have become infamous for. The backmounted weapon is liked because it leaves the minotaur’s hands free to wield a melee weapon. Some troopers have been seen mounting Warlock-surplus V-61 Volcano Rifles on the back-racks.
Changes/Modifications:
MDC/Armor by Location:
Head 130
Horns(2) 50 each

Systems of Note:
*Molecular Adhesion Pads---Ideal for anchoring the suit to ship decks and hulls.
Weapons Systems
1-2) Unchanged
3) Horns(2)----The PA-10G-KS accommodates the Kai-Shem predilection for headbutting, by reinforcing the helmet and adding these distinctive horns. Though steered to the target by head motion, the ‘horns’ are actually attached to the shoulders, allowing the main body to absorb the shock of strikes. The horns themselves can be vibroblades(doing 2d4 MD on a gore, and, during the Minion War, often silver-plated), or contact-plasma blast pads(adding +1d6 MD to body-block ram damage on an un-powered strike, and 2d4 MD on a powered blast).

4) Chemical Discharger----The PA-10G-KS also sports a chemical sprayer system(seconded from cyborg systems) that discharges through vents in the lower chin area of the faceplate. This system is commonly used in boarding actions to dispense antipersonnel war gases, or in firefighting situations to spray firefighting chemicals
Range: 150 ft
Damage: By chemical. Does 6d6 HP to vampires if filled with water
Rate of Fire: ECHH
Payload: 50 blasts. Up to 10 shots of 5 different chemical agents can be carried.

*PA-10QBk-----Custom frame for the QuimBek, featuring a fully water-sealed body, streamlined armor, a distinctive large, protrudent and oval head, and large expandable foot/fin pads. A dozen fine manipulator tendrils can be extended from the mouth area of the helmet. It has all the features of the navalized PSA-10N, including built-in floatation pockets and variable ballast chambers, but is designed to carry a watery environment up on dry land. The forearms mount a modular hardpoint and either an extendable vibroblade or an electrospear weapon(the latter based on a copied Free Quebec weapon).
The QuimBek, commissioned this variant to reinforce their self-defense forces, though a few have wound up in the fin-hands of private security/military contractors and adventurers.

Changes/Modifications:
MDC/Armor by Location:
Head 100
Hydrojets (4) 35 each
Manipulator Tendrils(12) 15 SDC each
Speed:(Underwater) Moving on thrusters, the PA-10QBk can reach speeds of up to 40 MPH. Maximum Depth: 4 miles.
Systems of Note:
*Sonar---5 mile range
*Manipulator Tendrils(12)---Extend from the mouth area of the helmet under the control of the QuimBek’s own prehensile manipulatory whiskers. 2 ft long and each have a P.S. of 2.
Weapons Systems
1) Forearm Hardpoints(2)---Same as for the regular Pikeman, but SDF units usually carry weapons suitable for underwater use, such as blue-green lasers, ion projectors, sonics, micro/mini-torpdo launchers, and 2- or 3-shot harpoon guns.

4) Forearm Melee Weapon(2)---An underslung vibroblade( 2d6 MD) or electrospear(1d6 MD on a jab, 2d6 MD per electrical charge to an impaled victim, or it can fire a long distance electrical bolt that does 1d6 MD at a range of 20 ft on dry land/in air, 1d6+6 MD to targets 50 ft away underwater, plus 1 MD to everything in a 50 ft radius of the armor underwater in an omnidirectional blast.)

Options:
*Jetpack/Jump-Pack/Space Mobility Pack---’Upper World’/offworld SDF and adventurer units more frequently mount these instead of the Hydrojets.


* PA-10GKam-----Custom frame for the Kamasaugh oni, who, while a normally peaceful sort, have recognized that good intentions and a meditative outlook don’t always work when pirates come a-knocking. PA-10GKams’ outer plating is modified to resemble samurai armor, with added radiation and thermal shielding(heat-based attacks do 1/4 normal damage) against internal shipboard fires. Molecular adhesion foot pads allow the suit to anchor itself in position against violent ship maneuvers, explosive decompression, or charging boarders. A variable-length-shaft plasma or electroshock pole arm is typically standard issue with these suits, and especially used in shipboard defense, though the forearm hardpints are usually used for tool modules, and the back mount for a sensor armature. This is so common that most people don’t even raalize that the PA-10GKam is really a military exoframe, and seeing weapons on a Kamasaugh ‘engineering suit’ a shocking exception.

The Gisei-clan ninja have taken advantage of the deception being perpetuated that THEY are Kamasaugh-in-residence, to acquire a few suits and modify them to their own spec., with special ‘memory-nanite’ panels that can transform into new configurations, especially weaponry. Their PA-10GKam-nin , for example, resembles a Kamasaugh unarmed engineering exosuit, even on scanners, but polymorphic panels in the forearms imitate the Dasisho-10 Multiweapon, only doubled and synched in each arm, so becoming either a pair of vibroblades(+3d6 MD each, or +6d6 MD on a punch) or a pair of fire-linked lasers(2,000 ft range, 4d6 MD single shot, 8d8 MD double shot, 2d4x10 MD pulse burst, unlimited shots linked to the power armor’s powerpack), and retaining the Daisho-10’s scanner-proofing. Other panels in the outer sheathing allow the power armor to change appearance to match other power armors/utility exoskeletons and Bushi Federation Cyberai cyborgs(80% chance).

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

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


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Unread postPosted: Wed Jan 06, 2021 8:59 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44313
Location: Somewhere between Heaven, Hell, and New England
Variants:
PS/H-18B/UCA-F-890CA ‘UngerScorp’ Inatmo Attack Aerodyne
(aka ‘Heavy Harrier’/Heavy Harry’)

“Even with the Cyberhawks protecting the new bionics factories, there was a very real concern that Ungersoll might be attacked by a rival faction wanting to grab the technology for themselves, or at least disrupt production of Noldek’s new arsenal. Ever see an invasion strike with full-conversion cyborgs in the lead? Attacks like that take a lot of killing power to stop, and Ungersoll’s military governor wanted some quick, fast, and easily-produced firepower to interdict any possible landings. Fangs had the speed to intercept , but not the firepower to pry out an entrenched landing force. Fortunately, the PS techs had access to their aerospace template book, and the local engineers were eager to show what they could do with the expanded factories, and they came up with the Ungerscorp virtually overnight.”

“Ugly mugger-fugger, especially from the backside, but screw looks, it works. Power tools aren’t supposed to be pretty, they’re supposed to work, and the Ugscorp’s a tool for killing.”

“Big guns, heavy armor, high speed, Ungersoll-sourced reinforced titanium airframe, locally-produced GMR lift-units, an Ungersoll Power-Zup fusion engine, an Ugersoll Aerotronics cyberlink system, and all made by a drug-free Clean Machine local workforce! What’s not to love about this bird?!”

“We knew we were onto something when the orders came in from Camerol for a ‘flying stomper’ to help them deal with those giant lizards and other megafauna they got chewing up the landscape there.”

Besides getting a brand-spanking new bionics factory and a general buffing up of local industries, the Central Alliance planet of Ungersoll also got license to manufacture the PS-F102 ‘Fang’ , an airbreathing second-tier militia aircraft suitable for the many backwater worlds of the Central Alliance. However, flush with enthusiasm, the engineers at the new Ungersoll aircraft factory saw the opportunity to expand their offerings by adopting several other PS designs.
One of these was the PS/H-18B-TWF-890SX Scorpio, a proposed pre-Rifts attack jet design that never saw production, and was resurrected as a techno-wizardry aircraft. The Ungersoll engineers saw potential, and converted the design back into a purely technological vehicle, albeit one incorporating upgraded technology.
The first step was removing all the technowizardry, which the Central Alliance tended to be unfamiliar with and distrustful of. The twin captive animal-level Air Elementals have been replaced with a thicker less streamlined lower rear fuselage section containing a pair of air-breathing turbines, powered by a locally-produced(but upgraded with offworld technologies) nuclear fusion engine. The expanded fuselage ‘cradle’ also incorporates several GMR elements, and GMR panels have also been added to the outer wings. With the Gravi-Magnetic Resist panels taking some of the strain off the engines to provide lift power, the Ungersoll engineers were able to improve the armor protection slightly but significantly. The cockpit has been expanded slightly to accommodate air crews with bulky cybernetics or light cyborg frame bodies, and cyberlink systems installed as standard.
While costing the same as its TechnoWizardry brother, the ‘Ungerscorp’ is arguably just as capable under more conditions that would hinder magically-powered aircraft.
Though still decidedly a second- or third-tier combat aircraft compared to more advanced Galactic offerings, the new aircraft has quickly gained the favor of local Central Alliance security and defense apparati looking to add some heavier fire support to their Little Machine cyborg ground troops. The Ungersoll chamber of commerce is simply beaming at another locally-produced product they can point to with pride, and the greater demand for workers at the expanded production lines is doing the local economy no end of good.
While the Central Alliance currently purchases the bulk of Ungerscorps produced, the design is also being offered for sale through PS/ASI to other customers.

Changes/Modifications:
Type: PS/H-18B/UCA-F-890CA ‘UngerScorp’
Class: Two-Seat All-Weather Fighter-Bomber
Crew: 2 (pilot and weapons/sensor operator)
MDC/Armor by Location:
Main Body 480
Cockpit 180
Wings(2) 250 each
Wing Pods(2) 200 each
Tail 190
Height: 18 ft
Width: 59 ft
Length: 58 ft
Weight: 52,000 lbs
Cargo: Small space in cockpit for parachutes, survival packs, and sidearms.
Powerplant: 2x Nuclear Fusion Turbojets (w/ 15 year energy life)
Speed: Hover to 625 MPH, can boost to 760 MPH, maximum altitude of 53,000 ft
Market Cost: 50 million credits
Systems of Note:
Standard Aircraft Systems, plus:
*Ejection Seats
*HUD-Head Up Display
*Environmental Protection/Life Support---Pressurized cabin(though crew typically wears pressure suits/EBA for additional protection, or, in the case of many Central Alliance crews, full conversion cyborg bodies).
*Long Range Radio----200 mile range
*Long Range Radar---100 mile range
*Radar Detector---Picks up enemy radar emissions and weapons locks
*Laser Rangefinding/Targeting----+1 to strike with cannon and rockets
* Cyberlink: A standard feature is this advanced cybernetic control system that allows the pilot 'jack in', if so equipped, to the plane, linking him with the plane as if by telemechanics. The pilot is so in tune with the plane and their environment that he instantly knows everything involving their plane and its operations.
Bonuses: For anyone with the CyberVehicle Link, the following bonuses apply: +1 to initiative, +1 to strike using the vehicle or vehicle-mount weapons, +1 to Dodge, +1 Action/Attack Per Melee, Base Driving skill of 45%, or +10% to existing driving skill. Driver can also ‘tweak’ the vehicle’s maximum speed by 1% per I.Q. point. Note that the operator can only be controlling the vehicle while doing this....no other relevant actions(can carry on light conversation, or take a quick bite/drink, but can’t disassemble their weapons or whittle a wooden toy) .

Weapons Systems:
1) Wing Pods(2)---Mounted on the wings are two large pods for carrying armaments and additional avionics. The Ungersoll engineers have removed the TW options, and instead upgraded the pods to be compatible with PS/ASI Medium Aerospace Hardpoint weapons modules:
a) Configuration A:----30mm Cannons(4)---Technological weaponry version with four 30mm cannon in the front:
Range: 9,500 ft
Damage: 4d6 MD single rd, 1d6x10 MD two rd burst. 4d6x10 MD for all four cannons firing simultaneously.
Rate of Fire: Single shot or two-round burst per barrel
Payload: 100 rds per gun
Cost: 320,000 credits

b)Configuration B: ----15mm Missile Guns(4)---Unchanged from the original TW Scorpio.
The micromissile ammunition for the PS-McMPG110 system are modified versions of the standard PS Pattern McMs; aside from the propulsive cartridge, the missiles have also been strengthened systems-wise for the more severe acceleration they get, over the relatively low-velocity launch speeds of the infantry models.
One of the advantages of the McMPG110 system is that with their internal guidance and onboard propulsion, the micromissiles tend to be more accurate. Also, with laser-homing guidance, one of the tactics currently under evaluation and field-testing is to use air- or ground-based laser illuminators to guide a burst of rocket-shells onto a target similar to larger missiles and bombs.
Range: Gun launcher fires the micromissile out to about 4,000 ft, after which the rocket propulsion takes over.
Pattern-1A 5,700 ft
Pattern-1B 6,000 ft
Pattern-1C 6,000 ft
Pattern-1D 7,000 ft
Damage/Bonuses:
Pattern-1A---1d4 MD to 2 ft blast radius
Pattern-1B---1d6 MD to 5 ft blast radius
Pattern-1C---4d6 MD to 4 ft blast radius, or 1d4 MD to a 10 ft blast radius in fragmentation mode
Pattern-1D----6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
Bonuses:
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.

Cost: 200,000 credits for 4x gun pod
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

Rate of Fire: Bursts of 3-10 rds
Payload: Each cannon has 150 rds/McMs (600 rds total per pod)

c) Pulse Laser
• Range: 2 miles in atmosphere, 6 miles in space
? (Kitsune Values: 6 miles in atmosphere, 600 miles in space)
• Damage: 2d4x10 MD per pulse burst
• Rate of Fire: ECHH
• Payload: Effectively Unlimited

d)Particle Cannon
• Range: 2 miles in atmosphere, 5 miles in space
? (Kitsune Values: 5 miles in atmosphere, 500 miles in space)
• Damage: 2d6x10 MD per pulse burst
• Rate of Fire: ECHH
• Payload: Effectively Unlimited

e) Plasma Torpedo Pod: Direct fire unless a tractor beam is mounted
• Range: (Palladium) 3 miles in atmosphere, 6 miles in space
? (Kitsune Values)6 miles in atmosphere, 600 miles in space
• Damage: 2d6x10 MD to 15 ft blast radius
• Rate of Fire: Three times per melee
• Payload: Effectively unlimited

f) Ion Projector Pod
• Range: 2.4 miles in atmosphere, 7 miles in space
? (Kitsune Values: 7 miles in atmosphere, 700 miles in space)
• Damage: 1d4x10 MD per blast
• Rate of Fire: ECHH
• Payload: Effectively Unlimited

g) Tachyon Scattergun
• Range: 1.5 miles in atmosphere, 6 miles in space w/ 3 mile wide arc*
? (Kitsune Values: 6 miles in atmosphere, 600 miles in space)
? *Range and width are reduced to 1/4th in atmosphere
• Damage: 2d4x10 MD per single cannon firing
• Rate of Fire: EPCHH
• Payload: Effectively Unlimited

h) Gravity Rail Gun Pod
• Range: 3 miles in atmosphere, 10 miles in space
? (Kitsune Values: 10 miles in atmosphere,1,000 miles in space)
• Damage: 3d6x10 per 20 round burst
• Rate of Fire: ECHH
• Payload: 3,000 rds (150 bursts)

i) Mini-Missile Pod: 36 MMs per pod

j) SRM Pod: 10 SRMs per pod

k) MRM Pod: 4 MRMs per pod

l) LRM Pod: 2 LRMs per pod

m) Cruise Missile: Single

n) Countermeasure Launcher: Triple normal payload.

o) Electronic Cloaking Pod: Jams enemy communications(radio band) in a 5,000 mile radius in space, 50 mile radius in atmosphere, civilian band communications with 80% effectiveness, military bands with 50% effectiveness. 45% chance of confusing guided missiles (especially ‘beam riders’ or radar-guided types). A single ECP adds +15% chance of eluding sensor detection(or -15% to enemy Read Sensory Instrument rolls). A second pod will only add an additional +10%; the field of electronic cloaking covers a 100 ft radius

p) Cargo Pod: 2,500 lb capacity each

o) Personnel Pod: An environmental (56 hour life support duration) capsule (200 MDC) able to hold a single person. Typically used in evacuation operations and in infiltration/insertion ops.

q) KTH-65 32mm Assault Rail Gun Pod: ASI only, and it's falling out of favor as well
• Range: 1 mile in atmosphere, 5 miles in space
? (Kitsune Values: 5 miles in atmosphere, 500 miles in space)
• Damage: Varies by shell type
? APFS-DU: 5D6x10 MD , no blast radius
? HESH: 5D6 MD plus 5D6 SDC to the person(s) inside the object.
? HE: 1D6x10 MD to a 16 ft radius
? HEG (High Explosive, Guided): 2D6x10 MD to a 7 ft radius
• Rate of Fire: Single shots, EPCHH
• Payload: 100 rds

r) Combat Multiplexor: A TW weapons pod/spell projector, with its own PPE batteries. The Multiplexor Magepod can select-fire up to five different spells
THis has been retained as an option, because it is self-contained(holds its own PPE battery) and allows the Central Alliance, which is normally distrustful of magic, to ‘toe in the water’ with regards to applied magic systems.
• Range: Varies by spell; Equal to 10th level spell level x10
• Damage: Varies by spell; Equal to 10th level spell level x2
• Rate of Fire: EPCHH
• Payload: 300 PPE battery reserve

2) Nose Module---Unchanged

3) Hardpoints(2)---The two wing hardpoints have been replaced with PS/ASI Medium Aerospace Hardpoints :
a) Bombs--Can carry warhead equivalents of missiles, but DOUBLE the respective number, or retain the same number, and DOUBLE the damage.
General effective range of a gravity bomb is half a mile(0.8 km) from drop point.
‘Smart’ Bombs are laser or command-guided and hit large stationary targets automatically! Moving vehicles can also be targeted (at +6 to strike).

4)Flare/Chaff Launchers(2)---Mounted near the tail are two standard countermeasure launchers.
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


Options:
*Wingtip Laser Pods---These late add-ons hold small laser turrets that can be spun about to fire in the side and rear-arcs of the aircraft. They are meant as antimissile defense, but have proven themselves against fliers, despite their low damage. Rumor has it, the newly-expanded UCA laser optics facility on Ungersoll wanted to put something on the Ungerscorp as well and whipped up this mounting for the occasion.
Range: 4,000 ft
Damage: 2d6 MD single laser, 4d6 MD dual-cannon pulse shot, 6d6 MD triple shot burst
Rate of Fire: ECHH
Payload: Effectively unlimited
Cost: 22,000 credits

*Forcefield Generator--- A dorsal hump can be added aft of the cockpit to house a technological forcefield generator. This is a self-contained unit with its own mini-powercell(good for one year’s operation) and a light (‘heavy’ by terrestrial vehicle standards)forcefield generator. 250 MDC and regenerates at 5 MDC per 5 minutes.
Ot can be tied into the vehicle’s own nuclear powerplant for faster recharging(10 MDC per 5 minutes) but reduce energy weapon/rail gun rate of fire by HALF while this is going on.
Though light, the available of this non-Naruni system is seen as a harbinger of things to come, with upgraded systems likely in the future.
Cost: 450,000 credits

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

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


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Unread postPosted: Fri Jan 08, 2021 11:11 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 256
Its a low tech air to mud mover for low tech forces. If the enemy doesn't bring notable AA, they're devastating, and they still force them to keep an eye out. Assuming the bases are near the locations people would actually attack, the planetary travel problem isn't major.


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Unread postPosted: Sat Jan 09, 2021 12:40 am
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44313
Location: Somewhere between Heaven, Hell, and New England
Missile bus too. While the all-missile fighter concept was discarded by the US Navy in favor of multipurpose fast-movers like the F-14 Tomcat, being able to throw enough missile spam at a target from outside gun range is a good thing. Especially when the target is on reentry and not able to maneuver as hard.

_________________
-------------
"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 Jan 09, 2021 4:56 am
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 256
taalismn wrote:
Missile bus too. While the all-missile fighter concept was discarded by the US Navy in favor of multipurpose fast-movers like the F-14 Tomcat, being able to throw enough missile spam at a target from outside gun range is a good thing. Especially when the target is on reentry and not able to maneuver as hard.

If you're only going to get one good pass ANYWAY, a one-and-done load out can work. Even if it only accomplishes disruption, it's worth the effort.

EDIT: Its also a situation where massed SRMs could be viable. The target coming to you in a more or less fixed coarse makes the intercept much easier/possible.


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Unread postPosted: Thu Jan 14, 2021 2:36 pm
  

Wanderer

Joined: Mon Feb 04, 2019 10:55 pm
Posts: 80
AWACW has sent a series of detailed and semi-public messages to Paladin Steel, about upcoming plans to consider a reproduction of the Colt Walker and/or Dragoon revolvers. The main series of changes to the design will: improvements in metallurgy and materials, quick change cylinders, the ability to accept black powder or cartridge cylinders at will, and the ability to accept and fire the new .45 Ruger Rimmed.

In the good spirit of how Paladin Steel mostly avoids reproducing S&W, Ruger, Henry, or other associated brands (The 500 S&W is being ignored due to lack of interest within the AWACW), AWACW strives to avoid Colt and other favorite brands of Paladin Steel.

Due to the strong New West revolver market, there is a large enough "Colt Walker shaped hole" that likely should be filled.

Due to all political, social, and economic considerations; AWACW will be offering full design and production workups/writeups to Paladin Steel at no charge, provided that Paladin Steel avoids producing revolvers based on the designs which: lack .45 Ruger Rimmed or equiv as options if the cylinder takes cartridges, or, offer .454 Casull as an option.

Please send any deeper inquiries to personal messengers within the New West.


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Unread postPosted: Thu Jan 14, 2021 9:27 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44313
Location: Somewhere between Heaven, Hell, and New England
Prole wrote:
AWACW has sent a series of detailed and semi-public messages to Paladin Steel, about upcoming plans to consider a reproduction of the Colt Walker and/or Dragoon revolvers. The main series of changes to the design will: improvements in metallurgy and materials, quick change cylinders, the ability to accept black powder or cartridge cylinders at will, and the ability to accept and fire the new .45 Ruger Rimmed.

In the good spirit of how Paladin Steel mostly avoids reproducing S&W, Ruger, Henry, or other associated brands (The 500 S&W is being ignored due to lack of interest within the AWACW), AWACW strives to avoid Colt and other favorite brands of Paladin Steel.

Due to the strong New West revolver market, there is a large enough "Colt Walker shaped hole" that likely should be filled.

Due to all political, social, and economic considerations; AWACW will be offering full design and production workups/writeups to Paladin Steel at no charge, provided that Paladin Steel avoids producing revolvers based on the designs which: lack .45 Ruger Rimmed or equiv as options if the cylinder takes cartridges, or, offer .454 Casull as an option.

Please send any deeper inquiries to personal messengers within the New West.


Oh, PS CERTAINLY produces replicas/reporductions of firearms historically produced in the New England area. including the Colt line, though this is largely farmed out to local 'mini-steels', workshops that do custom work or small-batch processing, or SDC material runs, of which some are marketed through the PS distribution network.

Then PS does up editions in mega damage materials and advanced coatings, which cost extra, but assure that your six-shooter can take SERIOUS abuse.

And THEN you got offworld produced guns....A deep-space solar-powered boundary chewing up a nickel-iron asteroid can turn out a MASSIVE amount of steel-framed revolvers at a cost that makes the wood inlays the most expensive parts of the gun(even with vat-grown wood or ivory).

