Paladin Steel Storefront

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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

say652 wrote:about that sdc exoskeleton?


Thinking about it....right now I have many projects in line ahead of it.

However. if you're looking for a cheap power-up without oodles of MDC attached to it, try the following reposts:

Paladin Steel PPAug-03 ‘Muscle Jacket’
“You’ll want to spend some time practicing with your augie jacket until you get the settings right; the tensors will at first fight your normal movement and you’ll be doing the ‘roboto’ for a coupla of hours until you get everything adjusted to match...”

A demi-armor of close-fitting linear-truss myomer muscles(similar to those used in cyborgs) and cable-tensors that resembles exaggerated musculature, the jacket fits from crotch to neck, and covers the arms to fingerless gloves. The PPAug(Personal Performance Augmentor) is designed to be worn under clothing or EBA, and acts as a light exoskeleton, augmenting the wearer’s physical strength, acting to help re-distribute the load-stress of extra-heavy carried objects, helping control the recoil of hand weapons, and providing some extra protection.
Weight: 6 lbs
Mobility: Excellent; no physical penalties
MDC:
Main Body 6
Arms 3 each
Bonuses:+4 to P.S.
Special Features:
*Sustained Action Lock---The tensor network effectively DOUBLES P.E.(or HALVES the fatigue rate) for sustained actions like carrying heavy objects in the hands, or pushing/bracing against a door, as the tensors effectively ‘lock’ in place...the downside is that if an action lasts more than a minute, the network will be slow to ‘unlock’; -1 to initiative for the first melee(such as being suddenly attacked while carrying a heavy box).

*Damage Resistance---The tensor network of the suit actually helps redistribute the force of blunt force damage(both SDC and MDC, though the damage applies first to any armor worn over it), reducing it by HALF

Cost: 9,000 credits

Paladin Steel PPAug-04 ‘Muscle Pants’
“You’ll waddle a bit upon donning the Augiewear, but once you get used to it, it will feel like your own skin. You won’t be able to outrun a SAMAS on the ground, but you’ll be able to march longer, jump farther, and feel better doing it.”

These rather heavy trousers that look like thick corduroy with ‘stirrup’-style boots, but are based on the same technology as the Aug-03 ‘Muscle Shirt’. The myomer fibers effectively act as a light exoskeleton. The PPAug(Personal Performance Augmentor) is designed to be worn under clothing or EBA.
Weight: 7 lbs
Mobility: Excellent; no physical penalties
MDC:
Main Body +4
Legs 4 each
Bonuses:+4 to P.S. for purposes of leg lifts, lifting, and kick damage
Special Features:
*Extra Push---The pants won’t allow you to run faster(that would actually fatigue you MORE), but they do release an extra bit of power(collected from regular exertion), reducing fatigue by 10% and increasing leap/jump distance by 10%.

*Shock Absorption----The pants soak up kinetic shock, so wearers can actually jump down twice as far as they might otherwise without taking damage from the fall.

*Damage Resistance---The tensor network of the suit actually helps redistribute the force of blunt force damage(both SDC and MDC, though the damage applies first to any armor worn over it), reducing it by HALF.

*Increased Balance---The muscle augmentation and shock absorption also help with keeping the person stable and braced upright in the event of something attempting to push them over. +2 to Maintain Balance.

Cost: 9,000 credits

At 18,000 credits, a full suit is a steal compared to other light exo-systems.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Aramanthus
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Re: Paladin Steel Storefront

Unread post by Aramanthus »

Very nice. I know that we will be ordering them from you soon. Expect that order.
"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
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Yah...seems to me zombie infestations fall into three primary categories, which determine the response to them:

Viral/Fungal---Containment, quarantine, sterilization

Magical---Containment, magic disruption, magic energy diversion(ideally utilizing that energy against its original purpose)

Technological----Disruption of technology, seek and destroy command and control.

The danger with Viral/Fungal is that often measures meant to stop the shambling undead can result in the infection being spread farther(like a smokey cremation), or the responsible pathogen simply lies dormant until activated again(open cut, tainted water, etc.)

For all intents and purposes, 'living zombies'...essentially living humans driven berserker by viral infection(48 Hours, 48 Days) fall into the category of Viral/Fungal. Unless responders have an effective means of separating and curing infectees without exposing them to re-infection, same countermeasures as for fully undead zombies generally apply.

That having been said, probably the most effective Paladin Steel protocol for countering a zombie apocalypse would be arming legions of robot drones with plasma weaponry(linked to nuclear powerplants), thoroughly programmed to tell between potential targets, and set loose on the hordes of undead in areas where a) surviving live refugees are NOT present to be contaminated, or b) are safely in sealed environments out of the line of fire.
PS would also insist on quarantine of persons and materials coming FROM an infested zone, ideally staging through a remote location like a Mercury-style planet(where a long walk in undampened sunlight should decontaminate robots).

Necroblasters and similar weapons, such as Zomb-Ex spray would be deployed in population areas where live populations cannot be easily evacuated and a living defense unavoidable.

Long-term biological weapons, such Pharaoh Beetles, would be deployed to create buffer zones, or spread around areas that can't receive immediate attention, in order to thin out and remove reservoirs of infected undead shambling around outside the major concentrations(which would be the primary target of the robotic phalanxes.
-------------
"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
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Posts: 49558
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Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel GMR-HAFV07 ‘Bruno’ Heavy Hovertank
(aka ‘Air Cutter’, ‘Ironcast’, ‘Red Rain’)

http://i408.photobucket.com/albums/pp164/taalismn/img361_zps18df306b.jpg

“Look, we’ve all seen your proposal. Yes, the Russian material looks very interesting, but there’s a reason armored trains aren’t very popular...to start with the tracks are extremely vulnerable. It MIGHT make a good TW leyline loco, but we already have better transport for the West.”
“You didn’t see ALL of my proposal. The next part, we do away with the tracks altogether.”
“...oh?”

The bandit leader looked through his far-seer and glared. The convoy that should have been his for the taking had unwelcome company; three of the giant flying warmachines that the foreigners had brought in to protect the supply trains feeding those who would not bow to The Anointed. The flying warships would cover the convoy to the towns, and would wait, ever watchful, while the food and medicine was used to feed and cure the villagers, while the warbands could only sit at a distance and fume. And if he did attack, the war machines would turn their weapons on his men and destroy them at a distance. The soldiers they carried would then drop to the ground and slay any who stayed to fight. He had tried to attack them in force, with the heaviest weapons the warlord allowed him. He’d tried trickery, to lure the foreigners out and use their overconfidence in their machinery against them, Every time they had shrugged off his weaponry, discerned his intent, destroyed the traps, and his men had paid heavily.
Now the war bands were growing hungry; they were as dependent on the food shipments the generous outsiders sent to fight the famines as the villagers The Annointed terrorized. Holy Warriors did not farm, they conquered, and reaped the spoils of their victories. The bandit leader’s failures against the outsiders were leading to mutters of discontent among the more ambitious of his lieutenants. Soon there would be challenges to his authority, and bids to replace him as the warlord’s favorite. Dissent would grow and knives would fall, and the next war band leader would be forced to attack to make good on promises unwisely made, mistakes would be repeated, and more of The Annointed would fall, more would starve.
He glared again as he watched the three hovering war machines fly slowly by, their many weapons turrets turning to keep pointed at his men, a clear reminder that they knew he was there and forced to remain out of their range.

“I;ve said this before, and I’ll say it again, DO NOT TAKE THIS THING INTO CLOSE QUARTERS! The Bruno’s based on a TRAIN CAR for $#^$% sake! You try turning inside narrow streets, you’re going to get hung up, and become an anti-tank trooper’s wet dream! And don’t think the fact the thing can fly will allow you to just lift up and out of a street canyon! No, that just makes you a bigger target by exposing your big slab underside to every trigger-happy ground-monkey with an RPG! Wanna put your armor to the test? DON’T do it by eating every anti-tank missile in the city block! Better yet, don’t test it at all! Better to force the OTHER guy to decide if he’s really got any protection between him and you!”
---Major Sharonn Alders, 1st Armored Cav., Greater New England Regular Army, in a lecture on armored tactics, Fort Hallorton Training Grounds.

The far wall of the loading dock room blew inwards as three heavily armored vehicles rammed through, their weapons already at work scything down those guards and executioners not already taken down by the flying shrapnel of the wall. Heavy turrets rotated, throwing off debris, the flash and crack of plasma both blinding and deafening as it was fired off indoors.
Festooned with a deteriorating covering of wall, the lead grav-tank rumbled forward, stopping just short of the huddle of commandos and the dozen shell-shocked ex-prisoners they were protecting. A heavy hatch cranked open and several dark-clad, armored forms emerged, dropped to the ground, and formed a cordon between them and the awaiting vehicle, even as turret- and side-mounted weaponry continued to belch fire at the death-factory guards.
The mechanized infantry squadleader had to gesture and shout to make himself understood over the din; “Platform Thirteen, now boarding! Last call! This train is leaving and leaving on time!”


One of the more curious spinoffs of the sporadic trade between Greater New England and the Russian kingdoms was access to historical records. Among the military history files that caught the eye of some engineers back in Greater New England was descriptions of the pre-Rifts MBV-2, an early Soviet-era armored train that was impressively armed and armored, and saw some service as a fire support unit during the Great Patriotic War. Though the design saw many different configurations of weapons(often simply by replacing the gun turrets with those of available tanks), the design was fairly standardized. This had considerable appeal to several PS engineers who saw potential in a derivative design. Though skeptical at first, but having learned from past experience about wild ideas panning out, Paladin Steel administrators approved resource allocation for several prototypes to be built.
The original MBV-2 was a slab-sided, heavily-armored train car with its own diesel engine, three turrets(two forward and one aft), a raised conning tower to provide fire direction, side-firing machine guns, and several access hatches on the sides. The GMR-HAFV07 ‘Bruno’ is essentially the MBV-2 upgraded to float off the rails and instead fly on industrial GMR repulsion plates, powered by an onboard nuclear fusion powerplant. This frees the vehicle from dependence on vulnerable rail systems and opens up a whole new realm of tactical mobility and deployment. The ‘Bruno’ retains the wheels of the original, though these are now retractable and can be used to carry the vehicle over paved or firm surfaces. The hull is slightly wider to allow for proper armor deflection angling of the side protection, and armor has been increased with cobham-sandwich composites. The ‘conning tower’ has also been moved more forward, increasing the size of the open ‘deck’ immediately after of it, allowing for an area large enough to hold several troops(up to four), an additional gun position, landing room for a skycycle, or standing room for two power armors(Glitterboys!). Extensive automation has reduced overall crew requirements, allowing more internal room for passengers/troops.
Armament is modular, allowing for quick refits and mission customization. PS simply used the turrets from its existing ‘Kodiak’ MBT(itself a copy of the Russian T-34), speeding development. Similarly the side rapid-fire gun positions are modular, allowing for quick changes of the armament.
The resulting vehicle is something the GNE Regular Army is reluctant to call a ‘tank’ but hesitant to grade with the newer emerging classes of GMR-borne ‘skyboats’ and ‘skyships’. While the ‘Bruno’s’ initial reception in the GNEAS was cool, the design has since caught on and is used in a number of different theaters and capacities. Paladin Steel Security uses a number, both as a convoy escort and personnel carrier, with some vehicles modified to serve as mobile command centers. Some ‘Brunos’ have been used as high-security transports and executive limos in the more hazardous corporate posting assignments. The ‘Bruno’ is regarded as a cheaper, less-expensive, albeit more limited in capability and capacity, alternative to the larger and more sophisticated ‘Slepnir’ heavy hover transport.
The main problem with the ‘Bruno’ is its size, which makes the grav-tank a tempting target, especially its underside to hunkered-down troops. Not as agile as other GMR AFVs such as the Bandersnatch, the ‘Bruno’ relies on its speed to avoid being locked down by enemy fire.

