Paladin Steel Storefront
Moderators: Supreme Beings, Immortals, Old Ones
- taalismn
- Priest
- Posts: 49558
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Paladin Steel TEMED-02 ‘Life Stick’ TW Medical Applicator
(aka ‘miracle-wand’, ‘Heal-stick’))
http://i408.photobucket.com/albums/pp164/taalismn/img368_zpsaf9b89fa.jpg
“These little things really are miracles. I was supposed to be dead once; shot, poisoned, at death’s door. I’d given up on myself, said my last goodbyes, made my peace, slipped into the final sleep, but I got hit with one of these. It brought me back, kept me alive long enough for me to get more serious medical attention that turned me around. It was a miracle.”
---Ellen Khikanna, ex-assassin and now Paladin Steel Security consultant.
“Always Ready To Save Lives.”
---Paladin Steel advertising brochure for the TEMED-02
“The downside of the TEMED is that it’s a continual-cycle magic item.... it’s always on, recharging when not in use....its magic radiance will give you away to a mana-sensitive like a road flare, so it’s not ideal for field troops who want to go unnoticed. However, if you’ve got magic shielding or you’re not going up against magic sniffers, carrying one or more of these as part of your med-kit is a serious blessing. I’ve seen whole platoons come back from the meatgrinder intact and walking, and entire hamlets saved, because somebody had the foresight to pack a Life-Stick.”
---Major Lorgo Kastlebyne, 1st Army, Greater New England Regular Army.
The TEMED-02 is an adaptation of several types of TW-modified autohypos reconfigured to dispense healing spells. The TEMED is meant to give first-responders a ready-use tool for applying life-sustaining magic.
The TEMED-02 resembles a fluted flashlight made of transparent plastic or crystal. The TEMED uses the same optical deflection used by PS’s ‘LightDancer’ cyborg to conceal its inner workings by warping light passing through its material. In this case, the optical illusion hides the gemstone array of a Greenstar power matrix. Despite its delicate crystalline appearance, the applicator is built tough to withstand the rigors of field use.
The TEMED is configured with six general-purpose healing spells; Negate Poisons and Toxins is an old standby for treating everything from accidental bleach ingestion to venomous monster bites, while Heal Wounds is the magic bandager trusted by mages for centuries. Cure Illness and Fortify Against Disease are included for treating bacterial and viral threats. Greater Healing is the big hedge against more serious injuries, providing substantially greater healing power. Finally, Spark of Life allows for emergency resuscitation of the recently deceased.
The TEMED is simple to operate; the user slides the side switch to the desired spell, places the blunt ‘lens’ end against the patient, and presses a button to activate the spell.
Though expensive, the TEMED-02’s regenerating PPE power source means that it can be used multiple times in the field without external recharging.
The TEMED is designed to glow, both to make it easy to find and to indicate at a glance how much PPE charge is remaining. A fully charged TEMED-02 glows a bright warm rose-pink, but as the charge diminishes, the glow changes hue to become darker, and more purple. A dark blue TEMED is nearly completely depleted and should be allowed to recharge before being used again.
Weight: .8 lbs
MDC: 5
Range: Contact
Damage/Effects:
- Negate Poisons/Toxins----Instantly neutralizes and prevents poisons and toxins from doing further damage to the body.
-Heal Wounds---Restores 3d6 SDC and 1d6 Hit Points
-Cure Illness---Instantly cures ordinary diseases and illnesses(not cancer, AIDS, or other serious disorders, nor does it cure magically-induced illnesses).
-Fortify Against Disease---Recipient can shrug off bacterial infections, is +4 to save versus viruses, and is +1 to save vs toxins and poisons. Effects last 16 hours.
-Greater Healing---Restores 2d4x10 SDC and 6d6 Hit Points, or 1d4 MD.
-Spark of Life---This spell is effectively a lesser form of Restore Life, and can be used to revive the recently deceased, restoring life functions hopefully long enough for other lifesaving measures to be applied. The spell embedded in the TEMED is applied to victims who cannot be dead for more than 40 minutes, and supplies 16 Hit Points.
Note that unless the victim has been patched up prior to the application of the spell, the wounds responsible for the victim’s deceasing will still be present, and will continue to bleed, doing damage, starting with the newly supplied Hit Points. Spark of Life essentially resets the timer, as it were, in an emergency, supplying a dose of vitality.
Spark of Life can be used multiple times on the same victim to resuscitate and ‘lifeboat’ them until more thorough treatment can be applied, but overusing it carries some risk. Spark of Life can be applied a number of times equal to the victim’s P.E. divided by 2, without side-effects. Beyond that, using the spell carries a risk: 5% chance of losing 1 point of PE, 2% chance of losing 1 point of IQ per each additional use of the spell. Loss is permanent.
Rate of Fire: ECHH
Payload: ’Light’--- 100 PPE capacity, regenerate their stored PPE at a slower rate: 2 PPE per hour/10 at a ley line
- Negate Poisons/Toxins(3 PPE per application)
-Heal Wounds(5 PPE per application)
-Cure Illness(8 PPE per application)
-Fortify Against Disease(8 PPE per application)
-Greater Healing(15 PPE per application)
-Spark of Life(7 PPE per application)
Special Features:
-Megadamage Construction
-Internal LED Flashlight---Powered by a dime-sized battery and good for 24 hours of continuous use.
Cost: Would cost 380,000 credits normally, but PS has slashed the price to a mere 80,000 credits to get it where it’s most needed, and often supplies it free to humanitarian organizations.
Options:
*Sense Evil---The PPE crystal can flash red if supernatural evil entities approach within a 90 ft radius. Cost: 10,000 credits
*Sense Magic---The PPE crystal can flash yellow if active magic occurs within 120 ft of the weapon. Cost: 10,000 credits
New Spell:
Spark of Life(General)
Level: 6
Type: Invocation
Range: Touch
Duration: Can be successfully applied to victims dead no more than 5 minutes per level of experience of the caster
Saving Throw: None
PPE Cost: 13
Effects: This spelll is effectively a lesser form of Restore Life, and can be used to revive the recently deceased, restoring life functions hopefully long enough for other life-saving measures to be applied. The spell is applied to victims who cannot be dead for more than 5 minutes per level of the caster, and supplies 2 Hit Points per level of experience.
Note that unless the victim has been patched up prior to the application of the spell, the wounds responsible for the victim’s deceasing will still be present, and will continue to bleed, doing damage, starting with the newly supplied Hit Points. Spark of Life essentially resets the timer, as it were, in an emergency, supplying a dose of vitality.
Spark of Life can be used multiple times on the same victim to resuscitate and ‘lifeboat’ them until more thorough treatment can be applied, but overusing it carries some risk. Spark of Life can be applied a number of times equal to the victim’s P.E. divided by 2, without side-effects. Beyond that, using the spell carries a risk: 5% chance of losing 1 point of PE, 2% chance of losing 1 point of IQ per each additional use of the spell. Loss is permanent.
(aka ‘miracle-wand’, ‘Heal-stick’))
http://i408.photobucket.com/albums/pp164/taalismn/img368_zpsaf9b89fa.jpg
“These little things really are miracles. I was supposed to be dead once; shot, poisoned, at death’s door. I’d given up on myself, said my last goodbyes, made my peace, slipped into the final sleep, but I got hit with one of these. It brought me back, kept me alive long enough for me to get more serious medical attention that turned me around. It was a miracle.”
---Ellen Khikanna, ex-assassin and now Paladin Steel Security consultant.
“Always Ready To Save Lives.”
---Paladin Steel advertising brochure for the TEMED-02
“The downside of the TEMED is that it’s a continual-cycle magic item.... it’s always on, recharging when not in use....its magic radiance will give you away to a mana-sensitive like a road flare, so it’s not ideal for field troops who want to go unnoticed. However, if you’ve got magic shielding or you’re not going up against magic sniffers, carrying one or more of these as part of your med-kit is a serious blessing. I’ve seen whole platoons come back from the meatgrinder intact and walking, and entire hamlets saved, because somebody had the foresight to pack a Life-Stick.”
---Major Lorgo Kastlebyne, 1st Army, Greater New England Regular Army.
The TEMED-02 is an adaptation of several types of TW-modified autohypos reconfigured to dispense healing spells. The TEMED is meant to give first-responders a ready-use tool for applying life-sustaining magic.
The TEMED-02 resembles a fluted flashlight made of transparent plastic or crystal. The TEMED uses the same optical deflection used by PS’s ‘LightDancer’ cyborg to conceal its inner workings by warping light passing through its material. In this case, the optical illusion hides the gemstone array of a Greenstar power matrix. Despite its delicate crystalline appearance, the applicator is built tough to withstand the rigors of field use.
The TEMED is configured with six general-purpose healing spells; Negate Poisons and Toxins is an old standby for treating everything from accidental bleach ingestion to venomous monster bites, while Heal Wounds is the magic bandager trusted by mages for centuries. Cure Illness and Fortify Against Disease are included for treating bacterial and viral threats. Greater Healing is the big hedge against more serious injuries, providing substantially greater healing power. Finally, Spark of Life allows for emergency resuscitation of the recently deceased.
The TEMED is simple to operate; the user slides the side switch to the desired spell, places the blunt ‘lens’ end against the patient, and presses a button to activate the spell.
Though expensive, the TEMED-02’s regenerating PPE power source means that it can be used multiple times in the field without external recharging.
The TEMED is designed to glow, both to make it easy to find and to indicate at a glance how much PPE charge is remaining. A fully charged TEMED-02 glows a bright warm rose-pink, but as the charge diminishes, the glow changes hue to become darker, and more purple. A dark blue TEMED is nearly completely depleted and should be allowed to recharge before being used again.
Weight: .8 lbs
MDC: 5
Range: Contact
Damage/Effects:
- Negate Poisons/Toxins----Instantly neutralizes and prevents poisons and toxins from doing further damage to the body.
-Heal Wounds---Restores 3d6 SDC and 1d6 Hit Points
-Cure Illness---Instantly cures ordinary diseases and illnesses(not cancer, AIDS, or other serious disorders, nor does it cure magically-induced illnesses).
-Fortify Against Disease---Recipient can shrug off bacterial infections, is +4 to save versus viruses, and is +1 to save vs toxins and poisons. Effects last 16 hours.
-Greater Healing---Restores 2d4x10 SDC and 6d6 Hit Points, or 1d4 MD.
-Spark of Life---This spell is effectively a lesser form of Restore Life, and can be used to revive the recently deceased, restoring life functions hopefully long enough for other lifesaving measures to be applied. The spell embedded in the TEMED is applied to victims who cannot be dead for more than 40 minutes, and supplies 16 Hit Points.
Note that unless the victim has been patched up prior to the application of the spell, the wounds responsible for the victim’s deceasing will still be present, and will continue to bleed, doing damage, starting with the newly supplied Hit Points. Spark of Life essentially resets the timer, as it were, in an emergency, supplying a dose of vitality.
Spark of Life can be used multiple times on the same victim to resuscitate and ‘lifeboat’ them until more thorough treatment can be applied, but overusing it carries some risk. Spark of Life can be applied a number of times equal to the victim’s P.E. divided by 2, without side-effects. Beyond that, using the spell carries a risk: 5% chance of losing 1 point of PE, 2% chance of losing 1 point of IQ per each additional use of the spell. Loss is permanent.
Rate of Fire: ECHH
Payload: ’Light’--- 100 PPE capacity, regenerate their stored PPE at a slower rate: 2 PPE per hour/10 at a ley line
- Negate Poisons/Toxins(3 PPE per application)
-Heal Wounds(5 PPE per application)
-Cure Illness(8 PPE per application)
-Fortify Against Disease(8 PPE per application)
-Greater Healing(15 PPE per application)
-Spark of Life(7 PPE per application)
Special Features:
-Megadamage Construction
-Internal LED Flashlight---Powered by a dime-sized battery and good for 24 hours of continuous use.
Cost: Would cost 380,000 credits normally, but PS has slashed the price to a mere 80,000 credits to get it where it’s most needed, and often supplies it free to humanitarian organizations.
Options:
*Sense Evil---The PPE crystal can flash red if supernatural evil entities approach within a 90 ft radius. Cost: 10,000 credits
*Sense Magic---The PPE crystal can flash yellow if active magic occurs within 120 ft of the weapon. Cost: 10,000 credits
New Spell:
Spark of Life(General)
Level: 6
Type: Invocation
Range: Touch
Duration: Can be successfully applied to victims dead no more than 5 minutes per level of experience of the caster
Saving Throw: None
PPE Cost: 13
Effects: This spelll is effectively a lesser form of Restore Life, and can be used to revive the recently deceased, restoring life functions hopefully long enough for other life-saving measures to be applied. The spell is applied to victims who cannot be dead for more than 5 minutes per level of the caster, and supplies 2 Hit Points per level of experience.
Note that unless the victim has been patched up prior to the application of the spell, the wounds responsible for the victim’s deceasing will still be present, and will continue to bleed, doing damage, starting with the newly supplied Hit Points. Spark of Life essentially resets the timer, as it were, in an emergency, supplying a dose of vitality.
Spark of Life can be used multiple times on the same victim to resuscitate and ‘lifeboat’ them until more thorough treatment can be applied, but overusing it carries some risk. Spark of Life can be applied a number of times equal to the victim’s P.E. divided by 2, without side-effects. Beyond that, using the spell carries a risk: 5% chance of losing 1 point of PE, 2% chance of losing 1 point of IQ per each additional use of the spell. Loss is permanent.
Last edited by taalismn on Mon Jul 08, 2013 11:43 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
------------
"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
------------
- taalismn
- Priest
- Posts: 49558
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
abtex wrote: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?![]()
Just in time for the 4th of July. Oh Boy!!!![]()
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'd forgotten about that!
"Shake and Bake' hand grenades for dealing with Xiticix? Maybe types for peryton and dragonfish? Kill the pests and have a nice meal afterwards?
-------------
"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
------------
"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
------------
Re: Paladin Steel Storefront
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...

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...


- taalismn
- Priest
- Posts: 49558
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Sad, but true.
However, it's not the gizmo-adapted kids who are the headache, it's the gizmo-happy ADULTS who give librarians screaming fits when they go off-shift.
They either have no clue about what they're doing(and have either hitched onto the latest tech-fad(or have been told for the sake of their job/financial prospects to get onto it by companies that have jumped on the latest tech-fad), or else they know SO MUCH more about it than you do, and want to complain about how terribly slow ir inadequate the in-library technology is compared to what they expect/are used to.
A lot of it is venting on their part(and as a public employee, you're obliged to be the lightning rod), but occasionally, maybe all too often, you get the psycho who genuinely thinks you can affect the entire network in their favor.
-------------
"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
------------
"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
------------
Re: Paladin Steel Storefront
taalismn wrote:
Sad, but true.
However, it's not the gizmo-adapted kids who are the headache, it's the gizmo-happy ADULTS who give librarians screaming fits when they go off-shift.
They either have no clue about what they're doing(and have either hitched onto the latest tech-fad(or have been told for the sake of their job/financial prospects to get onto it by companies that have jumped on the latest tech-fad), or else they know SO MUCH more about it than you do, and want to complain about how terribly slow ir inadequate the in-library technology is compared to what they expect/are used to.
A lot of it is venting on their part(and as a public employee, you're obliged to be the lightning rod), but occasionally, maybe all too often, you get the psycho who genuinely thinks you can affect the entire network in their favor.
Try tech support. You'll wish you could reach through the phone to slap some people across the face. Or customer service.
- taalismn
- Priest
- Posts: 49558
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
kronos wrote:[
Try tech support. You'll wish you could reach through the phone to slap some people across the face. Or customer service.
Heheh.....I always felt that if the 'Internet Punch' were ever perfected, the result would be equivalent to what happened to the Kreel in Forbidden Planet..."one night of utter carnage that completely destroyed them".
-------------
"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
------------
"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
------------
- taalismn
- Priest
- Posts: 49558
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Paladin Steel Morpheus TW Mallet
(aka ‘Boink Shot’, ‘Whiffle Hammer’, ‘Doze Hammer’, 'Dozer’, ‘SopoSmacker’)
http://i408.photobucket.com/albums/pp164/taalismn/img319_zpsbb147dc9.jpg
“Like hell you’re sticking me with that thing! You never said anything about SHOTS!”
“Okay. Oh look, unicorns!”
“What?! Oh, nice try, but I-”
*BOINK*
“...”(phfump)
“Nurse Xian, set up the InjectionMaster and prep Miss Sumeragi for the full spectrum inoculation program? We may as well take care of everything while she’s out.”
The Morpheus Mallet is a non-lethal blunt force melee weapon(or ‘instrument’) used for stunning targets in close combat, or for simply rendering them unconscious. The design originally wasn’t Paladin Steel’s; instead it was the work of a Technowizard who was selling an early version of the device to criminals for use in muggings and kidnappings. When GNE authorities finally tracked down and arrested the TWizard, PS confiscated his workings and their own corporate TWizards refined the design, turning it into a more versatile and legitimate device.
The Morpheus Mallet resembles a handheld wooden or plastic mallet, often with a silly cartoon face or slogan painted or embossed on its side. A PPE battery in the haft powers the device and provides the mystic energy to power a modified Sleep spell. The Mallet often makes a comical squeaking, beeping, ‘bonking’ or ‘boinking’ noise when hitting a target. Upon a successful strike, the target of the Mallet lapses into a peaceful deep sleep, and awakens normally, often with short term amnesia ( the period immediately before the application of the Mallet-strike). Options include Trance-capability, ‘shock and awe’ enhancements, and a healing ‘funny bone’ whack.
The Morpheus Mallet is most often purchased and used by health care professionals for quick anesthesia application, security and correctional institution personnel, and adventurers(especially trickster or comedian types) with a more pacifistic stance or moral restrictions about permanently harming/maiming/killing opponents. The downside is that many still wind up in the hands of criminals, where they are used for their original purpose of abetting muggings.
Weight: 3 lbs(but looks like it should weigh upwards of twenty pounds)
MDC: 10
Range: Melee
Damage:
(Blunt Force)1d4 SD +P.S. damage or adds +1d4 damage to megadamage strength strikes.
(Sleep) Target must save versus magic, or be rendered asleep for 80 minutes.
Rate of Fire: ECHH
Payload:
(Sleep) 5 PPE per activation
Rechargeable, swappable, PPE clip in the haft stores 50-100 PPE. If that’s depleted, the weapon can be recharged in a dimensional pyramid, on a leyline nexus, or the user can pump their own PPE/ISP into the weapon.
Special Features:
*Cushioned Head---Bonuses: +3 to pull punch
Cost: 9,000 credits
Options:
*Telescoping Haft---Collapses the Mallet for easier carriage and concealment. Conversely it can extend the range and reach of the hammer(by as much as 4 ft). The added length also adds +1d4 damage(due to the greater arc of swing) and +1 to parry. Cost: + 2,000 credits
*Big Hammer Mode---Adapted from the ‘Bigger Guns’ Ludicrous Magic spell, this enhancement makes the Mallet look far larger, heavier, and more intimidating than normal. Creates a Horror Factor of 18! P.P.E. cost of 8 PPE for 3 minutes duration. Cost: + 9,000 credits
*Trance----Equivalent to an 8th level Trance spell; 5 PPE for 40 minutes of trance-state. Cost: + 90,000 credits
*Blinding Flash---For those who want less stealth and more shock and awe. Triggers a Blinding Flash spell just before or upon impact.. Victims are stunned on a failed roll versus magic; -10 to strike, dodge, and parry for 1d4 melee rounds. Costs 1 PPE, or 2 PPE for the focused version with a -1 to save. Cost: + 6,000 credits(16,000 credits for the focused version with a -1 to save).
*Thunderclap---Where there’s lightning, there’s thunder, and this hammer brings it! Often taken with the Blinding Flash modification. Can be activated to erupt when it makes contact with a target, or by simply holding the Mallet overhead and gripping the handle. Area of effect is roughly 30 ft in diameter. Against opponents who have made a failed save versus Horror Factor 8, the wielder of the Mallet is +5 on initiative, and +1 to strike, parry, and dodge. Many an opponent has been sent reeling when the ‘toy hammer’ has let loose a blast of acoustic mayhem worthy of a progeny of a thunder god! Costs 2 PPE per blast. Cost: + 20,000 credits
*Funny Bone---Equivalent to a 6th level Ludicrous Magic Healing Power of Laughter spell; the target will begin giggling and laughing for a full fifteen seconds after which they feel MUCH better(7d6 SDC/HP/MDC worth), 13 PPE per use. Cost: + 130,000 credits
*Tweety Birds---Applied version of the Ludicrous Mage spell “Stars and Birds”. It surrounds the head of a struck victim with cartoonish animated tweeting birds, jingling stars or planets, for 4 minutes. Furthermore, even if they save versus being knocked unconscious, a second roll is needed to shake off the stun effects; -1 to strike, parry, and dodge, in part due to being distracted. Distraction is cumulative with repeat strikes. 3 PPE per use. Cost: + 30,000 credits
(aka ‘Boink Shot’, ‘Whiffle Hammer’, ‘Doze Hammer’, 'Dozer’, ‘SopoSmacker’)
http://i408.photobucket.com/albums/pp164/taalismn/img319_zpsbb147dc9.jpg
“Like hell you’re sticking me with that thing! You never said anything about SHOTS!”
“Okay. Oh look, unicorns!”
“What?! Oh, nice try, but I-”
*BOINK*
“...”(phfump)
“Nurse Xian, set up the InjectionMaster and prep Miss Sumeragi for the full spectrum inoculation program? We may as well take care of everything while she’s out.”
The Morpheus Mallet is a non-lethal blunt force melee weapon(or ‘instrument’) used for stunning targets in close combat, or for simply rendering them unconscious. The design originally wasn’t Paladin Steel’s; instead it was the work of a Technowizard who was selling an early version of the device to criminals for use in muggings and kidnappings. When GNE authorities finally tracked down and arrested the TWizard, PS confiscated his workings and their own corporate TWizards refined the design, turning it into a more versatile and legitimate device.
The Morpheus Mallet resembles a handheld wooden or plastic mallet, often with a silly cartoon face or slogan painted or embossed on its side. A PPE battery in the haft powers the device and provides the mystic energy to power a modified Sleep spell. The Mallet often makes a comical squeaking, beeping, ‘bonking’ or ‘boinking’ noise when hitting a target. Upon a successful strike, the target of the Mallet lapses into a peaceful deep sleep, and awakens normally, often with short term amnesia ( the period immediately before the application of the Mallet-strike). Options include Trance-capability, ‘shock and awe’ enhancements, and a healing ‘funny bone’ whack.
The Morpheus Mallet is most often purchased and used by health care professionals for quick anesthesia application, security and correctional institution personnel, and adventurers(especially trickster or comedian types) with a more pacifistic stance or moral restrictions about permanently harming/maiming/killing opponents. The downside is that many still wind up in the hands of criminals, where they are used for their original purpose of abetting muggings.
Weight: 3 lbs(but looks like it should weigh upwards of twenty pounds)
MDC: 10
Range: Melee
Damage:
(Blunt Force)1d4 SD +P.S. damage or adds +1d4 damage to megadamage strength strikes.
(Sleep) Target must save versus magic, or be rendered asleep for 80 minutes.
Rate of Fire: ECHH
Payload:
(Sleep) 5 PPE per activation
Rechargeable, swappable, PPE clip in the haft stores 50-100 PPE. If that’s depleted, the weapon can be recharged in a dimensional pyramid, on a leyline nexus, or the user can pump their own PPE/ISP into the weapon.
Special Features:
*Cushioned Head---Bonuses: +3 to pull punch
Cost: 9,000 credits
Options:
*Telescoping Haft---Collapses the Mallet for easier carriage and concealment. Conversely it can extend the range and reach of the hammer(by as much as 4 ft). The added length also adds +1d4 damage(due to the greater arc of swing) and +1 to parry. Cost: + 2,000 credits
*Big Hammer Mode---Adapted from the ‘Bigger Guns’ Ludicrous Magic spell, this enhancement makes the Mallet look far larger, heavier, and more intimidating than normal. Creates a Horror Factor of 18! P.P.E. cost of 8 PPE for 3 minutes duration. Cost: + 9,000 credits
*Trance----Equivalent to an 8th level Trance spell; 5 PPE for 40 minutes of trance-state. Cost: + 90,000 credits
*Blinding Flash---For those who want less stealth and more shock and awe. Triggers a Blinding Flash spell just before or upon impact.. Victims are stunned on a failed roll versus magic; -10 to strike, dodge, and parry for 1d4 melee rounds. Costs 1 PPE, or 2 PPE for the focused version with a -1 to save. Cost: + 6,000 credits(16,000 credits for the focused version with a -1 to save).
*Thunderclap---Where there’s lightning, there’s thunder, and this hammer brings it! Often taken with the Blinding Flash modification. Can be activated to erupt when it makes contact with a target, or by simply holding the Mallet overhead and gripping the handle. Area of effect is roughly 30 ft in diameter. Against opponents who have made a failed save versus Horror Factor 8, the wielder of the Mallet is +5 on initiative, and +1 to strike, parry, and dodge. Many an opponent has been sent reeling when the ‘toy hammer’ has let loose a blast of acoustic mayhem worthy of a progeny of a thunder god! Costs 2 PPE per blast. Cost: + 20,000 credits
*Funny Bone---Equivalent to a 6th level Ludicrous Magic Healing Power of Laughter spell; the target will begin giggling and laughing for a full fifteen seconds after which they feel MUCH better(7d6 SDC/HP/MDC worth), 13 PPE per use. Cost: + 130,000 credits
*Tweety Birds---Applied version of the Ludicrous Mage spell “Stars and Birds”. It surrounds the head of a struck victim with cartoonish animated tweeting birds, jingling stars or planets, for 4 minutes. Furthermore, even if they save versus being knocked unconscious, a second roll is needed to shake off the stun effects; -1 to strike, parry, and dodge, in part due to being distracted. Distraction is cumulative with repeat strikes. 3 PPE per use. Cost: + 30,000 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
------------
"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
------------
Re: Paladin Steel Storefront
taalismn wrote: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 their in range.
Where's the fun in that?![]()
Like Yakov Smirnoff used to joke: "KGB believe in warning shot; guy they shoot is warning to NEXT guy."
Should have said, So the shooter know their targets are 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...

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...


- taalismn
- Priest
- Posts: 49558
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
abtex wrote:taalismn wrote: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 their in range.
Where's the fun in that?![]()
Like Yakov Smirnoff used to joke: "KGB believe in warning shot; guy they shoot is warning to NEXT guy."
Should have said, So the shooter know their targets are in range.
Ah, I understand now. Perhaps a range of optics and mullti-media rangefinders would be in order.
Ideally ones that don't give the shooter's position away.
-------------
"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
------------
"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
------------
Re: Paladin Steel Storefront
Noted add to Too Do list.
Thanks.
Now about Mega-Grills?
Thanks.
Now about Mega-Grills?
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...

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...