Then you got the look-alike tat externally resemble guns of the past, but are actually TW weapons, or the PS version of Naruni's plasma cartridge guns.

Yah, we got you covered.

_________________
-------------
"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 Jan 15, 2021 2:40 am
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 256
And now some words on the Cambridge Jungle. 25 pages to be exact. I've 'upped' their relative power level compared to taalismn's earlier notes, and I am working towards what they're doing during the Minion War. We'll start with a brief and partial summery of what the Jungle is (taalismn has more), and then go into just what I've changed. You'll know it when you see it. Part 2 will handle the new equipment

The Cambridge Jungle In Brief
The Cambridge Jungle (also known as the MIT Forest) is a mass swath of permanently dense and lush vegetation covering eastern Massachusetts stretching down into northern Rhode Island. Even in winter this region is nearly impenetrable even with heavy machinery, with the Kittani having lost multiple Insecton Rovers during their exploration attempts. Just WHY this area so so dense is something of a mystery even to those that live there, but the leading theory is that one or more of the Pre-Rifts Biotech laboratories released something that reacted exponentially with the energies of the Cataclysm, resulting in tree densities greater than those before the arrival of European colonists in the 1600s. The only reliable ways through it are the access corridors painstakingly cut by the GNE to connect its holdings, but even they require constant maintenance to not be overgrown.

Prior to the Cataclysm, the region was known as Massachusetts' Biotech 'Science Corridor', which had seen an explosion during the Golden Age. The best of the lot were cherry picked by NEMA to man the Lone Star Genetics Complex, but the sheer number of firms meant that there was no shortage of laboratories. The Shapertech scandal in South America was both a boon and a bane to biotech research; as while it kicked up the questionable ethics and frightening capabilities of these firms, it also encouraged acceptance of gene-modded lifeforms. While it naturally wasn’t advertised, the various 'hotbox labs' along the Boswash Corridor (Boston to Washington DC) were soon protected by extensive mega damage materials, which would protect their contents during the Cataclysm and subsequent Dark Age. Beyond purely medical work, the Mass Biotech Corridor was involved in small animal and plant modification along with lab equipment development. Outside the Cambridge Jungle, enough of these labs survived over the centuries to be salvaged by the nascent GNE, forming the basis for their advanced medical treatments.

The Cambridge Tribes formed from the survivors of the Massachusetts Institute of Technology and the various Biotech firms, who managed to piece together enough equipment to retain much of their knowledge base. While primarily limited to scavenging for material, they were able to establish a refuge in the growing Jungle and slowly adopted a semi-duidic lifestyle, living in semi-permanent encampments around their remaining lab complexes and subterranean utility spaces. Despite falling short of their Golden Age peak, they were still able to hold off the various horrors of the Dark Age for almost two centuries. Things took a major change in -14 PA however, when fate saw them be joined by an unlikely group of individuals; desperate Splicers taking a long shot chance to survive the onslaught of their NEXUS oppressors.

The Arrival of the Splicers
While consisting of only 17 individuals (most of them Dreadguard), the influence of this group on the Cambridge Tribes cannot be overstated. Dating to the early days of the Great Houses, the group used an experimental teleportation device cobbled together by one of the first Librarians to escape a purge by the forces of Kali, whose sadism prolonged the event long enough for the relative handful of survivors to decide to roll the dice. Naturally, the unfinished (and honestly unsound) organism malfunctioned, resulting in the group undergoing Rift Displacement, and by sheer luck they ended up in the middle of the Cambridge Jungle. Making contact with the Cambridge Tribes, they soon realized that they were no longer on their world, and as they had no way of returning, decided to settle down and join the community.

Among the group were a pair of Saints, with one of them being weeks away from maturity when they fled and the other being half way. By sheer chance the effects of Bond Fruit on the normally fatal relationship was discovered before the first finished the gestation process, resulting in the former refugee becoming the first Gene-Pool Engineer on Rifts Earth. The second would develop in what was considered frightening speed and become the first Brain-Pool, with the Librarian Gould merging with the organism after giving it an ultimatum that it could not ignore. Since then Gene-Pool sourced constructs have become the cornerstone of the Cambridge Tribes, decoupling them from the scavenged Pre-Rifts laboratories and equipment that were reaching the limits for how far they could be stretched. While going nowhere near the (necessary) lengths of the Splicer Great Houses in turning away from normal technology, the Tribes have a high cultural preference for flesh rather than metal, and are likely only second to the Gene-Splicers in their mastery of biological sciences.

Cambridge Tribeman RCC
(aka ‘Mitrites’)

While genetically human, the 3 centuries of modifications done to the inhabitants of the Cambridge Jungle results in them having a distinctly different baseline compared to the rest of humanity. Overall capabilities fall within the normal bounds of human biology, but the bottom end is substantially higher. Beyond having physical advantages, they are also universally Psionic to one degree or another. The differences are noted below.
Spoiler:
RCC Attributes: I.Q. 3D6+1D4, M.E. 2D6+8, M.A. 3D6, P.S. 2D6+6, P.P. 2D6+6, P.E. 2D6+6, P.B. 3D6, Spd. 2D6+6. Exceptional attribute bonuses are as normal.

PPE: Tribesmen retain more of their PPE than normal, resulting in them having 3D6 at adults. It's not much, but it's notable.

Psionic Powers: 75% are Minor Psionics, 20% are Major Psionics, and 5% are Master psionics. If not using a PCC, use the table below.

    Minor Psionics: Has 2 Minor Powers from any one branch. ISP is 2D6+ME, +1D4+2 per additional level of experience.

    Major Psionics: Either 8 Minor Powers from a single branch or 6 Minor Powers from the three. ISP is 4D6+ME, +1D4+3 per additional level of experience.

    Master Psionics: 7 Minor Powers and 1 Super. ISP is 6D6+ME, +8 per additional level of experience. They gain an additional Minor Power or Super each level of experience.

Background Skills: All Cambridge Tribe members have the following skills.
    Language: English 98%
    Literacy: English 98%
    Math (Basic) +10
    Computer Operation +10 (Includes Bio-Computers)
    Operate Bio-Equipment: +25
    Wilderness Survival +15

Cambridge Gene-Pool Engineers
(Based on the entry provided by Premier here: https://palladiumbooks.com/forums/viewtopic.php?f=46&t=149385.)

The Cambridge Tribes have an enviable number of Gene-Pools by Great House standards (a full 20 as of 110 PA), and the advantages of being in a high PPE environment are tremendous. Free from the constraints of being forced to work (literally) underground, the majority of their efforts go to improving the lives of the Tribe’s members, with bio-tech organisms slowly replacing the kludged together equipment and systems that they had been forced to use previously. The outright supernatural environment, and the widespread availability of Psionics, have led the Tribes to embracing Bio-Technology at a far deeper level than any of the Great Houses, and even the most radical would balk at the extent of which they have integrated human augmentation into their society. But the most radical change is something that surprised everyone; the continuation of a Saint’s consciousness post-maturity.

By accident, the tribe’s first Saints discovered that the ingestion of a pair of Bond Fruit ingested by both them and their hosted organism results in a far deeper connection than normal, but the benefits do not merely extend to the Saint’s own capabilities. The process results in such a total link that the Saint’s mind transfers to the Gene-Pool after it reaches maturity and devourers their body, and Psionics have proven that the Saint’s very PPE is stored in the organism. The Saint retains enough of his mind to use the Gene-Pool to construct a new body, and then becomes the bonded Engineer. Those that have turned into Brain-Pools can be transferred to another Gene-Pool by physical contact combined with a deep psionic trance between the Librarian and Engineer, and once reborn have a fresh Gene-Pool symbiote attached to them to try again.

As a related benefit, the former Saint is tied to the Gene-Pool on such a level that the normal physical tethering is not necessary, allowing them to roam up to a few miles away from their anchor point while still having control over the organism. While reduced to the level of a 15th level Saint while untethered, this allows them to much more freely interact with their community. The only real reason for them to travel further is to provide consultation to the GNE’s Bio-Modification programs, which are sufficiently stimulating that the Gene-Pool is willing to overlook the absence for a week or two. There is talk of sending several of the upcoming crop to the west coast to set up satellite facilities,
Spoiler:
RCC Ability Adjustments: Each Engineer is a Master Psionic with 1D4x100+400 ISP, and learns abilities and gains in strength as a Mind Melter, but must take the new Super Ability of Parallel Absolute Focus. They do not pay any permanent ISP cost to heal others in any fashion. Once they become Practitioners of Magic, they have an identical PPE base and gain and draw it as a Stone Master. Their lifespan is effectively infinite in High PPE dimensions such as Rifts Earth or the Three Galaxies, and when anchored in a PPE rich location (such as a Ley Line, Nexus, or Stone Pyramid) can use the free energy to reduce their basic biomass needs to only a few dozen pounds of material per pool per day, although produced items must be paid in full. Additionally, the penalties for being uprooted take ten times as long to develop, allowing them some pretense of mobility.

Engineers and Gene-Pools can use PPE accelerate the gestation of Bio-Technology in their Gene Pool at a rate of 1 PPE for every hour saved, and can reduce the overall total by up to 50%. Additionally, the Engineers have developed a form of Super Psionic Ability that allows them to concentrate on multiple items at once without denternmental effects. As this results in large numbers of items filling the Gene-Pool for an extended period of time, they have also gained an abnormally high number of secondary pools, roughly double that of their Great House peers. As the Tribe’s Engineers have been relocated to specially constructed Stone Pyramids, this means that their overall productivity is quadruple that of those of the Great Houses, making the Tribe ludicrously wealthy by those standards.

RCC Skill Adjustments: As they retain a level of mobility, Engineers have reason to keep their full range of skills. They remain too valuable to risk however, and their combat skills focus on escape and evasion above all else. Most of them also have Teleport: Superior as well, which greatly simplifies the issues, and they automatically succeed in teleporting to their Gene Pool.

Schools of Magic: Both the Engineer and the Gene Pool are natural practitioners of Biomancy, and can freely cast any spell known. Unless prompted by the Engineer, the Pool only uses it to accelerate gestation and to convert non-ideal biomass into usable material. The Tribe generally keeps them fed with vast quantities of modified Bamboo, which has been described as ‘bland but filling’. They are also capable of replicating Bio-Wizardry constructs and procedures, but only use the ‘cleaned up’ versions reverse engineered by the Tribe’s Librarians. Engineers also pick up a large number of Invocations, particularly ones with widespread utility, and are starting to walk down the path of Techno-Wizardry.

Super-Psionic: Parallel Absolute Focus
    Range: Self
    Duration: 10 minutes per level of experience
    I.S.P. 10
    This unique power allows Gene-Pool Engineers and Brain-Pool Librarians to split their focus between a number of different tasks without detracting from any of them, up to their level of experience plus one. Engineers use this to work on production batches in their primary pool, while Librarians abuse it to keep up with their ever expanding backlog of exotic samples to analyse and integrate. While very expensive to use, it helps tremendously in their duties.

Cambridge Librarians
The Tribes hosts a full four Librarians, and they have taken a substantially different turn than normal. The availability of Psionics allows the Tribal Elders to give the creatures an ultimatum in a form that they can understand, forcing them to accept the chosen Acolite as their host. As a result, the Librarians are far more stable than their Great House peers, and the effectively endless stream of exotic and outright supernatural bio-samples easily placates the creature’s thirst for new knowledge. The simple novelty of being certain that no Librarian has even had access to the knowledge at their disposal does much to hold the worst impulses at bay, and the strong wills of the host keep them further in check. While they are all masterful in Bio-Technology, they have each specialized in a different field, if only to not be forced to share credit with each other.

The members of the GNE that are aware of them compared them to the Lumarian Gene-Mage Biomancers, which is something the latter would be absolutely appalled by. The Librarians can be considered a complete mockery of the Lumerian philosophy, taking the same knowledge and twisting in a manner that shows a complete disregard for the sanctity of life and the natural environment. The Librarians see the world as a petri dish to experiment with, and couldn't care less for the concepts of balance or pollution. That they have arguably managed to equal the Lumarians in applied knowledge in such a short time would make it all the more galling. But the realization that the human part of these beings are what serve as the restraint for the Brain Pool’s otherwise unbound lust for knowledge would cause existential despair, for it would be proof that even non-sapient living beings can be polluters.

(Thoth would remark that the Lumarians have a remarkably naive view of the Megaverse, likely due to their lack of dimensional exploration efforts and long isolation. That such a wise and powerful being would hold their philosophy to be ‘silly’ would wound them on a deep personal level. That he would follow up by showing them a few ‘mechanical’ dimensions similar to The Great Machine would likely break them.)
Spoiler:
RCC Ability Adjustments: Each Librarian is a Master Psionic with 1D4x100+400 ISP, and learns abilities and gains in strength as a Mind Melter, but must take the new Super Ability of Parallel Absolute Focus at first level. Once they become Practitioners of Magic, they have an identical PPE base and gain and draw it as a Stone Master. Their lifespan is effectively infinite in High PPE dimensions such as Rifts Earth or the Three Galaxies. Finally, the imposed host standards result in far more stable individuals, and while still prone to obsessions they are far less problematic.

RCC Skill Adjustments: All Cambridge Librarians are expected to be able to defend themselves, with their status as high value mystic targets making it almost inevitable that other supernatural forces will somehow attack them with some consistency, and they have seemed to have acquired a karmic fate that push the frequency into outright absurdity. The longest period any of them has gone without having to engage in direct combat while in a location where they could plausibly be attacked was 2 months, and that was while in transit on an Starship in FTL. Thus, they have abundant reasons to keep their skills sharp, and have the +2 Attacks Per Melee and +3 to Strike, Parry, and Auto-Dodge that their combat obsessed cousins have. Additionally, their memory scanning abilities means that they are expected to have any and all forms of scientific and technical training, and often serve as EWAR operators when onboard a vehicle.

The Librarians: As there are only four of them (at present), each can be described below.
Spoiler:
First Librarian Gould: Merging with his symbiote in late -2 PA, Gould was responsible for reverse engineering the preserved bio-technology that the displaced Splicers brought with them, and was the one that developed the Great Armors. His personal fields of focus are psionics and human augmentation, and while he accepts volunteers he vastly prefers to use engineered vat grown clones to remove as many random variables as possible. It is an open secret among those with the clearance to know that the GNE’s bio-modification programs are primarily based on his work, which he dumbed down in order to farm out the sheer number of development avenues that were opened up with the mass acquisition of Splugorth Bio-Wizardry. His current project is finding ways to incorporate Psylite and J’ng crystals into Bio-Technology, holding it to be the key to making battlefield psionics truly practical on the mechanized scale.

Second Librarian Carson: Establishing herself in 59 PA, Carson’s focus is on Magic in all its forms. While the others have their specialties, she is the one with the broadest and deepest understanding of the mystic arts. Her first major creation was the precursor to Ectofibre in 65 PA, and while it took Paladin Steel’s industrial knowledge to make it economical it was immediately recognized as a breakthrough in mystically conductive materials. She is a personal acquaintance with the Lords of Magic as of 111 PA and makes frequent visits to Malcore to consult her academic peers. She also has a secondary residence on the planet Lothrain.

Third Librarian Vesalius: Vesalius is the joint newest, having merged alongside Ritche in late 109 PA, and has carved out a niche as the most purely biological focused of the group. He is heavily involved in the USA’s dimensional exploration efforts, and is the de facto head of their biological analysis division. He spends most of his time hoping between dimensional transit points to get his tentacles on the freshest samples possible, and rarely returns to the Cambridge Jungle. He is fully convinced that he will never run short of novel and exotic samples to look at, and by necessity his understanding of Dimensions has few rivals among those that call the USA home.

Fourth Librarian Ritche: An unashamed maverick, Ritche focuses on something that no other Librarian seriously looks at: computer science. While he fills his dues with miscellaneous biological work at the behest of the OPO, he is obsessed with computer systems and networks. As a result, his telemechanics are greater than any of his peers, and he has gained the respect of the Ghost Riders. So long as he remains someone else’s problem, the Tribe is happy to have him warder off and do his thing, which suits Ritche just fine.

Acolite Sagan: Should the current crop of Saints result in another Brain Pool, Sagan is the Tribal Elder’s presumptive choice to merge with it. His overall focus is in stellar and interstellar biology, and is part of the ASI’s spacecraft development staff as a life support specialist. He hopes to one day make a viable organic star vessel from scratch, and already has a working understanding on how it would be done. He is currently involved in the XBF07 project, which he sees as a critical (if frustratingly low performance) stepping stone.

The Elders are currently going over their options for a second candidate, as there might be two Brain Pools like last time.

Schools of Magic: As a form of knowledge that directly leads to power, all of the Librarians are accomplished spell casters with vast tomes of spells. They commonly use it as a trade good, with fellow spell casters being more capable than most at acquiring new sources of knowledge for them to examine.
Spoiler:
Invocations: If the spell is available to the Cambridge Tribes (and thus by extension the GNE), the Librarians know it. Even if they don’t have any use for it, they get it nonetheless.

Shifter/Dimensional Magic: Third Librarian Vesalius makes the most use of it by simple virtue of his duties, and he makes frequent use of Communication Rifts to trade notes with his peers. The others are happy to not have to share a dimension with him, which cuts down on friction tremendously, but are also proficient.

Temporal Magic: Similar to Yivarin, they are abnormally free with sharing this school with others as a way of annoying Temporal Raiders, who they hold in contempt for similar reasons.

Space Magic: Third Librarian Vesalius is the one that is in a position to use these with any frequency, but he prefers to let others do the work for him.

Techno-Wizardry: Second Librarian Carson is currently obsessed with the field and finding ways to apply it to bio-technology, and has made great strides in combining the two. The next generation of Great Armor may include several systems by default.

Stone Magic: They naturally appreciate the utility of this venerable school, and have constructed a number of Stone Pyramids in the Cambridge Jungle to both feed the Gene-Pools and their own experiments.

Gem Magic: Having recently learned of this form of contact in the UWW, this offshoot is considered to be quite interesting, although lacking in overall utility. Fourth Librarian Ritche sees use for it in optical communication and processing methods however.

Tattoo Magic: While none have learned its secrets, they are quite interested.

Elemental Magic: As it involves making a pack with an Elemental Intelligence, and the actual intellectual component is quite small, they have little interest. Blue Flame Magic does interest Second Librarian Carson, but only for the implications of it.

Biomancy and Herbology: While very much a far cry from what the normal practitioners of this art would consider remotely acceptable, these schools come quickly to them, and they have mastered every aspect.

Bio-Wizardry: Naturally, this twisted art comes to them with great ease, and the Splugorth would be outraged to know just how much of the art they have reverse engineered. The Librarians can reproduce any item or procedure they have examined, but find much of it to be needlessly sloppy and overly focused on sadism to be worthwhile.

Necromancy: First Librarian Gould spent a few years working on extracting what insights could be gained from in the mid 70s, but considers it to ultimately be a dead end. The dead do not grow after all.

Soulmancy/Demon Magic: Their knowledge of this has been extracted from Infernal Cultists, and has been put to use. The Soul preservation and restoration methods have obvious utility and the Soul Mind Ritual (WB:35, pg 103) can easily be done with captured Greater Demons. The rest is essentially irrelevant for their purposes.

Rune Magic: While they have tantalizing hints, they recognize that it would take centuries of study to unlock it, and they simply have far to many projects that need to be done to seriously consider looking into it.

Soulcraft: What little they have gathered shows that it is both wasteful and redundant with Bio-Technology, and will thus be shunned. It doesn’t help that it exerts such a dramatic personal cost to the practitioner, and has onerous logistical requirements.

Cambridge Saint
Beyond simply surviving the maturation process thanks to Bond Fruit, the Tribe’s Saints have the mixed blessing to need only 25 years to reach maturity thanks to the high PPE environment. This means that their ranks expand at twice the rate of those of the Great Houses, and the Tribe currently has 23 in various stages of development. As is to be expected, the Tribal Elders select only the most pure of heart and mind to become Saints, as they will also be the bonded Engineer once the gestation is finished and they create a new body for themselves. Once the candidates have been selected, they are given extensive training in biological sciences to best suit their future role, and often qualify as full Medical Doctors by the age of 24. Due to their importance, they have historically rarely left the confines of the Cambridge Jungle, but the GNE’s dimensional exploration efforts and the Tribes’ involvement have caused this to start to change. They never have less than a full squad of Dreadguard assigned to their protective detail however.
Spoiler:
RCC Attribute Requirements: To be considered, the Tribe Member must have an IQ and ME both greater than 19, which limits the overall pool tremendously even with the various genetic enhancements that are ubiquitous amongst the Tribes. This is brought down even further due to needing a Good alignment, with Unprincipled characters not being thought as sufficient to serve as exemplars of the community.

RCC Attribute Bonuses: +4 to IQ, MA, and ME as well as +1D6 to PB after bonding. PS (Supernatural), PP, and PE are all set to 30, and Spd is set to 44. Starting MDC is 320, and they gain 8 for every additional level of experience.

RCC Ability Adjustments: The overall time needed for various procedures is halved, and have a +20% bonus to any relevant check. They also have no penalties to treat D-Bees and have the Bone Fixer’s Disease Diagnostic Specialist ability,

Psionic Abilities: Each Saint is a Master Psionic, with a number of powers equal to a Mind Melter and double the base ISP.

Magic Abilities: Once trained as a Practitioner of Magic (equal to a Ley Line Walker), they have all of the class abilities, and have double the base PPE.

RCC Bonuses: As a Mind Melter, but also have +3 to save vs toxic gases, poisons, drugs and diseases, and a +30% to save vs Coma/death

O.C.C Skills: 19+11 related+4 secondary
    Radio Basic +10 (includes Bio-Comms)
    Brewing (Medical): +20
    Field Surgery: +30
    Forensics: +20
    Medical Doctor: +30
    Pathology: +30
    Paramedic: +30
    Toxicology: +30
    Veterinary Science: +20
    Advanced Math: +30
    Biology: +30
    Botany: +25
    Chemistry: +30
    Genetics: +25
    Xenology: +20
    Lore D-Bees: +25
    WP Knife
    Hand to Hand: Expert

O.C.C Related Skills: Select 11 other skills at level 1, plus 2 additional skills at levels 2, 5, 9, 12 and 15.
    Communications: Any +10%
    Cowboy: None
    Domestic: Any +10
    Electrical: Basic only +5
    Espionage: Wilderness Survival only.
    Horsemanship: General Only
    Mechanical: Basic only
    Medical: Any +15
    Military: None
    Physical: Climb, Prowl, and Swim only.
    Pilot: None
    Pilot Related: None
    Rogue: Streetwise only +4%
    Science: Any +10%
    Technical: Any +10%
    Wilderness: Any +5%
    W.P.s: Any

Secondary Skills: Select 4 at level 1, and gain 1 additional skill at levels 4, 8, and 12

Standard Equipment: Starting with two suits of Living Armor with 100 Bio-E of augments each, a weapon for every WP, and the normal array of adventurer survival gear.

Money: The Cambridge Tribes have a different economy than everyone else, so the Saint has a monthly salary of ---- credits.

