Paladin Steel Storefront
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- taalismn
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Re: Paladin Steel Storefront
Paladin Steel PS-GMR-LAH19 “Zashaar” Light Hover Attack Vehicle
(aka ‘Draginhed’, ‘Dethbreather’)
“Copy the dragon in the ways of combat; be fast, be on the wing, be bold, and bite deep.”
“The Paladins got a thing for light fast units that punch hard. Maybe it’s good tactical sense, because anything slow-moving’s going to have soak up lots of fire, with nowhere to dodge. Or maybe it’s commercial sense; few smart folks are going to buy big ugly clunkers unless they’re loaded with credits, and hovervehicles are a lot cheaper than rolling fortresses. The looks on this thing confused us for a little while, but once you look beyond the aesthetics, it’s clearly a Paladin Steel design, with a lot in common with the other stablemates the company puts out.”
“Rumor is, the Paladins are now working on a robot vehicle shaped like a dragon’s body for the Zashaar to link up to so it really is the head. It’s sheer balderdash, of course...supposedly.....but honestly I wouldn’t put it past the Steel to at least CONSIDER the idea and do a few design studies. They HAVE done stranger stuff in the past.”
The “Zashaar” is a light, fast, hovercraft designed to the same exotic aesthetic as the Vyrmm Tyrannis Main Battle Tank and the Krenek Heavy Personnel Carrier, almost as an afterthought. The Zashaar seems intended to give the two slower-moving ground-crawling AFVs a lighter, faster, hover-skirmisher and scout to reconnoiter for them and provide flanking cover.
The Zashaar resembles a flying dragon’s head. It mounts a powerful sting in the form of a nose-mounted weapon, and secondary hardpoint-mounted ordnance. Each crew member sits in their own armored ‘bathtub’, for maximum protection. Fast and agile, the Zashaar uses its mobility to snipe and pick at an opponent’s vulnerable flanks, while highlighting them for other more heavily armed units or artillery.
The Zashaar first appeared with units deploying the Vyrmm Tyrannis and Krenek, confusing the matter of who were the new forces. It was only revealed later that the new vehicles were PS designs, and the units were PS/GNE affiliates.
Type: PS-GMR-LAH19 “Zashaar”
Class: Light Hover Attack Vehicle
Crew: Two. A third passenger can squeeze into the cargo compartment behind the crew, but conditions will be cramped and uncomfortable.
MDC/Armor by Location:
Main Body 240
Nose Gun Mount 70
Crew Compartments(2) 60 each
Main Thrusters(2) 100 each
Secondary Directional Thrusters(9) 10 each
Fins(4) 45 each
Height: 7 ft
Width: 8 ft
Length: 16 ft
Weight: 2.3 tons
Cargo: Small space behind/between the crew seats for a couple of backpacks and sidearms
Powerplant: Nuclear Fusion w/10 year energy life
Speed: (Flying) Hover to 270 MPH, maximum altitude of 7,000 ft
Market Cost: 4 million credits
Systems of Note:
Standard Power Armor Systems, plus:
*Mini-Radar--5 mile range
*Motion Detector--200 ft range
*Laser Illuminator-----6,000 ft range, Designates targets for laser-guided munnitions/weapons
*Laser targetting System(+1 to strike)
Weapons Systems:
1) Nose Gun---The Zashaar sports a modular nose mount for a main weapon.
a) Pulse Laser(PSMBL-5000B)
Range: 6,000 ft
Damage: 4d6 MD double blast, 1d4x10+8 MD quad blast, 1d6x10 MD full 5-shot blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 270,000 credits
b) Ion Cannon(PSIC-03 “Scheffer’ Ion Cannon)
Range: (Ion Bolt) 3,000 ft
(Spray Bolt)1,500 ft and affects a 15 ft wide area
Damage: (Ion Bolt) 1d6x10 MD per single bolt
(Spray Bolt) 4d6 MD to a 15 ft wide area
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage
Rate of Fire: Standard
Payload: 6 shots standard E-clip, 10 shot long e-clip, 50 shot e-canister.
Cost: 32,000 credits
c) PSIC-02 Infantry Ion Cannon
Range: 2,000 ft
Damage: 1d6x10 MD per bolt to primary target.
Furthermore, a secondary bolt will jump to 1d6 targets in the vicinity of the main target, starting with the nearest target(or the nearest metallic target) as long as they are within 6 ft(10 ft for metal targets) of the initial target/point of impact, then jumping to the next one until the ball lightning disipates. Secondary targets can attempt to dodge the energy ball as standard.
Secondary targets will take HALF damage(4d6 MD).
Does only 1/4 of the original damage if the secondary targets are non-metallic or grounded
Organic targets roll for Stun; save at 16 or better or be -8 to strike, dodge, parry, roll, and initiative, reduce APMs and Spd by HALF, for 2d4 melee rds. A successful save means lose only initiative and 1 APM for 1 melee round.
50% chance of knocking out unshielded electronics(or 1d4 subsystems like radio, electronic image amplification, cybernetic sensory implant, or the like) for 1d4 melees.
Beings susceptible to electricity take DOUBLE damage.
Rate of Fire: Standard
Payload: 6 shots standard E-clip, 10 shot long e-clip, 50 shot e-canister
Bonuses: +2 to strike metallic targets
Cost: 27,000 credits
d) Particle Beam Cannon(PS-AWD-DBPBC-2C)------Based on the Mechanoid Exterminator Double-Barreled Particle Beam Cannon. Improvements in material sciences and particle generation have reduced the weight of the original PS-AWD-DBPBC-2, allowing it to be more easily fitted to the Zashaar.
Range: 4,000 ft
Damage: 1d4x 10 MD single blast
2d4x10 MD double blast
Rate of Fire: EGCHH
Payload: Unlimited linked to nuclear power source
Cost: 3.8 million credits
e) Plasma Launcher---PSPPR-20 ‘Supernova’ Heavy Plasma Rifle
Range: (Plasma Shot)2,500 ft
(Plasma Scattershot) 900 ft
(Plasma Mini-Torpedo) 3,200 ft
Damage:(Plasma Shot) 1d6x10 MD
(Plasma Scattershot) 6d6 MD to 20 ft wide area
(Plasma Mini-Torpedo) 1d4x10 MD to 18 ft blast radius
Rate of Fire:(Plasma Shot) ECHH
(Plasma Scattershot) ECHH
(Plasma Mini-Torpedo) Twice per melee
Payload:(Plasma Shot) 5 shots per standard e-clip, 10 shots per long e-clip, 21 shots per e-canister, 36 shots per backpack battery-pack, and can also be hooked directly to a cyborg , robot, or vehicular powerplant.
(Plasma Scattershot) Same as for regular plasma bolts
(Plasma Mini-Torpedo) Takes 2 shots each
Bonuses:----
Special Features:
*“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).
Cost: A recharged cylinder of refined d-gas costs 800 credits(300 credits if the user can return a depleted gas cylinder at the time of purchase) and is good for 20 shots.
Cost: 92,000 credits
f) CT Plasma Cannon---PSPPR-9 TriBarrel ‘HeatWave’ Gatling Plasma Cannon
Range: 3,000 ft...Maximum range for a six-shot burst drops to 2,500 ft with a 6-ft wide ‘spread’, and for a twelve-shot burst to 2,000 ft with an eight-foot spread.
Damage: 5d6 MD per single blast, 2d4x10+10 MD per three-shot burst, 3d6x10 MD per six-shot burst(2d6x10 MD beyond 2,500 ft out to its maximum range), and a whopping 6d6x10 MD for a twelve-shot burst(4d6x10 MD beyond 2,000 ft out to its maximum range)
Rate of Fire: Single shot, three, six, or twelve shot bursts
Payload: 60 round box standard
Cost: 45,000 credits. Cadmium-telluride cartridges cost 45 credits each(but the price is expected to come down as production ramps up to meet demand)
g) EMVC-09 ‘MagWind’ ElectroMagnetic Vortex Cannon---One of the few specially developed weapons that debut on the Zashaar.
Range: (EM Bolt) 4,000 ft
(Vortice) 3,000 ft
Damage: (EM Bolt) (Variable) 4d6 SD, 1d6x10 SD, or 5d6 MD per shot
(Vortice) Same as for the bolt at the point of impact, plus HALF damage in a 7 ft radius, and an 88% chance of knock-down(lose 1 APM and Initiative) for beings of 350 lbs or less, 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees).
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Bonus: Laser targeting add +1 to strike. EM bolts are -6 to dodge, on top of that!
Cost: 64,000 credits
h) Sonic Cannon
Range:(Sonic Blast) 1,800 ft underwater, 600 ft in air
Damage::Wide Beam: 4d6 MD to a 30 ft area
Concentrated Beam: 1d4x10 MD per blast
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor.
Unprotected personnel must save versus non-lethal poison (16 or higher) or be stunned for 1d4 melee rds. People in sealed power armor save at an 8 or higher for the wide area blast, but make a standard save for the concentrated blast.
Sonar Blast----This is an enormous ‘belch’ of sonic cacophony that can blind sonar systems within range with a mass of ‘white noise’, knocking them out for 1d4 melees. Sonar and acoustic homing systems will lose target lock, and sonar-using creatures will be stunned and ‘blind’ for 1d4 minutes.
Vibration Blast---This takes up ALL attacks per melee to initiate and maintain, and consists of focusing a low powered beam on a sealed ship(submarines are ideal), and gradually inducing an ultra-low frequency vibration throughout its structure. While this doesn’t do any damage per say, it does affect the hearing and inner ears of crewmembers, causing creeping disorientation and increasing unsettledness, leading up to nausea. After one melee people with unprotected hearing(or uninsulated contact with the ship’s hull structure) will be -1 to strike, parry, and dodge, and -5% to skills(they become easily distracted). After two melees they are -2 to strike, parry, and dodge, -10% to skills, and are -10% to their sense of balance...and so on...People with protected hearing are immune to the effect, but beings with enhanced hearing are TWICE as susceptible to the effects.
This setting is most effective against vessels 60 ft long or smaller...larger vessels will take an extra full melee per 50 ft of length for this to work...or several cannon working in concert, to be effective.
Rate of Fire:(Sonic Blast) ECHH
Payload: Effectively Unlimited
Cost: 90,000 credits
i) PS-M136 Minigun
Range: 10,000 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst, 8d6x10 SDC per 20 rd burst, 1d4 MD per 40 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst, 2d10 MD per 20 rd burst, 1d4x10 MD per 40 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst, 2d6 MD per 20 rd burst, 4d6 MD per 40 rd burst.
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst, 2d4x10 MD per 20 rd burst, 4d4x10 MD per 40 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 6,000 rpm(or 1,500 rounds per melee)
Payload: 4,000-rd belt
Cost: 27,000 credits
j) .50cal. Machine Gun
Range: 10,000 ft
Damage:(SDC) 7d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst, 8d6x10 SDC per 20 rd burst, 1d4 MD per 40 rd burst.
(Ramjets) 1d4 MD single shot, 5d6 MD per 40 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst, 2d6 MD per 20 rd burst, 4d6 MD per 40 rd burst.
(PSX-2) 1d6 MD per rd, 1d6x10 MD per 10 rd burst, 2d6x10 MD per 20 rd burst, 4d6x10 MD per 40 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 6,000 rpm(or 1,500 rounds per melee)
Payload: 2,000-rd belt per gun
Cost: 8,000 credits per gun
k) Light 20mm Autocannon
Range: 4,000 ft
Damage:(20mm) 1d4 MD single shot
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 5 ft blast radius(single shot)
(PSX 20mm) 4d4 MD single shot
2d4x10 MD per 5 rd burst
4d4x10 MD per 10 rd burst
Airburst does 4d4 MD to 5 ft blast radius(single shot)
(Wood Rounds) 6d6 SDC single shot (1d4x10 HP to vampires)
2d4x10 SDC MD per 5 rd burst (2d4x10 HP to vampires)
6d6 MD per 10 rd burst (3d6x10 HP to vampires)
Rate of Fire: Standard
Payload: 200 rds
Cost: 30,000 credits
l) 23mm Arden Light Autocannon---The 23mm ‘Arden’ is a favorite because it has both range and damage comparable to heavier ramjet and rail cannon. The light cannon is often nicknamed the ‘Gimlet’ after the large hole-making tool used by carpenters. With high explosive shells, it can rival a tank gun at full auto.
Range: (Effective Range)2,000 meters (6,000 ft)
(Maximum Range)(-3 to strike)3,600 meters (roughly 10,000 ft)
Damage:(MD)(Fragmentation)1d6 MD to 7 ft radius
4d6 MD per 5 rd burst, 10 ft blast radius
2d4 x10 per 10 rd burst, 15 ft blast radius
(High Explosive) 3d6 MD single shot, 5 ft blast radius
1d4x10 per 5 rd burst, 8 ft blast radius
2d4 x10 per 10 rd burst, 12 ft blast radius
(Armor Piercing)4d6 MD single shot, no blast radius
2d4x10 per 5 rd burst, 1 ft blast radius
3d4 x10 per 10 rd burst, 2 ft blast radius
*Note that beyond the accurate range of 6,000 ft, AP rounds lose some of their effective penetrating power due to diminishing velocity; reduce damage by 20%
(Crowd Control rds)---Essentially an expanding plastic ‘flyswatter’ that delivers a bruising knockdown punch. Cut effective range to 200 ft. Does 2d4 SDC per rd, humans and human-sized D-Bees must roll a D20-5 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174). Human-sized light power armors(500-800 lbs) also roll on a D20, but are +2 to save versus knockdown
(Wood Rounds) 7d6 SDC single shot (1d4x10+5 HP to vampires), no blast radius
2d4x10+10 SDC per 5 rd burst (2d4x10+10 HP to vampires), 2 ft blast radius
6d6 MD per 10 rd burst (3d6x10+10 HP to vampires), 3 ft blast radius
Rate of Fire: Rated at 260 Rounds per minute...Can fire single shot, or in bursts of 3-10 rounds per melee( a 60-rd burst capability was tested, but it tended to wear out the gun barrel in two or three melees of continious fire).
Payload: The OCSW typically comes with two 37 round box-magazines(total of 74 rounds) or can be belt- or drum-fed.
Bonuses: From any sensor package fitted
Special Features:
*Air Burst ‘smart’ munition capability---Shells can be set to explode on contact or proxiimity fuze.
Cost: 8,000 credits
m) PS-RG-60 Heavy Rail Gun( a copy of an imported Russian design)
Range: 5,000 ft
Damage: 1d6x10 MD per 20 rd burst
Rate of Fire: EGCHH
Payload: 3,000 rd drum
Cost: 100,000 credits
n) 40mm Grenade Launcher
Range:7,000 ft
Damage: Fragmentation: 4d6 MD to 12 ft area, 2d6x10 MD to a 40 ft area for a 10 rd burst.
Armor-Piercing: 1d4x10 MD to 3 ft area, 3d6x10 MD to a 8 ft area for a 10 rd burst.
Rate of Fire: Standard
Payload: 300 rd drum each AGL
Special Features: None
Cost: 50,000 credits for the launcher
o) PS-RL-210 Fragmentation Rocket Launcher( a copy of an imported Russian design). Note that PS has also been experimenting with an incendiary variant using a magnesium mixture.
Range: 4,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
at 3,500 ft, the rds go ‘grapeshot’, doing 3d6 MD(1 MD for a single shot) in a 12 ft wide area.
(Incendiary “Hot-Grape” Version)---Do an additional +2 MD per rd, and 1 MD of damage for 1d4 melees as the flare portion burns down.
Rate of Fire: EGCHH
Payload: 1,000 rd drum
Cost: 100,000 credits
p) PS-DL-110 Razor-Frizzer( a copy of an imported Russian design). 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.
Range: 2,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
Rate of Fire: EGCHH
Payload: 2,000 rd drum
Cost: 80,000 credits
q) Flamer---’The Dragon’s Breath’
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: 20,000 credits.
r) ATHW02 Anti-Theron Heavy Projector
Range: 2,000 ft, and affects a 20 ft wide area. In focused mode, it has a 3,000 ft range, and a 5 ft spread.
Damage: Does 5d6 HP/MDC damage(modified effects based on what the creature is). In focused mode it does 6d6 HP/MDC.
Depending on how much PPE is present and how essential it is to an organism’s survival, damage varies:
Techno-Wizardry Devices(including TW generators), enchanted objects, rune weapons, and other magically-infused(but INANIMATE) objects are NOT affected and take no damage.
Non-magical beings. psychics, and ‘mundanes’ are unaffected and experience nothing aside from a slight tingling sensation, mild sunburn-like symptoms, and a passing feeling of nausea from a Disruptor strike.
Magic Users and other beings who have ‘learned’ or artificially acquired magical abilities(including tattoos and bioborg implants), but who can otherwise survive without magic present are affected, but the effects aren’t as dramatic. They do NOT get a save versus the disruption because all of their effort has gone into OPENING themselves to the supernatural and embracing their magical potential. They take normal damage as for the weapon’s damage rating.
Supernatural Creatures who possess some small measure of magical ability will suffer a greater degree of damage/injury. ...normal damage x1.5. Gargoyles, Brodkil, Lycanthropes, Shapeshifters(including Nightspawn), Possessees, Shifters, and Witches, are all examples of beings in this category. Note that if these beings were to possess bionics or other conditions that NEGATE their magical abilities(like Brodkil bionics) they lose this vulnerability, and are NOT affected, taking damage only as normal. These beings do NOT get a saving roll versus the PPE disruption.
‘High’ Supernatural Beings with a high level of, and reliance on, PPE will suffer greatly, taking DOUBLE damage. This includes Dragons, Angels, Demons, Splugorth, Faerie Folk, Demi-Gods. However, these beings DO get a roll to SAVE(same as save vs magic) versus their own PPE backfiring on them. A successful roll to save HALVES the damage done to them.
Creatures of Pure Magic that cannot survive without magic are the most seriously affected, and take TRIPLE damage. This covers ghosts, possessing entities, Undead, Elemental Beings, Alien Intelligences, and god-beings. However, these beings DO get a roll to SAVE(same as save vs magic) versus their own PPE backfiring on them. A successful roll to save NEGATES the damage done to them.
Golems, Iron Juggernauts, and other magically-powered automatons/automations will be effectively STUNNED, being paralyzed for 1d4 melees per shot, and will be unable to move or defend themselves, as magical energy shorts out and storms over them.
Other Effects:
*Magic Disruption----Each blast NEUTRALIZES HALF the number of PPE points that it does damage...these points are temporarily lost to the magic user/creature until it can regain them normally(by rest or drawing on other sources).
*Magical Forcefields take 1.5 normal damage.
*Invisible beings will be revealed by an anti-theron burst and will remain visible for 2d4 melees(gradually fading) as a result of residual anti-therons causing them to fluoresce and become visible to the naked eye.
Rate of Fire: Standard, ECHH
Payload: 20 shots per EE-Canister
It can also use a gallon-sized EE-Drum, providing it with 300 shots.
