Paladin Steel Storefront

Ley Line walkers, Juicers, Coalition Troops, Samas, Tolkeen, & The Federation Of Magic. Come together here to discuss all things Rifts®.

Moderators: Supreme Beings, Immortals, Old Ones

User avatar
taalismn
Priest
Posts: 49565
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

89er wrote:I cannot find any mention of the hazmat or mage borgs you were referring to in your earlier works.



Then I'll have to repost them...I was pretty sure I had posted the Metal Mage at least.
Oh well...an internet search shows nothing coming up, so time to repost...after some updates...State of the art has improved since then so they're all due for overhauls. :wink:
Thanks for bringing that to my attention.
-------------
"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
------------
kronos
Hero
Posts: 1277
Joined: Sun Oct 14, 2007 4:38 pm

Re: Paladin Steel Storefront

Unread post by kronos »

taalismn wrote:
89er wrote:I cannot find any mention of the hazmat or mage borgs you were referring to in your earlier works.



Then I'll have to repost them...I was pretty sure I had posted the Metal Mage at least.
Oh well...an internet search shows nothing coming up, so time to repost...after some updates...State of the art has improved since then so they're all due for overhauls. :wink:
Thanks for bringing that to my attention.


Post original stats then updated version?
User avatar
taalismn
Priest
Posts: 49565
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

kronos wrote:
taalismn wrote:
89er wrote:I cannot find any mention of the hazmat or mage borgs you were referring to in your earlier works.



Then I'll have to repost them...I was pretty sure I had posted the Metal Mage at least.
Oh well...an internet search shows nothing coming up, so time to repost...after some updates...State of the art has improved since then so they're all due for overhauls. :wink:
Thanks for bringing that to my attention.


Post original stats then updated version?



Or I may just toss in the upgrades as Options for Powering Up the cyborg. :wink:
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
Priest
Posts: 49565
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel "Hazard” Hazmat Full-Conversion Cyborg
(aka ‘Haz-zard’, ‘Toxie’, ‘Muckborg’, ‘Blackganger’)

“Hey, lady! Where you want us to put these half-melted fuel rods!?”

“Hey, dude....like that really pale dude looked like he was harshing on that girl like that, up there on our construction site, . and I thought he was maybe like suffering an iron deficiency that made him, you know, so pale and antisocial like, so I did a Good Samaritan sorta thing and tried to cure him...how was I to know he’d explode like that when I swatted him with that girder?...Gotta admit though, those flashing lights and explosions looked really groovy!”
-Eddy Upchuck, Hazard FC, Paladin Steel Contract Engineering

“I don’t mind spending twenty hours shoveling chernobylite into chemical treatment casks, and then spending another eight cooling off under decon showers, but those dam mutant worms are starting to #### me off!”
-Molyuc Swahz, Hazard FC, Paladin Steel Contract Engineering

“Yeah, it’s a dirty job tearing down these old factories...the old powergrids are lousy with leaking transformers, some of the grounds are practically floating on underground sumps of industrial waste, the old furnances are caked with toxic ash, and the pipes are full of flaking abestos, but the plants that are going to go in, once we muck out the garbage, will be cleaner, greener, more efficient, and moe productive. We’ll run the waste through the recyclers, molecularly strip what’s useful, fusion-burn the rest, and have fresh chemical feedstocks for more manufacturing. So I don’t mind wading in alongside the robots and cranking about with a power prybar or vibromop, because I’m not a sewer-diver, I see myself as a gold-miner, turning industrial $#!+ into future gold.”
-Gilda Radstein, Hazard FC, Paladin Steel Resource Division

“Cleanup in Aisle Five....Cleanup in Aisle Five...”
“That’s my cue! Gotta go!”

In most nations of Rifts Earth, the task of dealing with messy, toxic, radioactive, and otherwise hazardous materials handling and cleanup is the task of conscripts, slaves, slave-borgs, or convict-labor. A few more enlightened(and wealthier) nations employ robots or mining/salvage ‘borgs. It’s a sign of Paladin Steel and Greater New England’s high regard for the lives and well-being of their people that they employ a specially designed cyborg frame for these hazardous tasks. The Hazard is an industrial ‘borg combining the traits of several earlier pre-Rifts ‘borg frames engaged in hazardous environment work. After reviewing surviving records of how such cyborgs managed to save and preserve many tech-enclaves, such as New Seattle and even Chi-Town from environmental hazards, and man-made disasters like out-of-control reactors, in the chaos during the Great Cataclysm, Paladin Steel decided to combine the best features of the those designs into one.
The Hazard is a heavyset, beetle-backed cyborg that’s been described as looking like an “ape in a wetsuit”, with few openings or wide seams in its body. The head sports its optics behind several protective(and disposable) visors, and all access ports are heavily sealed with several protective valves. Heavy, rugged, construction are its trademarks, as well as a slow waddling gait, and large spatulate feet for moving across soft ground. The Hazard is little faster than a slave ‘borg, but has much better armor and greater strength. The Hazard is designed with heavy labor in general, and hazardous materials handling in particular. It is self-contained, heavily armored and shielded, and is highly resistant to radiation and chemicals. Its reflexes and speed are only marginally better than a normal human being’s, but still enough to allow the ‘borg to react to suddenly shifting debris, unstable containers, and exploding valves.
Though derided as nothing more than a standardized Mining ‘Borg, the Hazard has a number of features unique to it. Features that help it withstand the sort of environmental hazards it typically faces in its assigned duties. Heavy armor, specially treated to resist the ravages of chemicals and radiation, sensors to detect environmental threats and pinpoint leaks, powerful actuators to shift debris and manhandle equipment, decon and firefighting sprayers, and a host of other features are packed into the cyborg’s frame.
If a Hazard should become too damaged, contaminated, or irradiated to safely detox and safely work around other less-well-protected people, the cyborg can disconnect its biological systems and the organic core can be quickly removed, transferred, and installed in a new Hazard body. Paladin Steel offers 30% discounts on additional bodies for repeat customers who use this practice.
Hazards are a common sight around Paladin Steel facilities and the GNE, working at various factories, powerplants, and industrial sites. PS Contract Engineering also employs a lot of them for tearing down old factories and powerplants, recycling old hazardous waste dumps, and dealing with other folks’ haphazard efforts with chemical works or fission powerplants. Occasionally they are deployed with exploration teams, especially into chemically dangerous or highly radioactive environments, and sometimes the GNE Medical Service recruits them to work alongside Schweitzer medical cyborgs in crisis management missions(especially chemical leaks, nuclear disasters, or pandemics). The design is not terribly popular with men-of-arms because it’s so heavy and slow, but many adventurers like it because of its durability and strength. Though not designed for combat, the cyborg often finds itself in just that, facing angry mutants, rival salvagers, outlaws, and alien invaders, and it often acquits itself well in such encounters. The only real problems to the design seem to be social; though PS trains and pays its Hazmat workers well, many Hazard converts complain about other people giving them a wide berth, even though they are thoroughly decontaminated(and in some cases completely re-plated) between jobs.
Type: Paladin Steel-Ut-FC-6 Hazard
Class: Full conversion Borg -Industrial/Hazmat
Crew: One human volunteer
M.D.C. By Location:
  Hands(2) 30 each
  Arms(2) 100 each
  Legs(2) 165 each
Feet (& Foot Pads)(2) 50 each
  *Head 100
  **Main Body 400
  *Destroying the head of a Cyborg will kill the character! However, the head is a small and difficult target to hit. The attacker must make a called shot and even then he is -3 to strike. The hands, and forearms are also difficult targets to hit and are -4 to strike on a called shot.
  **Depleting the M.D.C. of the main body will effectively destroy the artificial body, but emergency systems will keep the brain and vital organs alive for 36 hours. Recovery of the severely damaged body will enable doctors to place the character on life support systems that will keep him alive until a new bionic body (same style or other) is available, for full conversion. Failure to find the damaged Borg within 36 hours means the character dies.

Note: The Hazard MAY wear appliqué armor(up to HEAVY cyborg armor) or special overcoats/suits designed to shield against particular contaminants(typically destroyed after a job).

Speed:
Running: 35 mph max . However the act of running does not tire the operator out and the maximum speed can be maintained indefinitely.
Note: Can be upgraded as per normal cyborg rules, but costs extra.
  Jumping: The powerful robotic legs are strong and capable of leaping 8 feet high or 10 ft lengthwise. A running leap adds 50% to distance/height.
  Flying: Not possible without a jet pack
Underwater: Sinks like a stone, but can run on the bottom at 5 MPH. Can survive depths down to 1,000 ft.
   
  Statistical Data:
Average Height: 7 feet
Width: 3.5 feet at shoulders
Length: 3.5 feet  
Weight: 1,000 lbs.
Power System: Nuclear
Physical Attributes: Equal to a Robotic PS. 35, PP. 17 .
Bonuses: Standard cyborg bonuses of +3 save vs magic, impervious to bio-manipulation
+1 initiative
+2 strike/parry
+1 dodge
+3 Pull Punch
Penalties: Touch/tactile sense is a mere 40% of human norm.
Prowl penalty: -40%
Special Skills/Training---Use standard ‘Borg. and Mining ‘Borg OCCs, or the Tin Man Nuclear/Biological/Chemical Warfare Specialist(many become Hazard conversions after accidents). Typically receive the following training if not already possessing the skills:
-General Repair & Maintenance(+5%)
-Excavation OR Salvage(+5%)
-Chemistry(+5%)
-Nuclear/Biological/Chemical Warfare(+5%)
Black Market Cost: 7 million credits with all standard features, weapons and sensors.  
Standard Bionic Features
  Note: These features are all found in the bionic and
  cybernetic section of the Rifts RPG.
  1. Bionic lung with gas filter & storage cell
  2. Built-in language translator
3. Built-in radio receiver & transmitter
  4. Clock calendar
  5. Gyrocompass
6. Modulated voice synthesizer
  7. Multi-optic eyes
  8. Built-in loudspeaker
  9. Universal headjack with amplified hearing and sound filtration systems.

Special Features:
a)Robotic Strength Enhancement---Special hydraulics and servomotors give the Hazard Robotic Strength.

b)Enhanced Life Support---The Hazard incorporates advanced recycling life-support systems that allow it to go without air for up to 10 days, before needing to recharge its oxygen supplies.

c)IV Sustainer---Most ‘borgs can miss a meal or two(or six....), and go without food for days at a time, but given the possible situations in which Hazard might have to go without a chance to refuel the organic portion of their bodies, say down in a contaminated mine, or on a particularly engineering job, where it’s just not possible to safely crack the environmental seals and toss back a beer, Paladin Steel has an enhanced nutrient delivery system that allows the ‘borg to go without food or water for up to two weeks, if necessary.

d)Diagnostic Scanner--Plugs into appropriately equipped vehicles or machinery and allows the ‘borg to check their systems and performance to assess their condition and recommended maintenance/repair procedures.

e)Molecular Analyzer---So you know what glop you’re swimming in. Includes radiation detection.

f)Radiation Shielding---Renders the ‘borg immune to damage from levels of radiation up to, and including, reactor meltdowns.

g)Corrosive Resistant Armor---Corrosive agents have no effect on the Hazard; it can swim in sulfuric acid without harm.

h)Chemically Inert Armor---The ‘borg may as well be made of universal Teflon...nothing reacts or sticks to it; not rust, not paint, not chemicals. Cleanup is a cinch for these ‘borgs; just hose them down. Unfortunately, this also means that decorative paints and decorations also won’t stick(lasting only through one or two jobs before needing repainting), and all Hazards tend to look alike; a dull dark gray color. To allow coworkers to distinguish individual Hazards, many Hazards wear ribbons/tape tied about their arms, or have patterns and names engraved into their armor(sometimes resulting in a “tattooed ‘borg” look).

i)Chemical Sprayer System---The Hazard comes with two high-pressure directional fluid sprayers, one built into the back of each wrist, for spraying water, fire fighting agents, or chemical neutralizing acids, as well as acids and other chemicals. The squirters can be fed from onboard chemical tanks, external carry packs, or hose attachment to a larger source.
Squirters can be set to deliver a narrow stream, or can disperse the spray to cover a larger area(10-20 ft wide).
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.

j)Sonar/Ultrasound Scanner---A short range(100 ft) sonar scanner built into one arm, and/or an extendible probe, intended for detecting flaws in piping, and the thickness of containers and walls. Can be used to detect the presence of concealed doorways and secret passages.

k) Leg Compartments---The Hazard has two large triple-sealed compartments in each leg for holding additional tools and personal possessions.


Weapons Systems: None standard. Many Hazards fit themselves with laser palm torches, vibro-blades, laser finger blasters, and other potential weapons, as ‘utility tools’.

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

Options:
*Can use any of the ‘Mining ‘Borg option systems from New West. +30% to cost if one wants to coat the attachments in similar acid-proof material to that on the rest of the ‘borg.