Cambridge Scarecrow
The Cambridge Scarecrow is more than a simple refinement of the normal Great House version; it is an evolution due to combined knowledge of Bio-Wizardry and other mystic arts. Drawing heavily from the Splugorth Maxi-Killer, Techno-Wizard Dragon Juicer, and the more mundane Mega- and Delphi-Juicers, a modified version of Elixir of Life is used to compensate for the immense physical strain of the implanted symbiotes. This greatly reduces the amount of overall work the Elixir has to do, resulting in far less degradation of the physical appearance. Those that volunteer tend not be the smartest or strongest willed, so the Librarians tend not to use them as lab assistants. Typically, there are less than 70 Scarecrows between all four Librarians, with around 6 being retained as bodyguards for each and the others being sent out as procurement agents.
Spoiler:
OCC Powers: The combined process results in a far more powerful individual, with a Supernatural PS of 50, PP and PE of 30, a Spd of 120, starting MDC of 300, and gain 10 MDC per additional level of experience. Theoretical lifespan is 100 years with a constant supply of Elixir of Life, and the availability of Soul transference means that retirement is possible should a new body be available.

Psionic Abilities: The transformation turns them into a Master Psionic, granting them 7 Minor powers and 1 Super power, and they gain an additional Minor or Super each additional level. Their ISP base is 36+ME, and gain 8 per additional level of experience.

OCC Bonuses: +2 attack per melee round, +4 on initiative, +5 to automatic dodge, +2 to disarm, +2 to Pull Punch, +4 to save vs Psionics and Magic, +6 to save vs mind control (not from the Librarian), +8 to save vs toxic gases, poisons, drugs and diseases, +5 to save vs Horror Factor, and +30% to save vs coma/death.

OCC Penalties: PB is reduced by either half or 3, whichever is less, and every full moon the character bursts into flames for 6 hours (1D4 MD to a 3 ft radius per melee) which does not damage the character. The character is also addicted to the Elixir of Life and vulnerable to the Librarian’s commands as normal, but can go twice as long between doses.. MA related tasks are unaffected, and they do not have a Horror Factor (They’re ugly, but not hideous).

O.C.C Skills: 21+10 related+4 secondary
    Radio Basic +10 (includes Bio-Comms)
    Detect Ambush +20
    Sniper
    Tracking +15
    Camouflage +15
    Military Etiquette: +15
    Boxing
    Climbing: +10
    Prowl: +15
    Swimming: +10
    Advanced Math: +15
    W.P. Sword
    W.P. Knife.
    W.P. Light Bio-Weapons
    W.P. Heavy Bio-Weapons
    Land Navigation: +15
    Hand to Hand: Commando

O.C.C Related Skills: Select 4 Espionage, 2 Rogue Skills, and 4 other skills at level 1, and gain an additional skill at levels 2, 4, 6, 8 10, 12, and 14
    Communications: Any +10%
    Domestic: Any
    Electrical: None
    Espionage: Any +15%
    Horsemanship: Any
    Mechanical: None
    Medical: None.
    Military: Any +5%
    Physical: Any
    Pilot: Any
    Pilot Related: Any
    Rogue: Any except Seduction +10%
    Science: None
    Technical: Any +5%
    Wilderness: Any +5%
    W.P.s: Any

Secondary Skills: Select 4 at level 1, and gain 1 additional skill at levels 4, 8, and 12

Standard Equipment: Starting with two suits of Living Armor with 100 Bio-E of augments each. Weapons include 2-3 Light Bio-Weapons and a choice of Heavy or Very Heavy Bio-Weapon. Other equipment includes a typical array of adventurer survival gear and 3 months of nutrient pods to keep his equipment functional.

Money: The Cambridge Tribes have a different economy than everyone else, so the Starecrow has a monthly salary of ---- credits.

Cambridge Dreadguard
Even for their relatively small numbers, the Cambridge Tribes have a miniscule defense force by Rifts Earth standards. However, it is entirely composed of mighty Dreadguard who are equipped with the powerful Great Armor, and combined with their defensive advantages makes them more than what even the Splugorth are willing to tangle with. Most of the Tribes can serve as militia if need be, but it is the Dreadguard that form the striking arm. The Tribal Elders are not shy in applying their biological knowledge to enhance their defenders, and while far short of the apocryphal Biotic of the Great Houses, the results speak for themselves. Additionally, centuries of on-and-off directed breeding and careful engineering have resulted in virtually all of the Tribe being some level of Psionic, resulting in no shortage of Major and Master level aspirants to join the ranks.
Spoiler:
OCC Requirements: Augmentations make the nominal physical requirements redundant, so the Tribal Elders look from strength of will (exceptional ME) and above average intellect (IQ 12+) for their protectors.

OCC Bonuses: +1D4 to all mental stats, +1 on Initiative at levels 1, 4, 9, and 13, +1 to save vs Horror Factor at levels 1, 3, 6, 9, 12, and 15, and +3 vs Possession.

Psionic Abilities: 85% of all Cambridge Dreadguard are Major Psionics, and the remaining 15% are Master. The Majors generate powers as normal, while the Masters are as Mind Melters and sacrifice their first level OCC Related choices. Both maximize their starting ISP thanks to their augments and training.

Physical Augmentations: Before 104 PA, the Dreadguard’s augments gave them a minimum PS of 24 (Augmented), PP and PE of 18, and a Spd of 24. After 104 PA, they have a minimum PS of 30 (Supernatural), PP and PE of 24, and a Spd of 44.

Base SDC/MDC: 60 SDC before 104 PA, 200 MDC afterwards. They now gain 1D6 MDC per additional level of experience.

O.C.C Skills: 23+8 related+4 secondary
    Radio Basic +10 (includes Bio-Comms)
    Detect Ambush: +15
    Demolitions: +10
    Military Etiquette: +25
    Boxing
    Climbing: +10
    Prowl: +10
    Running
    Swimming: +10
    Wrestling
    Host Armor Combat: +25
    Pilot Wing Packs: +25
    Advanced Math: +15
    Lore (D-Bees) +5
    W.P. Sword
    W.P. Knife.
    W.P. Light Bio-Weapons
    W.P. Heavy Bio-Weapons
    W.P. Choice
    Land Navigation: +15
    Hand to Hand: Commando

O.C.C Related Skills: Select 8 at level 1, +2 additional learned skills at levels 3, 6, 8, and 10, +1 at levels 12 and 14
    Communications: Any +10
    Domestic: Any
    Electrical: None
    Espionage: Any +15
    Horsemanship: Any
    Mechanical: None
    Medical: First Aid and Paramedic only +10
    Military: Any +15
    Physical: Any
    Pilot: Any +5
    Pilot Related: Any +5
    Rogue: Any +5
    Science: Any
    Technical: Any +5
    WP: Any
    Wilderness: Any +5

Secondary Skills: Select 4 at level 1, and gain 1 additional skill at levels 4, 8, and 12

Standard Equipment: Starts with a fresh suit of Great Armor, a choice of lesser Living Armor with 100 Bio-E of augments, and a Wing Pack with 75 Bio-E of modifications. Weapons include a pair Light Bio-Weapons, a choice of Heavy or Very Heavy Bio-Weapon, and a pair of Silver coated melee weapons. Other equipment includes a typical array of adventurer survival gear and 3 months of nutrient pods to keep his equipment functional.

Money: The Cambridge Tribes have a different economy than everyone else, so the Dreadguard has a monthly salary of ---- credits.

Cambridge Stone Pyramids
The Cambridge Jungle has a number of two line Nexus Points within its confines, and the Tribe’s Librarians pieced together enough about Stone Magic to build basic pyramids in the mid 60s. A proper Atlantean style Dimensional Pyramid was raised in late 98 PA, and contact with a minor Atlantean Clan provided the knowledge to build proper Power Pyramids. A notable modification from the normal template is that the Cambridge pyramids project an illusion to help cover their presence from aerial reconnaissance, replacing the Storm Summoning capabilities that are only marginally useful in the vast forest. After the Zot Smackdown, Second Librarian Carson developed a variant that serves as a dedicated host facility for Gene-Pools, and the Tribes have since constructed three of this Bio-Factory variant.

Based on the normal Dimensional template, the Bio-Factory strips out essentially all of the internals to make room for up to 15 Gene Pools; 9 on level 2, 4 on level 4, and 2 on level 5. Level 1 has been converted into a single massive armory/storehouse, and level 3 has dropped everything but the control center for a pair of PPE capacitors similar to the Power Plant, which can store up to 12,000 PPE if need be. The stored PPE is used to fuel the Gene-Pools enhanced gestation capabilities and is spent a bit slower than it comes in, with the reserve normally amounting to around 2,000 PPE split between the capacitors. These pyramids do not have Stasis Sleep, Pyramid Defense Systems, Storm Summoning, Weather Control, Local Teleport, or Dimensional Teleport capabilities, but this is considered irrelevant due to them sharing Nexus Points with ones that do. The healing and lifespan increasing effects remain, and have proven to affect Biotech items stored inside, which means that the near totality of stockpiled living equipment is held within their confines. Due to their value, each is guarded by at least a platoon of veteran Dreadguard at all times.

Cambridge Gene-Pool Bio-Wizardry
The Tribe’s Librarians have found a method to use Gene-Pools as Bio-Wizardry Vats, and the Engineers have found ways to use their ‘dumb’ secondary pools rather than their far more capable primary. This allows for essentially any item creation or alteration procedure to be conducted, but only a handful of those that have been reverse-engineered from the Splugorth are considered worthwhile. A middling priority project is to find a way to reverse the mutation’s and disfiguration of Bio-Wizard torture, but it is likely that the most effective solution will be to put the soul in a specially grown replacement body.
Spoiler:
Non-Mystic Augmentation: The method used prior to the acquisition of Bio-Wizardry knowledge, its capabilities are more limited. However, it is also faster to implement and has far less potential to go wrong, so it is offered to the Tribes’ civilian members. A large portion of the GNE’s Special Forces have also cycled through the Gene-Pools, resulting in meaningful gains in effectiveness. The process takes 3 hours per attribute point gained, but there is no limit to how many times it can be done. Assuming a perfectly normal individual (straight 10s), the full suit only takes 104 hours, or around 4 and a half days. The complete Bio-Wizard package takes 18 days, which represents a substantial time savings.
    Physical Strength: Up to 24 in a human sized mortal, and can be made Augmented.
    Physical Prowess: Up to 18
    Physical Endurance: Up to 18
    Physical Beauty: Up to 18
    Speed: Up to 24

Magical Transmutation: The Tribes use Transmutation to increase the capabilities of its Dreadguard protectors, and the Engineers have more control over the process. This allows up to 9 transformative procedures to be performed without risk of mutation or death, but a premature removal has the normal penalties. It is likely that this will be offered to the GNE’s Special Forces division in the near future, assuming that other Bio-Mods do not make them incompatible.
    Physical Strength: Up to 30 in a human sized mortal, and can be made Supernatural in the same treatment. The maximum 50 is limited to larger beings such as Ogres.
    Physical Prowess: Up to 24
    Physical Endurance: Up to 24
    Physical Beauty: Up to 24
    Speed: As WB: 2
    Increased Size and SDC: As WB: 2
    MDC Transformation: As WB: 2, but former SDC mortals gain +1D6 MDC per additional level of experience. The base MDC can be increased to its maximum of 200 in the same treatment.

Microbes: The full range of known strains can be produced at will.

Parasites: The Cambridge Tribes have little love for these destructive organisms, but can create any listed in WB:2 and 21 if needed.

Symbiotes: Much more palpable, the Tribes have reason to actively produce a number of them beyond special circumstances. The list below consists of only those that are described in WB:2 and 21, which does not comprise the entirety.
    Ansir Life Node: While currently time consuming to produce, the Librarians hope to get the normal reproduction cycle working within a generation.
    Aqua-Mask: The Tribes have long had an equivalent, which is sold for around 50,000 credits and has double the lifespan.
    Chest Amalgamate: Frankly questionable for a number of reasons, so there is little interest.
    Electron: This creature was the basis for a number of electric Bio-Mods, and the number of mated pairs in the hands of the Tribes and the GNE has become quite substantial.
    Elom: The Librarians have used it as the basis for a number of Bio-Mods, and it's useful enough to produce in small numbers for sale to worthy GNE Irregulars.
    Line Feeder: While more of a novelty, it can be sold to outsiders with little fear of it being misused.
    Mindlink: The full capabilities of these organisms has been revealed, and they serve as the basis for a number of similar Bio-Augmentations and Mods. The Engineers have found a way to reset the established links.
    Musical Nymph: Reasonably useful, these are available on demand.
    Storm Breather: The Librarians have managed to reverse-engineer the original species, and they are working towards a variant that doesn’t render the host mute. It is also being used as the basis for a still experimental Great Armor weapon augment.
    Solara: An interesting novelty, it serves as a basis for a number of Bio-Mods.
    Storm Screamer: Notably less useful than the Storm Breather, the Librarians are working on a superior version that combines the two.
    Symbiotic Heart: The Tribes have long had an equivalent, and it is reasonably common among their Dreadguard.
    Pathic Healer: Produced in substantial numbers for use across the GNE.
    Talo Mind Worms: As naturally reproducing organisms, these creatures have become reasonably available if desired.
    Thundergut: While not particularly useful to the Dreadguard, there are more than enough to keep a breeding program functional.
    Titanizer: While novel to be sure, it is considered a liability on the battlefield.
    Zembahk Appendage: Not used in any capacity for obvious reasons.


Last edited by Omegasgundam on Fri Jan 15, 2021 2:52 am, edited 2 times in total.

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Unread postPosted: Fri Jan 15, 2021 2:41 am
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 256
Part 3 will be the new Bio-Augments. One of the other items they produce are lesser Gene-Cauldrons that the Gene-Druids use to ply their trade. They handle the 'low level' stuff, and have replaced the kludged systems and vats that they nursed through the Dark Ages. The Great Houses would consider what the 'normal human' Tribal Elders can do with a good set up to be unsettling, and almost on par with a fresh Gene-Pool.

Cambridge Bio-Weapons
The Tribes have equivalents to all of the (Main Book) Great House melee and explosive weapons, and only lack the Electro-Pulse Gun and Shard weapons for the ranged ones. The various weapon bio-enhancements (see Rifter #0, pg 36) are all available, and are commonly applied. Light Cell weapons are freely distributed as militia weapons, while Bio-Energy ones are seen as being overly limited in their payload.
Spoiler:
Plasma Cartridge Bio-Rifle
In a fit of deliberate irony, the Cambridge Tribes have developed a bio-weapon that uses Naruni-style plasma cartridges. While naturally heavier than any of Naruni’s SlimLine series, it gains burst capabilities due to exploiting the regenerative nature of its plasma-resistant chitinous barrel. The weapon’s operation means that it can go twice as long between feeding periods as other bio-weapons, and is compatible with external nutrient pods by default. While not compatible with any of the various prefix bio-augments (Mega, Omni, Super, and Ultra), it has found a place among GNE forces being sent to M-Factor tech-phobic worlds. Naruni would be both outraged and intrigued, as while the weapon is clearly a knock-off of their technology it does it in a way that no other party has done before, and it does not undercut their market share by any stretch of the imagination.
    Weight: 24 lbs (10.8 kg)
    MDC: 60
    MD: 1D4x10 per single shot, 4D4x10 per 4 round burst.
    RoF: SS, 4 round burst
    Range: 2000 ft (610m)
    Payload: 40 cartridges per drum magazine. It does NOT regenerate ammunition.
    Integral Mods: Increased Operational Duration, Fasting, Feeding Link

Cambridge Very Heavy Bio-Weapons
The various hand held Bio-Weapons were found to be adequate for their size, but greatly lacking against the supernatural threats that Rift’s Earth throws out with great abundance. Thus, a number of larger scale weapons for use with Great Armor have been developed, allowing them to not invest as much of their early Bio-E into ranged offensive features. The Cambridge Tribes are also relatively free in augmenting their equipment (See Rifter #0, pg 36, or slappy’s post on the forums), so these base formats are a minority of the overall inventory.
Spoiler:
Greater Light Cell Rifle
The simplest (and thus most common) of these oversized weapons is the Greater Light Cell Rifle, the size of a squad support weapon, which combines six augmented Super Light Cells into a single apparatus. While still lacking compared to many of the Paladin Steel produced equivalents, it is still reasonably effective and has room for growth. Since the end of the Tolkien War, the Mega augment has become standard.
    Weight: 44 lbs (20 kg)
    PS Requirements: Robot 20 or Supernatural 15 for two handed, Robot 25 or Supernatural 20 for one handed.
    MDC: 80
    MD: 1D10 per single shot, 6D10 per 6 shot pulse (or 1D6x10)
    RoF: Single Shot up to 6 shot pulse.
    Range: 4000 ft (1220 m)
    Payload: Effectively Unlimited, but up to 42 shots per melee (or 7 full pulses)
    Bonus: +1 aimed strike
    Integral Mods: Increased Operational Duration, Fasting, Feeding Link, Targeting Sight, Omni, Super

Greater Bio-Rocket Slinger
This enlarged Bio-Rocket Slinger fires full Host Armor/Warmount sized munitions, increasing damage and range. While far too large to be used by normal mortals, there are no shortage of stronger beings on Rifts Earth, and the range is appreciable for its damage output. The weapon is not compatible with the Mega augment, but can take the full range of Bio-Rocket specific modifications. It commonly integrates a full Light Cell Rifle as its under barrel option.
    Weight: 75 lbs (35 kg)
    PS Requirements: Robot 25 or Supernatural 20 for two handed, Robot 30 or Supernatural 25 for one handed.
    MDC: 100
    MD: 5D10 to 3m
    RoF: Single Shot, 2, or 4
    Range: 6000 ft (1.8 km)
    Payload: 16 per 1D4 hours
    Bonus: +4 aimed strike, +3 called, +2 wild
    Integral Mods: Increased Operational Duration, Fasting, Feeding Link, Targeting Sight, Telescopic Vision, Omni, Ultra

Heat Projection Rifle
The largest independant Bio-Weapon the Cambridge Tribes can produce, this is a handheld version of the Heat Projector Cannon. Beyond its enormous size, its largest problem is its relatively slow rate of fire, which is limited by the non-integrated nature of the organism. This makes it only attractive to Dreadguard on foot or in near baseline Great Armor, but for them it can be a very dramatic increase in firepower. It also sees use as a fixed bunker and vehicle mount, being easily superior to Northern Gun’s various rail guns despite the drawbacks. With the Mega augment, it can rival a Boom Gun in single shot power, which is not something to overlook.
    Weight: 110 lbs (50 kg)
    PS Requirements: Robot 30 or Supernatural 25 for two handed, Robot 35 or Supernatural 30 for one handed.
    MDC: 140
    MD: 2D4x10+10 per blast
    RoF: SS
    Range: 3600 ft (1.1 KM)
    Payload: 4 shots/melee
    Integral Mods: Increased Operational Duration, Fasting, Feeding Link, Omni, Super

Cambridge Living Armor
Easy access to supernaturally durable creatures means that the Tribe’s various forms of protection are notably more capable than the Great House versions, which translates to them maximizing the first die of each location. Additionally, long term field use is enabled via feeding PPE or ISP to the organism, along with a nutrient pod every month. Some of the Engineers have figured out enough of the principles of Technowizardry to apply 5th level enchantments, but this is very much a Dreadguard only option at the moment.
Spoiler:
Genetically Enhanced Leather Armor: While not a true living armor, this bottom tier suit has still seen some improvement. Overall mobility penalties have been reduced to that of a normal suit of heavy armor (Fair), and those sold to outsiders are commonly fitted by Paladin Steel to be fully environmental. It sees substantial use among the GNE Irregulars, being a cheaper (and actually available) alternative to the VEBA-04 Guardsman if you can tolerate the weight.

Leatherback Armor: Produced in massive numbers and given to virtually every Tribe member, only a handful have any form of Bio-E modification; mostly those used on commando operations. It requires 1 PPE/2 ISP per day.

Heavy Hide Armor: Light enough to be carried as a spar suit by Great Armor and protective enough to be worth using, this is the most common form of Living Armor used by the Tribe’s Dreadguard. It requires 2 PPE/4 ISP per day.

Dragon Scale Armor: The heaviest to see serious use, the composition has been changed to use actual Dragon genetics, increasing the Bio-Regeneration to 5 MDC pe melee and removing the speed penalty. The Dreadguard use it when a full suit of Great Armor is not appropriate, and it is issued to non-combat professions whose duties bring them in close proximity of danger. During the Minion War, vast numbers were created to outfit Lord Coke’s Cyber-Knights, providing them with top notch protection without interfering with their normal fighting style. It requires 3 PPE/6 ISP per day.

Chitinous Armor: A rarity, the only people that make common use of it are the Tribe’s Scarecrows, whose immense physical capabilities compensate for the normal mobility penalties. It requires 4 PPE/8 ISP per day.

Cambridge Great-Armor
While the Cambridge Jungle Tribes lack the overall breadth and refinement of the Splicer’s Great Houses, if for no other reason than their far smaller population, their access to exotic and outright supernatural bio-samples more than compensates. This results in their Host-Armor equivalent being held to substantially higher standards, with much less in the way of random fluctuation needing to be tolerated to reach higher theoretical performance. As a result, their creations have the flexibility of Host Armor and the shear capabilities of Proto-Armor, although their quite finite number of Librarians limits the number of augments that they have managed to develop for them. This comes at the cost of them completely neglecting the field of War Mounts, but in a theoretical offensive campaign the GNE would be the ones providing such capabilities regardless.

If a Great House Librarian was to get their hands on a suit of Great-Armor, they would find the overall structure both familiar and baffling, with many of core systems operating in ways that defy their understanding of biological operation. This is because the Cambridge Tribes have invested heavily into utilizing Psionic as the primary interface mechanism, bypassing the need for operator specific neurological architecture. As a result, their Great-Armor is not permanently tied to a single person, although it does need an Engineer familiar with the appropriate procedure to adjust to a new operator. Additionally, the half-supernatural makeup of its biology allows the armor to feed off of ISP and PPE in place of external nutrients for up to two weeks, making long term operation practical. This mandates that all Great Armor use the specially developed Hybrid Psychosynthetic Metabolism, but it would be considered a good choice regardless.

Beyond those of the Dreadguard, a number of particularly heroic Cyberknights have been granted suits starting in 108 PA, with the paranormal nature of their Cyberskin resolving any compatibility issues. During the Minion War, a substantial portion of Lord Coke’s forces would gain vat-fresh units, and they were put to good use against the Infernals.
Spoiler:
Crew: 1 Mortal.

MDC: As Splicer Proto-Armor, page 140, but maximize the first and (potentially) third die of each location and level gains are maximized

Speed: As Splicer Proto-Armor, page 140.

Statistics
    Height/Width/Length: As Splicer Host-Armor, page 72.
    Weight: As Splicer Host-Armor, page 72.
    PS: 35 Supernatural or +15 to the operator (whichever is effectively higher), +1 per additional level of experience.
    Production Cycle: 3 months gestation, 6 months growth
    Lifetime: 1d10+70 years.
    Metabolism: Hybrid Psychosynthetic only.

Default Bio-System Features
    Each suit of Great-Armor has the following as standard; the bonuses have been included in the summary section below.

    Bio-Comms: 6 mile range. As Splicers Main Rulebook, page 72, but can also interact on normal radio frequencies and cyphers with the correct data-crystal.