Bonuses: +1 to strike from laser/scanner targeting system
Special Features:
*Integral mini-SNARLS PPE Sensor System with flip-up video flatscreen display. Thanks to PS’s microchip engineering expertise, PS has managed to get the size of the system down to compact enough to fit into the scope 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: Currently available only to GNE military units; but could be expected to fetch 90,000+ credits if a fully charged example were made available to the Black Market
s) Multiplexor(MagePod Model 0.3A) ---Paladin Steel’s infamous multi-spell casting system. The MagePod Model 0.3A features a three-slot Spell Card ‘magazine’, allowing the operators to clicke between three spells with the flip of a switch, and integral TW booster holding a set of aligned crystals inside its length that DOUBLES the effective range of shots.
Range: Varies by spell(DOUBLE spell range when engaging the TW range booster )
Damage/Duration: Varies by spell
Rate of Fire: EPCHH
PPE Cost per Use: Varies by spell. However, the use of focusing elements and activator spells effectively reduces spell PPE cost by HALF.
(So you Technowizards aren’t flummoxed by PPE costs in a long-running battle, while the still relatively high PPE costs for the high-end spells keeps someone from using Sphere of Annihilation in every battle).
Payload: Draws from the main PPE Battery, but can also draw upon the robot’s/vehicle’s other PPE reserves/batteries(if any have been fitted). In an emergency, the pilot, if they are a mage or psychic, can kick in their own PPE.
Bonuses: As per spell(if any)
Cost: The basic Mage Pod system costs about 1 million credits
Spell Cards cost (as per Jason Richards’ guidelines in Rifter #2) 5,000 credits per PPE cost of main spell plus an additional cost (as per following modifiers)
*500 credits per level of the creating caster(Mages’ time and PPE are money, so expect to pay more for the longer duration/higher power spells)
*Warlock spells cost 20% more, in addition to above modifiers, owing to the difficulties of adapting Elemental Magic to ‘conventional” magic systems.
PPE Generators:
PPE Capacity:(Light)----200 PPE battery capacity; recharges at 10 PPE per hour, 20PPE/hour at a leyline, 40 PPE/hour on a nexus
(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
Cost:(Light)----500,000 credits
(Medium)-----1 million credits
2) Lateral Hardpoints(2)--Back on the lateral surfaces of the fuselage, behind the crew seats, are two hardpoints for additional podded ordnance:
a) Lasers
Range: 1,000 ft
Damage: 2d6 MD per shot, 6d6 MD pulse burst
Rate of Fire: EPCHH
Payload: 150 shot battery. Effectively Unlimited if nuclear powered
Cost: 18,000 credits
b) Ion Blasters
Range: 600 ft
Damage: 3d6 MD single shot, 6d6 MD pulse burst
Rate of Fire: EPCHH
Payload: 100 shot battery. Effectively Unlimited if nuclear powered
Cost: 18,000 credits
c) Cyborg Machine Gun---Weapon readily available on the black market.
Range: 2,000 ft
Damage:(SDC) 1d6x10 SDC per 10 rd burst
(MD) 1 MD single rd, 2d4 MD per 10 rd burst
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst.
Rate of Fire: EPCHH
Payload: 300 rd drum
Cost: 18,000 credits
d) PS GPMG M43 ‘Fritz’ General Purpose Machine Gun
Weight: 24 lbs
Range: 10,000 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 800 rpm
Payload: 250-rd belt
Cost: 8,000 credits
e) P-630 Light Machine gun
Weight: 11 lbs
Range: (7,900 ft)
Damage:(5.56mm) 5d6 SDC single shot or 2d4x10 SDC per 3 shot burst at ranges under 3,000 ft, 3d6 SDC or 6d6 SDC per 3 rd burst beyond 3,000 ft .
(PSX-1) 1d6 MD per single shot or 3d6 MD per 3 shot burst(no damage reduction)
Can use any standard 5.56 mm-format specialized munitions, including explosive rounds and megadamage armor-piercers.
Rate of Fire: Selective fire; single shot, or bursts of 5, 10, 20, or 30 rds.
Payload:100-150 Belt or box feed
Cost: 3,800 credits
f) PSAGL-23C 23mm Micro-Grenade Launcher
Weight: 6 lbs
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 incandesence for 1d6 melees, each round brightly illuminating an area roughly 100 ft in radius. These are NOT parachute flares, but fall normally.
Rate of Fire: ECHH; single shot or 5 round burst
Payload: 25 shot drum
Cost: 9,000 credits. HE Shells cost 400 each, incendiary 450 each, and flare rounds 30 each.
g) Micro-Missile Launcher---12 shot pod
h) Mini-Missile Launcher---3 shot pod
i)Copperhead Anti-Tank Missile Pod---Uses PS ‘smart’ armor killers for more accurate fire.
Range: 1 mile
Damage: Armor-piercing:2d4x10 MD, no blast radius
Rate of Fire:Volleys of 1-2
Payload: 2
Bonuses: +5 to strike
Cost: 13,000 credits per missile
j)Heavy ATGM---a medium-range armor-piercing missile warhead on a foreshortened rocket booster, with command guidance, for making precise anti-armor kills.
Range: 1 mile
Damage: 3d6x10 MD to 20 ft blast radius
Payload: 1
Bonuses: +5 to strike
Cost: 20,000 credits per missile
Options:
*Lance Scanner---Looks like a long lance protruding from the front of the craft. The Lance Scanner contains a magnetometer() and a short-range microwave radar for groundsearching minefields(in theory, the ground radar sound be able to detect even non-metallic mines, but takes twice as long).
Range: The magnetometer has a range of 4,000 ft and can detect vehicles and other metallic structures with 80% accuracy
The ground radar has a range of 3,000 ft, and has a 90% chance of detecting metal-cased mines, 60% chance of detecting non-metallic ordnance.
Cost: 40,000 credits
*Aura Scanner---For detecting and identifying PPE concentrations
Range: 2,000 ft
Cost: 35,000 credits
*Optical Cluster
Sensors: Telescopic
IR/UV
Thermo-Imaging
Audio-Video-Survellance System
Cost: 10,000 credits
*Laser Ablative Armor(Option)--- Eight coats of wax not enough? Get your car refitted with PS’s laser ablative armor, available in just about any color(though metallic hues are most often requested). Reduces laser damage done to your vehicle by HALF. VFLs can NOT adjust to compensate. As an added bonus, Arkhon triphase weapons do 1/10 less damage.
----Cost:+500,000 credits(Rarely available to outsiders)
*Thermal Resistant Heat-Refractory Tile Armor(Option)---Special heat-resistant materials designed originally for reentry vehicle shielding. Heat and plasma-based attacks do 1/4 damage.
----Cost: +1 million credits
*Chemical Resistant Armor(Option)----PS’s patented chemically inert armor that sheds the effects of corrosive chemicals and stick’ums. Acids and chemical weapons do NO damage.
----Cost: +1.1 million credits
*Fin-VibroBlades(2-4)---Used in terrifying and risky fly-by hit-and-runs. Blasting by a target at high speed and deliberately trying to inflict a glancing strike is considered to be a foolhardy tactic by most PS/GNE pilots. However, some pilots swear by the tactic, especially when being ganged on by flying monsters such as gargoyles.
Range: Melee(blades can be extended out 6 ft)
Damage: 4d6 MD per blade
Cost: 40,000 credits per pair
*Plasma Booster---Essentially rocket propulsion, that fires up maximum speed to 450 MPH for up to 18 minutes before needing 30 minutes to cool down/recharge.
Cost: +130,000 credits
*Chaff/Flare Launcher---For those of you afraid of eating a missile from your friendly Coalition Highway Patrol....
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is nuetralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 12 per launcher
Cost: 3,500 credits for the launcher, 100 credits per bundle
*EM Jammers---Great for blasting through radar traps. Radar-guided weapons are -6 to strike. Effective range of 500 ft
Cost: 50,000 credits
*Doppleganger-Cloak(TW)----This amplification of the Multiple Images Spell allows the aircraft to project multiple ‘ghost’ images of itself(up to 3 separate images). These multiple images can carry out a series of preprogrammed ariel maneuvers(can also simulate weapons fire/gun flashes, but only if the mothership is also firing at the same time), but must remain within a mile of the the projecting aircraft(or they vanish without a trace). Also note that the images don’t show up on radar or thermo-imaging, and cannot be used to fool homing missiles, though they DO give off a PPE trace similar to the projecting aircraft.
Range: ‘Ghosts’ can be projected up to 5,000 ft away
Duration: 5 minutes per activation
PPE Activation Cost: 20 PPE per activation
Cost: 2 million credits
*Impervious to Energy(TW)---5 minutes per 20 PPE. Cost: 170,000 credits
*Protective Energy Field(TW)----50 MDC per 10 PPE pumped in, and 10 minutes per 10 PPE. Cost: 250,000 credits
(aka ‘Draginhed’, ‘Dethbreather’)
“Copy the dragon in the ways of combat; be fast, be on the wing, be bold, and bite deep.”
“The Paladins got a thing for light fast units that punch hard. Maybe it’s good tactical sense, because anything slow-moving’s going to have soak up lots of fire, with nowhere to dodge. Or maybe it’s commercial sense; few smart folks are going to buy big ugly clunkers unless they’re loaded with credits, and hovervehicles are a lot cheaper than rolling fortresses. The looks on this thing confused us for a little while, but once you look beyond the aesthetics, it’s clearly a Paladin Steel design, with a lot in common with the other stablemates the company puts out.”
“Rumor is, the Paladins are now working on a robot vehicle shaped like a dragon’s body for the Zashaar to link up to so it really is the head. It’s sheer balderdash, of course...supposedly.....but honestly I wouldn’t put it past the Steel to at least CONSIDER the idea and do a few design studies. They HAVE done stranger stuff in the past.”
The “Zashaar” is a light, fast, hovercraft designed to the same exotic aesthetic as the Vyrmm Tyrannis Main Battle Tank and the Krenek Heavy Personnel Carrier, almost as an afterthought. The Zashaar seems intended to give the two slower-moving ground-crawling AFVs a lighter, faster, hover-skirmisher and scout to reconnoiter for them and provide flanking cover.
The Zashaar resembles a flying dragon’s head. It mounts a powerful sting in the form of a nose-mounted weapon, and secondary hardpoint-mounted ordnance. Each crew member sits in their own armored ‘bathtub’, for maximum protection. Fast and agile, the Zashaar uses its mobility to snipe and pick at an opponent’s vulnerable flanks, while highlighting them for other more heavily armed units or artillery.
The Zashaar first appeared with units deploying the Vyrmm Tyrannis and Krenek, confusing the matter of who were the new forces. It was only revealed later that the new vehicles were PS designs, and the units were PS/GNE affiliates.
Type: PS-GMR-LAH19 “Zashaar”
Class: Light Hover Attack Vehicle
Crew: Two. A third passenger can squeeze into the cargo compartment behind the crew, but conditions will be cramped and uncomfortable.
MDC/Armor by Location:
Main Body 240
Nose Gun Mount 70
Crew Compartments(2) 60 each
Main Thrusters(2) 100 each
Secondary Directional Thrusters(9) 10 each
Fins(4) 45 each
Height: 7 ft
Width: 8 ft
Length: 16 ft
Weight: 2.3 tons
Cargo: Small space behind/between the crew seats for a couple of backpacks and sidearms
Powerplant: Nuclear Fusion w/10 year energy life
Speed: (Flying) Hover to 270 MPH, maximum altitude of 7,000 ft
Market Cost: 4 million credits
Systems of Note:
Standard Power Armor Systems, plus:
*Mini-Radar--5 mile range
*Motion Detector--200 ft range
*Laser Illuminator-----6,000 ft range, Designates targets for laser-guided munnitions/weapons
*Laser targetting System(+1 to strike)
Weapons Systems:
1) Nose Gun---The Zashaar sports a modular nose mount for a main weapon.
a) Pulse Laser(PSMBL-5000B)
Range: 6,000 ft
Damage: 4d6 MD double blast, 1d4x10+8 MD quad blast, 1d6x10 MD full 5-shot blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 270,000 credits
b) Ion Cannon(PSIC-03 “Scheffer’ Ion Cannon)
Range: (Ion Bolt) 3,000 ft
(Spray Bolt)1,500 ft and affects a 15 ft wide area
Damage: (Ion Bolt) 1d6x10 MD per single bolt
(Spray Bolt) 4d6 MD to a 15 ft wide area
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage
Rate of Fire: Standard
Payload: 6 shots standard E-clip, 10 shot long e-clip, 50 shot e-canister.
Cost: 32,000 credits
c) PSIC-02 Infantry Ion Cannon
Range: 2,000 ft
Damage: 1d6x10 MD per bolt to primary target.
Furthermore, a secondary bolt will jump to 1d6 targets in the vicinity of the main target, starting with the nearest target(or the nearest metallic target) as long as they are within 6 ft(10 ft for metal targets) of the initial target/point of impact, then jumping to the next one until the ball lightning disipates. Secondary targets can attempt to dodge the energy ball as standard.
Secondary targets will take HALF damage(4d6 MD).
Does only 1/4 of the original damage if the secondary targets are non-metallic or grounded
Organic targets roll for Stun; save at 16 or better or be -8 to strike, dodge, parry, roll, and initiative, reduce APMs and Spd by HALF, for 2d4 melee rds. A successful save means lose only initiative and 1 APM for 1 melee round.
50% chance of knocking out unshielded electronics(or 1d4 subsystems like radio, electronic image amplification, cybernetic sensory implant, or the like) for 1d4 melees.
Beings susceptible to electricity take DOUBLE damage.
Rate of Fire: Standard
Payload: 6 shots standard E-clip, 10 shot long e-clip, 50 shot e-canister
Bonuses: +2 to strike metallic targets
Cost: 27,000 credits
d) Particle Beam Cannon(PS-AWD-DBPBC-2C)------Based on the Mechanoid Exterminator Double-Barreled Particle Beam Cannon. Improvements in material sciences and particle generation have reduced the weight of the original PS-AWD-DBPBC-2, allowing it to be more easily fitted to the Zashaar.
Range: 4,000 ft
Damage: 1d4x 10 MD single blast
2d4x10 MD double blast
Rate of Fire: EGCHH
Payload: Unlimited linked to nuclear power source
Cost: 3.8 million credits
e) Plasma Launcher---PSPPR-20 ‘Supernova’ Heavy Plasma Rifle
Range: (Plasma Shot)2,500 ft
(Plasma Scattershot) 900 ft
(Plasma Mini-Torpedo) 3,200 ft
Damage:(Plasma Shot) 1d6x10 MD
(Plasma Scattershot) 6d6 MD to 20 ft wide area
(Plasma Mini-Torpedo) 1d4x10 MD to 18 ft blast radius
Rate of Fire:(Plasma Shot) ECHH
(Plasma Scattershot) ECHH
(Plasma Mini-Torpedo) Twice per melee
Payload:(Plasma Shot) 5 shots per standard e-clip, 10 shots per long e-clip, 21 shots per e-canister, 36 shots per backpack battery-pack, and can also be hooked directly to a cyborg , robot, or vehicular powerplant.
(Plasma Scattershot) Same as for regular plasma bolts
(Plasma Mini-Torpedo) Takes 2 shots each
Bonuses:----
Special Features:
*“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).
Cost: A recharged cylinder of refined d-gas costs 800 credits(300 credits if the user can return a depleted gas cylinder at the time of purchase) and is good for 20 shots.
Cost: 92,000 credits
f) CT Plasma Cannon---PSPPR-9 TriBarrel ‘HeatWave’ Gatling Plasma Cannon
Range: 3,000 ft...Maximum range for a six-shot burst drops to 2,500 ft with a 6-ft wide ‘spread’, and for a twelve-shot burst to 2,000 ft with an eight-foot spread.
Damage: 5d6 MD per single blast, 2d4x10+10 MD per three-shot burst, 3d6x10 MD per six-shot burst(2d6x10 MD beyond 2,500 ft out to its maximum range), and a whopping 6d6x10 MD for a twelve-shot burst(4d6x10 MD beyond 2,000 ft out to its maximum range)
Rate of Fire: Single shot, three, six, or twelve shot bursts
Payload: 60 round box standard
Cost: 45,000 credits. Cadmium-telluride cartridges cost 45 credits each(but the price is expected to come down as production ramps up to meet demand)
g) EMVC-09 ‘MagWind’ ElectroMagnetic Vortex Cannon---One of the few specially developed weapons that debut on the Zashaar.
Range: (EM Bolt) 4,000 ft
(Vortice) 3,000 ft
Damage: (EM Bolt) (Variable) 4d6 SD, 1d6x10 SD, or 5d6 MD per shot
(Vortice) Same as for the bolt at the point of impact, plus HALF damage in a 7 ft radius, and an 88% chance of knock-down(lose 1 APM and Initiative) for beings of 350 lbs or less, 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees).
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Bonus: Laser targeting add +1 to strike. EM bolts are -6 to dodge, on top of that!
Cost: 64,000 credits
h) Sonic Cannon
Range:(Sonic Blast) 1,800 ft underwater, 600 ft in air
Damage::Wide Beam: 4d6 MD to a 30 ft area
Concentrated Beam: 1d4x10 MD per blast
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor.
Unprotected personnel must save versus non-lethal poison (16 or higher) or be stunned for 1d4 melee rds. People in sealed power armor save at an 8 or higher for the wide area blast, but make a standard save for the concentrated blast.
Sonar Blast----This is an enormous ‘belch’ of sonic cacophony that can blind sonar systems within range with a mass of ‘white noise’, knocking them out for 1d4 melees. Sonar and acoustic homing systems will lose target lock, and sonar-using creatures will be stunned and ‘blind’ for 1d4 minutes.
Vibration Blast---This takes up ALL attacks per melee to initiate and maintain, and consists of focusing a low powered beam on a sealed ship(submarines are ideal), and gradually inducing an ultra-low frequency vibration throughout its structure. While this doesn’t do any damage per say, it does affect the hearing and inner ears of crewmembers, causing creeping disorientation and increasing unsettledness, leading up to nausea. After one melee people with unprotected hearing(or uninsulated contact with the ship’s hull structure) will be -1 to strike, parry, and dodge, and -5% to skills(they become easily distracted). After two melees they are -2 to strike, parry, and dodge, -10% to skills, and are -10% to their sense of balance...and so on...People with protected hearing are immune to the effect, but beings with enhanced hearing are TWICE as susceptible to the effects.
This setting is most effective against vessels 60 ft long or smaller...larger vessels will take an extra full melee per 50 ft of length for this to work...or several cannon working in concert, to be effective.
Rate of Fire:(Sonic Blast) ECHH
Payload: Effectively Unlimited
Cost: 90,000 credits
i) PS-M136 Minigun
Range: 10,000 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst, 8d6x10 SDC per 20 rd burst, 1d4 MD per 40 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst, 2d10 MD per 20 rd burst, 1d4x10 MD per 40 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst, 2d6 MD per 20 rd burst, 4d6 MD per 40 rd burst.
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst, 2d4x10 MD per 20 rd burst, 4d4x10 MD per 40 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 6,000 rpm(or 1,500 rounds per melee)
Payload: 4,000-rd belt
Cost: 27,000 credits
j) .50cal. Machine Gun
Range: 10,000 ft
Damage:(SDC) 7d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst, 8d6x10 SDC per 20 rd burst, 1d4 MD per 40 rd burst.