*Interchangeable BioPod----While the Hazard body is heavily armored, sometimes it does get damaged or contaminated beyond repair...or the cybirg just wants to socialize without lugging along the ‘office’ from work, the brain, spinal cord, and remaining organics of the convert are housed in a special self-contained ‘biopod’ that can be removed from the hulking cyborg body and hooked up into another cyborg mody modified to accept it. This allows the Hazard to exchange his or her hulking combat body for a replacement frame or smaller, more humanoid, more socially-acceptable, cyborg frame for special missions or a ‘night on the town’.
Cost: 200,000 credits

*Spider Arms---This system consists of three smaller sub-arms that emerge from the elbow joint, and can be used for fine precision work. Each has 5 MDC and a PS of 10. The Spider Arm attachment also has a micro-video optic for close work. Allows a +5% bonus to fine precision work like Electronics and Pick Locks.
Cost: 30,000 credits
Last edited by taalismn on Wed May 22, 2013 9:59 pm, edited 1 time in 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
------------
User avatar
taalismn
Priest
Posts: 49565
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

If the Smallkin cannot take you down with small arms, or miniaturized robots, or numbers, beware, they can still unleash:

CUTENESS FACTOR!!!!!!

http://www.darkroastedblend.com/2013/05/the-cutest-animals-awww-update.html
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
Priest
Posts: 49565
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Cyborg designs to date, and Works in Progress:

Paladin Steel PS-FC- LAOC12 ‘Angelina’ Cyborg
Paladin Steel PS-Lt-Ut-FC-2 'Flexman' Utility 'borg
Paladin Steel PS--FC-SO/XE-1(Warrior)/SO/XE-2(Worker)/SO/XE-3(Nanny) ‘Braconidae’ Xiticix-Emulation Full Conversion Cyborg

ChefBorg-RD PS/VBCA--FC-CB-RD Culinary Full Conversion Cyborg
Howletts Bionics/Canada HB--FC-HB-02-SO-008 ‘Mooseborg’ Full Conversion Cyborg

PS-Esp/Recon-FC-1 'Wolfman" Scout/Wilderness Cyborg
PS-UB-FC-02 Ganton Full Conversion(Dwarven) Cyborg
PSW/UB--FC-03 ‘Beetleborg’ Dwarven Mining Full Conversion Cyborg
PS/HB-FC-04 Borgupine Full Conversion Cyborg
PS-FC-5 Montoya Full Conversion Cyborg (WIP)
PS-Ut-FC-6 Hazard Full conversion Borg -Industrial/Hazmat
PS-FC-HA07 Aries Full Conversion Assault Cyborg
PS-RX-FC-8 Schweitzer Full conversion Borg - Medical
PS-FC-10 ‘Light Dancer’ Full Conversion Cyborg
PS-Myst/SA-FC-11 ‘Metal Mage’ Full Conversion Cyborg
PS/HB-FC-12 ‘Roo’ Full Conversion Borg -Heavy Machine
PS-FC-15 Maczek Full conversion Borg
PS-FC-16 Armadillo Full conversion Borg
PS-FC-A17 ‘Midas’ Full Conversion Combat Cyborg
PS-FC/R-017(FC-18) Rhobar Full conversion Cyborg
PS-FC-23 SeaCobra Full Conversion Marine Assault Cyborg
PS/PP--FC-25 ‘Avalanche’ Earth Elemental Emulation Assault Cyborg
PS/PP--FC-26 ‘Inferno’ Full Conversion Fire Elemental Emulation Assault Cyborg
PS/PP--FC-27 ‘StormSurge’ Water Elemental Emulation Assault Cyborg
PS/PP--FC-28 ‘Aeolus’ Air Elemental Emulation Assault Cyborg
PS-FC-29 Tesla Full Conversion Borg - Electromagnetic Attack(WIP)
PS-FC-30 Shield Warrior Full Conversion Cyborg
PS-FC-31 Kagerou Full Conversion Borg--Aerial Assault
PS-FC-32 Parahunter Full conversion Borg. Light Machine(WIP)
PS-FC-33 Maveli Full conversion Borg(WIP)
PS-FC-34 Minotaur Full Conversion Cyborg
PS--FC-35 Zhu-Rong Full Conversion Borg, Assault (Fire Support)(WIP)
PS-FC-SA-36 Chimera Full Conversion Borg - Assault (WIP)
PS-FC-37 Kishru Full Conversion Borg(WIP)
-------------
"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
------------
User avatar
89er
Adventurer
Posts: 570
Joined: Wed Nov 12, 2008 8:33 pm

Re: Paladin Steel Storefront

Unread post by 89er »

Awesome Sauce, now could you do a list of Power Armor and Manned Robots, with WIPs?
User avatar
taalismn
Priest
Posts: 49565
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

89er wrote:Awesome Sauce, now could you do a list of Power Armor and Manned Robots, with WIPs?


I'll see what I can do.
Stats come easy these days...doing illustrations I'm satisfied with, not so much.
-------------
"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
------------
User avatar
taalismn
Priest
Posts: 49565
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel Zhu-Rong Grenadier Full Conversion Cyborg
(aka ‘Zhu’, ‘Powderkeg’, ‘TNT’)
http://i408.photobucket.com/albums/pp164/taalismn/img357_zps393e683a.jpg

“Oh, we’re having a celebration? Good thing I brought fireworks!”

“Hey! Nobody told me about the natural gas pipe! Did you know about the natural gas pipe? Did you? Well, I sure as hell didn’t know about the natural gas pipe! So it’s not my fault my precision distraction strike just obliterated the entire hangar we were hoping to capture! I fired just a LITTLE bang-bang bomb! Nobody told me the whole frickin’ gasworks would go up!”

“I hear there’s a Japanese power armor built around grenades. I’d love to go up against one of ‘em, just to see who’s better.”

Named for an ancient Chinese god of fire(and presumably fireWORKS), the PS Zhu-Rong FC is a heavy artillery support cyborg that fairly drips with projectile firepower.
Zhus mount an impressive amount of area-of-effect firepower in the short- to medium-range, said firepower consisting almost entirely of a variety of mortars and grenade launchers, from the 23mm ’finger’ grenades up to the 40mm AGLs, and with provision to externally mount and fire 60mm rifle grenades. The cyborg chassis itself is fairly unremarkable, though being quite strong and durable in order to support the weight of ordnance and armor.
The major criticisms and shortcomings of the Zhu stem from the fact that it is so specialized with regards to its weapons. Aside from a small laser in the head, the Zhu’s integral weapons configuration is wholly dependent on projectile weapons with a finite onboard ammunition supply. Once a Zhu has emptied its tubes, it is virtually useless in ranged combat. For that reason, most Zhus in PS/GNE service carry handheld energy weapons powerlinked to the cyborg’s own powerplant.
Because of its design, Zhu cyborgs seldom operate solo, but work as part of a team, acting as mobile artillery and fire support. Teams of Zhus will frequently work in concert to infiltrate enemy formations, using mutual covering fire to support each other, while dishing out generous amounts of damage to surrounding enemy infantry and armor.

Type: PS-FC-35 Zhu-Rong
Class: Full conversion Borg, Assault (Fire Support)
Crew: One volunteer

M.D.C. By Location:
Hands(2) 30 each
Arms(2) 100 each
Grenade Vambraces(2) 80 each
23mm Grenade Launcher Arms(2) 100 each
Shoulder 40mm Grenade Launch Racks(4) 45 each
Legs(2) 130 each
Knee Mortars(2) 50 each
*Head 150
**Main Body 280
*Destroying the head of a Cyborg will kill the character!
However, the head is a small and difficult target to hit. The attacker
must make a called shot and even then he is -3 to strike. The hands, and
forearms are also difficult targets to hit and are -4 to strike on a
called shot.
**Depleting the M.D.C. of the main body will effectively
destroy the artificial body, but emergency systems will keep the brain and
vital organs alive for 36 hours. Recovery of the severely damaged body
will enable doctors to place the character on life support systems that
will keep him alive until a new bionic body (same style or other) is
available, for full conversion. Failure to find the damaged Borg within 36
hours means the character dies.

Note: The Zhu CANNOT be fitted with any additional armor(the missile racks take care of that)

Speed:
Running: 100 mph max . However the act of running does not tire the operator out and the maximum speed can be maintained indefinitely.
Jumping: The powerful robotic legs are strong and capable of leaping 10 feet high or 18 ft lengthwise. A running leap adds 50% to distance/height.
Flying: Not possible without a jet pack
Underwater: The Zhu CANNOT swim, but sinks like a rock

Statistical Data:
Average Height: 11 feet
Width: 5 feet
Length: 4 feet
Weight: 1,000 lbs. 1,500 lbs fully loaded up
Power System: Nuclear
Physical Attributes: Equal to Robotic PS. 35, PP. 24,.
Bonuses: Standard cyborg bonuses of +3 save vs magic, impervious to
bio-manipulation
+3 initiative
+5 strike/parry
+6 dodge
+3 Pull Punch
+1 Attack Per Melee with 23mm Grenade Launchers
Penalties: Touch/tactile sense is 60% of human norm.
Prowl penalty: -20%

Special Skills/Training---Use standard 'Borg, Assault ‘Borg, or Headhunter. If the character doesn’t already possess the skills, they receive MANDATORY training in the following:
-Demolitions(+5%)
-Demolitions Disposal(+10%)
-W.P. Heavy Military Weapons(specifically mortars and grenade launchers)
Black Market Cost: 9 million credits with all standard features, weapons,
and sensors.

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

Special Features:
*Launcher Ejection System---In event of a hang-fire, any of the launchers can be detached and ejected from the cyborg.


Weapons Systems:
1) Head Laser---A laser-eye is mounted in the head of the Zhu, providing short range energy attack capability. It has variable power, allowing it to be used as a cutting tool for precision work(typically cutting wires).
Range: 600 ft
Damage: Variable; 1d6 SDC, 2d4 SDC, or 3d6 MD single blast, 6d6 MD double blast
Rate of Fire: ECHH
Effectively Unlimited

2) ‘52mm ‘Knee’ Mortars---What look like particularly protrudent genouiliere(kneecap armor) conceal breech-loading mortars, feeding from magazines on the outside of the leg. The cyborg just goes down on one knee and fires with the other, the configuration of the leg diverting the force of the recoil down and into the foot pad to the ground.
Range: 6,500 ft (over a mile!)
Damage: (PSX-II High Explosive) 2d4x10 MD to 20 ft blast radius. Cost per shell: 800 credits
(Fragmentation) 6d6 MD to 50 ft blast radius. Cost per shell: 600 credits
(Incendiary) 4d6 MD to 30 ft blast radius, does an additional 1d4 MD for 1d6 melees, plus 80% chance of setting combustible materials aflame. Cost per shell: 700 credits
(Armor-Piercing Self-Forging)----This is a new experimental special shell that contains a micro-sensor and dual-charge system. The disc-shaped warhead is ‘frisbeed’ to high altitude(800 ft), then scans for target-profiles with its micro-sensor. When it spots a likely target profile(thermal or optical outline)(the limited size and complexity of the micro-sensor severely limits its targeting ability to a total of 6 targets...fortunately, the profile-database can be changed easily enough by inserting a new chip into the fusing assembly before loading), the warhead fires downwards, the material of the ‘discus’ deforming into a narrow, pointed, high-penetration needle well-suited for penetrating armor. Does 3d6x10 MD; no blast radius.
Note: This munition does NOT suffer from the indirect fire penalty; roll to strike as normal, but without bonuses. PS is working on a micro-guidance system that would allow these munitions to home in on laser-’painted’ targets, as via a forward observer....as well as better target discrimination(the current model has a tendency to be distracted by flaming wrecks in the vicinity of the ‘live’ target. Cost per shell: 4,000 credits
(Plasma) 2d6x10 MD to 10 ft blast radius. Cost per shell: 3,000 credits
(Smoke/Chemical) Varies by chemical type. Typically covers a 20 ft area. Basic smoke shells cost 100 credits apiece
(Illumination) Fires a high altitude illumination flare that burns brightly for. The flare also has a 40% chance of decoying/confusing heat-seeking sensors/weapons systems. Cost per shell: 500 credits
(Sensor Decoys) The mortar can also fire special lightweight thermal-emission decoys for confusing sensors into thinking there are ground troops where there are none....To further the confusion, the spheroid decoy will randomly extend springloaded ‘legs’ that move the decoy about in 5-10 ft leaps, giving the impression of moving troops. Internal mini-batteries last for 30 minutes. A small acid-capsule or self-destruct anti-tampering charge may also be attached to prevent the decoy from falling into enemy hands. Cost per shell: 700 credits
Noisemaker decoys are similar, but they emit random amplified ‘soldier noises’...footfalls, clinking of weapons, gunshots, muffled voices, etc., but are otherwise similar to the thermal-decoys. Cost per shell: 400 credits

TW Warheads
One of Paladin Steel West’s refinements to TW armaments was the use of specially-treated cracked crystal quartz and quartzite in expendable TW munitions. The ability of to use lower-quality flawed crystalline materials meant that self-destructing ‘one-shot’ TW weapons could be produced much more cheaply, and thus in bulk, while reserving higher-quality materials for superior TW creations.

(TW Sandstorm)-----Creates a sudden sandstorm that lasts 5 minutes, covering a 100 ft area. People trapped inside it will find visibility cut down to 3 ft, hearing is reduced by HALF, speed by 75%, lose initiative, 2 APM, and -5 strike, parry, and dodge. The scouring sand does 1d4 SDC per melee. Even robot vehicles will find their sensors, including radar, bollixed by the flying grit. Cost per shell: 4,000 credits
(TW Chasm)---Opens up a chasm 160 ft long, by 80 ft wide, by 80 ft deep, that remains open for up to 40 minutes. Objects falling in take 2d6 SDC per every 20 ft of depth. At the end of the spell, the chasm belches everything up to the surface as if they’d never fallen(in other words, they don’t get crushed by the closing fissure). CANNOT be used against buildings. Cost per shell: 7,000 credits
(TW Lava Pool)----Creates a pool or lane of lava 60 ft long. 10 ft wide, 10 ft deep. Objects caught in this pool take 2d6x10 MD per melee. Cost per shell: 9,000 credits
(TW Air Burst)---Sets loose a Whirlwind that does 2d6+2 MD to everything caught up in its 20 ft wide funnel. The Whirlwind tracks randomly about a 300 ft area for 2d4 melees before dissipating. Cost per shell: 8,000 credits
(TW Storm Shell)---Essentially a longer-ranged version of the TW anti-vampire Stormflare. Effects are the same. Cost per shell: 3,000 credits
(TW SunBomb)---A more powerful version of the Globe of Daylight Flare, only this version is powerful enough to inflict flashburns on vampires! Does 6d6 HP per melee for 3d6 melees to a 50 ft radius. Cost per shell: 2,000 credits

Rate of Fire: 4 shots per melee
Bonuses/Penalties:(Optional)(Rifts South America 2 has no rules for the Arkhon’s Mortar Packs’ inaccuracy, but for diehard artillery buffs, figure on 50% chance of hitting moving targets, 75% chance of hitting stationary targets within 2,200 ft range, or 50% chance out beyond that. 50% of shells will fall within a ‘footprint’ or ‘box’ 131 ft long by 70 ft wide.
Payload: 8 shot clip feeding from the leg

3) 23mm Grenade Launchers(2)---Mounted on secondary ‘arms’ under the main torso are two automatic grenade launchers shooting 23mm ‘finger’ grenades. These are typically used for close-range antipersonnel work.
Note: The secondary ‘gun arms’ offer an extra attack per melee, but ONLY with the grenade launchers. The arms themselves cannot be used for hand to hand combat.
Range: 280 ft
Damage: (High Explosive)2d4 MD to a 10 ft area
A 5 rd burst does 1d4x10 MD to an 15 ft area
(Incendiary)---A slug of thermal gel that does 1d6 MD to a 12 ft splash, and an additional 1d4 MD per melee for 1d6 melees
(Flare) Burns with blinding incandescence for 1d6 melees, each round brightly illuminating an area roughly 100 ft in radius. These are NOT parachute flares, but fall normally.
Rate of Fire: ECHH; single shot or 5 round burst
Payload: 100 shot drum per AGL.