- taalismn
- Priest
- Posts: 49558
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
abtex wrote:Noted add to Too Do list.
Thanks.
Now about Mega-Grills?
Actually PS does have two optical packages of note that have appeared already on its products...I just have to write them up as separate products, and post..
As for Megagrills? I'd say build an array from the choices listed in Rifts # 32. Industrial-grade MDC roasters would be too large and bulky for the average adventurer group to tote around(or afford), and anything else would be custom jobs(like those massive trailer cookers you see at barbecue fests).
-------------
"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
------------
"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
------------
- taalismn
- Priest
- Posts: 49558
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Paladin Steel ‘Grill-God’ MegaCookery Plasma Grill
“..and when the party’s over, you can use it to incinerate the garbage afterwards!”
“Good...I was wondering what to do with the bodies of those party-crashers.”
“It’s like the ultimate altar of masculine culinary mastery!”
“Quit drooling on the display model, Bob.”
Developed as part of PS’s traveling promotional shows, but subsequently adopted by the GNEAS Regular Army for its field kitchens, this massive mobile barbecue rig utilizes PS expertise in plasma systems to cook large amounts of megadamage meat to a digestible tenderness. It has since caught on with various ranching concerns and nomadic tribes as a means of quickly preparing large amounts of megadamage meat for safe consumption and sale.
The ‘Grill-God’ is a trailer-mounted lidded cooker reminiscent of the custom ‘super cookers’ seen at pre-Rifts country fairs and competitive barbecue cookoffs. Megadamage refractory materials make the device tough for travel and heavy-duty high temperature cooking.
The cooker uses an array of low-powered plasma torches to provide heat sufficiently hot enough to break down megadamage materials. A PS-developed magnetic field system keeps the plasma from coming in direct contact with the meat(and incidentally ‘levitates’ the meat above the plasma interface), while still allowing for heat transfer and also shielding the operators from the plasma. Special refractory materials in the cooker also prevent the plasma array from melting itself. Stain-resistant materials on other parts of the mega-cooker make for easy cleanups afterwards. For those who absolutely MUST have genuine smoke flavor, a separate conventional burner will burn charcoal or selected woods, and blow the smoke into the main cooking chamber, to smoke-flavor the meat.
When the Grill-God was first publicly introduced, it drew criticism from Hot Industries(see Rifter #32, Erin Linsey’s article on ‘Mega-Steel Chef’), who claimed the device looked suspiciously similar to a mobile version of their Mega-Range then in development, and implied corporate espionage for the similarities. Though Paladin Steel vehemently asserted that the technology was wholly their own, PS did quietly settle accounts with Hot Industries, granting the latter greater marketing access to the PS trade network in exchange for dropping the negative publicity campaign. Hot Industries has since come out with a similar super-grill, touted as ‘the ORIGINAL Mega-Grill’(much to the disgust of many in Paladin Steel).
Weight: About 2 tons; trailer-mounted and drawn.
Size: Roughly 30 ft long and 8 ft wide; big enough to grill a whole side of rhino-buffalo or dinosaur haunch.
MDC: 100, plus trailer wheels each have 5 MDC
Range: 8 inches
Damage: Conversion rate of 1d6 MD per melee; large (rhino-buffalo-sized) objects will take 2d4 MD per melee due to their larger surface area soaking up more heat.
Rate of Fire: Continuous
Payload: A single e-clip can power the entire array for 30 minutes. Best attached to an external generator(typically a vehicle-mounted one).
Special Features:
*Smoker---Attached conventional wood-burner for adding flavored smoke to the cooking process.
*Nonstick Surfaces----The Grill’s working surfaces are easy-clean surfaced.
*Thermal Resistant Interior--- The interior of the Grill is lined with the same materials used by PS for their industrial kilns and spacecraft reentry surfacing; heat does NO damage to them.
*Temperature Sensors---Monitors the plasma temperature and the internal temp of the cooking meats.
*Rotary Rotisserie---Powered skewers, rotating the meat (and veggies) for optimal exposure to the heat.
*Meat Hoist---A-frame crane for lifting large haunches of meat into position.
*Water Heater---Uses waste heat from the plasma process to boil up to 50 gallons of water at a time.
*Emergency Plasma Venting---In the event that plasma pressure gets too high, the Grill will sound a shrill alarm and automatically vent the superheated plasma upwards, safely away from bystanders.
*Bio-Sensor---A life sign reader that will automatically shut off the plasma emitters if a living being (larger than a moth) is present in the cooking chamber. Any unauthorized attempt to shut off or remove this cutoff will permanently disable the Grill. PS installed this safety device after reports that an early model had been used by unscrupulous Black Market agents to dispose of inconveniently still-living victims.
Cost: 68,000 credits
Order now and receive a FREE complementary set of long-handled refractory-metal cooking tools for handling the cooking meat!
“..and when the party’s over, you can use it to incinerate the garbage afterwards!”
“Good...I was wondering what to do with the bodies of those party-crashers.”
“It’s like the ultimate altar of masculine culinary mastery!”
“Quit drooling on the display model, Bob.”
Developed as part of PS’s traveling promotional shows, but subsequently adopted by the GNEAS Regular Army for its field kitchens, this massive mobile barbecue rig utilizes PS expertise in plasma systems to cook large amounts of megadamage meat to a digestible tenderness. It has since caught on with various ranching concerns and nomadic tribes as a means of quickly preparing large amounts of megadamage meat for safe consumption and sale.
The ‘Grill-God’ is a trailer-mounted lidded cooker reminiscent of the custom ‘super cookers’ seen at pre-Rifts country fairs and competitive barbecue cookoffs. Megadamage refractory materials make the device tough for travel and heavy-duty high temperature cooking.
The cooker uses an array of low-powered plasma torches to provide heat sufficiently hot enough to break down megadamage materials. A PS-developed magnetic field system keeps the plasma from coming in direct contact with the meat(and incidentally ‘levitates’ the meat above the plasma interface), while still allowing for heat transfer and also shielding the operators from the plasma. Special refractory materials in the cooker also prevent the plasma array from melting itself. Stain-resistant materials on other parts of the mega-cooker make for easy cleanups afterwards. For those who absolutely MUST have genuine smoke flavor, a separate conventional burner will burn charcoal or selected woods, and blow the smoke into the main cooking chamber, to smoke-flavor the meat.
When the Grill-God was first publicly introduced, it drew criticism from Hot Industries(see Rifter #32, Erin Linsey’s article on ‘Mega-Steel Chef’), who claimed the device looked suspiciously similar to a mobile version of their Mega-Range then in development, and implied corporate espionage for the similarities. Though Paladin Steel vehemently asserted that the technology was wholly their own, PS did quietly settle accounts with Hot Industries, granting the latter greater marketing access to the PS trade network in exchange for dropping the negative publicity campaign. Hot Industries has since come out with a similar super-grill, touted as ‘the ORIGINAL Mega-Grill’(much to the disgust of many in Paladin Steel).
Weight: About 2 tons; trailer-mounted and drawn.
Size: Roughly 30 ft long and 8 ft wide; big enough to grill a whole side of rhino-buffalo or dinosaur haunch.
MDC: 100, plus trailer wheels each have 5 MDC
Range: 8 inches
Damage: Conversion rate of 1d6 MD per melee; large (rhino-buffalo-sized) objects will take 2d4 MD per melee due to their larger surface area soaking up more heat.
Rate of Fire: Continuous
Payload: A single e-clip can power the entire array for 30 minutes. Best attached to an external generator(typically a vehicle-mounted one).
Special Features:
*Smoker---Attached conventional wood-burner for adding flavored smoke to the cooking process.
*Nonstick Surfaces----The Grill’s working surfaces are easy-clean surfaced.
*Thermal Resistant Interior--- The interior of the Grill is lined with the same materials used by PS for their industrial kilns and spacecraft reentry surfacing; heat does NO damage to them.
*Temperature Sensors---Monitors the plasma temperature and the internal temp of the cooking meats.
*Rotary Rotisserie---Powered skewers, rotating the meat (and veggies) for optimal exposure to the heat.
*Meat Hoist---A-frame crane for lifting large haunches of meat into position.
*Water Heater---Uses waste heat from the plasma process to boil up to 50 gallons of water at a time.
*Emergency Plasma Venting---In the event that plasma pressure gets too high, the Grill will sound a shrill alarm and automatically vent the superheated plasma upwards, safely away from bystanders.
*Bio-Sensor---A life sign reader that will automatically shut off the plasma emitters if a living being (larger than a moth) is present in the cooking chamber. Any unauthorized attempt to shut off or remove this cutoff will permanently disable the Grill. PS installed this safety device after reports that an early model had been used by unscrupulous Black Market agents to dispose of inconveniently still-living victims.
Cost: 68,000 credits
Order now and receive a FREE complementary set of long-handled refractory-metal cooking tools for handling the cooking meat!
-------------
"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
------------
"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
------------
- taalismn
- Priest
- Posts: 49558
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Paladin Steel Optical Sighting Systems
“We can see you, Karl! We can totally see you!”
In general, Paladin Steel produces the various open market optical and sighting systems found in the general equipment lists of the RMB, Rifts Mercenaries, and Mercenary Adventures/Ops, and these products can often be found available in PS/GNE markets for 5-25% less, due to (cross-dimensional) mass production. PS/GNE also buys extensively from Wilks(as part of an agreement NOT to knock off Wilks’ proprietary tech designs).
However, Paladin Steel has made a few unique multimedia sensor packages of its own. Often developed for a specific weapon, these sighting systems have proven able to be migrated to other weapons with little or no adjustment or modification.
*OICW-OTS04 Rifle Scope---This is a multimedia targeting scope based on pre-Rifts designs and originally fitted to the OICW ‘Waybur’ Rifle. The scope has since been adapted as the standard scope for a variety of other PS projectile rifles.
-Computerized scope with microchip targeting computer
-laser rangefinder
-x6 telescopic scope w/ passive nightvision/light amplification (5,000 ft range)
-microchip video camera( 12 photo/images/3 minutes video....for recon or kill-trophy verification)
Bonuses: +1 to strike from the targeting sight, +1 to strike from the targeting computer using active sensors(for a total of +2 to strike on a called shot).
Cost: 9,000 credits
*LR-OTS07----Originally developed for use with the PSLR-10 ‘Maximus’ laser rifle, this sensor-scope has since been fitted to a number of other energy weapons. This sophisticated, precision sensor package is one of the most compact scope mounts to be produced by PS. In itself, it’s worthy of production; mounted on the Maximus(and a number of other weapons), it makes for a lethal combination of power and accuracy.
-Telescopic Optics (x6, 5,000 ft range)
-Passive Night Vision (5,000 ft range)
-Thermo-Imaging (5,000 ft range)
-Laser Targeting: +1 to strike
-PPE Sensor---Thanks to advanced microchip engineering expertise, PS has managed to get the size of the system down to compact enough to fit into the rifle module. The sensor has a 200 ft range(out to 400 ft with 50% error in determination), 60-degree arc, and can detect invisible entities. Other penalties similar to the Japanese SNARLS system(on which it is based.....see Rifts: Japan, pg. 116).
-IR/Normal Light Spotlight-----300 ft range.
-Optional Smart Gun Link---Can be fitted for a ‘Smart Gun’ link or any other targeting interfacing.
Cost: 20,000 credits
*OCSW-TAT02C----This is the targeting scope system originally introduced as a part of the OSCW-2 ‘Arden’ 23mm light cannon/heavy machine gun. Though it is too heavy to be practical for rifles and smaller weapons, the sighting system has since been made available for mounting on other heavy weapons. Can also be easily modified to act as the main sensor on an automated ‘sentry’ gun rig.
-Telescopic Optics (x6, 6,000 ft range)
-Laser Range-finding and Targeting(6,000 ft range)
-Thermographic Imaging----5,000 ft
-Passive Nightvision---5,000 ft
-Ultrasonic Scanning----1,500 ft range
-Microwave Radar Motion Tracking--160 degree arc, out to 1,000 ft
-Remote Video Feed Capability
-Combat Algorithms----Corrects for weapon bouncing and target movement, when attached to a stable pintle or tripod mount. Give bonuses of +3 to strike on normal shots, +4 to strike with called shots. +2 initiative thanks to target prioritizing.
Cost: 32,000 credits
*PS-POS01---This is a ‘wide screen’ scope display that can be fitted to a pistol-mounted scope, allowing the shooter to more easily use the full capabilities of the scope while holding the pistol at arm’s length. The 5-inch wide LCD flatscreen display magnifies the scope image, and also incorporates ‘low/no-glo’ display technology so that the shooter is not inconveniently illuminated by the screen’s back-scatter. The POS01 is best used on pistols with long range(500 ft or more), and the added bulk and width of the screen display prevents it from being used with ‘quick draw’ holsters(negate any quickdraw advantage when using this device). However, the scope-screen makes using pistol-mounted scopes that much easier and improves accurate shooting.
Bonus: +1 to strike
Cost: 1,000 credits
“We can see you, Karl! We can totally see you!”
In general, Paladin Steel produces the various open market optical and sighting systems found in the general equipment lists of the RMB, Rifts Mercenaries, and Mercenary Adventures/Ops, and these products can often be found available in PS/GNE markets for 5-25% less, due to (cross-dimensional) mass production. PS/GNE also buys extensively from Wilks(as part of an agreement NOT to knock off Wilks’ proprietary tech designs).
However, Paladin Steel has made a few unique multimedia sensor packages of its own. Often developed for a specific weapon, these sighting systems have proven able to be migrated to other weapons with little or no adjustment or modification.
*OICW-OTS04 Rifle Scope---This is a multimedia targeting scope based on pre-Rifts designs and originally fitted to the OICW ‘Waybur’ Rifle. The scope has since been adapted as the standard scope for a variety of other PS projectile rifles.
-Computerized scope with microchip targeting computer
-laser rangefinder
-x6 telescopic scope w/ passive nightvision/light amplification (5,000 ft range)
-microchip video camera( 12 photo/images/3 minutes video....for recon or kill-trophy verification)
Bonuses: +1 to strike from the targeting sight, +1 to strike from the targeting computer using active sensors(for a total of +2 to strike on a called shot).
Cost: 9,000 credits
*LR-OTS07----Originally developed for use with the PSLR-10 ‘Maximus’ laser rifle, this sensor-scope has since been fitted to a number of other energy weapons. This sophisticated, precision sensor package is one of the most compact scope mounts to be produced by PS. In itself, it’s worthy of production; mounted on the Maximus(and a number of other weapons), it makes for a lethal combination of power and accuracy.
-Telescopic Optics (x6, 5,000 ft range)
-Passive Night Vision (5,000 ft range)
-Thermo-Imaging (5,000 ft range)
-Laser Targeting: +1 to strike
-PPE Sensor---Thanks to advanced microchip engineering expertise, PS has managed to get the size of the system down to compact enough to fit into the rifle module. The sensor has a 200 ft range(out to 400 ft with 50% error in determination), 60-degree arc, and can detect invisible entities. Other penalties similar to the Japanese SNARLS system(on which it is based.....see Rifts: Japan, pg. 116).
-IR/Normal Light Spotlight-----300 ft range.
-Optional Smart Gun Link---Can be fitted for a ‘Smart Gun’ link or any other targeting interfacing.
Cost: 20,000 credits
*OCSW-TAT02C----This is the targeting scope system originally introduced as a part of the OSCW-2 ‘Arden’ 23mm light cannon/heavy machine gun. Though it is too heavy to be practical for rifles and smaller weapons, the sighting system has since been made available for mounting on other heavy weapons. Can also be easily modified to act as the main sensor on an automated ‘sentry’ gun rig.
-Telescopic Optics (x6, 6,000 ft range)
-Laser Range-finding and Targeting(6,000 ft range)
-Thermographic Imaging----5,000 ft
-Passive Nightvision---5,000 ft
-Ultrasonic Scanning----1,500 ft range
-Microwave Radar Motion Tracking--160 degree arc, out to 1,000 ft
-Remote Video Feed Capability
-Combat Algorithms----Corrects for weapon bouncing and target movement, when attached to a stable pintle or tripod mount. Give bonuses of +3 to strike on normal shots, +4 to strike with called shots. +2 initiative thanks to target prioritizing.
Cost: 32,000 credits
*PS-POS01---This is a ‘wide screen’ scope display that can be fitted to a pistol-mounted scope, allowing the shooter to more easily use the full capabilities of the scope while holding the pistol at arm’s length. The 5-inch wide LCD flatscreen display magnifies the scope image, and also incorporates ‘low/no-glo’ display technology so that the shooter is not inconveniently illuminated by the screen’s back-scatter. The POS01 is best used on pistols with long range(500 ft or more), and the added bulk and width of the screen display prevents it from being used with ‘quick draw’ holsters(negate any quickdraw advantage when using this device). However, the scope-screen makes using pistol-mounted scopes that much easier and improves accurate shooting.
Bonus: +1 to strike
Cost: 1,000 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
------------
"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
------------
Re: Paladin Steel Storefront
Thanks taalismn.
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...

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...


- taalismn
- Priest
- Posts: 49558
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
abtex wrote:Thanks taalismn.
You're welcome.
Enjoy your barbecue while spying on the neighbors with your new sensor scope.

-------------
"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
------------
"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
------------
Re: Paladin Steel Storefront
HT-Truck, Road kill and a few ‘Grill-God’ MegaCookery Plasma Grill = Enjoy your barbecue
Scope = finding non Road kill.
Yee.... got pass taalismn's Redundancy Hound.
Scope = finding non Road kill.
Yee.... got pass taalismn's Redundancy Hound.
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...

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...


- taalismn
- Priest
- Posts: 49558
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
abtex wrote:HT-Truck, Road kill and a few ‘Grill-God’ MegaCookery Plasma Grill = Enjoy your barbecue
Scope = finding non Road kill.
Yee.... got pass taalismn's Redundancy Hound.
Hazmat 'borgs to chainsaw up kaiju corpse+Chef'Borg-R-Dee to do the cooking= Monster Burgers for everybody!

-------------
"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
------------
"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
------------
Re: Paladin Steel Storefront
Put Medical services on standby.
Or is that Soylent Green meal chips?
Multi favors and colors available now done to multi races and critters available.
Or is that Soylent Green meal chips?
Multi favors and colors available now done to multi races and critters available.
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...

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...


- taalismn
- Priest
- Posts: 49558
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
PSLR-52 ‘Chintiss’ Laser Rifle
(aka ‘Tripper’, ‘Trip-Rip’)
http://i408.photobucket.com/albums/pp164/taalismn/PSLR-52--45copy_zps08dc60ae.jpg
“Oh, I just HATE when the ‘lawful authorities’ bring heavy armored vehicles to a street riot. ESPECIALLY when they’re really here to help the nastier side in the riot massacre the other side.”
“Well, glad we’re equipped with ‘equalizers’ to alleviate some of your hate and turn it to joy instead! Care to see what pulse-mode does to plate armor?”
The PSLR-52 is an adaptation of the frame of the PSLR-10 ‘Maximus’ Laser Rifle to use HI-Laser technology acquired by PS from the Three Galaxies. While ideally, PS is researching how to refit the more powerful photonic technology to the existing Maximus(the standard laser rifle of the Greater New England Armed Services), they have thus far been unable to do so while preserving the superior range of the PSLR-10. While the higher damage curve of the HI-system is very welcome, the modest range and accuracy doesn’t sit well with the GNE tactical doctrine of hitting enemies at longer range(thus allowing the smaller number of GNEAS to handle larger enemy numbers by giving them more distance and time to whittle them down). While still working on upgrading the Maximus, Paladin Steel has produced an interim version of a HI-Laser rifle that has seen limited distribution for field-testing within the GNEAS.
Rather than produce a direct copy of existing 3G HI-Lasers, PS has attempted to perform their own modifications, in an effort to better understand the technology. The PSLR-52 has the frame, furniture, general configuration, and scoping of the PSLR-10, but sports a distinctive array of three vertically-aligned laser barrels. Performance is roughly equal to that of the CCW HI-80 Combat Laser Rifle, but the weapon is slightly heavier. PS has also tried to modify the weapon by giving it an enhanced multimode capability, including scattershot and variable frequency fire modes.
Thus far, the ‘Chintiss’(named for a d-bee soldier in the GNE who earned posthumous honors for beating off a Splugorth raiding party) has seen limited distribution, mainly to Marine and trusted Irregular units, to see how the weapons fare in general combat.
Weight: 8.3 lbs
MDC: 45
Range: 2,000 ft
Damage: 4d6+6 MD single shot, 2d4x10+10 MD triple-shot burst
(Spray Mode) 3d6 MD to an 10 ft-wide area, at about 1,000 ft range, with a single shot, and 7d6 MD to a 10 ft area with a burst shot.
Rate of Fire: Standard
Payload: 30 shots standard e-clip, 45 shots long e-clip, 75 shots from an e-canister.
Special Features:
*-Variable Frequency Settings---Has twelve different light frequencies that can be changed with a touch or voice command. When connected to the targeting module, this system automatically resets in the next melee if the target proves impervious to a given frequency.
*-Targeting Module Package:---This sophisticated, precision sensor package is one of the most compact scope mounts to be produced by PS. In itself, it’s worthy of production; mounted on the Maximus(and a number of other weapons), it makes for a lethal combination of power and accuracy.
Telescopic Optics
Passive Night Vision
Thermo-Imaging
Laser Targeting: +1 to strike
PPE Sensor---Thanks to advanced microchip engineering expertise, PS has managed to get the size of the system down to compact enough to fit into the rifle module. The sensor has a 200 ft range(out to 400 ft with 50% error in determination), 60-degree arc, and can detect invisible entities. Other penalties similar to the Japanese SNARLS system(on which it is based.....see Rifts: Japan, pg. 116).
IR/Normal Light Spotlight-----300 ft range.
Optional Smart Gun Link---Can be fitted for a ‘Smart Gun’ link or any other targeting interfacing.
*Underbarrel attachment point for a bayonet of grenade launcher.
*Underbarrel light guide for attaching and firing PS Rifle Grenades without need of a barrel adaptor. Note that before the laser rifle can be used normally, any attached rifle grenade MUST be fired off first.
*E-clip Porting Power Link---Allows the Chintiss to be linked to a cyborg, power pack, or vehicle power source for extended operations.
*Buttstock Tool Kit---The buttstock holds a mini-tool kit with weapon maintenance tools, a small folding-blade multi-tool, fire-starter, mini-mirror, and small first aid kit.
Cost: 50,000 credits
Variants:
The only variants thus far seen of the Chintiss have been cosmetic variants with slightly modified external casings; otherwise, performance is identical to the baseline PSLR-52.
http://i408.photobucket.com/albums/pp164/taalismn/PSLR-52-36copy_zps7444c02b.jpg
(aka ‘Tripper’, ‘Trip-Rip’)
http://i408.photobucket.com/albums/pp164/taalismn/PSLR-52--45copy_zps08dc60ae.jpg
“Oh, I just HATE when the ‘lawful authorities’ bring heavy armored vehicles to a street riot. ESPECIALLY when they’re really here to help the nastier side in the riot massacre the other side.”
“Well, glad we’re equipped with ‘equalizers’ to alleviate some of your hate and turn it to joy instead! Care to see what pulse-mode does to plate armor?”
The PSLR-52 is an adaptation of the frame of the PSLR-10 ‘Maximus’ Laser Rifle to use HI-Laser technology acquired by PS from the Three Galaxies. While ideally, PS is researching how to refit the more powerful photonic technology to the existing Maximus(the standard laser rifle of the Greater New England Armed Services), they have thus far been unable to do so while preserving the superior range of the PSLR-10. While the higher damage curve of the HI-system is very welcome, the modest range and accuracy doesn’t sit well with the GNE tactical doctrine of hitting enemies at longer range(thus allowing the smaller number of GNEAS to handle larger enemy numbers by giving them more distance and time to whittle them down). While still working on upgrading the Maximus, Paladin Steel has produced an interim version of a HI-Laser rifle that has seen limited distribution for field-testing within the GNEAS.
Rather than produce a direct copy of existing 3G HI-Lasers, PS has attempted to perform their own modifications, in an effort to better understand the technology. The PSLR-52 has the frame, furniture, general configuration, and scoping of the PSLR-10, but sports a distinctive array of three vertically-aligned laser barrels. Performance is roughly equal to that of the CCW HI-80 Combat Laser Rifle, but the weapon is slightly heavier. PS has also tried to modify the weapon by giving it an enhanced multimode capability, including scattershot and variable frequency fire modes.
Thus far, the ‘Chintiss’(named for a d-bee soldier in the GNE who earned posthumous honors for beating off a Splugorth raiding party) has seen limited distribution, mainly to Marine and trusted Irregular units, to see how the weapons fare in general combat.
Weight: 8.3 lbs
MDC: 45
Range: 2,000 ft
Damage: 4d6+6 MD single shot, 2d4x10+10 MD triple-shot burst
(Spray Mode) 3d6 MD to an 10 ft-wide area, at about 1,000 ft range, with a single shot, and 7d6 MD to a 10 ft area with a burst shot.
Rate of Fire: Standard
Payload: 30 shots standard e-clip, 45 shots long e-clip, 75 shots from an e-canister.
Special Features:
*-Variable Frequency Settings---Has twelve different light frequencies that can be changed with a touch or voice command. When connected to the targeting module, this system automatically resets in the next melee if the target proves impervious to a given frequency.
*-Targeting Module Package:---This sophisticated, precision sensor package is one of the most compact scope mounts to be produced by PS. In itself, it’s worthy of production; mounted on the Maximus(and a number of other weapons), it makes for a lethal combination of power and accuracy.
Telescopic Optics
Passive Night Vision
Thermo-Imaging
Laser Targeting: +1 to strike
PPE Sensor---Thanks to advanced microchip engineering expertise, PS has managed to get the size of the system down to compact enough to fit into the rifle module. The sensor has a 200 ft range(out to 400 ft with 50% error in determination), 60-degree arc, and can detect invisible entities. Other penalties similar to the Japanese SNARLS system(on which it is based.....see Rifts: Japan, pg. 116).
IR/Normal Light Spotlight-----300 ft range.
Optional Smart Gun Link---Can be fitted for a ‘Smart Gun’ link or any other targeting interfacing.
*Underbarrel attachment point for a bayonet of grenade launcher.
*Underbarrel light guide for attaching and firing PS Rifle Grenades without need of a barrel adaptor. Note that before the laser rifle can be used normally, any attached rifle grenade MUST be fired off first.
*E-clip Porting Power Link---Allows the Chintiss to be linked to a cyborg, power pack, or vehicle power source for extended operations.
*Buttstock Tool Kit---The buttstock holds a mini-tool kit with weapon maintenance tools, a small folding-blade multi-tool, fire-starter, mini-mirror, and small first aid kit.
Cost: 50,000 credits
Variants:
The only variants thus far seen of the Chintiss have been cosmetic variants with slightly modified external casings; otherwise, performance is identical to the baseline PSLR-52.
http://i408.photobucket.com/albums/pp164/taalismn/PSLR-52-36copy_zps7444c02b.jpg
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"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
------------
Re: Paladin Steel Storefront
Yay, new laser pointer, I'm just missing the power armor and manned robots.
- taalismn
- Priest
- Posts: 49558
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
'Pimpmygun' pics up for the PSLR-52:
http://i408.photobucket.com/albums/pp164/taalismn/PSLR-52-36copy_zps7444c02b.jpg
Designer colors for your well-armed combat troops.
http://i408.photobucket.com/albums/pp164/taalismn/PSLR-52-36copy_zps7444c02b.jpg
Designer colors for your well-armed combat troops.

-------------
"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
------------
"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
------------
- taalismn
- Priest
- Posts: 49558
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
89er wrote:Yay, new laser pointer, I'm just missing the power armor and manned robots.
Gimme time; it's 90 degrees(heat index 105) around here...sitting in front of the computer all day is asking for heatstroke.
But I'll try to get a tentative inventory and 'coming attractions' list up this week.

-------------
"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
------------
"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
------------
Re: Paladin Steel Storefront
taalismn wrote:89er wrote:Yay, new laser pointer, I'm just missing the power armor and manned robots.
Gimme time; it's 90 degrees (heat index 105) around here... sitting in front of the computer all day is asking for heatstroke.
But I'll try to get a tentative inventory and 'coming attractions' list up this week.
Yea, he trying to provide that he is truly 'smoking' with new ideas.

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...

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...


- taalismn
- Priest
- Posts: 49558
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
abtex wrote:[
Yea, he trying to provide that he is truly 'smoking' with new ideas.
Yeah, yeah, yeah, spontaneous combustion is funny up to point somebody explodes.