Type: PS-GMR-HAFV07 ‘Bruno’
Class: Heavy Armored Fighting Vehicle, GraviMagnetic Resist
Crew: 40( 6 turret gunners, 4 side gunners, 4 command/control, 3 engineers, 23 troops/passengers)
MDC/Armor by Location:
Main Body 800
Turrets(3) 200 each
Conning Tower 280
Extendable Sensor Tower 80
Lateral Rapid-Fire Guns(4) 60 each
Armored Outer Hatches(6) 150 each
Armored Inner Hatches(6) 80 each
Ram Prow 300
Wheels*(12) 25 each

*The wheels are small and protected, when on the ground, by the lower overhang of the vehicle’s main body armor. The wheels are thus -6 to strike, even on a called shot.

Height: 12 ft
Width: 11 ft
Length: 68 ft
Weight: 80 tons
Cargo: Provision for carrying up to 4 tons of internal ammo and gear. If not carrying troops, an additional 6 tons of cargo can be carried.
Powerplant: Nuclear Fusion w/20 year energy life
Speed:(Wheels) 70 MPH on firm ground.
(Flying) Hover to 220 MPH, maximum altitude 600 ft
(Water) Can fly over water, but cannot float(sinks like a brick)
Market Cost: 60 million credits
Systems of Note:
Standard Robot Systems, plus:

*Extendable Sensor Tower---Also referred to as the ‘periscope’, this raises a sensor cluster up an additional 10 ft above the conning tower, allowing the tank to remain behind cover while still able to survey its surroundings.

*Dual Controls----The ‘Bruno’s’ pilot actually sits just below the conning tower in a ‘virtual cockpit’ control station. Thus, if the conning tower is destroyed, the ship can still be piloted, using sensor feeds from sensor clusters fore and aft, albeit at a -15% to piloting skill(the conning tower containing a number of sensor systems). The vehicle can also be piloted from the tower, typically when heavy combat is not expected.

Weapons Systems:
1) Turrets(3)---The ‘Bruno’ mounts three turrets, taken directly from the PS-MBT-T-34 ‘Kodiak’ tank. These turrets can be fitted with the full range of alternate weapons fitouts available to the Kodiak. ranging from a 76mm autocannon to heavy energy weapons.
- 3-Inch(76mm) Gun---PS has updated the design with more modern MD alloys and ceramics for lighter construction, longer life, and easier maintenance, added more advanced fire control(and in some cases and autoloader), and supplied the weapons with more advanced MD munitions and safer gun propellants. Special fire control programming and stabilization systems allow these weapons to be fired while the hovercraft is on the move and in flight.
Range: 7,000 ft
Damage:
(Fragmentation) 4d6 MD to 20 ft blast radius
(High Explosive-Armor-Piercing)2d4x10 MD to 8 ft blast radius
(Flare)Burns for 1d4 minutes, illuminating a 2,000 ft area
Rate of Fire: 20 rds per minute(5 shots per melee)
Payload: 325 rds per gun

Alternatively, one of the following weapons can be fitted instead;

a) Heavy Laser(PSMBL-5000B)
Range: 6,000 ft
Damage: 2d6 MD single blast, 4d6 MD double blast, 1d4x10+8 MD quad blast, 1d6x10 MD full 5-shot blast
Rate of Fire: ECHH
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 200,000 credits

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

c) Plasma Cannon---Adapted from PS’s PPR-3 Serap Heavy Plasma Projector. The weapon also has the option of firing ‘hot shots’ of deuterium-enriched plasma feeding from a pressure cylinder
Range:(Plasma Stream) 2000 ft
(Plasma Bolt) 1500 ft
Damage:(Plasma Stream) 1d6x10 MD per blast*
*Can be increased by 50% with a ‘hot shot’ injection of deuterium gas
(Plasma Bolt) 1d4x10 MD to 8 ft blast radius
Rate of Fire: Single shot, ECHH
Payload: 120 shot battery. Effectively Unlimited if attached to a nuclear powerplant.
Deuterium Gas Reservoir has enough gas under pressure for 45 shots.
Cost: 100,000 credits, plus 1,200 credits per deuterium ‘hotshot’ cartridge.


2) Co-Axial Light Guns(3)---Each tank turret mounts a smaller rapid-fire weapon co-axial to the main gun.
a) 7.62mm Machine Gun
Range: 3,000 ft
Damage: 6d6 SDC single round, 4d6x10 SDC per 10 round burst.
Rate of Fire: Standard
Payload: 600 rd belt

b) Light Rail Gun
Range: 4,000 ft
Damage: 1d4 MD single rd. 6d6 MD per 30 rd burst
Rate of Fire: EGCHH
Payload: 600 rd magazine
Cost: 60,000 credits

c) Light Pulse Laser
Range: 4,000 ft
Damage: 3d6 MD single shot. 1d4x10+6 MD per triple-shot burst
Rate of Fire: EGCHH
Payload: 300 shot battery per gun for conventionally powered models. Effectively Unlimited w/ nuclear powerplant
Cost: 30,000 credits

d) Ion Blaster---Variant of the popular PSIP-2 ‘Smasher’ series. Mount has a 45-degree arc of fire. Like the handheld version, it can be modified for additional damage effects.
Range: 800 ft
Damage: 4d6 MD single shot
1d4x10 MD per three-shot burst
Rate of Fire: Standard
Payload: 100 shot battery for fuel cell models, effectively unlimited for nuclear-powered models. Can also use a back-up e-clip system; 30 shots short e-clip, 60 shots long e-clip
Options: Like the handgun version, the vehicle-mounted version can be similarly modified for extra effect/power:
Note: It takes a person with the Weapons Engineer skill a successful roll and about 5 minutes to install and test one of the following modules, those with the Armorer/Field Armorer skill about 10 minutes, and someone following the printed instructions about 30-45 minutes to install/swap modules.

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

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

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

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

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



3) Lateral Rapid-Fire Guns(4, 2 each side)---Each side of the ‘Bruno’ sports two rapid-fire guns for antipersonnel defense. Originally these were machine guns or rail guns, but later on energy weapons with spray-fire capability could be substituted.
a).50 Caliber Machine Gun---The old reliable ‘Fifty’. An oldie, but still a goody.
Weight: 35 lbs
Range: 6,000 ft
Damage: (SDC) 1d6x10 SDC single shot, 1d6 x100 SDC(1d6 MD) per 10 rd burst.
(Ramjets) 1d4 MD single shot, 1d4x10 MD per 10 rd burst.
(High Explosive)3d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 2d6 MD per rd, 2d6x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard
Payload: 300 rd box magazine
Cost: 8,000 credits

b)20 mm Rapid-fire Cannon---A ship- mounted “Taskin” Rifle, and a favorite “light” weapon that can be set up and mounted just about anywhere.
Range:(20mm)4000 ft,
Damage:(20mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm PSX-1) 4d4 MD single rd
1d6x10 MD per 5 rd burst
Airburst does 4d4 MD to 2 ft blast radius
Rate of Fire: Standard
Payload: 1,000 rd drum
Cost: 40,000 credits.

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

d) Light Rail Gun(PS-RFRG200)---PS copy of the C-200 ‘Dead Man’ Rail Gun
Range: 4,000 ft
Damage: 1d4 MD single rd, 4d6 MD per 20 rd burst.
Rate of Fire: ECHH
Payload: 2,000 rd drum per cannon
Cost: 70,000 credits

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

f) Ion Blaster
Range: 4,000 ft
Damage: 4d6 MD per blast
Rate of Fire: EGCHH
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 80,000 credits
Options:*Ion Scatter-Shot Module---This is a barrel mod that turns the cannon into a short range shotgun with an area of effect blast. Reduce range to 2,000 ft, but does 2d6 MD to a 30 ft wide area. Cost: 10,000 credits

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

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


4) Pintle-Mount Light Guns(3)(Optional)----Pintle-mounted light weapons(typically a .50 caliber), light railgun, energy rifle, or light missile launcher) can be mounted atop two of the turrets and the conning tower, typically for air defense. These weapons can be either manually operated or remotely controlled from within the ‘Bruno’.

5)Ram Prow---Though ramming is not a standard tactic, the ‘Bruno’s’ prow has been reinforced with a ‘cowcatcher’ that can be used for high speed ramming.
Damage: 1d6x10 MD, 2d4x10 MD full speed ram(60 MPH or better)

6) (Optional) Deck Armament---The open ‘deck’ immediately aft of the conning tower is sometimes used to mount an additional crewed weapon, such as a light autocannon, air defense machine gun/rail gun, light missile launcher, or mortar(81mm is typical). The deck affords only partial cover to the gun crew(-3 to strike them) so any such accessory gun crew is advised to wear protective body armor.

Options:

*Smoke/Grenade Launcher Clusters--- These mini-multi-tube grenade/smoke launcher clusters can be added to the turrets. Up to 4 per turret can be added.
Range: 1,200 ft
Damage: Varies by Grenade Type
Rate of Fire: Volleys of 1-3
Payload: Each launcher has 12 30mm grenades or smoke shells
Cost: 2,000 credits per launcher

*Electro-Shock Security System----Special contacts in the skin of the vehicle can be electrically charged to deliver a taser-like shock to anyone attempting to break into the vehicle. Alternatively, the system can be set to dump most of its power into a vaporizing megadamage shock blast, though this tends to drain the batteries far faster. CANNOT be mounted on top of Appliqué Armor.
Range: 3 ft
Damage: 3d6 SDC plus Humanoids struck with this weapon must save
vs. coma or be shocked unconscious for 1D6 minutes.
(MD ) The higher end setting does 1d6 MD per shock
Payload: Effectively unlimited
Cost: 5,000 credits


*Flechette Packs----Located around the hull are special ‘reactive armor’ panels that can be also be triggered as antipersonnel grenades.This is one of several similar systems currently in service/under development by PS.
Range: 100 ft
Damage: 5d6 MD to a cone swath roughly 50 ft long, by 10 ft wide.
Used as reactive armor against plasma and armor-piercing missiles, the computerized firing system acts as a PARRY, rolling to match or better the missile’s strike roll...a successful counter means that the missile damage is HALVED, while a failure means the tank takes full damage. Note: when dealing with volleys, one reactive armor pack can match TWO missiles in a volley, so in order to effectively counter a five missile volley, the tank must expend 3 reactive armor packs...two packs would roll twice to defeat their respective missiles, the third would only roll once. If the enemy missile launcher has a line of sight on the tank, they can target a spot on the hull which has no packs covering it (a called shot), in which case the remaining reactive armor is -4 to cover the gap.
Rate of Fire: One at a time or can be simultaneously fired in volleys of 1-10
Payload: Each side of the tank can be fitted with 30 flechette packs each, while the front and back can each take 8.
Cost: 200 credits per flechette pack

*Flamer Defense System---This can be an add-on to an existing flame-thrower system, or be wholly separate/independently installed. Based on an experiment in efforts to deter the tankerman’s worst nightmare, demolition-charge-armed infantry swarming up close, the system consists of four short-range flame projectors set up to surround the tank with a four-fan ring of flame.
Range:(Direct-Stream Mode) 100 ft
Damage:(Direct-Stream Mode)
(Gasoline/Alcohol) 1d4x10 SDC
(Napalm) 1d6x10 SDC, plus does 5d6 SDC per melee for 1d4 minutes
(MD Fluid) 1d4 MD per blast, 1d4 MD per melee for 2d4 minutes
(Incendi-Gel)2d6 MD, 2d6 MD per melee for 1d6 minutes
(WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Note: The flame-thrower can also be used to cover an area with fluid: up to 10 ft per attack used. Used with Super-Napalm, this does 1d4 MD, Incendi-Gel does 1d6 MD, and with Napalm-P, this does 2d6 MD.
Rate of Fire:(Direct-Stream Mode) Standard
Payload:(Direct-Stream Mode
(Gasoline/Alcohol) 20 blasts
(Napalm) 60 blasts
(MD Fluid) 100 blasts
(Incendi-Gel) 120 blasts
(WI Napalm-P) 200 blasts per tank(much more concentrated than the regular gasoline/alcohol).
Cost: 20,000 credits.