    Bio-Radar: 6 mile range. As Splicers Main Rulebook, page 81, but has 98% on all uses to start with.

    Chameleon Skin: As Splicers Main Rulebook, page 83.

    Ectofibre Insulation Mesh: Half damage from magic sources. If overlapping with one of the other resistances, the total damage is divided by 100.

    Psionic Control Interface: Has the full sensory systems of a Splicers Host Armor without the neurological intermeshing. Draws 1 PPE from the pilot per day of operation, and requires a psionic.

    Regeneration-Super: As Splicers Main Rulebook, page 84. It may also be super charged to regenerate 1 MDC per 2 PPE drawn from an external source.

    Quick Clotting Blood: As Splicers Main Rulebook, page 87.

Default Combat Bonuses: Without any additional augmentations.
    +2 Attack Per Melee
    +4 on Initiative at level 1
    +1 on Initiative at levels 2, 5, 9, and 13
    +3 to Strike, Parry, Dodge, and Disarm at level 1.
    +1 to Dodge at levels 2, 4, 6, 8, 10, 12, and 14
    +1 to Strike, Parry, and Disarm at levels 3, 6, 9, 12, and 15
    +4 to Roll with punch, fall or impact
    +2 to Pull Punch

Additional Bio-Augments: Great Armor starts with a total of 160 Bio-E to spend, and gains a full 40 Bio-E per additional level of experience. A substantial amount of the theoretical starting base (220) is taken up by the various standard systems, but they are considered bargains for their constant utility.

’Standard’ Bio-Augments As stated before, the Cambridge Tribes are limited in what Bio-Augments are available due to the incredibly shallow base of templates they had to start with. However, Rifts Earth has no shortage of inspiration to compensate, and the most important ones now have an equivalent. Should a Great Armor pilot somehow travel to the world of Splicers, the full Resistance catalogue would be available (so long as they do not involve neurological alterations), but of the ‘standard’ options the Cambridge Tribes are limited to the below. This does not include their psionic and supernatural based options however, which are generally superior to the more ‘conventional’ alternatives.

    Vision and Other Sensory Enhancements: Any.

    Biological Defenses: Chameleon Skin (comes as standard), Increased MDC, Reinforced Exoskeleton, Regeneration: Super (comes as as standard), Resistance to Cold, Resistance to Electricity, Resistance the Heat, Resistance to Kinetic Energy/Attacks, Resistance to Lasers, Resistance to Physical Attacks, and Stealth Field.

    Anatomical and Physiological Enhancements: Ambidextrous, Enhanced Leaping Ability, Enhanced Operational Lifespan, Enhanced Physical Strength, Floating Air Bladder, Glow Cells, Resin Ducts, Righting Reflex, and Spinnerets and Webbing.

    Additional Limbs: None.

    Enhanced Limbs: Gripping Hairs, Leaping Legs, Non-Skid Pads, and Webbed only.

    Flight Systems: None

    Prehensile Appendages: None.

    Tail Appendages: None.

    Melee Bio-Weapons: All.

    Range Bio-Weapons: Acid Nodules, Bore Cannon, Chemical Sprayer (half Bio-E), Electrical Weapons, Flaming Weapons, Heat Projector Cannon, Needle Death Blossom, Organic Rockets, Spore Discharger, Screamer Grenades, Super Light Cells, and Tentacle Harpoon.

    Range Weapon Upgrades: All, and can be applied to clustered small (non explosive) weapons as one purchase. This explicitly includes the various mods for Organic Rockets and Screamer Grenades.

    The most common (in no particular order other than type) are as follows: Reinforced Exoskeleton, the various Resistances, Stealth Field, Ambidextrous, Enhanced Operational Lifespan, Resin Ducts, Spinnerets and Webbing, Organic Rockets, and Screamer Grenades. The rest of the various weapon options have fallen out of favor with the advent of Psionic ones, but a number of armors the old weapons have been retained to hedge against Psi resistant foes.

Techno-Wizard Augmentations: Great Armor can hold up to 5 different TW enhancements, with a Bio-E cost of 5x the level of the spell in question. It must have a relevant Bio-Mod to work from, but does not inhibit its normal function. As this is still a developing art, it must be done by the Tribe’s Second Librarian Carson, who is obsessed with understanding magic and applying it to Bio-Technology.

Cambridge Psionic Wing Pack
The pack is similar to the normal Splicers version (Main Book pg 141), but has a number of very significant differences. To start with, it is intended for use with Great Armor only, and hooks onto attachment points on the back similar to the SAMAS’s jet pack assembly. The various forms of supernatural flight at the Tribe’s disposal allow for much improved capabilities.
Spoiler:
MDC: Regeneration on the main body and wings has been increased to 1D6 per minute, and can replace lost wings.

Speed: 450 mph (720 km) to start and gains +20 mph (32 km) per additional level of experience. The Semi-Telekinesis based system makes it fully VTOL capable.

Altitude: 25,000 ft (7620 m)

Statistics Wingspan in only 12 ft fully extended, only weighs 200 lbs (-- kg),

Feeding While not quite as nutrient efficient as the Great House version, it can draw from the Great Armor it is attached to. Additionally, it requites 5 PPE/10 ISP per day to remain functional.

Bonuses: +1 on initiative, +1 to strike, +4 to dodge, and +2 to roll with impact while airborne.

Weapons: None by default, but can host up to 10 Bio-Rockets.


Last edited by Omegasgundam on Sun Jan 17, 2021 8:22 pm, edited 4 times in total.

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Unread postPosted: Fri Jan 15, 2021 2:45 am
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 256
Cambridge Bio-Augmentations
(Credit to Ectoplasmic Bided for his Mind Knight https://palladiumbooks.com/forums/viewtopic.php?f=46&t=88565#p1747145, which serves as inspiration for the most of the Psionic augments.)

Rifts Earth has given the Tribe’s Librarians no shortage of biological samples that defy the normal laws of biology and physics, which has allowed them to create a substantial number of extremely powerful augmentations for the Tribe’s forces. Most of them are superior equivalents to Great House offerings, but others are sufficiently outlandish to have no parallel. A partial listing of the more common and practical follows.

New Metabolisms
Spoiler:
Hybrid Psychosynthetic Metabolism: While Great Armor does need external sources of material to maintain its functionality, the vast majority of its operational needs can be met by feeding off of drawn PPE. Inspired (and likely developed from) the abilities of Psi-Stalkers, Great Armor can also draw from ambient sources of PPE such as Ley Lines with no ill effect, and can be charged from PPE Generators, PPE Clips, and the operator’s own ISP if need be. This metabolism allows for the use of Psionic Bio-Augments, and has been recently found to also enable the inclusion of Techno-Wizard enhancements given the right materials and techniques. The Armor can go without additional nutrients for up to 14 days in this manner, and an external pod system has been developed to allow it to be quickly topped off in the field. If need be, the Armor can go without PPE and use only its Nutrients, but this burns through its supply far quicker. The Tribe’s various Living Armor also have this form of metabolism, but it does not imbue any benefits other than improved operational constraints.
    Feeding: (External Nutrients only) 96 hours.
      (PPE) 15 PPE/30 ISP per day for up to 14 days. (Double the cost prior to 68 PA)
    Sleep: As operator.
    Color: Any, but it is covered in a network of bio-crystals growing in a vein-like lattice up and down its limbs and torso. The slightly luminescent bio-crystals converge at the suit's spine, disappearing into its neck near the base of the skull. If removed from the Host Armor, these crystals instantly become inert, losing their eerie glow, then soon experience bio-meltdown, turning into an unusable organic sludge. Great Armor’s default inclusion of Chameleon Skin compensates for the normally eye catching nature.
    Special Senses: As abilities 1 and 2 of the Psi-Stalker RCC (RMB:UE pg 153)
    Bonus Bio-E: 40, which is already included in the starting total for Great Armor.
    Bite Damage: None. No mouth.
    Bonuses: +1 Attack per Melee, +3 on Initiative, +2 to Strike, +2 to Parry, +2 to Dodge, +2 to Pull Punch, +4 to Roll with punch, fall or impact, and +1 to Disarm. These are included in the Great Armor’s Default Combat Bonus summary.

New Biological Defenses
Spoiler:
Ectofibre Insulation Mesh: First created in 68 PA, this material was immediately incorporated into all Great Armors and Living Armors, granting them greatly reduced PPE needs and the ability to quickly regenerate in the field. The defensive improvements were also quite welcome.
    Effect: Half damage from magic sources. If overlapping with one of the other resistances, the total damage is divided by 100.
    Bio-E Cost: Would cost 5 points for non-Psychosynthetic organisms, but it is an inherent part of the modern Hybrid Psychosynthetic Metabolism.

Improved Biological Force Field: It is not an exaggeration to say that the Cambridge Tribes have access to dozens of different methods of using biological organisms to generate protective force fields. As such, they have a far better basis to work from in developing their own equivalent, resulting in a design that is both consistently more protective and regenerates far faster. If it is not included in a Great Armor’s initial load out, it is always included in its first upgrade.
    MDC of the Force Field: 1d6x10+120 MDC, with up to 300 at maximum. The shield regenerates at 15 points per minute. If it is fully depleted, it requires 20 minutes to reset.
    ISP Use: 1 ISP can be used to recover 10 MDC, and shortcut the reset time.
    Duration: Indefinite; as long as the pilot is conscious, the force field can remain in place.
    Bio-E Cost: 35 points for the base system, and can be increased by 20 MDC for 5 Bio-E points.
    Prerequisite: Must have a Hybrid Psychosynthetic Metabolism.

New Anatomical and Physiological Enhancements
Spoiler:
Enhanced Psionic Connectivity: The equivalent to Enhanced Neurological Connections, it provides the same bonuses (+2 to initiative, +1 to disarm, and +2 to automatic dodge). The feature requires six months of constant operation with the Great Armor in question to be effective, and can only be set to a single operator at a time. Helpfully, the expanded psionic link results in the Great Armor being considered part of the Psionic’s ‘self’ for various abilities.
    Bio-E Cost: 20
    Prerequisite: Must have a Hybrid Psychosynthetic Metabolism.

Psionic Reservoir: Naturally, finding ways to increase the amount of ISP that could be stored was a priority from the very start, so these Bio-Crystal augments were fielded only months after the first Psychosynthetic armors were fielded. Each can store a total of 40 ISP, and regenerates at a rate of 2 per hour. A pilot must consciously redirect the energy to use it to feed a Great Armor’s metabolism, but it is reasonably common.
    Bio-E Cost: 10, and no more than 2 may be installed.
    Prerequisite: Must have a Hybrid Psychosynthetic Metabolism.

Psylite Crystal Network: The latest creation of First Librarian Gould, this still unrefined augment doubles the duration and range of Psionic abilities and decreases all ISP costs by 50%. This also affects the cost of using Psi-Bolt Projectors, which makes the larger versions substantially more practical.
    Bio-E Cost: 10
    Prerequisite: Must have a Hybrid Psychosynthetic Metabolism.

Expanded Psylite Crystal Network: This augment is still experimental due to the difficulty in stabilizing it. Increases effective character level by 3 and serves as an ISP reservoir, holding 80 ISP and regenerating 8 per hour. Additional powers are possible given time.
    Bio-E Cost: 20
    Prerequisite: Must have Psylite Crystal Network, which is not replaced.

New Flight Appendages
Spoiler:
Improved Organic Thrusters: The original group of refugees had an early low performance version of the Great House Organic Thruster, but First Librarian Gould was convinced that he could use psionic power to make a far more effective method. The resulting Telekinesis based system may not have as much raw endurance (needing ISP expenditure to operate), but does not require Bio-E investments to increase its performance and is thought to be more durable.
    Speed: 200 mph (320 km) base, and gains +20 mph (32 km) per additional level of experience. Half underwater.
    Maximum Altitude: 25,000 ft (7620 m)
    Bonuses: +1 on initiative, +1 to strike, +2 to dodge, and +2 to roll with fall or impact in flight.
    MDC: Single node on the back has 2D4x10+80 MDC, and is a small target.
    ISP Use: 1 ISP per every 10 minutes of operation.
    Bio-E Cost: 35
    Prerequisite: Must have a Hybrid Psychosynthetic Metabolism.

New Offensive Bio-Weapons
The first Psi-Weapon augments were developed in late 68 PA, and have replaced most of the older forms of single target direct fire weapon among the Cambridge Dreadguard. The primary downside to Psionic Bio-Weapons is that they are incompatible with normal weapon upgrades (Mega-Omni-Super), but their advantages are thought to generally compensate.
Spoiler:
Psi-Blade Projectors: Taking the form of enlarged gems in the palms of the Great Armor, these both serve as both a way to give lesser Psychics a damage dealing ability and to enhance those who already have it.
    Mega-Damage: As the Super Psionic ability, or doubles it if they have it or are a Cyberknight.
    ISP Use: The Psylite Crystals allow it to be projected at half the normal cost and twice the duration, even if the character does not have the Psi Sword ability.
    Bio-E Cost: 30, but includes both palms.
    Prerequisite: Must have Psylite Crystal Network, which is not replaced.

Light Psi-Bolt Projector: Developed in 80 PA, these weapons are similar in concept to the somewhat maligned Bio-Energy Expulsion Vent, only using psionic energy rather than biological. This grants it a far larger effective payload and makes it much less of a burden when over used, needing only an infusion of ISP to keep working. Mechanically, one of the bio-crystals on the Great Armor’s surface (commonly at the wrists) expands into a concealed housing, becoming a focus of turning mental power into deadly force. The size of the crystal roughly doubles (now being the size of a Robin’s Egg), and takes on a multi-faceted appearance as if they were cut by a professional jeweler and polished to perfection.
    MDC of the Projector: 65
    Mega-Damage: 1D4x10+ME
    Special: Living targets struck by a psi-bolt must save vs psionics or suffer a -1 penalty to all combat actions and melee attacks for 1D4 melee rounds. Penalties from multiple strikes are not cumulative, but duration is.
    Rate of Fire: Single Shot.
    Maximum Effective Range: 2000 feet.
    Payload: Effectively Unlimited, but can only fire shot up to their ME per minute without additional ISP. At this level, it only takes 1 ISP per shot. The payload is not shared between projectors, so there is reason to have multiple.
    Bonus: +3 aimed strike.
    Bio-E Cost: 25, but only two may be installed.
    Prerequisite: Must have a Hybrid Psychosynthetic Metabolism.

Medium Psi-Bolt Projector: Undergoing further augmentation, the projector crystal changes yet again. Root-like extensions grow from the edge of the crystal, appearing to have burrowed beneath the Great Armor's skin. This does no damage to the Great Armor, but provides the crystal with a greater focusing capacity by increasing its linkage with the pilot.
    MDC of the Projector: +16 MDC
    Mega-Damage: 1D6x10+ME
    Special: The penalties increase to -2 and lasts 1D6 melees per hit.
    Rate of Fire: Single Shot.
    Maximum Effective Range: 3000 feet.
    Payload: Effectively Unlimited, but can only fire shot up to their ME per minute without additional ISP. At this level, it costs 2 ISP per shot.
    Bonus: +3 aimed strike.
    Bio-E Cost: 25
    Prerequisite: A Light Psi-Bolt Projector which is upgraded.

Heavy Psi-Bolt Projector: Like a blooming flower, the crystalline projector literally blossoms. The jeweled facets of the crystal expand and gain the ability to open a series of small petal-like protrusions that serve to further intensify the power of the psionic energy bolts it generates. Each time the projector fires a psi-bolt, the crystal petals rapidly open into proper alignment for firing then close an instant later.
    MDC of the Projector: +22 MDC
    Mega-Damage: 2D4x10+ME
    Special: The penalties increase to -3 and lasts 2D4 melees per hit.
    Rate of Fire: Single Shot.
    Maximum Effective Range: 4000 feet.
    Payload: Effectively Unlimited, but can only fire shot up to their ME per minute without additional ISP. At this level, it costs 4 ISP per shot, but the new Psylite Crystal Inserts brings it back down to 2.
    Bonus: +3 aimed strike.
    Bio-E Cost: 25
    Prerequisite: A Medium Psi-Bolt Projector which is upgraded.


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Unread postPosted: Fri Jan 15, 2021 9:14 pm
  

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Location: Somewhere between Heaven, Hell, and New England
More Opposition Forces Material:
The War in the North: The Arzhur Warmachine.

Arzhur ‘Kholder’ Super-Heavy Land Cruiser

(aka ‘Glazer’)
<<“What’s that grinding noise?...”>>

“Looks like somebody ran a giant dozer right through the middle of the town. And blue ice craters all over where the militia fort and the town hall used to be. ”

“That damn gun-barge can take out this village, hell, this entire encampment! In just a few shots! And that’s just ONE of those monsters! If the ice-bastards start throwing them at us in company strength, we’ll need more than more cyborgs to hold the line here. We need artillery, HEAVY artillery, or else we’ll have to pull back, all the way back, to the mountains!”

“Our saving grace is that the Azhur are still rather inept at deploying their heavy iron. Their numbers are bad enough, and their experiments in material and tactics are pure murder, but at least we see no evidence of them having a Rommel or a Zukhov. Yet.”

The ‘Kholder’ is a giant combat vehicle that some Sovietski have compared to the mythical pre-Rifts Nazi Germany ‘Ratte’ one-thousand ton ‘supertank’(that existed only on paper). This giant warmachine shares the general size and configuration of that mythical techno-beast, but everything else is a unique Arzhur take on the idea. The Kholder has been compared to a ‘war-trained glacier’ in that it presents a moving wall of rapidly-moving solid ice that bulldozes across the landscape, grinding objects in its path like a giant grindstone, and leaving a wide swath of destruction. It doesn’t seem to have any visible tank treads, but instead appears to skim across the landscape on a thin sheet of ice it lays down, yet still manages to leave its distinct mark on the landscape that only the heaviest snows can hide.
Worse yet, the Kholder is amphibious, allowing it to strike coastal targets. In this respect, it has been compared to the Sovietski’s Storm Surge, except that the Kholder carries only a token force of embarked soldiers, mainly for self-defense and scouting/communications.
Kholders invariably serve as the command vehicles of Arzhur strike forces, carrying officers who direct hordes of lesser vehicles and troops, while providing them with fire support. The Arzhur don’t appear particularly worried about their monster command vehicle becoming a fire magnet; Kholders take a LOT of killing.

Type: Arz-SHMBT01 ‘Kholder’
Class: Super-Heavy Land Cruiser
Crew: 36 + a contingent of 20 troops
MDC/Armor by Location:
Main Body 2,000
Main Turret 400
Main Guns(2) 200 each
Secondary Gun Turrets() 200 each
Point Defense Lightning Cannons (8 ) 150 each
Height: 40 ft
Width: 50 ft
Length: 120 ft
Weight: 1,300 tons
Cargo: 60 tons
Powerplant: Cold Fusion; possibly captive Ice Elementals
Speed:(Land) 80 MPH
(Water) Fully amphibious; can move along on the water at 35 MPH.
Market Cost: Unknown: none have been known to have been captured in a usable condition to be sold.
Systems of Note:
*Thermal Stealth---The Kholder runs exceptionally cool, making detection with thermal-imaging systems difficult, if not impossible. -30% on Read Sensory Instruments rolls when using heat sensors.

*Armor Regeneration----The Kholder can repair its own hull armor at a rate of 6d6 MD every 30 minutes.

Weapons Systems:
1) Main Guns(2)---The Kholder carries two powerful 11-inch bore projectile cannon in its main turret. The Arzhur appear to be learning the art of indirect fire, using their Klia minions to spot for these guns, even to the point the Arzhur apparently used the Klias’ own radio as the aim point on several occasions.
The main shortcoming of this weapons system is the ammunition supply; the Kholder must be accompanied by supply vehicles to keep its main battery fed during sustained campaigning. Its slow rate of fire also keeps it from effectively engaging fast-moving targets.
Range: 25 miles
Damage:
(High Explosive) 4d6x10 MD to 30 ft blast radius
(Plasma) 1d4x100 MD to 40 ft radius
(Hailstorm)--- Rather than just a massive casing of high explosive, this shell uses a pre-timed fuze to burst the casing just above the target(a crude proximity fuze...later munitions would use a more modern ‘smart’ fuze) and spews out magically conjured hailstones doing 8d4 MD per melee, for 32 melees(8 minutes) to a 60 ft target radius.

(Freezone Explosive)---Explodes in a cloud of crystalline blue vapor cold enough to precipitate even the air into a short-lived liquid state, and doing 3d6x10 MD MD cold damage to a 100 ft radius. Within that area of effect, temperatures drop as low as -150 degrees F, and the abrupt temperature drop can embrittle plastics and synthetic fibers like nylon. Only full EBA and spacesuits will protect personnel caught in the cloud. The Freezone also does an additional 2d4 MD in cold damage to another 100 ft beyond the core, and 4d6 SDC in cold damage to another 200 ft beyond that.
While the above damage applies in the first melee/moment of detonation, immediately after that the affected region will be subjected to a concussive BLAST that does an additional 2d4 MD to the 100 ft radius outside the central blast area, and 5d6 SDC in concussion damage outside that as the liquified atmosphere at the center flash-evaporates and surges out in a massive pressure wave, shattering structures and bowling over anything still standing, in a sort of ‘reverse fire storm’. The cold will dissipate, but slowly, the cloud of freezing vapor doing only 1d6 MD per melee in the central core, and 1d4 MD per melee in the next area out, and 2d6 SDC per melee outside that, for 1d4 melees as the affected region fills with blinding cold fog, then HALF that damage for another 1d6 melees as the affected area heats up again.
Furthermore it creates a freezing cloud that can drift as far as an additional 1d4 miles with the wind, covering a roughly 1d4x100 ft wide area, doing 1d4 MD cold damage per melee of exposure to anybody caught in its path before it dissipates after 2d4 minutes. This unnatural cold front can freeze animals in their tracks, and shatter trees where they stand.

Rate of Fire: Once per melee per gun
Payload: 36 shells

2) Secondary Guns(2)---These are identical to the main turrets on the smaller Tice-ger MBT; on is mounted forward on the front glacis plate, under the twin-gun turret, while the other is mounted aft.
a) Rail Gun---100mm cannon firing armor piercing slugs
Range: 6,000 ft
Damage: 2d4x10 MD per shot
Rate of Fire: Four times per melee round
Payload: 80 rds each

b) Heavy Laser Cannon
Range: 1.5 miles
Damage: 1d6x10+7 MD per blast
Rate of Fire: Four times per melee round
Payload: Effectively Unlimited

c) Ion Cannon---Less range and damage than the laser, but much faster rate of fire.
Range: 7,000 ft
Damage: 1d4x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited

d) Ice Cannon--This weapon seems to fire a shell or slug of dense solidified gas that hits like an armor-piercing shell, then explosively sublimates, creating a shockwave, then detonates in a fuel-air blast.
Range: 9,000 ft
Damage: 2d4x10 MD to a 12 ft blast radius
Rate of Fire: Four times per melee round
Payload: 120 rds each

3) Point Defense Lightning Cannons (8 )---For dealing with air attack and smaller targets like enemy infantry, the Kholder carries a substantial point defense of rapid-fire ion guns on its rear decking behind the large turret.
Range: 7,000 ft
Damage: 1d4x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively unlimited

4) Fog Launchers(2)---In place of smoke mortars, the Kholder can launch rapidly-sublimating ‘slugs’ of frozen gas that expand into clouds of thick cold fog.
Effects: Covers a 300 ft area in thick obscuring fog. The cold vapor effectively renders thermo-imaging and targeting systems useless in seeing through the fog. Typically disperses within 1d6 melees, depending on local wind and humidity conditions.
Payload: 30 shots each launcher; regenerates 1 shot every 15 minutes

6) Ramming---The Kholder can use its heavy mass as a weapon, bulldozing through the landscape, crushing vehicles, and leaving unlucky enemy personnel as smears on the ground; does 2d4x42 MD on a full speed ram.