-------------
"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
------------
"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
------------
- taalismn
- Priest
- Posts: 49558
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
As requested, the Done/To-Do list for Power Armors, Robots, and AI Systens:
Power Armors:
*PS-PA-10 ‘Pikeman’ Medium Infantry Exoskeleton.
*PS-AIAS-PSA-11 ‘Gendarme’ Armored Infantry Assault Suit, Light
*PS-AIAS-PSA-11B ‘Starguard’ Armored Infantry Assault Suit, Medium, Space Combat
*PSA-11E Combat Engineer
*PS-AFRS-PSA-11F ‘FireDog’ Armored Fire and Rescue Suit
*PSA-11K ‘Dogfish’ Nautical Operations Power Armor
*PS-ASEAS-PSA-11V ‘Hellion’ Armored Special Environment Assault Suit, Heavy
* PS-DSPA-02 “Stormalong” Deep Sea Utility Exo-Armor
--PS-DSVR-02 ‘Triton Chariot’
*PSA-12S ‘Enforcer’ Heavy Assault Combat Power Armor, Artillery Support
*PS-AAAS-PSA-14 ‘Fury’ Armored Airborne Assault Suit, Light(WIP)
*PS-PA-15 Drakon Heavy Airborne Infantry Exoskeleton.(WIP)
*PS-PSA-18 Swashbuckler Light Power Armor
*PS-PP-PSA-20 DynaStrec Medium Infantry Exoskeleton.
* PS-CO-100 ‘Bubba’ SemiAutonomous Espionage Exoframe
*PS-PA-LazEB-InF-2 ‘BarcoBot’ Special Operations Infiltration Power Armor
*PS-PHASE01/02/03 Personal Paraspace High-energy Armor Storage Equipment(WIP)
*PS/KT- G-10MDXL Samaritan Heavy Exo-Armor, Emergency Medical Response
*PS-EXXER11 Vermin Control Exoskeleton
Robot Vehicles:
*‘Pathfinder’ Scout/Exploration Robot
*PS-T01LCRV ‘Jackalope’ Light Combat Robot Vehicle
*PS-MPR-08 Arcos MultiPurpose Medium Robot Vehicle
*PS-IAR-7 Mantis Infantry Assault Robot
*PS-IR-8 Minotaur Infantry Robot
*PS-DSV-06 ‘Kraken’ Deep Sea Utility Submersible
*PS-AR-17 Mandril Heavy Artillery/Assault Robot
*PS-HPA017 Raptorex Heavy Airborne Power Armor/Light Robot Vehicle(WIP)
*PS-I/ADR-07 Grelac Medium Fire Support/Infantry Robot
*PS/CTRL-MCR-GvD014 GraveDigger Medium Combat Robot
*PS/CTRL-SMRG017 Simurg Medium Combat Robot
*PS/CTRL-GLM03 Golem Super Heavy Assault Robot(WIP)
*CTR/PS-PLTE-07 Palatine Heavy Anti-Armor/Anti-Monster Combat Robot(WIP)
*PS/CTRL-HCR-RLND05 Roland Heavy Combat Robot
* PS/CTRL-LRR-EPHUS05 Emphus Light Recon Robot Vehicle
*PS/CTRL--BRAP-D-07 Bardolph Medium Combat Robot
*PS-TIR-02 Satyr Light ‘Tankoid’
*PS-IRA-04 Zysha Heavy Hover Assault Robot
*PS/CTRL-MIBR-GILH09 Giliath Medium Infantry Combat Robot
*PS/CTRL-MIBR-HMRSK09 Hammershrike Medium Infantry Battle Robot(WIP)
*PS/CTRL-MCR-FP04 Firepike Medium Combat Robot, Fire Support
*PS/CTRL-HCR17 Fireshriek Heavy Combat Robot, Fire Support
*PS/CTRL-MCR-SCMT12 Scimitar Medium Combat Robot
*PS/CTRL AZTC17 Aztec Heavy Combat Robot
*PS/CTRL-MCRR-NGHTSKR-07 Nightstalker MediumCombat Robot/Combat Reconnaisance(WIP)
*PS/CTRL-LCRR-MTJY-05 Montjoy Light Infantry Robot
*PS/CTRL-GND11 Gondal Light Combat Robot
*PS/CTRL-GND11P/YTN01 Yootan Light Fire Support Robot
*PS-UMLRV-09 Scuttler ‘Scuttler’ MultiPurpose Robot Vehicle
*PS-A/IR-18 ‘Mongrel’ Light Robot Vehicle
*PS-CR-008 ‘SuperMutt’ Heavy Infantry Assault & Rescue Robot(WIP)
*PS/CTRL-NWCH07 Nightwatch Heavy Combat Robot(WIP)
*PS-IR72C Carney Infantry Robot
*PS-HUR-08 Harvestman Heavy Utility Robot Vehicle(WIP)
*PS-HUR-04B Landmaster II Heavy Utility Robot Vehicle(WIP)
*PS-K-37 Hekatonheires Infantry Robot(WIP)
*PS/CTRL-MFAR-GRHD011 Greyhound Medium Fast Attack Infantry Robot(WIP)
*D-Gx-10 ‘Defensor’/PS-DR-Gx-11 ‘Grendel’
(D-Gx-10) Giant-sized Assault Power Armor(WIP)
(PS-DR-Gx-11) Light Combat Robot(WIP)
*PS- DSCRV-H20A Nemo Deep Sea Combat Robot Vehicle(WIP)
*PS-HAR-04 ‘Patriot’ Heavy Assault Robot Vehicle(WIP)
*PS-IAR-20 ‘Torris’ Infantry Assault Robot(WIP)
Paladin Steel Tsubasa-class"VendorBender" Infiltration 'Bot
A.I. Systems:
*PS-RU-002-6 ‘HandiTrac’ Remote Control Robotic Drone, Utility, Multi-Purpose, Lightweight(Manportable)
*PS-UD-01-series Light Multipurpose Utility Drone(WIP)
*PS-FALSTAFF (Series 1-8) Technical Engineering Robot----Friendly Artifical Lifelike Servobot, Technical Assistant, FurriForm
*PS-R-DWB-01 ‘Dweeb’ Domestic Work Robot, Light(WIP)
*PS-R-10 ‘Danbot’ Semi-Autonomous Humanoid Utility Robot
*PS-Rb-02 Magnus Semi-Autonomous Humanoid Utility Robot
*PS-R-15 Semi-Autonomous Utility Robot (Fully robotic version of the Maczek Full Conversion Cyborg)
*PS-UTR-17 Industrial Robot Drone(WIP)
*PS-RPV-HARA-02 High Altitude Unmanned Recon Aerostat(WIP)
*PS-REVAR-02 Ground Exploration Robot(WIP)
*PS-SASR-7 Spartoi Semi-Autonomous Multi-Function Infantry Robot
*PS-PAH-14 Nahar Semi-Autonomous Robotic Power Armor Extension System
*PS/ASI-R-BS5-0 Semi-Autonomous Police Security Drone(WIP)
*PS-CAR-02 ‘Sancho’ Semi-Autonomous Cyborg Assist Robot(WIP)
*PS-LMPR-A4 Saitis Light Multi-Purpose Semi-Autonomous Arachno-Form Robot(WIP)
*PS-MS-SARDS-06B Mini-Mule Vectored Thrust Unmanned Semi-Autonomous Utility Drone Aircraft
*PS-UAV-RPV-07 Midge Unmanned Multi-Purpose Light Semi-Autonomous Drone Aerodyne
*PS-CQ-100A ParaMule Unmanned Semi-Autonomous Utility Drone Aircraft
*PSQF-2 ‘FireBird’ Drone Fighter
*PSD-21 Surveillance Drone
*PSQF-4 ‘Phantom’ Fighter Drone
*Hornet Airborne Combat Drone
*
*PS-R-28 Cyberconda Unmanned Semi-Autonomous Utility Drone
*PS-R-SOG-04 Shadowbot Espionage/Special Operations Robot, Semi-Autonomous(WIP)
*PS-VK-2 Special Operations Vampire Killer Android
*PS-CILA-02 ‘CILA’ Semi-Autonomous Android, Cybernetic Intelligence Life Assistant
*PS-TAA02 ‘CyberSpinne’ Semi-Autonomous Android, Cybernetic Intelligence Life Assistant(WIP)
*PS-CCX-4 Artificial Intelligence, Network System Overseer/Central Processor(WIP)
*PS-DRIVER-01 Directive Robotic Intelligence, Vehicular Enhancement Refit
*PILOT---Pilot InteLligence Operating Technology(WIP)
*SAILOR--- Subsidiary Artificial InteLligence Oceanic Robotics(WIP)
*PS-UTR-17 Industrial Robot Drone(WIP)
Power Armors:
*PS-PA-10 ‘Pikeman’ Medium Infantry Exoskeleton.
*PS-AIAS-PSA-11 ‘Gendarme’ Armored Infantry Assault Suit, Light
*PS-AIAS-PSA-11B ‘Starguard’ Armored Infantry Assault Suit, Medium, Space Combat
*PSA-11E Combat Engineer
*PS-AFRS-PSA-11F ‘FireDog’ Armored Fire and Rescue Suit
*PSA-11K ‘Dogfish’ Nautical Operations Power Armor
*PS-ASEAS-PSA-11V ‘Hellion’ Armored Special Environment Assault Suit, Heavy
* PS-DSPA-02 “Stormalong” Deep Sea Utility Exo-Armor
--PS-DSVR-02 ‘Triton Chariot’
*PSA-12S ‘Enforcer’ Heavy Assault Combat Power Armor, Artillery Support
*PS-AAAS-PSA-14 ‘Fury’ Armored Airborne Assault Suit, Light(WIP)
*PS-PA-15 Drakon Heavy Airborne Infantry Exoskeleton.(WIP)
*PS-PSA-18 Swashbuckler Light Power Armor
*PS-PP-PSA-20 DynaStrec Medium Infantry Exoskeleton.
* PS-CO-100 ‘Bubba’ SemiAutonomous Espionage Exoframe
*PS-PA-LazEB-InF-2 ‘BarcoBot’ Special Operations Infiltration Power Armor
*PS-PHASE01/02/03 Personal Paraspace High-energy Armor Storage Equipment(WIP)
*PS/KT- G-10MDXL Samaritan Heavy Exo-Armor, Emergency Medical Response
*PS-EXXER11 Vermin Control Exoskeleton
Robot Vehicles:
*‘Pathfinder’ Scout/Exploration Robot
*PS-T01LCRV ‘Jackalope’ Light Combat Robot Vehicle
*PS-MPR-08 Arcos MultiPurpose Medium Robot Vehicle
*PS-IAR-7 Mantis Infantry Assault Robot
*PS-IR-8 Minotaur Infantry Robot
*PS-DSV-06 ‘Kraken’ Deep Sea Utility Submersible
*PS-AR-17 Mandril Heavy Artillery/Assault Robot
*PS-HPA017 Raptorex Heavy Airborne Power Armor/Light Robot Vehicle(WIP)
*PS-I/ADR-07 Grelac Medium Fire Support/Infantry Robot
*PS/CTRL-MCR-GvD014 GraveDigger Medium Combat Robot
*PS/CTRL-SMRG017 Simurg Medium Combat Robot
*PS/CTRL-GLM03 Golem Super Heavy Assault Robot(WIP)
*CTR/PS-PLTE-07 Palatine Heavy Anti-Armor/Anti-Monster Combat Robot(WIP)
*PS/CTRL-HCR-RLND05 Roland Heavy Combat Robot
* PS/CTRL-LRR-EPHUS05 Emphus Light Recon Robot Vehicle
*PS/CTRL--BRAP-D-07 Bardolph Medium Combat Robot
*PS-TIR-02 Satyr Light ‘Tankoid’
*PS-IRA-04 Zysha Heavy Hover Assault Robot
*PS/CTRL-MIBR-GILH09 Giliath Medium Infantry Combat Robot
*PS/CTRL-MIBR-HMRSK09 Hammershrike Medium Infantry Battle Robot(WIP)
*PS/CTRL-MCR-FP04 Firepike Medium Combat Robot, Fire Support
*PS/CTRL-HCR17 Fireshriek Heavy Combat Robot, Fire Support
*PS/CTRL-MCR-SCMT12 Scimitar Medium Combat Robot
*PS/CTRL AZTC17 Aztec Heavy Combat Robot
*PS/CTRL-MCRR-NGHTSKR-07 Nightstalker MediumCombat Robot/Combat Reconnaisance(WIP)
*PS/CTRL-LCRR-MTJY-05 Montjoy Light Infantry Robot
*PS/CTRL-GND11 Gondal Light Combat Robot
*PS/CTRL-GND11P/YTN01 Yootan Light Fire Support Robot
*PS-UMLRV-09 Scuttler ‘Scuttler’ MultiPurpose Robot Vehicle
*PS-A/IR-18 ‘Mongrel’ Light Robot Vehicle
*PS-CR-008 ‘SuperMutt’ Heavy Infantry Assault & Rescue Robot(WIP)
*PS/CTRL-NWCH07 Nightwatch Heavy Combat Robot(WIP)
*PS-IR72C Carney Infantry Robot
*PS-HUR-08 Harvestman Heavy Utility Robot Vehicle(WIP)
*PS-HUR-04B Landmaster II Heavy Utility Robot Vehicle(WIP)
*PS-K-37 Hekatonheires Infantry Robot(WIP)
*PS/CTRL-MFAR-GRHD011 Greyhound Medium Fast Attack Infantry Robot(WIP)
*D-Gx-10 ‘Defensor’/PS-DR-Gx-11 ‘Grendel’
(D-Gx-10) Giant-sized Assault Power Armor(WIP)
(PS-DR-Gx-11) Light Combat Robot(WIP)
*PS- DSCRV-H20A Nemo Deep Sea Combat Robot Vehicle(WIP)
*PS-HAR-04 ‘Patriot’ Heavy Assault Robot Vehicle(WIP)
*PS-IAR-20 ‘Torris’ Infantry Assault Robot(WIP)
Paladin Steel Tsubasa-class"VendorBender" Infiltration 'Bot
A.I. Systems:
*PS-RU-002-6 ‘HandiTrac’ Remote Control Robotic Drone, Utility, Multi-Purpose, Lightweight(Manportable)
*PS-UD-01-series Light Multipurpose Utility Drone(WIP)
*PS-FALSTAFF (Series 1-8) Technical Engineering Robot----Friendly Artifical Lifelike Servobot, Technical Assistant, FurriForm
*PS-R-DWB-01 ‘Dweeb’ Domestic Work Robot, Light(WIP)
*PS-R-10 ‘Danbot’ Semi-Autonomous Humanoid Utility Robot
*PS-Rb-02 Magnus Semi-Autonomous Humanoid Utility Robot
*PS-R-15 Semi-Autonomous Utility Robot (Fully robotic version of the Maczek Full Conversion Cyborg)
*PS-UTR-17 Industrial Robot Drone(WIP)
*PS-RPV-HARA-02 High Altitude Unmanned Recon Aerostat(WIP)
*PS-REVAR-02 Ground Exploration Robot(WIP)
*PS-SASR-7 Spartoi Semi-Autonomous Multi-Function Infantry Robot
*PS-PAH-14 Nahar Semi-Autonomous Robotic Power Armor Extension System
*PS/ASI-R-BS5-0 Semi-Autonomous Police Security Drone(WIP)
*PS-CAR-02 ‘Sancho’ Semi-Autonomous Cyborg Assist Robot(WIP)
*PS-LMPR-A4 Saitis Light Multi-Purpose Semi-Autonomous Arachno-Form Robot(WIP)
*PS-MS-SARDS-06B Mini-Mule Vectored Thrust Unmanned Semi-Autonomous Utility Drone Aircraft
*PS-UAV-RPV-07 Midge Unmanned Multi-Purpose Light Semi-Autonomous Drone Aerodyne
*PS-CQ-100A ParaMule Unmanned Semi-Autonomous Utility Drone Aircraft
*PSQF-2 ‘FireBird’ Drone Fighter
*PSD-21 Surveillance Drone
*PSQF-4 ‘Phantom’ Fighter Drone
*Hornet Airborne Combat Drone
*
*PS-R-28 Cyberconda Unmanned Semi-Autonomous Utility Drone
*PS-R-SOG-04 Shadowbot Espionage/Special Operations Robot, Semi-Autonomous(WIP)
*PS-VK-2 Special Operations Vampire Killer Android
*PS-CILA-02 ‘CILA’ Semi-Autonomous Android, Cybernetic Intelligence Life Assistant
*PS-TAA02 ‘CyberSpinne’ Semi-Autonomous Android, Cybernetic Intelligence Life Assistant(WIP)
*PS-CCX-4 Artificial Intelligence, Network System Overseer/Central Processor(WIP)
*PS-DRIVER-01 Directive Robotic Intelligence, Vehicular Enhancement Refit
*PILOT---Pilot InteLligence Operating Technology(WIP)
*SAILOR--- Subsidiary Artificial InteLligence Oceanic Robotics(WIP)
*PS-UTR-17 Industrial Robot Drone(WIP)
Last edited by taalismn on Sat Jul 20, 2013 12:33 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
------------
"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
------------
Re: Paladin Steel Storefront
taalismn wrote:Gimme time; it's 90 degrees (heat index 105) around here... sitting in front of the computer all day is asking for heatstroke.
Last week it was 103 degrees in the afternoon with 45 percent humidity and 80 plus all night long.
Enjoy the cool weather

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...

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...


- taalismn
- Priest
- Posts: 49558
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
abtex wrote:taalismn wrote:Gimme time; it's 90 degrees (heat index 105) around here... sitting in front of the computer all day is asking for heatstroke.
Last week it was 103 degrees in the afternoon with 45 percent humidity and 80 plus all night long.
Enjoy the cool weather
Our heatwave's not expected to break until monday, after hellacious thunderstorms(and given the number of spot F1 tornadoes we've been getting when thunderstorms come through, that's cause for some nervousness. New England is not known for being 'Tornado Alley').
Of course, in Rifts, weather prediction is a lot more haphazard...that's one of the other priorities of the GNE Civil Service....comprehensive weather forecasting by both scientific and magical means.
Naturally, the Coalition States like to harass the doppler weather radar stations operating in GNE territory by jamming them, just for $#!+s and giggles.
-------------
"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
------------
"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
------------
Re: Paladin Steel Storefront
Does your air conditioned Library have a tool section?
Are does PS run 'libraries' that loan after a deposit (credit, land deal or children) of tools and other gear?
Would make some sense in the Rifts age. Maybe.
Are does PS run 'libraries' that loan after a deposit (credit, land deal or children) of tools and other gear?
Would make some sense in the Rifts age. Maybe.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.
taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...
taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink...

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...