4) 30mm Grenade Launchers(2)---Mounted in each forearm vambrace are several ‘metalstorm’-style 30mm grenade launchers
Range: 1,200 ft
Damage:
(SDC)* (Fragmentation) 2d6x10 SDC to 16 ft radius
(High Explosive) 6d6x10 SDC to 4 ft radius
(Armor Piercing) 1d4x100 SDC, no blast radius
(Crowd Control rds)---Essentially an expanding plastic ‘flyswatter’ that delivers a bruising knockdown punch. Cut effective range to 200 ft. Does 2d4 SDC per rd, humans and human-sized D-Bees must roll a D20-5 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174). Human-sized light power armors(500-800 lbs) also roll on a D20, but are +2 to save versus knockdown
(Wood Rounds) 7d6 SDC single shot (1d4x10+5 HP to vampires), no blast radius

*(Yes, I know, why include SDC when it just as quickly becomes MDC? You’re still being hit with a pretty hefty shell)

(MD)(HE) 2d6(12 ft blast radius)
A 5 rd burst does 1d4x10 MD to an 20 ft area
(Armor-Piercing) 4d6(3 ft blast radius)
A 5 rd burst does 1d4x10 MD to an 9 ft area
(light micro-fusion) 6d6 MD (12 ft blast radius)
A 5 rd burst does 1d6x10 MD to an 25 ft area
(HESH (High Explosive Squash Head)) - Designed to ‘spald’ off armor on the interior of power armors and vehicles. Composite ‘chobham’(layered armor and nylon mesh) armor reduces this internal damage by HALF, by holding the armor together.
HESH rounds do NOT have a blast radius.
3D6 MD plus 4D6 SDC to the person(s) inside the object.
(Incendiary) 2d4 MD to a 12 ft blast radius, plus an additional 1d6 MD per melee for 1d6 melees.

The GL can also be used to fire radio beacon adhesion heads, flare rounds, paint shells, EMP grenades, flash-bangs, and, it’s rumored, TW grenades like the feared ‘Snuffers’ and Aura of Doom curse grenades.
Rate of Fire: ECHH
Payload: 5 tubes, each packed with 5 rounds, for 25 total per arm.

5) 40mm Grenade Launchers(4; lower- 2x6 tubes, upper-2x10 tubes, 32 tubes total)----Mounted in the shoulders are several stacks of ‘metalstorm’ 40mm grenade launchers. Two lower pectoral racks hold six tubes each, while the two larger shoulder racks hold ten tubes each. Each tube is ‘metalstorm’-style(the same as available as an underbarrel launcher on many of PS’s rifles, such as the PPRCT-21), with three grenades each, loaded inline.
Range: 1,300 ft
Damage: Identical to the WI-GL20;
Frag rounds do 4d6 MD to a 12-foot radius.
AP rounds do 1d4x10 to a 3-foot blast radius,
and Plasma rounds do 1d4x10+10 to a 5-foot radius.
A 3 round burst of frag shells does 1d4x10 to a 15 foot radius,
a burst of 3 AP shells does 2d4x10 to a 5 foot radius,
and a burst of 3 plasma shells does 3d4x10 to an 8 foot blast radius
A 5 round burst of frag shells does 1d6x10 to a 20 foot radius,
a burst of 5 AP shells does 2d6x10 to a 6 foot area,
and a burst of 5 plasma shells does 3d6x10 to a 10 foot radius.
A 10 round burst of frag shells does 2d6x10 to a 40-foot radius.
A 10 round AP burst does 3d6x10 to an 8-foot area,
and a 10 round plasma burst does 4d6x10+10 to a 15-foot radius!!
Rate of Fire: Standard
Payload: 32 tubes, with 3 rds each, for a total of 96 grenades.

6) Retractable Vibroblades(2)---The arms of the Zhu feature retractable vibrosabres in the event the cyborg has to engage in hand to hand combat.
Range: Melee
Damage: 2d6 MD(or +2d6 MD to a punch)

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

Options:
The Zhu can be fitted with any of the standard cybernetic and bionic features in the Rifts books. Favorite options include fitting the 'borg with additional concealed weaponry. Unless the cyborg is a non-human, extra limbs are rarely ever added.

*60mm Rifle Grenades----Launch spigots for 60mm RGs can be mounted on the shoulders.
Range: Typically 1,800 ft
Damage:
(Riot)---Combination flash-bang and rubber pellet charge---Victims are -10 to strike, parry, and dodge, -1 to initiative, and lose 1 APM for 1d4 melees. Rubber pellets do 1d4 SDC damage, but have a 60% chance of knockdown for any human-sized, or smaller, beings, caught in a 10 ft blast radius.....lose initiative and 1 APM for that melee(cost: 80 credits)
(Fragmentation-SDC) 2d4x10 SDC to 20 ft blast radius(cost: 100 credits)
(Fragmentation-MD) 3d6 MD to 25 ft blast radius(cost: 280 credits)
(High Explosive) 6d6 MD to 10 ft blast radius(cost: 360 credits)
(Anti-Armor HEAT) Very heavy projectile(range drops to 120 ft) Does 2d4x10 MD to a 1 ft diameter area(shaped charge)(cost: 800 credits)
(Plasma/Micro-Fusion) 1d6x10 MD to 8 ft blast radius (cost: 800 credits)
(Incendiary) 2d6 MD flash damage to 12 ft blast radius, plus does 1d4 MD per melee for 2d4 melees(cost: 350 credits)
(Acid)---4d6 MD to a 5 ft radius, then diminishes in strength by 1d6 each melee(lasts about 4 melees)(cost: credits)
(Chemical) Effects vary, but contains enough chemical agent to cover a 15 ft radius
(Illumination) Can loft to an altitude of 600 ft, and illuminate a 500 ft radius for 4d4 melees. (cost: 15 credits)
Note: Additional grenade types, including TW munitions, are constantly in development.

Rate of Fire: Single shot. A trained user can load and fire a RLG once per melee
Payload: Up to three per shoulder can be mounted(6 total)
Cost: 1,000 credits per launch rod.
A grenade kit also exists that allows one to quickly fit a conventional grenade with a propulsion stick and contact fuzing strip, but standard grenades aren’t as aerodynamic as the dedicated RLGs; range is only 600 ft. Cost is 60 credits per grenade ‘launch stick’.

*RAP-(Rifleman’s Assault Projectile)---Similarly, up to three launch stick-racks for these spherical demolition missiles can be added per shoulder. In the alternative, either or both the upper shoulder 40mm grenade launchers can be replaced with launchers holding 9 RAPs each.
Weight: 5 lbs
Size: Warhead is 140mm/5.51 inches in diameter; rocket stage adds 6 inches
Range: 4,800 ft
Damage: 4d4x10 +40 MD to 6 ft blast radius, plus 1d4x10 SDC to anyone inside the armor(or 6d6 SDC to anyone within 10 ft of the other side of the wall). HALF that if used against composite ‘meshed’ armors designed to flex, rather than spald(most power armors are constructed to have a certain amount of ‘warp’ to their structure, but cheaper armors, like Chipwell and early Northern Gun designs, lack this protection).
More advanced modern armors, such as those used by the Coalition, Triax, and other very high tech nations(the Kittani, for instance), for their EBA, power armors, robots, some vehicles, and special purpose fortifications(such as high echelon command bunkers) are designed NOT to spald, due to multiple composite layers of megadamage fabric and netting.....for these armors, spalding/bleed-through damage may be reduced to 1/4, or may not apply at all(GMs, use your discretion). Normal blast damage still applies, though, as the outer layers of armor are blown off/vaporized.
Rate of Fire: Single shot
Payload: Up to three launchers can be mounted per shoulder(reloading takes 2 melee actions), or a 9-shot launch rack can replace one or both of the upper grenade launcher racks.
Penalties: The RAP is rather slow (250 ft per second) and is meant to be used against stationary and slow-moving targets(like vehicles)...Against faster, more agile, targets like power armors and hovercycles that actually get a dodge, the RAP is -2 to strike.
Cost: Launch Stick 1,000 credits, Launch Rack 43,000 credits. Projectile: 2,000 credits each


*150mm Mortar Bombs---One launch spigot for a 150mm mortar/rocket can be mounted on each shoulder(cannot be mounted if other weapons are already installed there).
Weight: 19 lbs(5 lb warhead)
Range: 700 ft...Maximum range of 2,500 ft, but -1 to strike beyond 700 ft due to the slow velocity.
Damage:(High Explosive) 2d4x10 MD to 30 ft blast radius
(High Explosive Anti-Tank-HEAT) 2d6x10 MD to 4 ft blast area and Critical Damage on a Natural 18, 19, or 20.
Rate of Fire: Single shot
Payload: Single shot
Cost: Launch Spigot: 2,000 credits.
Bombs:
(High Explosive) 1,200 credits
(High Explosive Anti-Tank-HEAT) 2,000 credits
Last edited by taalismn on Fri May 24, 2013 1:05 pm, edited 1 time in 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
------------
User avatar
abtex
Champion
Posts: 2294
Joined: Sat Jan 04, 2003 2:01 am
Location: Heart in Texas

Re: Paladin Steel Storefront

Unread post by abtex »

That's one. Nice work.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
User avatar
taalismn
Priest
Posts: 49565
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:That's one. Nice work.



Thanks. Since I have a big toolbox of various weapons and accessories, I may as well start applying them. Depending on my timing and road conditions, I should be able to have the illo up this evening. If not, well, then by Tuesday at the latest.

Update: Picture obviously added.
http://i408.photobucket.com/albums/pp164/taalismn/img357_zps393e683a.jpg

And...oh dear lord...perusing the 'Whatif?' modeler's forum, I came across this discussion: http://www.whatifmodelers.com/index.php/topic,37095.0.html

Six tactical nuclear missiles on an Ontos? Sure, you only get six shots, same as the baseline Ontos, but those six shots...
I'll bear it in mind if we ever invade Atlantis or some other piece of somebody else's real estate that we REALLY hate....
-------------
"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
------------
User avatar
abtex
Champion
Posts: 2294
Joined: Sat Jan 04, 2003 2:01 am
Location: Heart in Texas

Re: Paladin Steel Storefront

Unread post by abtex »

taalismn wrote:
abtex wrote:That's one. Nice work.



Thanks. Since I have a big toolbox of various weapons and accessories, I may as well start applying them. Depending on my timing and road conditions, I should be able to have the illo up this evening. If not, well, then by Tuesday at the latest.

And...oh dear lord...perusing the 'Whatif?' modeler's forum, I came across this discussion: http://www.whatifmodelers.com/index.php/topic,37095.0.html

Six tactical nuclear missiles on an Ontos? Sure, you only get six shots, same as the baseline Ontos, but those six shots...

Least see 6 recoilless rifles stack loaded [like Metalstorm] with 3 to 6 nuclear shells ... cheap payload for a cheap Ontos, maybe..
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
User avatar
taalismn
Priest
Posts: 49565
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:[Least see 6 recoilless rifles stack loaded [like Metalstorm] with 3 to 6 nuclear shells ... cheap payload for a cheap Ontos, maybe..



Except that the BIG nukes(not the pony block-busters or the phhfft! plasma warheads listed...we're talking city-killers) tend to be big...at least as big as the Davy Crockett warhead...in Rifts, that's an LRM warhead on a short range booster. You can't in-line stack those onless you;'ve got a weapon with a two foot-wide bore, at least.
Still, an Ontos with six Crocketts is still a very mean and nasty critter...and likely on a suicide mission.
-------------
"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
------------
User avatar
89er
Adventurer
Posts: 570
Joined: Wed Nov 12, 2008 8:33 pm

Re: Paladin Steel Storefront

Unread post by 89er »

Neat TNT shack of a borg, but be forwarned.

I am working on a borg that manipulates gravity, and from that data, I will construct a robot that carries a micro sun. Vampires would be sucked in by the gravity and their minions would be reduced to ashes. Still in progress, hope you like.
User avatar
taalismn
Priest
Posts: 49565
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

89er wrote:Neat TNT shack of a borg, but be forwarned.

I am working on a borg that manipulates gravity, and from that data, I will construct a robot that carries a micro sun. Vampires would be sucked in by the gravity and their minions would be reduced to ashes. Still in progress, hope you like.



Not sure fusion plasma would kill/hurt a vampire(weaponized plasma doesn't) but being stuck in a deep gravity well next to a live radiation source wouldn't be too nice for it either.
I'm settling for/working on a giant robot with localized weather control. Rain on demand. :twisted:
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
89er
Adventurer
Posts: 570
Joined: Wed Nov 12, 2008 8:33 pm

Re: Paladin Steel Storefront

Unread post by 89er »

taalismn wrote:
89er wrote:Neat TNT shack of a borg, but be forwarned.

I am working on a borg that manipulates gravity, and from that data, I will construct a robot that carries a micro sun. Vampires would be sucked in by the gravity and their minions would be reduced to ashes. Still in progress, hope you like.



Not sure fusion plasma would kill/hurt a vampire(weaponized plasma doesn't) but being stuck in a deep gravity well next to a live radiation source wouldn't be too nice for it either.
I'm settling for/working on a giant robot with localized weather control. Rain on demand. :twisted:


No way, I was thinking of a weather warfare manned robot, it would have been called the Boltwinder. Oh well, use the name, I'll always have gravity borg.
User avatar
taalismn
Priest
Posts: 49565
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

89er wrote:
taalismn wrote:
89er wrote:Neat TNT shack of a borg, but be forwarned.