_________________
-------------
"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 Jan 15, 2021 11:16 pm
  

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Joined: Thu May 08, 2008 11:04 pm
Posts: 256
I would question why it has Plasma shells, but then I realized their for executions/backstabs. Very Azhur in that regard. The speed is frankly ridiculous for a tracked vehicle its size, at least if they were limited to 20th century technology. They're not.


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Unread postPosted: Fri Jan 15, 2021 11:50 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
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Omegasgundam wrote:
I would question why it has Plasma shells, but then I realized their for executions/backstabs. Very Azhur in that regard. The speed is frankly ridiculous for a tracked vehicle its size, at least if they were limited to 20th century technology. They're not.


It's a horizontal avalanche and a sign of bad things if the Arzhur maintain a sustainable learning curve.

Yep, Plasma...slush deuterium suddenly excited. Even if the Arz didn't think of it, the Men-Vikings probably would have suggested it. And yes, death by heat has all sorts of bad connotations in their culture. "Go die in fire' is akin to saying 'burn in hell' and being executed by heat is both physically agonizing and humiliating, like being burnt alive like garbage.

I'm about finished with some naval assets as well.

_________________
-------------
"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 Jan 16, 2021 3:33 am
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 256
So. I have something else. Dare you enter my magical realm?

Office of Positive Outcomes Augmented Super-Magical Girl (Mega-Hero) RCC
Recently, the OPO has found that its RED KINE project has been increasingly hijacked by ‘Forces of Order’. A notable portion of their ‘Bambies’ have been selected for Mystic Bestowment during their augmentation process, becoming a Mega-Hero level Magical Girl. The logs from it give the OPO a good idea about the overall process and criteria, and augmentation experts that have observed it find the design and technique to be ‘transcendent’. The hijack process also includes hacking the facility stores to provide more exotic materials for other Major Powers, and several new abilities have been discovered for the GNE’s own use. Analysis of the TW Uniforms that manifest along with them have also led to a number of breakthroughs. Current speculation is that either said Forces are outsourcing the selection process to the OPO, their criteria is close enough to be in sync, or somebody has enough influence in the OPO to shift their decision making enough to make either of the above happen. While naturally paranoia inducing, it's no more so than RED KINE is for local authorities.

After their transformation, OPOA Magical Girls prove to take spectacularly well to the OPO’s training program, and are perhaps suspiciously trusting of the OPO in general. OPOA Magical Girls are enthusiastic about being thrown at the worst supernatural horrors available, and are completely and utterly unphased by all but the most extreme atrocities they are sent to deal with. Nearly all of them are happy to abandon their civilian life and often identity once they reach the age of maturity, becoming full time soldiers for the forces of order. While their minds could possibly be put to use as scientists developing the next generation of equipment, the USA as a whole has no shortage of Bio-Modded Natural Geniuses with actual inclinations in that direction to handle it, and finds itself in far too many situations where a precision sledgehammer wielded with supernatural strength is the best solution. Considering how much of a mess the local Megaverse is, there won’t be any shortage for work any time this millennium, and if they don’t screw up then they’ll be able to see it as well.

Spoiler:
(Spoiler: Thoth has found out about the program, and has gotten a substantial number of the usual ‘Forces of Light/Good/Order’ that do such things to use it as a ritual foci. The augmentation process is a perfect foci for the empowerment ritual, with the mystically conductive material being sufficient to overcome the usual problems with implants given the right process, and Thoth’s skill as a biological engineer has no peer in the known Megaverse in this particular field. With only a slight ‘boost’ to the equipment, Thoth can shoehorn in the equivalent of 3 Major Powers and 4 Minors into the same framework that Paragon Progress can only fit a pair of both, and still leave no shortage of room for efficient power growth. This is where the normal energy use to empower champions is invested, and grants them a much greater level of power over time. This mandates that the girl’s have a ‘training period’, which the OPO uses to instill productive skills and habits. Once they have grown into their powers (level 7), they are able to go toe to toe with any Mega-Hero, and they only go up from there.
(Author’s Note: You may be looking at this and be going ‘That looks a lot like an Immortal Godling Mega-Hero with the ‘Powers Grow with Age and Experience’ power set’, and well, yah. These girls are about as balanced as a Cosmo-Knight in an otherwise purely mortal campaign, and aren’t really meant to deal with ‘minor’ threats after they’ve gotten their training wheels off around Level 4. One of the common tropes for the Magical Girl genre is that the baddies in seasons 2 or 3 can slap around the big bad of season 1 without much effort, so escalation is the default state of affairs. Think of it as starting up against Main Book Northern Gun and then jumping straight to fighting CWC Coalition that doesn't skimp out on the RPA, and then you get into all the eldritch horror nonsense that in Rifts terms would need an absolutely impractical amount of resources for mortals to deal with, if they can at all. Siembieda’s vision of roleplaying is a far more linear growth in comparison, and while that’s understandable, he’s also in denial over who just actually PLAYS Rifts so I feel free to completely disregard his opinion. I’m into Palladium for the munchkin opportunities, so balance is for groups that agree to all use characters of the same power level and with a GM that throws appropriate challenges at them.)

OPOA Magical Girl Character Creation
The OPOA pattern of Magical Girl is far more uniform than the various branches of mystically empowered figures that are lumped together under the title, but this does not make them less versatile or capable. The variable parts of their portfolio are the same size (in volume) as a normal Magical Girl’s entire power set, and the fixed parts are all but completely universal in their constant utility. The class combines the Mystic Bestowment, Enchanted Weapon, Special Training, and Super Invention categories and blends them with a near Mega-Hero enhancement, making them true juggernauts on the battlefield. Add in that they are also walking the path towards becoming an Immortal Godling, and you can see why much is expected of them.

OPOA Magical Girl RCC Requirements: Must be a human female teenager with a good or unprincipled alignment. The spiritual requirements are considered to be met by taking the class, and the physical requirements are made irrelevant with the transformation. (Replace ‘human’ and ‘teenager’ with other species and equivalent biological age if relevant)

OPOA Magical Girl RCC Attributes: Roll a normal human teenager and set them aside unless their pre-hero civilian identity is relevant. Then, screw rolling and make them all 30 because this is a Mega-Hero Munchkin, with an appearance that is (and will remain) just barely within the upper limits of what is attractive for human biology given her level of physical maturity. There are governors to throttle the attributes back if desired for social and civilian purposes, including a specialist disguise power to keep them looking as they were when in ‘civilian’ mode. (If a different species, change the stats to their theoretical maximums)

OPOA Magical Girl RCC Powers: As a form of Mega-Hero, Augmented Magical Girls are several cuts above. Beyond simply having more powers, they also maximize any random gains that are due to powers, skills, and level ups. This is thought to more than compensate for the lack of additional durability, healing, range, and ‘Mega-Powers’ that ‘normal’ Mega-Heros get.
Spoiler:
    Constant Powers: There are inherent to her new body, and are thus always active. Governors are installed so that they are not used by accident and blow their cover, but they can be selectively deactivated at will. The lesser powers develop overtime, and retain any bonuses that are not overwritten by the greater power.
      Double Major Power (Apex Attributes)(New)

      Major Power (Apex Tallents)(New)

      Major Power (Revised Natural Combat Ability)
        (Difference is that they always have HtH Commando)

      Super Soldier Enhancement (Increased Physical Agility and Dexterity)
        (Upgrades to Minor Power (Lightning Reflexes) at level 4)

      Super Soldier Enhancement (Hypnotic Mental Conditioning)
        (Upgrades to Minor Power (Iron Will) at level 4)

      Super Soldier Enhancement (Phenomenal Balance)

      Super Soldier Enhancement (Immune System Enhancement)
        (Upgrades to Healing Factor at level 4, Divine Healing at level 8, and Super Regeneration at level 12)

      At level 4, gain Minor Power (Multitasking)

      At level 7, gain Minor Power (Longevity)
        (Upgrades to Major Power (Immortality) at level 15)

    Transformed Super Powers: Additionally, the character gets the Universal Package and one of the other Packages below, both of which develop over time. Mechanically, they are Super Inventions mixed with an Enchanted Object created from Techno-Wizardry, and are only accessible when transformed.
      Universal Package:
        At level 1, gain Major Power (Karmic Power), unless taking the Support or Spy Packages.

        At level 8, gain Minor Power (Impact Resistance)

        At level 12, gain Major Power (Divine Aura)

      Speed Brute Package: The simplest of them all, these girls are fast sledgehammers. The experienced ones can carry over 12 tons, allowing them to use modified vehicle weapons should they desire. One of their favorites is a modified Boomgun with a TW recoil dampener.
        At level 1, gain Minor Powers (Extraordinary Speed and Superhuman Strength). The TW outfit loses the x5 Spd modifier.

        At level 7, Minor Powers (Extraordinary Physical Speed and Superhuman Strength) are upgraded to Major Powers (Sonic Speed and Supernatural Strength).

        At level 14, gain one of the following Major Power: Vibration, Weapon Energy Extension, Weapon Melding (may spend PPE in place of HP)

      Flying Blaster Package: These girls focus more on the mobility side of the equation, and are more often given human sized equipment with the expectation that they will use them.
        At level 1, gain Minor Power (Flight: Wingless) and one of the following Minor Power (Energy Expulsions): Electricity, Energy, Fire, Light Explosion, or Sonic Boom. The TW outfit loses the x5 Spd modifier.

        At level 7, they are upgraded to Major Powers (Sonic Flight and Super Energy Expulsion). The Super-Blast can be used at will for only 1 attack.

        At level 14, gain two Minor Powers of choice.

      Alter Physical Structure Package: New territory for most Magical Girls, they usually specialize in one form and get minor powers to compensate for problems.
        At level 1, gain one of the following APS: Electricity, Fire, Human Force Field, Ice, Light, Metal, Silver, or Stone

        At level 7 and 14, gain another of the above or two Minor Powers of choice.

      Force Control Package: The most ‘traditional’ of the lot, these girls have sway over forces and materials in an external fashion.
        At level 1, gain one of the following Major Powers: Control Density, Control Elemental Force (Any), Control Kinetic Energy, Control Static Electricity, Control Radiation, Create Force Constructs, Create Forcefield, Directed Force, Earth Possession, Force Manipulation, Friction Control, Gravity Manipulation, Magnetism, Metal Manipulation, Negative Matter, Plant Control, Slow Motion Control, Sonic Power, Spiral/Vortex, Sub-Zero, Weight Manipulation

        At level 7 and 14, gain another of the above or two Minor Powers of choice.

      Support Package: These girls are intended to stay in the rear lines, but they can easily hold their own when push comes to shove. They are most prized for their group mobility and logistics options.
        At level 1, gain two of the following Major Powers: Alter Dimensional Fabric, Dimension Room, Distort Space, Gateways, Holographic Memory Projection, Illusions, Immobilization Ray, Inhabitation, Item Reduction, Karmic Power, Mechano-Link, Negate Super Abilities, Portal, Power Touch, Rainmaker, Teleport, Transmutation

        At level 7 and 14, gain another of the above or two Minor Powers of choice.

      Spy Package: Unprincipled only. The OPO naturally watches these ones like supernatural hawks, but their covert utility makes them too useful to ignore. All of them eventually become full time OPO agents, and receive far more extensive training in espionage and rouge skills.
        At level 1, gain two of the following Major Powers: Complete Possession, Control Others, Darkness Control, Intangibility, Pause Temporal Flow, Personal Recognition, Polymorph, Shadow Manipulation, Shapechange, Stretch Time, Transferal/Possession, Weapon Melding (may spend PPE in place of HP)

        At level 7 and 14, gain another of the above or two Minor Powers of choice.

Achilles Heel (‘Magical Girl Problems’): Generally speaking, they have at least two major distractions from their duties. Examples are listed below (but are half developed).
Spoiler:
    Intruding Civilian Life (Family, School, Idol Work, etcetera)

    Trouble Hunts Her Down

    Geometric Love Problem (Triangles and more)

    Personal Obsession (Fandom, Hoby, Romance, Idols, School, etcetera)

    Obsessed About (Rabid Fanbase, Perverse Fanbase, Stalker Magnet, etcetera)

    Useless/Problematic/Perverted Mascot (No end of options)

    *Dork Buddy: This is the bestEST friend, incidental sidekick, instant tag-a-long who’s constantly getting underfoot, crimping the PC’s social life with awkward comments or poorly timed appearances, boring the hell out of the PC in the pursuit of fun, near-poisoning them with friendship offerings of homemade food, and other near catastrophes. The Dork Buddy is also constantly getting in harm’s way, getting kidnapped, coming accidentally close to discovering/blowing the PC’s secret identity, and generally needs to be saved from themselves. Yet, despite all the headaches the Dork Buddy gives the PC, the Magic Girl just can’t bring herself to kick the friend to the curb and leave them to their own fate. This is usually a good idea, because at some undetermined point the Dork Buddy is going to come up with the world-saving idea, provide some resource at the right time(like money, obscure information, connections, a place to hide, etc.), a distraction at the right time, or may borrow the Power Cosmic when the Magic Girl is temporarily down. Occasionally the Dork Buddy matures into the Trustworthy Love Interest or a Hero/Heroine in their own right.

    *Social Nemesis: Besides whatever Big Bad the Magic Girl has to face in her professional life, she also has acquired a social nemesis, usually a school rival or romantic competitor who is constantly striving to undercut, upstage, or shoulder aside the PC in their civilian life. The Social Nemesis is also as bad as the Dork Friend when it comes to bad timing and tripping over the Magic Girl’s secret identity. Worse yet, the Social Nemesis may be inadvertently flirting with the public face of the Forces of Darkness, or may be a rival Magic Girl operating with no knowledge of who the PC REALLY is (making team-ups against a common enemy rather awkward).

    *Fashion Challenged: The Magic Girl is fashion-obsessed or -challenged, always seeking the best and most provocative outfights to make a statement…or may be hopelessly unable to coordinate an outfit. Whether it’s dressing in dental floss or a burlap sack, the Magic Girl gets negative comments about her outward appearance, from ‘looking like a streetwalker’ to ’technicolor carpet-bum’.

    *Frenemy: The Magic Girl has a regular opponent who is handsome/beautiful, honorable, and decidedly a better social acquaintance than many of the Magic Girl’s comrades and friends, making encounters with the Frenemy awkward exercises in how far the Magic Girl can go in the time of law and order. The Frenemey is constantly pulling off dastardly deeds that turn out to have a humanitarian side to them, like breaking into genetics labs to acquire medicine to cure sick orphans, or attacking military depots to destroy WMDs, or occasionally helping the Magic Girl out against an even bigger enemy, and the Magic Girl is left in doubt if the Bad Guy/Girl is REALLY evil…or is pushing the PC’s emotional buttons to cover some truly nefarious scheme. Letting the Frenemy escape or get off with a light beating is another constant concern for the Magic Girl when facing this sort of opponent.

OPOA Magical Girl RCC Special Bonuses
Spoiler:
    +2 on initiative
    +2 to pull punch.
    +2 to save vs Horror Factor at levels 1, 3, 5, 7, 9, 11, 13, and 15
    +3 to save against magic and enchantments
    HP: PE+36 in addition to those gained from powers and skills.
    SDC: 90 in addition to those gained from powers and skills.
    PPE: 120+PE (+10 per additional level of experience), but if they become trained as a proper Practitioner of Magic it becomes a +50 bonus to their normal starting PPE, which is maximized along with their per level PPE gains.
    Supernatural Being: +1 to save vs magic and +2 to save vs Horror Factor in addition to the above, and is an MDC being in high power dimensions.

OPOA Magical Girl RCC Skills: As the character is a Highschool Student (+5% to skills), their options are limited, but the OPO is here to assist, which among other wings makes all Espionage, Military, Physical, Rouge, and W.P. skills available as Secondary options. The character takes the OPO Fast Track Program below and 5 Secondaries. Maximize any stat gains due to skills.
Spoiler:
    OPO Fast Track Skill Program: The OPO provides expedited training in critical skills, and the BITMIND implant provides information that they are exceedingly unlikely to ever come across in their civilian life. They are also very experienced at getting superpowered adolescents up to speed VERY quickly, and have no small number of Ancient Masters on payroll willing to beat lessons into a willful and incredibly talented student. Additional training (Percentile bonuses) is provided if they have the free time, but OPOA Magical Girls generally start with the normal +5%.
      Native Language 98%
      Native Literacy 98%
      Radio: Basic
      Detect Ambush
      First Aid
      Acrobatics
      Boxing
      Climbing
      Gymnastics
      Physical Labor
      Prowl
      Running
      Swimming
      ID Undercover Agent
      Seduction (focuses on being cute and charming, but many girls go all in)
      Math Basic
      Computer Operation
      Lore: D-Bees
      Lore: Demons and Monsters
      Lore: Magic

Personal Equipment: TW Magical Girl Uniform, School Uniform made from armor fabric, Weapon and 5 cases of special/gimmick ammo for each WP (if any), 5 concealable TW items, whatever field medical instruments they are trained to use, high end comlink disguised as a trendy Smartphone or equivalent, a nice bicycle or equivalent, and a nice motor vehicle if they are trained in how to use them.

Base/Home Storage: Enough food to eat to their heart’s content, a ‘typical’ amount of mundane clothing appropriate for their social status, an equally typical amount of collectible merchandise from whatever form of entertainment they are into, whatever school supplies are considered useful, and an all expenses paid scholarship in a United System Alliance University.

Wealth: Those living with their parents generally only have their allowance or whatever part time job they can get, but the OPO will provide a cover occupation if desired. Those that become part of the OPO receive a typical salary for their position.

Available on Assignment: If they can give a good reason, the OPO will pay for any mundane service, and will handle post-battle clean up and intelligence gathering. Mystic healing (such as limb replacement) is automatically provided, as well as therapy should it be necessary.

New Superpowers
Spoiler:
Double Major Power (Apex Attributes): Costs 2 Major Powers, and counts as taking Extraordinary Intelligence, Mental Affinity, Mental Endurance, Physical Strength, Physical Prowess, Physical Endurance, Physical Beauty, and Physical Perfection.
    Attributes: Attribute Roles are all 30 (or similar racial maximum if not human) and considered Extraordinary if relevant, +30 to HP (and +4 more per additional level), and +4D4x10+30 to SDC.

    Other Bonuses: Needs a 12 to save vs Psionic Attack, 10% normal Fatigue Rate

    Attribute 30 Bonuses: (to save you looking them up) +16% to all skills, +8 vs Psionic Attack, +13 vs Insanity, 97% to Trust/Intimidate, +15 to HtH Damage, +8 to Strike, Parry, and Dodge, +30% vs Coma and Death, +8 vs Magic and Poison, IMMUNE to mundane disease, 92% to Charm/Impress.

    MA 31+ Bonuses: +5% to Find Contraband, Gambling, Intelligence (gathering), Seduction, and Undercover Ops, +10% to Interrogation, Performance, Public Speaking, and Sing

    PB 31+ Bonuses: +5% to Cardsharp, Concealment, Palming, Pick Pockets, Performance, and Public Speaking. +13% to Seduction. -10% to Prowl (if visible).

Major Power (Apex Tallents): Requires Apex Attributes. It includes the parts that were left out of its prerequisite, and adds some logical additions. It's still around 9 Minor powers for the cost of 3 Major, which is a good value.
    Combat Bonuses: +1 APM, +3 to automatic dodge

    Save Bonuses: +8 vs Possession, +6 vs Horror Factor, +6 vs mind altering drugs, +3 vs Illusions, +2 vs Mind Control, and +5% vs Coma and Death

    Skill Bonuses:
      +20% to all skills, and Secondary Skills have full Education or OCC bonuses.
      Secondary Skills are considered OCC skills if possible, and can be drawn from their options.
      +1 Secondary Skill at levels 3, 6, 9, 12, and 15
      Post-creation skills start at full character level for percentile growth.

    Other Bonuses:
      Gains one of the Natural Geniuses’ Mental Disciplines at levels 6 and 12.
      Increase HtH skill by 1 grade up to Commando/Assassin, or gain 2 additional Secondary Skills if already there.

    Education Bonuses: Take half the time to complete training and education, assuming an appropriate program is available. This applies to mystical arts.

TW Magical Girl Uniform
Arguably a bizarre form of Holy Weapon, they are created by a power to serve as the focus for an OPOA Magical Girl’s external powers. A careful inspection reveals that it is actually a projection from a centerpiece linked to the wearer’s soul, making it weightless and morphic, growing in power and durability over time and changing to suit the wearer’s taste and desires. The ‘guts’ of the contraption are stored in a divinely secure Dimensional Pocket, making direct access to it impossible unless given permission. It is the equivalent to 9+ Minor Powers, but due to it being produced by divine servants the overall investment cost is non-existent.
Spoiler:
Centerpiece: Indestructible and effectively weightless, and remains attached to the wearer even when the rest of it has disintegrated. It may maintain the transformed state indefinitely.

Protection:
    Natural AR: 11, +1 at levels 2, 4, 6, 8, 10, 12, and 14
    SDC: 460, +10 per additional level of experience, regenerates 10 per hour or can leach off of her healing factor if available.

Attribute and Combat Bonuses: +12 MA, +12 PS (Superhuman), +7 PB, Spd x5 (up to 300), +1D6 to Punch damage, +3D6 to Kick damage, +1 to pull punch, +1 to strike and disarm with kick attacks. Also gains Public Speaking at +40%.

Super Powers:
    Awe-Factor (PU3): 14, +1 at levels 4, 8, and 12. Requires posing, and a successful Public Speaking roll appies the above 30 MA penalties to save against it.
    Bio-Aura (PU3): Essentially free.
    Dimensional Pocket: Parts of the outfit can expand to form a maximum size hole.
    Hardened Skin/Increased Durability/Indestructible Bones (PU1): What grants all of the Protection. Without them, there would be no outfit other than the centerpiece.
    Instant Wardrobe (PU1): May only be used to swap to and from the Uniform.
    Increased Leaping Ability (PU2, Supersoldier), and upgrades to Enhanced Leaping at level 7.

Achilles’ Heel: She is affected by the Angelic Transformation so long as she wears it, which is effectively what she would look like once she’s fully mature.

Sensors: Starts equivalent to a GNE EBA at level 1, upgrades to Rifts Earth PA at level 5, Phase World PA at level 10, and a Phase World Robot Vehicle at level 15.

PPE Battery: 200 PPE capacity, regenerates 5 per hour (10 on a LL and 20 on a Nexus), and may be directly charged by the wearer at a 1-to-1 ratio.