- taalismn
- Priest
- Posts: 49558
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
abtex wrote:Does your air conditioned Library have a tool section?
Are does PS run 'libraries' that loan after a deposit (credit, land deal or children) of tools and other gear?
Would make some sense in the Rifts age. Maybe.
Indeed! It's a great idea! Encourages small businesses! Thanks!
and some new material:
GLACIER NEON Augmentation Package:
(aka ‘Zapmen’, ‘Sparkmen’)
http://i408.photobucket.com/albums/pp164/taalismn/img362_zps38dbc545.jpg
(PU2 budget of 5.15 million per operative)
“Ah, these are for you.”
“Flowers? Whatever for?”
“It’s your anniversary today.”
“OUR anniversary, you mean. And that was back in May. You’re getting forgetful already?”
“I don’t mean when we first met. I mean when you got your bio-mod. That’s worth a little celebration, don’t you think? You’ve come quite a ways since then.”
“I had a good teacher.”
“I had an enthusiastic student.”
“Marrying you was a very good incentive.”
“For which one of us?”
“Both.”
“Just how is it we work so well together?”
“Because I’m positive and you’re negative?”
“Are you saying I’m gloomy and you’re upbeat?”
“Just that energy flows freely between us.”
“I’d say that if we took the analogy seriously, that would suggest a one-way flow...except that the charges must balance.”
“Balance me, love. Let’s complete a circuit and generate some personal electricity.”
“Last time you said that, we almost burnt the house down.”
“The bed’s grounded this time.”
GLACIER NEON attempts to do for BigFolk what the ANGSTROM SCORPION bio-mod did for Smallkin; create an artifical ‘Zapper’ or ‘Shocker’ electrokinetic psychic. Given Paladin Steel’s expertise with superconductors and ion weaponry, it was observed, it made sense that the next step would be to incorporate same into the bodies and genetics of its citizen-soldiers.
Besides inducing the nervous system to be capable of high-powered psionics, attention is also paid to peripheral enhancements. The recipient’s reflexes and senses are powered up and the nervous system rewired for more efficient response and reaction. The body is toughened up against electrical attacks and overloads, with both implanted energy storage organs and a subcutaneous network of electro-conductive fibers that insulates and protects the body, as well as offers protection against penetrating wounds and blunt force trauma.
As part of their augmentation GLACIER NEON augments receive some additional training in electricity, its properties and applications, though nowhere near the intense focused-training associated with ANGSTROM SCORPION. GLACIER NEON augments are more generalized in their training.
GLACIER NEON bio-mods can find ready work in the military as both special operatives and as field engineers, particularly with electrical systems.
Like many psionic-augmented gene-mods, GLACIER NEON transforms initially faced much disapproval from natural-born psychics who saw them as dangerously unstable, inept, inexperienced, and ill-conceived(or just plain ‘wannabees’). That attitude has thawed somewhat in the GNE as the two groups have integrated, trained together, and worked together.
Powers/Abilities:
- Electrical Resistance--Can handle jolts of up to 200 volts without ill effect, static electrical charges have NO effect, and takes half damage from electrical attacks.
-Psionics(Super Combat)---Gets Electrokinesis, 2 Super psionic powers of choice, and 1d4+1 Physical powers of choice. ISP: 2d6x10 +ME.
-Brain Enhancement---+1 IQ, +1 initiative, +2% all skills. +1 save versus Horror Factor and Possession, +1d4 additional Secondary Skills
-Ambidextrous---+1 APM, +1 parry, +5% to Climbing, Pick Locks, Palming, Concealment, and Mechanical/Electrical repair.
--Lightning Reflexes---+3 initiative, +1 disarm, +3 pull punch, +2 roll, +2d4 Speed, +1 APM, automatic dodge(+3), and W.P. Paired Weapons
--Heightened Sense of Awareness---+2 initiative, +1 roll, +2 save vs Horror Factor.
-Enhanced Endurance---+1 P.E., +2d6 SDC
-Magnetic Vision---Allows the recipient to see magnetic fields, including those around active electromagnetic devices and iron/steel objects. +20% to Land Navigation.
-SDC Augmentation---+240 SDC
-Increased Physical Endurance---+1 P.E.
-Skill Training: GLACIER NEON bio-augs get Basic Electronics(+5%) as part of their orientation and post-op acclimation.
Total bonuses:
ISP: 2d6x10 +ME.
+1 IQ
+2 P.E.
+2d4 Speed
+240 +2d6 SDC
+2 APM
+6 initiative
+3 automatic dodge
+1 parry
+3 roll
+3 pull punch
+1 disarm
+2% all skills
+1d4 additional Secondary Skills
+1 save versus Possession
+3 save vs Horror Factor
Options:
*Glow-Glands---Many GLACIER NEON recipients spring for bioluminescent implants, typically in their hands, forearms, or face, for cosmetic reasons, though the bioluminescence is bright enough to read and signal by.
Last edited by taalismn on Mon Jul 22, 2013 12:15 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
------------
"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
------------
- taalismn
- Priest
- Posts: 49558
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
FROST DOZE Cryosleep BioMod
(Cost: 80,000 credits)
*Hibernation Induction in 15 minutes. Hiber cubicles are now sealing. Please keep all limbs inside your hiberbed. Emergency release is on your left side. Next stop will be Helia Station and points beyond.*
Yheyyyy!!!! I’m going into space! To a whole ‘nother planet! I can hardly wait! I’m so psyched for this!!!! Everything I’ve done, everything I’ve gone through, and it all finally comes to this!!! I can’t believe it’s really happening!!!! It’s all finally coming true!!!
*Hibernation induction in twelve minutes.*
WHAT AM I THINKING?!!!! I’m going thousands of light years away from home! Everything I know! Into the unknown!!! I can’t do this!!! Nobody told me all about this!!!
*Hibernation induction in ten minutes.*
I gotta get out of this! I can’t do this!!! What if something goes wrong? What if we meet hostile aliens?! Or space pirates?! The ship gets lost? The hibersleep fails? What if I don’t go to sleep right? What if I’m trapped awake in this thing? What if I die out in deep space?!!!! I must have been crazy to go along with this!!! I don’t really want the job that much, I don’t need it that mu-
*Hibernation induction in eight minutes.*
I’m not wearing a stitch of clothing in this thing! I can’t get out and go running around like this!!! But I can’t-
*Hibernation induction in five minutes.*
-...’s not so bad in here...feel s’heavy....yoooowwwnnnn......
*Hibernation induction in 1 minute......30 seconds....*
......mmmmzzzz......mmmmmzzzzz....mmmmmmzzzzzz......
*.....20....15...10.....*
///fssssshhhhtttttttttttttttttttttttttttttttt///
*Hibernation induction commencing. Sweet dreams.*
“I just don’t like thinking of transporting people like so much cargo.”
“They ARE cargo, middie, precious cargo. VERY precious cargo. THE most precious cargo you’ll ever be responsible for even if you work a century with the company.”
This is a combination of retroviral treatments, and heart and lung modifications. When exposed to cold temperatures that cause the person’s core temperature to plummet below a certain point, adapted drowning reflexes take over, shunting blood to protect the brain and internal organs, the body cells spin internal cellular supports to prevent the formation of disruptive ice crystals inside, and modified organs release various antifreeze-like chemicals into the blood. The person enters a low-oxygen state of torpor with greatly reduced oxygen and nutrient needs, and can survive extreme cold and exposure without harm. Used in conjunction with technological means of suspended animation, the chances of accidental death are greatly reduced if the hibernatee also has these treatments( many C-Sleep BioMods have managed to survive power loss to their sleeper apparatus).
Cryosleep BioMod is most common among spacers and cold-climate workers, but some slavers apply the treatment to their slave stock to facilitate transport.
Paladin Steel has its own version of the C-sleep biomod, codenamed FROST DOZE, and made available to frequent space travelers and long-range colonists. PS/GNE has found cold-sleep an invaluable technology for moving personnel and passengers, especially given PS/ASI’s limited resources in constructing larger colony ships, operations in virgin territory away from the established deep space rescue networks of star nations such as the CCW, and the requirements of stealth(generally, cold-sleep-stored passengers show fewer detectable lifesigns habitats full of conscious ones do). FROST DOZE bio-aug, however, represents a substantial hedge against the failure of standardized stasis systems, making hiber-sleep travel and stasis-storage considerably safer. FROST DOZE can be combined with other bio-aug packages.
Bonuses:
-Cold Insulation---Special subcutaneous cells and glandular secretions provide protection against the extremes of cold. Normal freezing temperatures do NO damage, and cold-based attacks(including magic) do only HALF damage.
-Hibernation---This ability allows the recipient to go into a state of torpor for up to a year, with as little as two hours preparation. During this time the biomodded person is in a mild coma and uses only 1/10 the normal amount of air and other consumables as a fully awake person would. This is independent of any external stasis means.
When used in conjunction with standard stasis systems, FROST DOZE offers more efficient and safer performance of those systems.
-Semi-Solid Suspension Stasis(see Aliens Unlimited Galaxy Guide, pgs 154-155). FROST DOZE augments only age 1 month per every 2 years in S4 suspension, effectively DOUBLING the effective operational span of S4. Also, revival will only take 2d6 minutes(as opposed to 3d6 minutes).
-Cryogenic Systems(see Aliens Unlimited Galaxy Guide, pg 155) see the greatest jump in effectiveness. In the event of a power failure, as long as the suspendee does not warm up over freezing, they will remain safely in bio-stasis, and will effectively self-revive if warmed up. In the case of crash-revivals, FROST DOZE augments have only a 10% chance of falling into a coma state, and even then, get an additional +10% Save versus coma/death on revival attempts. Reviving and regaining full consciousness/cognizance from cryostasis generally takes FROST DOZE augments only half the time it normally takes normal suspendees.
-Other Bonuses---FROST DOZE recipients also have a +10% to save versus coma/death in cases of drowning or asphyxiation due to the ability of their bodies to drop into a low-oxygen usage state.
(Cost: 80,000 credits)
*Hibernation Induction in 15 minutes. Hiber cubicles are now sealing. Please keep all limbs inside your hiberbed. Emergency release is on your left side. Next stop will be Helia Station and points beyond.*
Yheyyyy!!!! I’m going into space! To a whole ‘nother planet! I can hardly wait! I’m so psyched for this!!!! Everything I’ve done, everything I’ve gone through, and it all finally comes to this!!! I can’t believe it’s really happening!!!! It’s all finally coming true!!!
*Hibernation induction in twelve minutes.*
WHAT AM I THINKING?!!!! I’m going thousands of light years away from home! Everything I know! Into the unknown!!! I can’t do this!!! Nobody told me all about this!!!
*Hibernation induction in ten minutes.*
I gotta get out of this! I can’t do this!!! What if something goes wrong? What if we meet hostile aliens?! Or space pirates?! The ship gets lost? The hibersleep fails? What if I don’t go to sleep right? What if I’m trapped awake in this thing? What if I die out in deep space?!!!! I must have been crazy to go along with this!!! I don’t really want the job that much, I don’t need it that mu-
*Hibernation induction in eight minutes.*
I’m not wearing a stitch of clothing in this thing! I can’t get out and go running around like this!!! But I can’t-
*Hibernation induction in five minutes.*
-...’s not so bad in here...feel s’heavy....yoooowwwnnnn......
*Hibernation induction in 1 minute......30 seconds....*
......mmmmzzzz......mmmmmzzzzz....mmmmmmzzzzzz......
*.....20....15...10.....*
///fssssshhhhtttttttttttttttttttttttttttttttt///
*Hibernation induction commencing. Sweet dreams.*
“I just don’t like thinking of transporting people like so much cargo.”
“They ARE cargo, middie, precious cargo. VERY precious cargo. THE most precious cargo you’ll ever be responsible for even if you work a century with the company.”
This is a combination of retroviral treatments, and heart and lung modifications. When exposed to cold temperatures that cause the person’s core temperature to plummet below a certain point, adapted drowning reflexes take over, shunting blood to protect the brain and internal organs, the body cells spin internal cellular supports to prevent the formation of disruptive ice crystals inside, and modified organs release various antifreeze-like chemicals into the blood. The person enters a low-oxygen state of torpor with greatly reduced oxygen and nutrient needs, and can survive extreme cold and exposure without harm. Used in conjunction with technological means of suspended animation, the chances of accidental death are greatly reduced if the hibernatee also has these treatments( many C-Sleep BioMods have managed to survive power loss to their sleeper apparatus).
Cryosleep BioMod is most common among spacers and cold-climate workers, but some slavers apply the treatment to their slave stock to facilitate transport.
Paladin Steel has its own version of the C-sleep biomod, codenamed FROST DOZE, and made available to frequent space travelers and long-range colonists. PS/GNE has found cold-sleep an invaluable technology for moving personnel and passengers, especially given PS/ASI’s limited resources in constructing larger colony ships, operations in virgin territory away from the established deep space rescue networks of star nations such as the CCW, and the requirements of stealth(generally, cold-sleep-stored passengers show fewer detectable lifesigns habitats full of conscious ones do). FROST DOZE bio-aug, however, represents a substantial hedge against the failure of standardized stasis systems, making hiber-sleep travel and stasis-storage considerably safer. FROST DOZE can be combined with other bio-aug packages.
Bonuses:
-Cold Insulation---Special subcutaneous cells and glandular secretions provide protection against the extremes of cold. Normal freezing temperatures do NO damage, and cold-based attacks(including magic) do only HALF damage.
-Hibernation---This ability allows the recipient to go into a state of torpor for up to a year, with as little as two hours preparation. During this time the biomodded person is in a mild coma and uses only 1/10 the normal amount of air and other consumables as a fully awake person would. This is independent of any external stasis means.
When used in conjunction with standard stasis systems, FROST DOZE offers more efficient and safer performance of those systems.
-Semi-Solid Suspension Stasis(see Aliens Unlimited Galaxy Guide, pgs 154-155). FROST DOZE augments only age 1 month per every 2 years in S4 suspension, effectively DOUBLING the effective operational span of S4. Also, revival will only take 2d6 minutes(as opposed to 3d6 minutes).
-Cryogenic Systems(see Aliens Unlimited Galaxy Guide, pg 155) see the greatest jump in effectiveness. In the event of a power failure, as long as the suspendee does not warm up over freezing, they will remain safely in bio-stasis, and will effectively self-revive if warmed up. In the case of crash-revivals, FROST DOZE augments have only a 10% chance of falling into a coma state, and even then, get an additional +10% Save versus coma/death on revival attempts. Reviving and regaining full consciousness/cognizance from cryostasis generally takes FROST DOZE augments only half the time it normally takes normal suspendees.
-Other Bonuses---FROST DOZE recipients also have a +10% to save versus coma/death in cases of drowning or asphyxiation due to the ability of their bodies to drop into a low-oxygen usage state.
-------------
"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
------------
"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
------------
- taalismn
- Priest
- Posts: 49558
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Paladin Steel PS-IR72C ‘Carney’ Infantry Robot
(aka ‘Fledgling’, ‘Carnage’)
http://i408.photobucket.com/albums/pp164/taalismn/img360_zps4a90d698.jpg
“Now remember; those hulls on Line A go to be fitted with rotorblades, those on Line B go to get fitted with legs. Don’t mix them up!”
“But they’re the same h-”
“DON’T mix them up!”
---Overheard at Paladin Steel Heavy Machinery Assembly Plant #8
“When facing Coalition Hellfires, remember that you can carry six times the missile load they do as standard. That means you can stand off and bombard them from outside the range of their direct fire weapons for a lot longer than they can do in return. Play to YOUR strengths, not theirs. Don’t let them close to rail gun range; those gatlings they carry will flay you to pieces. Hellfires can take a lot more damage at close range than you can. so don’t get into a slugging match with them. Bleed them at long range and make it clear you can cut them apart if they try making a run at you. Dodge their own missiles and make them waste their ammo.”
---Lieutenant Maxwell Lemmeroc, Instructor, Greater New England Armed Services Regular Army Mechanized Armor Training School.
Developed in short order as a stopgap to counter such new designs as the CS’s Hellfire and Northern Gun’s new robots, the PS ‘Carney’ was thrown together from available components to speed development and production. The joke going around Paladin Steel is that the development site chosen for the honor of the new project was a manufacturing complex that was producing the lower leg assemblies for the Grelac-type robot, but not its upper torso and arms, while another assembly line in the same complex produced the fuselage for the AH Mohawk attack helicopter, but not the lift fans and transmission assemblies. Pressed for time and under pressure to bring a new design to production on time and under budget, the engineers simply mounted the latter assemblies on the former, added some armor, and the Carney was born. Despite its rather haphazard origins, though, the Carney is an effective fighting machine if used wisely with regards to its strengths and weaknesses.
The Carney is another example of Paladin Steel in ‘fast and inexpensive’ engineering mode; the robot is actually the main fuselage of the AH72 ‘Mohawk’ attack helicopter, sans tail and rotor blades, fitted atop a set of robot legs(modified components from the Grelac robot manufacturing lines) and given some extra armor to the upper hull and weapons pylons. The robot retains all the weaponry of the Mohawk, including the weapons pylons, allowing for fast reloading and weaponry refits for a variety of missions. The main deficiency of the design is a lack of arms and manipulator hands, limiting the design’s versatility and usefulness in close combat.
The new Carney is typically deployed as a scout and patrol ‘mech, with secondary roles as a raider and light artillery platform. Its modular arm-pods allow it to be quickly refitted for anti-infantry, anti-armor, or anti-material duties, and the commonality of parts with existing ‘mechs and vehicles allows for simplified logistics. The two-man crew, with one serving as a dedicated gunner, allows for relatively inexperienced crews to serve aboard the ‘bots, the simplified controls and divided-out duties reducing multi-tasking stress on novice personnel.
Though often compared to the Gondal, another light robot design that Paladin Steel received the manufacturing license for from one of its outdimension trade partners, the Carney has acquired an arguably larger following in the short time since it was introduced, due to its wholly homebrewed and locally-produced origins. The two ‘mechs are often deployed to the same units, the Gondal acting as a scout while the Carney acts as a fire support carrier.
Because of its obvious similarities to the Coalition’s Hellfire, crews of the respective machines have acquired an almost automatic rivalry with each other. Though more lightly armored than their CS counterparts, the GNE machines can match them for speed and carry more abundant and longer-ranged weaponry, making encounters between them exercises in mobility, use of terrain, and long range fire. A similar, and even more pronounced, rivalry seems to exist between Carnage and Northern Gunbot Robot-Killer pilots, so much so that one GNE armor pilot was moved to state “when battle is joined, the real fireworks don’t break out between the heavy ‘bots, but between the lightweights, if Carneys and Gunbots are involved”.
Though named officially for a pre-Rifts Civil War hero(William Carney), the PS-IR72C has perhaps become better known by its nickname, ‘Carnage’.
Type: PS-IR72C Carney
Class: Infantry Robot
Crew: 2 (pilot, co-pilot/weapons officer)
A passenger can squeeze in the back.
MDC/Armor by Location:
Main Body 400
Reinforced Cockpit 120
Weapons Wings(2) 100 each
NoseMount Autocannon 50
Side-Mount Rail Guns(2) 60 each
Legs(2) 250 each
Height: 16 ft
Width: 24 ft
Length: 22 ft
Weight: 24 tons
Cargo:Minimal; small trunk-compartment-sized space in crew compartment, in addition to ejection seat survival pack
Powerplant: Nuclear Fusion w/ 15 year energy life
Speed: (Running)120 MPH
(Leaping) 30 ft up/across from a standing start. +50% with a running start.
(Flying) Not Possible
(Underwater) Can run along the bottom at 7 MPH, maximum depth of 800 ft.
Cost: 23 million credits
Systems of Note:
*Ejection Seats for Crew
*Full Cabin Life Support, including air filtration and NBC protection(air sealed against toxins, and shielded cabin against moderate exposure to radiation)
*Long Range Radio---100 mile range
*Radar----80 mile range and track 50 targets
*Loudspeaker
*Searchlight---IR and Normal Light
*Nose/Mast -Mounted Optics:
-Thermo-Imaging
-Infra-Red
-Passive Nightvision
-Laser Targeting
*Mast-Mounted Sight---Retained from the original helicopter. Optics package on the ‘hub’ or roof of the robot, in addition to the nose turret, for performing ‘peekaboo’ attacks from behind cover.
*Laser Illuminator---’Paints’ targets with coherent laser light, illuminating them for laser-guided ‘smart’ weapons. 3 mile range.
*Radiation Detectors/Sensors
*ALQ-200 IR Jammer----Actually a combination of IR Jamming and thermo-signature dissipation systems, designed to make it harder for infra-red sensors to attain lock on; combined with basic radar jamming, it confers a -2 to sensor guided weapons to strike the ‘bot.
Weapons Systems:
1)12.7mm Multi-barrel Rail Gun(1, forward underside)---The nose mounts a powerful 12.7mm quad-barrel cannon, similar to those carried by the PS PSA-12 Enforcer, and spewing a high speed barrage of explosive shells. The nose turret has a 180-degree arc of fire, and is slaved to the gunner’s helmet-mounted retinal fire system, allowing the cannon to track as the gunner turns his head, and fire on what he sights in on.
Range:4,000 ft
Damage:1d6x10 MD per 40 rd burst
Rate of Fire:EPCHH.
Payload: 4,000 rds per gun(100 bursts)
Later models would allow for the swap-out of the 12.7mm gun with the following options:
b) Pulse Laser
Range: 4,000 ft
Damage: 1d4x10 MD per blast
Rate of Fire: ECHH
Payload: 200 shot battery if conventionally powered, Effectively Unlimited if nuclear
Cost:: 80,000 credits
c)PS-XGECAL 50 “Ripkiller” ---A new weapon, based on the pre-Rifts .50 caliber GECAL 50 Six Barrel Machine Gun. This weapon fires high explosive shells(based on the Wellington Industries Heavy Explosive shells) over three miles, to devastating effect. In theory, the XGECAL 50 can fire off 8,000 rounds per minute(or 2,000 rounds a melee), but PS has limited the weapon to a maximum of 100 rounds per burst , and even that can shoot the magazines dry in one melee! Only a special coolant jacket, shock-absorbing stabiilizer, and burst limiter prevent this weapon from tearing itself apart under maximum rate of fire, and keeps enough rounds on target to inflict maximum damage. The weapon also tears out its meter-long barrel linings faster than any other weapon in PS service(a cannon barrel is estimated to have a standard combat life of 4,000 shots).
This particular option requires removing BOTH blister cannon, and replacing them with the enlarged ammo drum and fire control system.
Range: 19,000 ft!
Damage: 1d4 MD single shot, 1d4x10 MD per 12 shot burst(1 attack), 2d4x10 MD per 24 rd burst(2 attacks), 4d4x10 MD per 60 rd burst(3 attacks), 1d4x100 MD per 120 shot burst(takes ALL attacks that melee)
Rate of Fire: ECHH
Payload: 1,200 round drum (10 full-melee bursts)
Cost: 110,000 credits
e) 30mm Chain Gun
Range: 9,500 ft
Damage:4d6 MD single rd, 1d6x10 MD two rd burst, 5d6x10 MD for a 5-rd burst!
Rate of Fire: Single shot ,two-round, or five-round burst
Payload: 150 rds
Cost: 100,000 credits
2)Nose Gun Pods(2)---Flanking the nose of the Carney are two foward-firing gun pods, giving the ‘bot a strong frontal attack capability. Initially, two 40mm rail guns were fitted, but quickly other podded weapons became available(note, typically both weapons are the same kind; mounting different weapons in the respective pods isn’t unknown, but rarely done);
a)40mm Gauss Cannon(2)--- PS elected to implace two powerful, 40mm massdriver cannons developed from their massdriver series of artillery pieces. These cannons use powerful magnetic pulses to hurl explosive shells, or dense-cored armor penetrators.
Range: 10,000 ft
Damage:High Explosive(HE)----1d4x10 MD to 10 ft radius
High Explosive Anti-Tank(HEAT)---- 1d6x10 MD to 5 ft radius
Fragmentation--- 5d6 MD to 20 ft radius
Plasma----- 1d6x10 MD to 10 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 2d6x10 MD out to 7,500 ft, 1d4x10 MD out to maximum range
Rate of Fire: Four times per melee
Payload:50 rds each
b) Rapid-Fire Rail Cannon---The old tried and true PS-40R(better known as the ‘SAMAS Gun’)
Range: 4,000 ft
Damage: 1d4 MD single rd, 1d4x10 MD per 40 rd burst
Rate of Fire: EPCHH
Payload: 2,000 rd drum
Cost: 70,000 credits (PS discount price for mass-production)
c) 20mm Autocannon
Range: 4,000 ft
Damage: 4d4 MD single shot (2 ft blast radius)
1d4x10 MD per 5 rd burst (2.5 feet blast radius)
2d4x10 MD(3 feet blast radius) per 10 rd burst(but -1 to strike)
4d6x10 MD(6 feet blast radius) for a 40 rd burst ( -1 to strike)
Rate of Fire: EPCHH
Payload: 800 rd drum
Cost: 80,000 credits
d) Pulse Laser---The PS XL-16-PM, similar to the JA-12 Juicer Assassin's Rifle or Wilks’ Pulse Lasers.
Range:4,000 feet
Damage: 4d6+2 per single shot, 2d4x10 for a triple pulse.
Rate of Fire:EPCHH
Payload: Effectively Unlimited
Cost: 80,000 cr
e) Ion Cannon
Range: 3,000 ft
Damage: 1d4x10 MD per blast
Rate of Fire:EPCHH
Payload:Effectively Unlimited
Cost: 80,000 cr
f) Plasma Cannon---Standard retooled plasma projector .
Range: 2,000 ft
Damage: 1d6x10 MD per blast
Rate of Fire:EPCHH
Payload:Effectively Unlimited
Cost: 80,000 credits
g) Particle Beam Cannon
Range: 2,000 ft
Damage: 1d6x10+10 MD
Rate of Fire:EPCHH
Payload: Effectively Unlimited
Cost: 100,000 credits
h).50 cal Heavy Machine Gun Double Pod---This pod mounts two .50 caliber machine guns in the nose and an ample supply of ammunition. These old-style weapons have excellent range, proven reliability, and good damage, and can be loaded with tracers, explosive bullets, ramjet rounds, and even wood and silver rounds, making them popular choices over more powerful weapons for specialized horror-hunting.
Range:19,000 ft
Damage:(SDC rd) 7d6 SDC per single rd, 2d6x10+20 SDC per 40 rd burst
(Ramjet rd) 1d4 MD per single rd, 5d6 MD per 40 rd burst
Double damage for a synchonized burst from both guns(counts as ONE attack)
Rate of Fire: ECHH
Payload: 2,000 rds(50 bursts) per gun.
Cost: 60,000 credits
3)Wing-mounted Hardpoints(3 each wing, 6 total)---These are the heart of the Carney’s armament; its massive throw weight of weaponry! PS chose to follow the original Soviet-pattern pylons, rather than more familiar American military pattern, allowing for the fitting of larger and heavier podded weaponry. The side-mount wings can accommodate six stations for pylon-mounted weaponry; each pylon can carry ONE of the following.
a) Mini-Missile Launcher Pod---32 shot pod
b) Short Range Missile Launcher Pod--- 10 shot pod
c) Medium Range AAM Launcher Pod(only TWO pods can be carried on each wing)--Each pod holds 6 missiles each...the ‘SkyFlash’ ASRAAMM is a favorite.
Range: 15 miles
Damage: 6d6 MD per each SRM missile(3d4x10 MD per volley)
Bonuses:+3 to strike
d) Heavy ‘Copperhead’ Anti-Armor Missile Launcher---6 per Hardpoint
Range: 1 mile(5,000 ft)
Damage: 2d4x10 MD
Rate of Fire: Volleys of 1,2,3,or 4
Payload: 6 shot pod per hardpoint
Bonus: +5 to strike ground targets(Aircraft are only +2 to strike)
Cost: 20,000 credits. 6,000 credits per missile
e) ‘Black Talon’ LAAM Pods---These are light ‘smart’ anti-aircraft missiles with enhanced warheads, similar in concept to the pre-Rifts ‘Stinger’ SAMs.
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1,2,3, or 4(all)
Payload: 8 per pod
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)
Cost: 60 ,000 credits per launcher, 10,000 credits per missile
f) 15mm Micro-Missile Launcher
Range:
Pattern-1A 5,700 ft
Pattern-1B 6,000 ft
Pattern-1C 6,000 ft
Pattern-1D 7,000 ft
Pattern-1E 7,500 ft
Damage/Bonuses:
Pattern-1A---1d4 MD to 2 ft blast radius
Pattern-1B---1d6 MD to 5 ft blast radius
Pattern-1C---4d6 MD to 4 ft blast radius, or 1d4 MD to a 10 ft blast radius in fragmentation mode
Pattern-1D----6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
Pattern-1E---1d4x10 MD to 3 ft blast radius
Bonuses:
Pattern-1A (None) Spin-Stabilized
Pattern-1B (None) Gyro-Compass Chip
Pattern-1C (+1 to strike, in addition to W.P. Heavy bonuses. The Pattern-1C can also be set to be a ‘beam rider’, following a laser illuminator ‘painted’ on the target for an extra +2 to strike. However, this requires expediture of an extra attack per melee on the part of the gunner to keep the laser illuminator on target) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip.
Pattern-1D (+2 to strike, in addition to W.P. Heavy bonuses. Like the Pattern-1C, the Pattern-1D can ‘beam-ride’...again, this requires the gunner to maintain target-lock at the cost of an additional APM, but the -1D is better able to remain on target if the lock is broken. Furthermore, the missile can be keyed to lock on to the laser illuminator of other gunners...done with a pre-determined key-chip...allowing squadmates to ‘paint’ targets for fellow soldiers with micro-missile launchers). Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip.
Pattern-1E(+4 to strike, in addition to W.P. Heavy bonuses, Same ‘beamrider’ capability as with Pattern-1D. ) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
Rate of Fire: Volleys of 1-10
Payload: 2x25-shot box cassettes
Cost:
Pattern-1A 25 credits per McM
Pattern-1B 32 credits per McM
Pattern-1C 60 credits per McM
Pattern-1D 95 credits per McM
Pattern-1E 220 credits per McM
g) 20mm ‘Fire-Orchid’ Anti-Aircraft L-SAM Micro-Missiles
Range: 8,000 ft for all types
Damage: (Pattern-2a) 4d4 MD to 2 ft blast radius
(Pattern-2b)6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
(Pattern-2c)(Incendiary)2d4 MD to 5 ft blast radius, does an additional 1d4 burn damage for 2d4 melees
Rate of Fire: Volleys of 1, 3, or 9
Payload: 9-shot clip
Bonuses:(All Patterns)(+3 to strike airborne targets, +1 to strike ground targets) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
Special Features:
*Sensor Package---The sensor package includes an IR/Thermal sight, laser rangefinder(2 mile range) and directional mini-radar(2 mile range) with audio-alarm to notify the gunner of target-lock.
Cost: 28,000 credits (3,000 for the launcher assembly, 25,000 for the sighting package)
(Pattern-2a) 90 credits each
(Pattern-2b)130 credits each
(Pattern-2c)150 credits each
h)Bombs---Equivalent to missiles, but DOUBLE the blast radius, or use the following;
*250-lb Bomb----2d4x10 MD to 50 ft blast radius
*500-lb Bomb----4d4x10 MD to 60 ft blast radius
i) Mine/Bomblet Dispenser---ONE can be carried per wing
Light Weapons Dispenser(L-SAW)--This is essentially an oversized bomblet dispenser that can be used to bomb targets directly, ‘seed’ areas with minelets, or can launched to act as a stand-off ‘glide bomb’. Though primarily intended as a airborne weapon, it has been retained on the Carney as a raid weapon for laying minefields and ‘spoiling’ enemy facillities and communities.
Range: SAW has an effective range of 10 miles in atmosphere. Launched from the ground, its range is only five miles.
Submunnitions can be launched up to 300 ft out to either side of the SAW’s flight path.
Damage: (AP Grenade) 4d6 MD to 8 ft area
(Chemical Grenade) Varies by chemical type and atmospheric conditions. A chemical grenade will generally generate a cloud of aerosol 15 ft in radius.
(HE Shell) 5d6 MD to 20 ft area
(Fragmentation Mine) 4d6 MD to 12 ft area
(Incendiary Bomb) Does 4d6 MD to 40 ft area, does an additional 2d6 MD for 1d6 melees, and 1d6 MD per melee for an additional 2d4 melees
(Angel Hair)---Does NO damage, but against conventional power generators and uncovered power lines and distribution systems, it can short out power grids, clog generator air intakes(80% effectiveness against industrial generators and internal combustion engines), and be a general nuisance to clean up.
Rate of Fire: A SAW can volley its submunitions in any combination
Payload:(Typical loadouts)
200 AP/Chemical grenades
OR
50 HE/anti-vehicle grenades
OR
50 Fragmentation Mines
OR
25 Incendiary Bombs
OR
250 spools of wire, each spool holding up to 4,000 ft of aluminum-coated