*Additional Armor. Appliqué MDC armor can be added:
Light: +100 MDC main body. Cost: 160,000 credits
Medium:+200 MDC main body. Cost: 350,000 credits
Heavy: +500 MDC main body. Reduce maximum speed by 30%. Cost: 800,000 credits

*Thermal Resistant Heat-Refractory Tile Armor(Option)---Special heat-resistant materials designed originally for reentry vehicle shielding. Heat and plasma-based attacks do 1/4 damage
Cost: 1.3 million credits

*Chemically Inert Body Armor---Covers the tank in the same jet-black, chemically-inert material as used by the PS Hazmat Cyborg. This material is slicker than Teflon, and resists chemical corrosion as well as adhesives. Paint, glue, and other chemicals simply refuse to stick to this stuff, and corrosive chemicals just slide off, doing NO damage.
Cost: 1.2 million credits

*Advanced Radiation Shielding---The vehicle can be heavily insulated against radiation.
Cost: 1.2 million credits

*ECM Suite--This outfits the Bruno as a Battlefield EW Center, with four distinctive erectable EW aerials on swing-out arms. Internally, the communications deck is fitted with a plug-in, add-on EW console for a dedicated EW officer. The ECM add-on provides the Bruno with greatly enhanced EW decryption abilities, de-scrambling, and secured communications, frequency scanning, and signal locators, as well as limited range jamming and ground-level electronic cloaking.
Decryption Bonuses: +10% to Cryptography Skill
+15% to Radio skill rolls to defeat jamming
Jamming Range: 20 miles
EW Cloaking: -15% to enemy Read Sensory Instruments rolls using ground search radars(NOT optical and thermographic systems)
Cost: 500,000 credits


*Missile Turret Replacement----Up to two turrets can be replaced with the PSML-12/120 Heavy Combo-Bolt Launcher---This is simply the combined long range missile and mini-missile launcher from the old IHA Iron Bolt Missile Vehicle. PS has been copying the design and producing spare parts for the old IHA lines after enough expatriate IHA engineers sought refuge and employment in GNE territories after the Coalition’s seizure of New Kenora, so components of old IHA designs have appeared in a number of PS vehicles. The PSML-12/120 carries and fires 12 long range missiles and 120 mini-missiles per launcher.
MDC: 150 per launcher
Cost: 3.3 million credits per launcher unit; missiles cost extra.

Variants:

*PS-GMR-HAFV07---Air defense variant, mounting high-angle air defense cannon turrets and a more advanced radar target tracking and fire-direction system. Two of the turrets are fitted with twin 30-mm autocannon and high-inclination mountings(the third, forward, turret is fitted with a regular heavy weapon), and the open deck is fitted with a launch-cage for short-range ‘Black Talon’ LSAMs.
Systems of Note:
*Central Fire Direction System----Among other functions, this system watches available power to various systems, compensates for sensor-snow generated by buffeting at high speed, and uses inertial sensors to keep weapons lock even as the ship jumps and slews in motion
All ranged weapons(except missiles) get a +2 to strike from this system.

Weapons Systems: Standard except for:
1)2x2 PS-862 AC 30mm Anti-Aircraft Flak Cannon(Paladin Steel knockoff of the TriaxTX-862FC). These replace the two upper most topside gun turrets. They have full independent targeting capabilities, but also can be tied into the central fire director.
Range: 10,000 ft
Damage: 4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD six-round burst per single gun.
Rate of Fire: EPCHH. If switched to auto-fire mode, they have six attacks per melee.
Payload: 800 rds, 400 rds per cannon
Bonuses: Independent laser and radar tracking system(range: 11,000 ft). +1 strike set on automatic against aerial attack, +2 strike fired by gunner

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

*PS-GMR-HAFV07ESWAT----Police version, used as a mobile crisis command center and antiriot vehicle. Features flashing lights, sirens, and spotlights on top of the central conning tower. Two of the turrets sport water/foam cannons in place of the guns, and the third mounts a snub-nosed 75mm grenade launcher. In place of the co-axial and lateral guns, the HAFV07ESWAT typically carries autoshotguns firing rubber bullets or barricade rounds, or are replaced with stun blasters.
Changes/Modifications:
1) Main Gun Replacements:
a) Water/Foam Cannon
Range: 300 ft
Damage: Varies by chemical carried; Some examples:
(Water)None, if carrying water, but human-sized beings struck with the stream but roll versus the ‘cannon’s To Strike roll, or be bowled off their feet. Does 2d6x10 HP to vampires per blast

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

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

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

Rate of Fire: ECHH
Payload: 600 gallon tank per turret
Cost: 10,000 credits

b) 75mm Low Velocity Gun (Turret Mounted)---Using low-pressure propellant techniques, this cannon heaves a beer-can sized projectile at opponents with considerable punch.
However, the 75mm can be used to fire a variety of rounds, from expanding
foam-plastic "punching glove" non-lethal people-stoppers, to megadamage plasma shells.
Primary Purpose: Anti-armor
Secondary Purpose: Antipersonnel
Range: 6000 m(roughly 18000 ft)
Damage:
"Bubblegum Round": Restraint Caster(AKA "Loogie"). This "safe" munition blasts out an expanding glop of adhesive resin and plastic fibers that entangle and immobilize targets.
The "Loogie" suffers from atrocious range; it can only reach 150 ft before flopping to the ground. Covers an area of 5 ft, and is
air permeable, so even if a perp is covered head to foot they can still breath.
Damage: 1d4 SDC bruising damage on impact, restrains with a PS of 30(characters without a robotic or supernatural PS of 30 or greater
are stuck until released. Even with r/s PS 30, takes 1d4 melees to bust out/be cut out).
Note: Police carry solvents that dissolve the "Loogie" within 1d4 melees.
(Black Market cost for the solvent is 500 credits per 3-use tube)

Riot Rd: This munition is an expanding ball of sponge plastic,swelling up to roughly the size of a basketball. The Riot Round has better
range than the Restraint Rd, and is designed to deliver a bruising kinetic slap.
Range: 500 ft
Damage: 4d6 SDC plus 80% chance of knockdown(60% chance of stunning for 1d4 melees, -10 to initiative, strike/parry/dodge/roll, and half apms. Reduce percentiles for stun and penalties by half if wearing MDC armor)

Smoke Rd: Smoke in a 30 ft area
Foam Rd: Designed for firefighting. Covers a 15 ft area in fire-retardant foam.
*High Explosive Rd: 8d6 MD to 10 ft area
*Armor Piercing Round: 1d6x10 MD to 3 ft area
*Plasma Rd: Does 1d8x10 MD to a 6 ft blast radius.
*These rounds are rarely issued to routine police duty Brunos, but are available for National Guard defense.
Rate of Fire: EPCHH
Payload: 30 rds
Cost: 150,000 credits.

2) Co-Axial/Lateral Guns
a) Autoshotgun
Range:(12 Gauge)) 300-1,000 ft(varies by ammunition type)
Damage:(12 Gauge)
*Standard Shotgun shell--300 ft range, 5d6 SDC
*Standard Buckshot shell---300 ft range, 4d6 SDC to 5 ft area
*Teargas shell---300 ft range, 25 ft radius---victims are -10 to strike, parry, and dodge, -3 initiative, lose 1 melee attack/action, for the next 1d6+1 melees
*Baton shell---300 ft range, 2d6 SDC, plus humans and human-sized D-Bees must roll a D20 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174).
*S-9Dex Incapacitation Munition ---300 ft range, Essentially a paper-shelled shotgun shell-sized gas-propelled 'cold rocket', packed full of taser beads. Beads powder on impact, reducing the chance of bystanders or ingoing police stepping on undischarged beads. Great for crowd control and dealing with closed-space situations(alleyways, rooms, vehicle interiors, etc...)
Effective Range: 300 feet, w/ 20 ft radius
Damage: Nil. Humanoids struck with this weapon must save vs. coma or be shocked unconscious for 1D6 minutes.
Cyborgs have a 60% chance of having their cybernetics disrupted for 1D10 minutes, and a 30% chance of a non-vital system being permanently shorted out.
*High Explosive Armor Piercing Shell---1,000 ft range, 6d6 MD(no blast radius)
*Mini-Grenade(plasma)--- 1,000 ft range, 5d6 MD to 5 ft blast radius
*Mini-Grenade II(Fragmentation)---1,000 ft range, 2d4 MD to 10 ft blast radius
*Standard HESH Shell---1,000 ft range, 2D4 M.D. plus 4D4 S.D.C. to the person(s) inside of EBA power/body armor & roll versus knockdown (14)
Rate of Fire:(12 Gauge) Standard
Payload:(12 Gauge) 20 rd ‘banana’ clip
Or a 50 shot drum can be added
Cost: 14,000 credits

b)PS Rip-Zapper Ion Cannon
Range:(Ion Beam Mode) 1,700 ft
(SDC Beam) 2,000 ft
(Ion Bolt Mode) 3,000 ft
(Lightning Zapper Mode) 500 ft
(Shock-Zap Mode) 1-3 ft
Damage:(Ion Beam Mode) 4d6+2 MD per single shot
(SDC Beam)1d6 SDC shock-burn. Plus, victims must make a save of 14 or better, or be -8 to strike, parry, and dodge for 2d6 melees. A savings throw versus non-lethal poison means the person is unimpaired. 25% chance of knocking out unshielded cybernetics for 1d4 melees, and a 75% chance of permanently frying nanotech devices(like Armor-dissolving nanites or RMK/IRMSS systems).
(Ion Bolt Mode) 2d4 MD to 5 ft radius, 55% chance of knocking out unshielded cybernetics for 1d4 melees.
(Lightning Zapper Mode) Does stun damage similar to SDC beam through metal armor and light power armor.
On an unmodified roll of 18-20, it causes unshielded BIONICS and robots to spasm for 1d4 melees(Cyborg is at HALF bonuses to strike, parry, dodge, roll, and is -3 to initiative. Reduce speed by HALF).
This weapon does 1d4x10 EMP damage(no physical damage) to a 10 ft radius. The resulting percentage of the target location MDC is the chance of shutdown/disablement. All damage is cumulative. Damage in excess of 50% target MDC will require repair to make it functional; 75% or more damage will require replacement of the entire electrical system. Does double damage to non-shielded civilian systems. Bionics are -1 to dodge, roll, and strike for the affected limb/system, lasting 1d4 melees, non-cumulative, before the system resets itself.
(Shock-Zap Mode) Similar to a Shock Rod; 5d6 SDC, plus 55% chance of stunning humans, d-bees, and small animals for 1d4 melees, 15% against large or inhumanly powerful beings. Cumulative effects same as for Electro-Stunner(see pg 50 of Coalition: Lone Star).
Rate of Fire:(Ion Beam Mode)Standard
(SDC Beam) Standard
(Ion Bolt Mode) Four times per melee
(Lightning Zapper Mode) Can fire only one Zap every melee(takes fifteen seconds to power up)
(Shock-Zap Mode) ECHH
Payload:
(Ion Beam Mode) 300 shot battery for conventionally-powered models, Effectively Unlimited if nuclear powered.
(SDC Beam)One MD shot equals 10 SDC shots
(Ion Bolt Mode) Same as for Ion Beam mode
(Lightning Zapper Mode) Same as for Ion Beam mode
(Shock-Zap Mode) 20 zaps equals 1 MD shot
Cost: 36,000 Credits