’Constant’ TW Features: Breath Without Air, Presence Sense, See the Invisible, Sense Magic, Sense Evil, and See Aura

’Normal’ TW Features: Caster level is 5 or the level of the character, whichever is higher.
    *Armor of Ithan (Upgrades to Invincible Armor at level 6)
    *Invisibility Simple (Upgrades Superior at level 6)
    *Invulnerable to Energy
    *Shadowmeld


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Unread postPosted: Sat Jan 16, 2021 1:53 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44313
Location: Somewhere between Heaven, Hell, and New England
Let it not be said that Greater New England didn't have heroes for just about any situation...and if they did have a gap, they have the means to quickly fill that gap.

And, of course, it makes for some really cool mash-ups....What can be wilder that a heavy AI hovertank thundering into combat, escorted by advancing power armor, directed by flying squirrel scouts with laser pointers, carrying swamp-moss warriors and magical girls, overwatched by flying wizards in souped-up WW2 bombers, and having orbital artillery on standby?*


*Fort Ticonderoga Military Academy Class of 112 yearbook photo.

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

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


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Unread postPosted: Sun Jan 17, 2021 8:22 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44313
Location: Somewhere between Heaven, Hell, and New England
More Northern War adversary stuff....

Neo-Viking Long-Carrier

“Glory, Gold, or Valhalla be Our Fate! Whether We Live Long, Fat, and Drunk on Plunder, or Gone Early to Join Our Gods in Gory Splendor to Face the Enemy at Ragnarok, Nothing Mortal Bows Our Heads or Steals Our Courage From Us! Let the weaklings who claim descent from the Huns come after Us with their war toys and their strutting declarations of being ‘the defenders of Mankind’...We’ll Show Them True Men when We Father the Next Generation on their women, on their own bedding, to the sound of their dying breath, as their cities burn around them!!”
----Radio signal intercepted by NGR listening outpost moments before a massive NeoViking raid on Spitzbergen.

Unlike the ancient Vikings with their longboats who would foray direct from their coastal redoubts on raids, the Neo-Vikings seem to favor a more modern approach, operating from large vessels that seem patterned after old aircraft carrier or amphibious warfare ship designs. Though smaller and less sophisticated than the cutting edge warships of Triax and the NGR, these craft compensate with heavy magical augmentation, much to the frustration of NGRN commanders who have tried to capture or destroy them.
The Neo-Viking Long Carrier is roughly the same size and general design as an early pre-Rifts Escort Carrier, but seems to be optimized for the Neo-Vikings’ area of operations and their methods of attack. The Long Carriers support both surface combat vessels and aircraft, allowing for combined air-sea attacks and long range aerial recon missions.
The hull is substantially well-armored, and seems to be also reinforced against ice damage. Besides the topside flight deck for operating flights of attack and aerial insertion craft, the Long-Carrier also has provision to take alongside several of the Neo-Vikings’ swift, light, short-range longboat attack skimmers, hoisting them out the water and hanging them from divots like lifeboats.
Though their complements of small craft are their primary weapon, the Long-Carriers are capable warcraft in their own right, being well-armed for both offense and defense, with a variety of mystic and technological weaponry.
These mothercraft can remain at large, dispersed over the vastness of the North Seas, frustrating NGR efforts to catch the NeoVikings in their home lairs. Typically, only solitary Long-Carriers have been sighted engaged in raids or observed on the open water, but the Spitzbergen raid saw at least five Long-Carriers converging prior to the attack, then split up once the sea-rievers had finished their business ashore.
The main deficiency of the warship is a lack of integral ant-submarine defenses; the Long-Carrier is dependent on ASW aircraft and subhunter-equipped Longboat Skimmers to defend it from submarines. The New German Navy has managed to sink one and damage several Long-Carriers with coastal patrol submarines striking from ambush, apparently prompting the NeoVikings to rush their own submarines into service.

Type: Neo-Viking Long-Carrier
Class: Maritime Raider Mothership(carrier)
Crew: 890+ up to 500 troops
MDC/Armor by Location:
Main Body 10,000
Flight Deck 2,000
Conning Tower/Bridge 960
Deck Elevators(2) 800 each
5 inch Gun Turrets(2) 250 each
Quad 40-mm Guns(4) 200 each
20-mm Guns(20) 150 each
Ion Turrets(20) 200 each
Short Range Missile Launchers(2) 150 each
Height: 24 ft draft
Width/Beam: 70 ft
Length: 500 ft
Weight: 15,500 tons
Cargo: 5,000 tons
Powerplant: Presumed to be Nuclear Fusion w/ 30 year energy life
Speed: 34 kts
Market Cost: Exclusive to the NeoVikings; none have been offered on the open market.
Systems of Note:
Standard Ship Systems, plus:

*Ice Transit----Somehow, by some mystical means, the Long-Carriers can move without hinderance even through pack-ice that would give other vessels pause.

*Stealth Jamming---Whether it’s some sort of technological or magical jamming measures, Long-Carriers are difficult to acquire and track on radar; -25% to Read Sesnory Instrument rolls to detect them.

Weapons Systems:
1)5 inch guns(2x2)---The Long-Carrier mounts two double-barreled gun turrets used for both anti-ship and surface bombardment.
Range:17,575 yards* in a surface role, 37,200 feet in anti-aircraft mode
(*Note: It would take over a minute for shot to hit the target at maximum range...est. 68 seconds)
Damage:
(Fragmentation) 6d6 MD to a 35 ft radius
(High Explosive-Armor-Piercing) 1d6x10 MD to 12 ft blast radius
(Plasma)2d4x10 MD to a 30 ft blast radius
(Flare) Burns for 1d4 minutes, illuminating a 2,000 ft area
(Chaff Round)Spreads radar-disrupting chaff similar to Triax-type chaff
Rate of Fire: 4 rds per melee
Payload: 200 rounds per gun, ready magazine

2) Quad 40-mm Guns(4x4)---Four-barrel rapid-fire autocannons.
Range: 2.6 miles
Damage:(Proximity Fuzed Fragmentation) 3d6 MD to 15 ft blast radius
(Armor Piercing Tracer) 5d6 MD single shot
(High Explosive Tracer) 4d6 MD to 10 ft blast radius
This is per single barrel.....a quad-burst of four APT shots from all four guns on a mount would do 2d6x10 MD to the target, and would count as one shot/action for the gunner.
Rate of Fire: EGCHH
Payload: 400 rounds per gun, ready magazine

3) 20-mm Guns(1x20)---These are individually manned point defense gun mounts
Range:7,000 ft
Damage:(20mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Rate of Fire: Standard
Payload: 500 rounds per gun, ready magazine

4) Ion Turrets(1x20)---These are individually manned point defense ion cannon mounts
Range: 7,000 ft
Damage: 1d4x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited

5) Short Range Missile Launchers(2)---Primarily used for air defence
Range: Varies by Missile Type
Damage:Varies by Missile Type
Rate of Fire: Volleys of 1-8 missiles
Payload: 64 SRMs

6) Countermeasure Launchers(3)----Decktop mortars firing flare and chaff, to decoy anti-ship missiles.
Range: The Mortars can toss decoy bundles 1.25 miles, and to an altitude of 3,000 ft
Damage: None. Effects are 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!
(Flare/Chaff)Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: Flare/Chaff launchers typically have 10 shells each.

Auxiliary Craft:
28 aircraft(or 124 winged beasts/steeds like griffins or dragondactyls)
8 Longboat Skimmers



Neo-Viking ‘SeaDrakon’ Attack Submarine
<“NGR ‘battleship’ bearing fifteen degrees starboard, making twenty knots across our bow,...and showing no signs they’re aware we’re here. Release the kraken.”>

Once they got over the initial shock of the NeoVikings’ attacks, the New German Republic managed to score a few hits in return with their growing Navy, especially using submarines against the NeoVikings’ capital vessels. The raiders, apparently unaccustomed to this style of warfare, at first were wide open to attacks from below, as their vessels lacked ASW weaponry.
However, fairly quickly, they managed to acquire ASW weaponry, either through pillage or trade with other powers. The NeoVikings were also quick to acquire submarines of their own, bankrolled by their backers, though the source of these vessels remains unknown(some say the NeoVikings kidnapped Triax engineers from Poland during the recent time of troubles there, others claim the sea raiders recruited aquatic d-bees with the expertise to help them).
The ‘SeaDrakon’ is analogous to the small submarines that typified the pre-Rifts Northern European navies, and it’s possible that the NeoVikings scavenged samples from abandoned Norwegian naval bases. The designs have been updated with more modern materials and weaponry.
SeaDrakons’ primary role seems to be ASW, countering and hunting the NGR’s own hunter submarines in turn, but the type may have some limited surface attack capabilities as well, using their torpedo tubes to launch missiles, though their ordnance throw-weight is far less than that of a larger warship. Triax navak intelligence is also worried that the Neo-Vikings may use variants on this design, or use existing torpedo tubes, to deploy naval mines in important waterways.
According to intelligence developed from Warlord Seriyev’s infiltration network, among the Neo-Vikings assignment to a SeaDrakon is not popular, as the duty lacks opportunity for glory and loot, and the more superstitious feel that, travelling under the waves, they are less under the sea-god Njord’s protection. However, those who do stick with submarine service tend to be a cunning, hard-nerved lot with a love of being aquatic huntsmen, matching their wits and skills with their NGR, and occasionally other navies;, counterparts.

Type: NVSSN01 SeaDrakon
Class: Small Attack Submarine
Crew: 16
MDC/Armor by Location:
Main Body 600
Reinforced Crew Compartment/Pressure Hull 200
Heavy Torpedo Tubes(4) 60 each
Mini-Torpedo Launcher Banks(2) 55 each
Laser Turrets(2) 60 each
Height: 18 ft
Width: 17 ft
Length: 160 ft
Weight: 1,000 tons
Cargo: 10 tons
Powerplant: Cold Fusion Nuclear
Speed: 16 kts surfaced, 34 kts submerged, maximum depth of ft.
Market Cost: Unknown; if an example were to be made available to the Black Market, it could fetch 300 million or more credits
Systems of Note:
Equivalent to Robot Systems, plus:
*Sonar--- 80 mile range

*Stealth---Use of a waterjet system, in combination with a hull covering of anechoic material ( ‘synthetic blubber’) reduces the submarine’s sonar signature, making it harder to detect and track; -40% to Read Sensory Instruments using sonar. Doing more than 200 MD worth of damage the hull shreds the anechoic material and its effectiveness.

*Degaussing System---This system periodically demagnetizes the ship’s hull, preventing it from registering on the EM sensors of magnetic mines, and imposing a -15% to Read Sensory Instrument rolls using magnetic anomaly detection (MAD) gear.
Not effective against suction- or molecular-adhesion limpet mines or boring attachments.

Weapons Systems:
1) Heavy Torpedo Tubes(4)---Bow-mount heavy torpedo tubes. The SeaDrakon carries four loaded into the tubes, plus four reloads. Besides firing regular high explosive-tipped torpedoes, the SeaDrakon also premiered a fearsome new weapon, the Kraken Torpedo. Fortunately, the demonic attack torpedo as yet seems to be in limited supply, as it has been seen used in only a few actions.
Range: 20 miles
Damage: 4d6x10 MD
Special Munition:
*‘Kraken’ Torpedoes---Kraken Torpedoes are magically living ordnance that seems inspired by the ‘bottled demon’ missiles of the Three Galaxies’ United Worlds of Warlock. These waterjet-propelled projectiles track and pursue targets like the monstrous predators they are, then slam their hardshelled armor-piercing bodies into a ship’s hull. Then, the horrid things sprout tentacles and proceed to tear and entangle the target, doing even more damage, before the magic keeping them on this plane of existance breaks down and they seemingly evaporate. The real danger is that few water vehicles have the means of dislodging the living weapons once they’ve attached themselves under the waterline or to the hull; somebody usually has to go overborad/into the water to attack the monstrous munition.
Kraken Torpedoes have 80 MDC each, move at MPH/65 kts, have a 15 mile range, are +2 to strike and have two attacks (so if they miss the first time, they can come around for a second run). Their initial ramming strike does 2d6x10 MD, but they then continue to do 6d6 MD per melee tentacle punch/crush damage, for 2d4 melees. Electrical/ion attacks do DOUBLE damage to Kraken Torps.
Kraken Torpedoes count as Heavy Torpedoes for purposes of launch mechanisms and stowage.

Rate of Fire: Salvoes of 1-4 per melee(takes one minute to reload a tube)
Payload: 8

2) Lateral Mini-Torpedo Tubes(2x6)---Mounted on the sides and running through the ballast tanks are two banks of mini-torpedo tubes, used for dealing with incoming torpedoes and smaller targets such as aquatic cybrgs, swimmers, and mini-subs. Each bank can fire salvoes of 1-6 mini-torps each, and feed from sealed magazines holding 24 reloads each bank.
Range: 1 mile
Damage: 1d6x10 MD
Rate of Fire: Salvoes of 1-6 per melee
Payload: 24 per bank

3) Lasers(2)---Mounted on the ‘sail’ are two blue-green laser turrets
Range: 4,000 ft underwater, 6,000 ft in air
Damage: 1d6x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited

4) Countermeasure Launcher---A small airlock in the back can be used to release decoy countermeasures. These are typically noise-makers or canisters of chemicals that react to water by exploding into hissing, foaming, activity.
*Sonic Scramblers(“Screamers”)----Screamers are specialized one-use munitions that when fired, broadcast a massive burst of noise across all audio/sonic frequencies, with the intended effect of destroying acoustic target(sonar) locks, and allowing the sub to escape opponents using sonar to detect or track them. -60% to track the sub via sonar while the Screamer is in effect, while sonar-guided weapons are -10 to strike. plus accoustic-homing weapons will break target lock to attack the decoy.
Screamers also have the effect of stunning dolphins, whales, and other creatures using natural sonar and echo location. These creatures are disoriented/stunned for 1d4 melees.
A typical screamer will last 1d4 melees until it burns out or is destroyed.
Screamers can also be fused to ignite/activate anywhen up to a minute(4 melees) after deployment.
Note: Screamers will affect the user’s own sonar systems.
Range: 6,000 ft
Payload: 18 canisters

5) ’Fizz’ Sonar Defense----This is a modified chemical sprayer system that allows the ballast system to used to flush foaming chemical compounds out into the water surrounding the submarine. This has a multifold purpose; though it clearly shows up on sonar due to the alka-seltzer-like noise, the persistant cloud of bubbles makes it much more difficult for sonar to get an exact lock on the submarine behind the bubbles. Furthermore, many sea creatures are hesitant to cross the cloud of bubbles.
In game terms, the ‘fizz’ lasts 1d6 melees, is roughly 100 ft wide by 300 ft long(the ‘cloud’ foaming as the sub moves along) and during that, sonar-guided weapons(and attackers) are -2 to lock onto the submarine. Creatures caught in the bubbles are -5 to strike, dodge, and parry due to the distraction.
Payload: Typically carries 12 canisters of the foaming agent.
Note: Some operators use the chemical flush system to introduce other chemical agents into the water, such as toxins.

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

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


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Unread postPosted: Sun Jan 17, 2021 8:24 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44313
Location: Somewhere between Heaven, Hell, and New England
Time to get stupid again....

PS/ASI Heavy Barrel TK Machine Gun(TW-HBTKMG)
“Okay, the TK machine gun just became a viable antiaircraft weapon with the new barreling. The Browning crowd can no longer crow about the range advantage of their old fifty-cals like they have been.”

“The really frightening thing is what this does on a leyline and the boost effect on top of that. Makes gun turret duty on a leyline flier a lot more attractive if you can be zapping targets nearly three miles out!”

“Hell’s bells! With these things we can sweep the valley approaches before they even know we’re here, and well out of their return fire! Good thing we mapped out fields of fire and got eagle-eye vision enhancers, yes?”

This is simply a Heavy TK machine gun fitted with a range-boosting barrel extension/TW booster holding a set of aligned crystals and ecto-glass lenses inside its length that DOUBLES the effective range of shots. This means the usual Heavy TKMG range of 4,000 ft is now 8,000 ft, though penalties for accuracy beyond 3,000 ft still apply. The barrel extension is slightly more expensive than the standard carbine conversion kit because of its more rugged construction. Cost: +80,000 credits.

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

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


Last edited by taalismn on Mon Jan 18, 2021 3:03 am, edited 1 time in total.

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Unread postPosted: Sun Jan 17, 2021 9:36 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 256
Both the NV ships are logical, and we haven't gotten into the big icebergs yet.

The TK augment makes perfect sense if your willing and able to pay the energy costs, and makes attacking Azhur bases much more problematic. It also buys them time to get a few more volleys off at incoming ordinance, which can have an effect.


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Unread postPosted: Sun Jan 17, 2021 10:13 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 256
So here's more on the Tribes and what they're doing during the Minion War. It involves Cyber-Knights.

Expanded Gene-Pool PPE Use
One of the discovered capabilities of Gene-Pools in high PPE environments is ‘optimizing’ biological constructs after their creation. For each additional level of experience, one aspect may be maximized (or minimized) as if it rolled the best possible amount during construction. For examples, a Great Armor’s base Main Body durability (before levels and Bio-E purchases) can be increased to 400 (4D8x10+80), the weight can be reduced to 300 lbs (1D4x100+200), or the speed gains may be brought to their theoretical maximum (1D6x10 MPH per level of experience up to 300 MPH). The item in question must have been constantly used by a Psionic during this time, and the Gene-Pool time depending on the item in question. Living Armors take 12 hours, while a suit of Great Armor takes 3 days, and it may not be sped up by additional PPE expenditure.

Typical Great Armor Setup
As of the Minion War, the following is by far the most common developmental path for Cambridge Tribe’s Great Armors. Early ranged offensive capabilities are provided by hand held weapons, with the Greater Light Cell Rifle (1D6x10 per burst out to 4000 ft and up to 7 times per melee round) being explicitly developed for them. Particularly skilled pilots can combine dual Mega-augmented GLCRs (2D6x10 each) with dual wrist mounted Heavy Psi-Bolt Projectors (2D6x10+ME each) in the same attack volley, resulting in a truly stunning damage output.
Spoiler:
Level 1: 160 Bio-E
    Improved Biological Force Field +3 Expansions: 50
    Resistances (Electric, Heat, Kinetic, Laser, Physical): 65
    Reinforced Exoskeleton: 5
    2x Psionic Reservoir: 20
    Enhanced Psionic Connectivity: 20
    Psylite Crystal Network: 10
    (External) Greater Light Cell Rifle with attachment hooks: 0

Level 2: +40 Bio-E
    Ambidextrous: 15
    2x IBFF Expansions: 10
    15 reserved
    Main Body Maximized
    (External) 2nd Greater Light Cell Rifle: 0

Level 3: +40 Bio-E +15 Reserved
    2x Light Psi-Bolt Projectors: 50
    5 reserved
    Legs Maximized
    (External) 2x Mega Enhancement (2D6x10 per burst): 0

Level 4: +40 Bio-E +5 Reserved
    Psi-Blade Projectors: 30
    25 Reserved
    Arms Maximized

Level 5: +40 Bio-E +25 Reserved
    2x Medium Psi-Bolt Projector: 50
    15 Reserved
    IBFF Maximized

Level 6: +40 Bio-E +15 Reserved
    2x Heavy Psi-Bolt Projector: 50
    5 Reserved
    Head Maximized

Genome and Chivalry: The Cambridge Jungle During the Minion War
The contributions of the Cambridge Jungle Tribes can be split into two categories, expertise and direct assistance. While their home territory is on the North American East Coast, the region was considered reasonably under control, with the GNE being able to fend off the Infernals from the Canadian North West and Dinosaur Swamp. This primary involvement would be in the form of expanded Bio-Mod distribution, accelerating development and deployment to record levels. The Tribes would take a strangely more direct role on the West Coast, becoming tangled with the forces of the Cyber-Knights for reasons that are still unclear. The results would be pronounced.

The majority of the Tribes’ Gene-Pools would be committed to supporting the overall efforts against the Infernals in Calgary and New Mexico, with most of the Dreadguard being deployed alongside the Cyber Knights as a form of Power Armor support. Large numbers of Dragon Scale Living Armors would be distributed to Lord Coake’s forces, and several hundred suits of Great Armor would be handed out to the Cyber-Knights that were proficient in Power Armor usage. Additionally, First Librarian Gould would attach himself to the overall effort, and would be responsible for a number of developments to assist the forces of order. As a sign of things to come, at least one of the latest batch of Gene-Pool Engineers has established itself at Coake’s HQ Monastery, indicating that the relationship will continue into the foreseeable future.

It is believed that one of the primary reasons that Gould took part in the effort was to be able to pick the brain of the Chiang-Ku Dragon Azure Sky, who had returned to the Rifts Earth three months into the conflict and announced his intention to stay for ‘a prolonged period of time’. As Azury Sky was the one that developed the Cyber-Knights brand of chi-hybrid mysticism, he was the best suited to push it further, particularly once they were joined by a number of Elder Psi-Warriors of Psyscape. Together they would develop a process to empower ‘proven souls’ of Champions of Light, resulting in a number of exotic Super Power imbuing procedures that were unlike anything the GNE had worked with before. Gould is said to be having the time of his life, pushing his fields of expertise in directions he had never contemplated before. Azure Sky may have taught him the basics of Tattoo Magic as well, and is offering his services to veteran members of the Cyber-Knight Order.

Cyber-Knight Tattoo Magic
Azure Sky is willing to grant up to six Magic Tattoos to Champions of Light, with the first being offered at level 4 and every two levels thereafter. Due to the relative effectiveness and usability concerns, he only grants Power Tattoos that have an activation cost of 25 PPE or less (listed below, see DB: 15 and Rifters #52, #61, and #68 for more details on Tattoos). Those with the PPE to use more powerful Tattoos need to look elsewhere, but this is not as difficult as it was prior to the Minion War.
Spoiler:
Name (Effect)(PPE Cost)

DB: 15
    Chain Encircling a Skull or Brain (Bonus to Save vs Psionics)(25)
    Cross (Turn Dead)(15)
    Eye of Knowledge (Language)(15)
    Eye of Mystic Knowledge (Magic) (20)
    Eye of Mystic Knowledge Encircled by Chains (Magic Resistance)(20)
    Eye With Tears (Empathy & Transmission)(15)
    Eyes: Three (Supernatural Vision)(20)
    Fire Dragon’s Head (Impervious to Fire)(20)
    Heart with Large Wings (Fly)(20)
    Heart with Tiny Wings (Speed)(10)
    Heart Pierced by a Wooden Stake(Protection)(15)
    Heart of Steel (Courage)(25)
    Ice Dragon’s Head (Impervious to Cold)(20)
    Knight in Full Body Armor (MDC Protection)(25)
    Shark or Dolphin (Swim)(20)
    Skeleton in Chains (Constrain the Undead)(20)
    Thorns or Ball of Thorns (Protection from Poison)(15)
    White Skull on a Black Shield (Sense Evil)(5)

Rifter #52
    Brain Composed of Brilliant Energy (Psionic Boost)(25)
    Brain with Energy Aura (Psionic Activate)(10)
    Brain Radiating Energy Burst (Psionic Burst)(25)
    Brain Radiating Sonic Waves (Telepathic Transmission)(20)

Rifter #68
    Heart Encircled by Vines (Endurance)(15)
    Icy Heart (Ice Powers)(25)
    Tidal Wave (Water Powers)(25)
    Tree Wrapped in Chains (Plant Powers)(20)
    Flame Wrapped in Chains (Fire Powers)(25)

Cyber-Knight Living Armor
The two primary forms of Living Armor offered are Heavy Hide and Dragon Scale, both of which are considered exceptionally protective. Both come with following modifications, totaling 65 Bio-E; Ectofibre Insulation Mesh (0), Resistance to Electricity (10), Resistance to Heat (5), Resistance to Kinetic Energy (20), Resistance to Lasers (15), and Resistance to Physical Attacks (15). A number of less experienced Cyber-Knights (levels 1-4) have volunteered to ‘train up’ sub-optimal suits of Dragon Scale Armor (sub-200 MDC on the Main Body) for the more experienced members who have a more difficult time growing (levels 10+). See the Cambridge Tribes Living Armor for more details.