j) Flare/Chaff Launcher
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 18 per launcher
k) 20mm Long-Barrelled Gunpod
Range: 4,000 ft(16,000 ft in space)
Damage: 4d4 MD single shot (2 ft blast radius)
1d4x10 MD per 5 rd burst (2.5 feet blast radius)
2d4x10 MD(3 feet blast radius) per 10 rd burst(but -1 to strike)
4d6x10 MD(6 feet blast radius) for a 40 rd burst ( -2 to strike)
Rate of Fire: EPCHH
Payload: 460 rd drum
Cost: 60,000 credits
l).50 caliber Gunpod---Combines a fifty-caliber heavy machine gun and ramjet amunnition with a four-shot mini-missile launcher
Range:(Machine Gun) 19,000 ft
(Mini-Missiles) Varies by Missile Type
Damage:(Machine Gun)(SDC rd) 7d6 SDC per single rd, 2d6x10+20 SDC per 40 rd burst
(Ramjet rd) 1d4 MD per single rd, 5d6 MD per 40 rd burst
(Mini-Missiles)Varies by Missile Type
Rate of Fire:(Machine Gun) ECHH
(Mini-Missiles) Volleys of 1,2,3, or 4(all)
Payload:(Machine Gun)2,000 rds(50 bursts)
(Mini-Missiles) 4
Cost: 60,000 credits
m) Light Rail Cannon--Intended for use against targets that are resistant to energy weapons.
Range: 4,000 ft
Damage: 1d4 MD single rd, 4d6 MD per 20 rd burst
Rate of Fire: ECHH
Payload: 5,000 rd drum
Cost: 80,000 credits
n) Heavy Rail Gun Pod---A five-barreled weapon copied from downed Coalition Black Lightnings
Range: 4,000 ft
Damage: 1d6x10 MD per 40 rd burst; can only fire bursts
Rate of Fire: ECHH
Payload: 2,000 rd drum
Cost: 90,000 credits
o) Smoke Generator---Produces a large cloud of thick, obscuring smoke. Typically used on the run to lay cover for following units, though this runs the risk of bolluxing the vision of friendly troops as readily as it does enemy ones.
Produces up to 1,000 square feet of smoke that, depending on wind conditions, can persist for 1d6 minutes.
Cost: 7,000 credits
p) Sprayer Pod---Similar to the Drop Tank, but this liquid storage pod deploys two diffusers from the back to spray chemicals from the back. This is typically used to control agricultural pests(if the infestation is too great, the ‘bot crew typically fires the affected field), crowd control, firefighting, or other vermin management roles.
Range: Depending on wind and altitude, the ‘bot can spray a 50 foot wide swath at maximum dispersal.
Damage: Varies by chemical type. If using water, typically does 4d6 HP to vampires(‘Bless the tank, Holy Father!”).
Rate of Fire: ECHH
Payload: 160 gallons
Cost: 10,000 credits
q) Multi-Fuel Flamethrower Pod---Features a powered pump-sprayer and ample supply of fuel.
Range:(Direct-Stream Mode) 230 ft
Damage:(Direct-Stream Mode)
(Gasoline/Alcohol) 1d4x10 SDC
(Napalm) 1d6x10 SDC, plus does 5d6 SDC per melee for 1d4 minutes
(MD Fluid) 1d4 MD per blast, 1d4 MD per melee for 2d4 minutes
(Incendi-Gel)2d6 MD, 2d6 MD per melee for 1d6 minutes
(WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Note: The flamethrower can also be used to cover an area with fluid: up to 10 ft per attack used. Used with Super-Napalm, this does 1d4 MD, Incendi-Gel does 1d6 MD, and with Napalm-P, this does 2d6 MD.
Rate of Fire:(Direct-Stream Mode) Standard
Payload:(Direct-Stream Mode
(Gasoline/Alcohol) 20 blasts
(Napalm) 60 blasts
(MD Fluid) 100 blasts
(Incendi-Gel) 120 blasts
(WI Napalm-P) 200 blasts per tank(much more concentrated than the regular gasoline/alcohol).
Cost: 25,000 credits
r)ECM Module---Electronic jamming system that gives radar-guided weaponry a -4 to strike the drone. Or it can be used offensively, to foil ALL radar-guided weaponry in a 15 mile radius(-2 to strike). Additional pods DO NOT add cumultaive bonuses, but do provide system redundancy.
Cost: 200,000 credits
s) Jammer-----A mini-radio jammer, that can pump out enough multi-wavelength white noise to jam civilian band communications with 90% effectiveness, and military comms with 70% effectiveness, over a 20 mile radius. Additional pods DO NOT add cumulative bonuses, but do provide system redundancy.
Cost: 100,000 credits
t) Cargo Pod---Holds up to 500 lbs of cargo
Cost: 1,000 credits
4)Overwing Hardpoints(4; 2x2)---The ends of the main armament pylon wings sport two launch rails for ‘Black Talon’ L-SAMs; 4 total.
5)Chaff/Flare Launchers(2)---Mounted on either side of the tail in the trailing ‘strakes’ are two decoy countermeasure launchers.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 24 per launcher
Hand to Hand Combat
Use Robot Basic Combat Training stats from RMB
Elite Training in Carney combat:
+2 APMs, plus 1 at levels 3,7, and 11
+2 Strike in hand to hand combat
+2 Dodge, +4 Dodge while running
+3 Roll w/ punch. fall, or impact
+3 Pull Punch/Kick
+3 on Initiative
+2 Maintain Balance
Damage:
Body Block/Tackle 2d4 MD
Stomp 1d6 MD(only against targets 5 ft tall or shorter)
Kick 2d6 MD
Leap Kick(2 attacks) 3d6 MD
Options:
*Nose Magnetometer Probe---Can mount a ‘procibis’ appendage carrying a MAD (Magnetic Anomaly Detector) sensor; particularly useful in ASW operations.
Range:The magnetometer has a range of 8,000 ft and can detect vehicles and other metallic structures with 80% accuracy. Powered-up rail guns and fusion nuclear containment fields can be detected out to 16,000 ft.
Cost: 80,000 credits
*Jump Booster---An attempt to improve the mobility of the robot by installing a low-powered GMR lifter and turbine thruster in the main hull. This effectively TRIPLES the length of jumps.
Cost: 900,000 credits
*Anti-Missile System---Replaces the top-mounted sight with a choice of a rail gun or laser point defense system.
a)PS-L-CIWS Vulcan Chain Gun(aka “Button Gun”)---This installation, introduced on the Minotaur Battle Robot, then adapted as an air defense weapon option for the VW Camper Gunship, is a very compact and neat installation that takes up little space. The PS-L-CIWS is often called the “Button Gun” because of its squat, flattened dome-like turret.
Range: 4,000 ft
Damage: 1d4x10 MD per 20 rd burst(can only fire bursts)
Rate of Fire: EGCHH, as an automated defense system linked to a radar/sensor system, the “Button Gun” has a +2 to strike, and four attacks per melee.
Payload:8,000 rd drum(200 bursts)
Cost: 30,000 credits
b)Pulse Laser Turret: Paladin Steel also offers a lower-powered laser system, with unlimited payload and a longer range.
Range: 6,000ft
Damage: 3D6 MD single blast, 6D6 MD double- barreled blast
Rate of Fire:EGCHH, as an automated defense system linked to a radar/sensor system, has a +2 to strike, and four attacks per melee.
Payload: Effectively Unlimited
Bonuses: +2 to strike airborne targets like missiles and aircraft/flying opponents(must be traveling higher than 10 ft off the ground)
Cost: 55,000 credits
Variants:
*PS-IR72R1---Fully robotic version, sometimes refered to as a ‘semi-autonomous mobile watch tower’. The IR72R1 is typically deployed as a perimeter patrol and picket unit for encampments in hostile environs, although it has occasionally been deployed in land clearance and pest control operations(against Xiticix, for example).
Actions/Attacks per Melee: 5
+1Initiative
+2 Strike
+2 strike to w/ all ranged attacks
+3 to strike w/ direct fire weapons
+4 Strike w/ Energy Weapons
+3 Dodge
+2 Parry
+2 Roll
+2 Maintain Balance
Programming:
*Basic
Radio: Basic 98%
Math: Basic 98%
Read Sensory Instruments 98%
Land Navigation 94%
Language:(all at 94%)
American-English
Spanish
Dragonese
Euro
Techno-Can
Can identify common North American factions, equipment, insignia, and protocols(including Coalition and Triax), common Western Hemisphere monsters, demons, aliens, and d-bees.
(aka ‘Fledgling’, ‘Carnage’)
http://i408.photobucket.com/albums/pp164/taalismn/img360_zps4a90d698.jpg
“Now remember; those hulls on Line A go to be fitted with rotorblades, those on Line B go to get fitted with legs. Don’t mix them up!”
“But they’re the same h-”
“DON’T mix them up!”
---Overheard at Paladin Steel Heavy Machinery Assembly Plant #8
“When facing Coalition Hellfires, remember that you can carry six times the missile load they do as standard. That means you can stand off and bombard them from outside the range of their direct fire weapons for a lot longer than they can do in return. Play to YOUR strengths, not theirs. Don’t let them close to rail gun range; those gatlings they carry will flay you to pieces. Hellfires can take a lot more damage at close range than you can. so don’t get into a slugging match with them. Bleed them at long range and make it clear you can cut them apart if they try making a run at you. Dodge their own missiles and make them waste their ammo.”
---Lieutenant Maxwell Lemmeroc, Instructor, Greater New England Armed Services Regular Army Mechanized Armor Training School.
Developed in short order as a stopgap to counter such new designs as the CS’s Hellfire and Northern Gun’s new robots, the PS ‘Carney’ was thrown together from available components to speed development and production. The joke going around Paladin Steel is that the development site chosen for the honor of the new project was a manufacturing complex that was producing the lower leg assemblies for the Grelac-type robot, but not its upper torso and arms, while another assembly line in the same complex produced the fuselage for the AH Mohawk attack helicopter, but not the lift fans and transmission assemblies. Pressed for time and under pressure to bring a new design to production on time and under budget, the engineers simply mounted the latter assemblies on the former, added some armor, and the Carney was born. Despite its rather haphazard origins, though, the Carney is an effective fighting machine if used wisely with regards to its strengths and weaknesses.
The Carney is another example of Paladin Steel in ‘fast and inexpensive’ engineering mode; the robot is actually the main fuselage of the AH72 ‘Mohawk’ attack helicopter, sans tail and rotor blades, fitted atop a set of robot legs(modified components from the Grelac robot manufacturing lines) and given some extra armor to the upper hull and weapons pylons. The robot retains all the weaponry of the Mohawk, including the weapons pylons, allowing for fast reloading and weaponry refits for a variety of missions. The main deficiency of the design is a lack of arms and manipulator hands, limiting the design’s versatility and usefulness in close combat.
The new Carney is typically deployed as a scout and patrol ‘mech, with secondary roles as a raider and light artillery platform. Its modular arm-pods allow it to be quickly refitted for anti-infantry, anti-armor, or anti-material duties, and the commonality of parts with existing ‘mechs and vehicles allows for simplified logistics. The two-man crew, with one serving as a dedicated gunner, allows for relatively inexperienced crews to serve aboard the ‘bots, the simplified controls and divided-out duties reducing multi-tasking stress on novice personnel.
Though often compared to the Gondal, another light robot design that Paladin Steel received the manufacturing license for from one of its outdimension trade partners, the Carney has acquired an arguably larger following in the short time since it was introduced, due to its wholly homebrewed and locally-produced origins. The two ‘mechs are often deployed to the same units, the Gondal acting as a scout while the Carney acts as a fire support carrier.
Because of its obvious similarities to the Coalition’s Hellfire, crews of the respective machines have acquired an almost automatic rivalry with each other. Though more lightly armored than their CS counterparts, the GNE machines can match them for speed and carry more abundant and longer-ranged weaponry, making encounters between them exercises in mobility, use of terrain, and long range fire. A similar, and even more pronounced, rivalry seems to exist between Carnage and Northern Gunbot Robot-Killer pilots, so much so that one GNE armor pilot was moved to state “when battle is joined, the real fireworks don’t break out between the heavy ‘bots, but between the lightweights, if Carneys and Gunbots are involved”.
Though named officially for a pre-Rifts Civil War hero(William Carney), the PS-IR72C has perhaps become better known by its nickname, ‘Carnage’.
Type: PS-IR72C Carney
Class: Infantry Robot
Crew: 2 (pilot, co-pilot/weapons officer)
A passenger can squeeze in the back.
MDC/Armor by Location:
Main Body 400
Reinforced Cockpit 120
Weapons Wings(2) 100 each
NoseMount Autocannon 50
Side-Mount Rail Guns(2) 60 each
Legs(2) 250 each
Height: 16 ft
Width: 24 ft
Length: 22 ft
Weight: 24 tons
Cargo:Minimal; small trunk-compartment-sized space in crew compartment, in addition to ejection seat survival pack
Powerplant: Nuclear Fusion w/ 15 year energy life
Speed: (Running)120 MPH
(Leaping) 30 ft up/across from a standing start. +50% with a running start.
(Flying) Not Possible
(Underwater) Can run along the bottom at 7 MPH, maximum depth of 800 ft.
Cost: 23 million credits
Systems of Note:
*Ejection Seats for Crew
*Full Cabin Life Support, including air filtration and NBC protection(air sealed against toxins, and shielded cabin against moderate exposure to radiation)
*Long Range Radio---100 mile range
*Radar----80 mile range and track 50 targets
*Loudspeaker
*Searchlight---IR and Normal Light
*Nose/Mast -Mounted Optics:
-Thermo-Imaging
-Infra-Red
-Passive Nightvision
-Laser Targeting
*Mast-Mounted Sight---Retained from the original helicopter. Optics package on the ‘hub’ or roof of the robot, in addition to the nose turret, for performing ‘peekaboo’ attacks from behind cover.
*Laser Illuminator---’Paints’ targets with coherent laser light, illuminating them for laser-guided ‘smart’ weapons. 3 mile range.
*Radiation Detectors/Sensors
*ALQ-200 IR Jammer----Actually a combination of IR Jamming and thermo-signature dissipation systems, designed to make it harder for infra-red sensors to attain lock on; combined with basic radar jamming, it confers a -2 to sensor guided weapons to strike the ‘bot.
Weapons Systems:
1)12.7mm Multi-barrel Rail Gun(1, forward underside)---The nose mounts a powerful 12.7mm quad-barrel cannon, similar to those carried by the PS PSA-12 Enforcer, and spewing a high speed barrage of explosive shells. The nose turret has a 180-degree arc of fire, and is slaved to the gunner’s helmet-mounted retinal fire system, allowing the cannon to track as the gunner turns his head, and fire on what he sights in on.
Range:4,000 ft
Damage:1d6x10 MD per 40 rd burst
Rate of Fire:EPCHH.
Payload: 4,000 rds per gun(100 bursts)
Later models would allow for the swap-out of the 12.7mm gun with the following options:
b) Pulse Laser
Range: 4,000 ft
Damage: 1d4x10 MD per blast
Rate of Fire: ECHH
Payload: 200 shot battery if conventionally powered, Effectively Unlimited if nuclear
Cost:: 80,000 credits
c)PS-XGECAL 50 “Ripkiller” ---A new weapon, based on the pre-Rifts .50 caliber GECAL 50 Six Barrel Machine Gun. This weapon fires high explosive shells(based on the Wellington Industries Heavy Explosive shells) over three miles, to devastating effect. In theory, the XGECAL 50 can fire off 8,000 rounds per minute(or 2,000 rounds a melee), but PS has limited the weapon to a maximum of 100 rounds per burst , and even that can shoot the magazines dry in one melee! Only a special coolant jacket, shock-absorbing stabiilizer, and burst limiter prevent this weapon from tearing itself apart under maximum rate of fire, and keeps enough rounds on target to inflict maximum damage. The weapon also tears out its meter-long barrel linings faster than any other weapon in PS service(a cannon barrel is estimated to have a standard combat life of 4,000 shots).
This particular option requires removing BOTH blister cannon, and replacing them with the enlarged ammo drum and fire control system.
Range: 19,000 ft!
Damage: 1d4 MD single shot, 1d4x10 MD per 12 shot burst(1 attack), 2d4x10 MD per 24 rd burst(2 attacks), 4d4x10 MD per 60 rd burst(3 attacks), 1d4x100 MD per 120 shot burst(takes ALL attacks that melee)
Rate of Fire: ECHH
Payload: 1,200 round drum (10 full-melee bursts)
Cost: 110,000 credits
e) 30mm Chain Gun
Range: 9,500 ft
Damage:4d6 MD single rd, 1d6x10 MD two rd burst, 5d6x10 MD for a 5-rd burst!
Rate of Fire: Single shot ,two-round, or five-round burst
Payload: 150 rds
Cost: 100,000 credits
2)Nose Gun Pods(2)---Flanking the nose of the Carney are two foward-firing gun pods, giving the ‘bot a strong frontal attack capability. Initially, two 40mm rail guns were fitted, but quickly other podded weapons became available(note, typically both weapons are the same kind; mounting different weapons in the respective pods isn’t unknown, but rarely done);
a)40mm Gauss Cannon(2)--- PS elected to implace two powerful, 40mm massdriver cannons developed from their massdriver series of artillery pieces. These cannons use powerful magnetic pulses to hurl explosive shells, or dense-cored armor penetrators.
Range: 10,000 ft
Damage:High Explosive(HE)----1d4x10 MD to 10 ft radius
High Explosive Anti-Tank(HEAT)---- 1d6x10 MD to 5 ft radius
Fragmentation--- 5d6 MD to 20 ft radius
Plasma----- 1d6x10 MD to 10 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 2d6x10 MD out to 7,500 ft, 1d4x10 MD out to maximum range
Rate of Fire: Four times per melee
Payload:50 rds each
b) Rapid-Fire Rail Cannon---The old tried and true PS-40R(better known as the ‘SAMAS Gun’)
Range: 4,000 ft
Damage: 1d4 MD single rd, 1d4x10 MD per 40 rd burst
Rate of Fire: EPCHH
Payload: 2,000 rd drum
Cost: 70,000 credits (PS discount price for mass-production)
c) 20mm Autocannon
Range: 4,000 ft
Damage: 4d4 MD single shot (2 ft blast radius)
1d4x10 MD per 5 rd burst (2.5 feet blast radius)
2d4x10 MD(3 feet blast radius) per 10 rd burst(but -1 to strike)
4d6x10 MD(6 feet blast radius) for a 40 rd burst ( -1 to strike)
Rate of Fire: EPCHH
Payload: 800 rd drum
Cost: 80,000 credits
d) Pulse Laser---The PS XL-16-PM, similar to the JA-12 Juicer Assassin's Rifle or Wilks’ Pulse Lasers.
Range:4,000 feet
Damage: 4d6+2 per single shot, 2d4x10 for a triple pulse.
Rate of Fire:EPCHH
Payload: Effectively Unlimited
Cost: 80,000 cr
e) Ion Cannon
Range: 3,000 ft
Damage: 1d4x10 MD per blast
Rate of Fire:EPCHH
Payload:Effectively Unlimited
Cost: 80,000 cr
f) Plasma Cannon---Standard retooled plasma projector .
Range: 2,000 ft
Damage: 1d6x10 MD per blast
Rate of Fire:EPCHH
Payload:Effectively Unlimited
Cost: 80,000 credits
g) Particle Beam Cannon
Range: 2,000 ft
Damage: 1d6x10+10 MD
Rate of Fire:EPCHH
Payload: Effectively Unlimited
Cost: 100,000 credits
h).50 cal Heavy Machine Gun Double Pod---This pod mounts two .50 caliber machine guns in the nose and an ample supply of ammunition. These old-style weapons have excellent range, proven reliability, and good damage, and can be loaded with tracers, explosive bullets, ramjet rounds, and even wood and silver rounds, making them popular choices over more powerful weapons for specialized horror-hunting.
Range:19,000 ft
Damage:(SDC rd) 7d6 SDC per single rd, 2d6x10+20 SDC per 40 rd burst
(Ramjet rd) 1d4 MD per single rd, 5d6 MD per 40 rd burst
Double damage for a synchonized burst from both guns(counts as ONE attack)
Rate of Fire: ECHH
Payload: 2,000 rds(50 bursts) per gun.
Cost: 60,000 credits
3)Wing-mounted Hardpoints(3 each wing, 6 total)---These are the heart of the Carney’s armament; its massive throw weight of weaponry! PS chose to follow the original Soviet-pattern pylons, rather than more familiar American military pattern, allowing for the fitting of larger and heavier podded weaponry. The side-mount wings can accommodate six stations for pylon-mounted weaponry; each pylon can carry ONE of the following.
a) Mini-Missile Launcher Pod---32 shot pod
b) Short Range Missile Launcher Pod--- 10 shot pod
c) Medium Range AAM Launcher Pod(only TWO pods can be carried on each wing)--Each pod holds 6 missiles each...the ‘SkyFlash’ ASRAAMM is a favorite.
Range: 15 miles
Damage: 6d6 MD per each SRM missile(3d4x10 MD per volley)
Bonuses:+3 to strike
d) Heavy ‘Copperhead’ Anti-Armor Missile Launcher---6 per Hardpoint
Range: 1 mile(5,000 ft)
Damage: 2d4x10 MD
Rate of Fire: Volleys of 1,2,3,or 4
Payload: 6 shot pod per hardpoint
Bonus: +5 to strike ground targets(Aircraft are only +2 to strike)
Cost: 20,000 credits. 6,000 credits per missile
e) ‘Black Talon’ LAAM Pods---These are light ‘smart’ anti-aircraft missiles with enhanced warheads, similar in concept to the pre-Rifts ‘Stinger’ SAMs.
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1,2,3, or 4(all)
Payload: 8 per pod
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)
Cost: 60 ,000 credits per launcher, 10,000 credits per missile
f) 15mm Micro-Missile Launcher
Range:
Pattern-1A 5,700 ft
Pattern-1B 6,000 ft
Pattern-1C 6,000 ft
Pattern-1D 7,000 ft
Pattern-1E 7,500 ft
Damage/Bonuses:
Pattern-1A---1d4 MD to 2 ft blast radius
Pattern-1B---1d6 MD to 5 ft blast radius
Pattern-1C---4d6 MD to 4 ft blast radius, or 1d4 MD to a 10 ft blast radius in fragmentation mode
Pattern-1D----6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
Pattern-1E---1d4x10 MD to 3 ft blast radius
Bonuses:
Pattern-1A (None) Spin-Stabilized
Pattern-1B (None) Gyro-Compass Chip
Pattern-1C (+1 to strike, in addition to W.P. Heavy bonuses. The Pattern-1C can also be set to be a ‘beam rider’, following a laser illuminator ‘painted’ on the target for an extra +2 to strike. However, this requires expediture of an extra attack per melee on the part of the gunner to keep the laser illuminator on target) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip.
Pattern-1D (+2 to strike, in addition to W.P. Heavy bonuses. Like the Pattern-1C, the Pattern-1D can ‘beam-ride’...again, this requires the gunner to maintain target-lock at the cost of an additional APM, but the -1D is better able to remain on target if the lock is broken. Furthermore, the missile can be keyed to lock on to the laser illuminator of other gunners...done with a pre-determined key-chip...allowing squadmates to ‘paint’ targets for fellow soldiers with micro-missile launchers). Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip.
Pattern-1E(+4 to strike, in addition to W.P. Heavy bonuses, Same ‘beamrider’ capability as with Pattern-1D. ) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
Rate of Fire: Volleys of 1-10
Payload: 2x25-shot box cassettes
Cost:
Pattern-1A 25 credits per McM
Pattern-1B 32 credits per McM
Pattern-1C 60 credits per McM
Pattern-1D 95 credits per McM
Pattern-1E 220 credits per McM
g) 20mm ‘Fire-Orchid’ Anti-Aircraft L-SAM Micro-Missiles
Range: 8,000 ft for all types
Damage: (Pattern-2a) 4d4 MD to 2 ft blast radius
(Pattern-2b)6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
(Pattern-2c)(Incendiary)2d4 MD to 5 ft blast radius, does an additional 1d4 burn damage for 2d4 melees
Rate of Fire: Volleys of 1, 3, or 9
Payload: 9-shot clip
Bonuses:(All Patterns)(+3 to strike airborne targets, +1 to strike ground targets) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
Special Features:
*Sensor Package---The sensor package includes an IR/Thermal sight, laser rangefinder(2 mile range) and directional mini-radar(2 mile range) with audio-alarm to notify the gunner of target-lock.
Cost: 28,000 credits (3,000 for the launcher assembly, 25,000 for the sighting package)
(Pattern-2a) 90 credits each
(Pattern-2b)130 credits each
(Pattern-2c)150 credits each
h)Bombs---Equivalent to missiles, but DOUBLE the blast radius, or use the following;
*250-lb Bomb----2d4x10 MD to 50 ft blast radius
*500-lb Bomb----4d4x10 MD to 60 ft blast radius
i) Mine/Bomblet Dispenser---ONE can be carried per wing
Light Weapons Dispenser(L-SAW)--This is essentially an oversized bomblet dispenser that can be used to bomb targets directly, ‘seed’ areas with minelets, or can launched to act as a stand-off ‘glide bomb’. Though primarily intended as a airborne weapon, it has been retained on the Carney as a raid weapon for laying minefields and ‘spoiling’ enemy facillities and communities.
Range: SAW has an effective range of 10 miles in atmosphere. Launched from the ground, its range is only five miles.
Submunnitions can be launched up to 300 ft out to either side of the SAW’s flight path.
Damage: (AP Grenade) 4d6 MD to 8 ft area
(Chemical Grenade) Varies by chemical type and atmospheric conditions. A chemical grenade will generally generate a cloud of aerosol 15 ft in radius.
(HE Shell) 5d6 MD to 20 ft area
(Fragmentation Mine) 4d6 MD to 12 ft area
(Incendiary Bomb) Does 4d6 MD to 40 ft area, does an additional 2d6 MD for 1d6 melees, and 1d6 MD per melee for an additional 2d4 melees
(Angel Hair)---Does NO damage, but against conventional power generators and uncovered power lines and distribution systems, it can short out power grids, clog generator air intakes(80% effectiveness against industrial generators and internal combustion engines), and be a general nuisance to clean up.
Rate of Fire: A SAW can volley its submunitions in any combination
Payload:(Typical loadouts)
200 AP/Chemical grenades
OR
50 HE/anti-vehicle grenades
OR
50 Fragmentation Mines
OR
25 Incendiary Bombs
OR
250 spools of wire, each spool holding up to 4,000 ft of aluminum-coated
j) Flare/Chaff Launcher
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 18 per launcher
k) 20mm Long-Barrelled Gunpod
Range: 4,000 ft(16,000 ft in space)
Damage: 4d4 MD single shot (2 ft blast radius)
1d4x10 MD per 5 rd burst (2.5 feet blast radius)
2d4x10 MD(3 feet blast radius) per 10 rd burst(but -1 to strike)
4d6x10 MD(6 feet blast radius) for a 40 rd burst ( -2 to strike)
Rate of Fire: EPCHH
Payload: 460 rd drum
Cost: 60,000 credits
l).50 caliber Gunpod---Combines a fifty-caliber heavy machine gun and ramjet amunnition with a four-shot mini-missile launcher
Range:(Machine Gun) 19,000 ft
(Mini-Missiles) Varies by Missile Type
Damage:(Machine Gun)(SDC rd) 7d6 SDC per single rd, 2d6x10+20 SDC per 40 rd burst
(Ramjet rd) 1d4 MD per single rd, 5d6 MD per 40 rd burst
(Mini-Missiles)Varies by Missile Type
Rate of Fire:(Machine Gun) ECHH
(Mini-Missiles) Volleys of 1,2,3, or 4(all)
Payload:(Machine Gun)2,000 rds(50 bursts)
(Mini-Missiles) 4
Cost: 60,000 credits
m) Light Rail Cannon--Intended for use against targets that are resistant to energy weapons.
Range: 4,000 ft
Damage: 1d4 MD single rd, 4d6 MD per 20 rd burst
Rate of Fire: ECHH
Payload: 5,000 rd drum
Cost: 80,000 credits
n) Heavy Rail Gun Pod---A five-barreled weapon copied from downed Coalition Black Lightnings
Range: 4,000 ft
Damage: 1d6x10 MD per 40 rd burst; can only fire bursts
Rate of Fire: ECHH
Payload: 2,000 rd drum
Cost: 90,000 credits
o) Smoke Generator---Produces a large cloud of thick, obscuring smoke. Typically used on the run to lay cover for following units, though this runs the risk of bolluxing the vision of friendly troops as readily as it does enemy ones.
Produces up to 1,000 square feet of smoke that, depending on wind conditions, can persist for 1d6 minutes.
Cost: 7,000 credits
p) Sprayer Pod---Similar to the Drop Tank, but this liquid storage pod deploys two diffusers from the back to spray chemicals from the back. This is typically used to control agricultural pests(if the infestation is too great, the ‘bot crew typically fires the affected field), crowd control, firefighting, or other vermin management roles.
Range: Depending on wind and altitude, the ‘bot can spray a 50 foot wide swath at maximum dispersal.
Damage: Varies by chemical type. If using water, typically does 4d6 HP to vampires(‘Bless the tank, Holy Father!”).
Rate of Fire: ECHH
Payload: 160 gallons
Cost: 10,000 credits
q) Multi-Fuel Flamethrower Pod---Features a powered pump-sprayer and ample supply of fuel.
Range:(Direct-Stream Mode) 230 ft
Damage:(Direct-Stream Mode)
(Gasoline/Alcohol) 1d4x10 SDC
(Napalm) 1d6x10 SDC, plus does 5d6 SDC per melee for 1d4 minutes
(MD Fluid) 1d4 MD per blast, 1d4 MD per melee for 2d4 minutes
(Incendi-Gel)2d6 MD, 2d6 MD per melee for 1d6 minutes
(WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Note: The flamethrower can also be used to cover an area with fluid: up to 10 ft per attack used. Used with Super-Napalm, this does 1d4 MD, Incendi-Gel does 1d6 MD, and with Napalm-P, this does 2d6 MD.
Rate of Fire:(Direct-Stream Mode) Standard
Payload:(Direct-Stream Mode
(Gasoline/Alcohol) 20 blasts
(Napalm) 60 blasts
(MD Fluid) 100 blasts
(Incendi-Gel) 120 blasts
(WI Napalm-P) 200 blasts per tank(much more concentrated than the regular gasoline/alcohol).
Cost: 25,000 credits
r)ECM Module---Electronic jamming system that gives radar-guided weaponry a -4 to strike the drone. Or it can be used offensively, to foil ALL radar-guided weaponry in a 15 mile radius(-2 to strike). Additional pods DO NOT add cumultaive bonuses, but do provide system redundancy.
Cost: 200,000 credits
s) Jammer-----A mini-radio jammer, that can pump out enough multi-wavelength white noise to jam civilian band communications with 90% effectiveness, and military comms with 70% effectiveness, over a 20 mile radius. Additional pods DO NOT add cumulative bonuses, but do provide system redundancy.
Cost: 100,000 credits
t) Cargo Pod---Holds up to 500 lbs of cargo
Cost: 1,000 credits
4)Overwing Hardpoints(4; 2x2)---The ends of the main armament pylon wings sport two launch rails for ‘Black Talon’ L-SAMs; 4 total.
5)Chaff/Flare Launchers(2)---Mounted on either side of the tail in the trailing ‘strakes’ are two decoy countermeasure launchers.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 24 per launcher
Hand to Hand Combat
Use Robot Basic Combat Training stats from RMB
Elite Training in Carney combat:
+2 APMs, plus 1 at levels 3,7, and 11
+2 Strike in hand to hand combat
+2 Dodge, +4 Dodge while running
+3 Roll w/ punch. fall, or impact
+3 Pull Punch/Kick
+3 on Initiative
+2 Maintain Balance
Damage:
Body Block/Tackle 2d4 MD
Stomp 1d6 MD(only against targets 5 ft tall or shorter)
Kick 2d6 MD
Leap Kick(2 attacks) 3d6 MD
Options:
*Nose Magnetometer Probe---Can mount a ‘procibis’ appendage carrying a MAD (Magnetic Anomaly Detector) sensor; particularly useful in ASW operations.
Range:The magnetometer has a range of 8,000 ft and can detect vehicles and other metallic structures with 80% accuracy. Powered-up rail guns and fusion nuclear containment fields can be detected out to 16,000 ft.
Cost: 80,000 credits
*Jump Booster---An attempt to improve the mobility of the robot by installing a low-powered GMR lifter and turbine thruster in the main hull. This effectively TRIPLES the length of jumps.
Cost: 900,000 credits
*Anti-Missile System---Replaces the top-mounted sight with a choice of a rail gun or laser point defense system.
a)PS-L-CIWS Vulcan Chain Gun(aka “Button Gun”)---This installation, introduced on the Minotaur Battle Robot, then adapted as an air defense weapon option for the VW Camper Gunship, is a very compact and neat installation that takes up little space. The PS-L-CIWS is often called the “Button Gun” because of its squat, flattened dome-like turret.
Range: 4,000 ft
Damage: 1d4x10 MD per 20 rd burst(can only fire bursts)
Rate of Fire: EGCHH, as an automated defense system linked to a radar/sensor system, the “Button Gun” has a +2 to strike, and four attacks per melee.
Payload:8,000 rd drum(200 bursts)
Cost: 30,000 credits
b)Pulse Laser Turret: Paladin Steel also offers a lower-powered laser system, with unlimited payload and a longer range.
Range: 6,000ft
Damage: 3D6 MD single blast, 6D6 MD double- barreled blast
Rate of Fire:EGCHH, as an automated defense system linked to a radar/sensor system, has a +2 to strike, and four attacks per melee.
Payload: Effectively Unlimited
Bonuses: +2 to strike airborne targets like missiles and aircraft/flying opponents(must be traveling higher than 10 ft off the ground)
Cost: 55,000 credits
Variants:
*PS-IR72R1---Fully robotic version, sometimes refered to as a ‘semi-autonomous mobile watch tower’. The IR72R1 is typically deployed as a perimeter patrol and picket unit for encampments in hostile environs, although it has occasionally been deployed in land clearance and pest control operations(against Xiticix, for example).
Actions/Attacks per Melee: 5
+1Initiative
+2 Strike
+2 strike to w/ all ranged attacks
+3 to strike w/ direct fire weapons
+4 Strike w/ Energy Weapons
+3 Dodge
+2 Parry
+2 Roll
+2 Maintain Balance
Programming:
*Basic
Radio: Basic 98%
Math: Basic 98%
Read Sensory Instruments 98%
Land Navigation 94%
Language:(all at 94%)
American-English
Spanish
Dragonese
Euro
Techno-Can
Can identify common North American factions, equipment, insignia, and protocols(including Coalition and Triax), common Western Hemisphere monsters, demons, aliens, and d-bees.
Last edited by taalismn on Mon Jul 22, 2013 12:17 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
------------
"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
------------
- Aramanthus
- Monk
- Posts: 18712
- Joined: Tue Feb 21, 2006 5:18 am
- Location: Racine, WI
Re: Paladin Steel Storefront
Lots of cool items. It is always nice to come back here after a few weeks and seeing a whole bunch of cool items. I know the Federated States will be interested in getting ahold of these things.
"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
"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
- taalismn
- Priest
- Posts: 49558
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Yahhhh!! Thunderstorms expected today and maybe a break in this *%%%#@^&&* heat!!!!
Should have artwork for some of my latest posts up by Monday at the latest.
Should have artwork for some of my latest posts up by Monday at the latest.
-------------
"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
------------
"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
------------
Re: Paladin Steel Storefront
Aramanthus wrote:Lots of cool items. It is always nice to come back here after a few weeks and seeing a whole bunch of cool items. I know the Federated States will be interested in getting ahold of these things.
Long time no see, Aramanthus. Do alright?
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...