(Ramjets) 1d4 MD single shot, 5d6 MD per 40 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst, 2d6 MD per 20 rd burst, 4d6 MD per 40 rd burst.
(PSX-2) 1d6 MD per rd, 1d6x10 MD per 10 rd burst, 2d6x10 MD per 20 rd burst, 4d6x10 MD per 40 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 6,000 rpm(or 1,500 rounds per melee)
Payload: 2,000-rd belt per gun
Cost: 8,000 credits per gun
k) Light 20mm Autocannon
Range: 4,000 ft
Damage:(20mm) 1d4 MD single shot
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 5 ft blast radius(single shot)
(PSX 20mm) 4d4 MD single shot
2d4x10 MD per 5 rd burst
4d4x10 MD per 10 rd burst
Airburst does 4d4 MD to 5 ft blast radius(single shot)
(Wood Rounds) 6d6 SDC single shot (1d4x10 HP to vampires)
2d4x10 SDC MD per 5 rd burst (2d4x10 HP to vampires)
6d6 MD per 10 rd burst (3d6x10 HP to vampires)
Rate of Fire: Standard
Payload: 200 rds
Cost: 30,000 credits
l) 23mm Arden Light Autocannon---The 23mm ‘Arden’ is a favorite because it has both range and damage comparable to heavier ramjet and rail cannon. The light cannon is often nicknamed the ‘Gimlet’ after the large hole-making tool used by carpenters. With high explosive shells, it can rival a tank gun at full auto.
Range: (Effective Range)2,000 meters (6,000 ft)
(Maximum Range)(-3 to strike)3,600 meters (roughly 10,000 ft)
Damage:(MD)(Fragmentation)1d6 MD to 7 ft radius
4d6 MD per 5 rd burst, 10 ft blast radius
2d4 x10 per 10 rd burst, 15 ft blast radius
(High Explosive) 3d6 MD single shot, 5 ft blast radius
1d4x10 per 5 rd burst, 8 ft blast radius
2d4 x10 per 10 rd burst, 12 ft blast radius
(Armor Piercing)4d6 MD single shot, no blast radius
2d4x10 per 5 rd burst, 1 ft blast radius
3d4 x10 per 10 rd burst, 2 ft blast radius
*Note that beyond the accurate range of 6,000 ft, AP rounds lose some of their effective penetrating power due to diminishing velocity; reduce damage by 20%
(Crowd Control rds)---Essentially an expanding plastic ‘flyswatter’ that delivers a bruising knockdown punch. Cut effective range to 200 ft. Does 2d4 SDC per rd, humans and human-sized D-Bees must roll a D20-5 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174). Human-sized light power armors(500-800 lbs) also roll on a D20, but are +2 to save versus knockdown
(Wood Rounds) 7d6 SDC single shot (1d4x10+5 HP to vampires), no blast radius
2d4x10+10 SDC per 5 rd burst (2d4x10+10 HP to vampires), 2 ft blast radius
6d6 MD per 10 rd burst (3d6x10+10 HP to vampires), 3 ft blast radius
Rate of Fire: Rated at 260 Rounds per minute...Can fire single shot, or in bursts of 3-10 rounds per melee( a 60-rd burst capability was tested, but it tended to wear out the gun barrel in two or three melees of continious fire).
Payload: The OCSW typically comes with two 37 round box-magazines(total of 74 rounds) or can be belt- or drum-fed.
Bonuses: From any sensor package fitted
Special Features:
*Air Burst ‘smart’ munition capability---Shells can be set to explode on contact or proxiimity fuze.
Cost: 8,000 credits
m) PS-RG-60 Heavy Rail Gun( a copy of an imported Russian design)
Range: 5,000 ft
Damage: 1d6x10 MD per 20 rd burst
Rate of Fire: EGCHH
Payload: 3,000 rd drum
Cost: 100,000 credits
n) 40mm Grenade Launcher
Range:7,000 ft
Damage: Fragmentation: 4d6 MD to 12 ft area, 2d6x10 MD to a 40 ft area for a 10 rd burst.
Armor-Piercing: 1d4x10 MD to 3 ft area, 3d6x10 MD to a 8 ft area for a 10 rd burst.
Rate of Fire: Standard
Payload: 300 rd drum each AGL
Special Features: None
Cost: 50,000 credits for the launcher
o) PS-RL-210 Fragmentation Rocket Launcher( a copy of an imported Russian design). Note that PS has also been experimenting with an incendiary variant using a magnesium mixture.
Range: 4,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
at 3,500 ft, the rds go ‘grapeshot’, doing 3d6 MD(1 MD for a single shot) in a 12 ft wide area.
(Incendiary “Hot-Grape” Version)---Do an additional +2 MD per rd, and 1 MD of damage for 1d4 melees as the flare portion burns down.
Rate of Fire: EGCHH
Payload: 1,000 rd drum
Cost: 100,000 credits
p) PS-DL-110 Razor-Frizzer( a copy of an imported Russian design). 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.
Range: 2,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
Rate of Fire: EGCHH
Payload: 2,000 rd drum
Cost: 80,000 credits
q) Flamer---’The Dragon’s Breath’
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: 20,000 credits.
r) ATHW02 Anti-Theron Heavy Projector
Range: 2,000 ft, and affects a 20 ft wide area. In focused mode, it has a 3,000 ft range, and a 5 ft spread.
Damage: Does 5d6 HP/MDC damage(modified effects based on what the creature is). In focused mode it does 6d6 HP/MDC.
Depending on how much PPE is present and how essential it is to an organism’s survival, damage varies:
Techno-Wizardry Devices(including TW generators), enchanted objects, rune weapons, and other magically-infused(but INANIMATE) objects are NOT affected and take no damage.
Non-magical beings. psychics, and ‘mundanes’ are unaffected and experience nothing aside from a slight tingling sensation, mild sunburn-like symptoms, and a passing feeling of nausea from a Disruptor strike.
Magic Users and other beings who have ‘learned’ or artificially acquired magical abilities(including tattoos and bioborg implants), but who can otherwise survive without magic present are affected, but the effects aren’t as dramatic. They do NOT get a save versus the disruption because all of their effort has gone into OPENING themselves to the supernatural and embracing their magical potential. They take normal damage as for the weapon’s damage rating.
Supernatural Creatures who possess some small measure of magical ability will suffer a greater degree of damage/injury. ...normal damage x1.5. Gargoyles, Brodkil, Lycanthropes, Shapeshifters(including Nightspawn), Possessees, Shifters, and Witches, are all examples of beings in this category. Note that if these beings were to possess bionics or other conditions that NEGATE their magical abilities(like Brodkil bionics) they lose this vulnerability, and are NOT affected, taking damage only as normal. These beings do NOT get a saving roll versus the PPE disruption.
‘High’ Supernatural Beings with a high level of, and reliance on, PPE will suffer greatly, taking DOUBLE damage. This includes Dragons, Angels, Demons, Splugorth, Faerie Folk, Demi-Gods. However, these beings DO get a roll to SAVE(same as save vs magic) versus their own PPE backfiring on them. A successful roll to save HALVES the damage done to them.
Creatures of Pure Magic that cannot survive without magic are the most seriously affected, and take TRIPLE damage. This covers ghosts, possessing entities, Undead, Elemental Beings, Alien Intelligences, and god-beings. However, these beings DO get a roll to SAVE(same as save vs magic) versus their own PPE backfiring on them. A successful roll to save NEGATES the damage done to them.
Golems, Iron Juggernauts, and other magically-powered automatons/automations will be effectively STUNNED, being paralyzed for 1d4 melees per shot, and will be unable to move or defend themselves, as magical energy shorts out and storms over them.
Other Effects:
*Magic Disruption----Each blast NEUTRALIZES HALF the number of PPE points that it does damage...these points are temporarily lost to the magic user/creature until it can regain them normally(by rest or drawing on other sources).
*Magical Forcefields take 1.5 normal damage.
*Invisible beings will be revealed by an anti-theron burst and will remain visible for 2d4 melees(gradually fading) as a result of residual anti-therons causing them to fluoresce and become visible to the naked eye.
Rate of Fire: Standard, ECHH
Payload: 20 shots per EE-Canister
It can also use a gallon-sized EE-Drum, providing it with 300 shots.
Bonuses: +1 to strike from laser/scanner targeting system
Special Features:
*Integral mini-SNARLS PPE Sensor System with flip-up video flatscreen display. Thanks to PS’s microchip engineering expertise, PS has managed to get the size of the system down to compact enough to fit into the scope 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: Currently available only to GNE military units; but could be expected to fetch 90,000+ credits if a fully charged example were made available to the Black Market
s) Multiplexor(MagePod Model 0.3A) ---Paladin Steel’s infamous multi-spell casting system. The MagePod Model 0.3A features a three-slot Spell Card ‘magazine’, allowing the operators to clicke between three spells with the flip of a switch, and integral TW booster holding a set of aligned crystals inside its length that DOUBLES the effective range of shots.
Range: Varies by spell(DOUBLE spell range when engaging the TW range booster )
Damage/Duration: Varies by spell
Rate of Fire: EPCHH
PPE Cost per Use: Varies by spell. However, the use of focusing elements and activator spells effectively reduces spell PPE cost by HALF.
(So you Technowizards aren’t flummoxed by PPE costs in a long-running battle, while the still relatively high PPE costs for the high-end spells keeps someone from using Sphere of Annihilation in every battle).
Payload: Draws from the main PPE Battery, but can also draw upon the robot’s/vehicle’s other PPE reserves/batteries(if any have been fitted). In an emergency, the pilot, if they are a mage or psychic, can kick in their own PPE.
Bonuses: As per spell(if any)
Cost: The basic Mage Pod system costs about 1 million credits
Spell Cards cost (as per Jason Richards’ guidelines in Rifter #2) 5,000 credits per PPE cost of main spell plus an additional cost (as per following modifiers)
*500 credits per level of the creating caster(Mages’ time and PPE are money, so expect to pay more for the longer duration/higher power spells)
*Warlock spells cost 20% more, in addition to above modifiers, owing to the difficulties of adapting Elemental Magic to ‘conventional” magic systems.
PPE Generators:
PPE Capacity:(Light)----200 PPE battery capacity; recharges at 10 PPE per hour, 20PPE/hour at a leyline, 40 PPE/hour on a nexus
(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
Cost:(Light)----500,000 credits
(Medium)-----1 million credits
2) Lateral Hardpoints(2)--Back on the lateral surfaces of the fuselage, behind the crew seats, are two hardpoints for additional podded ordnance:
a) Lasers
Range: 1,000 ft
Damage: 2d6 MD per shot, 6d6 MD pulse burst
Rate of Fire: EPCHH
Payload: 150 shot battery. Effectively Unlimited if nuclear powered
Cost: 18,000 credits
b) Ion Blasters
Range: 600 ft
Damage: 3d6 MD single shot, 6d6 MD pulse burst
Rate of Fire: EPCHH
Payload: 100 shot battery. Effectively Unlimited if nuclear powered
Cost: 18,000 credits
c) Cyborg Machine Gun---Weapon readily available on the black market.
Range: 2,000 ft
Damage:(SDC) 1d6x10 SDC per 10 rd burst
(MD) 1 MD single rd, 2d4 MD per 10 rd burst
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst.
Rate of Fire: EPCHH
Payload: 300 rd drum
Cost: 18,000 credits
d) PS GPMG M43 ‘Fritz’ General Purpose Machine Gun
Weight: 24 lbs
Range: 10,000 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 800 rpm
Payload: 250-rd belt
Cost: 8,000 credits
e) P-630 Light Machine gun
Weight: 11 lbs
Range: (7,900 ft)
Damage:(5.56mm) 5d6 SDC single shot or 2d4x10 SDC per 3 shot burst at ranges under 3,000 ft, 3d6 SDC or 6d6 SDC per 3 rd burst beyond 3,000 ft .
(PSX-1) 1d6 MD per single shot or 3d6 MD per 3 shot burst(no damage reduction)
Can use any standard 5.56 mm-format specialized munitions, including explosive rounds and megadamage armor-piercers.
Rate of Fire: Selective fire; single shot, or bursts of 5, 10, 20, or 30 rds.
Payload:100-150 Belt or box feed
Cost: 3,800 credits
f) PSAGL-23C 23mm Micro-Grenade Launcher
Weight: 6 lbs
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 incandesence for 1d6 melees, each round brightly illuminating an area roughly 100 ft in radius. These are NOT parachute flares, but fall normally.
Rate of Fire: ECHH; single shot or 5 round burst
Payload: 25 shot drum
Cost: 9,000 credits. HE Shells cost 400 each, incendiary 450 each, and flare rounds 30 each.
g) Micro-Missile Launcher---12 shot pod
h) Mini-Missile Launcher---3 shot pod
i)Copperhead Anti-Tank Missile Pod---Uses PS ‘smart’ armor killers for more accurate fire.
Range: 1 mile
Damage: Armor-piercing:2d4x10 MD, no blast radius
Rate of Fire:Volleys of 1-2
Payload: 2
Bonuses: +5 to strike
Cost: 13,000 credits per missile
j)Heavy ATGM---a medium-range armor-piercing missile warhead on a foreshortened rocket booster, with command guidance, for making precise anti-armor kills.
Range: 1 mile
Damage: 3d6x10 MD to 20 ft blast radius
Payload: 1
Bonuses: +5 to strike
Cost: 20,000 credits per missile
Options:
*Lance Scanner---Looks like a long lance protruding from the front of the craft. The Lance Scanner contains a magnetometer() and a short-range microwave radar for groundsearching minefields(in theory, the ground radar sound be able to detect even non-metallic mines, but takes twice as long).
Range: The magnetometer has a range of 4,000 ft and can detect vehicles and other metallic structures with 80% accuracy
The ground radar has a range of 3,000 ft, and has a 90% chance of detecting metal-cased mines, 60% chance of detecting non-metallic ordnance.
Cost: 40,000 credits
*Aura Scanner---For detecting and identifying PPE concentrations
Range: 2,000 ft
Cost: 35,000 credits
*Optical Cluster
Sensors: Telescopic
IR/UV
Thermo-Imaging
Audio-Video-Survellance System
Cost: 10,000 credits
*Laser Ablative Armor(Option)--- Eight coats of wax not enough? Get your car refitted with PS’s laser ablative armor, available in just about any color(though metallic hues are most often requested). Reduces laser damage done to your vehicle by HALF. VFLs can NOT adjust to compensate. As an added bonus, Arkhon triphase weapons do 1/10 less damage.
----Cost:+500,000 credits(Rarely available to outsiders)
*Thermal Resistant Heat-Refractory Tile Armor(Option)---Special heat-resistant materials designed originally for reentry vehicle shielding. Heat and plasma-based attacks do 1/4 damage.
----Cost: +1 million credits
*Chemical Resistant Armor(Option)----PS’s patented chemically inert armor that sheds the effects of corrosive chemicals and stick’ums. Acids and chemical weapons do NO damage.
----Cost: +1.1 million credits
*Fin-VibroBlades(2-4)---Used in terrifying and risky fly-by hit-and-runs. Blasting by a target at high speed and deliberately trying to inflict a glancing strike is considered to be a foolhardy tactic by most PS/GNE pilots. However, some pilots swear by the tactic, especially when being ganged on by flying monsters such as gargoyles.
Range: Melee(blades can be extended out 6 ft)
Damage: 4d6 MD per blade
Cost: 40,000 credits per pair
*Plasma Booster---Essentially rocket propulsion, that fires up maximum speed to 450 MPH for up to 18 minutes before needing 30 minutes to cool down/recharge.
Cost: +130,000 credits
*Chaff/Flare Launcher---For those of you afraid of eating a missile from your friendly Coalition Highway Patrol....
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is nuetralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 12 per launcher
Cost: 3,500 credits for the launcher, 100 credits per bundle
*EM Jammers---Great for blasting through radar traps. Radar-guided weapons are -6 to strike. Effective range of 500 ft
Cost: 50,000 credits
*Doppleganger-Cloak(TW)----This amplification of the Multiple Images Spell allows the aircraft to project multiple ‘ghost’ images of itself(up to 3 separate images). These multiple images can carry out a series of preprogrammed ariel maneuvers(can also simulate weapons fire/gun flashes, but only if the mothership is also firing at the same time), but must remain within a mile of the the projecting aircraft(or they vanish without a trace). Also note that the images don’t show up on radar or thermo-imaging, and cannot be used to fool homing missiles, though they DO give off a PPE trace similar to the projecting aircraft.
Range: ‘Ghosts’ can be projected up to 5,000 ft away
Duration: 5 minutes per activation
PPE Activation Cost: 20 PPE per activation
Cost: 2 million credits
*Impervious to Energy(TW)---5 minutes per 20 PPE. Cost: 170,000 credits
*Protective Energy Field(TW)----50 MDC per 10 PPE pumped in, and 10 minutes per 10 PPE. Cost: 250,000 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
------------
- taalismn
- Priest
- Posts: 48001
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Star System: Cevaz 2302(Thundercloud Galaxy)
GNE/USA acquired the rights to the Cevaz 2302 star system as payment from an Atlantean clan that had initially scouted and claimed the system. Indications of rich minerals in the moon system of C2302’s second planet drew the USA’s attention, with a secondary interest in terraforming the first planet. As the Atlanteans had not the resources to exploit either, they traded it to their creditors.
Cevaz System is notable for the terraforming world of Cenax and for Masumi Station, a free asteroid colony developed as a refugee sanctuary. The system has received an unexpected amount of interest after the Shemarrian Star Nation unexpectedly invested material and energy in both ventures, accelerating the terraforming timetable on one and greatly changing the demographics on the other.
Between the mineral wealth being discovered and the spectacle of the terraforming effort, Cevaz System is being predicted as an economic hotspot for the future. This is already beginning to attract a fair share of curious travelers detouring from more direct routes by the system to take a look, potential investors looking to scope out the system, and other interested parties stopping by.
Number of Stars: 1(Cevaz 2302)
Types of Stars: Yellow Dwarf
Number of Planets: 5
- Terrestrial(Cenax-Lifeworld)---The focus of most of the activity in the system. Formerly a Venus-like world with a rampant greenhouse effect, the planet has been terraformed into a terrestrially-habitable one.
- Gas Giant(Huge)(Sutter)----Cevaz 2302-02 possesses a dense ring and moon system that shows signs of abundant and valuable minerals, provided the miners can weather the dense radiation belt also surrounding the gas giant. PS/GNE/ASI was gearing up to tackle the challenge with Masumi Station being prepared as a shielded redoubt for the cyborg and bio-modded miners when the Shemarrians stepped in. Now, as Masumi Station is inbound towards Cenax, PS/ASI has begun work on a second asteroid station to go after the riches of Sutter’s moon system. Sutter is a source of water ice asteroids and other materials used in the terraforming of Cenax.
-Terrestrial(Trisenda)(Medium)---Icy planet shrouded in a methane atmosphere. Trisenda’s icy rings and several ice moons are a primary source of water ice colliders used in the terraforming of Cenax.