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


d) Neural Disrupter Blaster---A knockoff of a Northern Gun weapon(industrial espionage being alive and well), but tweaked for greater efficiency and range. Nicknamed the ‘nerve blaster’ and the ‘brain sandblaster’ for its brute force approach to taking people down. NOT recommended for gentle persuasion or use on children, elders, or other innocent bystanders.
Weight: 30 lbs
Range: 1,400 ft
Damage: (Setting One) 2d6 SDC and victim must roll versus non-lethal poison(16 or better). On a successful save the target is -3 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A FAILED save means the target is -7 to all actions, loses initiative, reduce APMs to ONE, skill performance is -60%, -90% to Speed, and suffers convulsions that do 1d6 SDC per round for 2d4 melee rounds.
(Setting Two) Does 2d6x10 SDC(or 1 MD), and victim must roll versus non-lethal poison(16 or better). On a successful save an augmented human(oid) is -5 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A successful save by UNaugmented human(oid)s results in -10 to strike, parry, dodge, lose initiative and is reduced to 1 APM, skill performance is -80%, speed reduced 95%, and suffer painful convulsions doing 1d6 SDC per melee for 2d4 MINUTES.
A FAILED save by augmented human(oid)s means the target is -7 to all actions, loses initiative, reduce APMs to TWO, skill performance is -60%, -80% to Speed, and suffers convulsions that do 4d6 SDC per round for 2d4 melee rounds.
Note: Works through most body armor up to 50 MDC. Those in armor protection of 51-80 MDC are +6 to save. Those in heavier armor, power armor, full conversion cyborgs, vehicles, robots, or who are MegaJuicers or Dragons are impervious.
Rate of Fire: ECHH
Payload: 18 shots standard E-clip, 24 shots long e-clip, 50 shots canister-clip. Effectively unlimited hitched up to a nuclear power plant.
Cost: 55,000 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
taalismn
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Posts: 49558
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Kinda surprised I hadn’t already posted this:

PS PSPPR06 ‘Genta’ Plasma Rifle
(aka ‘Blowtorch’, ‘Gas Pipe’, ‘Paint-Burner’)
http://i408.photobucket.com/albums/pp164/taalismn/PSPPR06lsquoGentarsquoPlasmaRifle_zpsf4e53170.jpg

“You sure this is a Paladin Steel weapon? Looks more like somebody’s knockoff of a Paladin Steel weapon!”

“The Genta’s simple, it’s reliable, and it’s inexpensive as plasma weapons go. There’s not much that can wrong with it, though it’s about as elegant as a blowtorch. It’s not an exceptional weapon, and a lot of other plasma throwers on the market outperform it, but it’s an adequate weapon. That’s why I figure you’re going to see this weapon in the hands of a lot of second- and third-line GNE client state milita, or used to equip PS’s expendable robot troops.”
---Dawn ‘Sasquatch’ O’Malley, regular columnist for the MercTown Targeter.


The PPR06 evolved out of the same program that produced the PPR05 ‘Lewiston’ weapon; an effort to produce a cheaper version of the NG-E4 Plasma Projector. While research produced the longer ranged Lewiston, Paladin Steel still felt the need to produce a low-cost plasma weapon that could undercut their old rival Northern Gun’s effective command of the plasma weapon market in North America.
Sharing many components(the rear frame and handgrip mostly) with the multi-mode PSPSR-2‘Nimro’ Plasma Rifle, the PPR06 is a decidedly no-frills weapon. Its pipe-like appearance, with rear pistol grip, and forward grip, lacks ostentation, and makes it look like a cobbled-together potato-gun to some users. The Genta CAN be modified to improve performance somewhat, but not nearly to the same degree as other PS plasma weapons.
Overall, the PPR06 falls well short in performance compared to other plasma weapons; range is short, damage low, and it has darn few bells and whistles. On the other hand, the Genta is lightweight and inexpensive, and has durability in its favor; there’s few things that can go wrong with its solid build and sealed solid-state circuitry. Compared to the NG-E4 it’s also readily concealable, making it a popular weapon with guerrillas and urban fighters. While the Genta doesn’t attract the same attention as its more illustrious and capable cousins coming off the PS production lines, it sells very well to customers who can’t afford better weapons, but who don’t want to buy inadequate weapons.

Weight: 9 lbs
Range: 1,300 ft
Damage: 5d6 MD per shot
Rate of Fire: ECHH
Payload: 10 shots standard e-clip, 18 shots long e-clip
Cost: 18,000 Credits
Options:
*’Blow-Torch’ Mode---Not as refined or powerful as the ‘scattershot’ modification available to other PS plasma weapons, this add-on to the muzzle disperses the plasma somewhat to produce a fan-shaped ‘blowtorch’ that does less damage, but to a wider area. Does 4d6 MD to a 3 ft wide area, range drops to 500 ft. Cost: 3,000 credits

*“Hot Shotting”---This system augments the normal air-draw plasma re-mass system with deuterium-gas injected into the plasma flow for a cleaner, hotter, more potent ‘burn’. The deuterium is stored in pressurized cylinders attached to the feeds of the gun, like a CO2 air rifle cartridge. This allows the plasma to do 50% more damage, but the weapon now has a bit of a recoil due to the more powerful plasma acting like a crude plasma drive(-1 to strike if not properly braced).
Cost: HotShot modding on the Genta costs +8,000 credits, and a recharged cylinder of refined d-gas costs 500 credits(300 credits if the user can return a depleted gas cylinder at the time of purchase) and is good for 20 shots.
Last edited by taalismn on Thu Jun 20, 2013 8:00 pm, edited 2 times 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: 49558
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

-------------
"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: 49558
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Just realized ssomething...The canon description for full conversion cyborgs doesn't say anything about their conversions endowing them with ambidexterity, does it?
Perhaps a cyber-upgrade for allowing that would be in order(or popular).
Well...seeing as I'm allowing HU gene-moding, too, a combination neural-mod and gene-mode might also allow ambidexterity...extra attack and parry bonuses for the 'borgs, folks? :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
taalismn
Priest
Posts: 49558
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 BSS-VcR01 ‘SteemKleen’ Vac-Rifle
http://i408.photobucket.com/albums/pp164/taalismn/Steemkleen_zpsb5cfcd7e.jpg

“You’re a stain on history, a stain on society, and a stain on your species. But today, you’re getting cleaned up and disposed of!”

“Sure, it’s heavy for a hand weapon, but pound for pound there’s fewer more versatile!”

“This thing cleans carpets, floors, walls, even ceilings! It can pick up junk better than a shop-vac and drain more than a sump pump. It makes cleaning up blood spatter a cinch. More to the point, if you know WHEN to use it, you don’t have to deal with blood spatter in the first place!”

“I HAVE A GUN! I’M IN CHARGE HER-”
*SCCCHHUPPPP#THUBP#TT!*
“You no longer have a gun. You are no longer in charge.”

“You’re not janitors, -I’m- a Janitor, and this is how I take out the garbage!”

Developed to meet a contract for a multi-role portable vacuum-cleaner with combat capabilities, PS’s SteemKleen is a potent multi-option weapon in the war on grime.
The SteemKleen is a push-style portable vacuum-cleaner-based device, said to have been developed with the assistance of Vachlo ‘Vacman’ Vachonowski, the so-called ‘soldier of suck’ and expert in all things vaccum-oriented. It has a rugged, megadamage construction and can be e-clip powered or fed directly by a power cord.
The SteemKleen gets targets coming and going. A potent high-pressure sprayer system can project a variety of chemicals, detergents, and solvents at a surface, preparing it for cleaning. At closer ranges, the SteemKleen can fire a jet of hot steam and boiling water. Once the target area has been thoroughly saturated and the dirt breaking up, the vac-rifle’s powerful cyclonic action pulls apart the stain and sucks it in for disposal. Fully wet-vac rated, the SteemKleen can even act as a water pump if need be, but it works best with moist and dry surfaces. With a flip of a switch, the device can reverse its cyclonic action to punch out a ‘bullet’ vortice of compressed air that can hit like a punch, shatter objects, and knock down people.
The SteemKleen hasn’t caught on as well as its companion ‘kleeners’, such as the VibroPlunger and VibroMop, in part due to its heavier weight and much lower damage potentials, but among professional cleaners, the Vac-Rifle has a strong following.
Weight: 17 lbs
Range:(Chem-Spray)200 ft
(Steam Jet) 80 ft
(Water Jet) 100 ft
(Vacuum Pull) 50 ft
(Reverse Air Blast Mode) 180 ft
Damage:(Chem-Spray) Varies by chemical used; typically detergents and mild corrosives are used. Sprayed in the face or other sensitive body tissues, the irritant factor causes the victim to be -6 to all combat rolls and -25% to all skills for 1d6 minutes.
(Steam Jet) 3d6 SDC, covers a 6 ft wide area
(Water Jet) None if room temperature(4d6 HP to vampires). 2d4 SDC if boiling hot, and if sprayed in an unprotected face causes temporary blindness for 3d6 melees(-10 to strike, parry, dodge) and a loss of all attacks for 1d6 melees.
(Vacuum Pull) None; but the vac-pull pulls with a P.S. equivalent of 40 out to 50 ft. Roll versus P.S., or small handheld items will be sucked out of one’s grip.
(Reverse Air Blast Mode) 4d6 SDC at ranges of less than 50 ft, 2d6 SDC out to 100 ft. Roll versus P.S. of 30 be knocked down(lose initiative and one APM getting back up) or lose whatever is in a targeted hand, for anybody caught in the full 180 ft range.
Depending on whether the dustbag is full, and its contents, the ejecta can be added to the airblast, doing an additional 1-1d6 SDC(GM’s discretion if the bag contents are coarse/sharp enough to do additional damage) and can act as a smokescreen for 1 melee.
Rate of Fire:(Chem-Spray) ECHH
(Steam Jet) ECHH
(Vacuum Pull) ECHH
(Reverse Air Blast Mode) ECHH
Payload:(Chem-Spray) 30 shot reservoir; a belt tank with an additional 30 shots, or a backpack tank with 100 shots can be connected
(Steam/Water Jet)30 shot reservoir; a belt tank with an additional 30 shots, or a backpack tank with 100 shots can be connected
(Vacuum Pull) E-clip provides 1 hour of operation for a standard e-clip, 2.5 hours for a long e-clip, 6 hours for an e-canister
(Reverse Air Blast Mode) 300 shots per e-clip, 600 shots per long e-clip
Special Features:
*10 Horsepower draw power
*Fore and aft folding pistol grips
*Hose Attachment
*Power-Rotating Head Rollers---help break up ground-in dirt on carpets and removes stains from floors.
*NonAllergenic HEPA Bag Filter
*1.5 gallon bag capacity
*Can be hooked up to a backpack for extra battery/water/chemical supplies
*Fully Moisture-proof. Rated for use in flooded basements.
*18 ft power cord for attachment to external power supplies(longer power cord can be attached)
*Ultra-violet/Infrared Sight---The sighting package includes both illumination sources and optics for ultra-violet and infrared light, allowing the user to see contamination that would otherwise be invisible in normal light. The ultra-violet ‘black light’ also has some use in irradiating and decontaminating some microorganisms.
*Headlight---Switchable normal light/infrared/ultraviolet light source(range: 25 ft)
*Molecular Analyzer---Analyzes bag contents and delivers a readout on a small LCD screen.
Cost: 10,000 credits
Options:
*Omni-Pack----The Omni-Pack is a three-in-one service/supply module that provides 150 extra shots/ 12 hours of extra battery power, enough water for 50 extra steam shots, and 50 chemical doses. Also comes with an extra external vacuum bag able to hold an additional 10 lbs of waste. Backpack has 18 MDC. Cost: 9,000 credits