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...


Re: Paladin Steel Storefront
Amazing list of future products, just a few problems.
You forgot a few robots, and I do not recall seeing the Enforcer, Defensor, or Cassellian.
Can't wait for the future.
You forgot a few robots, and I do not recall seeing the Enforcer, Defensor, or Cassellian.
Can't wait for the future.
- taalismn
- Priest
- Posts: 49558
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
89er wrote:Amazing list of future products, just a few problems.
You forgot a few robots, and I do not recall seeing the Enforcer, Defensor, or Cassellian.
Can't wait for the future.
Not a DEFINITIVE list, as most of my lists are obsolescent as soon as I write them, some new idea popping up in the meantime,
But yeah, time and opportunity allowing, there's a strong possibility of some SERIOUS rockin' robots and power armors in the pipeline(as some of the profit we make from making and selling low-cost goods goes into the higher-end product R&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
------------
"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
------------
- taalismn
- Priest
- Posts: 49558
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Characteristics of Paladin Steel Franchise-Fronts:
*BLAM!*
“EEEKKK!”
#THUD#
“OKAY! NOBODY MOVE! I GOT A GUN! EVERYBODY TOSS OVER THE-”
“Gert, get the intern some first aid before she bleeds to death.”
“I -SAID- NOBODY MOVE! I’VE-”
“Lock the door, Snooty.”
“I’VE GOT A GUN AND...oh, you have flamethrowers...”
Paladin Steel maintains a large number of commercial outfits, outposts, and concerns both in its home dimension and out-dimension. The degree of involvement can range from a full-blown and open store front offering PS products and services(as well as those of affiliates), to backtoom black-market dealings, to material purchasing, resource transhipment, and money-laundering. PS also offers a range of small business loans to develop subcontractors or just street level intelligence sources, so a PS-affiliate can be anything from a large share-holder company to a mom-and-pop corner store.
Where PS has a controling interest in a business, one can find some or all of the following characteristics:
*Buildings are not only up to code, but ABOVE and BEYOND code with regards to structural reinforcement, fire and earthquake spec, and security. Even if the structure looks like a run-down dump on the outside, on the inside it’s more than likely sturdier than the Presidential Nuclear Shelter.
*The buildings and structures tend to have features NOT on the submitted public plans; sliding armored shutters, larger than average basement, environmental sealing, independent power supply, etc., and a number of areas that only the ‘core’ employees have access to(at least until a zombie apocalypse or alien invasion breaks out).
*One doesn’t hear about robbery attempts on the businesses. That’s because would-be robbers and vandals are never heard from again.
*Attacks on employees, even those not ‘in the know’, are dealt with in-house. The Company tends to offer generous medical benefits to its employees and would-be attackers are summarily dealt with efficiently(and often violently). Psychological, relationship, and financial counseling are available from manangement(and may involve disturbingly well-armed intervention).
*Management seems to have somehow acquired permits for carrying anti-armor bazookas.
*Prospective employees have ever been interviewed with the use of crystals, large camera devices, or a CATscanner.
*Management regularly quizes employees as to whether they believe in magic, ESP, ghosts, demons, dragons, the supernatural, the extraterrestrial, and the suchlike...and whether they’ve seen or heard of any of that stuff lately.
*Employees are, if confronted with any odd-looking customers, or ones speaking unusual languages, directed to refer them to managament immediately.
*The employee handbook includes mandatory familiarization with ‘apocalypse protocols’.
*Neighborhoods around the business in question tend to be crime-free. If made to confess, most criminal-types would admit to getting a ‘bad vibe’ form the business...like they were being watched through a sniper scope.
*The business seems to attract an inordinate amount of out-of-town clientele, even if the business is a small, out of the way, backwater location. Groups of uniformed people may also be a common sight at the business. Alternately, the place seems to attract strangely-dressed cosplayers.
Related: the business seems to have large vehicles parked outside or passing by all the time and at odd hours. Neighbors may also complain about strange sounds at night, or rashes of UFO sightings in the area.
*Occasionally, odd items show up on the inventory or menu(and are likely never seen again). Whether accidental or intentional, these items are explained away as ‘experiments’, ‘remainder stocks’, or ‘limited availability’.
*Local employees may have experienced one or more episodes of ‘missing time’ since starting work there/ new management has taken over.
*Attempts to jimmy the locks or break in the windows after-hours have been met with the spontaneous appearance of weapons turrets sprouting from the walls, roof, or ground.
*The new management seems to have a predilection for unusual pets.
*BLAM!*
“EEEKKK!”
#THUD#
“OKAY! NOBODY MOVE! I GOT A GUN! EVERYBODY TOSS OVER THE-”
“Gert, get the intern some first aid before she bleeds to death.”
“I -SAID- NOBODY MOVE! I’VE-”
“Lock the door, Snooty.”
“I’VE GOT A GUN AND...oh, you have flamethrowers...”
Paladin Steel maintains a large number of commercial outfits, outposts, and concerns both in its home dimension and out-dimension. The degree of involvement can range from a full-blown and open store front offering PS products and services(as well as those of affiliates), to backtoom black-market dealings, to material purchasing, resource transhipment, and money-laundering. PS also offers a range of small business loans to develop subcontractors or just street level intelligence sources, so a PS-affiliate can be anything from a large share-holder company to a mom-and-pop corner store.
Where PS has a controling interest in a business, one can find some or all of the following characteristics:
*Buildings are not only up to code, but ABOVE and BEYOND code with regards to structural reinforcement, fire and earthquake spec, and security. Even if the structure looks like a run-down dump on the outside, on the inside it’s more than likely sturdier than the Presidential Nuclear Shelter.
*The buildings and structures tend to have features NOT on the submitted public plans; sliding armored shutters, larger than average basement, environmental sealing, independent power supply, etc., and a number of areas that only the ‘core’ employees have access to(at least until a zombie apocalypse or alien invasion breaks out).
*One doesn’t hear about robbery attempts on the businesses. That’s because would-be robbers and vandals are never heard from again.
*Attacks on employees, even those not ‘in the know’, are dealt with in-house. The Company tends to offer generous medical benefits to its employees and would-be attackers are summarily dealt with efficiently(and often violently). Psychological, relationship, and financial counseling are available from manangement(and may involve disturbingly well-armed intervention).
*Management seems to have somehow acquired permits for carrying anti-armor bazookas.
*Prospective employees have ever been interviewed with the use of crystals, large camera devices, or a CATscanner.
*Management regularly quizes employees as to whether they believe in magic, ESP, ghosts, demons, dragons, the supernatural, the extraterrestrial, and the suchlike...and whether they’ve seen or heard of any of that stuff lately.
*Employees are, if confronted with any odd-looking customers, or ones speaking unusual languages, directed to refer them to managament immediately.
*The employee handbook includes mandatory familiarization with ‘apocalypse protocols’.
*Neighborhoods around the business in question tend to be crime-free. If made to confess, most criminal-types would admit to getting a ‘bad vibe’ form the business...like they were being watched through a sniper scope.
*The business seems to attract an inordinate amount of out-of-town clientele, even if the business is a small, out of the way, backwater location. Groups of uniformed people may also be a common sight at the business. Alternately, the place seems to attract strangely-dressed cosplayers.
Related: the business seems to have large vehicles parked outside or passing by all the time and at odd hours. Neighbors may also complain about strange sounds at night, or rashes of UFO sightings in the area.
*Occasionally, odd items show up on the inventory or menu(and are likely never seen again). Whether accidental or intentional, these items are explained away as ‘experiments’, ‘remainder stocks’, or ‘limited availability’.
*Local employees may have experienced one or more episodes of ‘missing time’ since starting work there/ new management has taken over.
*Attempts to jimmy the locks or break in the windows after-hours have been met with the spontaneous appearance of weapons turrets sprouting from the walls, roof, or ground.
*The new management seems to have a predilection for unusual pets.
-------------
"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
------------
"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
------------
Re: Paladin Steel Storefront
taalismn wrote:Yahhhh!! Thunderstorms expected today and maybe a break in this *%%%#@^&&* heat!!!!
Should have artwork for some of my latest posts up by Monday at the latest.
Let it rain, let it rain, too make taalismn happy, so very, very happy!!!
Please.

Also waiting to see your artwork.
Characteristics of Paladin Steel Franchise-Fronts:
Are cute at times. But overall good working up to great.
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...

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...


- taalismn
- Priest
- Posts: 49558
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
GLACIER NEON and the Casey updated with illos,
FROST DOZE; substitute your favorite human popiscle pic...
FROST DOZE; substitute your favorite human popiscle pic...

-------------
"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
------------
"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
------------
- taalismn
- Priest
- Posts: 49558
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Paladin Steel DAZ01 ‘Flash’ Camouflage
http://i408.photobucket.com/albums/pp164/taalismn/Flash-armor_zpsc972c551.jpg
“Okay, guys, Miss Mitsune’s having a really bad day and that gauntlet of paparazzi out there only threatens to make it worse! We can’t shoot them, bodycheck them, or gas them, or even permanently maim them, but let’s hit them with a Wall of Glare and see how those star-stalkers appreciate being flash-bulbed right back!”
‘Flash’ camou is a new optical distraction device developed by Paladin Steel for security applications. ‘Flash’ camou is similar to ‘Blurr’ camou in that it seeks to obscure the wearer’s movements by breaking up their outline, but not by dimming or downplaying their appearance, but by becoming INTENSELY and BLINDINGLY visible. Flash camou consists of a poncho-like overlay to clothing or body armor that acts like a very bright wearable LED array; the light emitters glow CONSTANTLY with a luminosity equal to a flashbulb, only it is ALWAYS on. Those whose vision or surveillance optics are without strong optical filtration(like welder-level protection) will be effectively blinded by the intense light streaming from the Flash garment.
The array is tunable, so only one side can be lit(a welcome feature to anybody standing behind the Flash-wearer), or it can radiate from all sides of the overlay. It can even be set to strobe, further discombobulating onlookers. The tough fabric provides some extra protection as well.
DAZ-Flash Camou has become very popular with security escorts and bodyguard details, as the extreme intensity flash-blinding has proven effective at throwing off conventional sniper optics and media cameras.
Weight: 6 lbs
MDC: 30 before being rendered inoperable
Effects: Effective strobe-blinds targets in a 50 ft radius; those without optical filtration(such as welder’s glasses) will be -10 to strike, parry, and dodge, with a 50% chance of falling for every 10 ft of distance they attempt to move. Effects last 1d4 melees. Those looking at the wearer through unfiltered telescopic optics will be unable to get a hard lock on the target or make out any details; optical and laser-targeting systems will be -4 to strike due to the optical dazzle.
Duration: A standard e-clip can power the Flash Camou for up to 12 hours.
Cost: 9,000 credits
http://i408.photobucket.com/albums/pp164/taalismn/Flash-armor_zpsc972c551.jpg
“Okay, guys, Miss Mitsune’s having a really bad day and that gauntlet of paparazzi out there only threatens to make it worse! We can’t shoot them, bodycheck them, or gas them, or even permanently maim them, but let’s hit them with a Wall of Glare and see how those star-stalkers appreciate being flash-bulbed right back!”
‘Flash’ camou is a new optical distraction device developed by Paladin Steel for security applications. ‘Flash’ camou is similar to ‘Blurr’ camou in that it seeks to obscure the wearer’s movements by breaking up their outline, but not by dimming or downplaying their appearance, but by becoming INTENSELY and BLINDINGLY visible. Flash camou consists of a poncho-like overlay to clothing or body armor that acts like a very bright wearable LED array; the light emitters glow CONSTANTLY with a luminosity equal to a flashbulb, only it is ALWAYS on. Those whose vision or surveillance optics are without strong optical filtration(like welder-level protection) will be effectively blinded by the intense light streaming from the Flash garment.
The array is tunable, so only one side can be lit(a welcome feature to anybody standing behind the Flash-wearer), or it can radiate from all sides of the overlay. It can even be set to strobe, further discombobulating onlookers. The tough fabric provides some extra protection as well.
DAZ-Flash Camou has become very popular with security escorts and bodyguard details, as the extreme intensity flash-blinding has proven effective at throwing off conventional sniper optics and media cameras.
Weight: 6 lbs
MDC: 30 before being rendered inoperable
Effects: Effective strobe-blinds targets in a 50 ft radius; those without optical filtration(such as welder’s glasses) will be -10 to strike, parry, and dodge, with a 50% chance of falling for every 10 ft of distance they attempt to move. Effects last 1d4 melees. Those looking at the wearer through unfiltered telescopic optics will be unable to get a hard lock on the target or make out any details; optical and laser-targeting systems will be -4 to strike due to the optical dazzle.
Duration: A standard e-clip can power the Flash Camou for up to 12 hours.
Cost: 9,000 credits
Last edited by taalismn on Thu Jul 25, 2013 1:53 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
------------
"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
------------
Re: Paladin Steel Storefront
Did it rain?
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...

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...


- taalismn
- Priest
- Posts: 49558
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
abtex wrote:Did it rain?
No. Misted a little. At this rate my tomatoes and blueberries will NEVER mature in time...
-------------
"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
------------
"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
------------
Re: Paladin Steel Storefront
taalismn wrote:GLACIER NEON and the Casey updated with illos,
FROST DOZE; substitute your favorite human popiscle pic...
Any self pic of you in the winter?
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...

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...


- taalismn
- Priest
- Posts: 49558
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
abtex wrote:taalismn wrote:GLACIER NEON and the Casey updated with illos,
FROST DOZE; substitute your favorite human popiscle pic...
Any self pic of you in the winter?
...I am SO tempted to post just a completely blank white picture....

-------------
"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
------------
"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
------------
Re: Paladin Steel Storefront
taalismn wrote:abtex wrote:taalismn wrote:GLACIER NEON and the Casey updated with illos,
FROST DOZE; substitute your favorite human popiscle pic...
Any self pic of you in the winter?
...I am SO tempted to post just a completely blank white picture....
... with Halloween candy? Are is that the wrong storm time of the year?
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...

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...