I am working on a borg that manipulates gravity, and from that data, I will construct a robot that carries a micro sun. Vampires would be sucked in by the gravity and their minions would be reduced to ashes. Still in progress, hope you like.



Not sure fusion plasma would kill/hurt a vampire(weaponized plasma doesn't) but being stuck in a deep gravity well next to a live radiation source wouldn't be too nice for it either.
I'm settling for/working on a giant robot with localized weather control. Rain on demand. :twisted:


No way, I was thinking of a weather warfare manned robot, it would have been called the Boltwinder. Oh well, use the name, I'll always have gravity borg.


No...continue....parallel development....MIne was going to be the Rainman. We can always have contests between the two.. with some poor enemy force caught in the middle, with a gear wave on one side and a cold front coming in from the other, and one hellacious thunderstorm/ tornado cell right smack in the middle.
Almost feel sorry for the schmucks...
-------------
"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
------------
User avatar
89er
Adventurer
Posts: 570
Joined: Wed Nov 12, 2008 8:33 pm

Re: Paladin Steel Storefront

Unread post by 89er »

Woot, 90 pages down, 10 to go.
User avatar
taalismn
Priest
Posts: 49565
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

(Inspired by 89er’s basic idea for the Piper flare pistol and exploding dwarf necromancers)

Paladin Steel ‘Metras’ 26mm Incendiary Flare Pistol

“Where’s Borschark the Dark, you ask? Didn’t you hear? Didn’t you SEE? Last night he tried to rough up the new guardsmen, sic his pet zombies on ‘em. One of the enforcers shot him with a flare gun! A FLARE GUN, wouldja believe it! Blasted him a hundred feet in the air, then BOOM! Lit darned near half the town up! Brightest Borschark’s EVER been! Guess they can’t call him ‘The Dark’ any more...maybe ‘The Firework’.”

“Hey, Roland, what does green starshell mean again?”
“Means we got bruddas in a firefight over yonder and they be inviting us to come join the party!”

Derived from research for a subcontractor’s weapon, the ‘Piper’ Flare Pistol, the ‘Metras’ is a smaller, more compact weaponized flaregun based in physical configuration on the Walther SLD, a double-barreled flare pistol of pre-Rifts WW2 vintage. Paladin Steel quickly adapted the design for a multi-purpose signals pistol and light grenade launcher.
Configuration is simple and idiot-proof in operation; a break-open double-barreled large caliber flare pistol with an insulated barrel grip, made from durable megadamage plastics and ceramics, proof against corrosion and environmental wear and tear.
The ‘Metras’ can chamber standard flares, but it can also fire special incendiary and mini-grenade rounds(based on the 23mm round), modified using the more powerful solid-propellant chemical technology used in PS’s Micro-Missiles. A ramjet ‘concussor’ round is also available, that develops the majority of its thrust outside the weapon’s barrel, and which can impart massive kinetic force and knockdown similar to Bandito Arms’ famed ‘BigBore’ rounds. Other flare/cartridge types may also be used as available.
‘Metras’ pistols are common issue to GNEAS forces and merchantmen as signal devices, but they also see use with raiders and guerilla warfare units, although the 26mm format ammunition is much less common than PS’s more widely circulated 20-, 23-, and 30-mm munitions. .
Weight: 1,225 grams
MDC: 8
Range:(Standard) 480 ft vertical, 750 ft horizontal
(Enhanced) 7,000 ft
(Ramjet) 3,000 ft
Damage:(High Explosive)2d4 MD to a 10 ft area
(Incendiary)---A slug of thermal gel that does 1d6 MD to a 15 ft splash, and an additional 1d4 MD per melee for 1d6 melees
(Flare) Burns with blinding incandescence for 1d6 melees, each round brightly illuminating an area roughly 100 ft in radius(though estimated visibility, equivalent to a bright moonlit night, is 2 mile radius). These are NOT parachute flares, but fall normally. A variant version of these flares uses a composition that burns even underwater, allowing the round to be used to illuminate underwater.
(Ramjet) 3d6 MD. plus targets must roll versus knockdown(must match or surpass the attacker’s role to strike) at -8, or be flung 3d6 ft downrange(lighter targets may be thrown even further), and lose initiative , 1 APM, and HALF combat bonuses for one melee round per projectile strike). (See Rifts Black Market. pg. 137, BigBore Shotgun Shells, for more modifiers for knockback/knockdown).

Other 26mm format flares can be used as well, including smoke, dye-spray, chemical, and TW(Storm Flares are very popular, especially in vampire territory).

Rate of Fire: Volleys of 1 or 2(both barrels)
Payload: 2
Special Features:
*Waterproof Corrosion-Resistant Construction
*Neutral Buoyancy
*Optional Wireframe Shoulder Stock
*Optional Underbarrel Foregrip
Cost: 1,000 credits for the gun, 18 credits each standard flare, 35 credits for an ‘enhanced flare’, 55/110 credits for an incendiary, 70/140 credits for High Explosive, 130 credits for Ramjet rounds.
-------------
"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
------------
User avatar
89er
Adventurer
Posts: 570
Joined: Wed Nov 12, 2008 8:33 pm

Re: Paladin Steel Storefront

Unread post by 89er »

Better than I made first, and thanks for including the exploding necromancer.
User avatar
taalismn
Priest
Posts: 49565
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel NecroGo Anti-Zombie Pellets
“BBBBBRRRRaaaaaiiiiiiinnnnnsssss!!!!”
“You wanna eat me, big guy? Well, say hello to something that wants to eat YOU, gruesome!”

Another anti-Undead product from Paladin Steel, NecroGo Pellets are the pelletized eggs of specially genetically-engineered carrion beetles, bred with voracious appetites for dead flesh and resistance to the tainted magic animating the undead. Thrown or fired at an undead, such as a zombie or vampire, the eggs instantly hatch out into hungry larva, who immediately tuck into their undead food. The larva are sterile and do not mature, instead dying(permanently) after going on a feeding binge.
NecroGo pellets are available as 40mm handheld grenades or rifle-launched projectiles.
Weight: 6 oz.
Range: Varies. The rifle grenade version has an effective range of 700 ft. When detonating, the expelled eggs and grubs cover a 5 ft radius.
Damage: No damage to living beings, but does 2d6 SDC to Undead flesh, plus an additional 2d6 for 1d4 additional melee rounds. Megadamage Undead like the Zavor are unaffected by the current grub strain.
Cost: 30 credits for a canister, 40 credits per rifle grenade.

PS AZM-02 ’Scarab Bomb’ Anti-Zombie Munition

“The worms go in, the worms go out....”

This is simply the PS 140mm RAP reconfigured to carry a payload of NecroGo eggs instead of plastique explosive, and deployed as an area of effect weapon against hordes of undead(or particularly large zombies). Though decried as wasteful by some(,any of the expelled pellets will not find targets), against heavy infestations of the Undead, the Scarab Bomb has proven an effective countermeasure.
Weight: 10 lbs
Range: 900 ft. When detonating, the expelled eggs and grubs cover a 40 ft radius.
Damage: No damage to living beings, but does 2d6 SDC to Undead flesh, plus an additional 2d6 for 1d4 additional melee rounds. Megadamage Undead like the Zavor are unaffected by the current grub strain.
Cost: 120 credits per projectile
-------------
"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
------------
User avatar
89er
Adventurer
Posts: 570
Joined: Wed Nov 12, 2008 8:33 pm

Re: Paladin Steel Storefront

Unread post by 89er »

How will the GNE and friends deal with Northern Gun's new hardware and the approaching Minion War on their doorstep?
User avatar
taalismn
Priest
Posts: 49565
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

89er wrote:How will the GNE and friends deal with Northern Gun's new hardware and the approaching Minion War on their doorstep?



I imagine once I get my hands on the books, there will be a step-up of industrial espionage, knockoffs of the more promising NG technologies, price wars in other sections, and new designs as competitors to perceived 'niche-pluggers'. Already looking at the one new NG design previewed in the latest Rifter, I've already come up with a competing design using existing 'off the shelf' equipment.

The Minion War's going to be harder...from what we know, the Infernals will target places of magic, looking for weapons and loot...that makes PS's TW works particularly vulnerable...and PS's dimensional travel links may be jeopardized as well. Across the board deployment of GNE resources to protect communities and company town facilities may interrupt business as the shelves and warehouses are emptied to arm the populace.
The other hand, already being paranoid about attacks from Atlantis, Free Quebec, and the CS means that GNE mentality is like Sweden, Switzerland, and Israel combined...everybody's expected to participate in civil defense preparedness, able-bodied adults are part of the Militia/National Guard, and structures must conform to certain preparedness codes(fortified, of have safe rooms, and/or have stocks of supplies/ammunition/fuel ready). Plus the various constituents(magic users, tech-users, biotech-users, BigFolk, Smallkin, Giants, AIs, humans, non-humans, etc.) combined with the military's 'and the kitchen sink' approach means the Infernals will have a fight. PS/GNE may even be able to spare enough to help out other communities.
-------------
"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
------------
User avatar
taalismn
Priest
Posts: 49565
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel MCCH-3 ‘Herka’ Heavy Carriage Utility Tractor
“We got a mountain of crates to move today before lunch, boys and girls! So saddle up and start driving! I want this yard empty by noon, because I’ve got the word we got TWO mountains of stuff arriving this afternoon!”---Vazeke Muhammed, Transport Supervisor, Paladin Steel Resources Divsion Depot #17.

The Herka is one of a large number of largely unsung utility vehicles quietly turned out on Paladin Steel, serving ‘behind the scenes’ in keeping the industrial giant moving along, and building infrastructure. The ‘Herka’ was originally designed for operation in space, on lunar surfaces(some place its design origins back pre-Rifts, as early as the 1960s as part of the NASA lunar exploration effort planning), but has since been adapted to operate in a variety of other environs.
The ‘Herka’ has a massively proportioned, but spindly, frame-body carried high by six giant 20-ft diameter wire-spoke wheels, with an armored cabin atop the frame, accessed by a ladder or stairway ramp. Power is provided by a variety of power packages, from liquid fuel or fuel cell, to solar cells and nuclear RTG packs.
The Herka is designed to straddle cargo payloads, pipe sections, modules(especially PS Standard Modular Shipping Crates) or palletes being attached to lifting lugs under the centrally arched main body frame and carried around thus. Adapted for agriculture, the Herka can straddle rows of plants, inspecting, spraying, cutting, or harvesting the row under it.
Herkas are not designed for combat, but they are designed to be durable, for long service life in hostile environments. Hence, they are constructed of megadamage materials. Occasionally a manned version operating in bandit or predator territory may mount light armaments for self defense.
Hundreds, if not thousands, of these vehicles can be found throughout the Paladin Steel supply chain, moving containerized and palletized cargoes around ports, shipping yards, warehouses, and transport facilities, or working on corporate plantations.

Type: PS-MCCH-03 Herka
Class: Large Utility Cargo Hauler
Crew: 1+1 passenger
MDC/Armor by Location:
Main Body 110
Reinforced Crew Compartment 100
Wheels(6) 40 each
Height: 26 ft
Width: 24 ft
Length: 85 ft
Weight: 10 tons
Cargo: Can carry cargo payloads up to 18 ft wide/tall, up to 30 tons dead weight. It can thus handle Three Galaxies Standard Cargo Cans.
Powerplant: Liquid Fuel(w/ 480 mile range), Electric Fuel Cell(w/ 500 mile range), Solar Electric(w/480 mile battery range, effectively unlimited in bright light), or Nuclear Mini-Pack(w/ 10 year energy life)
Speed: 40 MPH
Market Cost: 75,000 credits for liquid fuel, 90,000 credits for fuel cell electric, 140,000 credits for solar-electric, and 500,000 credits for nuclear.
Systems of Note:
Standard Power Armor Equivalent Systems, plus:

*Collapsible Construction---The Herka is designed to be easily folded up for compact transport aboard ships(especially spacecraft) and can be compacted into a space roughly 20 ft by 20 ft by 33 ft.

Weapons Systems: None standard. The best that can be mounted on the Herka is one or two small weapons on the crew cab.

Options:
The most common options applied to the Herka are environment-proofing the body and mechanisms for various hostile environments, and swapping out the tires for different treads, such as muck-floaters or high-traction ice grippers.
Agricultural tractor-Herkas typically carry a spray tank atop the main body for dispensing insecticides, fertilizers, and other useful substances onto rows of plants(if filled with water, these sprayers will do 6d6 HP to any vampire caught in the way). 300 gallon capacity.
Harvester Herkas will have arrays of cutting and gathering gear hung underneath(these will do 6d6 SD cutting damage per melee to anybody stupid enough to stand in the way).

Variants:
*AMCCH-03A---’Economy’ version of the Herka for sale to locations that AREN’T subjected to constant Rift activity, random monster attacks, or megadamage bandit raids.
MDC/Armor by Location:
Main Body 60
Reinforced Crew Compartment 50
Wheels(6) 10 each
Cost: Reduce overall cost by 60%

*RMCCH-03R---Automated version of the Herka that is piloted by a robot(drone) intelligence, meant for automated warehouses and worksites. It’s not smart enough to do more than follow a pre-programmed routine, avoid running over people, and call for backup if its path is blocked. It can be linked in convoy to transport cargo overland.
Several incidents involving hackers remotely reprogramming RMCCH-03Rs to ‘misplace’ cargos or run amok have led to increased network security being implemented around PS facilities.
-------------
"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
------------
User avatar
taalismn
Priest
Posts: 49565
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

New, Improved, Reposted.

Paladin Steel "Metal Mage" Technowizardry Heavy Cyborg and Vampire Hunter
http://i408.photobucket.com/albums/pp164/taalismn/img356_zps839b9dc9.jpg

“Deliver lasting oblivion unto the Undead. Show no mercy to the corrupt. Visit the destroyers with annihilation. Pay back in kind and like coinage the pain and death these vile creatures have given you, ‘ere more innocents suffer what you all have have survived, but barely!”
----Guido “The Deacon” Marconi, Metal Mage and Vampire Slayer, at cyborg vampire-hunter training graduation, Fort Luxor.