-Terrestrial(Cevazal)(Small)---Icy planet shrouded in a methane atmosphere. It almost went unnamed for lack of anything of real interest, but given the interest in the Cevaz system, rather unremarkable Cevaz 2302-04 got tagged as ‘Child of Cevaz’.
- Asteroid/Planetissimal(Cendel)---This large planetissimal is of interest primarily due to the large deep space listening array set up there by the United Systems Alliance to watch for possible trouble.
Cenax---Colony World
“This planet has undergone several dramatic changes in purpose...initially it was a mining stop, with a few diehard idealists looking to a long term, but uncertain, payoff of a wholly habitable world sometime centuries in the future. Then the Shemar dropped by with a load of techno-magic, and now it looks like we might have habitability in a human lifetime. With palpable benefits attainable in a reachable future, we now got something of a land rush on our hands, with folks already lining up to claim a stake. The Shemarrians are still the eight hundred pound gorilla in the room, though; we know they want a good chunk of Cenax for their own purposes, so we’re keeping the leashes on the sooners.”
Cenax is a newly opened colony world under mixed management in the Cevaz 2302 star system. Originally it was being developed by the United Systems Alliance as an envirodomed mining colony and long term terraforming prospect, but then the EShemar showed up and did something to jump-start the reduction of the atmosphere. The colony has since become something of an experimental world, an interface and joint effort between the United Systems Alliance and the Shemarrian Star Nation.
Recently, Eshemar Clan Scelptor showed up and put in a giant orbital elevator. This massive structure is currently under control of the SSN, but the Shemarrians have announced that once functional outfitting is complete, everybody else will have access to it.
Planet
Type: Terrestrial
Diameter: Large; 22,000 km
Gravity: Average; 1.2 g. (Was 1.4 g)
Temperature: Temperate, at the warm end. Terraforming is bringing the temperature gradually lower
Unusual/Special Features:
-Odd rotation---Cenax currently has a slowing rotation, that is slowly lowering its speed and surface gravity, the deceleration apparently being a deliberate part of the Shemarrians’ terraforming effort. Speculation is, given the rate of slowing, that the gravity will be stabilized at 1.09 g.
-Odd Revolution---Cenax has a planar tilt of 46-degrees with regards to the mean solar plane of the Cevaz star system. This causes at least two large meteor-shower events in the course of a Cenaxian year as the planet causes the solar plane.
-Odd Energy Field---Cenax has an odd energy field that seems to have become more pronounced after the EShemar arrived and began their terraforming efforts. Whether the field is the result of whatever they’re doing, or they simply took advantage of an existing phenomena is unknown.
-Other---Cenax has high auroral activity that sometimes is strong enough to interfere with weaker radio systems(radio signals from the surface, relayed through the space elevator, are unaffected). The aurora activity does not seem related to solar flare activity, but instead may be related to terraforming activities(making the Shemarrians the favored culprits for causing the auroras).
-Moons(18)---Cenax has about eighteen small moonlets, several of which have been turned into space stations by both the USA and SSN. One smaller moonlet was sacrificed as a surface impactor during the terraforming effort.
Atmosphere: Dense. Cenax’s atmosphere is still too dense and tainted(high CO2 content) for unassisted breathing, but conditions are improving.
Terrain:
Unusual Mineralogy(Unique minerals)
Notable Mineral Concentrations:
- Scheelite
- Amethyst
- Sapphire
- Mercury
- Nickle
- Titanium
- Thorium
- Samarskite
A more thorough geological study of Cenax turned up the presence of two previously unknown and potentially valuable minerals in exploitable quantities.
-Vanalium---It is unknown if this mineral was brought to Cenax as part of asteroids or is the result of the collision trauma between the meteors and minerals in the planet’s crust, but this black oxide-form mineral is found only in impact zones.
a. Naturally Occurrent Form:Oxide
b.Where Found In meteor falls/impact zones
c.Color(Natural State) black
d.Chemical Reactions: Inert
e.Degree of Reaction Slow
f.Density*Light-
g.Malleability*Soft
h.Toxicity(Natural State)*Mildly Toxic
i.Potential Value/Special Properties:*Medicinal Effect--Studies of vanalium have shown it has properties in inhibiting rampant cell growth, suggesting potential as an anticancer agent. However, traces of vanalium have also been observed to inhibit the rapid-growth vegetation used to terraform Cenax, especially around asteroid impact zones.
-Corescite---This mica-like substance has shown increasing promise as an energy source, and Paladin Steel Energy has set up a facility on Cenax to study how best to exploit this discovery.
a. Naturally Occurrent Form: Oxide
b.Where Found: Deep Rock Strata
c.Color(Natural State)Polychromatic/Iridescent
d.Chemical Reactions: Base/ Alkaline
e.Degree of Reaction: Slow
f.Density: Heavy
g.Malleability: Stone-like
h.Toxicity(Natural State): Toxic-
i.Potential Value/Special Properties: Power Source
Hydrosphere: Moist; between condensation of atmospheric moisture and regular bombardment with ice asteroids, the planet has about 54% water covering in the lowlands, and is expected to top at about 65%.
Biosphere: Thin---Was Lifeless, but between the USA colonists introducing tailored biota, and the EShemar bombarding the planet’s surface with vine-munitions that have been spontaneously generating mulch, the planet has acquired a rudimentary ecosystem.
Civilization:
Early Colonial
Population:
Currently about 180,000 colonists have settled on Cenax, overseeing the terraforming.
There are also several small surface enclaves of Shemarrians(about 9,000 in all, plus an additional estimated 16,000 in orbit or on the space elevator) monitoring their part in the terraforming.
Technology:
Galactic; the terraforming effort is seeing some cutting-edge biotech at work.
Economy:
Mining originally, but the focus has changed as the terraforming progresses to agricultural.
Wealth:
Currently considered to be Average; the flow of money is mostly into the terraforming effort and almost all material resources harvested locally are consumed locally, with little being exported.
The offworld mining operations, especially those around Cevaz 2302-02 Sutter would, if included in Cenax’s economy, could potentially boost the colony into the Rich category.
Government:
There is a joint scientific management council between the USA and the Shemarrian Star Nation with regards to the terraforming effort. This makes sure the two groups don’t work to counterpurposes and can coordinate their actions.
Law Level:
Lawful; the colonial administration has a comprehensive legal system in place. Of course, nobody wants to see what the Shemarrians might do if they decided to step in.
Popularity:
Beloved; despite the uncertainty of who ultimately is REALLY in charge, everybody likes the positive energy and upbeat positivism of the accelerated terraforming effort and the colonial authority.
Stability:
Very Stable; everybody’s too busy working on the terraforming effort to make trouble.
Cenax Space Elevator
(aka ‘the Cenax Stalk’)
“You can’t get anymore decisive and declarative of your interest in a planet than staking a twenty-four thousand mile-high space elevator on it. That’s one massive signpost, and one few people are going to ignore.”
The Cenax Space Elevator is one of the great surprises of the sudden Shemarrian interest in the Cevaz 2302 star system. Soon after the arrival of refugees on Masumi Station and of Shemarrian terraformers, one of Clan Scelptor’s SMALLER Taskships suddenly arrived in orbit and, in the course of a week, laid down the basic components of the twenty-four thousand mile-high orbital elevator. The speed with which this was accomplished, apparently from PREFABRICATED components, has astonished and even frightened observers, forcing a(nother) re-evaluation of both overall EShemarrian and Clan Scelptor capabilities. The astonishment became even more pronounced when, in a brief communication with the fringe tribe, Clan Scelptor dismissed the Cenax Stalk as a ‘minor commission’.
The length and breadth of the Cenax SE, as well as a fifty mile radius of the base of the elevator, is currently considered to be Shemarrian territory and is off-limits to outsiders(those allowed to enter the zone and inspect the elevator do so only with Shemarrian permission and escort). The EShemar representatives to the joint scientific management council have assured the other parties that in due time the Space Elevator will be open to all commerce, making it a valuable part of the planet’s economic infrastructure.
The Cenax Stalk is roughly 300 meters in diameter and has tracks for four external cars, two cargo and two passenger, which have been observed making the trip to and from the footing and the orbital counterbalance station in five days one-way, though it is unknown what the operational speeds will be. The elevator appears powered by interaction with Cenax’s magnetic field. The configuration of the orbital part of the space elevator leads many to believe that the elevator will eventually be docked with the incoming Masumi Station, at which time the Cenax Stalk is expected to fully open, although it is expected to remain under Shemarrian supervision.
Masumi Station(Colonial Outpost)
(aka ‘Transfiguration Station’)
“Large sections of this station seem to be ‘clothing optional’; that’s because a lot of these folks have bodies that are pretty much proof against most anything so they don’t need protection, they’ve had any body-modesty burned out of their brains, or they just don’t freakin’ care what others think of them anymore. Personally, this close to vacuum, I like to keep my body armor on, but to some, the thrill of going around without protective gear constantly on is part of the excitement of the place.”
“Flesh and metal mingle quite freely here.”
“Alien slavers turned my body into a latex blowup doll and wiped my brain like a VHS tape. Fortunately, I understand, between the Shemarrians and the Company, my rescuers were able to use some sort of quantum memory thingees to salvage my DNA and memories of who I was, and reintegrate me...sort of. My body’s still sort of rubbery and so’s my brain. I remember some of what I used to be, but not all or enough of it. Don’t have any place to go back to, because everybody I knew either got rubberized like me or are total strangers to me now, so I may as well move along. Company set me up with a nice job running a boutique on the station concourse. Interested in some nice waterproof all-environment gear? Don’t worry, it’s not anybody I knew.”
“Not quite sure who’s really in charge here on Masumi; nominally the Alliance is in charge, but the Shemarrians have made it quite clear they have the deciding vote. The orbital elevator we’re supposed to link up with? The Shemars’ idea and doing. Most of the refugees? Again, it’s Shemar transports. They haven’t come out and said it, but the EShemar are really running the show.”
“So, I’m on my third body; my first was nearly crisped by a d-bee-hating Deadboy with a hair-trigger plasma rifle, my second was a militia combat cyborg shell, and this is my humaniform cyborg body. You?”
“Forcibly transformed into a werebeast by a mad sorcerer out to conquer the world. I still have attacks of werewombatness. Wanna join me in finding a good bar on this station? That is, if you can still drink.”
“Yeah, I can, and I hear there’s a bar that serves a beer that can fuzz cyborg circuits and gonk superhuman physiologies.”
“Well then, let us set off to find it, then, ma’am....I’m sorry, I didn’t catch your name?”
“I haven’t told you yet, it’s Gale Haddeway, but you can call me ‘Gay, mister-?”
“Roland, Roland Penster, but call me ‘Ro’. If I go all fuzzy and wombaty, call me ‘Pin’.”
“Well, you three seem quite happy together. Got room for a fourth?”
--Overheard at a Masumi Station saloon.
Masumi Station is a large hollowed-out asteroid colony that was still in the process of being constructed by PS/ASI deep space workers in the Cevaz 2302 star system when the EShemarrian Star Nation showed up and began transferring refugees from an ourdimension conflict they’d gotten involved in. Most of the refugees were humans, liberated from the clutches of a particularly odious alien species that used brainwashing and nanotechnology to transform and enslave their captives. Eshemar science and magic helped change most of them back, but not all the way, and many continued to suffer mental side effects, and display physical mutations/alterations marking them as altered. Other refugees were bioborgs liberated from the Splugorth, or NeShemar(including some former GNE residents) who’d been burnt out by combat service to the SSN, and who were looking for more peaceful reassignment.
Masumi Station has become both a service colony and a rehabilitation facility. The many ex-slave refugees, accustomed to being of service to others, have been encouraged to start and work in service industries on the Station, and get paid for the work. The GNE has transferred a number of d-bee refugees and Civil Labor Battalions to the Station as well, both to work on completing the colony facility, support the nearby planetary colonies, and to morally bolster the refugees already there.
Masumi Station has acquired a reputation of something of a ‘resort’ destination, particularly for those personnel with special needs, and who have physically been transformed in some way or manner. Many forced-conversion(and voluntary) cyborgs and bioborgs visit the station to unwind, aware that many, if not all, of the staffers have stories similar to their own and don’t treat them with condescending pity or fear. Masumi Station earned the nickname ‘Transfiguration Station’ due to this population of trans/althumans. While this sounds like a prescription for a spacestation full of solemn encounter groups and addiction support meetings, supported by a large and permanent staff of psychiatrists and medical teams with straitjackets, Masumi Station is actually something of a swinging hedonistic resort, once visitors pass the ‘scar test’ of being able to relate their own traumas or body-resleevings at the door. This tends to weed out casual visitors, and especially those looking to ogle the ‘freaks’. Station security does turn away people with uncontrolled curses, dangerous mutations and the like, however. Interestingly enough, Masumi Station sees a lot of tourism and immigration from Outcast Station in the Rifts Earth Sol system.
Masumi Station is itself undergoing a transfiguration. It is slowly being maneuvered by space tugs down the gravity well of its solar system to a rendezvous with an orbital elevator on the settled world of Cenax, where it will join with the orbital anchor head. Once linked up, the plan is to offer refugees the opportunity to acquire lands as part of the surface colony.
Size:
Masumi Station is a large asteroid some eight miles long on its longest axis, and 1.2 miles on its shortest. Internally it houses three spherical Bernal Sphere-style habitat modules, only with gravitonic generators replacing centrifugal force(has provision for rotation as a backup). Currently only two of the hab sections are operational, while the third is still undergoing construction. The outside of the asteroid is covered with agri-domes, docking bays, and service domes.
The colony currently supports some 12,000 inhabitants, plus an average of 7,000 transients.
Type:
Transit Hub, Resort Complex.
Security:
The EShemar also maintain a presence near and on the Station, even when refugee transports aren’t docked.
Contact: Daily dockings(1d8)
Products:
Transit Hub, Resort Complex.
Function: Habitat, Trading Post
Power Systems: Nuclear Fusion, plus solar power(agrodomes)
Defenses:
Medium Weapons Systems, plus a squadron of Space Fighters. Given the nature of many of the liberated/rescued residents, and the growing word of the potential wealth of the Cevaz 2302 star system, piracy and slavers are a real concern for the GNE/USA overseers managing the station.
Of course, there’s also the awareness of the Shemarrian Star Nation’s interest in the system, so most of the ASI/GNE/USA military personnel assigned to Masumi Station figure that there’s at least one SSN warship lurking somewhere in-system.
Sensors:
Basic, plus several Scout/Pilot vessels that check out new arrivals and guide merchant shipping in.
Communications:
Galactic Standard--Was meant to have a satellite network when integrated as part of the gas giant Sutter mining operations, but Masumi Station’s current slow transfer orbit to Cenax kiboshed those plans. Currently has to remotely piggyback to the developing commnet around Cenax.
Station Maintenance:
High Priority---As a residential complex, Masumi Station has a high response time to maintenance needs. Even the unused sections of the station are kept spic and span by regular maintenance patrols, and station upkeep is considered a part of ‘occupational therapy’ for many of the rehabilitatees.
Supplies:
Self-Sufficient. Between the agro-domes on the exterior and the sections of plantings in the middle habitat sphere, Masumi Station is pretty well set for food and water.
Internal Security Personnel:
Masumi Station is policed by a GNE-trained security contingent. Though initially consisting of veteran reservists from the GNEAS, the department has recruited nearly half its number from the refugees, to give them a ‘native-friendly’ face.
The most common problems on Masumi Station are nervous breakdowns and substance abuse. Given that most of the residents are bio-altered, some into megadamage beings, security has to have both a soft touch and a hard grip to gently put down trouble and get people the help they need. Masumi Station has perhaps the highest concentration of Combat Pyschologists-on-residence in the GNE.
Security Systems:
Medium Security---Comprehensive security measures are in place, with an eye towards containing mentally disturbed and potentially superhumanly-augmented individuals, but so far this has not been put to any real test.
Medical Facilities:
Excellent; the need to cater to a variety of altered physiologies and damaged psyches means that the medical division has to be topnotch.
Environmental Systems:
Advanced. Individuals requiring particularly special environments need to make specific arrangements.
Independent Businesses:
Many; Masumi Station encourages the refugees to start their own businesses, in part to re-acclimate them to a normal life style.
Transients:
Well-trafficked. Typically 1d4 interstellar ships call upon Masumi Station a day, and another half-dozen local and support mining vessels. There’s an average of 7,000 transient visitors on station at any given time.
Notable Businesses:
*SeaCloud Lodgings---A hostelry run by a Saphian merwoman. Strange to find one out so far and in a system bereft of both verdant local ecologies and extensive oceans(Cenax’s don’t count yet), but nevertheless, Trisani Arwyna nevertheless established this fifty-room first-rate accommodation ‘plex on-station. Its soothing oceanic decor and amorphic sea-foam beds have made SeaCloud a favorite trysting place for couples(or romantic couples), especially asteroid miners looking to shake off the fatigue of deep space mining and indulge in some expensive pleasures. It’s also a favorite booking of the wealthier travelers transiting through the system.
*Mercasan Electronics---A surprisingly upscale electronics shop that specializes in custom computer hardware and security software. It’s quietly owned and operated by a group of Chromites (a sect of cyborg AI-singularity seekers) who are associated with the Shemarrians. Given the Chromites’ interest in human-machine interface technologies, they’re on the Station to quietly observe the lingering effects of the alien nanotechnology on the many d-bee ex-slaves, especially those who can still ‘morph into non-flesh structural forms.
*Nebula---Nebula is a dance club opened and operated by two ex-slave cyborg women, Nebi and Arabella, who had been kidnapped from their homeworld, forcibly made into partial-cyborgs, tattooed with barcodes, and brainwashed into thinking they were pleasure-bots. They regained most of their memories when they were liberated when their buyers’ ship had to stop off at a GNE/USA mining colony and was seized for carrying contraband(including slaves). Unable to return to the world/universe of their origin, the two women decided to move to Masumi Station and open their nightclub. Besides running the place, they themselves occasionally perform on stage for guests.
*Ferrul’s---Hardware shop specializing in custom astro-gear. Given how many of the locals and visitors have altered physiologies, having custom-fit spacesuits and gear is a good thing.
*Errian Fashion---Near Ferrul’s is an upscale fashion boutique and tailor’s, that caters to mainly bioborgs, though they’ll do up dress for cyborgs as well. The shop gets a surprising amount of business from deep space miners wanting a least one good dress or suit for social gatherings. The owner is Errian, an ex-slave who recognized that for the many other ex-slaves like herself, owning good clothing of one’s own was an important step towards regaining independence. She sells outsystem fashions, but also makes her own, and is attempting to evolve her own style. She has a staff of seven dedicated tailors, all of them ex-slaves.