*TurboCharge---An attempt to upgrade the SteemKleen to do more damage. DOUBLE damage from wind blasts and increase range by 25%, but shot economy is reduced by 50%(HALF the number of shots per e-clip). Cost: 9,000 credits
Last edited by taalismn on Mon Jun 24, 2013 11:39 am, 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
------------
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say652
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Location: 'Murica

Re: Paladin Steel Storefront

Unread post by say652 »

request for a law enforcement exo skeleton for use in a Heroes Unlimited world.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

-------------
"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
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Re: Paladin Steel Storefront

Unread post by taalismn »

say652 wrote:request for a law enforcement exo skeleton for use in a Heroes Unlimited world.



Not really all that stat-oriented for Heroes Unlimited(working in SDC takes more tricks than for MDC), so I really don't have anything in mind, and I'm lacking in many of the books I'd need to deliver up a comprehensive SDC exo-armor in anything less than several months, if you're on a timetable.

Here's my advice, though, if you want something quick and dirty:

Heroes Unlimited( is your best starting point.
Aliens Unlimited has several exo-armor guidelines under respective species and the general hardware.
The AU Galaxy Guide has LAW ENFORCEMENT power suits under the TMC listings.

If you're looking for something from Rifts Earth, it should be easy enough to base something on the LIGHT exoskeletons from the CS and Triaz:

(General) Light Exo : +6-8 PS, +10-14 SPD, +10% to climbing, +10 ft to leaping, and -5-30% prowl, and reduce fatigue by 50%

You can then layer whatever SDC armor you want on over that. That would likely be better than bulletproof vests, though, and in the 180-250SDC range, with an Armor Rating of15-17(using the Aliens Unlimited guidelines).

Weapons? Cops would be limited to non-lethal/reduced lethality weaponry...maybe a wrist-mounted stun baton, shock knucks, stun gun, or net gun on each forearm. Maybe a six-shot automatic shotgun with a variety of special rounds. Anything heavier(like. say, a bazooka for handling superpowered foes) would be special -issue and not integrated into the armor.

Special equipment would mostly sensory stuff, like zoom binocs, low-lite optics, fingerprint scanners, facial recognition scanners, and contraband sniffers(molecular analyzers, radiation detectors, etc.). You also want some spotlights, a good voice-amp system, and maybe some police flash-strips.

Advanced propulsion like a jetpack pr powered roller skates optional.

Cost in HU might run you upwards of 90,0000 credits for the whole package. Chump range in Rifts, but we're talking SDC tissue-paper here.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel Montoya Melee Specialist Cyborg
(‘Rubber Swordsman’, ‘Wireman’, ‘Stickman’, ‘Walking Stick’)
http://i408.photobucket.com/albums/pp164/taalismn/img366_zpsdd7a3e34.jpg

“Hah! I have been compared to a...let me recall it precisely...’a tangle of metal snakes’, yes? ‘A homicidal slinky’ was another! ‘A bundle of animated barbed wire whips’. ‘A rampaging pack of murder-eels’...I like that last one! Yes, it is true, I am no longer the suave, handsome, devil-may-care swordsman of my youth! No longer can I charm the ladies with my roguish good looks, no? But I can still swashbuckle with the best of them! I have sacrificed my all-too-weak flesh for the art of the blade! I live for the steel dance, the sharp whirlwind, the executioner’s ballet! I leave the romancing to the debonair hardies, for I have more serious work to do! Let yon monsters’ teeth snap not at young innocent flesh, but at the air in my passage, before they feel my blades through their throats, my strike through their necks, my poignard in their groins! I am one with my steel now, my pleasure the work of my swords!”
---Z’ennex trau-Phandol, mercenary Blood-Letter and Montoya conversion

“So...weak spots on these big bruisers are base of the skull and just under the chin, right? The eyes, too, under those heavy lids? Anybody try up the nostrils? Oh, too busy trying to avoid getting bashed or eaten? That’s understandable. Well, this looks like it could be fun! I LIKE getting up close and personal with this sort of problem. Gives me a real sense of accomplishment at the end of the day! Let me get the rest of my squad and we’ll see about cleaning out this monster infestation of yours.”
---Sir Matthew Arnold-Penobscot, HorrorHunter

*SNICK*SNICK*SNICK*SNICK*
“You do not treat a lady like that, you swine, and expect to go unpunished. You especially do not threaten her and her child and expect to live. No mercy for you.
---Don Karlos Martin ‘The Merciful, the Passionate, the Compassionate’, living up to only two of his nicknames during an encounter with city-rat assassins in a ‘burb.


The ‘Montoya’ is a cyborg chassis design derived from the PS-Lt-Ut-FC-2 'Flexman' Utility 'borg, and is meant to capitalize on that design’s incredible flexibility. While Paladin Steel has been largely focusing on heavier-armed cyborgs with long range support weapons, the Montoya is designed for lightning-fast close combat, an acknowledgment that some enemies, especially supernatural foes, cannot be easily dispatched by conventional weapons, no matter how powerful. For some foes, a precise strike with a wooden stake, silver blade, or to a specific weak spot on the body is the only way to take them down. For such duty, cyborgs such as the Montoya have been developed.
The Montoya shares the same general configuration of the Flexman and most of its options. Rather than use stiff and more solid mechanical hinge and rotary joints, the Montoya uses ‘linear truss’ artificial myomer ‘tentacle’ systems for its arms, legs, waist, and neck, giving the cyborg a pronounced ‘skinny’ look. The Montoya is rather taller than the Flexman, on account of an extra length of torso inserted to allow for a second sub-torso and added set of tentacle arms. Proportionally, its flex-segments are somewhat thicker than those on the Flexman, on the amount of more advanced myomers and materials, with a corresponding(if small) improvement in strength and protection. Overall armor protection is improved slightly through the use of more advanced lightweight megadamage materials(many of them created in the deep space manufactories). Neurologically, the Montoya convertee’s nervous system has been jacked up as fast as it can realistically go with advanced reflex sub-processors accelerating response times. The Montoya was also the first cyborg to see standard incorporation of an Ambidexterity Booster, that allowed for BOTH hand-sides to be used with equal proficiency.
The Montoya’s design sacrifices durability and strength for speed and precision; the flexible limbs cannot mount the armor plating of more conventional designs, so the cyborg has to rely on its speed and agility to avoid getting destroyed in combat. This fits well with the general philosophy of most Montoya converts, who believe that in ‘being where the enemy isn’t’. The biggest problems with the Montoya are with regard to its eccentric design; the Montoya requires specialized maintenance for its various unique components that are available only from Paladin Steel(or REALLY advanced cybernetics facilities able to reverse engineer its tech). The very flexible and lightweight design also can’t carry the weight of heavy weaponry other designs can, and the Montoya is particularly lacking in long range heavy firepower.
Montoya conversions’ emphasis on speed, perception, and the ‘art of the blade’ means that even among the rather eccentric cyber-culture of the GNE and the GNEAS, Montoyas are regarded as decidedly weird in their outlooks. Most practice esoteric blade-based martial arts forms, take up swashbuckling,or follow strict warrior philosophies. Others are just crazy-addicted to the flash and whirl of swordsmanship.
Type: PS-FC-5 Montoya
Class: Full Conversion Borg - Light Machine
Crew: One human volunteer
M.D.C. By Location:
Hands(4) 28 each
Arms(4) 60 each
Legs(2) 55 each
Feet (& Foot Pads)(2) 50 each
*Head 80
**Main Body 190

*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 Montoya CAN be fitted with additional armor, but is limited to LIGHT Cyborg Armor. The Montoya’s physical structure isn’t designed for carrying heavy armor, and many Montoya conversions won’t even wear the light armor.

Speed:
Running: 110 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 feet high or 20 ft lengthwise. A running leap adds 50% to
distance/height.
Flying: Not possible without a jet pack
Underwater: The Montoya CANNOT swim, but sinks like a rock

Statistical Data:
Average Height: 7.7 feet ,
Width: 1.1 feet at shoulders
Length: 1.3 feet
Weight: 500 lbs.
Power System: Nuclear
Physical Attributes: Equal to Robotic PS. 30, PP. 24.
Bonuses: Standard cyborg bonuses of +3 save vs magic, impervious to
bio-manipulation
+2 APM
+4 Initiative
+6 Strike
+7 Parry
+8 dodge
+3 Roll with fall, punch, or impact
+3 Pull Punch
+1 Entangle

Penalties: Touch/tactile sense is 60% of human norm.
Prowl penalty: -20%

Special Skills/Training---Use standard 'Borg, Light Machine, Headhunter OCC, or the Bloodletter OCC from Manhunter.
Black Market Cost: 8.9 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. Gyro-compass
6. Modulated voice synthesizer
7. Multi-optic eyes
8. Built-in loudspeaker
9. Universal headjack with amplified hearing and
sound filtration systems.