“Calling these things ‘mages’ is an affront to our Orders. It is like a tramp claiming he is an Elemental Warlock of the Undinaysis because he can play with a water hose. Being able to turn a power switch on and off does not make one an electrician, and so using a mere device does not confer mastery of magic. It promotes the dangerous misconception that magic can somehow be bottled, metered, and thrown about like common dust, and that USING is the same as UNDERSTANDING.”
---Magister Aldolphi Lindaar, High Professor of Magical Studies, University of New Lazlo.

“I’ve hosed plenty of evil mages with my ‘water hoses’ in my capacity as a cyborg. Magic is energy, energy is force, and force is a tool. That may sound simplistic, but in the field, one simplifies things because it gets less complicated and distracting that way. I know my tools and their limitations, and how best to make the most of them. And I get the job done. No mysticism applies to my job, just the appropriate application of force.”
---Sergeant T’sdoll Monreen, Metal Mage-conversion HorrorHunter, Greater New England State Police

“I’ve heard people say that Metal Mages have been attracting more than their fair share of demon and devil attacks in this ‘Minion War’ on account of us being powered up by magic. People say it like it’s a bad thing, a curse. I say it means we don’t have to go looking for the enemy; they’re coming to us. And I don’t know a single Metal Mage that would pass up the chance to face down an enemy on OUR choice of battlefield.”
----Sir Karos the Doom of Garo, CyberKnight.

The Metal Mage is a cyborg with some serious history in Paladin Steel. When first introduced, many called the design the “Missing Heavy” of the Paladin Steel line(this was before the introduction of PS’s many assault-class cyborgs). The Metal Mage was an unabashed heavy assault cyborg, heavyset in construction, with more in common with the Russian Cyborg Shocktroopers and the Triax VX-2000 series than other ‘conventional’ cyborgs then being produced in North America. However, the Metal Mage tried to move away from the traditional ‘tin man’ or ‘metal ape’ look, and adopted the appearance of a stylized heroic warrior in fantastic armor. Even today, after nearly two decades of production, “Metal Mages” frequently amplify this baroque appearance with sculpted facial features, fantastic and opulent armor decorations/adornments, plumes, and cloaks.
What makes the Metal Mage truly special is its incorporation of Techno-Wizardry systems, powered initially by PS-style PPE batteries, and later by PS Powerstone PPE generators. Special neural linkages (essentially an enchanted silver wire tap to the brain/spinal cord) and powertaps allow the ‘borg to activate and trigger its internal TW devices, provided there is enough battery power to do so.
However, it is very important to note to the many critics ready to cry heresy that the Metal Mage conversion is by no means a magic user. The Metal Mage cannot power its TW weaponry from ‘natural’(i.e. the pilot’s or sacrificial) PPE; it can only draw power from its batteries or generator system. Nor can a Metal Mage FC learn new spells; it’s limited to what spellcards the character can obtain and load. Furthermore, the Metal Mage does not get any of the bonuses of a true magic user, nor does its skills and powers grow with experience.
Against a true magic user, the Metal Mage is in real trouble, and the best hope the cyborg has is to use its technowizardy weaponry to distract the true mage long enough to get in a telling shot with techno-weaponry, or beat a fast retreat.
This hasn’t stopped the cyborg from becoming popular, however. The combination of bionics and techno-wizardry has serious advantages unavailable to both un-augmented mages and regular cyborgs, especially when combating supernatural threats.
Capitalizing on these advantages, PS has taken to the Metal Mage as a potent new Vampire Slayer, and has dedicated several companies of them to anti-vamipre operations in the New West, and taking particular relish in equipping them with new anti-vampire weaponry. HorrorHunter teams are particularly fond of the cyborgs, as they are resilient against many forms of attack, and can be configured to combat specific supernatural threats. As the GNE’s and Alliance’s technowizardry capabilities have improved, the Metal Mage has been steadily modified and upgraded to take advantages in advancements in the state of the art.
Metal Mages are often chosen as the cyborg body of choice for many terminally ill/wounded CyberKnights and Good-aligned Mystic Knights who can overcome their resistance at being turned into a machine. Some mages also do the same, if death or life eternally without magic is the alternative(demand for the chassises went up after the fall of Tolkeen). Most in the larger magic community outside the GNE look at the Metal Mages with distrust and contempt, seeing them as a pathetic ‘walking wheelchairs’ for ex-mages at best, or misguided efforts at usurping the powers of magic at the other end.

Type: PS-Myst/SA-FC-11 Metal Mage
Class: Full Conversion Cyborg - Special Assault.
Crew: One volunteer
M.D.C. By Location:
  Hands(1-2) 30 each
  Arms(1-2) 100 each
  Legs(2) 165 each
Feet (& Foot Pads)(2) 45 each
Multiplexor Shoulder Mounts(2) 60 each
  *Head 100
  **Main Body 500
  *Destroying the head of a Cyborg will kill the character! However, the head is a small and difficult target to hit. The attacker must make a called shot and even then he is -3 to strike. The hands, and forearms are also difficult targets to hit and are -4 to strike on a called shot.
  **Depleting the M.D.C. of the main body will effectively destroy the artificial body, but emergency systems will keep the brain and vital organs alive for 36 hours. Recovery of the severely damaged body will enable doctors to place the character on life support systems that will keep him alive until a new bionic body (same style or other) is available, for full conversion. Failure to find the damaged Borg within 36 hours means the character dies.

Note: The Metal Mage CAN wear up to Medium Cyborg Armor equivalents.

Speed:
Running: 100 mph max . However the act of running does not tire the operator out and the maximum speed can be maintained indefinitely.
  Jumping: The powerful robotic legs are strong and capable of leaping 12 ft high or 18 ft lengthwise. A running leap adds 50% to distance/height.
  Flying: Not possible without a jet pack
Underwater: Sinks like a stone, but can run on the bottom at 3-5 MPH. Max depth of 500 ft.
   
  Statistical Data:
Average Height: 8 feet
Width: 3.5 feet at shoulders
Length: 2 feet ,  
Weight: 1,800 lbs.
Power System: Nuclear
Physical Attributes: Equal to a Robotic PS. 35, PP. 24, PE. 29.
Bonuses: Standard cyborg bonuses of +3 save vs magic, impervious to bio-manipulation
+2 initiative
+5 strike/parry
+6 dodge
+3 Pull Punch
Penalties: Touch/tactile sense is a mere 45% of human norm.
Prowl penalty: -40%
Special Skills/Training---Use standard ‘Borg or Headhunter OCC.
Plus receives WP Sword, and Lore: Monsters and Lore: Magic, both at +10%.
Black Market Cost: 9 million credits with all standard features, weapons (gunshield) and sensors.  
Standard Bionic Features
  Note: These features are all found in the bionic and
  cybernetic section of the Rifts RPG.
  1. Bionic lung with gas filter & storage cell
  2. Built-in language translator
3. Built-in radio receiver & transmitter
  4. Clock calendar
  5. Gyrocompass
6. Modulated voice synthesizer
  7. Multi-optic eyes
  8. Built-in loudspeaker
  9. Universal headjack with amplified hearing and
sound filtration systems.

Special Features:
a)Robotic Strength Enhancement---Special hydraulics and servomotors give the Metal Mage Robotic Strength with respect to damage.

b)”Borg TW Interface---Comes standard with the new PS innovation that allows the ‘borg to use modified TW devices.

c)SNARLS Sensor System---PS has managed to make its own version of the Japanese SNARLS/Aura Detector small and compact enough to be fitted to a cyborg. In the case of the Metal Mage, the Aura Detector appears as an oversized monocle that folds down over one of the cyborg’s optics when in use. Can be used to detect abnormal auras, supernatural energy, even detect shapechangers( though only 25% chance of success) Range: 200 ft. Up to 500 ft(but w/ 50% error)

Weapons Systems:
1) Twin Shoulder-Mounted Multiplexor Cannon---On each shoulder is a gimbal-mounted Multiplexor Magebolt Cannon, a slightly heavier cannon model of the infantry version. Rather than one spellcard, each Cannon can hold up to three Spellcards, and is powered by replaceable PPE Batteries in the hips(later models would be powered by regenerating Powerstone systems). Each cannon can independently swivel 200 degrees, with 90 degree elevation/45 degree depression, or can track in synch with the other cannon .
Range: Varies by spell
Damage/Duration: Varies by spell
Rate of Fire: EPCHH
PPE Cost per Use: Varies by spell. Spells cost as normal
Each Multiplexor has a 250 PPE battery
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)
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) Chest-Mounted Multiplexor Node---Hidden under the ornate emblems of the chest plate is a third Multiplexor, powered by its own separate PPE Battery in the torso, and holding three Spellcards. This node multiplexor is typically used to hold only spells that affect the ‘borg itself, or the immediate area, like Armor of Ithan, Impervious to Energy, Featherlight, Levitation, Invisibility, Chromatic Protection, or Beat Insurmountable Odds.
Range: Typically self
Damage/Effect: Varies
Rate of Fire: ECHH
Payload: Has a 100 PPE Battery(cannot be used by the other systems without removing the battery itself and reinstalling it).
Bonuses: As per spell(if any)

3) Forearm Vibroblades---One of the arms is fitted with either retractable vibroclaws(2d6 MD) or a vibro-sword blade. Naruni-style silver-plated ‘ripper’ blades are also possible.

4) Modular Forearm Attachments---One of the forearms is fitted with a modular attachment point that allows the arm to be quickly exchanged for a variety of forearm weapons systems. However, most of these require removal of one of the hands, resulting in a loss of manual dexterity in activities requiring two hands. See option systems below for some of the special systems created for the Metal Mage.

5) Chemical Sprayer System--- A built-in chemical dispersal system, used for crowd control, anti-vampire repulsion, or dramatic effect(especially with smoke).
Range: 20 ft
Damage: Varies. Water does 2d6 HP to vampires
Rate of Fire: ECHH
Payload: 20 doses of various chemical agents

6) Plasma Projector---To further the image of a giant heroic warrior, Paladin Steel has integrated a modified version of one of its plasma weapons, the PSR-1 Plasma Saber-Rifle, into one of the Metal Mage’s arms. When activated, a blade of plasma energy seems to grow from the ‘borg’s palm, like a cyberknight’s psi-sword. The device can also fire plasma bolts just like the PSR-1.
Range:(Heavy Bolt) 1,000 ft
(Light Bolt) 2,000 ft
(Plasma Saber) 3 ft
(Plasma Lance) 18 ft
Damage:(Heavy Bolt) 5d6 MD
(Light Bolt) 2d6 MD
(Plasma Saber) 2d4 MD
(Plasma Lance) 6d6 MD
Rate of Fire: ECHH
Payload:(Heavy Bolt): 10 shots per standard E-clip. Each shot takes 10 minutes off the saber mode duration,
(Light Bolt) 20 shots per E-clip(1 Heavy Bolt =2 Light Bolts)Each shot takes 5 minutes off the saber mode duration
(Plasma Saber) E-clip can power the saber mode for 2 hours.
(Plasma Lance) E-clip can power the lance mode for 1 hour
Effectively Unlimited for all of the above linked to the cyborg’s nuclear powerplant.


Hand to Hand Combat
Restrained Punch 1d4 MD
Full Strength Punch 2d4 MD
Power Punch( 2 attacks) 4d4 MD
Kick 2d8 MD
Leap Kick(2 Attacks) 4d8 MD
Body Block/Ram: 1d6 MD

Options:
*PPE Generator Refit---One or more of the PPE Batteries can be replaced with a regenerating PPE Matrix.
‘Greenstar’ PPE Clips/Power Matrices(regenerate PPE at 2 PPE per hour/10 at a ley line, 20 PPE/hour on a nexus or in a dimensional pyramid):
*’Light’--- 100 PPE capacity, cost: 12,000 credits
*’Heavy’---200 PPE capacity, cost: 24,000 credits
*’Max’---300 PPE capacity, cost: 36,000 credits

*Back Mounted Flare Launcher---The Metal Mage can be fitted with a four-shot smoke/flare launcher along the shoulders/back. These launchers can be used to fire TW Globe of Daylight or TW Storm Flares(preference).
Cost: 800 credits for the launcher; flares cost extra.

*Psi-Amps---The result of trade with the Three Galaxies via their front company Aegis Stellar Industries, these psylite arrays(See Rifts Dimension Book 2: Phaseworld, pg. 128 for details) are implanted into the head and brain of the cyborg to amplify and bolster what psionics the conversion has left. Many cyborgs who get the psi-amps also get the Telepathic Communicator as well, allowing for silent, unjammable communications. Prices for the systems are higher than PhaseWorld list, both because of the rarity of the system(and psylite), PS/ASI’s fledgling experience with the technology, and the bionic implantation.
Effects: Psi-Amps DOUBLE the recipient’s available ISP.
T-Comm allows characters with telepathic powers to communicate with other telepaths up to 10 miles away(20 miles if BOTH conversationalists are using T-Comms.
Cost: 80,000 credits for the Psi-Amp, 84,000 credits for T-Comm.