*Euphora---A fitness center, thought by many to be a front for the Shemarrian Skyeklad clan, because of its rather scanty in-house workout ‘uniform’(gold braid and bangles and not a lot of either) going quickly to ‘clothing optional’, but actually owned and operated by a Zyganian woman(and self-identified fitness guru). The gym also teaches various calisthenics and meditation techniques, including Zyganian tia-chi and ‘traditional’ dances. Anybody familiar with Zyganian culture will identify the ‘uniform’ as inspired by that worn by Zyganian courtesans. Station officials have twigged to this, and though there have been rumors that Euphora is a front for more carnal activities, there’s no evidence of anything beyond lots of bare skin and heavy breathing(which is fairly par for the social district of Masumi Station). Most who go to Euphora simply enjoy a good workout and a good show watching others.
*Paladin Steel Masumi---Naturally, Paladin Steel/Aegis Stellar Industries has an outlet here, catering to visitors mainly. The Masumi Station outlet mainly sells civilian and spacer goods and services(such as spacesuit repair), but also takes orders for weapons and military equipment as well(weapons are not sold directly inside the station, but the hardware is transferred to the buyer’s ship/custody off the station). What can’t be acquired on-station, PS/ASI will make arrangements to ship to the buyer’s vessel or outsystem location(s). A number of clients have used the tourism aspect of Masumi Station to covertly arrange for large buys of military equipment from PS/ASI.
*Si---Si is a ‘meditation cafe’ run by a Noro. Si offers a quiet peaceful place for people to meditate and contemplate the universe, with private chambers available, or larger public group sessions. For a small fee, Si will provide a meditation counselor to help more troubled minds, and simple, but good, food and drink to accompany sessions. Popular with many residents who find the quiet atmosphere helps them deal with lingering trauma. As the proprietor is an ex-CAF officer who’s seen action, she knows a thing or two about PTSD.
*Axellen---Located by the space docks, Axellen is a garage-shop run by the Steel Gaian fringe tribe of the Shemarrians, though it’s also suspected that Clan Motron also has a hand in the garage’s operation. Axellen does custom machining and metalwork of all kinds, from weapons decoration to equipment prototyping, but it also does vehicular modification, especially of wheeled vehicles. This may seem a strange thing to encounter on a space station in deep space, but a surprising number of visitors, especially adventurers heading out for the frontiers beyond Cevaz 2302 have had their planetary rovers supped-up and modified by Axellen’s mechanics.
*Lymian’s---An upper-scale dining club started by another ex-slave, Lymian’s obtained permission to set up a location in the still partially-completed middle spheroid, and it sits in the middle of one of the agricultural belts, affording visitors a curving visa of greenery, and landscaped verandahs on which to walk, eat, and play. The center of Lymian’s concourse are several water pools in which aquatic entertainers disport, and the more adventurous(or amphibious) diners can enjoy meals floating in the water. Prices range from modest to expensive, but most people agree that the quality and ambiance are worth it.
GNE/USA acquired the rights to the Cevaz 2302 star system as payment from an Atlantean clan that had initially scouted and claimed the system. Indications of rich minerals in the moon system of C2302’s second planet drew the USA’s attention, with a secondary interest in terraforming the first planet. As the Atlanteans had not the resources to exploit either, they traded it to their creditors.
Cevaz System is notable for the terraforming world of Cenax and for Masumi Station, a free asteroid colony developed as a refugee sanctuary. The system has received an unexpected amount of interest after the Shemarrian Star Nation unexpectedly invested material and energy in both ventures, accelerating the terraforming timetable on one and greatly changing the demographics on the other.
Between the mineral wealth being discovered and the spectacle of the terraforming effort, Cevaz System is being predicted as an economic hotspot for the future. This is already beginning to attract a fair share of curious travelers detouring from more direct routes by the system to take a look, potential investors looking to scope out the system, and other interested parties stopping by.
Number of Stars: 1(Cevaz 2302)
Types of Stars: Yellow Dwarf
Number of Planets: 5
- Terrestrial(Cenax-Lifeworld)---The focus of most of the activity in the system. Formerly a Venus-like world with a rampant greenhouse effect, the planet has been terraformed into a terrestrially-habitable one.
- Gas Giant(Huge)(Sutter)----Cevaz 2302-02 possesses a dense ring and moon system that shows signs of abundant and valuable minerals, provided the miners can weather the dense radiation belt also surrounding the gas giant. PS/GNE/ASI was gearing up to tackle the challenge with Masumi Station being prepared as a shielded redoubt for the cyborg and bio-modded miners when the Shemarrians stepped in. Now, as Masumi Station is inbound towards Cenax, PS/ASI has begun work on a second asteroid station to go after the riches of Sutter’s moon system. Sutter is a source of water ice asteroids and other materials used in the terraforming of Cenax.
-Terrestrial(Trisenda)(Medium)---Icy planet shrouded in a methane atmosphere. Trisenda’s icy rings and several ice moons are a primary source of water ice colliders used in the terraforming of Cenax.
-Terrestrial(Cevazal)(Small)---Icy planet shrouded in a methane atmosphere. It almost went unnamed for lack of anything of real interest, but given the interest in the Cevaz system, rather unremarkable Cevaz 2302-04 got tagged as ‘Child of Cevaz’.
- Asteroid/Planetissimal(Cendel)---This large planetissimal is of interest primarily due to the large deep space listening array set up there by the United Systems Alliance to watch for possible trouble.
Cenax---Colony World
“This planet has undergone several dramatic changes in purpose...initially it was a mining stop, with a few diehard idealists looking to a long term, but uncertain, payoff of a wholly habitable world sometime centuries in the future. Then the Shemar dropped by with a load of techno-magic, and now it looks like we might have habitability in a human lifetime. With palpable benefits attainable in a reachable future, we now got something of a land rush on our hands, with folks already lining up to claim a stake. The Shemarrians are still the eight hundred pound gorilla in the room, though; we know they want a good chunk of Cenax for their own purposes, so we’re keeping the leashes on the sooners.”
Cenax is a newly opened colony world under mixed management in the Cevaz 2302 star system. Originally it was being developed by the United Systems Alliance as an envirodomed mining colony and long term terraforming prospect, but then the EShemar showed up and did something to jump-start the reduction of the atmosphere. The colony has since become something of an experimental world, an interface and joint effort between the United Systems Alliance and the Shemarrian Star Nation.
Recently, Eshemar Clan Scelptor showed up and put in a giant orbital elevator. This massive structure is currently under control of the SSN, but the Shemarrians have announced that once functional outfitting is complete, everybody else will have access to it.
Planet
Type: Terrestrial
Diameter: Large; 22,000 km
Gravity: Average; 1.2 g. (Was 1.4 g)
Temperature: Temperate, at the warm end. Terraforming is bringing the temperature gradually lower
Unusual/Special Features:
-Odd rotation---Cenax currently has a slowing rotation, that is slowly lowering its speed and surface gravity, the deceleration apparently being a deliberate part of the Shemarrians’ terraforming effort. Speculation is, given the rate of slowing, that the gravity will be stabilized at 1.09 g.
-Odd Revolution---Cenax has a planar tilt of 46-degrees with regards to the mean solar plane of the Cevaz star system. This causes at least two large meteor-shower events in the course of a Cenaxian year as the planet causes the solar plane.
-Odd Energy Field---Cenax has an odd energy field that seems to have become more pronounced after the EShemar arrived and began their terraforming efforts. Whether the field is the result of whatever they’re doing, or they simply took advantage of an existing phenomena is unknown.
-Other---Cenax has high auroral activity that sometimes is strong enough to interfere with weaker radio systems(radio signals from the surface, relayed through the space elevator, are unaffected). The aurora activity does not seem related to solar flare activity, but instead may be related to terraforming activities(making the Shemarrians the favored culprits for causing the auroras).
-Moons(18)---Cenax has about eighteen small moonlets, several of which have been turned into space stations by both the USA and SSN. One smaller moonlet was sacrificed as a surface impactor during the terraforming effort.
Atmosphere: Dense. Cenax’s atmosphere is still too dense and tainted(high CO2 content) for unassisted breathing, but conditions are improving.
Terrain:
Unusual Mineralogy(Unique minerals)
Notable Mineral Concentrations:
- Scheelite
- Amethyst
- Sapphire
- Mercury
- Nickle
- Titanium
- Thorium
- Samarskite
A more thorough geological study of Cenax turned up the presence of two previously unknown and potentially valuable minerals in exploitable quantities.
-Vanalium---It is unknown if this mineral was brought to Cenax as part of asteroids or is the result of the collision trauma between the meteors and minerals in the planet’s crust, but this black oxide-form mineral is found only in impact zones.
a. Naturally Occurrent Form:Oxide
b.Where Found In meteor falls/impact zones
c.Color(Natural State) black
d.Chemical Reactions: Inert
e.Degree of Reaction Slow
f.Density*Light-
g.Malleability*Soft
h.Toxicity(Natural State)*Mildly Toxic
i.Potential Value/Special Properties:*Medicinal Effect--Studies of vanalium have shown it has properties in inhibiting rampant cell growth, suggesting potential as an anticancer agent. However, traces of vanalium have also been observed to inhibit the rapid-growth vegetation used to terraform Cenax, especially around asteroid impact zones.
-Corescite---This mica-like substance has shown increasing promise as an energy source, and Paladin Steel Energy has set up a facility on Cenax to study how best to exploit this discovery.
a. Naturally Occurrent Form: Oxide
b.Where Found: Deep Rock Strata
c.Color(Natural State)Polychromatic/Iridescent
d.Chemical Reactions: Base/ Alkaline
e.Degree of Reaction: Slow
f.Density: Heavy
g.Malleability: Stone-like
h.Toxicity(Natural State): Toxic-
i.Potential Value/Special Properties: Power Source
Hydrosphere: Moist; between condensation of atmospheric moisture and regular bombardment with ice asteroids, the planet has about 54% water covering in the lowlands, and is expected to top at about 65%.
Biosphere: Thin---Was Lifeless, but between the USA colonists introducing tailored biota, and the EShemar bombarding the planet’s surface with vine-munitions that have been spontaneously generating mulch, the planet has acquired a rudimentary ecosystem.
Civilization:
Early Colonial
Population:
Currently about 180,000 colonists have settled on Cenax, overseeing the terraforming.
There are also several small surface enclaves of Shemarrians(about 9,000 in all, plus an additional estimated 16,000 in orbit or on the space elevator) monitoring their part in the terraforming.
Technology:
Galactic; the terraforming effort is seeing some cutting-edge biotech at work.
Economy:
Mining originally, but the focus has changed as the terraforming progresses to agricultural.
Wealth:
Currently considered to be Average; the flow of money is mostly into the terraforming effort and almost all material resources harvested locally are consumed locally, with little being exported.
The offworld mining operations, especially those around Cevaz 2302-02 Sutter would, if included in Cenax’s economy, could potentially boost the colony into the Rich category.
Government:
There is a joint scientific management council between the USA and the Shemarrian Star Nation with regards to the terraforming effort. This makes sure the two groups don’t work to counterpurposes and can coordinate their actions.
Law Level:
Lawful; the colonial administration has a comprehensive legal system in place. Of course, nobody wants to see what the Shemarrians might do if they decided to step in.
Popularity:
Beloved; despite the uncertainty of who ultimately is REALLY in charge, everybody likes the positive energy and upbeat positivism of the accelerated terraforming effort and the colonial authority.
Stability:
Very Stable; everybody’s too busy working on the terraforming effort to make trouble.
Cenax Space Elevator
(aka ‘the Cenax Stalk’)
“You can’t get anymore decisive and declarative of your interest in a planet than staking a twenty-four thousand mile-high space elevator on it. That’s one massive signpost, and one few people are going to ignore.”
The Cenax Space Elevator is one of the great surprises of the sudden Shemarrian interest in the Cevaz 2302 star system. Soon after the arrival of refugees on Masumi Station and of Shemarrian terraformers, one of Clan Scelptor’s SMALLER Taskships suddenly arrived in orbit and, in the course of a week, laid down the basic components of the twenty-four thousand mile-high orbital elevator. The speed with which this was accomplished, apparently from PREFABRICATED components, has astonished and even frightened observers, forcing a(nother) re-evaluation of both overall EShemarrian and Clan Scelptor capabilities. The astonishment became even more pronounced when, in a brief communication with the fringe tribe, Clan Scelptor dismissed the Cenax Stalk as a ‘minor commission’.
The length and breadth of the Cenax SE, as well as a fifty mile radius of the base of the elevator, is currently considered to be Shemarrian territory and is off-limits to outsiders(those allowed to enter the zone and inspect the elevator do so only with Shemarrian permission and escort). The EShemar representatives to the joint scientific management council have assured the other parties that in due time the Space Elevator will be open to all commerce, making it a valuable part of the planet’s economic infrastructure.
The Cenax Stalk is roughly 300 meters in diameter and has tracks for four external cars, two cargo and two passenger, which have been observed making the trip to and from the footing and the orbital counterbalance station in five days one-way, though it is unknown what the operational speeds will be. The elevator appears powered by interaction with Cenax’s magnetic field. The configuration of the orbital part of the space elevator leads many to believe that the elevator will eventually be docked with the incoming Masumi Station, at which time the Cenax Stalk is expected to fully open, although it is expected to remain under Shemarrian supervision.
Masumi Station(Colonial Outpost)
(aka ‘Transfiguration Station’)
“Large sections of this station seem to be ‘clothing optional’; that’s because a lot of these folks have bodies that are pretty much proof against most anything so they don’t need protection, they’ve had any body-modesty burned out of their brains, or they just don’t freakin’ care what others think of them anymore. Personally, this close to vacuum, I like to keep my body armor on, but to some, the thrill of going around without protective gear constantly on is part of the excitement of the place.”
“Flesh and metal mingle quite freely here.”
“Alien slavers turned my body into a latex blowup doll and wiped my brain like a VHS tape. Fortunately, I understand, between the Shemarrians and the Company, my rescuers were able to use some sort of quantum memory thingees to salvage my DNA and memories of who I was, and reintegrate me...sort of. My body’s still sort of rubbery and so’s my brain. I remember some of what I used to be, but not all or enough of it. Don’t have any place to go back to, because everybody I knew either got rubberized like me or are total strangers to me now, so I may as well move along. Company set me up with a nice job running a boutique on the station concourse. Interested in some nice waterproof all-environment gear? Don’t worry, it’s not anybody I knew.”
“Not quite sure who’s really in charge here on Masumi; nominally the Alliance is in charge, but the Shemarrians have made it quite clear they have the deciding vote. The orbital elevator we’re supposed to link up with? The Shemars’ idea and doing. Most of the refugees? Again, it’s Shemar transports. They haven’t come out and said it, but the EShemar are really running the show.”
“So, I’m on my third body; my first was nearly crisped by a d-bee-hating Deadboy with a hair-trigger plasma rifle, my second was a militia combat cyborg shell, and this is my humaniform cyborg body. You?”
“Forcibly transformed into a werebeast by a mad sorcerer out to conquer the world. I still have attacks of werewombatness. Wanna join me in finding a good bar on this station? That is, if you can still drink.”
“Yeah, I can, and I hear there’s a bar that serves a beer that can fuzz cyborg circuits and gonk superhuman physiologies.”
“Well then, let us set off to find it, then, ma’am....I’m sorry, I didn’t catch your name?”
“I haven’t told you yet, it’s Gale Haddeway, but you can call me ‘Gay, mister-?”
“Roland, Roland Penster, but call me ‘Ro’. If I go all fuzzy and wombaty, call me ‘Pin’.”
“Well, you three seem quite happy together. Got room for a fourth?”
--Overheard at a Masumi Station saloon.
Masumi Station is a large hollowed-out asteroid colony that was still in the process of being constructed by PS/ASI deep space workers in the Cevaz 2302 star system when the EShemarrian Star Nation showed up and began transferring refugees from an ourdimension conflict they’d gotten involved in. Most of the refugees were humans, liberated from the clutches of a particularly odious alien species that used brainwashing and nanotechnology to transform and enslave their captives. Eshemar science and magic helped change most of them back, but not all the way, and many continued to suffer mental side effects, and display physical mutations/alterations marking them as altered. Other refugees were bioborgs liberated from the Splugorth, or NeShemar(including some former GNE residents) who’d been burnt out by combat service to the SSN, and who were looking for more peaceful reassignment.
Masumi Station has become both a service colony and a rehabilitation facility. The many ex-slave refugees, accustomed to being of service to others, have been encouraged to start and work in service industries on the Station, and get paid for the work. The GNE has transferred a number of d-bee refugees and Civil Labor Battalions to the Station as well, both to work on completing the colony facility, support the nearby planetary colonies, and to morally bolster the refugees already there.
Masumi Station has acquired a reputation of something of a ‘resort’ destination, particularly for those personnel with special needs, and who have physically been transformed in some way or manner. Many forced-conversion(and voluntary) cyborgs and bioborgs visit the station to unwind, aware that many, if not all, of the staffers have stories similar to their own and don’t treat them with condescending pity or fear. Masumi Station earned the nickname ‘Transfiguration Station’ due to this population of trans/althumans. While this sounds like a prescription for a spacestation full of solemn encounter groups and addiction support meetings, supported by a large and permanent staff of psychiatrists and medical teams with straitjackets, Masumi Station is actually something of a swinging hedonistic resort, once visitors pass the ‘scar test’ of being able to relate their own traumas or body-resleevings at the door. This tends to weed out casual visitors, and especially those looking to ogle the ‘freaks’. Station security does turn away people with uncontrolled curses, dangerous mutations and the like, however. Interestingly enough, Masumi Station sees a lot of tourism and immigration from Outcast Station in the Rifts Earth Sol system.
Masumi Station is itself undergoing a transfiguration. It is slowly being maneuvered by space tugs down the gravity well of its solar system to a rendezvous with an orbital elevator on the settled world of Cenax, where it will join with the orbital anchor head. Once linked up, the plan is to offer refugees the opportunity to acquire lands as part of the surface colony.
Size:
Masumi Station is a large asteroid some eight miles long on its longest axis, and 1.2 miles on its shortest. Internally it houses three spherical Bernal Sphere-style habitat modules, only with gravitonic generators replacing centrifugal force(has provision for rotation as a backup). Currently only two of the hab sections are operational, while the third is still undergoing construction. The outside of the asteroid is covered with agri-domes, docking bays, and service domes.
The colony currently supports some 12,000 inhabitants, plus an average of 7,000 transients.
Type:
Transit Hub, Resort Complex.
Security:
The EShemar also maintain a presence near and on the Station, even when refugee transports aren’t docked.
Contact: Daily dockings(1d8)
Products:
Transit Hub, Resort Complex.
Function: Habitat, Trading Post
Power Systems: Nuclear Fusion, plus solar power(agrodomes)
Defenses:
Medium Weapons Systems, plus a squadron of Space Fighters. Given the nature of many of the liberated/rescued residents, and the growing word of the potential wealth of the Cevaz 2302 star system, piracy and slavers are a real concern for the GNE/USA overseers managing the station.
Of course, there’s also the awareness of the Shemarrian Star Nation’s interest in the system, so most of the ASI/GNE/USA military personnel assigned to Masumi Station figure that there’s at least one SSN warship lurking somewhere in-system.
Sensors:
Basic, plus several Scout/Pilot vessels that check out new arrivals and guide merchant shipping in.