‘Reborn’ Cyber-Knight
‘A failing body is not a sign of a failing soul.’

It is rare that a Cyber-Knight lives long enough for their body to suffer the ravages of time, but there are enough of these aged champions that it was thought worth the effort of granting them a second chance at protecting the people. In early 111 PA, Azure Sky and Gould would work together to develop a process to give these elder warrior’s new bodies, with a number of Psyscape Elders adding their contribution in the form of spiritual refinement. While the resulting transformation is considered rather extreme in execution, its effects are undeniable, and most of the various ‘Hermits’ have made the leap. These legends returning to the field raised morale of the beleaguered mortal forces notably, and they proved key to several critical battles.

To start with, the veteran’s mind and PPE are held in a meditative stasis as the body is dissolved in a Gene-Pool and rebuilt from scratch, similar to how the Cambridge Tribes’ Engineers reconstruct their bodies after the hatching of their symbiote. While this is happening, the verteran undergoes a difficult to explain dream trance where they confront their personal demons and work their way towards something that can be considered ‘Enlightenment’. The process takes around a month (21 +3D6 days), and grants them a Dream Vision if they currently do not have one. Some time is needed to adjust to the new body and powers, but the fundamental attunement between the mind, body, and soul reduces it to only a week. Afterwards, they are immediately sent into the fray of one the various hotspots in North America.

The Cyber Armor is ‘lost’ during the process, but the material coalesses in the gene-pool to help form the skeleton of the new body. The psionic link between it and the character’s soul makes it immune to any and all attempts to use it against them, with even the Nanobot Plague of Splicers being nullified. The process somehow imbues them with the instinctive knowledge of how to properly utilize all forms of Gene-Pool created equipment (and there are several theories as to why), resulting in them being granted a suit of Great Armor. While only starting with the base amount of Bio-E (160), the reborn Cyber-Knight can ‘catch up’ by one level (40 Bio-E) for every three months of constant use (up to their actual level of experience). Particularly strenuous use, such as constant frontline combat against the Infernal armies, can reduce this to a month and a half.

Naturally, the first Cyber-Knight to undergo the process was Grandmaster Segeya Kross, who had been suffering from an increasing number of age related medical crises by late 111 PA. Lord Coake then assigned him the task of heading up efforts on the Calgary front, where he would prove that his reputation was entirely deserved by slaying Hell Lord Doom in single combat when the combined mortal forces stormed the city in mid 112 PA, followed by Overlord Necroskull (who was honestly more of chore than a challenge) a day later. He currently leads the Cyber-Knights contribution to the anti-vampire crusade being undertaken as of 114 PA, and has been involved in the expulsion of no less than three Vampire Intelligences so far. The Yucatan promises to be his greatest challenge yet, but with almost a quarter million Coalition Juicers looking for a worthy death and the logistical support of the GNE he has the forces to do it. He has named his Great Armor Aldrin, after his last horse before his retirement in the early 70s.

Requirements: Must be a mortal (SDC) Cyber-Knight past the nominal point of ‘old age’ (~50 for humans), have completed at least one Dream Vision, and be nominated by a Cyber-Knight more senior then they.

Powers/Abilities
Spoiler:
Hybrid Chi-Biowizard Conversion: Beyond restoration of youth, the ‘base stats’ are set to the following as a minimum: PS 30 (Supernatural), PP 24, PE 24, Spd 44, and have an MDC value of 200. MDC increases by +1D6 per additional level of experience.

First Stage Psionic Enlightenment: The Cyber-Knight is now a Master Psionic, as though they rolled a 61-70 percentile role on character creation (RUE: pg 64), and has the benefits there of. Starting and additional ISP is maximized (so 46+ME +8 per additional level of experience). Given several years of study, they are also able to gain the benefits of Psyscape Psychics (WB: 12, pgs 29-30). They also inexplicably gain Operate Bio-Equipment and Host Armor Combat at 98%.

Minor Superpower (Lightning Reflexes): Spd +2D4, +1 Attack per Melee, +3 on initiative, +3 automatic dodge, +3 to pull punch, +1 to disarm, +2 to roll with punch, fall or impact, W. P. Paired Weapons.

Minor Superpower (Longevity): PE +1, PB +1D4, +3 to save vs disease, +5% to save vs coma/death, Ages at 20% normal rate after maturity, lifespan 300 years.

Minor Superpower (Physical Perfection): MA +1D4, PS +1D4, PP +1, PE +1, PB: +1D4+5 (19 minium), Spd: +1D4+2, +5% to save vs coma/death

Super Soldier Enhancement (Mind and Body are More Attuned): +1 Attack per Melee, +2 on initiative, +4 to save vs Horror Factor, +1 to save vs poison and disease, +2 to save vs possession

Normal Cyber-Knight OCC Attribute Bonuses: +1D4 to MA, ME, PS, PP, PE, and Spd.

Normal Cyber-Knight OCC Combat Bonuses: +1 Attack per Melee, +3 on initiative, +3 to Perception, +2 to pull punch, +2 to disarm, +1 to save vs Horror Factor at levels 2, 5, 8, 12, and 15.

Total Bonuses
Spoiler:
All prior attribute losses due to age are nullified.
Lifespan increased to 300 years, and ages at 20% normal rate after maturity.
MA: +2D4
ME: +1D4
PS: 30+2D4 Supernatural
PP: 25+1d4
PE: 26+1d4
PB: +2D4+5 (Minimum 19)
Spd: 49+4D4
MDC: 200 +1d6 per additional level of experience
+3 Attack per Melee
+8 on initiative
+3 automatic dodge
+5 to pull punch
+3 to disarm
+2 to roll with punch, fall, or impact
+4 to save vs Horror Factor
+1 to save vs Horror Factor at levels 2, 5, 8, 12, and 15
+1 to save vs poison
+2 to save vs possession
+4 to save vs disease
+10% to save vs coma/death
Operate Bio-Equipment: 98%
Host Armor Combat: 98%


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Unread postPosted: Mon Jan 18, 2021 3:02 am
  

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Joined: Tue Sep 02, 2003 8:19 pm
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Location: Somewhere between Heaven, Hell, and New England
Omegasgundam wrote:
Both the NV ships are logical, and we haven't gotten into the big icebergs yet.

The TK augment makes perfect sense if your willing and able to pay the energy costs, and makes attacking Azhur bases much more problematic. It also buys them time to get a few more volleys off at incoming ordinance, which can have an effect.


Ah, the TK booster is actually a Paladin Steel device, and makes defending AGAINST Arzhur attacks easier...If you have a clear line of sight on a kill zone, like a mountain pass, and either high-powered scopes or remote sensors to zero in your shots...or you just blaze away at a patch of ground eight thousand feet away....
I'll add the PS designator to the Heavy Barrel TKMGs...

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

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


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Unread postPosted: Mon Jan 18, 2021 5:25 am
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 256
And here's a bit more on Cambridge Tribe technology. After this, I'm working on higher powered Cyber-Knights to keep up with all the post-Minion War stuff.

Gene-Cauldrons
Even with the sheer output of their Gene-Pools, they fall short of filling every need of the Cambridge Tribes. Additionally, the increasingly less isolationist stance of the Tribes has resulted in more of the Pool’s capacities being used to fill military demands, leaving less for domestic and export needs. Fortunately, the Tribes have long had an answer to this in the form of the Gene-Cauldron, a lesser form of Gene-Pool used by Gene-Druids in place of conventional biological manipulation equipment. In the hands of a Tribal Elder (10th+ level) or Saint, it can serve as a true Bio-Wizard Vat, but even less skilled members can use it to create less complicated organic items, easily superior to even the super-science creations of Heroes Unlimited.

As even the minds of the Tribal Elders are insufficient to store all of the needed information to craft organic equipment, Gene-Cauldrons are automatically equipped with connections to the neuro-matrixes that the Tribe uses in place of computers. How capable the Cauldron is is based on the intelligence, will power, and experience of the Gene-Druid using it, with the psionic interface bridging most of the normal control problems. Even the best Druid takes twice the focus hours and gestation time of a Gene-Pool Engineer, but this is head and shoulders above essentially everyone else short of the Gene-Splicers and Gene-Techs, so this is not thought to be a major issue. Like the Engineers, the cumulative focus time does not need to be done in one sitting, with the mortal Gene-Druids taking frequent breaks to gather their wits. The normal effective limit for what can be created is up to around 250 lbs, and more complex items have a much high effective 'weight'. Like full Gene-Pools, PPE can be used to cut the required gestation time in half, which is why most of them are located at Ley Lines and Nexus Points.

But a more common use for Gene-Cauldrons is genetic manipulation; twisting and augmenting a pre-existing object into something else. Gene-Druids are capable of performing Splicers style biological augmentations, with the complexity limit of each change being twice their level of experience in Bio-E, and multiple changes can be chained together sequentially. Just as frequent is warping natural animals into the Tribe’s various forms of guardian, which is likely the reason for the psychic imprint for the Jungle is so disturbing to nature spirits. Additionally, they can perform any of Paladin Steel’s Bio-Mods thanks to nearly all of them having their roots in the knowledge that the Cambridge Tribes shared with the company.

The overall size of the Gene-Cauldron is based on age, with the usable interior space starting at 40 inches in diameter and growing an additional inch every year. The overall depth is about 90% of the diameter, meaning that it takes decades for a Gene-Cauldron to be large enough to house a human being without some careful limb positioning. The oldest Gene-Cauldrons (dating back to the first decade of the PA calendar) are actually larger than Gene-Pools and can hold multiple horses to be converted, but it is far more common that smaller colts be used. So far none of those on Rifts Earth have shown any negative signs of age, and it is entirely possible that they are effectively immortal in the high PPE environment. Gene Cauldrons can hold multiple items being gestated, but only one item can be the subject of work at a time.

As said before, Gene-Cauldrons are not full Gene-Pools. This means that they cannot produce Saint Symbiotes, although there have been a number of attempts. They can however produce new Gene-Cauldrons, although the process takes weeks (1D4+3) of focus. Completing this task is one of the last trials of becoming a full Gene-Druid, resulting in each practitioner of the art having their own to work with. As should come as no surprise, Saints and Librarians have a natural affinity with the devices, and can conduct Bio-E augments of up to 45 points. Each of the Tribe’s Librarians has a number of Gene-Cauldrons for their experiments, and they find it more effective to try out partial genetic strands in them rather than due it purely in their massive brain.
Spoiler:
MDC: 400 to start with and +5 per year of age.

Weight: 250 lbs to start with and +5 lbs per year of age. This does not include the fluid inside of it.

Creation: In a full Gene-Pool, it needs 4 months to gestate, and 8 months afterwards to grow. A Gene-Cauldron takes 8 months to gestate another Gene-Cauldron, but still only 8 months to grow.

Feeding: Fortunately, Gene-Cauldrons can accept nearly any source of biomass so long as it isn’t tainted by something, and the energy needs are filled by ambient PPE. They are generally filled to the 80% mark to leave room for creations being gestated.

Value: Difficult to estimate. As they require a trained Gene-Druid to function their utility is limited, but there are many organizations that would pay a tremendous amount of money to examine them. The GNE has a number of them ‘loaned’ in order to fill their various interdimensional demands, with the cost being political concessions and access.

Gene-Horse
Similar to the Great House Mega-Horse, the Cambridge Tribes have created a more capable form of man’s favorite beast of burden. Beyond using supernatural strands to improve performance, the mount is now mildly psionic, allowing psionic riders to more easily command it into battle. Additionally, the Gene-Horse are furnished with a specially created form of Living Armor Barding, which greatly increases their survivability on the battlefield. They have proven to have a working understanding of combat, and focus on not sitting still and avoiding being hit, leaving it to their rider to do all the attacking. The primary users of Gene-Horses are the Cyber-Knights, with mounts being distributed to them via the Paladin Steel’s logistics system. Despite falling short of the Russian Megahorse, it has become a smash hit among the more civilized War Camps and Crosaks, being far more available and actually tameable.

Their relationship with Psi-Ponies and Megahorses are ‘interesting’, with the more intelligent and psionically powerful beings instinctively bossing them around despite the far lesser physical capabilities of the former. According to the First Librarian Gould, Gene-Horses are biologically compatible with Psi-Ponies, but there are no recorded crossbreeds thus far. Megahorses consider them to be better than the usual dumb animal, and often try to train them to be more effective, which produces results more often than not. The various added traits have been proven to breed true between two Gene-Horses, so the conversion bottleneck should be less of a problem in future decades as herds are established.
Spoiler:
Alignment: While a beast of burden, they are generally thought to be good.

MDC:
    Main Body----170
    Front Legs----50
    Rear Legs----70
    Head-----------100

Speed: Double that of the Splicer Mega-Horse, page 122, and fatigues at a 50% rate.

Statistics: As Splicer Mega-Horse, page 122, but weighs 1000 lbs, needs no more food than a normal horse, can digest a wider array of food items.

Attributes: IQ: 1D4+6 (High Animal), ME 1D4+16, MA 2D6+15, PS 28 (Supernatural), PP 22, PE 27, PB: 2D6+12, Spd 148

PPE: 2D6+12; the first 14 per day is used to fuel their metabolism and their living barding.

Psionics: Count as Minor Psionics, and have the powers of Empathy, Mind Block, and Sixth Sense. ISP is 2D6+ME, +1D4+2 per additional level of experience

Attacks per Melee: 5

Combat Bonuses: +3 on initiative, +3 to strike with kick attacks and head butts, +5 to dodge, +4 to automatic dodge (i.e., can dodge without using up a melee action), +2 to pull punch/kick, +3 to roll with punch, fall or impact, +2 to save vs poison and disease, and +4 to save vs Horror Factor, Mind Control, and Possession.

Skills of Note: Begging 60%, Climb 60%/0%, Identify Plants & Fruit (i.e., stuff it can eat) 90%, Land Navigation 98%, Swim 70% and understands languages (3) at 85%.

Combat Abilities: As Splicer Mega-Horse, page 122, or as Supernatural PS 28. Rarely given any form of weapon augmentation.

Riding Bonuses: +10% to Horsemanship skill, +30 if the rider is Psionic.

Default Bio-System Features
    Each suit of Gene-Horse has the following as standard;

    Advanced Eyes: As Splicers Main Rulebook, page 78.

    Advanced Senses: As Splicers Main Rulebook, page 79.

    Bio-Comms: 6 mile range. As Splicers Main Rulebook, page 72, but can also interact on normal radio frequencies and cyphers with the correct data-crystal.

    Regeneration-Super: As Splicers Main Rulebook, page 84. It may also be super charged to regenerate 1 MDC per 2 PPE.

    Quick Clotting Blood: As Splicers Main Rulebook, page 87.

Bio-E Augmentations Starts with 65 Bio-E, and gains 20 per every level of experience of the Rider. It is usually spent entirely on defensive and sensory augmentations.

Living Gene Horse Barding: Based on Chitinous Armor, this removable barding automatically leeches off the needed 4 PPE per day from the Gene-Horse, and has internal reserves of nutrients to last 3 months before resupply. While not as protective as it theoretically could be, the mobility penalties are non-existent on the supernaturally strong mount, and the ability to add Bio-Augmentations easily compensates for less than amazing raw durability. It starts with 65 Bio-E to spend.

Values: As the most valuable commodity the Cambridge Jungle Tribes openly sell to outsiders, the going rate is 250,000 credits for a newly mature example, with the Living Barding adding 150,000 credits to that total. An ever increasing number are sold from the GNE Stone Pyramids in the Colorado Barnonies, and the Gene-Druids cannot keep up with demand from Russia. The barding can also be used by Psi-Ponies after some instruction, and an enlarged version with +50% durability is offered for Russian Megahorses for 300,000 credits.


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Unread postPosted: Mon Jan 18, 2021 11:24 pm
  

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Location: Somewhere between Heaven, Hell, and New England
((“Any progress?”))
The Voice that boomed out from the Vox-runes over the occupants of this particular room in Splynn demanded answers.
The beings assigned to assess the future prospects of renewed action on the North American continent and in particular against the nascent and increasingly annoying kingdoms raising there, looked up at their master’s voice.
“The portents still show victory, Fearsome One-“
((“Excellent.”)) Splynncrythh had few doubts about a return to the profitable raiding along the land mass to the west of his island-continent estate, and that the unfair terms foisted on him by those detestable ZOT could be circumvented and ultimately overturned.
“-but it remains clouded and costly. The land and sea run thick with the shed blood and flesh of our legions. Our armies will prevail, but will be greatly diminished beyond even Your dominion’s ability to recover easily. The cost to Your mighty kingdom continues to rise, and long term survival is uncertain under the current scenario projections.”
((“Run the scenarios again. Report to me when we have conditions of clear and lasting triumph.”)) The projection runes stopped glowing, showing that Splynncrythh’s Gaze had turned elsewhere for the moment.
The various beings in the chamber gave almost simultaneous sighs(or their equivalents of such) and turned back to the program-sim tanks, bone dice rollers, tea leaf basins, animal entrail altars, and astrological charts. The psychics tiredly knocked back more painkillers and the Reader of the Oracular Spheres took out another sheet of questions and began shaking the black orbs of its scrying, recording the signs as they appeared. The results were not promising and the night promised to be long and wearing.

“We’ve got super soldiers, super weapons, super magic, super powers.”
“We’re going to need ALL of them and then some.”

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

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


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Unread postPosted: Mon Jan 18, 2021 11:32 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 256
Lets face it, the Cyber-Knight OCC feels dated with all the high power GNE OCCs and various new supernatural nastiest that are coming out of the wood work. Cyber-Knights are supposed to be some of the most Elite warriors on the continent, but they've fallen way behind. Doing 3D6 with a Psi-Sword at level 6 is strait up garbage now of days, and with Psyscape back there's not much reason for that to get looked out. So here's this higher power update to bring them up to snuff. After this I'll be doing musing about 'stuff' from the perspective of other people, so don't be surprised if you don't hear from me this week.

Post-Minion War Cyber-Knight OCC
For all of the Cyber-Knight’s capabilities, the simple fact was that the threats facing them were becoming greater and greater. If the brotherhood was to continue to protect the people, they needed to increase its capabilities substantially, and the conditions to do so were already available. With the return of Azury Sky and Psyscape, a much more developed spiritual training program could be developed and instituted, filling in a number of long irritating and now dangerous short falls. Additionally, the Cambridge Jungle Tribes were able to lend assistance in biological aspects, with their several physical augmentation processes being broadly compatible with psionic enlightenment. Thus, in late 112 PA, Lord Coake formally requested that it be done, and the assembled team soon went to work, and produced results in mid 114 PA.

The new training regime is quite similar to the old one, but a number of seemingly minor changes have resulted in a major effect. The input of Psyscape Elders has resulted in notably increased psionic strength and effectiveness, with even the formerly powerless now raised to the level of Minor. Biological augments done by Gene-Cauldrons raise the baseline physical capabilities significantly, and a resonance between body and soul results in additional growth beyond what should be expected. Additionally, the older metallic Cyber-Armor has been replaced by an Ectofibre based biological equivalent, which grows substantially faster and is more encompassing. The final touch was provided by the GNE, with their master level educators developing a much more encompassing skill training program.

While future Cyber-Knights will be able to reach these standards, this left the question of the already serving members of the brotherhood. The spiritual and biological aspects can be learned with seven to twelve months of study (1D6+6), which are the most important components, but the number of mundane skills they lack is considerable. The GNE has graciously loaned a number of its high end institutions and knowledge accelerating artifacts to assist, but the effectiveness is inconsistent. Efforts are under way to solve the issue.
Spoiler:
O.C.C Abilities:
    ‘Mundane’ Biological Augmentation: The character counts as having rolled the maximum base (non-exceptional) amount for PS, PP, PE, and Spd during attribute generation, and rolls exceptional attribute die as normal. This is before OCC bonuses and skills.

    Improved Spiritual Training: As the Inner Strength and Spirit ability (see RUE: pgs 63 and 64), but increase the level of Psionic Strength by one. If already a Master Psionic (61-70 percentile roll), maximize the starting PPE and ISP, and increase ISP by 8 every additional level of experience.

    Summon Psi-Sword: They now gain the bonuses of being a Master Psionic even if they are not, increasing damage significantly. Thus, they have 1D6 of damage at level 1, and increase it by an additional D6 at levels 2, 3, 5, 6, 8, 9, 12, 13, and 15.

    Improved Cyber Armor: The old metallic implants have been replaced with Gene-Cauldron grown material that counts as part of his body from level 1, and has maximized MDC increases starting at level 2. The base MDC and AR as before, but the latter increases at levels 4, 8, and 12. This is not available to retrained members if they are level 4 or above.

    Cyber-Knight Zen Combat: Unchanged

    Cyber-Knight OCC Bonuses: Unchanged

O.C.C Skills: 33 skills +7 related, 40 total, 6 secondary
    Laguage (English): 96
    Language (Dragonese): 96
    Language (Choice): +30
    Language (Choice): +30
    Literacy (English): 95
    Literacy (Dragonese): +20
    Radio (Basic): +10
    Horsemanship: Cyber-Knight
    Detect Ambush: +10
    Paramedic: +10
    Bodybuilding
    Boxing
    Climbing: +10
    Gymnastics: +5
    Running
    Swimming: +10
    Land Navigation: +12
    Anthropology: +15
    Math (Basic): +10
    Computer Operation +10
    Operate Organic Equipment: +25
    Lore (D-Bees): +5
    Lore (Demons & Monsters): +20
    Lore (Psychics & Psionics): +5
    Philosophy: +5
    WP Knife
    WP Sword
    WP Choice of Ancient
    WP Energy Pistol (Includes Bio-Weapons)
    WP Energy Rifle (Includes Bio-Weapons)
    WP Choice of Modern
    HtH Martial Arts, can be upgraded to Commando for 1 OCC Related Skill.