Arm Mounted Weapons
a) Vampire Arm Pod 1---Mounts a 9mm auto-rifle firing silver or wood bullets, a cross-painted mini-spotlight, a rapid-fire high-power squirt gun, and two silver-plated spikes. It retains a fully functional hand.
Range:(9mm Rifle) 1000 ft
Silver rds: 500 ft
(Spotlight) 500 ft
(Squirt gun) 150 ft
(Spikes) Melee. The spikes can also be fired via rifle cartridges in their hilts, out to about 150 ft.
Damage:(9mm Rifle) 4d6 SDC single shot, 2d6x10 SDC per 5 rd burst.
Silver Rds: 4d6 HP to Vampires, 2d6x10 HP per 5 rd burst
(Spotlight) 3d6 HP to vampires
(Squirt gun) 6d6 HP to vampires
(Spikes) 2d6 HP to vampires for one, 4d6 HP for both, 3d6 SDC fired as projectiles.
Rate of Fire:(9mm Rifle) Standard
(Squirt gun) ECHH
Payload:(9mm Rifle) 50 rds
(Squirt gun) 30 blasts
Cost: 9,000 credits
Replacement spikes cost 200 credits each

*Vampire Ball---Pod 2----The arm ends in a large, heavy, wrecking ball-type assembly that can be used as a powerful blunt instrument or siege hammer. When facing vampires or other silver-susceptible monsters, the ball can suddenly extend over a dozen silver-plated spikes from within, making it into a lethal morningstar type weapon. Furthermore, the Vampire Ball can spray water or holy water from smaller holes between the spike holes, doing additional damage. As if that weren’t enough, the ball-hand can be extended on a length of heavy, reinforced tubing and chain, and used as a chain weapon. A favorite tactic against large groups of vampires is to swing the ball and chain rapidly overhead while spraying water, in an effect similar to the TW Vampire Water Field. The Vampire Ball lacks a hand on that arm.
Range: Melee; 10 ft chain
Damage:(Blunt) 3d6 SDC, or +1d4 MD to a power punch
(Spikes) +1d6 SDC. 2d6 HP to vampires
(Water) 3d6 HP to vampires
(Spin Attack): 3d6 HP to vampires
Rate of Fire: ECHH. A spin attack counts as two actions/attacks.
Payload: 30 blast internal reservoir(spin attack takes 3 blasts). Can be also supplemented with additional external tankage(see below)
Cost: 30,000 credits


*Venomator---The Venomator is a specialized vibroblade that fits on the back of a regular forearm and hand assembly. The blade is a powerful megadamage weapon combined with a specialized chemical sprayer/delivery system that dispenses agents through a channel in the spine of the blade. In practice, the Venomator is used to penetrate an opponent’s thick skin or armor, then deliver a shot of chemical agent directly to the insides of the target...be the chemical water, holy water, acid, or cryogenic fluid. The Venomator is particularly lethal if one knows what an opponent, especially a monster, is most vulnerable to, and prepares accordingly.
Range: Melee
Damage: 4d6 MD plus possible chemical/liquid effects. Water does 5d6 HP to vampires
Rate of Fire: ECHH
Payload: 20 doses/charges of chemicals(can also be attached to external fluid/chemical reservoirs for additional shots.)
Cost: 15,000 credits

b) Solar Death Cannon--Also called the “Blazer Bazooka” or “Firefly Cannon” , this heavy weapon was an early attempt to combine solar magic with conventional energy weaponry to produce a potent new anti-vampire weapon. The Solar Death Cannon was one development. but the concept was ultimately refined into the lighter, more compact Sunray Laser Rifles. For its massive energy consumption, though, the Solar Death Cannon has tremendous damage capacity and area of effect.
The Solar Death Cannon combines the best aspects of the spells Ballistic Fire and Globe of Daylight, unleashing a veritable swarm of ten solar fireballs that swarm out of the cannon in a glowing cloud, to speed off into a mob of targets, or to envelope and dissolve a single vampire.
Range: 1,100 ft
Damage: Produces 10 sunballs, 1d6 MD per bolt, 2d6 HP per bolt to vampires.
Rate of Fire: ECHH
Payload: 10 charges before the PPE Battery needs replacing/recharging; 13 PPE per bolt, 130 to recharge the entire battery.
Bonuses: Targets are -10 to dodge
Cost: 90,000 credits

c) Gunshield---If so desired, the Metal Mage can be fitted with a forearm gun and shield assembly similar to that mounted on the PS Aries cyborgs. The installation is identical to that on the PS machine in all respects. Both Cannon and Energy Weapon versions are available.


*Additional Water Tanks---Additional water supplies can be slung or mounted to supply the ‘borg’s water-dependent Anti-Vampire weaponry.
Half Gallon Hip Tank(20 shots) 10 credits
Gallon Hip Tank(40 shots) 20 credits
Five Gallon Backpack Tank(200 shots) 50 credits
50 Gallon Drum(2000 shots) 500 credits

*Laser Resistant/Ablative Armor---For added expense, the Metal Mage can be plated in laser resistant/ablative armor plating from Paladin Steel, that reduces laser damage by HALF.
Cost: 100,000 credits

*Spike Plating--The Metal Mage can be fitted with silver-plated spikes or wooden stakes(the “toothpick look”). Not terribly durable, and rather expensive(for the silver plating; wood spikes are cheap), but can be extremely effective when body blocking/tackling vampires.
Range: Melee
Damage: +1d6 HP to a punch/swipe
Cost: Silver--- 500-1000 credits, Wood--- 50 credits

*Plasma Shield Bracer---Inspired by Gargoyle hand weapons, this piece of accessory armor lets out a powerful blast of plasma on contact in hand to hand combat. It is e-clip powered, but can be slowly recharged by induction from the cyborg’s own powerplant.
Weight: 35 lbs
MDC: +30 to arm MDC
Range: Melee
Damage: 4d6 MD on a full contact impact/slap
Payload: 60 minutes per e-clip; recharging by induction takes 120 minutes.
Cost: 30,000 credits

*Plasma Crucifix---Originally developed with the Metal Mage in mind, this weapon resembles a massive Maltese Cross, but can be used as double(triple)-bladed ax, and can be energized with plasma energy to deliver a devastating strike. The sight of a Metal Mage in full charge, with flaming Crucifix swinging around has been known to send even master vampires fleeing.
Weight: 35 lbs
Range: Melee
Damage:(Cross) 2d6 HP to vampires, Horror Factor 18
(Ax)2d6 SDC
(Plasma) 6d6 MD
Payload: 60 minutes per e-clip
Cost: 30,000 credits, extra if fitted with a ‘Regenerator’ PPE Greenstone.

*Solar Crucifix Shield(aka ‘Life Shield’)---This is a combination Lightshield and MDC Shield. The TW component of the device is powered by its own PPE Battery, and activated by a special linkage in the Metal Mage’s wrists. The shield is distinguished in having a white or gold cross embossed on it, and possible other holy/sun symbols. In action, the cross can be made to glow and cast a cross-shaped light pattern like a large searchlight , or it can be used to fire off a radiant blast of life energy that does massive damage to vampires.
Weight: 45 lbs
MDC: 90
Spells/Damage: (Spotlight Cross) 4d6 HP to vampires-----500 ft range
(Light/Life Blast) 1d6x10 HP to vampires. Master Vampires get a save versus the magic; on a successful save they take only HALF damage. -----300 ft range, 8 PPE per blast.
PPE Battery: 250 PPE
Bonuses: +1 to parry
Cost: 40,000 credits, extra if fitted with a ‘Regenerator’ PPE Greenstone.

*Elemental Shields---Elemental Shields were developed from the Solar Shield and operate on similar principles, but the Elemental Shields use Elemental Spell magic in their design, each shield incorporating two spells. Elemental Shields also tend to be distinguished from each other in having colors and decorations representing their respective elements(red/yellow/gold for Fire, black/brown/gray/green for Earth, white/silver for Air, blue/green for Water), and have a stylized elemental symbol in their center, from which the magic effects erupt. Elemental Shields cannot be used by other ‘borgs(unless fitted with the special TW link), but can be used by anyone who can successfully use TW creations, though they may find the shields a little cumbersome and heavy for anyone without enhanced strength to use. Elemental Shields also tend to be rather expensive, owing to the difficulties in applying Elemental magic to TechnoWizardry.
Weight: 40-60 lbs
MDC: 80-100
Spells:(Sample configurations)
(Air): Howling Wind(7), Wind Blast(40)
(Air---Defensive): Invisible Wall(30), Sheltering Force(20)
(Earth): Sandstorm(15), Chasm(25)
(Earth---Defensive): Wall of Clay(8), Wall of Stone(15))
(Fire): Blue Flame(30), Screaming Wall of Flame(30)
(Fire---Defensive): Circle of Flame(10), Wall of Flame(15)
(Water): Fog of Fear(7), Hail(20)
(Water---Defensive): Sheet of Ice(15), Wall of Ice(20)
Spell range/Duration is generally equivalent to 10th level.
PPE Battery: 250 PPE
Bonuses: +1 to parry
Cost: 400,000-600,000 credits per shield, extra if fitted with a ‘Regenerator’ PPE Greenstone.
Last edited by taalismn on Mon Jun 03, 2013 1:13 pm, edited 1 time in 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
------------
User avatar
89er
Adventurer
Posts: 570
Joined: Wed Nov 12, 2008 8:33 pm

Re: Paladin Steel Storefront

Unread post by 89er »

Oh, that a mystical man tank of undead slaying, high tech, awesomeness.
User avatar
taalismn
Priest
Posts: 49565
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

89er wrote:Oh, that a mystical man tank of undead slaying, high tech, awesomeness.



Now updated with picture:
http://i408.photobucket.com/albums/pp164/taalismn/img356_zps839b9dc9.jpg
-------------
"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
------------
User avatar
taalismn
Priest
Posts: 49565
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

A fairly decent 'art anime' with some thoughtful ideas:
http://en.wikipedia.org/wiki/Time_of_Eve
Could be used as a good template of Golden Age AI relations or the emergent AI interaction in the GNE(although the general premise of people not being able to tell organics and androids apart is kinda blown when you have psionics, PPE sensitives, obvious cyborgs, and inorganic aliens running around...toss in Stone Gargoyle's magic-using robots and things are back to square one).
-------------
"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
------------
User avatar
89er
Adventurer
Posts: 570
Joined: Wed Nov 12, 2008 8:33 pm

Re: Paladin Steel Storefront

Unread post by 89er »

If the Metal Mage is TW, what does the Parahunter Borg do then?
User avatar
taalismn
Priest
Posts: 49565
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

89er wrote:If the Metal Mage is TW, what does the Parahunter Borg do then?


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

--------Rudyard Kipling
------------
User avatar
taalismn
Priest
Posts: 49565
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel and the Black Market

“It’s a marriage of convenience, but we stay together for the kids.”

Paladin Steel’s affiliation with the Black Market is a complicated one; as PS’s distribution network grows and becomes more secure, and Greater New England’s influence and affluence grows(especially through Alliance trade), relations with the established Black Market have become even more strained.
As much as PS would hate to admit it, the corporation NEEDS the Black Market. Since its earliest days as a virtual subcontractor to Northern Gun, PS relied on the Black Market for supplies and components, and for marketing, As the Vermont Free State grew and Greater New England took shape, what had once been a sleepy corner of the eastern wilds was becoming a potentially highly profitable market for the BM, both because of and in spite of the new nation-state’s increasing regulations and social engineering. Thus has commenced an uneasy dance between PS/GNE and the Black Market. As PS has sought to expand its operations and the GNE to regulate the sale of contraband inside its borders, both PS/GNE and the Black Market have had to step carefully, weighing the benefits and risks of stepping too far or demanding too much.
Without the Black Market, Paladin Steel would be unable to reach many markets and potential customers. The flow of certain supplies and materials would also be cut off, forcing PS to look at more difficult alternatives. The Black Market is also an invaluable source of information on PS/GNE’s rivals and enemies, and PS’s TAG(Technology Acquisition Group)-teams would have much less success in acquiring samples of technology(such as Triax and Coalition States) hardware to study and reverse-engineer. The Black Market also provides services that the more idealistic and ethical GNErs would simply not stoop to, but which are arguably necessary to both corporate well-being and national security. Without the Black Market, the PS/GNE economy would lose a fourth wheel and could very well grind to a halt, and national security potentially compromised.
On the minus side, the Black Market often resells PS goods to customers Paladin Steel would rather not have; criminals, terrorists, slavers, and warlords. Information flows the other way too, and corporate espionage and nationalistic spying have been abetted by Black Market operations. Greater New England’s efforts to regulate or stop contraband entering society have been made all the more difficult by Black Market smuggling, The Black Market also engages in practices that make Paladin Steel uneasy of dealing with them as a business partners, and the fee for assisting PS operations can be steeper than PS would like.
PS/GNE’s expansion into the interdimensional realm of operations has made things more complicated. While on one hand it allows PS access to resources and markets without having to deal with Black Market middlemen, on the other hand it has resulted in the Black Market demanding access to the other dimensions serviced by the PS network...or else other operations on Earth will be threatened. Like it or not, when evidence has surfaced that the Black Market has infiltrated PS’s Outstep program and interdimensional trade network, PS has had to, more often than not, look the other way, lest other operations be jeopardized.
That having been said, the full range of Black Market OCCs can be found throughout the PS/GNE organization. Many members of PS’s sales and distribution network were raised and trained by the Black Market, were members of the Black Market, or still ARE members of the Black Market, working legitimately under the auspices of the GNE or illegally.

The Eastern Syndicate
The Eastern Syndicate is the GNE’s small, but growing, Black Market organization. In the olden days, this was little more than a branch office of Le Marche Noir, selling to the dozen or so small communities along the eastern seaboard and Atlantic wastelands large enough to be called civilized. With the Paladin Steel industrial boom and Greater New England expansion, however, the market has blown wide open for the Black Market to rake in handsome profits selling GNE-made merchandise on the sly, and catering to the newly-wealthy with disposable income in GNE society.
And wherein lies the problem. The sleepy little branch is suddenly into serious money and influence, enough so that it has come to the attention of both the GNE authorities and the mainstream Black Market. Tensions between Greater New England and Free Quebec have also resulted in strains between the eastern Black Market and the Free Quebec organization; LMN has increasingly agitated for more influence on the new powerbloc on the Eastern Seaboard, and more income squeezed from it flowing into LMN’s coffers. Other Black Market organizations have also taken notice of the new money to be had from what was once considered fringe markets(the real action was previously in central North America and the New West).
The GNE/Alliance-located Black Market operatives, on the other hand, increasingly didn’t want to put up with distant bosses micromanaging them and they certainly didn’t want to share in the profits. This has caused a division between the organizations, and the formation of what has been loosely called the ‘Eastern Syndicate’, a loose affiliation of small Black Market operations in the Eastern Regions, stretching as far as from Maine down to Georgia.
The Eastern Syndicates have an uneasy symbiosis with their host economies and nations. Go too far catering to the desires of the locals, and the Black Market risks getting stomped down. On the other hand, if the GNE/Alliance enforces their laws TOO sharply in persecuting the Black Market, and they risk losing the unique services the Black Market can provide them. So while the authorities can curb the worst excesses of the Black Market, they often are forced to give a pass to the cartels on other things, often in violation of those same regulations.