Communications:
Galactic Standard--Was meant to have a satellite network when integrated as part of the gas giant Sutter mining operations, but Masumi Station’s current slow transfer orbit to Cenax kiboshed those plans. Currently has to remotely piggyback to the developing commnet around Cenax.
Station Maintenance:
High Priority---As a residential complex, Masumi Station has a high response time to maintenance needs. Even the unused sections of the station are kept spic and span by regular maintenance patrols, and station upkeep is considered a part of ‘occupational therapy’ for many of the rehabilitatees.
Supplies:
Self-Sufficient. Between the agro-domes on the exterior and the sections of plantings in the middle habitat sphere, Masumi Station is pretty well set for food and water.
Internal Security Personnel:
Masumi Station is policed by a GNE-trained security contingent. Though initially consisting of veteran reservists from the GNEAS, the department has recruited nearly half its number from the refugees, to give them a ‘native-friendly’ face.
The most common problems on Masumi Station are nervous breakdowns and substance abuse. Given that most of the residents are bio-altered, some into megadamage beings, security has to have both a soft touch and a hard grip to gently put down trouble and get people the help they need. Masumi Station has perhaps the highest concentration of Combat Pyschologists-on-residence in the GNE.
Security Systems:
Medium Security---Comprehensive security measures are in place, with an eye towards containing mentally disturbed and potentially superhumanly-augmented individuals, but so far this has not been put to any real test.
Medical Facilities:
Excellent; the need to cater to a variety of altered physiologies and damaged psyches means that the medical division has to be topnotch.
Environmental Systems:
Advanced. Individuals requiring particularly special environments need to make specific arrangements.
Independent Businesses:
Many; Masumi Station encourages the refugees to start their own businesses, in part to re-acclimate them to a normal life style.
Transients:
Well-trafficked. Typically 1d4 interstellar ships call upon Masumi Station a day, and another half-dozen local and support mining vessels. There’s an average of 7,000 transient visitors on station at any given time.
Notable Businesses:
*SeaCloud Lodgings---A hostelry run by a Saphian merwoman. Strange to find one out so far and in a system bereft of both verdant local ecologies and extensive oceans(Cenax’s don’t count yet), but nevertheless, Trisani Arwyna nevertheless established this fifty-room first-rate accommodation ‘plex on-station. Its soothing oceanic decor and amorphic sea-foam beds have made SeaCloud a favorite trysting place for couples(or romantic couples), especially asteroid miners looking to shake off the fatigue of deep space mining and indulge in some expensive pleasures. It’s also a favorite booking of the wealthier travelers transiting through the system.
*Mercasan Electronics---A surprisingly upscale electronics shop that specializes in custom computer hardware and security software. It’s quietly owned and operated by a group of Chromites (a sect of cyborg AI-singularity seekers) who are associated with the Shemarrians. Given the Chromites’ interest in human-machine interface technologies, they’re on the Station to quietly observe the lingering effects of the alien nanotechnology on the many d-bee ex-slaves, especially those who can still ‘morph into non-flesh structural forms.
*Nebula---Nebula is a dance club opened and operated by two ex-slave cyborg women, Nebi and Arabella, who had been kidnapped from their homeworld, forcibly made into partial-cyborgs, tattooed with barcodes, and brainwashed into thinking they were pleasure-bots. They regained most of their memories when they were liberated when their buyers’ ship had to stop off at a GNE/USA mining colony and was seized for carrying contraband(including slaves). Unable to return to the world/universe of their origin, the two women decided to move to Masumi Station and open their nightclub. Besides running the place, they themselves occasionally perform on stage for guests.
*Ferrul’s---Hardware shop specializing in custom astro-gear. Given how many of the locals and visitors have altered physiologies, having custom-fit spacesuits and gear is a good thing.
*Errian Fashion---Near Ferrul’s is an upscale fashion boutique and tailor’s, that caters to mainly bioborgs, though they’ll do up dress for cyborgs as well. The shop gets a surprising amount of business from deep space miners wanting a least one good dress or suit for social gatherings. The owner is Errian, an ex-slave who recognized that for the many other ex-slaves like herself, owning good clothing of one’s own was an important step towards regaining independence. She sells outsystem fashions, but also makes her own, and is attempting to evolve her own style. She has a staff of seven dedicated tailors, all of them ex-slaves.
*Euphora---A fitness center, thought by many to be a front for the Shemarrian Skyeklad clan, because of its rather scanty in-house workout ‘uniform’(gold braid and bangles and not a lot of either) going quickly to ‘clothing optional’, but actually owned and operated by a Zyganian woman(and self-identified fitness guru). The gym also teaches various calisthenics and meditation techniques, including Zyganian tia-chi and ‘traditional’ dances. Anybody familiar with Zyganian culture will identify the ‘uniform’ as inspired by that worn by Zyganian courtesans. Station officials have twigged to this, and though there have been rumors that Euphora is a front for more carnal activities, there’s no evidence of anything beyond lots of bare skin and heavy breathing(which is fairly par for the social district of Masumi Station). Most who go to Euphora simply enjoy a good workout and a good show watching others.
*Paladin Steel Masumi---Naturally, Paladin Steel/Aegis Stellar Industries has an outlet here, catering to visitors mainly. The Masumi Station outlet mainly sells civilian and spacer goods and services(such as spacesuit repair), but also takes orders for weapons and military equipment as well(weapons are not sold directly inside the station, but the hardware is transferred to the buyer’s ship/custody off the station). What can’t be acquired on-station, PS/ASI will make arrangements to ship to the buyer’s vessel or outsystem location(s). A number of clients have used the tourism aspect of Masumi Station to covertly arrange for large buys of military equipment from PS/ASI.
*Si---Si is a ‘meditation cafe’ run by a Noro. Si offers a quiet peaceful place for people to meditate and contemplate the universe, with private chambers available, or larger public group sessions. For a small fee, Si will provide a meditation counselor to help more troubled minds, and simple, but good, food and drink to accompany sessions. Popular with many residents who find the quiet atmosphere helps them deal with lingering trauma. As the proprietor is an ex-CAF officer who’s seen action, she knows a thing or two about PTSD.
*Axellen---Located by the space docks, Axellen is a garage-shop run by the Steel Gaian fringe tribe of the Shemarrians, though it’s also suspected that Clan Motron also has a hand in the garage’s operation. Axellen does custom machining and metalwork of all kinds, from weapons decoration to equipment prototyping, but it also does vehicular modification, especially of wheeled vehicles. This may seem a strange thing to encounter on a space station in deep space, but a surprising number of visitors, especially adventurers heading out for the frontiers beyond Cevaz 2302 have had their planetary rovers supped-up and modified by Axellen’s mechanics.
*Lymian’s---An upper-scale dining club started by another ex-slave, Lymian’s obtained permission to set up a location in the still partially-completed middle spheroid, and it sits in the middle of one of the agricultural belts, affording visitors a curving visa of greenery, and landscaped verandahs on which to walk, eat, and play. The center of Lymian’s concourse are several water pools in which aquatic entertainers disport, and the more adventurous(or amphibious) diners can enjoy meals floating in the water. Prices range from modest to expensive, but most people agree that the quality and ambiance are worth it.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"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: 48001
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Paladin Steel/Aegis Stellar Industries PS/ASI-DDE019 ‘Bullet’-class Destroyer Escort
(aka ‘Rampant Porcupine’, ‘Waspeater’)
“ASI is really squeezing as much as they can out of their older designs, and the Bullet is a sign of how far they’ll go to get that last ounce of value. I suppose it’s a testament to both the original design and the innovation that the cockamamie new design actually WORKS. ”
“Bullets are ugly little birds, but they more than earn their keep against horde attacks like missile storms and starwasp swarms. Fighters learn to avoid these things because of the sheer volume of fire they can spray around them.”
“Those murderous killbots would have -massacred- the Argentum Queen and everybody aboard her if that stubby little -Bullet-class defender hadn’t gotten between her and them. Decoyed away the missiles, chopped up the boarding shuttles and several dozen free-flying berserkers, and finally tanked a nuke meant for the spaceliner. Held the rearguard long enough for the Queen to make the evacuation jump-point, and barely managed to follow, but I hear they lost most of the corvette’s crew. Still, I think that crew wouldn’t hesitate to make the trade they did, if they were asked.”
The ‘Bullet’-class DDEs are among the odder-looking of PS/ASI’s spacecraft designs. The Bullet-class resembles three PS/ASI-DDC09 ‘Barong’ Corvettes joined at 60-degree angles to each other, and thus affording none of the blind spots endemic to many more conventionally laid-out vessels. The vessel is meant as a picket and escort cruiser with an emphasis on point defense capability.
The peculiar hull design has required some gutting of the lower two hulls and the reorientation of the few inhabited decks inside. While some first-assignee crews have questioned the strength of the structural integrity of the composite craft, the apparent slapdash attachment is actually built on a reinforced internal ‘cage’ that distributes hull stresses. The design also has a fair amount of redundancy, especially in engines and shields, lowering the chances of any one ‘golden BB’ taking out either shield protection or propulsion. Command and control is consolidated in one bridge module, with a secondary damage control/engineering center providing backup. Automation and system cross-linkage has reduced crew requirements, and the three linked hulls actually provide some extra room for the crew that remain, making these vessels decidedly more comfortable on extended tours of duty.
Because of their design, Bullets are not recommended for atmospheric operations, and they are intended for deep space combat. Most will never enter an atmosphere or even land in any sort of a gravity well, and instead act as orbital defense monitors, escorts, and picket craft for space stations and free space colonies. Occasionally, it is used for space interdiction and blockade duties, supported by other ships and fighters.
The ‘Bullet’ is often offered by Paladin Steel/Aegis Interstellar Industries as part of larger planetary defense packages(along with Orion-class nuclear pulse monitors, BattleRing System Modular Orbital/Deep Space Weapons Platforms, and various surface to space weapons systems. Despite its rather adhoc origins, meant to economically produce a dedicated anti-fighter/antimissile picket, the Bullet has also seen a surprising amount of innovation applied to it, especially the PS/ASI-DDE019B variant, which adds a centerbody module that can mount additional systems.
Despite their classification as destroyer escorts and their heavier weight, DDE019 Bullets are often criticized for being too lightly armed for destroyers, and of being too overspecialized to be effective in the multiple roles expected of destroyers. The same critics contend that for a lower cost per unit and less sophisticated logistics, the faster ad more versatile HF-75 Hunter-class destroyer is a better overall vessel that can fill the same role as the Bullet, especially when the Hunter is deployed in squadron strength. The DDE019B variant adds additional capabilities, but some tech evaluators fear that the added mass and armament may mislead crews into thinking they can take on larger opponents. PS/ASI counters, however, that the Bullet can remain on defensive call station longer than the Hunter and is better in the area defense role. Deployed wisely, the DDE-019 can provide more than adequate support-defense against enemy raiders and missile attacks. The marketing to defense-minded clientele seems to be paying off; orders have remained steady, especially to new colonies and communities fearing pirate attack or missile raids.
Type: PS/ASI-DDE019 ‘Bullet’
Class: Destroyer Escort
Crew: 40
MDC/Armor by Location:
Main Body 12,000 (3 hull sections, 4,000 each)
Bridge 2,000
Drive Sections(3) 1,200 each
Medium Turrets(3) 300 each
Point Defense Turrets(18) 80 each
Forcefield 7,500 (3 shields, 2,500 each)
Height: 48 ft
Width: 90 ft
Length: 340 ft
Weight: 12,900 tons
Cargo: 300 tons
Powerplant: Nuclear Fusion, w/ 20 year energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 8
(Kitsune Values: 50% of light speed; Accelerates/decelerates at 0.8% of light speed per melee)
(FTL) 3.6 light years per hour
(Underwater) Not possible
Market Cost: 620 million credits
Systems of Note:
Standard Starship Systems, plus:
*Advanced Fire Control----Improved avionics networks the various hull sensors and fire control for more accurate targeting, a must when dealing with small agile targets such as fighters and missiles. Advanced Targeting Bonus: +4 to strike
Weapons Systems:
1) Medium Laser Turrets(3)---Part of the original Barong armament, these weapons give the Bullet extra punch against larger vessels such as Berserker raiders.
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 1d4x100 MD per cannon
Rate of Fire: Twice per melee
Payload: Effectively unlimited
2)Point Defense Turrets(18)---- The basis of the Bullet concept is in its numerous point defense turrets, meant to give it coverage on all firing arcs, and enough capacity to interdict fighter squadrons, power armor attacks, and barrages of missiles.
a) Laser PDS---Standard energy-based PDS.
Range: 1 mile in atmosphere/4 miles in space
(Kitsune Values: 4 miles in atmosphere/ 400 miles in space)
Damage: 2d6x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively unlimited
b)Dual Laser/Mini-Missile Launchers---Alternate fitting available, taking the place of the lasers. These are standard CCW-pattern dual laser/mini-missile launchers that have been installed for close-in defense. The lasers are less powerful and shorter ranged, but the mini-missiles have volley capability against fighters and missiles. Any or all of the thirty PDS turrets can be replaced with these turrets in place of the standard lasers.
Range: (Lasers) 4,000 ft in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere /200 miles in space)
(Mini-Missiles) 1 mile in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere/ 100 miles in space)
Damage:(Lasers) 1d6x10 MD per blast
(Mini-Missiles) Varies by Missile Type
Rate of Fire:(Lasers) EGCHH, or auto-fire; 6 attacks per melee
(Mini-Missiles) Volleys of 1-8
Payload: (Lasers) Effectively Unlimited
(Mini-Missiles) 32 mini-missiles per turret; additional mini-missiles can be carried as cargo(typically takes 2d6 minutes to reload from the holds).
(Option)---The Mini-Missile launcher component of these turrets can be modified to fire the “S-Sting” ‘Smart Mini-Missile -----The S-Sting(for ‘Space Stinger’) is an attempt to adapt the guidance systems and accuracy of the ‘Black Talon’ L-SAM to a space-based missile. The missile resembles a rather stubby cylinder with a blunt-nosed optical cluster and protruding verniers(extend after launching), owing to the fact that the vacuum of space negates the need for streamlining the weapon.
Note that the ‘S-Sting’ has only limited effectiveness in an atmosphere....HALF bonuses in a thin atmosphere and weak gravity well like Mars’, and NO bonuses, and HALF range in a thick atmosphere and standard gravity like Earth’s.
Range: 4 miles in atmosphere, 32 miles in space
(Kitsune Values: 4 miles in atmosphere/ 400 miles in space)
Damage: 2d6x10 MD to a 15 ft blast radius
Bonuses: +7 to strike
Cost: 10,000 credits per missile
3) Decoy/Countermeasures Launchers(3)----- Each trimaran hull mounts a countermeasure launcher; three separate sorts of countermeasures are available:
The first is simple sensor-reflective chaff and thermo-flares. These countermeasures are inexpensive and very effective against lower-end targeting systems and sensor equipment(such as that used by nations equivalent to the Coalition States on Rifts Earth), but are ineffectual against more advanced technology.
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.
In space, anything flying at high speed through the cloud will take 2d6 MD +1d6 MD per every 100 miles of speed over 670 MPH.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 50 bundles are available per pod
The second system releases a nanotech swarm of active jamming pods and decoys that are programmed to emulate a spacecraft’s sensor signature, or, at the very least, bury enemy tactical communications in ‘white noise’.
Effective Range: 25 mile jamming radius
Duration: 5 minutes per pod-spray
Effects: Jams radio signals(75% chance of jamming military band command-guidance ordnance), and 60% chance of deflecting ordinary missiles.
Payload: 25 swarm packs are available per pod
The third system uses modified grav-pack drives and signal projectors to create a moving pattern of sensor signatures. The grav-pack mini-missile drives can go for 10 minutes before self-destructing, and can either be remotely directed or run a preset pattern.
Effective Speed: Mach 6
Duration: 10 minutes per pod
Effects: The decoys have a 70% chance of fooling enemy sensor operators and expert systems. They are are also +2 to enemy sensor-guided munitions to strike, increasing the chance that the missiles will elect to pursue the ‘louder’ sensor signature(the missile rolls to strike for both the original ship and each decoy deployed....highest to strike roll determines which target the missile(s) go after).
Payload: 20 decoys are carried, and can be deployed singly, or in ‘packs’ of 1-3.
Auxiliary Craft:
None
Variants:
*PS/ASI-DDE019B----(aka ’Bulboid’)---This variant features a center-body hill sandwiched between the three outer DDC09 corvette hulls. The ‘B’ config is often not distinguishable from the standard base design on long range scans, as the centerbody is shielded by the outer hulls. The centerbody increases the ship’s mass by 25%, reduces maximum speed by 15%, and adds +900 MDC to the overall armor, but also provides space for ONE of the following:
a) Mini-Missile Launcher--- Launcher for PS’s much-touted “S-Sting” ‘Smart Mini-Missile
Note that the ‘S-Sting’ has only limited effectiveness in an atmosphere....HALF bonuses in a thin atmosphere and weak gravity well like Mars’, and NO bonuses, and HALF range in a thick atmosphere and standard gravity like Earth’s.
Range: 4 miles in atmosphere, 32 miles in space
(Kitsune Values: 4 miles in atmosphere/ 400 miles in space)
Damage: 2d6x10 MD to a 15 ft blast radius
Bonuses: +7 to strike
Rate of Fire: Volleys of 1-25, up to four times per melee.
Payload: 400 missiles
b) Short Range Missile Launcher---Longer range and heavier salvoes.
Range: Varies by Missile Type
(Kitsune Values: 10 miles in atmosphere, 500 miles in space)
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-20
Payload: 200 missiles
c) Medium Range Missile Launcher---Provides added range in interception.
Range: Varies by missile type(speed and range x4 in space)
(Kitsune Values: 160 miles in atmosphere, 80,000 miles in space)
Damage: Varies by missile type
Rate of Fire: Volleys of 1, 2, 4, 5, or 10, up to four times per melee.
Payload: 100 missiles
d) Long Range Missile Launcher---This launcher gives the Bullet some punch against larger opponents. For wrk against smaller targets, the LRMs typically carry multi-warheads with area of effect scatter patterns.
Range: Varies by Missile Type
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-10
Payload: 50
c) Space Mine Launcher---Typically used in orbital defense to deny enemy ships the ability to assume orbit.
Payload: 60 mines
Damage: Varies by weapon deployed
*Space Mine---A freefloating explosive war satellite. Various types exist, including stealth ‘sneakmines’, ASAT ‘limpets’, and enhanced EMP models, but the standard anti-ship version carries a powerful nucleonic charge that does 2d6x100 MDC to a 600 ft radius
Damage: Typically equal to a Cruise Missile warhead
*Orbital Net Mine---This weapon unfurls into a 10-kilometer(5 mile)-wide free-floating hexagon of high tensile-strength megadamage fibers. Any vessel hitting this net at high speed takes damage roughly equivalent to the UWW’s infamous ‘Death Cloud’ weapon. Improvements to the mines allow them to lie dormant and virtually undetectable until a target enters range, and then the net will instantly snap open, catching the victim. The net-mine has also successfully been used to catch MIRVs and other missiles.