- taalismn
- Priest
- Posts: 49558
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Paladin Steel PSLR-32 ‘Ulnar’ Laser Rifle
http://i408.photobucket.com/albums/pp164/taalismn/PSLR-32_zps98980cde.jpg
“Anise, I’ve faced giant tentacles, unspeakable eldritch horrors from the deeps, flying piranha, sea monsters the size of freighters, sharknadoes, demented dolphins, sharks with lasers, burrowing beach-predators and alien pirates from the assback, pardon my dragonese, of beyond; mutant grunion coming ashore to forcibly mate with the locals is like a sushi fest to me. Now, one more time, girlfriend, you got sixty full-power shots with these things, and the little red dot of the laser sight will show you where you’ll be shooting...”
-Tamari-Sanya ses-Vandari, personal secretary and Companion to Skua Vendarii, Phadrian Navigators’ Guild operative, briefing Anise Yacari, maid-servant of the yacht Silver Linings, on the operation of the PSLR-32 Laser Rifle.
“Looks like you had a real fish-fry here! You sure you really needed us here?”
-GNECG Midshipman, responding on-scene to an emergency call from the yacht Silver Linings.
The PSLR-32 ‘Ulnar’ Laser Rifle is an adaptation of the PSLR-5 ‘Partisan’s’ power generation system and optics, in a more compact housing, configured for underwater operations. More of a laser submachine gun than a laser long arm, the PSLR-32 uses blue-green frequencies for maximum range underwater. The weapon features a high-efficiency short-range pulse laser with an underslung single-shot spear launcher, for both melee bayonet attacks and longer range projectile attacks. The PSLR-32 is meant to provide low-cost environment-specific defensive capability to coastal inhabitants and seafarers. Easier to use in cramped quarters than the longer Partisan or Maximus laser rifles, the Ulnar has become a favorite of fishermen and maritime crew members(though the BG-Maximus, PSIR-6 ‘Viper’ and PSIP-2 'Smasher' are still the favored weapons of the GNEN) .
Weight: 5 lbs
Range: (Laser)1,800 ft in air and underwater.
(Harpoon) 200 ft
Damage: (Laser)(SDC Mode) 6d6 SDC per shot
(MDC Mode) 2d6 MD per bolt, 6d6 MD per triple burst.
(Harpoon)These weapons can be tipped with an explosive head(2d6 SDC or 5d6 MD exploding head), armor-piercing hunting point(1d6 MD), magnetic grapple, or tracking bug, and can be used to attach a 100-foot line of high strength braided mono-filament cabling.
Rate of Fire: (Laser)(Standard
(Harpoon) Single shot
Payload: (Laser) 30 shots standard E-clip(or 300 SDC shots), or 60 shots long E-clip(or 600 SDC shots)
(Harpoon) Single shot; reloading by hand takes two actions
Bonuses: Integral laser spot gives a +1 to strike
Special Features:
*Blue-Green Frequency
*Folding Stock
*Sight Rail for mounting various existing sights and scopes.
*Neutral Buoyancy---The rifle’s composite casing is balanced to give the weapon neutral buoyancy if dropped in the water
*Compatible with laser-pulse ignition adaptor for PS Rifle Grenades.
Cost: 18,000 credits
Options:
*Spear Gun Replacement: The underbarrel spear launcher can be swapped out and replaced with a microtorpedo launcher, grenade launcher, or mini-dart launcher:
a)MTL02 Underbarrel Micro-Torpedo Launcher
Weight: 2.2 lbs
Range: Varies by Micro-Torpedo type(typically 2,000-4,000 ft underwater)
Damage: Varies by Micro-Torpedo type(typically 2d4-2d6 MD)
Rate of Fire: Single shot per trigger pull
Payload: 3 MT1-series micro-torpedoes
Cost: 3,000 credits. Micro-torpedoes cost extra.
b)APP-2 Aquatic Projectile Pistol
Weight: 960 grams unloaded
Range: 240 ft in air.
120 ft at depths of about 16 ft
70 ft at depths of about 66 ft
30 ft at depths of about 130 ft
Damage: 3d6 SDC single round
*Poison Darts---These have a small internal reservoir for holding drugs or toxins, to be dispersed inside a living target. PS itself doesn’t sell any poisons, but a variety are available on the open market(and it’s said the Cambridge Jungle tribes have a number of nifty drugs and poisons available). Cost: 40 credits per 100 basic, unfilled, venom rounds.
*MDC Penetrators---These use a more powerful propellant to fire the projectile that much harder, to the point that they each do 1 MD(range is unchanged). Cost: 300 credits per 100 rds
Rate of Fire: Single shot, two-shot simultaneous ‘burst’, or all four rounds at once
Payload: 4 shots; can be reloaded with a speedloader.
Cost: 400 Credits. Ammunition costs 36 credits per 100 rounds
c) Grenade Launcher---A single-shot 40mm grenade launcher that is configured to fire regular format 40mm launcher grenades or the mini-depthcharges used in PS’s MAGL-40DM ‘Dhunker’ Marine Grenade Launcher.
Range: 1,000 ft. Grenade charges are typically fused effective to a depth of 120 ft.
Note: CANNOT operate underwater.
Damage: Frag rounds do 4d6 MD to a 12-foot radius.
AP rounds do 1d4x10 to a 3-foot blast radius,
High Explosive/Concussion rounds do 5d6 MD to a 32 -foot radius.
and Plasma rounds do 1d4x10+10 to a 5-foot radius.
(Sonic)3d6 MD per blast to an 16 ft blast radius, 1d6x10 SDC to another 20 ft beyond that, Does only 1d6 MD to a 6 ft radius in air
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor(such as wetsuits).
(ElectroShock)--Unleashes a powerful electrical surge that stuns against a saving roll of 17 or less. Does 3d6 SDC to a 25 ft radius, and stuns for 1d4 minutes. Also has a 60% chance of temporarily knocking out unshielded bionics and cybernetics for 1d6 melees.
(Chemical) Varies by specific chemical used. Generally covers a 20 ft area, and persists for about 1d4 minutes before being broken up by water currents.
(Dye Pack) Dyes the water a bright color. Generally covers a 30 ft area, and persists for about 1d4 minutes before being broken up by water currents. May last longer if it coats solid objects passing through it.
(Floating Flare) Burns for 50 seconds floating on the water
(Screamer) Screamers are specialized one-use munitions that when fired, broadcast a massive burst of noise across all audio/sonic frequencies, with the intended effect of destroying acoustic target(sonar) locks, and allowing the sub/diver to escape opponents using sonar to detect or track them. -60% to track the sub via sonar while the Screamer is in effect, while sonar-guided weapons are -10 to strike .
Screamers also have the effect of stunning dolphins, whales, and other creatures using natural sonar and echo location. These creatures are disoriented/stunned for 1d4 melees.
A typical screamer will last 1d4 melees until it burns out or is destroyed.
Screamers can also be fused to ignite/activate anywhen up to a minute(4 melees) after deployment.
Effective radius of effect of the 40mm screamers is approximately 2,500 ft
(MicroTorp)---Drops two micro-torpedoes into the water. Typically homing variety.
(TW TangleBomb)----Explodes into a twitching, twining, expanding mass of green-black unearthly vegetation with 25 MDC per 20 ft area(covers a 40 ft area). Has an effective Horror Factor of 14, and victims have to Dodge at 16 or better to avoid getting tangled up in its fronds/tentacles. Victims trapped in the weed are -1 to initiative, -2 to strike, -4 to parry, and -6 to dodge, and will have to inflict 25 MDC or more to move more than 10 ft. Unprotected beings take 3d6 SDC per melee of thrashing against the weed, from its thorns and whipping around; those in MDC armor(or who remain calm and don’t fight it) take no damage. Duration: Lasts up to 50 minutes
(TW Blackwater Bomb)---Covers a 50 ft area in ominous darkness, Effects identical to the Ocean Magic spell Black Water. Effects last 8 minutes.
Rate of Fire: Single shot
Payload: Single shot; reloading by hand takes two actions
Cost: 2,000 credits
*UMMSS-01 Sighting Package---The Ulnar can use just about any compatible scope or laser sight, but Paladin Steel has developed a sensor package specifically with underwater combat in mind, epecially in dark or murky conditions. The UMMSS-01 is a compact unit combining a short range blue-green scanning and targeting laser, and a short range micro-sonar motion-detector array. The shortcoming of this system is that both sensors are ‘active’, with detectable emissions that may alert enemies to the presence of the user. The sensor also has a PPE detector for detecting paranormal activity, and a conventional spotlight.
An onboard micro-chip AI system can quickly use the sonar and lidar readings to ID up to 500 different potential targets and their hazard potential(the database can be modified easily with the swap of datachips), allowing the user to quickly respond to detected dangers.
The UMMSS-01 can be fitted with a protective shroud similar to that available to the LR-OTS07 fitted to the Maximus Laser Rifle and other energy weapons.
-Laser--- 3,000 ft range
-Mini-Sonar---4,000 ft range
-PPE Sensor---Thanks to advanced microchip engineering expertise, PS has managed to get the size of the system down to compact enough to fit into the rifle module. The sensor has a 200 ft range(out to 400 ft with 50% error in determination), 60-degree arc, and can detect invisible entities. Other penalties similar to the Japanese SNARLS system(on which it is based.....see Rifts: Japan, pg. 116).
-IR/Normal Light Spotlight-----300 ft range.
-Optional Smart Gun Link---Can be fitted for a ‘Smart Gun’ link or any other targeting interfacing.
Cost: 20,000 credits
http://i408.photobucket.com/albums/pp164/taalismn/PSLR-32wsight_zps70e67a12.jpg
http://i408.photobucket.com/albums/pp164/taalismn/PSLR-32_zps98980cde.jpg
“Anise, I’ve faced giant tentacles, unspeakable eldritch horrors from the deeps, flying piranha, sea monsters the size of freighters, sharknadoes, demented dolphins, sharks with lasers, burrowing beach-predators and alien pirates from the assback, pardon my dragonese, of beyond; mutant grunion coming ashore to forcibly mate with the locals is like a sushi fest to me. Now, one more time, girlfriend, you got sixty full-power shots with these things, and the little red dot of the laser sight will show you where you’ll be shooting...”
-Tamari-Sanya ses-Vandari, personal secretary and Companion to Skua Vendarii, Phadrian Navigators’ Guild operative, briefing Anise Yacari, maid-servant of the yacht Silver Linings, on the operation of the PSLR-32 Laser Rifle.
“Looks like you had a real fish-fry here! You sure you really needed us here?”
-GNECG Midshipman, responding on-scene to an emergency call from the yacht Silver Linings.
The PSLR-32 ‘Ulnar’ Laser Rifle is an adaptation of the PSLR-5 ‘Partisan’s’ power generation system and optics, in a more compact housing, configured for underwater operations. More of a laser submachine gun than a laser long arm, the PSLR-32 uses blue-green frequencies for maximum range underwater. The weapon features a high-efficiency short-range pulse laser with an underslung single-shot spear launcher, for both melee bayonet attacks and longer range projectile attacks. The PSLR-32 is meant to provide low-cost environment-specific defensive capability to coastal inhabitants and seafarers. Easier to use in cramped quarters than the longer Partisan or Maximus laser rifles, the Ulnar has become a favorite of fishermen and maritime crew members(though the BG-Maximus, PSIR-6 ‘Viper’ and PSIP-2 'Smasher' are still the favored weapons of the GNEN) .
Weight: 5 lbs
Range: (Laser)1,800 ft in air and underwater.
(Harpoon) 200 ft
Damage: (Laser)(SDC Mode) 6d6 SDC per shot
(MDC Mode) 2d6 MD per bolt, 6d6 MD per triple burst.
(Harpoon)These weapons can be tipped with an explosive head(2d6 SDC or 5d6 MD exploding head), armor-piercing hunting point(1d6 MD), magnetic grapple, or tracking bug, and can be used to attach a 100-foot line of high strength braided mono-filament cabling.
Rate of Fire: (Laser)(Standard
(Harpoon) Single shot
Payload: (Laser) 30 shots standard E-clip(or 300 SDC shots), or 60 shots long E-clip(or 600 SDC shots)
(Harpoon) Single shot; reloading by hand takes two actions
Bonuses: Integral laser spot gives a +1 to strike
Special Features:
*Blue-Green Frequency
*Folding Stock
*Sight Rail for mounting various existing sights and scopes.
*Neutral Buoyancy---The rifle’s composite casing is balanced to give the weapon neutral buoyancy if dropped in the water
*Compatible with laser-pulse ignition adaptor for PS Rifle Grenades.
Cost: 18,000 credits
Options:
*Spear Gun Replacement: The underbarrel spear launcher can be swapped out and replaced with a microtorpedo launcher, grenade launcher, or mini-dart launcher:
a)MTL02 Underbarrel Micro-Torpedo Launcher
Weight: 2.2 lbs
Range: Varies by Micro-Torpedo type(typically 2,000-4,000 ft underwater)
Damage: Varies by Micro-Torpedo type(typically 2d4-2d6 MD)
Rate of Fire: Single shot per trigger pull
Payload: 3 MT1-series micro-torpedoes
Cost: 3,000 credits. Micro-torpedoes cost extra.
b)APP-2 Aquatic Projectile Pistol
Weight: 960 grams unloaded
Range: 240 ft in air.
120 ft at depths of about 16 ft
70 ft at depths of about 66 ft
30 ft at depths of about 130 ft
Damage: 3d6 SDC single round
*Poison Darts---These have a small internal reservoir for holding drugs or toxins, to be dispersed inside a living target. PS itself doesn’t sell any poisons, but a variety are available on the open market(and it’s said the Cambridge Jungle tribes have a number of nifty drugs and poisons available). Cost: 40 credits per 100 basic, unfilled, venom rounds.
*MDC Penetrators---These use a more powerful propellant to fire the projectile that much harder, to the point that they each do 1 MD(range is unchanged). Cost: 300 credits per 100 rds
Rate of Fire: Single shot, two-shot simultaneous ‘burst’, or all four rounds at once
Payload: 4 shots; can be reloaded with a speedloader.
Cost: 400 Credits. Ammunition costs 36 credits per 100 rounds
c) Grenade Launcher---A single-shot 40mm grenade launcher that is configured to fire regular format 40mm launcher grenades or the mini-depthcharges used in PS’s MAGL-40DM ‘Dhunker’ Marine Grenade Launcher.
Range: 1,000 ft. Grenade charges are typically fused effective to a depth of 120 ft.
Note: CANNOT operate underwater.
Damage: Frag rounds do 4d6 MD to a 12-foot radius.
AP rounds do 1d4x10 to a 3-foot blast radius,
High Explosive/Concussion rounds do 5d6 MD to a 32 -foot radius.
and Plasma rounds do 1d4x10+10 to a 5-foot radius.
(Sonic)3d6 MD per blast to an 16 ft blast radius, 1d6x10 SDC to another 20 ft beyond that, Does only 1d6 MD to a 6 ft radius in air
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor(such as wetsuits).
(ElectroShock)--Unleashes a powerful electrical surge that stuns against a saving roll of 17 or less. Does 3d6 SDC to a 25 ft radius, and stuns for 1d4 minutes. Also has a 60% chance of temporarily knocking out unshielded bionics and cybernetics for 1d6 melees.
(Chemical) Varies by specific chemical used. Generally covers a 20 ft area, and persists for about 1d4 minutes before being broken up by water currents.
(Dye Pack) Dyes the water a bright color. Generally covers a 30 ft area, and persists for about 1d4 minutes before being broken up by water currents. May last longer if it coats solid objects passing through it.
(Floating Flare) Burns for 50 seconds floating on the water
(Screamer) Screamers are specialized one-use munitions that when fired, broadcast a massive burst of noise across all audio/sonic frequencies, with the intended effect of destroying acoustic target(sonar) locks, and allowing the sub/diver to escape opponents using sonar to detect or track them. -60% to track the sub via sonar while the Screamer is in effect, while sonar-guided weapons are -10 to strike .
Screamers also have the effect of stunning dolphins, whales, and other creatures using natural sonar and echo location. These creatures are disoriented/stunned for 1d4 melees.
A typical screamer will last 1d4 melees until it burns out or is destroyed.
Screamers can also be fused to ignite/activate anywhen up to a minute(4 melees) after deployment.
Effective radius of effect of the 40mm screamers is approximately 2,500 ft
(MicroTorp)---Drops two micro-torpedoes into the water. Typically homing variety.
(TW TangleBomb)----Explodes into a twitching, twining, expanding mass of green-black unearthly vegetation with 25 MDC per 20 ft area(covers a 40 ft area). Has an effective Horror Factor of 14, and victims have to Dodge at 16 or better to avoid getting tangled up in its fronds/tentacles. Victims trapped in the weed are -1 to initiative, -2 to strike, -4 to parry, and -6 to dodge, and will have to inflict 25 MDC or more to move more than 10 ft. Unprotected beings take 3d6 SDC per melee of thrashing against the weed, from its thorns and whipping around; those in MDC armor(or who remain calm and don’t fight it) take no damage. Duration: Lasts up to 50 minutes
(TW Blackwater Bomb)---Covers a 50 ft area in ominous darkness, Effects identical to the Ocean Magic spell Black Water. Effects last 8 minutes.
Rate of Fire: Single shot
Payload: Single shot; reloading by hand takes two actions
Cost: 2,000 credits
*UMMSS-01 Sighting Package---The Ulnar can use just about any compatible scope or laser sight, but Paladin Steel has developed a sensor package specifically with underwater combat in mind, epecially in dark or murky conditions. The UMMSS-01 is a compact unit combining a short range blue-green scanning and targeting laser, and a short range micro-sonar motion-detector array. The shortcoming of this system is that both sensors are ‘active’, with detectable emissions that may alert enemies to the presence of the user. The sensor also has a PPE detector for detecting paranormal activity, and a conventional spotlight.
An onboard micro-chip AI system can quickly use the sonar and lidar readings to ID up to 500 different potential targets and their hazard potential(the database can be modified easily with the swap of datachips), allowing the user to quickly respond to detected dangers.
The UMMSS-01 can be fitted with a protective shroud similar to that available to the LR-OTS07 fitted to the Maximus Laser Rifle and other energy weapons.
-Laser--- 3,000 ft range
-Mini-Sonar---4,000 ft range
-PPE Sensor---Thanks to advanced microchip engineering expertise, PS has managed to get the size of the system down to compact enough to fit into the rifle module. The sensor has a 200 ft range(out to 400 ft with 50% error in determination), 60-degree arc, and can detect invisible entities. Other penalties similar to the Japanese SNARLS system(on which it is based.....see Rifts: Japan, pg. 116).
-IR/Normal Light Spotlight-----300 ft range.
-Optional Smart Gun Link---Can be fitted for a ‘Smart Gun’ link or any other targeting interfacing.
Cost: 20,000 credits
http://i408.photobucket.com/albums/pp164/taalismn/PSLR-32wsight_zps70e67a12.jpg
Last edited by taalismn on Sat Jul 27, 2013 11:11 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
------------
"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
------------
- taalismn
- Priest
- Posts: 49558
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Quick-Illos for the Flash-armor and PSLR-32 up.
Also tossing in PMG for the old S-6 MagMaster pistorl(if you remember it)
http://i408.photobucket.com/albums/pp164/taalismn/IMP-7_zps1dced5d5.jpg
Also tossing in PMG for the old S-6 MagMaster pistorl(if you remember it)
http://i408.photobucket.com/albums/pp164/taalismn/IMP-7_zps1dced5d5.jpg
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"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
------------
- taalismn
- Priest
- Posts: 49558
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Paladin Steel ‘Shadowbot’ Espionage Robot
(aka ‘Sogbot, ‘Ninja-Bot’, ‘Ninbot’, ‘Shinobot’)
http://i408.photobucket.com/albums/pp164/taalismn/img378_zps980ae86e.jpg
“If nothing else, if we mass-produce these things, we can corner the market on faceless ninja mooks.”
“Isn’t setting these things loose on our competitors... well, doesn’t it go against the spirit of our company?”
“Given who some of our competitors are, sometimes we have to be bastards to do the work of angels.”
“It’s robot-NINJAS versus Horune PIRATES! And we get front row seats! Is this a great day or what?!”
“Oh dear...look what the ninjabots dragged back. How are we going to explain THIS one to the boss?”
The latest generation of Paladin Steel designers seem determined to outdo each other in sophisticated concepts and ‘elite’-class creations, and the researchers at PS Robotics are no exception. Apparently unwilling to let PS Biologics get away unchallenged with producing their super-powered Bio-Mods, PSBionics with its super-cyborgs, or even PS Heavy Machinery Assembly with its Shadowtanks, PSRbt has pulled out the stops with its latest generations of robotic creations.
Shadowbots are short, squat humanoids with a body build similar to a chimpanzee, with disproportionately long arms compared to their legs. The feet end in splayed two-toed tabi-like footpads for stealth. The head is an almost featureless hemisphere concealing sensors with a full 360-degree arc of perception. The whole body is clad in a dark wetsuit-like flexible skin, based on PS’s efforts to duplicate Naruni Enterprise’s Thermal-kinetic armor. Depending on the configuration, this outer layering can be variable camouflage, Thermal-kinetic, Blurr-Camou, or, if optical stealth is not a concern, kinetic-resist covering.
The AIs incorporated into the Shadowbots are nearly Neural Intelligences in sophistication, and indeed the development team wanted to use the new ‘synaptic chip’ technology and computer architecture created by the parallel Project D(which would yield up the VK-series androids), but both material constraints and administrative concerns about endowing autonomous intelligence on the Ninbots axed the proposal. However, the Shadowbots are still very intelligent and cunning within the parameters of their programmed missions, and while not great conversationalists, their terse vocal interfaces lend further to their image as ninjas.
The Shadowbot is not particularly fast or well-armored, but it is agile and skilled. While it is also light on integral weaponry(the space and power going to stealth systems and A.I. hardware), it is very effective with what weapons it does carry. It is not uncommon for it to use weapons scrounged from the battlefield and fallen enemies in order to sew confusion as to the identity of attackers.
New to PS/GNE’s inventory, Shadowbots are deployed on recon and raid missions, or as decoys and distraction units. They are also occasionally used as special couriers and bodyguards. It’s also rumored that Paladin Steel has used ninja-bots on occasion to eliminate irritating crime lords and other politicos that have interfered with PS/GNE operations.
Type: PS-R-SOG-04 Shadowbot
Class: Espionage/Special Operations Robot, Semi-Autonomous
Crew: Robotic AI
MDC/Armor by Location:
Main Body 120
Head 40
Arms(2) 40 each
Hands(2) 12 each
Legs(2) 50 each
Height: 5 ft
Width: 3 ft at shoulders
Length: 1.5 ft
Weight: 200 lbs
Cargo: Only what can be carried externally
Physical Strength: Equiv. Robotic P.S. of 25
P.P.24
Powerplant: Nuclear micro-cell w/ 5 year energy life
Speed:(Running) 45 MPH
(Leaping) 20 ft up/lengthwise from standing position, increase horizontal distance by 50% with a running start.
(Flying) Not Possible
(Underwater) Limited to running along the bottom at 5 MPH, maximum depth of 5,000 ft.
Market Cost: EXCLUSIVE to Paladin Steel; would cost 5.5 million credits or more per unit if offered for sale.
Systems of Note:
*Advanced Robot Audio w/ audio recorder
*Internal Radio----100 mile range
*Inaudible Frequency Transmission
*Advanced Robot Optics w/ IR, UV, thermo-imaging, low-light and telescopic
*Laser Targeting System (+1 to strike w/ range weapons out to 4,000 ft)
*Mini-Radar---3 mile range(rarely used, as its active emissions can be detected)
*Motion Detector---Effective range of 3,000 ft, but terrain, thick walls/structures, and radar jamming, can limit it to 60 ft or less. The 'tracker CAN see through smoke and thin walls/fences.
*External Surveillance System----All Shadowbots are fitted with a surveillance system and ‘black box’ recorder that can be played back to show what it has seen and done(most users regularly check, then erase and reset this system). Typically records up to 48 hours of real time telemetry.
*Radar Detector---Detects the radiation associated with radar systems. 80% efficiency.
*Explosives Detector---Sniffs out explosives. 12 ft range.
*360 Degree Rotation Waist Joint---The Shadowbots’ upper torsos can spin around a full 360 degrees.
*Locking Leg and Arm Joints----The limbs of the Shadowbot can lock in place, making it that much more difficult to dislodge the robots from a position or a grip.
*Sound Suppression System---Similar to that deployed by Japan’s Ninja’Borgs, but developed independently from data on pre-Rifts workplace sound suppression systems. A combination of acoustic baffles and active ‘white noise’ generators renders the ‘bot completely silent at speeds of 10 of less.
*Molecular Adhesion Pads(Hands and Feet)---Allows the ‘bot to climb and cling like an insect.
*Self Destruct---1d6x10 MD to a 10 ft blast radius
Weapons Systems:
1) Retractable Wrist VibroBlades/Claws(2)---Can extend three claws from each forearm. PS is also experimenting with knockoff Naruni-style ‘ripper’ blades doing 3d6 MD.
Range: Melee
Damage: 2d6 MD
2) Laser Finger Blasters(4) Two fingers on each hand sport a small laser finger-blaster behind the knuckles. Just point and shoot.
Range: 300 ft
Damage: 1d4 MD per blast. 2d4 MD for a double-finger blast.
Rate of Fire: ECHH
Payload: Effectively Unlimited
Hand to Hand Combat:
Actions/Attacks per Melee: 7
Initiative:+3
Strike: +7
+3 Strike w/ ranged weapons
+4 Strike w/ Vibro-Blades/Knife/Sword
Parry: +9
+6 Parry w/ Vibro-Blades/Knife/Sword
Dodge: +8, +9 while running
Roll:+2
Pull Punch:+2
Disarm +2
Damage:
Restrained Punch 6d6 SDC
Full Strength Punch 1d4 MD
Power Punch(2 attacks) 2d4 MD
Kick 1d6 MD
Leap Kick(2 attacks) 2d6 MD
Programming:(Standard; some custom/mission-specific models may have different programming)
-Military: Basic
Climbing/Rappelling 98%/86%
Radio: Basic 98%
Math: Basic 98%
Read Sensory Instruments 98%
Land Navigation 94%
Parachuting 92%
Pilot: Jet Pack 92%
Pilot: Boat, Motor Type 86%
Military Etiquette 96%
W.P. Blunt(6th level)+3 strike/parry, +1 strike w/ thrown weapon
W.P. Knife +4 strike, +6 parry, +3 strike w/ thrown weapon
W.P. Paired Weapons
W.P. Energy Rifle +3 Strike
W.P. Heavy M.D. Weapons +3 Strike
Language:(all at 94%)
American-English
Spanish
Dragonese
Euro
Techno-Can
Sign Language(Special) Ninja-Bots are programmed with nonverbal tactical sign language for communicating when audio and EM stealth is a necessity.
Can identify common North American factions, equipment, insignia, and protocols(including Coalition and Triax), common Western Hemisphere monsters, demons, aliens, and d-bees.
-Military: Intelligence
Camouflage 80%
Detect Ambush 75%
Detect Concealment 68%
Intelligence 90%
Land Navigation 96%
Tracking(people) 80%
-Military: Strike Force
Basic Electronics 90%
Basic Mechanics 92%
Computer Operation 96%
Demolitions 94%
Demolitions Disposal 92%
Demolitions: Underwater 90%
Parachuting 92%
Prowl 70%
Trap/Mine Detection 85%
-Physical
Acrobatics 85%
Boxing
-Weapons Proficiencies: Ancient
W.P. Chain +2 strike, +1 parry
W.P. Sword +4 strike, +6 parry, +1 strike w/ thrown weapon
W.P. Staff +2 strike, +2 parry, +1 strike w/ thrown weapon
W.P. Targeting +2 strike
W.P. Grappling Hook +2 strike/entangle
-Weapons Proficiencies:
W.P. Pistol +3 Strike
W.P. Rifle +3 Strike
W.P. Energy Pistol +3 Strike
W.P. Submachine Gun +3 Strike
Options:
*Outer Covering:
a) Variable Camouflage ----Reverse-engineered from Naruni hardware. +5% Prowl, enemy is -20% to Detect Ambush/Concealment
Cost: 50,000 credits
b) Kinetic Absorption ---Similar in composition to the PS LVEBA-09 ‘Copslick’ Kinetic Armor. ---Reduces damage from punches, kicks, falls, impact damage, and concussive explosions by 1/2. Reduce damage from crashes by HALF.
*Chemical Protection----Reduces damage from acids and corrosives by 1/4
*Thermal Protection---Reduces damage from fire and heat by 1/4
Cost: 12,000 credits
c) Thermal Kinetic----Reverse-engineered from Naruni hardware. MDC heat does HALF damage, kinetic projectile and shockwave strikes do HALF damage, and the ‘bot has only a 25% chance of showing up on thermal imaging systems.
Cost: 20,000 credits
d) Blurr---Bonuses: The faster the wearer moves, the greater the distortion; at speeds of 3 or less, no bonus, 4-10; -1 to strike the wearer, 10-16; -2 to strike, 16-22; -3 to strike, 23 or greater, -4 to strike
Cost: 10,000 credits
e)Thermal-Stealth---Breaks up the Infrared/Thermographic signature of the ‘bot. Infrared and Thermographic sensors are -20% to detect the ‘bot.
Cost: 10,000 credits
*Jump Rods---PS’s ‘Super-tech’ jump-enhancement technology. Very popular as an enhancement for the Shadowbot.
Effects: Allows leaps of (Robotic) P.S. x25 ft across, half that vertically. Allows for jumps down of TWICE horizontal distance.
Cost: 500,000 credits
*-PPE Sensor---Thanks to advanced microchip engineering expertise, PS has managed to get the size of the system down to compact enough to fit into a head sensor module. The sensor has a 200 ft range(out to 400 ft with 50% error in determination), 60-degree arc, and can detect invisible entities. Other penalties similar to the Japanese SNARLS system(on which it is based.....see Rifts: Japan, pg. 116).
Cost: 16,000 credits
*Shuriken Thrower---This is a scaled-down version of the larger PS-DL-110 Razor-Frizzer( a copy of an imported Russian design), doing less damage at less range, but compact enough to be carried on the ‘bot’s forearm. The PS version uses ceramic and light alloy discs that, either by accident or deliberate design, give off a very audible high-pitched shrieking or buzzing noise when fired. PS has also been experimenting with explosive shuriken and poison/drug delivery stars.
Range: 1,000 ft
Damage: 1d4 single projectile, 1d4x10 MD per 10 rd burst/volley
Rate of Fire: EGCHH
Payload: 200 rd magazine
Cost: 40,000 credits
*Backpack Weapons Mount---This is a stealth fabric-sheathed backpack with an automated gun system that can fire over one shoulder, leaving the bot’s hands free. The system can be fitted with ONE of the following:
a) Pulse Laser
Range: 1,600 ft
Damage: 6d6 MD per triple blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 40,000 credits
b)Ion Blaster---Modified PSIP-2 ‘Smasher’ ion submachine gun
Range: 800 ft
Damage: 4d6 MD single shot
1d4x10 MD per three-shot burst
Rate of Fire: Standard
Payload: 30 shots short e-clip, 60 shots long-eclip
Effectively Unlimited linked to the robot’s powerplant
Cost: 12,000 credits
Options:
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. Note, however, that the weapon also suffers sharp ‘kickup’ giving it a -1 to strike, when fired single-handed; a foregrip for two-handed bracing is recommended(and provided as part of the kit). 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
c) Light Plasma Projector
Range: 1,300 ft
Damage: 5d6 MD per shot
Rate of Fire: ECHH
Payload: 10 shots standard e-clip, 18 shots long e-clip
Effectively Unlimited linked to the robot’s powerplant
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.
d) Light 7.62mm Machine Gun---Standard cyborg forearm weapon
Range: 2,000 ft
Damage:(SDC) 5d6 SDC per rd, 1d6x10 SDC per 10 shot burst
(MD)2d4 MD per 10 rd burst per single gun
(PSX-1)1d4 MD per single rd, 1d4x10 MD per 10 rd burst
*Can be loaded with specialized ammunition types, such as silver or wood rounds.
Rate of Fire: Standard
Payload: 300 rds
Cost: 9,000 credits
e)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 in-going 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: 9,000 credits
f) Light 23mm Grenade Launcher
Range: 280 ft
Damage: (High Explosive)2d4 MD to a 10 ft area
A 5 rd burst does 1d4x10 MD to an 15 ft area
(Incendiary)---A slug of thermal gel that does 1d6 MD to a 12 ft splash, and an additional 1d4 MD per melee for 1d6 melees
(Flare) Burns with blinding incandescence for 1d6 melees, each round brightly illuminating an area roughly 100 ft in radius. These are NOT parachute flares, but fall normally.
Rate of Fire: ECHH; single shot or 5 round burst
Payload: 10 shot clip, or a 25 shot drum
Cost: 9,000 credits. HE Shells cost 400 each, incendiary 450 each, and flare rounds 30 each.
g)Grapeshot Launcher---Another copy of a Russian weapon, this fires mini-rockets that shotgun-fragment.
Range: 4,000 ft
Damage: 1d6 single projectile, 3d6 MD per 3 rd burst/volley
at 3,500 ft, the rds go ‘grapeshot’, doing 3d6 MD(1 MD for a single shot) in a 12 ft wide area.
(Incendiary “Hot-Grape” Version)---Do an additional +2 MD per rd, and 1 MD of damage for 1d4 melees as the flare portion burns down.
Rate of Fire: EGCHH
Payload: 100 rd magazine
Cost: 10,000 credits
h) MIcro-Missile Launcher----The Shadowbot can carry a micro-missile launch cassette on its back.
Range: Varies by micro-missile type
Pattern-1A 5,700 ft
Pattern-1B 6,000 ft
Pattern-1C 6,000 ft
Pattern-1D 7,000 ft
Pattern-1E 7,500 ft
Damage: Varies by micro-missile type
Pattern-1A---1d4 MD to 2 ft blast radius
Pattern-1B---1d6 MD to 5 ft blast radius
Pattern-1C---4d6 MD to 4 ft blast radius, or 1d4 MD to a 10 ft blast radius in fragmentation mode
Pattern-1D----6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
Pattern-1E---1d4x10 MD to 3 ft blast radius
Rate of Fire: Volleys of 1-25(all)
Payload: 25
Bonuses:
Pattern-1A (None) Spin-Stabilized
Pattern-1B (None) Gyro-Compass Chip
Pattern-1C (+1 to strike, in addition to W.P. Heavy bonuses. The Pattern-1C can also be set to be a ‘beam rider’, following a laser illuminator ‘painted’ on the target for an extra +2 to strike. However, this requires expenditure of an extra attack per melee on the part of the gunner to keep the laser illuminator on target) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip.
Pattern-1D (+2 to strike, in addition to W.P. Heavy bonuses. Like the Pattern-1C, the Pattern-1D can ‘beam-ride’...again, this requires the gunner to maintain target-lock at the cost of an additional APM, but the -1D is better able to remain on target if the lock is broken. Furthermore, the missile can be keyed to lock on to the laser illuminator of other gunners...done with a predetermined key-chip...allowing squadmates to ‘paint’ targets for fellow soldiers with micro-missile launchers). Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip.
Pattern-1E(+4 to strike, in addition to W.P. Heavy bonuses, Same ‘beamrider’ capability as with Pattern-1D. ) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
The Shadowbot carries the latest and most advanced guidance software and hardware package for the Pattern-1E micromissiles; so the following bonuses ALSO apply:
The Micro-Missile Launcher is +3 to strike on a called shot at distances of less than 1000 ft, +2 to strike at distances of 1000-2000 ft, and +1 to strike up to 3,000 ft. That’s in addition to WP and skill bonuses(that’s +6 to strike on a called shot!)
Plus, the missile can be ‘wriggled’ in its flight course up to 270 degrees(so you can’t shoot yourself) so if the gunner has enough information on the flight path, they can fire the missile, direct it to make a 90-degree turn around a corner, then make another 30 degree turn to clear a wall, then angle 80 degrees down to nail its target from above!
It can also follow a moving target, once it’s been locked on target, so dodging one of these is that much more difficult...
i) Flame-thrower---Not really a ‘ninja’ weapon, but good for anti-material raids, vermin extermination, and arson.
Range: 250 ft for napalm gels
Damage:
(Wellington plasma napalm) 3d6 MD burst
(MD Gel)4D6 MD Upon contact, burning for 1D6 rounds doing 2D6 MD per round. Anything that the gel touches also starts on fire. Any combustible materials within touching distance, clothes, brush, etc. also ignite.
Rate of Fire: Standard
Payload: Enough fuel for 5-10 blasts
Special Features: *Multi-Fuel Capacity
Cost: 8,000 credits
j)Chemical Sprayer---A powered ‘pepper sprayer’ used to dispense instant smoke screens or aerosol antipersonnel agents.
Range: 80 ft and typically covers a 10 ft wide area. depending on local wind/air conditions.
Damage: Varies by chemical used
Rate of Fire: Standard
Payload: Enough liquid for 20 blasts
Cost: 500 credits
k) Stun Blaster----Copied from the Japanese AT-23 Stun Rifle:
Range: 800 ft
Damage:(Setting One) ‘Soft’ setting; used against children, weak, elderly, sickly. 1d6 SDC.
(Setting Two) Moderate: 2d6 SDC. Teens, adult in poor to average condition, small to medium-sized animals.
(Setting Three) Heavy; 3d6 SDC. Adults in good condition
(Setting Four) Extreme; 6d6 SDC, recommended against Juicers, Crazies, large animals.
(Setting Five) Maximum power, anti-Juicer: 1d6 MD, crazies, partial/full-con cyborgs, and non-humans.
Each setting , the target must save versus non-lethal poison(16 or better; children and small animals need an 18 or better). On a successful save, the target is -1 APM from the jolt, plus takes damage. On an UNsuccessful save, they are -9 to initiative, -7 strike/parry/dodge, and reduce Speed, APMs, and skill performance by HALF. Duration of stun is 2d4 melee rounds, and duration is cumulative with successive hits. There is also a 15% cumulative chance per additional strike of being rendered unconscious for 1d4 minutes.
Being struck by a too low setting for one’s body type means the character suffers little or no effect(+4 to save per level below the appropriate setting). Being struck with a HIGHER setting runs the risk of a +15% chance per level above one’s recommended tolerance setting of being rendered unconscious, provided the target isn’t fatally electrocuted already.
Rate of Fire: Single shot, ECHH
Payload: Effectively Unlimited linked to the robot’s power supply
Cost: 25,000 credits
l) Freeze Gun----This weapon is capable of delivering a beam of energy that steals molecular motion away, or of spraying a supercold vapor.
Range: 200 ft
Spray Mode covers an 8 ft area
Damage: Has two modes; a straight-out pinpoint beam that does cell damage(6d6 SDC or 1d6 MD) , or a rapidly fanning spray-beam that freezes the air into a liquid(2d6 SDC), and can be used to encase targets in ice, or stun them with cold(Save versus lethal poison(14 or better) or lose 1 APM and all initiative, and HALF all hand to hand bonuses for 1d4 melees.
Rate of Fire: ECHH
Payload: 15 shots per e-clip
Cost: 25,000 credits