Walter Septimus*, one time ‘station chief’ of Burlington, Vermont Free State, is now the head of the Eastern Syndicate, and oversees operations throughout the GNE and its bordering territories, such as neighboring SaltMarsh, Charter, and distant Merrill City. Officially, Septimus is just a well-to-do merchant, one among many in Yankeeland, but he is really the head of an increasingly affluent Black Market operation. Unofficially, while the GNE authorities have cracked down on the worst excesses of smuggled sin and contraband in the GNE, word is that it’s hands-off when going after Septimus, who can be considered to be in bed with the GNE up-and-ups.
This hasn’t sat well with the head of the Burlington State Police(and defacto head of the GNE’s version of the FBI) Commissioner Dalen Amadar, who has been feuding with Septimus for decades, trying to bring him down. Nothing would make Amadar quite so happy as putting Septimus behind bars, just to make a point about law and order. Amadar has had to deal with the realization that dealing with Septimus is for now the only way of maintaining a calm status quo.

The Eastern Syndicate is relatively small and weak compared to established organizations like the Quebecois and Chicago Mob, and their continent-wide connections tend to be shallow and few between, but what they do have going for them is the fact that they’re currently sitting on a booming economy. The Alliance and its members are a market that is generating serious money and outsiders wanting a piece of the action have to either deal directly with Alliance members or go through the Eastern Syndicate. The Eastern Syndicate also is pretty close to their host governments. If for no other reason than not wanting outsiders coming in and waging a turf war for control of a part of the economy, the governments of the Alliance would readily support the Eastern Syndicate with direct military action(better the devils they know than devils from outside). This means that normal strong arm tactics to bring the Eastern Syndicate to heel aren’t working for the larger Black Market factions. And though the Eastern Syndicates lack the historical traditions and clout of the older BM groups, they have greater flexibility of operations.

The Eastern Syndicates are largely dismissed as a joke by the mainstream BM organizations. Upstarts that need to be shown their place, or are simply the pets of the increasingly affluent and influential nation-states profiting from the new Eastern Economy. The Eastern Syndicates in Greater New England are particularly seen as existing under the thumb of the jackbooted authorities, and doing PS’s bidding, rather than the other way around. For the most part, the official word is that the mainstream BM families don’t do business and don’t recognize the Eastern Syndicate until it relearns humility and knuckles under to them. The fact that it hasn’t isn’t due to the ES’s resilience, but more to the caprice of the major factions, who aren’t yet ready or too lazy to dedicate any serious effort to take a more active role in taking control and stamping down the upstarts...or so the general claim goes. In reality, while the upper echelons posture and pose, the lower ranks of the various organizations have gone right on dealing with each other, just with steeper markups and more deniability as to the source of their goods.

Le Marche Noir remains the biggest faction in dealing with Paladin Steel and Greater New England. Though ties were officially severed with GNE and the Eastern Syndicate, the fact is trade has continued relatively unabated, sans organizational kickbacks and top-directed ‘enforcement’ in the GNE territories. In truth, on the surface at least, the situation is playing to the benefit of both sides as the individual BM members can charge more for each others’ goods and services than if the borders were wide open. LMN’s head, Jean Robillard, is officially not saying anything on the subject of the breakaway Eastern Syndicates but is privately debating whether he should take a more active hand in trying to reverse the situation, maybe instigate a Black Market war, for purposes of wrestling back control of a smoothly-flowing source of revenue and rare items for his collection. Paladin Steel’s dealings with interdimensional trade also intrigues Robillard; at the very least, it make give Gennerabarde the Royal Frilled Dragon some ideas of where to go next when he finally tires of Rifts Earth and decides to move on.

The Immaterial Hand----PS’s advancements in technowizardry have caught The Immaterial Hand’s attention, and the proliferation of low-cost magical hardware the Hand’s sense of greed. While many conservative elements in the magic community have derided the ‘industrialization and bastardization of magick’, The Immaterial Hand has had no problems at all dealing with it, trafficking in PS-manufactured goods. PS probably has the least amount of trouble with The Immaterial Hand, aside from the occasional magically-assisted heist, smuggled magic equipment, or smuggling operation. PS has both fought with, and engaged the services of, The Immaterial Hand in equal measure. The bottom line is, as long as The Immaterial Hand can make a profit off PS/GNE, they’ll take no major action against them.

El Oculta---As PS operations move deeper into the West, encounters with El Oculta have increased. Frankly, PS would rather not deal with El Oculta; many of the organization’s business practices(especially slave-trafficking) are disquieting or outright morally repulsive to PS/GNE, and many of their members set the inner alarm bells of PS/GNE operatives ringing. Yet, occasionally, PS has no choice but to deal with El Oculta. The Alliance campaign against the vampire problem in the West has made such dealings all the more difficult. While El Oculta for the most part approves of the Alliance effort to annihilate the vampires(at least in so far as it improves their own security), the attendant efforts to stop the flow of arms and slaves to the Vampire Kingdoms threatens El Oculta profits. And PS’s practice of shipping products direct to customers undercuts El Oculta’s trade, especially if those same transports carry ‘add-on’ cargoes from clients who would otherwise have to deal with El Oculta. While a war between the two organizations is not on the immediate horizon, many believe it is more probable than possible.

The Chicago Network---Between their ties to the Coalition States and Northern Gun, the Chicago Network can be considered to be at war with PS/GNE. What that means is that PS shipments traveling anywhere near Chicago Network territories are in danger of being ripped off, raided, and sold to the wrong customers, without a single centi-credit making its way back to Paladin Steel. Not that the Chicago Network won’t deal in PS merchandise, it’s just that they don’t believe in paying for it before reselling. Any dealings between the two organizations are through either VERY convoluted paths and/or extremely dissenting individuals. Even peaceful dealings with PS/GNE are on Network terms, and any PS official or citizen(or known/suspected affiliate) can be expected to pay steeply more for goods and services(price of business dealing with enemies of the state/rivals of the Gun). The Chicago Network has tried on several occasions to muscle into the Eastern Syndicate and take over parts of it, especially when it was learned that Le Marche Noir had lost control, but the Mob has been rebuffed(often violently) repeatedly.

Bandito Arms---Bandito Arms considers Paladin Steel, its trade network and its products to be rivals. The fact that many PS products are based on knocked-off technology from BA, and indeed several former BA engineers have defected to PS West, has irked Bandito considerably. However, the rivalry is nowhere near the levels of competition as between Paladin Steel and Northern Gun. This is in part due to PS/GNE’s Alliance activities in combating vampires, and in diverting the attention of the Coalition States from stomping Bandito Arms. As long as PS keeps doing that, Bandito Arms can forgive a lot. For now, the two companies and their networks can be considered to be cooly friendly rivals, engaging in the occasional spate of corporate espionage and one-upmanship.

Other Black Markets---As PS expands its operations and trade networks, it increasingly comes into contact with other Black Market organizations. Outside of North America, PS does business with similar organizations in South America, Japan(especially the various Yakuza factions, some of which have ties to the Western Seaboard), Europe, Russia, the Orbitals, and Out-dimension. Some of these dealings are cordial, others strictly business, and others violent.


(*Reposted from the 110 PA datalog entry:
Walter Septimus---(12th level Smuggler, Aberrant alignment)A small, jovial, and generous man who sits on the Burlington Council, Walter Septimus is head of the powerful Septimus clan, post-Rifts Vermont’s version of the great pre-Rifts organized crime families. Septimus represents the Black Market in Burlington and the Free State, supplying (at cost) what can’t be obtained/produced locally. Septimus also runs most of the racketeering, big smuggling, gambling, and trade rackets in the territory. He’s also the middleman for much of the trade flowing through the Free State. Since Septimus has extensive contacts outside the Free State, and considerable pull inside its borders, just about everyone has had to do business with him at one time or other, giving him a unique status as a holder of a great many favors and a great many secrets. He has contacts as far as Chi-Town, and he’s even managed to negotiate safe passage treaties for his caravans and traders through Indian territory.
Septimus is friendly, generous, tolerant, and fun to be around, as he is almost always spinning yarns, mingling with the regular folks, and doing altruistic deeds for the common folk. At the same time, Septimus is also keen, cunning, predatory, and opportunistic, with a fine aptitude for sniffing out a rival’s weaknesses and using them to get what he wants. He doesn’t condone assaults or the harming of innocents, but has nothing against applying strong arm tactics to muscle into new territory, and to intimidate or punish potential obstacles. Septimus has a rather personal sense of justice, a strong sense of family, and a soft spot for children, women, and animals.
About the only one he’s been unable to manipulate or get to, is Chief Amadar. Septimus realizes that the police officer is well nigh incorruptible and looking for an excuse to slam Septimus and his kin in jail. But Septimus has no desire to kill the man; in fact he regards Amadar with high respect, for his integrity and determination. Instead, Septimus manages to keep Amadar off his back by keeping organized crime activities within bounds and out of sight, and turning over other criminals (and his rivals) over to the police, or quietly eliminating perpetrators of violent crimes like rape, murder, or enslavement. Amadar can only grumble, but is forced to accept the Black Market’s policing of its own, as it helps keep Burlington’s criminal elements under control.
By 110 PA, Septimus is most pleased with Paladin Steel’s expansion into the continental(and perhaps intercontinental) arms market. He often likes to confide to his friends that it has been his influence in the Black Market that has allowed PS to expand so smoothly into already rigidly established market places...that it is HE, Walter Septimus, with his connections and ‘good fellahs’, who is really behind PS’s success....Whether it’s true or just idle boasting, Septimus’s ‘smooth dealing’ have earned him a fair amount of animosity among other Black Market families, who see him as an East Coast runt who’s been muscling into their territory; reportedly several contracts have been let out on Septimus’s head, and trouble may be coming to Burlington
.)
-------------
"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
------------
User avatar
taalismn
Priest
Posts: 49565
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel MMS-4 ‘Switchblade’ 65mm Mini-Missile RPV
(aka ‘Easy-Go’, ‘Mosquito-Bomb’, ‘Skeeter’)

“I can fly this thing close enough to their motorpool to pick out which one’s the commander’s van, then glide it right under and BOOM! How’s that for on-time to-the-door delivery?”


The MMS-4 ‘Switchblade’ is a PS-made mini-RPV/’smart’ projectile based on a pre-Rifts munition of the same name that was deployed by the U.S. military. The design has been resurrected and improved upon, and is re-entering service with the Greater New England Armed Services.
The Switchblade is a 60mm munition that is carried in a launch tube until needed. Upon being expelled from its launch tube by an inert gas cartridge, two plastic wings fold out ‘switchblad’-style, two tail control surfaces pop up, and a small propeller at the rear starts up, driven by an electric motor and battery powercell. The weapon is sent whizzing at the target area at 100 MPH, the mini-sensors in its head searching for the target. The mini-RPV has enough battery life that it can run for fifteen minutes, allowing some ‘loitering’ capability for searching for targets or reconnoitering.
The plastic body of the RPV affords it partial stealthing from most radar systems, and its quiet electric motor allows it to sneak up on targets.
Once a target is acquired, the Switchblade is locked on course and sent at the target on terminal approach, after which its 60mm explosive payload detonates on the target.
The MMS-4 can communicate with a handheld control unit, or piped directly to an HUD and verbal interface.
The Switchblade also incorporates a micro-AI similar to those used in PS’s ‘smart’ micromissiles. This system allows the drone to lock onto targets for maximum precision.
The major problem with the MMS-4, as compared to conventional mini-missiles and mortar rounds is that the RPV is slow; an observant enemy can spot the incoming mini-RPV and either dodge it or shoot it down.
Together with Merlin ‘smart’ mortar rounds, the Switchblade is proving popular with GNEAS units as ‘pocket artillery’. Either single-shot squad carried or vehicle-mounted in batteries, the mini-RPVs are being deployed throughout the GNEAS’ various theaters of operation.

Weight: 5.5 lbs
Size: 2 ft long, 65mm in diameter folded up, 2 ft wingspan fully deployed
MDC: 2
Range: Electric Power Cell is good for 15 minutes of operation. Typical command-control range for a handheld control set-up is 12 miles.
Speed: 100 MPH, 900 ft altitude.
Damage: Varies by warhead type(can be customized to mission). MD Fragmentation and HE are the most common.
(Riot)---Combination flash-bang and rubber pellet charge---Victims are -10 to strike, parry, and dodge, -1 to initiative, and lose 1 APM for 1d4 melees. Rubber pellets do 1d4 SDC damage, but have a 60% chance of knockdown for any human-sized, or smaller, beings, caught in a 20 ft blast radius.....lose initiative and 1 APM for that melee(cost: 160 credits)
(Fragmentation-SDC) 2d4x10 SDC to 40 ft blast radius(cost: 200 credits)
(Fragmentation-MD) 3d6 MD to 50 ft blast radius(cost: 560 credits)
(High Explosive) 6d6 MD to 20 ft blast radius(cost: 720 credits)
(Anti-Armor HEAT) Very heavy projectile( Does 3d6x10 MD to a 2 ft diameter area(shaped charge)(cost: 900 credits)
(Plasma/Micro-Fusion) 1d6x10 MD to 8 ft blast radius (cost: 800 credits)
(Incendiary) 2d6 MD flash damage to 24 ft blast radius, plus does 1d4 MD per melee for 2d6 melees(cost: 710 credits)
(Acid)---4d6 MD to a 5 ft radius, then diminishes in strength by 1d6 each melee(lasts about 4 melees)(cost: 900 credits)
(Chemical) Effects vary, but contains enough chemical agent to cover a 15 ft radius
(Illumination) illuminate a 500 ft radius for 4d4 melees. (cost: 15 credits)
Note: Additional grenade types, including TW munitions, are constantly in development.
Rate of Fire: Single shot
Payload:
*Low-Lite, Color, and Infrared Optics
*Beam-Rider----Can be guided to target by a designator laser.
Special Features:
*Stealth----The Switchblade’s plastic construction is partially radar absorbant; 50% chance of going undetected by radar systems
Bonuses: (+3 to strike ground targets) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
Cost: Basic Switchblade costs 1,000 credits each, + payload. Reusable Launcher costs 2,000 credits, handheld controller 5,000 credits, helmet- or cyborg-mounted hands-free HUD uplink system 16,000 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
------------
User avatar
Aramanthus
Monk
Posts: 18712
Joined: Tue Feb 21, 2006 5:18 am
Location: Racine, WI

Re: Paladin Steel Storefront

Unread post by Aramanthus »

Some excellent new material. I can see our quartermaster corps is going to have submit a massive order for the new PS material.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

"As you will it, your Grace."