Damage: Any ship flying into the net will take 4d6MD times its Mach Speed. Multiple the damage by 10 for ships weighing 10,000-40,000 tons, by 20 in the 41,000-100,000 ton range, and by 100 if more than 100,000 tons.
The net is virtually impossible to detect on radar and ships are -6 to dodge, while larger ships are -8!
d) Kinetic Kill Rail Cannons(2)--- Double-barreled mounting of one of Paladin Steel’s older space weapons.
Range: 10 miles(40 miles in space)
(Kitsune Values: 40 miles in atmosphere/ 40,000 miles in space)
Damage: 1d4x100 MD per 80 rd burst, 2d4x100 MD double cannon burst
(Exploding/Fragmenting Fletchette): 5d6x10 MD to anything caught in a 120 ft wide cone/’cloud’----Targets are -2 to dodge the ’shotgun spread’
Rate of Fire: EGCHH
Payload: 32,000 rds(400 bursts) per cannon
e) Heavy Tachyon ScatterGun
Range: 5 miles (2,500 m) in atmosphere, 10 miles (10,000 m) in space w/ 6 mile wide arc*
(Kitsune Values: 5 miles in atmosphere, 5,000 miles in space)
*Width are reduced to 1/4th in atmosphere
Damage: 1d6x100 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited
f) Neutron Beam Cannon---Continued experimentation with both neutral neutron beam ‘discriminator’ systems used to scan missiles for nuclear material, and reverse-engineering of Kittani weaponry has led to an improved neutron cannon that can neutralize some types of nuclear warhead and nuclear fission powerplants.
Range: 10 miles in atmosphere, 20 miles in space
(Kitsune Values: 10 miles in atmosphere, 10,000 miles in space)
Damage: 2d10x10 MD
The beam will also cause fissionable nuclear materials to emit telltale radiation signatures, allowing better targeting on priority threats(such as fission warheads).
(Neutron Flux) On a Natural 16-20, the neutron flux will cause inadequately shielded fission powerplants to overheat, causing a partial meltdown or force an emergency shutdown by the safety systems, disrupting their power. Fission warheads will be rendered inert(and on a Natural 20 will prematurely go critical, suffering an additional 2d10x10 MD, destroying their casing, and likely spreading radioactive materials around).
Rate of Fire: EGCHH
Payload: Effectively Unlimited
g) Particle Beam---Mounts a high powered Particle Beam Cannon.
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 4d4x100 MD per blast
Rate of Fire: 3 shots per melee
Payload: Effectively Unlimited
Cost: 50 million credits
h) Plasma Torpedo Pod---Mounts a high powered Plasma Torpedo Launcher. Its area of effect explosion makes it nominally effective as an antimissile/fighter weapon.
Range: (Palladium)10 miles in atmosphere, 20 miles in space
(Kitsune) 20 miles in atmosphere, 20,000 miles in space
Damage: 2d4x100 MD to a 120 ft diameter blast radius
Energy ‘torpedo’ has a disruption MDC of 50
Rate of Fire: Twice per melee
Payload: Effectively Unlimited
Cost: 55 million credits
i) Ion Energy Weapon ---Mounts a high powered Ion Destabilizer cannon.
Range:(Palladium)5 miles in atmosphere,10 miles in space
(Kitsune Values) 10 miles in atmosphere, 10,000 miles in space Damage: 1d4x100 MD per blast,
In addition to physical damage, the cannon does EM damage. Percentage of EM damage is determined in relation to target’s main body((damage/main body)x100=percentage). For every 10% of damage from main body in ion damage, target will be -1 to strike, parry. and dodge. In space target acceleration will be reduced by 15%, in atmosphere top speed will be reduced by 15%. Roll once on critical hit charts in Phazeworld or Conversion book as appropriate.
If target takes 60% of main body in ion damage, ship or vehicle will be disabled completely. All weapon, navigation, and other systems will shut down and need to be repaired/replaced to work again/reboot.
Does NO damage against non-mechanical/electronic targets.
The ion cannon is equally effective against bionics
Rate of Fire: Five times per melee
Payload: Effectively Unlimited
Cost: 60 million credits
j) ’Joker’ Countermeasure Pod---Expanded capacity countermeasure launcher. Anything that can be done to distract enemy fire away from more important targets.
Range: Typically launch out to 10 miles or more from the ship under the initial expulsion charge.
Damage/Effects:
-Ballute Decoy---This is an inflatable metallic balloon-form meant to be highly visible to enemy radar and optics. A small maneuvering drive (equivalent to a heavy Manned Maneuvering Unit) gives the decoy some capacity to micmic a ship’s normal movement.
-Wild Weasel---A more maneuverable version of the above, but the WW relies not on passive sensor reflection but on active emissions to fool enemy sensors. The WW is more robust, and can ape a more vigorous range of maneuvers on the part of the ship it’s supposed to be imitating. Effective Speed: Mach 6
Duration: 10 minutes per pod
Effects: The decoys have a 70% chance of fooling enemy sensor operators and expert systems. They are also +2 to enemy sensor-guided munitions to strike, increasing the chance that the missiles will elect to pursue the ‘louder’ sensor signature(the missile rolls to strike for both the original ship and each decoy deployed....highest to strike roll determines which target the missile(s) go after).
-Smart Chaff--- Jams radio signals(75% chance of jamming military band command-guidance ordnance), and 60% chance of deflecting ordinary missiles.
-Laser Aerosol---Laser Aerosol Clouds are chancy; they impede the lasers of the ship they’re supposed to be shielding as readily as those of the attackers, and the cloud does not move with the ship if maneuvers are necessitated(it will continue moving and expanding in a straight line until it completely dissipates). Lasers firing into the cloud of micro-crystals do HALF damage, laser targeting systems have a 50% chance of losing lock, and objects flying through the cloud take 4d6 MD. Effectively lasts for 5 melee rounds(75 seconds).
Payload: The module holds 25 Ballute decoys, 10 maneuvering decoys(“Wild Weasels”), 100 ‘Smart Chaff’ canisters, 50 laser aerosol canisters
k) Forcefield Generator Pod--A more powerful forcefield generator that produces a battlescreen of 3,000 per side (18,000 total) MDC strength(regenerates at 5% per melee)
Cost: 9 million credits
l) Long Range Sensor Pod---This module typically has a bulbous nose protruding well ahead of the rest of the ship, and holds gravitic sensors capable of detecting normal drive activity at 1 million miles away and FTL drive activity up to 18 light years away. Cost: 18 million credits.
m) EW Module---In the alternative, the centerbody can be fitted with a high-powered Electronic Warfare (EW) module useful in jamming or sensor decoy operations. The pod contains a dedicated powerplant and control stations for ECM operators.
-ECM----- A powerful communications and sensor jamming suite. Communications Jamming has a 5,000 mile range, is 98% effective against civilian systems, and is 80% effective against more sophisticated channel-jumping military communications suites. Radar systems are similarly degraded....they can pick up the emissions, but cannot pinpoint the exact location of the source within the area of disruption. Missiles and sensor-guided weapons are -6 to strike.
The EW Module can also project sensor ‘ghosts’ mimicking ships’ energy signatures...or can make the Bullet resemble a much larger vessel(up to cruiser class) on long range scans. The ‘ghosts’ can be projected with a displacement of 1d6x1,000 miles, and 1d6 additional sensor signatures can be generated. Accurate sensor readings are at -70% outside that range, -40% outside a 100 mile range.
*PS/ASI-DDE019C----Further modification of the ‘B’ configuration, which adds another 300 tons to mass, another 500 MDC, and an extra engineering section that boosts sublight speed to Mach 9, and FTL to 4 light years per hour. The ‘C’ model also costs an additional 100 million credits. The ‘C’ is being touted as allowing the Bullet to close with enemy forces faster and farther out, but some analysts suggest that the same interception role could be just as well filled by other purpose-built types already in PS/ASI production, such as the PSS/ASI-DDS-01 Sangu Light Destroyer, Crv018 Windfola Interstellar Corvette, or DDES-12 Brandestoc Rapid Deployment Space Destroyer.
(aka ‘Rampant Porcupine’, ‘Waspeater’)
“ASI is really squeezing as much as they can out of their older designs, and the Bullet is a sign of how far they’ll go to get that last ounce of value. I suppose it’s a testament to both the original design and the innovation that the cockamamie new design actually WORKS. ”
“Bullets are ugly little birds, but they more than earn their keep against horde attacks like missile storms and starwasp swarms. Fighters learn to avoid these things because of the sheer volume of fire they can spray around them.”
“Those murderous killbots would have -massacred- the Argentum Queen and everybody aboard her if that stubby little -Bullet-class defender hadn’t gotten between her and them. Decoyed away the missiles, chopped up the boarding shuttles and several dozen free-flying berserkers, and finally tanked a nuke meant for the spaceliner. Held the rearguard long enough for the Queen to make the evacuation jump-point, and barely managed to follow, but I hear they lost most of the corvette’s crew. Still, I think that crew wouldn’t hesitate to make the trade they did, if they were asked.”
The ‘Bullet’-class DDEs are among the odder-looking of PS/ASI’s spacecraft designs. The Bullet-class resembles three PS/ASI-DDC09 ‘Barong’ Corvettes joined at 60-degree angles to each other, and thus affording none of the blind spots endemic to many more conventionally laid-out vessels. The vessel is meant as a picket and escort cruiser with an emphasis on point defense capability.
The peculiar hull design has required some gutting of the lower two hulls and the reorientation of the few inhabited decks inside. While some first-assignee crews have questioned the strength of the structural integrity of the composite craft, the apparent slapdash attachment is actually built on a reinforced internal ‘cage’ that distributes hull stresses. The design also has a fair amount of redundancy, especially in engines and shields, lowering the chances of any one ‘golden BB’ taking out either shield protection or propulsion. Command and control is consolidated in one bridge module, with a secondary damage control/engineering center providing backup. Automation and system cross-linkage has reduced crew requirements, and the three linked hulls actually provide some extra room for the crew that remain, making these vessels decidedly more comfortable on extended tours of duty.
Because of their design, Bullets are not recommended for atmospheric operations, and they are intended for deep space combat. Most will never enter an atmosphere or even land in any sort of a gravity well, and instead act as orbital defense monitors, escorts, and picket craft for space stations and free space colonies. Occasionally, it is used for space interdiction and blockade duties, supported by other ships and fighters.
The ‘Bullet’ is often offered by Paladin Steel/Aegis Interstellar Industries as part of larger planetary defense packages(along with Orion-class nuclear pulse monitors, BattleRing System Modular Orbital/Deep Space Weapons Platforms, and various surface to space weapons systems. Despite its rather adhoc origins, meant to economically produce a dedicated anti-fighter/antimissile picket, the Bullet has also seen a surprising amount of innovation applied to it, especially the PS/ASI-DDE019B variant, which adds a centerbody module that can mount additional systems.
Despite their classification as destroyer escorts and their heavier weight, DDE019 Bullets are often criticized for being too lightly armed for destroyers, and of being too overspecialized to be effective in the multiple roles expected of destroyers. The same critics contend that for a lower cost per unit and less sophisticated logistics, the faster ad more versatile HF-75 Hunter-class destroyer is a better overall vessel that can fill the same role as the Bullet, especially when the Hunter is deployed in squadron strength. The DDE019B variant adds additional capabilities, but some tech evaluators fear that the added mass and armament may mislead crews into thinking they can take on larger opponents. PS/ASI counters, however, that the Bullet can remain on defensive call station longer than the Hunter and is better in the area defense role. Deployed wisely, the DDE-019 can provide more than adequate support-defense against enemy raiders and missile attacks. The marketing to defense-minded clientele seems to be paying off; orders have remained steady, especially to new colonies and communities fearing pirate attack or missile raids.
Type: PS/ASI-DDE019 ‘Bullet’
Class: Destroyer Escort
Crew: 40
MDC/Armor by Location:
Main Body 12,000 (3 hull sections, 4,000 each)
Bridge 2,000
Drive Sections(3) 1,200 each
Medium Turrets(3) 300 each
Point Defense Turrets(18) 80 each
Forcefield 7,500 (3 shields, 2,500 each)
Height: 48 ft
Width: 90 ft
Length: 340 ft
Weight: 12,900 tons
Cargo: 300 tons
Powerplant: Nuclear Fusion, w/ 20 year energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 8
(Kitsune Values: 50% of light speed; Accelerates/decelerates at 0.8% of light speed per melee)
(FTL) 3.6 light years per hour
(Underwater) Not possible
Market Cost: 620 million credits
Systems of Note:
Standard Starship Systems, plus:
*Advanced Fire Control----Improved avionics networks the various hull sensors and fire control for more accurate targeting, a must when dealing with small agile targets such as fighters and missiles. Advanced Targeting Bonus: +4 to strike
Weapons Systems:
1) Medium Laser Turrets(3)---Part of the original Barong armament, these weapons give the Bullet extra punch against larger vessels such as Berserker raiders.
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 1d4x100 MD per cannon
Rate of Fire: Twice per melee
Payload: Effectively unlimited
2)Point Defense Turrets(18)---- The basis of the Bullet concept is in its numerous point defense turrets, meant to give it coverage on all firing arcs, and enough capacity to interdict fighter squadrons, power armor attacks, and barrages of missiles.
a) Laser PDS---Standard energy-based PDS.
Range: 1 mile in atmosphere/4 miles in space
(Kitsune Values: 4 miles in atmosphere/ 400 miles in space)
Damage: 2d6x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively unlimited
b)Dual Laser/Mini-Missile Launchers---Alternate fitting available, taking the place of the lasers. These are standard CCW-pattern dual laser/mini-missile launchers that have been installed for close-in defense. The lasers are less powerful and shorter ranged, but the mini-missiles have volley capability against fighters and missiles. Any or all of the thirty PDS turrets can be replaced with these turrets in place of the standard lasers.
Range: (Lasers) 4,000 ft in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere /200 miles in space)
(Mini-Missiles) 1 mile in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere/ 100 miles in space)
Damage:(Lasers) 1d6x10 MD per blast
(Mini-Missiles) Varies by Missile Type
Rate of Fire:(Lasers) EGCHH, or auto-fire; 6 attacks per melee
(Mini-Missiles) Volleys of 1-8
Payload: (Lasers) Effectively Unlimited
(Mini-Missiles) 32 mini-missiles per turret; additional mini-missiles can be carried as cargo(typically takes 2d6 minutes to reload from the holds).
(Option)---The Mini-Missile launcher component of these turrets can be modified to fire the “S-Sting” ‘Smart Mini-Missile -----The S-Sting(for ‘Space Stinger’) is an attempt to adapt the guidance systems and accuracy of the ‘Black Talon’ L-SAM to a space-based missile. The missile resembles a rather stubby cylinder with a blunt-nosed optical cluster and protruding verniers(extend after launching), owing to the fact that the vacuum of space negates the need for streamlining the weapon.
Note that the ‘S-Sting’ has only limited effectiveness in an atmosphere....HALF bonuses in a thin atmosphere and weak gravity well like Mars’, and NO bonuses, and HALF range in a thick atmosphere and standard gravity like Earth’s.
Range: 4 miles in atmosphere, 32 miles in space
(Kitsune Values: 4 miles in atmosphere/ 400 miles in space)
Damage: 2d6x10 MD to a 15 ft blast radius
Bonuses: +7 to strike
Cost: 10,000 credits per missile
3) Decoy/Countermeasures Launchers(3)----- Each trimaran hull mounts a countermeasure launcher; three separate sorts of countermeasures are available:
The first is simple sensor-reflective chaff and thermo-flares. These countermeasures are inexpensive and very effective against lower-end targeting systems and sensor equipment(such as that used by nations equivalent to the Coalition States on Rifts Earth), but are ineffectual against more advanced technology.
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.
In space, anything flying at high speed through the cloud will take 2d6 MD +1d6 MD per every 100 miles of speed over 670 MPH.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 50 bundles are available per pod
The second system releases a nanotech swarm of active jamming pods and decoys that are programmed to emulate a spacecraft’s sensor signature, or, at the very least, bury enemy tactical communications in ‘white noise’.
Effective Range: 25 mile jamming radius
Duration: 5 minutes per pod-spray
Effects: Jams radio signals(75% chance of jamming military band command-guidance ordnance), and 60% chance of deflecting ordinary missiles.
Payload: 25 swarm packs are available per pod
The third system uses modified grav-pack drives and signal projectors to create a moving pattern of sensor signatures. The grav-pack mini-missile drives can go for 10 minutes before self-destructing, and can either be remotely directed or run a preset pattern.
Effective Speed: Mach 6
Duration: 10 minutes per pod
Effects: The decoys have a 70% chance of fooling enemy sensor operators and expert systems. They are are also +2 to enemy sensor-guided munitions to strike, increasing the chance that the missiles will elect to pursue the ‘louder’ sensor signature(the missile rolls to strike for both the original ship and each decoy deployed....highest to strike roll determines which target the missile(s) go after).
Payload: 20 decoys are carried, and can be deployed singly, or in ‘packs’ of 1-3.
Auxiliary Craft:
None
Variants:
*PS/ASI-DDE019B----(aka ’Bulboid’)---This variant features a center-body hill sandwiched between the three outer DDC09 corvette hulls. The ‘B’ config is often not distinguishable from the standard base design on long range scans, as the centerbody is shielded by the outer hulls. The centerbody increases the ship’s mass by 25%, reduces maximum speed by 15%, and adds +900 MDC to the overall armor, but also provides space for ONE of the following:
a) Mini-Missile Launcher--- Launcher for PS’s much-touted “S-Sting” ‘Smart Mini-Missile
Note that the ‘S-Sting’ has only limited effectiveness in an atmosphere....HALF bonuses in a thin atmosphere and weak gravity well like Mars’, and NO bonuses, and HALF range in a thick atmosphere and standard gravity like Earth’s.
Range: 4 miles in atmosphere, 32 miles in space
(Kitsune Values: 4 miles in atmosphere/ 400 miles in space)
Damage: 2d6x10 MD to a 15 ft blast radius
Bonuses: +7 to strike
Rate of Fire: Volleys of 1-25, up to four times per melee.
Payload: 400 missiles
b) Short Range Missile Launcher---Longer range and heavier salvoes.
Range: Varies by Missile Type
(Kitsune Values: 10 miles in atmosphere, 500 miles in space)
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-20
Payload: 200 missiles
c) Medium Range Missile Launcher---Provides added range in interception.
Range: Varies by missile type(speed and range x4 in space)
(Kitsune Values: 160 miles in atmosphere, 80,000 miles in space)
Damage: Varies by missile type
Rate of Fire: Volleys of 1, 2, 4, 5, or 10, up to four times per melee.
Payload: 100 missiles
d) Long Range Missile Launcher---This launcher gives the Bullet some punch against larger opponents. For wrk against smaller targets, the LRMs typically carry multi-warheads with area of effect scatter patterns.
Range: Varies by Missile Type
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-10
Payload: 50
c) Space Mine Launcher---Typically used in orbital defense to deny enemy ships the ability to assume orbit.