m) Strap Gun(from Aliens Unlimited)----This weapon fires a bundle of tough(megadamage) strips of plastic fabric soaked in a super-adhesive that wraps around a struck target, trapping them in an impromptu straitjacket.
Range: 150 ft
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). The straps can take about 25 MDC before giving way.
Note: A special solvent dissolves the "strap ball" within 1d4 melees.
Rate of Fire: ECHH
Payload: 25 rounds
Cost: 3,000 credits for the launcher, 100 credits per round.
n) Net Launcher
Range: 200 ft. Net covers a 6 ft area
Damage: Varies;
(Standard Net) Heavy high-tensile strength megadamage steel cable net; takes 2d4 melee actions/attacks to untangle self(half that for creatures with supernatural PS of 30 or higher)...in the meantime, the victim CANNOT strike or parry, is -2 to dodge, and reduce speed by 90%. The net has 30 MDC
(Slicer Net) As above, except that every melee the target spends struggling and trying to get out, they take 1d4 MD from the various hooks and razor-lines. In addition to usual penalties, takes an additional -2 to dodge from the pain.
(Shock Net)As above, except that each melee entangled, the target takes electrical shock damage. At mild current levels, this can be annoying and distracting, but can also stun the victim...higher levels of voltage can toast the entrapped target and damage them severely, if not kill them outright....
2d6 SDC per melee/shock pulse, plus beings must roll versus non-lethal poison(16 or better) or be stunned /knocked out for 1d4 melees. Cyborgs have a 40% chance of having their systems overloaded and being immobilized for 1d4 melees, plus a 40% chance of electrical systems/accessories such as sensors or weapons knocked out for 1d4+2 melees. Power Armor fare somewhat better, having only a 10% chance of losing electrical systems or peripherals for 1d4 melees.
(Drug Net)As above, except that the net has microcapsules that break with any struggle, releasing a skin-contact/aerosol drug--Unless the victim has complete environmental protection(sealed off from contamination), they must roll each melee they are entangled against non-lethal toxin, or find themselves succumbing to chemical lethargy; cumulative -20% chance of falling unconscious(for 2d4 minutes), -1 to initiative, -2 Dodge, Strike, Parry, and Roll, -1 APM (in addition to entanglement penalties).
(Thermite Net) A nasty variant, based on designs brought back from South America(See Rifts South America 2). Same as above, but bursts into flame, doing 4d6 MD for 1d6 melees
Rate of Fire: Single shot
Payload: 10 shots
Cost: 3,000 credits for the launcher, 100 credits per standard net, 200 credits for slicer nets, 400 credits for shock/drug nets, 600 credits for thermite nets.
o) Sensor Jammer--Pumped-up version of those installed in Juicer armor; 15% chance of being detected by thermal, motion, and radar detectors. Missiles are -2 to strike. Also jams radios in the immediate vicinity of the ‘bot, civilian band communications with 90% effectiveness, and military comms with 70% effectiveness, over a 300 ft radius.. Casing has 30 MDC.
Cost: 42,000 credits
p) Mine Dispenser---This backpack dispenses sensor-triggered explosive devices identical to airdropped bomblet munitions.
Damage: (AP Grenade) 4d6 MD to 8 ft area
(Chemical Grenade) Varies by chemical type and atmospheric conditions. A chemical grenade will generally generate a cloud of aerosol 15 ft in radius.
(HE Shell) 5d6 MD to 20 ft area
(Fragmentation Mine) 4d6 MD to 12 ft area
(Incendiary Bomb) Does 4d6 MD to 40 ft area, does an additional 2d6 MD for 1d6 melees, and 1d6 MD per melee for an additional 2d4 melees
Payload: 30 AP/chemical/frag/incendiary mines, or 10 HE shells.
(aka ‘Sogbot, ‘Ninja-Bot’, ‘Ninbot’, ‘Shinobot’)
http://i408.photobucket.com/albums/pp164/taalismn/img378_zps980ae86e.jpg
“If nothing else, if we mass-produce these things, we can corner the market on faceless ninja mooks.”
“Isn’t setting these things loose on our competitors... well, doesn’t it go against the spirit of our company?”
“Given who some of our competitors are, sometimes we have to be bastards to do the work of angels.”
“It’s robot-NINJAS versus Horune PIRATES! And we get front row seats! Is this a great day or what?!”
“Oh dear...look what the ninjabots dragged back. How are we going to explain THIS one to the boss?”
The latest generation of Paladin Steel designers seem determined to outdo each other in sophisticated concepts and ‘elite’-class creations, and the researchers at PS Robotics are no exception. Apparently unwilling to let PS Biologics get away unchallenged with producing their super-powered Bio-Mods, PSBionics with its super-cyborgs, or even PS Heavy Machinery Assembly with its Shadowtanks, PSRbt has pulled out the stops with its latest generations of robotic creations.
Shadowbots are short, squat humanoids with a body build similar to a chimpanzee, with disproportionately long arms compared to their legs. The feet end in splayed two-toed tabi-like footpads for stealth. The head is an almost featureless hemisphere concealing sensors with a full 360-degree arc of perception. The whole body is clad in a dark wetsuit-like flexible skin, based on PS’s efforts to duplicate Naruni Enterprise’s Thermal-kinetic armor. Depending on the configuration, this outer layering can be variable camouflage, Thermal-kinetic, Blurr-Camou, or, if optical stealth is not a concern, kinetic-resist covering.
The AIs incorporated into the Shadowbots are nearly Neural Intelligences in sophistication, and indeed the development team wanted to use the new ‘synaptic chip’ technology and computer architecture created by the parallel Project D(which would yield up the VK-series androids), but both material constraints and administrative concerns about endowing autonomous intelligence on the Ninbots axed the proposal. However, the Shadowbots are still very intelligent and cunning within the parameters of their programmed missions, and while not great conversationalists, their terse vocal interfaces lend further to their image as ninjas.
The Shadowbot is not particularly fast or well-armored, but it is agile and skilled. While it is also light on integral weaponry(the space and power going to stealth systems and A.I. hardware), it is very effective with what weapons it does carry. It is not uncommon for it to use weapons scrounged from the battlefield and fallen enemies in order to sew confusion as to the identity of attackers.
New to PS/GNE’s inventory, Shadowbots are deployed on recon and raid missions, or as decoys and distraction units. They are also occasionally used as special couriers and bodyguards. It’s also rumored that Paladin Steel has used ninja-bots on occasion to eliminate irritating crime lords and other politicos that have interfered with PS/GNE operations.
Type: PS-R-SOG-04 Shadowbot
Class: Espionage/Special Operations Robot, Semi-Autonomous
Crew: Robotic AI
MDC/Armor by Location:
Main Body 120
Head 40
Arms(2) 40 each
Hands(2) 12 each
Legs(2) 50 each
Height: 5 ft
Width: 3 ft at shoulders
Length: 1.5 ft
Weight: 200 lbs
Cargo: Only what can be carried externally
Physical Strength: Equiv. Robotic P.S. of 25
P.P.24
Powerplant: Nuclear micro-cell w/ 5 year energy life
Speed:(Running) 45 MPH
(Leaping) 20 ft up/lengthwise from standing position, increase horizontal distance by 50% with a running start.
(Flying) Not Possible
(Underwater) Limited to running along the bottom at 5 MPH, maximum depth of 5,000 ft.
Market Cost: EXCLUSIVE to Paladin Steel; would cost 5.5 million credits or more per unit if offered for sale.
Systems of Note:
*Advanced Robot Audio w/ audio recorder
*Internal Radio----100 mile range
*Inaudible Frequency Transmission
*Advanced Robot Optics w/ IR, UV, thermo-imaging, low-light and telescopic
*Laser Targeting System (+1 to strike w/ range weapons out to 4,000 ft)
*Mini-Radar---3 mile range(rarely used, as its active emissions can be detected)
*Motion Detector---Effective range of 3,000 ft, but terrain, thick walls/structures, and radar jamming, can limit it to 60 ft or less. The 'tracker CAN see through smoke and thin walls/fences.
*External Surveillance System----All Shadowbots are fitted with a surveillance system and ‘black box’ recorder that can be played back to show what it has seen and done(most users regularly check, then erase and reset this system). Typically records up to 48 hours of real time telemetry.
*Radar Detector---Detects the radiation associated with radar systems. 80% efficiency.
*Explosives Detector---Sniffs out explosives. 12 ft range.
*360 Degree Rotation Waist Joint---The Shadowbots’ upper torsos can spin around a full 360 degrees.
*Locking Leg and Arm Joints----The limbs of the Shadowbot can lock in place, making it that much more difficult to dislodge the robots from a position or a grip.
*Sound Suppression System---Similar to that deployed by Japan’s Ninja’Borgs, but developed independently from data on pre-Rifts workplace sound suppression systems. A combination of acoustic baffles and active ‘white noise’ generators renders the ‘bot completely silent at speeds of 10 of less.
*Molecular Adhesion Pads(Hands and Feet)---Allows the ‘bot to climb and cling like an insect.
*Self Destruct---1d6x10 MD to a 10 ft blast radius
Weapons Systems:
1) Retractable Wrist VibroBlades/Claws(2)---Can extend three claws from each forearm. PS is also experimenting with knockoff Naruni-style ‘ripper’ blades doing 3d6 MD.
Range: Melee
Damage: 2d6 MD
2) Laser Finger Blasters(4) Two fingers on each hand sport a small laser finger-blaster behind the knuckles. Just point and shoot.
Range: 300 ft
Damage: 1d4 MD per blast. 2d4 MD for a double-finger blast.
Rate of Fire: ECHH
Payload: Effectively Unlimited
Hand to Hand Combat:
Actions/Attacks per Melee: 7
Initiative:+3
Strike: +7
+3 Strike w/ ranged weapons
+4 Strike w/ Vibro-Blades/Knife/Sword
Parry: +9
+6 Parry w/ Vibro-Blades/Knife/Sword
Dodge: +8, +9 while running
Roll:+2
Pull Punch:+2
Disarm +2
Damage:
Restrained Punch 6d6 SDC
Full Strength Punch 1d4 MD
Power Punch(2 attacks) 2d4 MD
Kick 1d6 MD
Leap Kick(2 attacks) 2d6 MD
Programming:(Standard; some custom/mission-specific models may have different programming)
-Military: Basic
Climbing/Rappelling 98%/86%
Radio: Basic 98%
Math: Basic 98%
Read Sensory Instruments 98%
Land Navigation 94%
Parachuting 92%
Pilot: Jet Pack 92%
Pilot: Boat, Motor Type 86%
Military Etiquette 96%
W.P. Blunt(6th level)+3 strike/parry, +1 strike w/ thrown weapon
W.P. Knife +4 strike, +6 parry, +3 strike w/ thrown weapon
W.P. Paired Weapons
W.P. Energy Rifle +3 Strike
W.P. Heavy M.D. Weapons +3 Strike
Language:(all at 94%)
American-English
Spanish
Dragonese
Euro
Techno-Can
Sign Language(Special) Ninja-Bots are programmed with nonverbal tactical sign language for communicating when audio and EM stealth is a necessity.
Can identify common North American factions, equipment, insignia, and protocols(including Coalition and Triax), common Western Hemisphere monsters, demons, aliens, and d-bees.
-Military: Intelligence
Camouflage 80%
Detect Ambush 75%
Detect Concealment 68%
Intelligence 90%
Land Navigation 96%
Tracking(people) 80%
-Military: Strike Force
Basic Electronics 90%
Basic Mechanics 92%
Computer Operation 96%
Demolitions 94%
Demolitions Disposal 92%
Demolitions: Underwater 90%
Parachuting 92%
Prowl 70%
Trap/Mine Detection 85%
-Physical
Acrobatics 85%
Boxing
-Weapons Proficiencies: Ancient
W.P. Chain +2 strike, +1 parry
W.P. Sword +4 strike, +6 parry, +1 strike w/ thrown weapon
W.P. Staff +2 strike, +2 parry, +1 strike w/ thrown weapon
W.P. Targeting +2 strike
W.P. Grappling Hook +2 strike/entangle
-Weapons Proficiencies:
W.P. Pistol +3 Strike
W.P. Rifle +3 Strike
W.P. Energy Pistol +3 Strike
W.P. Submachine Gun +3 Strike
Options:
*Outer Covering:
a) Variable Camouflage ----Reverse-engineered from Naruni hardware. +5% Prowl, enemy is -20% to Detect Ambush/Concealment
Cost: 50,000 credits
b) Kinetic Absorption ---Similar in composition to the PS LVEBA-09 ‘Copslick’ Kinetic Armor. ---Reduces damage from punches, kicks, falls, impact damage, and concussive explosions by 1/2. Reduce damage from crashes by HALF.
*Chemical Protection----Reduces damage from acids and corrosives by 1/4
*Thermal Protection---Reduces damage from fire and heat by 1/4
Cost: 12,000 credits
c) Thermal Kinetic----Reverse-engineered from Naruni hardware. MDC heat does HALF damage, kinetic projectile and shockwave strikes do HALF damage, and the ‘bot has only a 25% chance of showing up on thermal imaging systems.
Cost: 20,000 credits
d) Blurr---Bonuses: The faster the wearer moves, the greater the distortion; at speeds of 3 or less, no bonus, 4-10; -1 to strike the wearer, 10-16; -2 to strike, 16-22; -3 to strike, 23 or greater, -4 to strike
Cost: 10,000 credits
e)Thermal-Stealth---Breaks up the Infrared/Thermographic signature of the ‘bot. Infrared and Thermographic sensors are -20% to detect the ‘bot.
Cost: 10,000 credits
*Jump Rods---PS’s ‘Super-tech’ jump-enhancement technology. Very popular as an enhancement for the Shadowbot.
Effects: Allows leaps of (Robotic) P.S. x25 ft across, half that vertically. Allows for jumps down of TWICE horizontal distance.
Cost: 500,000 credits
*-PPE Sensor---Thanks to advanced microchip engineering expertise, PS has managed to get the size of the system down to compact enough to fit into a head sensor module. The sensor has a 200 ft range(out to 400 ft with 50% error in determination), 60-degree arc, and can detect invisible entities. Other penalties similar to the Japanese SNARLS system(on which it is based.....see Rifts: Japan, pg. 116).
Cost: 16,000 credits
*Shuriken Thrower---This is a scaled-down version of the larger PS-DL-110 Razor-Frizzer( a copy of an imported Russian design), doing less damage at less range, but compact enough to be carried on the ‘bot’s forearm. The PS version uses ceramic and light alloy discs that, either by accident or deliberate design, give off a very audible high-pitched shrieking or buzzing noise when fired. PS has also been experimenting with explosive shuriken and poison/drug delivery stars.
Range: 1,000 ft
Damage: 1d4 single projectile, 1d4x10 MD per 10 rd burst/volley
Rate of Fire: EGCHH
Payload: 200 rd magazine
Cost: 40,000 credits
*Backpack Weapons Mount---This is a stealth fabric-sheathed backpack with an automated gun system that can fire over one shoulder, leaving the bot’s hands free. The system can be fitted with ONE of the following:
a) Pulse Laser
Range: 1,600 ft
Damage: 6d6 MD per triple blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 40,000 credits
b)Ion Blaster---Modified PSIP-2 ‘Smasher’ ion submachine gun
Range: 800 ft
Damage: 4d6 MD single shot
1d4x10 MD per three-shot burst
Rate of Fire: Standard
Payload: 30 shots short e-clip, 60 shots long-eclip
Effectively Unlimited linked to the robot’s powerplant
Cost: 12,000 credits
Options:
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. Note, however, that the weapon also suffers sharp ‘kickup’ giving it a -1 to strike, when fired single-handed; a foregrip for two-handed bracing is recommended(and provided as part of the kit). 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
c) Light Plasma Projector
Range: 1,300 ft
Damage: 5d6 MD per shot
Rate of Fire: ECHH
Payload: 10 shots standard e-clip, 18 shots long e-clip
Effectively Unlimited linked to the robot’s powerplant
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.
d) Light 7.62mm Machine Gun---Standard cyborg forearm weapon
Range: 2,000 ft
Damage:(SDC) 5d6 SDC per rd, 1d6x10 SDC per 10 shot burst
(MD)2d4 MD per 10 rd burst per single gun
(PSX-1)1d4 MD per single rd, 1d4x10 MD per 10 rd burst
*Can be loaded with specialized ammunition types, such as silver or wood rounds.
Rate of Fire: Standard
Payload: 300 rds
Cost: 9,000 credits
e)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 in-going 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: 9,000 credits
f) Light 23mm Grenade Launcher
Range: 280 ft
Damage: (High Explosive)2d4 MD to a 10 ft area
A 5 rd burst does 1d4x10 MD to an 15 ft area
(Incendiary)---A slug of thermal gel that does 1d6 MD to a 12 ft splash, and an additional 1d4 MD per melee for 1d6 melees
(Flare) Burns with blinding incandescence for 1d6 melees, each round brightly illuminating an area roughly 100 ft in radius. These are NOT parachute flares, but fall normally.
Rate of Fire: ECHH; single shot or 5 round burst
Payload: 10 shot clip, or a 25 shot drum
Cost: 9,000 credits. HE Shells cost 400 each, incendiary 450 each, and flare rounds 30 each.
g)Grapeshot Launcher---Another copy of a Russian weapon, this fires mini-rockets that shotgun-fragment.
Range: 4,000 ft
Damage: 1d6 single projectile, 3d6 MD per 3 rd burst/volley
at 3,500 ft, the rds go ‘grapeshot’, doing 3d6 MD(1 MD for a single shot) in a 12 ft wide area.
(Incendiary “Hot-Grape” Version)---Do an additional +2 MD per rd, and 1 MD of damage for 1d4 melees as the flare portion burns down.
Rate of Fire: EGCHH
Payload: 100 rd magazine
Cost: 10,000 credits
h) MIcro-Missile Launcher----The Shadowbot can carry a micro-missile launch cassette on its back.
Range: Varies by micro-missile type
Pattern-1A 5,700 ft
Pattern-1B 6,000 ft
Pattern-1C 6,000 ft
Pattern-1D 7,000 ft
Pattern-1E 7,500 ft
Damage: Varies by micro-missile type
Pattern-1A---1d4 MD to 2 ft blast radius
Pattern-1B---1d6 MD to 5 ft blast radius
Pattern-1C---4d6 MD to 4 ft blast radius, or 1d4 MD to a 10 ft blast radius in fragmentation mode
Pattern-1D----6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
Pattern-1E---1d4x10 MD to 3 ft blast radius
Rate of Fire: Volleys of 1-25(all)
Payload: 25
Bonuses:
Pattern-1A (None) Spin-Stabilized
Pattern-1B (None) Gyro-Compass Chip
Pattern-1C (+1 to strike, in addition to W.P. Heavy bonuses. The Pattern-1C can also be set to be a ‘beam rider’, following a laser illuminator ‘painted’ on the target for an extra +2 to strike. However, this requires expenditure of an extra attack per melee on the part of the gunner to keep the laser illuminator on target) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip.
Pattern-1D (+2 to strike, in addition to W.P. Heavy bonuses. Like the Pattern-1C, the Pattern-1D can ‘beam-ride’...again, this requires the gunner to maintain target-lock at the cost of an additional APM, but the -1D is better able to remain on target if the lock is broken. Furthermore, the missile can be keyed to lock on to the laser illuminator of other gunners...done with a predetermined key-chip...allowing squadmates to ‘paint’ targets for fellow soldiers with micro-missile launchers). Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip.
Pattern-1E(+4 to strike, in addition to W.P. Heavy bonuses, Same ‘beamrider’ capability as with Pattern-1D. ) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
The Shadowbot carries the latest and most advanced guidance software and hardware package for the Pattern-1E micromissiles; so the following bonuses ALSO apply:
The Micro-Missile Launcher is +3 to strike on a called shot at distances of less than 1000 ft, +2 to strike at distances of 1000-2000 ft, and +1 to strike up to 3,000 ft. That’s in addition to WP and skill bonuses(that’s +6 to strike on a called shot!)
Plus, the missile can be ‘wriggled’ in its flight course up to 270 degrees(so you can’t shoot yourself) so if the gunner has enough information on the flight path, they can fire the missile, direct it to make a 90-degree turn around a corner, then make another 30 degree turn to clear a wall, then angle 80 degrees down to nail its target from above!
It can also follow a moving target, once it’s been locked on target, so dodging one of these is that much more difficult...
i) Flame-thrower---Not really a ‘ninja’ weapon, but good for anti-material raids, vermin extermination, and arson.
Range: 250 ft for napalm gels
Damage:
(Wellington plasma napalm) 3d6 MD burst
(MD Gel)4D6 MD Upon contact, burning for 1D6 rounds doing 2D6 MD per round. Anything that the gel touches also starts on fire. Any combustible materials within touching distance, clothes, brush, etc. also ignite.
Rate of Fire: Standard
Payload: Enough fuel for 5-10 blasts
Special Features: *Multi-Fuel Capacity
Cost: 8,000 credits
j)Chemical Sprayer---A powered ‘pepper sprayer’ used to dispense instant smoke screens or aerosol antipersonnel agents.
Range: 80 ft and typically covers a 10 ft wide area. depending on local wind/air conditions.
Damage: Varies by chemical used
Rate of Fire: Standard
Payload: Enough liquid for 20 blasts
Cost: 500 credits
k) Stun Blaster----Copied from the Japanese AT-23 Stun Rifle:
Range: 800 ft
Damage:(Setting One) ‘Soft’ setting; used against children, weak, elderly, sickly. 1d6 SDC.
(Setting Two) Moderate: 2d6 SDC. Teens, adult in poor to average condition, small to medium-sized animals.
(Setting Three) Heavy; 3d6 SDC. Adults in good condition
(Setting Four) Extreme; 6d6 SDC, recommended against Juicers, Crazies, large animals.
(Setting Five) Maximum power, anti-Juicer: 1d6 MD, crazies, partial/full-con cyborgs, and non-humans.
Each setting , the target must save versus non-lethal poison(16 or better; children and small animals need an 18 or better). On a successful save, the target is -1 APM from the jolt, plus takes damage. On an UNsuccessful save, they are -9 to initiative, -7 strike/parry/dodge, and reduce Speed, APMs, and skill performance by HALF. Duration of stun is 2d4 melee rounds, and duration is cumulative with successive hits. There is also a 15% cumulative chance per additional strike of being rendered unconscious for 1d4 minutes.
Being struck by a too low setting for one’s body type means the character suffers little or no effect(+4 to save per level below the appropriate setting). Being struck with a HIGHER setting runs the risk of a +15% chance per level above one’s recommended tolerance setting of being rendered unconscious, provided the target isn’t fatally electrocuted already.
Rate of Fire: Single shot, ECHH
Payload: Effectively Unlimited linked to the robot’s power supply
Cost: 25,000 credits
l) Freeze Gun----This weapon is capable of delivering a beam of energy that steals molecular motion away, or of spraying a supercold vapor.
Range: 200 ft
Spray Mode covers an 8 ft area
Damage: Has two modes; a straight-out pinpoint beam that does cell damage(6d6 SDC or 1d6 MD) , or a rapidly fanning spray-beam that freezes the air into a liquid(2d6 SDC), and can be used to encase targets in ice, or stun them with cold(Save versus lethal poison(14 or better) or lose 1 APM and all initiative, and HALF all hand to hand bonuses for 1d4 melees.
Rate of Fire: ECHH
Payload: 15 shots per e-clip
Cost: 25,000 credits
m) Strap Gun(from Aliens Unlimited)----This weapon fires a bundle of tough(megadamage) strips of plastic fabric soaked in a super-adhesive that wraps around a struck target, trapping them in an impromptu straitjacket.
Range: 150 ft
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). The straps can take about 25 MDC before giving way.
Note: A special solvent dissolves the "strap ball" within 1d4 melees.
Rate of Fire: ECHH
Payload: 25 rounds
Cost: 3,000 credits for the launcher, 100 credits per round.
n) Net Launcher
Range: 200 ft. Net covers a 6 ft area
Damage: Varies;
(Standard Net) Heavy high-tensile strength megadamage steel cable net; takes 2d4 melee actions/attacks to untangle self(half that for creatures with supernatural PS of 30 or higher)...in the meantime, the victim CANNOT strike or parry, is -2 to dodge, and reduce speed by 90%. The net has 30 MDC
(Slicer Net) As above, except that every melee the target spends struggling and trying to get out, they take 1d4 MD from the various hooks and razor-lines. In addition to usual penalties, takes an additional -2 to dodge from the pain.
(Shock Net)As above, except that each melee entangled, the target takes electrical shock damage. At mild current levels, this can be annoying and distracting, but can also stun the victim...higher levels of voltage can toast the entrapped target and damage them severely, if not kill them outright....
2d6 SDC per melee/shock pulse, plus beings must roll versus non-lethal poison(16 or better) or be stunned /knocked out for 1d4 melees. Cyborgs have a 40% chance of having their systems overloaded and being immobilized for 1d4 melees, plus a 40% chance of electrical systems/accessories such as sensors or weapons knocked out for 1d4+2 melees. Power Armor fare somewhat better, having only a 10% chance of losing electrical systems or peripherals for 1d4 melees.
(Drug Net)As above, except that the net has microcapsules that break with any struggle, releasing a skin-contact/aerosol drug--Unless the victim has complete environmental protection(sealed off from contamination), they must roll each melee they are entangled against non-lethal toxin, or find themselves succumbing to chemical lethargy; cumulative -20% chance of falling unconscious(for 2d4 minutes), -1 to initiative, -2 Dodge, Strike, Parry, and Roll, -1 APM (in addition to entanglement penalties).
(Thermite Net) A nasty variant, based on designs brought back from South America(See Rifts South America 2). Same as above, but bursts into flame, doing 4d6 MD for 1d6 melees
Rate of Fire: Single shot
Payload: 10 shots
Cost: 3,000 credits for the launcher, 100 credits per standard net, 200 credits for slicer nets, 400 credits for shock/drug nets, 600 credits for thermite nets.
o) Sensor Jammer--Pumped-up version of those installed in Juicer armor; 15% chance of being detected by thermal, motion, and radar detectors. Missiles are -2 to strike. Also jams radios in the immediate vicinity of the ‘bot, civilian band communications with 90% effectiveness, and military comms with 70% effectiveness, over a 300 ft radius.. Casing has 30 MDC.
Cost: 42,000 credits
p) Mine Dispenser---This backpack dispenses sensor-triggered explosive devices identical to airdropped bomblet munitions.
Damage: (AP Grenade) 4d6 MD to 8 ft area
(Chemical Grenade) Varies by chemical type and atmospheric conditions. A chemical grenade will generally generate a cloud of aerosol 15 ft in radius.
(HE Shell) 5d6 MD to 20 ft area
(Fragmentation Mine) 4d6 MD to 12 ft area
(Incendiary Bomb) Does 4d6 MD to 40 ft area, does an additional 2d6 MD for 1d6 melees, and 1d6 MD per melee for an additional 2d4 melees
Payload: 30 AP/chemical/frag/incendiary mines, or 10 HE shells.
-------------
"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
------------
"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
------------
- taalismn
- Priest
- Posts: 49558
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
OBLIQUE NARCISSUS Augmentation Package:
(aka ‘Death-cop’, ‘Super-Fuzz’)
(Based on Heroes Unlimited SuperSoldier)
(PU2 budget of 7 million per operative)
“So, Zan, you got a bad vibe off a bunch of guys coming in?”
“Yeah...they wandered over to this wing. I want to check it out for my own peace of mind.”
“That’s private rooms. Maybe they’re just visiting a sick friend?”
“I got BAD vibes off these guys, and the way they breezed in has me concerned. They didn’t seem to acknowledge the new security protocols.”
“Well, they may not be aware of the new contract changeover.”
“Either sloppy conduct on the old contract security or something’s up. Come on, let’s find these guys. At the least, we let them know they have to use the public entrances.”
“So...your bio-mod doesn’t freak you in a hospital? What with all the death going on in a place like this?”
“Oh, the necro-sense picks up on it, but most deaths in a hospital aren’t VIOLENT deaths. Most are sublime...natural. I wander down to the morgue however, and I start feeling antsy.”
“Heh...my danger sense doesn’t work like that. Must be strange, having an ability like that on all the time.”
“Took some getting used to, after the aug took. Not like growing up with a talent like yours. Okay, those guys came down here.”
“Hmmm, looks like this area’s off-limits for cleaning-”
“*$#!+...I’m picking up MAJOR violent death in there behind those doors...”
“And my danger sense just twanged! Lemme check something...no, nobody’s aware of a scheduled cleanup in there.”
*CLICK*ZING
“I smell something bad... I’m calling a Code Red.”
*CLICK*whirt*
“I’ll back you on this. Okay, continuous helmet feed. Dispatch has got us linked. Armor up, Zan. Weapons hot.”
The gangland hit team was MOST surprised when the two armored security officers came through the door, weapons already drawn and aimed, and not at all stunned by the bloodbath inside the private suite. They were even LESS happy about having their massacre interrupted by the arrival of even MORE unexpectedly well-armed and combat-ready rent-a-soldiers. Nobody had told THEM that some hospital pencil-pusher had made a mistake and hired COMPETENT security guards.
OBLIQUE NARCISSUS is a new bio-mod originally intended for law enforcement, but the incorporation of necrosensory abilities has made it a sought-after mod for HorrorHunters.
Cambridge Jungle gene-spinners and Paragon Progress genome-modellers worked to endow the bio-mod template with the ability to pick up on the psychic telltales of violent death, making the recipient a psychic ‘bloodhound’.
The other aspects of OBLIQUE NARCISSUS are general (and substantial) improvements in toughness, reflexes, and overall physical performance. A new form of improved subcutaneous armor toughens up the recipient, while increases in strength, speed, and overall health make for faster, more adroit, law enforcers(as one officer put it; “The best armor is not getting hit in the first place”). As an added benefit, the improvements in health also add to the overall charisma of the officer, a useful edge in public relations.
On Rifts Earth, the ability to sense the presence of death has proven less useful in its original intended capacity, pretty much most of the local population has seen combat(and attendant violent death). On more peaceful worlds, however, the ability has allowed OBLIQUE NARCISSUS-auged agents to keen mercenaries, terrorists, and murderers and pay them extra attention(even though twigging to the psychics’ senses is not in itself a crime or admissible as evidence in most legal systems). The ability to sense the Undead has become even more critical , though, allowing the OBLIQUE NARCISSUS-aug to detect zombies and vampires(especially as the latter are fond of infiltration).
Minor SuperAbilities:
*Sense Death(see HU Powers Unlimited, pg. 39)----The biomod can sense the aura of death and destruction about a person, thing, or location, as well as the general number killed. The sensor can also get a fair idea of a killer’s character; whether they enjoy killing and whether or not they have any remorse about the deed(s). Can also detect how recent blood has been spilled by the person(within 24 hours) and whether they are on their way to another killing. Range: 400 ft
The OBLIQUE NARCISSUS bio-mod can also sense Undead. able to discern vampires within 20 ft and with three or more minutes of contact. Sensing zombies and other Undead can be sensed within 400 ft.
Augments:
-Physical Transformation: +1d6 P.S.(and is considered Extraordinary), +1d4 P.E., +1d6 P.B., , +1d6 Spd, +2d6 Hit Points, +4d6 SDC
-Mind/Body Attunement: +1 APM. +2 initiative, +4 save versus Horror Factor, +1 save versus poison and disease, +2 save versus possession
-Increased Physical Agility & Dexterity: +1 APM, +2 initiative,, automatic dodge, paired weapons, +6% on skills requiring manuel dexterity.
-Cyber-Armor---OBLIQUE NARCISSUS represents the first operational deployment of PS’s implanted cyberarmor. Though not the equal of a CyberKnight’s armor(it doesn’t increase in protective value with time and experience) or the Chinese Demon Skin(it doesn’t self-repair itself), it still represents a major increase in protective capability for bio-mods. The subcutaneous protection also allows the recipient to make the most of their Extraordinary Strength upgrade without risk of taking injury to themselves. The cyber-armor has an A.R. of 16 and 20+2d6 MD(varies by individual coverage), affording protection primarily to the torso, spine, neck, head, arms and legs.
Total bonuses:
+2 APM
+4 initiative
-Automatic Dodge
-Paired Weapons
+1d6 P.S.(and is considered Extraordinary)
+1d4 P.E.
+1d6 P.B.
+1d6 Spd
+2d6 Hit Points
+4d6 SDC
20+2d6 MD
A.R. of 16
+4 save versus Horror Factor
+1 save versus poison and disease
+2 save versus possession
+6% on skills requiring manual dexterity
(aka ‘Death-cop’, ‘Super-Fuzz’)
(Based on Heroes Unlimited SuperSoldier)
(PU2 budget of 7 million per operative)
“So, Zan, you got a bad vibe off a bunch of guys coming in?”
“Yeah...they wandered over to this wing. I want to check it out for my own peace of mind.”
“That’s private rooms. Maybe they’re just visiting a sick friend?”
“I got BAD vibes off these guys, and the way they breezed in has me concerned. They didn’t seem to acknowledge the new security protocols.”
“Well, they may not be aware of the new contract changeover.”
“Either sloppy conduct on the old contract security or something’s up. Come on, let’s find these guys. At the least, we let them know they have to use the public entrances.”
“So...your bio-mod doesn’t freak you in a hospital? What with all the death going on in a place like this?”
“Oh, the necro-sense picks up on it, but most deaths in a hospital aren’t VIOLENT deaths. Most are sublime...natural. I wander down to the morgue however, and I start feeling antsy.”
“Heh...my danger sense doesn’t work like that. Must be strange, having an ability like that on all the time.”
“Took some getting used to, after the aug took. Not like growing up with a talent like yours. Okay, those guys came down here.”
“Hmmm, looks like this area’s off-limits for cleaning-”
“*$#!+...I’m picking up MAJOR violent death in there behind those doors...”
“And my danger sense just twanged! Lemme check something...no, nobody’s aware of a scheduled cleanup in there.”
*CLICK*ZING
“I smell something bad... I’m calling a Code Red.”
*CLICK*whirt*
“I’ll back you on this. Okay, continuous helmet feed. Dispatch has got us linked. Armor up, Zan. Weapons hot.”
The gangland hit team was MOST surprised when the two armored security officers came through the door, weapons already drawn and aimed, and not at all stunned by the bloodbath inside the private suite. They were even LESS happy about having their massacre interrupted by the arrival of even MORE unexpectedly well-armed and combat-ready rent-a-soldiers. Nobody had told THEM that some hospital pencil-pusher had made a mistake and hired COMPETENT security guards.
OBLIQUE NARCISSUS is a new bio-mod originally intended for law enforcement, but the incorporation of necrosensory abilities has made it a sought-after mod for HorrorHunters.
Cambridge Jungle gene-spinners and Paragon Progress genome-modellers worked to endow the bio-mod template with the ability to pick up on the psychic telltales of violent death, making the recipient a psychic ‘bloodhound’.
The other aspects of OBLIQUE NARCISSUS are general (and substantial) improvements in toughness, reflexes, and overall physical performance. A new form of improved subcutaneous armor toughens up the recipient, while increases in strength, speed, and overall health make for faster, more adroit, law enforcers(as one officer put it; “The best armor is not getting hit in the first place”). As an added benefit, the improvements in health also add to the overall charisma of the officer, a useful edge in public relations.
On Rifts Earth, the ability to sense the presence of death has proven less useful in its original intended capacity, pretty much most of the local population has seen combat(and attendant violent death). On more peaceful worlds, however, the ability has allowed OBLIQUE NARCISSUS-auged agents to keen mercenaries, terrorists, and murderers and pay them extra attention(even though twigging to the psychics’ senses is not in itself a crime or admissible as evidence in most legal systems). The ability to sense the Undead has become even more critical , though, allowing the OBLIQUE NARCISSUS-aug to detect zombies and vampires(especially as the latter are fond of infiltration).
Minor SuperAbilities:
*Sense Death(see HU Powers Unlimited, pg. 39)----The biomod can sense the aura of death and destruction about a person, thing, or location, as well as the general number killed. The sensor can also get a fair idea of a killer’s character; whether they enjoy killing and whether or not they have any remorse about the deed(s). Can also detect how recent blood has been spilled by the person(within 24 hours) and whether they are on their way to another killing. Range: 400 ft
The OBLIQUE NARCISSUS bio-mod can also sense Undead. able to discern vampires within 20 ft and with three or more minutes of contact. Sensing zombies and other Undead can be sensed within 400 ft.
Augments:
-Physical Transformation: +1d6 P.S.(and is considered Extraordinary), +1d4 P.E., +1d6 P.B., , +1d6 Spd, +2d6 Hit Points, +4d6 SDC
-Mind/Body Attunement: +1 APM. +2 initiative, +4 save versus Horror Factor, +1 save versus poison and disease, +2 save versus possession
-Increased Physical Agility & Dexterity: +1 APM, +2 initiative,, automatic dodge, paired weapons, +6% on skills requiring manuel dexterity.
-Cyber-Armor---OBLIQUE NARCISSUS represents the first operational deployment of PS’s implanted cyberarmor. Though not the equal of a CyberKnight’s armor(it doesn’t increase in protective value with time and experience) or the Chinese Demon Skin(it doesn’t self-repair itself), it still represents a major increase in protective capability for bio-mods. The subcutaneous protection also allows the recipient to make the most of their Extraordinary Strength upgrade without risk of taking injury to themselves. The cyber-armor has an A.R. of 16 and 20+2d6 MD(varies by individual coverage), affording protection primarily to the torso, spine, neck, head, arms and legs.
Total bonuses:
+2 APM
+4 initiative
-Automatic Dodge
-Paired Weapons
+1d6 P.S.(and is considered Extraordinary)
+1d4 P.E.
+1d6 P.B.
+1d6 Spd
+2d6 Hit Points
+4d6 SDC
20+2d6 MD
A.R. of 16
+4 save versus Horror Factor
+1 save versus poison and disease
+2 save versus possession
+6% on skills requiring manual dexterity
-------------
"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
------------
"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
------------
Re: Paladin Steel Storefront
Nice set of tools.
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...

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...