Special Features:
a)Omni-jointed---The Montoya’s arms and legs can bend at any point, in virtually any direction. This means that a Montoya can twist its arms behind it to work behind its back without any trouble at all.

b)Extensor Links---The Montoya can actually stretch its arms and legs without sacrificing strength or durability. The arms can stretch up to 5 additional ft, while the legs can stretch an extra 6 ft. The middle torso jointings can each expand about 8 inches.

c)Advanced Rotator Cuffs---The spine and main body joints have been substantially rebuilt to allow incredible flexibility. The waist , arms, and legs can turn a full 360-degrees; the neck is almost as flexible, able to turn 340 degrees, just shy of a full circle! This makes it nearly impossible for an enemy to twist a limb off.

d)Power Flexors---Rather than amplify torque strength, or reinforce the joints, this feature allows the ‘borg to concentrate, gather up tension in his link-limbs, like compressing a spring, and let up with a vicious, blindingly fast, kick or punch. Sometimes called “Springfist” or “Slinkykick”.

e)Integral Motion Detector---The Montoya’s light plastic body is perforated by thousands of micro-fine pores that can detect approaching objects by the air currents they push around them. This gives the Flexman an intimate, tactile sense/image of their immediate environment, and also gives them an additional +1 to dodge. Note: This bonus is negated if the ‘borg wears armor that covers more than 50% of its body.

f) Extra Set of Arms---+1 Strike/Parry, +1 APM

g) Ambidexterity Boost---If the character doesn’t already possess the Ambidexterity advantage, a combination of neural interface boosting and gene-therapy gives the cyborg the ability to use all their hands with equal proficiency. +1 APM, +1 parry, and automatically gets W.P. Paired Weapons.

Weapons Systems:
1)Arm Blades(4)----The four forearms feature retractable vibroblades(sabers or rapiers are the most common). The design of the arms means that when ‘retracted’ behind the wrist, the the weapons actually slide or flip back to lie parallel to the arms, and may serve in parrying, like arm bracers.
Range: Melee
Damage: (Saber)2d4 MD
(Rapier)1d6+1 MD, but does CRITICAL damage on a roll of 19-20(thrust attack)
Option: For an additional 5,000 credits, the sabers can be upgraded with reverse-engineered ‘Ripper’ tech, and now do 4d4 MD, plus an integrated silver coating adds damage to attacks on silver-vulnerable beings(a silver coating is also available to the rapier). Other types of blades may also be substituted.
For 7,000 credits, the rapier can be modified to deliver a powerful shock-charge:(Variable) Light does 1d6 SDC/HP, Moderate does 3d6 SDC/HP, Strong does 1d4x10 SDC/HP, plus a 65% chance of stunning normal human beings, 20% chance of stunning giant or inhumanly strong d-bees(stunned victims are -8 to strike, parry, and dodge, and reduce APMs/Speed by HALF for 1d4 melees. Identical to the ES-20 Electro-Spear in Rifts Lone Star.


2) Fist Blast Studs----The ‘ZapTap’ Contact Plasma Emitter, Model 1, incorporated into the fists of the Montoya. Although most Montoyas prefer to slice and dice their opponents, most acknowledge that sometimes a good straight punch does the trick of taking down an opponent, especially if they don’t deserve the honor of a good sword stroke. These are rivet-sized contacts that can be incorporated into a gauntlet or bionic hand. A single stud can deliver a powerful and incapacitating jolt; a set of them going off at once vaporizes flesh and metal.
Range: Melee
Damage: Two settings; 5d6 SDC or 1 MD(4 MD from the four studs on each fist)
Rate of Fire: (All models) ECHH
Payload: Mini-Eclip has enough power for 50 SDC jolts or 5 MD shots, effectively unlimited linked to the cyborg’s nuclear powerplant.


Hand to Hand Combat
Restrained Punch 1d4 MD
Full Strength Punch 1d6 MD
Power Punch( 2 attacks) 3d4 MD
‘Springfist’(3 attacks) 4d6 MD
Kick 1d6 MD
Leap Kick(2 Attacks) 2d6 MD
“Slinkykick”(3 attacks) 4d6 MD
Judo-Style Throw/Flip 1d4 MD
Body Block/Ram: (2 attacks) 1d6 MD


Options:
The Montoya can use most standard cyborg options, but its lightweight construction, narrow torso, and attenuated limbs may limit what can be installed. For instance, the linear truss arms cannot accept most forearm blasters or standard installation vibro-weapons, unless they are built into an oversized wrist mount, that gives the ‘borg the appearance of wearing oversized mittens or gloves. Generally add 30% to the overall cost of any forearm options installed.
Finger blasters, finger blades, and other hand-mounted weapons suffer no such penalties.
The torso can accommodate most options, but heavy installations, such as mini-missile launchers, additional weapons, or storage spaces/modules have to be fitted to an external swivel rack. However, this imposes problems of its own, as the externally-carried equipment may restrict the ‘borg’s ability to move through narrow spaces.
TW PPE Amulets are increasingly popular, installing a self-affecting Multiplexor and PPE source in the chest. Many takers of this particular option add protection spells like Armor of Ithan, Chromatic Protection and Multiple Image to compensate for their light armor and confuse the enemy. Spinning Blades is especially popular with Montoyas, making them even MORE buzzsaw-like.
Many Montoyas go for even more outrageous tentacular action, adding an extra appendage in the form of a prehensile tentacle ‘tail’, or eschew back-mounted weapons to add another tentacle to the back, adding to their unusual looks.

*Wide-Angle Visor---An imported Russian idea that’s caught on with Montoyas because it increases their perception and looks cool; a wraparound optical visor that gives them 180-degrees of vision, that translates into a +1 on initiative and +1 to dodge. Cost: 60,000 credits.

*”Belly Tread”---A favorite of tunnel rats and spelunkers, this option is a small, electrically driven rubberized tread unit mounted in the chest, that allows the ‘borg to rapidly crawl across relatively smooth, firm, surfaces at high speed, without using its arms and legs. Great for moving through large pipes and across barroom floors. Speed: 15. Cost: 10,000 credits

*HandSaws(“Hand Buzzers”)---These are small, high-speed mini-buzzsaws of super hard metal and ceramic, built into the back of the hand, and used for cutting, but also for delivering vicious slashes and cuts. In desperation, the saw blades can also be launched(no bonuses to strike) like high-speed throwing stars(though the blades must be retrieved/replaced/remounted; they do not return).
Range: Melee. As a projectile, can reach up to 200 ft
Damage: 2d6 MD swipe/projectile throw, 5d6 MD full melee cut
Cost: 6,000 credits each. New blades cost 300 credits each

*Tendril Whip---Essentially a pared-down robot tentacle; not as strong, and it requires its user to supply the initial muscle, but once deployed, it can act like a prehensile limb, wrapping around objects and even constricting with bone-cracking pressure. Requires a head- or wrist-cyberjack to use fully, otherwise all it can do is extend and coil up. This design is popular as a bionic forelimb forearm weapon among melee-fighters.
Weight: 4 lbs
Length: 9 ft
Damage: 2d4 SDC if used as a stabbing weapon, 4d6 SDC per melee for a constricting crush. Has an effective Robotic P.S. rating of 20.
Bonuses: ‘Jacked in, the whip enjoys a +2 to Entangle(in addition to any other bonuses from WP. Whip).
Note: MDC construction: 30 MDC.
Cost: 9,000 credits

*Leg Blades(2-4)-----One or two vibroblades, identical to those mounted in the forearms, may be mounted in the lower legs, and can be extended to add damage to a kick.
Range: Melee
Damage: (Saber)2d4 MD per single blade, 4d4 MD for dual blades, DOUBLE that if taking the ‘Ripper’ blade option.
Cost: 9,000 credits per blade

*Mono-Wire Blade Limb-Linings---The arms and legs can be lined with braided monomolecular chain wires. A simple twist of the arm or leg, and even a casual brush can inflict a hideous slash-cut. An octopus-hug from a fully fitted-out Montoya is like walking into a giant food processor.
Damage: Used as weapon, a single(unbraided) strand does 1d4 MD
Cost: Outfitting a single limb on the Montoya will cost 300 credits


*CML-3 Cranial Mount Laser--- The CML-3 wraps around the cyborg’s head, with the two laser emitters just above the ‘borg’s temples, and the e-clip loaded in the back of the unit. The CML-3 is fire-linked through the ‘borg’s headjack, and is sighted by simply turning one’s head towards the target and and subvocalizing through the headjack link. The CML-3 thus leaves the ‘borg’s hands free, and provides some small degree of additional armor protection. The CML cannot be used with a helmet(can be built into one) . Some non-augments with headjacks have also been known to use the CML-3, but report the fit to be heavy and uncomfortable. Also, the idea of two high-powered lasers going off just centimeters from one’s eyes is rather disturbing.
Weight: 5 lbs
MDC: 35
Range: 600 ft
Damage: 3d6 MD single blast, 6d6 MD double blast
Rate of Fire: ECHH
Payload: 20 shot e-clip, effectively unlimited linked to the cyborg’s powerplant.
Bonus: +1 to strike
Cost:: 20,000 credits

*Jump Rods---PS’s ‘Super-tech’ jump-enhancement technology.
Effects: Allows leaps of (Bionic) P.S. x25 ft across, half that vertically. Allows for jumps down of TWICE horizontal distance.
Cost: 500,000 credits
Last edited by taalismn on Thu Jun 27, 2013 1:29 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
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Re: Paladin Steel Storefront

Unread post by 89er »

Melee Borg, huh? I wonder if they could outmatch a certain droid general with grievous results?
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

89er wrote:Melee Borg, huh? I wonder if they could outmatch a certain droid general with grievous results?


"You, sir, are a cad, a general putz, a whiney-boy in every deed and action! You were no man even before you became a cyborg, so why does the loss of your supposed manhood cause you so much anguish? Ah, I see, it is like 'fantasy football' when your team 'loses'. Oh, again with the buzzy glowy sticks? You angry? You do not know the proper meaning of anger, you wind up action doll! Oh should I say 'Barbie'. No, wait, "barbie' would kick your @$$. Anger is for true men, and true women, and you are neither...Actually, I've known quite a few eunuchs who understood proper anger, so you can't be one of those either. You are a eunuch's version of a eunuch, and all the waving of your glowy sticks will not give you what you never had, never had any chance of having, so why bother? Perhaps you seek to bore me to death? You almost might succeed, but I have crossword puzzles..."
-Don Marco 'Motormouth'Motorola, Dual Master of Blades and Zingers
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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nilgravity
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Re: Paladin Steel Storefront

Unread post by nilgravity »

I was looking at some of the earlier stuff and I'm wondering why we can't get TW upgrades of the older gear? Why can't I get a Megaduck that runs on PPE?
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

nilgravity wrote:I was looking at some of the earlier stuff and I'm wondering why we can't get TW upgrades of the older gear? Why can't I get a Megaduck that runs on PPE?


Largely because at the time I wasn't thinking of that and considered TW upgrades of everything to be 'post-market'. Plus upgrading across the board of 90 pages would leave me EXHAUSTED. :D
OF COURSE you can upgrade with the choice of your PPE powerplants. :D
But yes, you've given me some reason to look at offering a general TW upgrade programme. Maybe at 10-20% below PB MRB listed price? :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
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Posts: 49558
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 ‘Maveli’ Full Conversion Heavy Cyborg
(start of troubles)
Last edited by taalismn on Thu Jun 27, 2013 11:50 am, 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
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Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

(this ain't the problem)
Last edited by taalismn on Thu Jun 27, 2013 11:51 am, 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
------------
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abtex
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Re: Paladin Steel Storefront

Unread post by abtex »

Do the two postings above go together?
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
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:Do the two postings above go together?