O.C.C Related Skills: Select 7 at level 1, +2 additional learned skills at levels 2, 5, 6, and 9, +1 at level 12 and 15
    Communications: Any
    Cowboy: Breaking Animals (+10) and Trick Riding only
    Domestic: Any
    Electrical: Basic only
    Espionage: Any (+5)
    Horsemanship: Exotic Animals (+10) only
    Mechanical: Automobile and Basic only
    Medical: None
    Military: Any (+10)
    Physical: Any (+5)
    Pilot: Any
    Pilot Related: Any (+5)
    Rogue: Any
    Science: Any
    Technical: Any (+5)
    WP: Any
    Wilderness: Any (+5)

Secondary Skills: Select 6 at level 1, gain 2 additional skill at levels 5, 10, and 15

Standard Equipment: Suit of fully environmental Living ‘Dragon Scale’ Armor with 100 Bio-E of modifications, a VBA-UC-1/7 (Pz) ‘PsychoSuit’ with as many technological mods as desired, a Light Cell Pistol and a Light Cell Rifle with 50 Bio-E of modifications each, a silver coated ancient bladed weapon of choice, a weapon and 4 loads of ammo for their other WPs,, 6 months worth of nutrient pods for his Living Equipment and the normal array of adventuring equipment. Transportation is in the form of a choice of ‘mundane’ mount (generally a Gene-Horse) or a hovercycle.

Money: 4D4x1000 Credits to start with.

Cybernetics: The GNE is happy to provide Ectomatic systems if desired, but the increased availability of mystic limb replacement makes it unlikely.

Magic Tattoos: A number of low to mid level Atlantean Tattoo Masters (Rifter #52) have established themselves across the Five State Alliance’s western territory, and the GNE is willing to allow for Stone Pyramid transport for respected heroes. If the character is of a species that can use them (and not suffer like an elf), they are offered the Eye of Mystic Knowledge and Heart with Tiny Wings upon their graduation. They are offered an additional tattoo at levels 3, 9, 12, and 15.


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Unread postPosted: Tue Jan 19, 2021 12:08 am
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44313
Location: Somewhere between Heaven, Hell, and New England
"Mystic Sphere of the Eightfold, grant me winsome! Can our Minions prevail against the so-called Cyberknights?"
(shake-shake-gurgle-shake)
Not Bloody Likely
(shake-shake-shake)
If You Like Pyrrhic Victories
(shake-rattle-shake)
Your Ass is Grass
(gurgle-shake-gurgle)
Don't Bet on It
(shake-shake-gurgle-glump-gurgle)
You're Still Dead Meat
(Shake-thump-bang-bang-rattle)
Prepare to Meet Your Ancestors
(BANG_BANG-WHAP)
"Ah.....your Sphere of Prophecy seems to have sprung a leak there."
"IT FORETELLS VICTORY! VICTORY I SAY!!!!"

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

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


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Unread postPosted: Tue Jan 19, 2021 6:53 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44313
Location: Somewhere between Heaven, Hell, and New England
Paladin/Aegis Stellar Industries Syracuse Heavy Hover Infantry Fighting Vehicle
(aka ‘Bane-brick’)

“Somebody discovered with the forcefield-equipped models that if you put an overcharge on the forward angle of the shield, then revved the engines, you could use the Syracuse as a very effective battering ram. The inertial grav-baffling would counter the shock of sudden deceleration, and keep everybody aboard from becoming meat paste on the cabin’s inside. Just what we need; another certified way of delivering heavily-armed and -armored sociopaths to a target.”

“You can NEVER have too much transport capability. If you’re not moving troops, you’re moving supplies. If you’re not moving supplies, you’re moving civilians. I’ve seen what Sorm and Infernals can do to civilian transport. I’ve also seen what happens to Sorm and Infernals when they try to do the same thing to armored and armed milspec transports. I’d rather have a motorpool full of transport I’ll never need, than to have not enough when I really need some.”

The Syracuse is the APC variant of the Cestus III heavy hoverank. To accommodate a usable number of troops, the main turret and lateral missile launchers have been removed to make way for a larger passenger/troop compartment and side-hatches. The tertiary turret ring has been moved slightly and fitted with a different turret with a wider arc of fire, and two secondary turrets have been added for increased point defense. The initial production plan was to swap the secondary and tertiary weapons fits around, but it was discovered that the new turret mount could accommodate a number of additional weapons systems not available to the Cestus III, so provision has been made with a refit of the main turret. The reactive armor that was standard on the Cestrus III has been made an option on the Syracuse, after concerns of catching its own complement of troops in the killzone if the system malfunctioned. The Syracuse loses about ten tons of mass, and gains in speed.
Syracuses saw their first action against the Sorm in the Thundercloud, which saw a re-installation of the reactive armor.
Though expensive for a ‘battle taxi’, the Syracuse has quickly gained the favor of the USA’s frontline troops, including the Stelmarines. Production of the Syracuse thus currently goes entirely to United Systems Alliance units

Type: PS-HIFV-026 Syracuse
Class: Hover Infantry Fighting Vehicle
Crew: Five, +1-15 troops/passengers
MDC/Armor by Location:
Main Body 1,200
Reinforced Crew Compartment 280
Command/PDS Cupola 180
Secondary Turrets(2) 150 each
Side Hatches(2) 290 each
*Propulsor Units(4) 200 each
*Destroying the Propulsors will NOT stop the vehicle(internal GMR coil) but will make it harder to control; reduce speed by 20%, and control rolls by -15% per unit destroyed)
Height: 9 ft
Width: 14 ft
Length: 30 ft
Weight: 100 tons
Cargo: 12 cubic feet inside the crew compartment
Powerplant: Nuclear Fusion w/ 20 year energy life
Speed:(Ground) 220 MPH, 2-3 ft off the ground
(Flying) Not possible, though the GMR drive can be ‘supercharged’ to propel the tank at speeds of up to 290 MPH , 50 ft off the ground, for brief spurts(no more than 5 minutes and allow for a 15 minute cool-down period between ramp-ups), and the GMR system can be used to allow the tank to ‘glide’ safely from altitudes of up to 2,000 ft
(Underwater) Fully buttoned up, the Syracuse can operate quite comfortably underwater, moving at 5 MPH along the bottom(unless a Swimming spell is engaged), and can survive depths down to 800 ft
Market Cost: Currently not available for sale; limited to GNE and affiliates. If one were to become available to the Black Market, its advanced technology would bring 80 million credits or more.
Systems of Note:
Basic Robot Features, plus:
*Laser Communications---A point-to-point, line-of-sight communications system for unjammed and untraceable communications between similarly equipped vehicles.
Effective Range: 25 miles

*Periscope---The Syracuse is fitted with a snorkel/periscope that can extend up to 18 ft, allowing it to look over walls, debris, vegetation, and look above the water like a submarine, when fording. Standard tank optics periscope head.

*PPE Sensors---Not as comprehensive as those mounted on many fighters, let alone the ORACLE sets available for warships(space and water), the HOUND (High-Order Unknown superNatural Detector) set still provides the tank crew with early warning of supernatural threats. The sensor has a 2,000 ft range(out to 4,000 ft with 50% error in determination), 60-degree arc per positionable sensor head( 6 heads are mounted), and can detect invisible entities. Other penalties similar to the Japanese SNARLS system(on which it is based.....see Rifts: Japan, pg. 116).

*ECCM System-----Onboard EW suite for dealing with intercepted enemy transmissions and cutting through hostile ECM.
Decryption Bonuses: +10% to Cryptography Skill
+15% to Radio skill rolls to defeat jamming

*(Near) Silent Running----The use of GMR hover systems makes the Syracuse exceptionally quiet for a heavy IFV; under the right circumstances it has an accoustic Prowl rating of 45% in daylight and 75% at night.

*Electronic Stealth Suite---Retained from the Shadowfist due to its active electronic nature. An advanced electronic cloaking system, intended to defeat EM sweeps, ground radar, motion detectors, and even laser tracking devices. The problem is, of course, is that the system’s own emissions can be detected, revealing the presence, if not the exact location, of an active jamming unit.
Jamming Range: 20 miles
EW Cloaking: -15% to enemy Read Sensory Instruments rolls using ground search radars(NOT optical and thermographic systems). Enemy guided ordnance is -3 to strike the tank.


Weapons Systems:
1.) Main Turret---What was once the tertiary turret has now become the main turret, with a different weapons housing now elevated to have a greater arc of fire.
a) Rail Gun
Range: 4,000 ft
Damage: 1d4 MD single rd, 1d4x10 MD 40 rd burst
Rate of Fire: EGCHH
Payload: 6,000 rd drum(100 bursts)
Cost: 90,000 credits.

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

c) Light Ion Cannon---PSIC-01 Tesla Infantry Ion Cannon
Range:(Ion Bolt) 1,900 ft
(Lightning Blast) 2,500 ft
(Shock Zone) 200 ft, and affects a 55-ft wide area
Damage: (Ion Bolt) 5d6 MD single shot, 2d4x10 MD five-shot burst
(Lightning Blast) 1d6x10 MD
(Shock Zone) 3d6 MD per melee caught in the zone of effect
Rate of Fire: EGCHH
Payload: Effectively Unlimited

d) Light Plasma Cannon
Range:(Plasma Stream) 2,000 ft
(Plasma Bolt) 1,800 ft
(Scattershot) 1,500 ft
Damage:(Plasma Stream) 1d6x10 MD per blast
(Plasma Bolt) 1d4x10 MD to 8 ft blast radius
(Scattershot) 4d6 MD to a 20 ft wide area
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: 90,000 credits

e) Particle Beam Cannon---The PSPBW-10, given a second life as a vehicle weapon
Range: 3,200 ft
Damage: 1d6x10 MD to an 8 ft wide swath
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: 150,000 credits

f) EM Bolt Gun
Range: (EM Bolt) 4,000 ft
(Vortex) 3,000 ft
Damage: (EM Bolt) (Variable) 4d6 SD, 1d6x10 SD, or 5d6 MD per shot
(Vortex) Same as for the bolt at the point of impact, plus HALF damage in a 7 ft radius, and an 88% chance of knockdown(lose 1 APM and Initiative) for beings of 350 lbs or less, 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees).
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Bonus: Laser targeting add +1 to strike. EM bolts are -6 to dodge, on top of that!
Cost: 64,000 credits

g) Flame Thrower
Range:(Direct-Stream Mode) 230 ft
Damage:(Direct-Stream Mode)
(Gasoline/Alcohol) 1d4x10 SDC
(Napalm) 1d6x10 SDC, plus does 5d6 SDC per melee for 1d4 minutes
(MD Fluid) 1d4 MD per blast, 1d4 MD per melee for 2d4 minutes
(Incendi-Gel)2d6 MD, 2d6 MD per melee for 1d6 minutes
(WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Note: The 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.

h) 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

i) Multiplexor---Identical to the original installation, the Multiplexor Turret can hold up to SEVEN different Spellcards and re-sequence them within seconds, courtesy of an automated touch-pad selection system. It still requires a PPE source, so a Light (200 PPE) or Medium (300 PPE) Powerstone is usually installed.
Range: Varies by spell
Damage/Duration: Varies by spell
Rate of Fire: EGCHH
PPE Cost per Use: Varies by spell. However, the use of focusing elements and activator spells effectively reduces spell PPE cost by HALF.
(So you Technowizards aren’t flummoxed by PPE costs in a long-running battle, while the still relatively high PPE costs for the high-end spells keeps someone from using Sphere of Annihilation in every battle).
Payload: Draws from the main PPE Batteries. In an emergency, the pilot, if they are a mage or psychic, can kick in their own PPE.
Bonuses: As per spell(if any)
Cost: Spell Cards cost (as per Jason Richards’ guidelines in Rifter #2) 5,000 credits per PPE cost of main spell plus an additional cost (as per following modifiers)
*500 credits per level of the creating caster(Mages’ time and PPE are money, so expect to pay more for the longer duration/higher power spells)
*Warlock spells cost 20% more, in addition to above modifiers, owing to the difficulties of adapting Elemental Magic to ‘conventional” magic systems.

2.) Secondary Turrets(2)----These are based on the Cestus’s commander’s cupola, carried on the main turret. Two are now mounted, one on each side behind the main turret. each is fitted with a pair of smaller weapons, usually a light energy weapon and a projectile type. Both weapons can be fired in synch at the same target.
a) Light Pulse Laser Cannon----PS XL-16-P Pulse Laser: Similar to the JA-12 Juicer Assassin's Rifle, or the Wilk's 457 pulse rifle.
Range: 4,000 feet
Damage: 4d6+2 per single shot, 2d4x10 for a triple pulse.
Rate of Fire: Standard
Payload: Effectively Unlimited

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

c) Plasma Blaster---PS ‘Lewiston’.
Range: 3,300 ft
Damage: 5d6 MD per shot, 2d4x10 MD for a four-shot burst
Rate of Fire: Standard
Payload: Effectively Unlimited
Cost: 33,000 credits

d) 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

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

f) GrHW-01 ‘Flamma’ Heavy Gravitonic Rail Gun
Range: 4,000 ft
Damage: 1d4x10 MD single shot, 2d6x10+10 MD for a 10 shot burst.
Rate of Fire: Standard
Payload: 200 rd belt

g) Heavy Machine Gun---- 12.7mm Snub-nose Short Gatling Gun. This high-powered four-barreled gatling cannon features enormous damage potential, and fair range in a small package.
Range: 2,000 ft
Damage: 1D6 MD single round, 1D6x10 MD per 10 round burst,
2D6x10 +6 MD per Full Melee Burst of 40 rounds
Rate of Fire: Equal to the combined hand to hand attacks of the pilot
Payload: 800 rounds

h).50 Caliber Heavy Machine Gun
Range: 9,000 ft HB
Damage: 1d6x10 SDC per rd
(WI Exploders) 2d6 MD per 20 rd burst
(Ramjets) 1d4 MD single rd, 5d6 MD per 40 rd burst
(PSX-1) 2d6 MD single rd, 4d6x10 MD per 20 rd burst
Rate of Fire: Standard
Payload: 800 rounds
Cost: 9,000 credits


3) Cupola Mount Laser Cannon/Anti-Missile Pulse Laser Turret(mounted atop the main turret)------The Pulse Laser is intended as an anti-aircraft/anti-missile system, and can be remote-linked to an air defense grid system, such as the Meles AAAV, Rattlesnake AAV, or the Vixen Fighter/Recon Pod, (Part of Paladin Steel's BAMSP: Battlefield Asset Management System Package).
Range: 6,000 ft
Damage: 3D6 MD single blast, 6D6 MD double- barreled blast
Rate of Fire: Equal to the pilot's combined hand to hand attacks, or 7 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)


4) Smoke /Chaff Mortars(2x6)----The Syracuse mounts two six-tube light grenade launchers specifically configured to launch smoke, chemical, or anti-missile chaff rounds. Alternatively, the launchers can burn the rounds in their tubes, spreading smoke or chemical fog in the immediate vicinity of the tank, then ejecting the spent gas cartridge afterwards.
Range: 500 ft for smoke, up to 6,000 ft for chaff
Damage: Varies, chemical rounds are typically loaded witj Smoke or Tear Gas.
Chaff effects vary: can use Triax- or Northern Gun-style chaff.
Rate of Fire: Volleys of 1-4
Payload: 24 shots(2 grenades per tube)

5.) Decoy Launchers(2)--- Decoy launchers are multi-barrel mortars that fire off multimedia transmitter pods that pump out enough EM, IR, and acoustic noise to either mimic or drown out the MBT’s own. The decoys are designed to self-destruct after about 6-10 melees of operation; a small self-destruct charge incinerates the internal workings, preventing reuse or study.
Range: 500 ft
Damage: None, enemy sensor guided weaponry is +6 to strike the decoy, and it has a 70% chance of fooling enemy sensors as it being the ‘true’ MBT-target.
Rate of Fire: Volleys of 1, 2, or 4
Payload: 8 decoys per launcher, 16 total.

7.) Drone Rack---The Syracuse retains the Cestus’s launch and recovery box/pad for deploying mini-RPVs. These frisbee-like fliers can operate semiautonomously as scouts, decoys, messenger drones, or attack units. Even more than the Cestus III, the Syracuse can use these drones to make sure its embarked complement of troops isn’t waking into an ambush.
Payload: 3 drones
MDC of Drones:
50 each
Speed: 250 MPH, maximum altitude of 28,000 ft
Range: Typically can range as far as 50 miles from its parent vehicle
Systems of Note:
*Video Cameras w/ low light nightvision, wide-area, zoom, and thermal imaging
*EM/Radar Detectors---detects radar and radio transmissions, as well as other strong sources of electromagnetic activity.

Options:
The Syracuse retains the Cestus III’s growth potential, even with the limitations of retaining a troop carrying capacity.

* Forcefield Module---The Cestus III engine upgrade was made for speed in mind, but also with providing power for a forcefield generator. Rather than the Zerghan’s bolt-on external unit, the Cestus III’s unit could be installed next to the engine, under the protection of the tank’s main hull armor. The FFG is usually a commercial aerospace model with 600-1,200 MDC, but low-end fighter-grade military variable screens(200 MDC per side, 1,200 total) can be mounted. Cost: Varies by available FFG installation; usually between 600,000- 3 million credits

* External Antipersonnel Fletchette Packs(55)----An effort to further protect the slow moving tank against faster power armor and infantry, this system consists of a series of directional ‘claymore’-style fragmentation grenades attached to the outer hull and triggered either by command or by motion detector trip to fill a ‘kill zone’ around the tank with lethal shrapnel and antipersonnel fletchettes.
These have been offered as an option after the decision was first made to drop them, then they were hurriedly refitted to deal with ‘swarm’ opponents.
Range: 100 ft
Damage: 5d6 MD to a cone swath roughly 50 ft long, by 10 ft wide.
Used as reactive armor against plasma and armor-piercing missiles, the computerized firing system acts as a PARRY, rolling to match or better the missile’s strike roll...a successful counter means that the missile damage is HALVED, while a failure means the tank takes full damage. Note: when dealing with volleys, one reactive armor pack can match TWO missiles in a volley, so in order to effectively counter a five missile volley, the tank must expend 3 reactive armor packs...two packs would roll twice to defeat their respective missiles, the third would only roll once. If the enemy missile launcher has a line of sight on the tank, they can target a spot on the hull which has no packs covering it (a called shot), in which case the remaining reactive armor is -4 to cover the gap.
Rate of Fire: One at a time or can be simultaneously fired in volleys of 1-10
Payload: Each side of the tank(sides, front, back) has 10 fletchette packs each(40 total), the turret has 6 each side, three on top(15 total)

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

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


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Unread postPosted: Thu Jan 21, 2021 9:46 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44313
Location: Somewhere between Heaven, Hell, and New England
PS/ASI Forcefield Pods
“With the recent upheavals in the Three Galaxies, there’s a lot or ripples in the arms markets and technology fields. The CCW’s been starting to lean on Naruni something bad, especially after many of NE’s loudest mouthpieces and advocates in the Consortium got the chop, literally or figuratively. That’s translated into a lot less influenced legislation to give Naruni a virtual monopoly in certain fields, and actual rescinding of their locked-in prices on some products. Naruni’s not able to clamp down as much on private firms as much, and their going after folks for alleged ‘copyright infringements’ for anything that even vaguely looks like it could offer them competition isn’t as widespread. A lot more stuff is entering the market now at prices that are undercutting what Naruni’s traditionally asked, or rather demanded, under price-gouging monopoly rates. Some sectors are almost literally awash in cheap weapons now that Naruni can’t be everywhere at once.
However, we’re not going to see Naruni disappear any time soon, and the recent upheavals also have them making money hand-over-tentacle selling to frightened and worried folks , but they’re definitely taking a soaking in some fields they thought they had all to themselves. If and when they come roaring back, it’s going to be a much more expensive and uphill battle for them to reestablish their former market domain.”
---Pasca Tale, Technology Analyst for the Terra Prime Technist newsgroup.

“M-factor one hundred may not sound like much, but it’s a hundred less damage that isn’t touching my truck here. I’ve escaped death by lesser margins, so every little bit is welcome.”

Forcefield Pods are podded forcefield generators that can be mounted on aircraft or ground vehicles, and can be template-card-programmed to accommodate the configuration of the vehicle for maximum protection.
PS/ASI Forcefield Pods have the important distinction that they carry their own power sources, usually a short-duration(usually 2-3 years before needing replacement) RTG, rather than draw on the vehicle’s power system. This allows even primitive-tech vehicles, such as those powered by internal combustion or fuel cell systems to benefit from having forcefield protection.
Of course, being externally mounted, the forcefield generator is itself more vulnerable to damage than if it was mounted internally in a vehicle, but PS/ASI houses the equipment in a well-armored pod(200 MDC is standard). A complete unit generally weighs in at 200-700 lbs.
PS/ASI sells two types of forcefield; the older-style fixed protection type that is bled down to zero, and then requires 1d4 melees being able to be rebooted(provided the generation equipment is undamaged), and a more advanced type that constantly regenerates protective value while on(still takes 1d4 melees to completely reboot if attrited down to zero). Regenerative(or ‘constant-cycle’) FFGs generally cost 30% more than the older type. Production taking place primarily in the Three Galaxies has kept both the manufacturing costs and the sale prices down, making availability much easier to sustain.
Still, however, in those areas where PS/ASI forcefield pods are available, the almost bare bones price for these units has started speculation that Aegis Stellar Industries is looking to undercut the Naruni stranglehold on the market in those sectors. It’s also rumored that PS/ASI is being assisted by a number of companies in the shield generation line that were driven out open circulation by NE, and are looking for some payback, starting with using their surviving production lines to pump out FFG pods.
While the current selection listed below is fairly limited, PS/ASI is putting out a variety of power levels, to suit needs and budgets.

Sample systems:
*VEFFG01RR Forcefield----Adds 100 MDC. Regenerates at 5 MDC per 5 minutes(1 MDC per minute). Cost: 90,000 credits, 290,000 credits with 2 year RTG.

*VEFFG02 ForceField Generator----A variety of small, compact, forcefield generators may be mounted inside the shuttle; the standard model provides 150 MDC, and costs 95,000 credits. 295,000 credits with 2 year RTG.
*VEFFG02RR Forcefield----Adds 150 MDC and fast regenerator technology. Regenerates at 30 MDC per 5 minutes(or 6 MDC per minute) , thanks to improvements in field stabilization. Cost: 130,000 credits, 280,000 credits with 1 year RTG.

*VEFFGL03RR Forcefield Generator---This is a self-contained unit with its own mini-powercell(good for three year’s operation) and a light (‘heavy’ by terrestrial vehicle standards)forcefield generator. 250 MDC and regenerates at 50 MDC per 5 minutes(or 10 MDC per minute).
Ot can be tied into the vehicle’s own nuclear powerplant for faster recharging(60 MDC per 5 minutes) but reduce energy weapon/rail gun rate of fire by HALF while this is going on.
Cost: 550,000 credits, 1.5 million credits with 3 year RTG.

*VEFFGM04RR Forcefield Generator---This is generally regarded as a direct attack on Naruni’s forcefield market, particularly the N-50H generator. The VEFFGM04RR has a protective value of 360 MDC, regenerates at 75 MDC per 5 minutes(15 MDC per minute), and costs less than the N-50H, making it. Cost: 1 million credits, 1.6 million credits with 3 year RTG.

_________________
-------------
"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 Jan 22, 2021 12:56 am
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 256
Forcefields have become far more important in recent years, so having a wider pool is something that everybody but the TGE and Naruni will appreciate. I don't think these are personal units, but having them (relatively) cheaply available for RPA is a big deal. And the USA having a trusted domestic source will only help.

EDIT: My ramblings on the Azhur are sort of stone walled until we have more about the Neo-Vikings and what their relationship is. You have anything on that you can send me?


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