HH....FIE
User avatar
abtex
Champion
Posts: 2294
Joined: Sat Jan 04, 2003 2:01 am
Location: Heart in Texas

Re: Paladin Steel Storefront

Unread post by abtex »

Cute combat toy. Many misuses to come. PAV mirco-tankette 'control box', maybe.
There is no squirrel saddle?

Info on the real Switchblade
pictures of Switchblade
Last edited by abtex on Sun Jun 09, 2013 3:35 am, edited 1 time in total.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
User avatar
abtex
Champion
Posts: 2294
Joined: Sat Jan 04, 2003 2:01 am
Location: Heart in Texas

Re: Paladin Steel Storefront

Unread post by abtex »

Last edited by abtex on Sun Jun 09, 2013 9:48 pm, edited 1 time in total.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
User avatar
taalismn
Priest
Posts: 49565
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:Cute combat toy. Many misuses to come. PAV mirco-tankette 'control box', maybe.
There is no squirrel saddle?

Info on the real Switchblade
pictures of Switchblade



Thanks! For this and the other pictures!
Yah, it's 'low-end/real-world' tech meant to be mass-produced, then mass-marketed to help pay for the BIG T&D products.
Plus get enough of these things flying at a target and you can saturate their defenses...peck them to death of they're really heavily fortified/armored.
An autonomous seek-and-destroy mode might make for a good variant form...airdrop a dispenser-load of these things over a target area and watch them, via their own camera systems, home in on preprogrammed targets(like individual Minions or skelebots) and go boom!
-------------
"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
------------
User avatar
abtex
Champion
Posts: 2294
Joined: Sat Jan 04, 2003 2:01 am
Location: Heart in Texas

Re: Paladin Steel Storefront

Unread post by abtex »

Last edited by abtex on Tue Jun 11, 2013 8:52 pm, edited 1 time in total.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
User avatar
taalismn
Priest
Posts: 49565
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:taalismn, are you putting Smart chip on your new vehicles or just an upgrade on old one? :D :roll:
from here



Either that, or that's the aftermath of simply the GREATEST highway dodge of a small car caught in front of a big truck evah!
-------------
"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
------------
User avatar
taalismn
Priest
Posts: 49565
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Pharaoh Beetles
(aka ‘burial bugs’)

“You want to be careful in Pharaoh Beetle territory...not from the bugs themselves, that are pretty harmless, but sometimes they don’t thoroughly tuck their future meals away...You might be walking over one of their buried carrion balls and some stuck-down zombie might have an arm free and make a grab for you. So beware a Beetle’s buried treasure. On the other hand, those balls of zombies are mighty convenient if you’re looking to torch a mess of them all at once. Between the bugs and their grubs, though, they’re pretty thorough at disposing of Zed all by themselves.

It is unknown if this creature is a product of Cambridge Jungle geneticists(using scarab beetle, StoneBug, and Death Hunter Fish DNA) or an imported D-bee animal(some rumors claim the creatures come from a Plane of the Dead), but the so-called ‘Pharaoh Beetle’ has appeared for sale from Paladin Steel as part of their anti-Undead countermeasures. That fact that PS has invested in such measures against zombie hordes has some observers worried; just why is the company so concerned with fighting Undead, and apparently in large numbers?
The Pharaoh Beetle resembles a giant dog-sized scarab beetle, though with a thicker lustrous-black carapace and a cockroach-like elongated platelet(or protonum) on the head that reminds some of the headdresses associated with ancient Egyptian kings. Pharaoh Beetles are incredibly strong for their size and can manhandle masses much larger than themselves.
Pharaoh Beetles are carrion-eaters, but seem to have a specific appetite for zombies(some again wonder if the bugs don’t somehow have some relation to the Death Hunter Fish of undead-hunting barracudas of Rifts Earth). They have poor eyesight but excellent senses of smell, and can sense and track the smell of rotting flesh and shambling undead from miles away. Once they find food, they will pounce on it, snipping it apart with their razor-sharp mandibles and devouring it. Against zombies, the Beetles are smart enough to seek to take off the Undeads’ legs first, to insure a mobility kill, before settling down to eat the rest at their leisure.
What they cannot eat immediately, the Beetles will spray with a fast-setting adhesive secretion, bundling the carrion(or Undead) into a ball that they then roll away and bury, to either eat later or to feed to their offspring. Female Pharaoh Beetles lay their eggs in these balls, which serve to incubate the eggs until they hatch, then feed the ravenous grubs.
Pharaoh Beetles are thoroughly uninterested in living creatures and will leave them well enough alone. Only if persecuted and backed into a corner will the creatures attack a living creature, and then only in self-defense.
Pharaoh Beetles aren’t smart enough to be trained effectively, but they can be used to guard territories, dispose of carrion and clean up battlefields(if body ID'ing and more elaborate recovery and funerary measures are not possible or deemed necessary). The Beetles will, if numbers are available, work in small packs of four to twelve individuals, and show signs of cooperative behavior in preserving and moving carrion-balls for burial.

Alignments: (Animal) Effectively anarchist
Lifespan: 10 years
Size: Roughly 2.4 ft at the shoulder and about 4 ft long. Weight 150 lbs
Gender: Male and Female. Seasonal cyclical breeders. Typically mate once a year(though a male can mate with more than one female during the mating season), and the female subsequently lays 30-50 eggs that hatch out into hungry grubs after a 2 week incubation period. Grubs mature inside of a month.

Physical Attributes:
IQ: 1d4+1(animal intelligence)
ME: 1d4
MA: 1d4
PS: (Supernatural)3d6+8
PP: 2d6+10
PE: 4d6+2
PB: 1d6
SPD: (Running) 4d6
(Flying) 1d4x10
(PPE): 2d6
MDC:
Main Body 50
Head 30
Legs(6) 6 each
Horror Factor: 12
Natural Abilities:
*Flight---Despite their bulky build, Pharoah Beetles, like their smaller cousins, CAN fly, albeit slowly, using wings concealed under their heavy wing cases.

*Supernatural Strength

*Insect Endurance---Can run 20 times longer than average humans and animals, and is +4 save versus poisons, toxins, and disease.

*Motion Detection---Can detect movement from as far away as 500 ft, and track by motion 50%.

*Excellent Sense of Smell----75%. Range is generally 200 ft, but can pick up the scent of decay(especially decaying flesh) from 600 ft away.

*Sense Undead---Can sense Undead up to 5 miles away.

*Undeath Energy Sap---This seems to be an evolved(or engineered) ability meant to make it easier for the Beetles to bring down moving Undead prey. The Beetles seem to radiate an effect that at close proximity makes it more difficult for forms of animated dead and Undead to move as quickly, making them easier to trap and bring down. Within a 15 ft radius of the Beetle, Undead will find their speed reduced 50%, and they will be -1 to dodge, strike, roll, and parry. Master Vampires and other forms of greater Undead get a save versus magic against this effect, but all other forms of Undead, including feral and secondary vampires, mummies, skeletons, and zombies will be affected.

*Immune to Undead Transformation and Necromantic Magic----Pharaoh Beetles CANNOT be turned into Undead nor their corpses reanimated. Even their body parts cannot be used by necromancers. Furthermore, necromancy spells fail to work on them at all.

*Adhesive Secretion---The Pharaoh Beetle can spit or ooze a quick-drying natural glue from glands on its underside. This is used to glue large (3-8 ft in diameter) balls of carrion together for rolling and burial. This glue holds with a Strength of 35.

-Digging---Pharaoh Beetles are natural excavators, readily digging out shallow burrows and deeper pits for caching their carrion balls. Can dig out about 5 cubic feet of soil/soft earth per minute. Cannot dig through rock or concrete.

Psionics: None
Magic: None, though some consider their effect on Undead to be an inherent magical property.
Combat: 3 attacks per melee
Damage:
Bite 3d6 SDC
Claw 1d6 SDC
Value: Paladin Steel is selling Pharaoh Beetles for 1d4x10,000 credits each.
Last edited by taalismn on Fri Jun 14, 2013 5:02 pm, edited 1 time in 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
------------
User avatar
89er
Adventurer
Posts: 570
Joined: Wed Nov 12, 2008 8:33 pm

Re: Paladin Steel Storefront

Unread post by 89er »

Hmmmm, focus on anti-undead tech, plus approaching Minion War could be reason enough. But there are always the default vampires, or are there secret police dealing with unaware undead under an umbrella of underworldly unacceptability due to Universal U turns?
User avatar
abtex
Champion
Posts: 2294
Joined: Sat Jan 04, 2003 2:01 am
Location: Heart in Texas

Re: Paladin Steel Storefront

Unread post by abtex »

That are he got Vampire Kingdom or something at the book sale last week.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
User avatar
say652
Palladin
Posts: 6609
Joined: Wed Jun 20, 2012 11:32 am
Comment: Avid Cyborg and Braka Braka enthusiast.
Location: 'Murica

Re: Paladin Steel Storefront

Unread post by say652 »

anything for negating super powers? also sdc exoskeletons? why limit palladium steel to the mdc realms? and a holographic disguise type thing if your research and development teams aren't to busy. thanks
User avatar
taalismn
Priest
Posts: 49565
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:That are he got Vampire Kingdom or something at the book sale last week.


Nah....I just don't like zombies...Maybe because 'World War Z' is coming out?
Admittedly, the ol' 'shotgun blast to the head' seems to work most of the time, but every little innovation helps, and the Pharaoh Beetle is an effective force multiplier for anti-zombie/undead forces.
-------------
"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
------------
User avatar
taalismn
Priest
Posts: 49565
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

89er wrote:Hmmmm, focus on anti-undead tech, plus approaching Minion War could be reason enough. But there are always the default vampires, or are there secret police dealing with unaware undead under an umbrella of underworldly unacceptability due to Universal U turns?



If you notice in Rifts there's hardly any GOOD Undead...there's ONE ex-vampire hunter who retained her humanity and that's it. NO good zombies or liches either. Necromancers are, like Witches, considered to be an EVIL class...if you talk to the dead and are a good guy, you're most likely a Mystic or other magic class that somehow learned one or two necromancy spells and THAT'S IT.
I'm not terribly concerned about prejudice against GOOD undead, because in Rifts, the chances of running into a decent nice-guy zombie or such-like are virtually nil.

Rifts isn't like Discworld, where werewolves are considered to be Undead, there's a vampire temperance society(the Black Ribboners), and the Ankh-Morpork City Watch has Reg Shoe (zombie, annoying society activist for the undead, and okay copper).
NIghtspawn is a bit iffier, because there's Wampyrs, who could, concievably come over to Rifts.
In my Network Omni News thread in the Phaseworld forums, I did a piece about an Egypt-like society where the soceity is built around ancestor worship, with the deceased being resurrected as mummies and starting the second phase of their existences that way...with the society under siege by zombies(as part of a 'commoner revolution'), and the mummies protecting the living...so I haven't ruled out the possibility of GOOD Undead. I'm even working on a heroic Undead type, so again, there's that.
There's provision for Good Guy undead passing GNE inquiry and being accorded the same rights and responsibilities of any other citizen. However, such tend to be individuals, rather than a class, and are judged on a case-by-case basis. On Rifts Earth, zombies and other undead are far more likely to the product of evil entities, dark magics, and the machinations of the forces of Darkness.
If nothing else, having a knowledge of history, the GNE knows of the zombie plagues of the Dark Age, and may have encountered similar in their interdimensional travels. They figure it's a good idea to be prepared ahead of time, rather than be caught flatfooted later by any nasty Undead surprise.
Last edited by taalismn on Thu Jun 13, 2013 11:48 pm, edited 1 time in 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
------------
User avatar
dargo83
Dungeon Crawler
Posts: 265
Joined: Fri Jan 09, 2009 6:52 am

Re: Paladin Steel Storefront

Unread post by dargo83 »

dude all of ur anti-undead creations are fing sweet i love them all we want more
User avatar
abtex
Champion
Posts: 2294
Joined: Sat Jan 04, 2003 2:01 am
Location: Heart in Texas

Re: Paladin Steel Storefront

Unread post by abtex »

taalismn wrote:
abtex wrote:That are he got Vampire Kingdom or something at the book sale last week.


Nah....I just don't like zombies...Maybe because 'World War Z' is coming out?
Admittedly, the ol' 'shotgun blast to the head' seems to work most of the time, but every little innovation helps, and the Pharaoh Beetle is an effective force multiplier for anti-zombie/undead forces.

Zombies = people who should not be allowed into library. :D
Deal with too many at my job, every night and then later going to work in the morning.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
User avatar
abtex
Champion
Posts: 2294
Joined: Sat Jan 04, 2003 2:01 am
Location: Heart in Texas

Re: Paladin Steel Storefront

Unread post by abtex »

dargo83 wrote:dude all of ur anti-undead creations are fing sweet i love them all we want more

What he said.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
User avatar
taalismn
Priest
Posts: 49565
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:
taalismn wrote:
abtex wrote:That are he got Vampire Kingdom or something at the book sale last week.


Nah....I just don't like zombies...Maybe because 'World War Z' is coming out?
Admittedly, the ol' 'shotgun blast to the head' seems to work most of the time, but every little innovation helps, and the Pharaoh Beetle is an effective force multiplier for anti-zombie/undead forces.

Zombies = people who should not be allowed into library. :D
Deal with too many at my job, every night and then later going to work in the morning.



Fellow Librarian? Glad to meet yah! Ook!

Yeah, zombies are like the nastiest messiest cold and flu you ever had...there's no dignity in dying in a zombie attack. Vampires have at least SOME style(except the lower ranked ones) thanks to better PR, but zombies are so common class it's like being brought down by bacteria.
-------------
"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
------------
User avatar
taalismn
Priest
Posts: 49565
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Made a correction to the Pharoah Beetles...despite theri bulky appearance, scarab beetles CAN fly. :D
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
say652
Palladin
Posts: 6609
Joined: Wed Jun 20, 2012 11:32 am
Comment: Avid Cyborg and Braka Braka enthusiast.
Location: 'Murica

Re: Paladin Steel Storefront

Unread post by say652 »

about that sdc exoskeleton?
Post Reply

Return to “Rifts®”