For some reason, when I try posting the entire entry, I keep getting THIS page:
http://palladium-megaverse.com/forums/ucp.php?i=pm&mode=compose&action=post

If this is a censorship page, for the life of me, I can't figure out WHAT in the post can be so offensive as to get blocked like this.
It is frankly driving me nuts.
Anybody else having posting problems?
-------------
"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
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Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Something's wrong....
Last edited by taalismn on Thu Jun 27, 2013 11:52 am, 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
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Posts: 49558
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Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

No 'Delete' key's showing up...Gotta hunt up the Redundancy Hound
Last edited by taalismn on Thu Jun 27, 2013 11:53 am, 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
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Posts: 49558
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Okay...something's DEFINITELY wrong with the PB website...it's not content, it's not post length....and it's STILL jamming me...
-------------
"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
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Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Process of elimination at work here...The things I do just to post.... :|
Last edited by taalismn on Thu Jun 27, 2013 11:57 am, 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
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Posts: 49558
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Starting to figure this out...
Last edited by taalismn on Thu Jun 27, 2013 11:53 am, 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
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Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

(Getting warmer)
Last edited by taalismn on Thu Jun 27, 2013 11:54 am, 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
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Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

You're %%^$ing me...you don't like the words 'eye' and 'lasers' together?
Last edited by taalismn on Thu Jun 27, 2013 11:55 am, 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
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Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel ‘Maveli’ Full Conversion Heavy Cyborg
(aka ‘cyber-oni’, )
http://i408.photobucket.com/albums/pp164/taalismn/img358-2_zps2d772c1a.jpg

“You’re not on your infernal plane, monster! You are on mine! And here, in this place, -I- am master!”

“Hello, I am your worst nightmare. If I am not ALREADY your worst nightmare, I will BECOME your worst nightmare. Let’s get acquainted, shall we?”


The Maveli is an exotic-looking full conversion cyborg that appears patterned after the demons of Asia. Indeed, it is said that Paladin Steel was inspired by the assistance of a custom full-conversion cyborg from Japan(Takamatsu, most likely, owing to the trade ties with that island nation) who had visited the mainland continent.
The Maveli resembles a traditional Asian demon; muscular and fearsome-looking, with a particularly toothsome facial countenance(actually a removable faceplate), glaring eyes(concealing lasers), four arms(two large upper arms for combat/heavy lifting, and two smaller lower arms good for fine manipulation), and sharp, stiff, swept-up hair. Two ‘wings’ of razor-sharp blades sprout from the back, and additional blades jut from the shoulders and knees.
Armor on a Maveli is heavy and can be supplemented with additional plate armor. The cyborg is also very strong and fast, and the incorporation of Paladin Steel’s gravity-lensing jump booster rods makes the Maveli a phenomenal jumper, further boosting the image that these ‘bouncing demons’ are supernatural creatures rather than technological creations.
Many Maveli conversions play up the supernatural cyborg role by outfitting themselves flamboyantly, decorating their bodies in overall color schemes of blood red or dark blue, with gold or brass accents. The body is often embellished with elaborate engravings, rune markings, and stylized writings. Many take to stylizing their cyborg appliqué armor plate with extra flourishes, like fake skulls or ‘mystic’ symbols.
Like the Montoya Melee Specialist Cyborg, Mavelis relish melee combat, wading into battle with wild abandon and great skill. While they can quite serviceably blast away with the ranged energy weapons concealed in their arms and eyes, they are arguably at their best closing with an enemy and delivering their wrath up close and personal. Mavelis are heavily armored enough to soak up considerable damage, while dishing out even more in return, slashing with the many blades attached to their bodies. In fact, many people consider the Montoya and Maveli to be ‘kindred’ designs, with the Maveli being the heavier and more heavily-armored ‘big brother’ to the slimmer cyborg, inspiring friendly rivalry between the two types.
Mavelis in GNEAS service are frequently part of small rapid-reaction squads or commando groups where their mobility and melee combat capabilities are an asset. They are also frequently part of wilderness scout and exploration units, sometimes passing themselves off as ‘d-bees’ to those unfamiliar with the GNE or PS.

Type: PS-FC-33 Maveli
Class: Full conversion Borg, Heavy Machine
Crew: One volunteer

M.D.C. By Location:
Upper Arms(2) 100 each
Upper Hands(2) 40 each
Vibro-Scythes(2) 75 each
Lower Arms(2) 50 each
Lower Hands(2) 20 each
Legs(2) 125 each
Feet(2) 50 each
Blade Wings(2) 80 each
*Head 100
**Main Body 270+ any possible armor
*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 Maveli can be fitted with any additional armor up to HEAVY Cyborg Armor

Speed:
Running: 100 mph max . However the act of running does not tire the operator out and the maximum speed can be maintained indefinitely.
Jumping: The powerful robotic legs are normally strong and capable of leaping 10 feet high or 18 ft lengthwise. A running leap adds 50% to distance/height. Jumping with the booster rods, the cyborg can leap 875 ft horizontally, 437 ft vertically, and jump DOWN from heights of 1,600 ft(!!!).
Flying: Not possible without a jet pack
Underwater: The Maveli CANNOT swim, but sinks like a rock

Statistical Data:
Average Height: 9 feet
Width: 4 feet’, ‘wings’ can extend out to a total of 8 ft.
Length: 2 feet, ‘wings’ can sweep back for a total of 6 ft.
Weight: 1,000 lbs.
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
+2 APM
+3 initiative
+5 strike
+6 parry
+6 dodge
+3 Pull Punch
Penalties: Touch/tactile sense is 60% of human norm.
Prowl penalty: -20%

Special Skills/Training---Use standard 'Borg or Heavy Machine OCC
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. Gyro-compass
6. Modulated voice synthesizer
7. Multi-optic eyes
8. Built-in loudspeaker
9. Universal headjack with amplified hearing and sound filtration systems.

Special Features:

a) Jump Rods---PS’s ‘Supertech’ jump-enhancement technology.
Effects: Allows leaps of (Bionic) P.S. x25 ft across, half that vertically. Allows for jumps down of TWICE horizontal distance.

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 a third eye in the middle of the cyborg’s forehead. Can be used to detect abnormal auras, supernatural energy, even detect shape-changers( though only 25% chance of success) Range: 200 ft. Up to 500 ft(but w/ 50% error).

d) Ambidexterity Boost---If the character doesn’t already possess the Ambidexterity advantage, a combination of neural interface boosting and gene-therapy gives the cyborg the ability to use all their hands with equal proficiency. +1 APM, +1 parry, and automatically gets W.P. Paired Weapons.

e) Additional Pair of Limbs--The smaller set of arms have a P.S. of 20, but add a +1 APM and +1 to strike/parry.

f) Robotic Strength---The Maveli has enhanced bionic strength, allowing it to do megadamage with melee strikes.

Weapons Systems:
1)Forearm Particle Beam Blaster(1)---mounted in one of the forearms is a light particle beam blaster.
Range: 1,300 ft
Damage: 5d6 MD single shot
Rate of Fire: Single shot ,ECHH
Payload: Effectively Unlimited

2) Forearm Plasma Blaster(1)---Mounted in the opposite forearm is typically a plasma ejector.
Range: 900 ft
Damage: 4d6 MD single shot, 1d6x10 MD three-shot burst
Rate of Fire: ECHH
Payload: Effectively Unlimited

3) Lower Arm Ion Blasters(2)---The lower arms each sport a short-range ion blaster firing through the palm. PS has applied its expertise in ionic weaponry to give these short range weapons extra versatility, with increased damage AND a shotgun-like ‘scattershot’ mode.
Range: 800 ft
Damage: 4d6 MD single shot
1d4x10 MD per three-shot burst
(Scattershot Mode) Reduce range to 400 ft, but does 4d6 MD to a 10 ft wide area.
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage.
Rate of Fire: Standard
Payload: Effectively Unlimited


4) Eyeball Lasers (2)---The bulging eyes conceal powerful short-range lasers. Just look and shoot.
Range: 1,000 ft
Damage: 2d6 MD single shot, 4d6 MD for a simultaneous shot from both eyes
Rate of Fire: ECHH
Bonus: +1 to strike
Payload: Effectively Unlimited

5) Forearm Vibro-Scythes(2)---The forearms of the Maveli sport particularly large and lethal vibroblades. These melee weapons are mounted on a heavy rotating hinge-pivot at the wrist that allow them to be positioned sweeping back along each forearm as a slash-and-parry blade, or swung forward ahead of the fist as a stabbing weapon.
Range: Melee
Damage: 4d6 MD

6) Vibro-Claws---The oversized upper arms end in powerful paw-hands, each fitted with retractable finger-claws.
Range: Melee
Damage: 1d4 MD per finger, 5d4 MD for a full hand swipe

7) Foot Claws---Each toe has an extendable vibroblade that can be used to assist in climbing, or to deliver an eviscerating kick.
Range: Melee
Damage: 1d4 MD per toe 5d4 MD for a full foot kick

8 ) Knee Blades---Two curved vibroblades protrude from the kneecaps.
Range: Melee
Damage: 2d6 MD, and give a +5% to climbing skill.

9) Wing Blades(2 bundles of 10 blades)---What look like spiny wings are really bundles of megadamage blades, useful for raking body-swipes and slashes. The ‘feathers’ can also be detached by hand and used as handheld blades or thrown like spears. The wings can pivot and sweep to the sides and back as slashing weapons, and are sometimes jokingly called ‘cutlery racks’ by both the cyborgs and others.
Range: Melee
If launched as projectiles, they have a range of 60 ft. If thrown, they can go 150 ft(no bonuses to strike, however, unless W.P. Knife is taken, in which case the weapon is accurate only out to 90 feet, or W.P. Spear for the full distance).
Damage: 1d6 MD per single blade, 4d6 MD for a swipe with a wing-bundle.
Rate of Fire: ECHH
Payload: 10 blades per wing, 20 total.

10) Handheld Weapons---The Maveli can, of course, pick up and use accessory weapons. The smaller arms and hands can hold regular infantry-scaled weapons, while the larger arms can carry and operate heavier weapons. Maveli typically carry longer-ranged rifles and missile launchers when expecting heavy combat, and may accessorize with axes and other heavy melee weapons.


11) Hand to Hand Combat
Restrained Punch 1d4 MD
Full Strength Punch 2d4 MD
Power Punch( 2 attacks) 4d4 MD
Restrained Punch w/ Secondary Arms 2d6 SDC
Full Strength Punch w/ Secondary Arms 1 MD
Power Punch w/ Secondary Arms(2 attacks) 1d6 MD
Kick 2d8 MD
Leap Kick(2 Attacks) 4d8 MD
Judo-Style Throw/Flip 1d6 MD
Body Block/Tackle 1d4 MD

Options:
The Maveli can be fitted with any of the standard cybernetic and bionic features in the Rifts books. Favorite options include fitting the 'borg with additional sensory capabilities or different weapons in the forearms. Unless the cyborg is a non-human, extra limbs are rarely ever added. However, for Mavelis wanting to ape the supernatural critters they resemble, many add a tentacular tail to their configurations.
TW PPE Amulets are increasingly popular, installing a self-affecting Multiplexor and PPE source in the chest. Many takers of this particular option add spells meant to make the cyborg look even more like a supernatural juggernaut.

*Bite---Some Maveli forego having a regular face under a demonic faceplate in favor of a fully articulated monstrous face and jaw. The face has a Horror Factor of 11 and the bite does 2d4 MD. Cost: 38,000 credits.
Last edited by taalismn on Thu Jun 27, 2013 10:54 pm, edited 2 times 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
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Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel...through rain, sleet, flaming hail, black holes, oceans of blood, bureaucratic red tape, and really bizarre software word-checker censorship problems, we get through to market!(*fhew!*)
-------------
"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
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Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

-------------
"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
nilgravity
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Re: Paladin Steel Storefront

Unread post by nilgravity »

taalismn wrote:
nilgravity wrote:I was looking at some of the earlier stuff and I'm wondering why we can't get TW upgrades of the older gear? Why can't I get a Megaduck that runs on PPE?


Largely because at the time I wasn't thinking of that and considered TW upgrades of everything to be 'post-market'. Plus upgrading across the board of 90 pages would leave me EXHAUSTED. :D
OF COURSE you can upgrade with the choice of your PPE powerplants. :D
But yes, you've given me some reason to look at offering a general TW upgrade programme. Maybe at 10-20% below PB MRB listed price? :bandit:


I actually don't see any prices for the MegaDuck and that is the PS product my group is going with
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

nilgravity wrote:
taalismn wrote:
nilgravity wrote:I was looking at some of the earlier stuff and I'm wondering why we can't get TW upgrades of the older gear? Why can't I get a Megaduck that runs on PPE?


Largely because at the time I wasn't thinking of that and considered TW upgrades of everything to be 'post-market'. Plus upgrading across the board of 90 pages would leave me EXHAUSTED. :D
OF COURSE you can upgrade with the choice of your PPE powerplants. :D
But yes, you've given me some reason to look at offering a general TW upgrade programme. Maybe at 10-20% below PB MRB listed price? :bandit:


I actually don't see any prices for the MegaDuck and that is the PS product my group is going with


You mean for the vehicle itself or a compatible TW powerplant?
I'd use the Rifts RMB prices for the various PPE 'motors'(TW electrical, steam, or whatnot) and reduce price by 10-20%(depending on how generous you want to be)...The existing powerplants are well within the power ratings for the DUKW(Mega or not), are even more fuel-efficient than the original design.
-------------
"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
nilgravity
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Re: Paladin Steel Storefront

Unread post by nilgravity »

I meant the vehicle itself
Image
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

nilgravity wrote:I meant the vehicle itself



It's not terribly sophisticated, but it is megadamage, so a basic liquid-fueled model should run you maybe...80,000 credits?
What's the going price for a Big Boss ATV these days? I'd say the DUKW's about in that range.

I'm away from my home computer and paper files right now, so I can't pull up what I was originally charging for the design.
-------------
"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
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Re: Paladin Steel Storefront

Unread post by kronos »

I wonder how the Shemarrian Dervish and the Montoya's get along.. Dervishes have much higher speed, but lose some accuracy the faster they go.. so death by a thousand megadamage stings vs death by one precise stab..
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abtex
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Re: Paladin Steel Storefront

Unread post by abtex »

taalismn wrote:Okay...something's DEFINITELY wrong with the PB website...it's not content, it's not post length....and it's STILL jamming me...

Maybe the hacker last week did something or the Palladium new defenses are the problem.
T-Willard also says he is having a problem.
Tell Palladium about it.
http://palladium-megaverse.com/forums/viewforum.php?f=15
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
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Re: Paladin Steel Storefront

Unread post by taalismn »

kronos wrote:I wonder how the Shemarrian Dervish and the Montoya's get along.. Dervishes have much higher speed, but lose some accuracy the faster they go.. so death by a thousand megadamage stings vs death by one precise stab..


Their fencing/sparring matches would be almost too fast for normal vision to fully appreciate. :D 8)
-------------
"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
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Re: Paladin Steel Storefront

Unread post by kronos »

taalismn wrote:
kronos wrote:I wonder how the Shemarrian Dervish and the Montoya's get along.. Dervishes have much higher speed, but lose some accuracy the faster they go.. so death by a thousand megadamage stings vs death by one precise stab..


Their fencing/sparring matches would be almost too fast for normal vision to fully appreciate. :D 8)


It'll probably be a good way to test high speed cameras. I wouldn't be surprised if PS brought out the Montoya in response to the Dervish but couldn't match their speed so tried getting more accuracy and flash.
Now imagine a Dervish with an extra set of arms.. THAT is a whirlwind of steel.. oooh.. now I want to create a specific Dervish now.. Just need to look up some spells now. Maybe I'll also make up a specific Joten as well..
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89er
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Re: Paladin Steel Storefront

Unread post by 89er »

Glad to see the new borgs got through mostly intact.

What would you get a Jotun for a date? Being in those powerful arms, her charm magnified by her size. Sorry, just curious?
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Re: Paladin Steel Storefront

Unread post by kronos »

89er wrote:Glad to see the new borgs got through mostly intact.

What would you get a Jotun for a date? Being in those powerful arms, her charm magnified by her size. Sorry, just curious?


A weapon that can change sizes (and scales damage for to new size as well) would probably get you in her good graces.
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Re: Paladin Steel Storefront

Unread post by taalismn »

kronos wrote:
taalismn wrote:
kronos wrote:I wonder how the Shemarrian Dervish and the Montoya's get along.. Dervishes have much higher speed, but lose some accuracy the faster they go.. so death by a thousand megadamage stings vs death by one precise stab..


Their fencing/sparring matches would be almost too fast for normal vision to fully appreciate. :D 8)


It'll probably be a good way to test high speed cameras. I wouldn't be surprised if PS brought out the Montoya in response to the Dervish but couldn't match their speed so tried getting more accuracy and flash.
Now imagine a Dervish with an extra set of arms.. THAT is a whirlwind of steel.. oooh.. now I want to create a specific Dervish now.. Just need to look up some spells now. Maybe I'll also make up a specific Joten as well..


:lol: :lol: :lol: We're overdue for some Elite NPCs...
-------------
"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
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Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

nilgravity wrote:I meant the vehicle itself


Okay...here's OFFICIAL price(I even went back and retro'ed it in):
68,000 credits for liquid fuel, 74,000 credits for electric, and 500,000 credits for nuclear


Thanks for bringing this to my attention. :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
abtex
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Location: Heart in Texas

Re: Paladin Steel Storefront

Unread post by abtex »

taalismn wrote:No 'Delete' key's showing up...Gotta hunt up the Redundancy Hound

Woof?
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
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Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:
taalismn wrote:No 'Delete' key's showing up...Gotta hunt up the Redundancy Hound

Woof?


Gooooddddddd boooyyyy!!! :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
taalismn
Priest
Posts: 49558
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

PSIR-17 ‘Zonn’ Ion Rifle
(aka ‘Edson Gun’, ‘Blast Stick’, ‘Lightning Bazoon’)

“You sure this old coot’s sitting on a treasure trove? And he’s not an insanely powerful mage, dragon in disguise, or a Glitterboy pilot?”
“If I am lying to you about the fortune to be had knocking over that old hermit up there, may the gods strike me d-”
#KRAKA-POW#
////siiiizzzzzllllleee////
“...okay... we get the message...moving right along....”
“Ewww...human bacon...”

“Bless that son-in-law of mine for this here blast-stick and multi-media sensor scope. Guess he’s not -totally- useless after all!”

“Reach Out and Zap Somebody.”

The PSIR-17 is an effort to make an ion rifle with a range equivalent to laser sniping rifles, yet still pack an ion punch in a package lighter than the ‘Beachstormer’ ion assault weapon that set the world standard for ion weapons range.
Using the ‘Murchison’ as a basis, the PSIR-17 is a long-barreled weapon, but is heavier, with a thicker barrel and underslung e-clip receiver. The ‘Zonn’ uses a small laser to punch a guide path through the atmosphere for the follow-up ‘packet’ of high-energy ions to flow to the target and strike. The PSIR-17 uses Series-2096 technology to optimize the chance of critical damage to the target on a precison strike. Even without that, though, the PSIR-17 is an extremely accurate weapon, being balanced and calibrated for sniper work.
The downsides of this weapon are its heavier weight, higher energy expediture per shot, and higher cost(for an ion weapon). The PSIR-17’s greater performance lands it alongside lasers for long range marksmanship, but that quality comes at extra cost and reduced energy economy.
Weight: 18 lbs
MDC: 30
Range: 4,500 ft
Damage: 4d6 MD per shot,
1d4x10 MD double pulse shot,
1d6x10 MD triple pulse shot
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage.
Rate of Fire: ECHH
Payload: 12 shots for a standard e-clip, 21 shots from a long e-clip, 45 shots from an e-canister.
Special Features:
*Top Mounting Rail for various sights
*Underbarrel Bayonet Lug
*Optional Extendable Bipod
*Sighting Laser---The ionization guidepath laser doubles as a laser sight. +1 to strike with aimed shots. +1 to strike from the targeting computer using active sensors(for a total of +2 to strike on a called shot).
(For those of you choosing to “Smartgun Link” the PSIR-17, add the bonuses from headjacking software to the above bonuses, or replace the system with the new hardware’s stats, whichever is higher)
Cost: 58,000 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
abtex
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Posts: 2294
Joined: Sat Jan 04, 2003 2:01 am
Location: Heart in Texas

Re: Paladin Steel Storefront

Unread post by abtex »

taalismn wrote:PSIR-17 ‘Zonn’ Ion Rifle
(aka ‘Edson Gun’, ‘Blast Stick’, ‘Lightning Bazoon’)

Does it come with a grill or how much for a plug-in one, so it can be used for holiday outings?
Cute banger Zapper weapon.

Your need a line of Scopes for your sniper rifles and other weapons that let folk know there in range.
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
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Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:
taalismn wrote:PSIR-17 ‘Zonn’ Ion Rifle
(aka ‘Edson Gun’, ‘Blast Stick’, ‘Lightning Bazoon’)

Does it come with a grill or how much for a plug-in one, so it can be used for holiday outings?
Cute banger Zapper weapon.

Your need a line of Scopes for your sniper rifles and other weapons that let folk know there in range.



Where's the fun in that? :twisted:
Like Yakov Smirnoff used to joke: "KGB believe in warning shot; guy they shoot is warning to NEXT guy."
-------------
"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
abe
Hero
Posts: 1102
Joined: Mon Jul 23, 2001 1:01 am
Location: auburn

Re: Paladin Steel Storefront

Unread post by abe »

anybody ever do a mega-grill that can cook LOTS of mega-damage meats at once?
howdey folks!!!!!!!!
User avatar
taalismn
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Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

abe wrote:anybody ever do a mega-grill that can cook LOTS of mega-damage meats at once?



The Rifter article on Mega-Cookery has ranges...you can tie a lot of them together.
But for industrial processing(like, say, TONS) of pre-cooked MDC meats, I imagine you'd need something like a metal foundary set-up....maybe even as a adjacent facility to a smelter, so you can use residual heat from metal refining to cook meat(sanitation would be very strict though to avoid contamination). I imagine that safety standards would be seriously high, given the potential for getting maimed/killed working around vibroblades and high-temp furnaces. You'd essentially be making stew in industrial batches in a Bessemer furnace and using a bucket for molten steel to pour it.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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 »

Earlier in topic there was some talk about cooking. Search for parts of the following to find it.
abtex wrote:
taalismn wrote:
abe wrote:
That, and variants on the Solar Stove...

or the solar smoker!

Plasma-lighted, hickory smoked....How you like your Thunderbeetle Jerky?

PS makes plasma grenades and weapon rounds with different favors of BBQ sauce? :-o
Just in time for the 4th of July. Oh Boy!!! :-D
Slow cooked meat is better tasting than quick cooked.
Do you have favored napalm ? :?
My browser's spell checker had napalm in it?!?! Is that a good thing?
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
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