Payload: 60 mines
Damage: Varies by weapon deployed
*Space Mine---A freefloating explosive war satellite. Various types exist, including stealth ‘sneakmines’, ASAT ‘limpets’, and enhanced EMP models, but the standard anti-ship version carries a powerful nucleonic charge that does 2d6x100 MDC to a 600 ft radius
Damage: Typically equal to a Cruise Missile warhead
*Orbital Net Mine---This weapon unfurls into a 10-kilometer(5 mile)-wide free-floating hexagon of high tensile-strength megadamage fibers. Any vessel hitting this net at high speed takes damage roughly equivalent to the UWW’s infamous ‘Death Cloud’ weapon. Improvements to the mines allow them to lie dormant and virtually undetectable until a target enters range, and then the net will instantly snap open, catching the victim. The net-mine has also successfully been used to catch MIRVs and other missiles.
Damage: Any ship flying into the net will take 4d6MD times its Mach Speed. Multiple the damage by 10 for ships weighing 10,000-40,000 tons, by 20 in the 41,000-100,000 ton range, and by 100 if more than 100,000 tons.
The net is virtually impossible to detect on radar and ships are -6 to dodge, while larger ships are -8!
d) Kinetic Kill Rail Cannons(2)--- Double-barreled mounting of one of Paladin Steel’s older space weapons.
Range: 10 miles(40 miles in space)
(Kitsune Values: 40 miles in atmosphere/ 40,000 miles in space)
Damage: 1d4x100 MD per 80 rd burst, 2d4x100 MD double cannon burst
(Exploding/Fragmenting Fletchette): 5d6x10 MD to anything caught in a 120 ft wide cone/’cloud’----Targets are -2 to dodge the ’shotgun spread’
Rate of Fire: EGCHH
Payload: 32,000 rds(400 bursts) per cannon
e) Heavy Tachyon ScatterGun
Range: 5 miles (2,500 m) in atmosphere, 10 miles (10,000 m) in space w/ 6 mile wide arc*
(Kitsune Values: 5 miles in atmosphere, 5,000 miles in space)
*Width are reduced to 1/4th in atmosphere
Damage: 1d6x100 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited
f) Neutron Beam Cannon---Continued experimentation with both neutral neutron beam ‘discriminator’ systems used to scan missiles for nuclear material, and reverse-engineering of Kittani weaponry has led to an improved neutron cannon that can neutralize some types of nuclear warhead and nuclear fission powerplants.
Range: 10 miles in atmosphere, 20 miles in space
(Kitsune Values: 10 miles in atmosphere, 10,000 miles in space)
Damage: 2d10x10 MD
The beam will also cause fissionable nuclear materials to emit telltale radiation signatures, allowing better targeting on priority threats(such as fission warheads).
(Neutron Flux) On a Natural 16-20, the neutron flux will cause inadequately shielded fission powerplants to overheat, causing a partial meltdown or force an emergency shutdown by the safety systems, disrupting their power. Fission warheads will be rendered inert(and on a Natural 20 will prematurely go critical, suffering an additional 2d10x10 MD, destroying their casing, and likely spreading radioactive materials around).
Rate of Fire: EGCHH
Payload: Effectively Unlimited
g) Particle Beam---Mounts a high powered Particle Beam Cannon.
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 4d4x100 MD per blast
Rate of Fire: 3 shots per melee
Payload: Effectively Unlimited
Cost: 50 million credits
h) Plasma Torpedo Pod---Mounts a high powered Plasma Torpedo Launcher. Its area of effect explosion makes it nominally effective as an antimissile/fighter weapon.
Range: (Palladium)10 miles in atmosphere, 20 miles in space
(Kitsune) 20 miles in atmosphere, 20,000 miles in space
Damage: 2d4x100 MD to a 120 ft diameter blast radius
Energy ‘torpedo’ has a disruption MDC of 50
Rate of Fire: Twice per melee
Payload: Effectively Unlimited
Cost: 55 million credits
i) Ion Energy Weapon ---Mounts a high powered Ion Destabilizer cannon.
Range:(Palladium)5 miles in atmosphere,10 miles in space
(Kitsune Values) 10 miles in atmosphere, 10,000 miles in space Damage: 1d4x100 MD per blast,
In addition to physical damage, the cannon does EM damage. Percentage of EM damage is determined in relation to target’s main body((damage/main body)x100=percentage). For every 10% of damage from main body in ion damage, target will be -1 to strike, parry. and dodge. In space target acceleration will be reduced by 15%, in atmosphere top speed will be reduced by 15%. Roll once on critical hit charts in Phazeworld or Conversion book as appropriate.
If target takes 60% of main body in ion damage, ship or vehicle will be disabled completely. All weapon, navigation, and other systems will shut down and need to be repaired/replaced to work again/reboot.
Does NO damage against non-mechanical/electronic targets.
The ion cannon is equally effective against bionics
Rate of Fire: Five times per melee
Payload: Effectively Unlimited
Cost: 60 million credits
j) ’Joker’ Countermeasure Pod---Expanded capacity countermeasure launcher. Anything that can be done to distract enemy fire away from more important targets.
Range: Typically launch out to 10 miles or more from the ship under the initial expulsion charge.
Damage/Effects:
-Ballute Decoy---This is an inflatable metallic balloon-form meant to be highly visible to enemy radar and optics. A small maneuvering drive (equivalent to a heavy Manned Maneuvering Unit) gives the decoy some capacity to micmic a ship’s normal movement.
-Wild Weasel---A more maneuverable version of the above, but the WW relies not on passive sensor reflection but on active emissions to fool enemy sensors. The WW is more robust, and can ape a more vigorous range of maneuvers on the part of the ship it’s supposed to be imitating. Effective Speed: Mach 6
Duration: 10 minutes per pod
Effects: The decoys have a 70% chance of fooling enemy sensor operators and expert systems. They are also +2 to enemy sensor-guided munitions to strike, increasing the chance that the missiles will elect to pursue the ‘louder’ sensor signature(the missile rolls to strike for both the original ship and each decoy deployed....highest to strike roll determines which target the missile(s) go after).
-Smart Chaff--- Jams radio signals(75% chance of jamming military band command-guidance ordnance), and 60% chance of deflecting ordinary missiles.
-Laser Aerosol---Laser Aerosol Clouds are chancy; they impede the lasers of the ship they’re supposed to be shielding as readily as those of the attackers, and the cloud does not move with the ship if maneuvers are necessitated(it will continue moving and expanding in a straight line until it completely dissipates). Lasers firing into the cloud of micro-crystals do HALF damage, laser targeting systems have a 50% chance of losing lock, and objects flying through the cloud take 4d6 MD. Effectively lasts for 5 melee rounds(75 seconds).
Payload: The module holds 25 Ballute decoys, 10 maneuvering decoys(“Wild Weasels”), 100 ‘Smart Chaff’ canisters, 50 laser aerosol canisters
k) Forcefield Generator Pod--A more powerful forcefield generator that produces a battlescreen of 3,000 per side (18,000 total) MDC strength(regenerates at 5% per melee)
Cost: 9 million credits
l) Long Range Sensor Pod---This module typically has a bulbous nose protruding well ahead of the rest of the ship, and holds gravitic sensors capable of detecting normal drive activity at 1 million miles away and FTL drive activity up to 18 light years away. Cost: 18 million credits.
m) EW Module---In the alternative, the centerbody can be fitted with a high-powered Electronic Warfare (EW) module useful in jamming or sensor decoy operations. The pod contains a dedicated powerplant and control stations for ECM operators.
-ECM----- A powerful communications and sensor jamming suite. Communications Jamming has a 5,000 mile range, is 98% effective against civilian systems, and is 80% effective against more sophisticated channel-jumping military communications suites. Radar systems are similarly degraded....they can pick up the emissions, but cannot pinpoint the exact location of the source within the area of disruption. Missiles and sensor-guided weapons are -6 to strike.
The EW Module can also project sensor ‘ghosts’ mimicking ships’ energy signatures...or can make the Bullet resemble a much larger vessel(up to cruiser class) on long range scans. The ‘ghosts’ can be projected with a displacement of 1d6x1,000 miles, and 1d6 additional sensor signatures can be generated. Accurate sensor readings are at -70% outside that range, -40% outside a 100 mile range.
*PS/ASI-DDE019C----Further modification of the ‘B’ configuration, which adds another 300 tons to mass, another 500 MDC, and an extra engineering section that boosts sublight speed to Mach 9, and FTL to 4 light years per hour. The ‘C’ model also costs an additional 100 million credits. The ‘C’ is being touted as allowing the Bullet to close with enemy forces faster and farther out, but some analysts suggest that the same interception role could be just as well filled by other purpose-built types already in PS/ASI production, such as the PSS/ASI-DDS-01 Sangu Light Destroyer, Crv018 Windfola Interstellar Corvette, or DDES-12 Brandestoc Rapid Deployment Space Destroyer.
-------------
"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: 48001
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Paladin Steel/Boeing PS-UCV-35 ‘Aeraccuda’ Advanced Remote Piloted Rotocraft Drone
“This is what your Cypher drones wanna be when they grow up!”
Paladin Steel is dedicated to the ‘Force Multiplier’ school of combat. With Free Quebec to their north, the Coalition to their not-so-distant west, and a hostile Atlantis off their coast, the GNE needs to make the most of its limited manpower resources. Therefore, despite its earlier problems with the Mechanoids, PS has sunk large amounts of money and resources into robotics programs....primarily robotic aircraft, combat vehicles, and recon craft. Though the standard PS A.I. is a bargain-basement moron compared to the wonderous life-simulation sentient Artificial Intelligences and advanced biochip robots of the Golden Age, PS makes them cheaply and efficiently, in large enough numbers so that they may be deployed quickly and in sufficiently large numbers, to overwhelm, or at least seriously harass, any enemy force.
The Aeraccuda is yet another new drone weapons system, this one based on blueprints and test data acquired from excavations of the Boeing-Tacoma facility just outside New Seattle. PS has been eager to make use of pre-Rifts design work(thus sparing them long and lengthy development costs and schedules), modified with up-to-the-minute modern (post-Rifts) technology, and the Aeraccuda was no exception. Originally named the ORW DragonWing RPV, this Boeing design was for an advanced remote-piloted helicopter with an advanced concept dual-mode wing-and-lift system.
The Aeraccuda has a long, slender, fish-like main body, with a split-V tail, and a center-line air intake in the nose. Two stubby fixed canard wings provide control, supplementing the rear control surfaces. Several sensor ports are recessed into the lower forward nose, and a large internal weapons and equipment bay is built into the underside. The craft’s construction is primarily lightweight, megadamage composites.
The most noticeable aspect of the Aeraccuda’s design is the single thick, two-bladed rotor blade assembly, joined to the rest of the craft by a thick hub. The Aeraccuda is designed to be a dual-mode common-wing aircraft; in VTOL operations the rotor assembly rotates like a conventional helicopter, providing vertical lift, but once sufficient forward speed is built up in free flight, and aerodynamic lift takes over, the rotor locks in place to become a fixed wing for conventional flight. The process reverses itself when the aircraft comes in for a landing or needs to revert to hovering mode. Though mechanically slightly more complex than conventional swivel jets, this system is more quiet, and actually wastes less power than directed thrust systems.
The Aeraccuda is produced in three versions; a conventionally liquid-fuelled version powered by a Flex-Fuel gas turbine, a fuel-cell powered version, and a nuclear powered version, the latter two of which differ from the original model in having a second sensor/equipment pallet mounted where the air intake for the airbreathing engine is.
Like all drones, the Aeraccuda suffers from vulnerability to interference with its command-control communications. PS has partially solved part of the range problem by tying the drones into the HALO semi-sat commnet, but most users rely on the onboard robotic A.I., the Model 20 Microsavage Combat Core, a modified version of the PSQF-2 ‘Firebird’s’ proven combat brain. This system is reliable, hardened against communications hacking, and well-versed in aerial combat tactics, but , despite the improvement of the learning and experience algorithms, still lacks the initiative and creativity of sentient pilots.
The Aeraccuda is primarily configured and deployed for nautical operations, where the vehicle’s dual VTOL mode makes it perfect for unassisted operations from the open decks of warships(reducing the need for cumbersome recovery gear). The first UCV-35s were deployed to ships of the Greater New England Navy, where they were used in coastal patrols and ASW missions, in much the same role as the first pre-Rifts naval RPV, the DASH(Drone Anti-Submarine Helicopter).
The GNE Regular Army is also looking at a variant that could serve as close air support for ground forces.
Type:PS-UCV-35 Aeraccuda
Class: Semi-Autonomous Aerial Combat Drone Rotocraft
Crew: None; either a remote piloted drone or a semi-autonomous robot
MDC/Armor by Location:
Main Body 110
Forward Canards(2) 30 each
Wing/Tail Assembly 70
Wing/Rotor Assembly 45
(Optional) Weapon Winglets(2) 16 each
Length: 17 ft
Height: 8 ft
Width: 5 ft main fuselage
Weight: 1.5 tons
Cargo: Can carry 800 lbs in an internal payload bay
Powerplant: Liquid Fuel w/ 300 mile range
Electric Fuel Cell w/ 380 mile range
Fusion Nuclear Mini-Pac with 7 year energy life
Speed:(VTOL Mode) Hover to 100 MPH, w/ 18,500 ft maximum altitude
(Jet Mode)Maximum 550 MPH, w/ 23,000 ft ceiling
Market Cost: 900,000 credits for liquid fuel, 1.1 million credits for fuel cell, and 2.2 million credits for nuclear
Systems of Note:
Radar----80 mile range
Basic Robot Optics
Radar Detector/EM Warning Sensor
Inertial Guidance
Long Range Radio/Video Transmission---range: 500 miles
*Optional Autonomous Control or Remote Piloting
*Parachute Recovery System
Weapons Systems:
1)Forward Weapons Bay---Typically is fitted with two synchronized direct fire weapons:
a) 20mm Cannon
Range: 9,000 ft
Damage:(Proximity-fuzed High-Explosive) 4d4 MD single shot (2 ft blast radius)
1d6x10 MD per 5 rd burst
2d6x10 MD per 10 rd burst
4d6x10 MD per 20 rd burst
Rate of Fire: EPCHH
Payload: 200 rds each gun
b) 30mm Cannon
Range:10,000 ft
Damage:4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD six-round burst
Rate of Fire: EPCHH
Payload:400 rds, 200 rds per cannon
Cost: 500,000 credits
c) Rail Guns
Weight: 42 lbs
Range: 4,000 ft
Damage: 1d4 MD single rd, 4d6 MD per 20 rd burst.
Rate of Fire: ECHH
Payload: 2,000 rd drum per cannon
Cost: 70,000 credits
d)Pulse Lasers
Range: 4,000 ft
Damage: 3d6 MD single shot, 6d6 MD short burst, 1d6x10 MD medium burst( 20 shots, 2 attacks), 2d6x10 MD long burst(40 shots, 2 attacks), 4d6x10 MD full magazine burst(80 shots, no bonuses to strike...does 3d6 MD to 4d4 targets if in a spray attack).
Rate of Fire: Standard
Payload: 200 shot battery. Effectively Unlimited linked to a nuclear powerplant.
Cost: 78,000 credits
e) Ion Blasters
Range: 4,000 ft
Damage: 1d6x10+10 MD per blast
Rate of Fire: EGCHH
Payload:200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost:230,000 credits
f).50 Caliber Machine Gun---The old reliable ‘Fifty’. An oldie, but still a goody.
Weight: 35 lbs
Range: 6,000 ft
Damage: (SDC) 1d6x10 SDC single shot, 1d6 x100 SDC(1d6 MD) per 10 rd burst.
(Ramjets) 1d4 MD single shot, 1d4x10 MD per 10 rd burst.
(High Explosive)3d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 2d6 MD per rd, 2d6x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard
Payload: 300 rd box magazine
Cost: 8,000 credits
2) Internal Payload Bay
a)Dipping Sonar----To deploy this system, the helicopter must hover, as motionless as possible, above the surface of the water while taking readings from the lowered arrray. This sonar system can be considered to have a range of 60 miles.
b)Rescue Pod----Used by Coast Guard units, this deployable pod contains a basic rescue kit, that can be airdropped to shipwreck survivors. It contains an auto-inflating 10-man liferaft of light megadamage plastics(50 MDC) w/ weather cover, with survival supplies aboard; emergency beacon, radio pack, smoke and flares, predator-repellents, basic first aid kit, fishing kit, 18 day food and water supply, and solar still.
c) Heavy Sensor Pallet---This can be configured to hold a variety of sensors, such as ground search radar, broad-spectrum optical scanners, PPE sensors, chemical samplers, and EM detectors.
d) Sonobuoy Launcher--------Sonubuoys are small, expendable sensors deployed by air vehicles to set up temporary sensor nets. The typical sonubuoy resembles a cylinder 2-5 ft long, made of light plastics, that when deployed, floats upright while deploying an acoustic sensor and line from its lower end. The sonubuoy can either use passive detection, or can use an active sonar pinger, to detect submerged targets. Sonubuoys are battery powered, and typically have an active life of an hour or so, but typically drift out of position in 10-20 minutes, depending on currents, conditions, and drop pattern.
They report their information via a radio uplink(standard range5-10 miles), and can report a sonar/accoustic contact, its strength, estimated range and heading(using a built-in compass to determine direction), and estimated speed. Consider the sonubuoy to have a sonar range of 5 miles
Sonubuoys are typically laid in a pattern, with multiple sonubuoys allowing for the triangulation of a target. They are cheap, disposable, and virtually indetectable(their small size and plastic construction negate most forms of detection), making them extremely difficult to avoid and actively counteract. However, sonubuoys are not as accurate as more sophisticated systems(hence, its a good idea to deploy many of them), and they are affected by currents, which can quickly break up a laid pattern. Recommended proccedure when using sonubuoys is to lay them across the projected path of the target, or to lay them upstream/current of the target’s suspected location, so the pattern moves with the current. Sonubuoys are best used when one is aware that something is there, but not exactly where it is; a pattern of sonubuoys can help triangulate a target for more accurate firing solutions and weapons targetting(give guided weapons a +1 to strike an underwater target if using information patched in from a sonubuoy network, or give sonar operators a +15% to detection and location rolls).
Once their batteries have given out, sonubuoys self-destruct---a plug in the floatation chamber dissolves, and the whole apparatus sinks to the bottom, its electronics ruined.
PS’ DiFAR SSQ-400 series Sonobuoys cost 100 credits apiece
Bay holds 18 Sonobuoys
e) ASW Sensor Pallet---Holds a scanning Blue-Green Laser (can scan up to 200 ft below the surface) and Magnetometer.
f) Torpedo Bay---Can hold 24 mini-torpedoes, 12 short range torpedoes, 6 medium range torpedoes, or 3 long range torpedoes.
g) Missile Launcher-----Can hold 24 mini-missiles, 12 short range missiles, 6 medium range missiles, or 3 long range missiles.
h) Heavy Gatling Cannon------ This oversized weapon, actually a six-barrelled ‘Taskin’ Rifle spews high explosive shells at a rate that would melt a lesser weapon’s barrel.
The ‘B’ model has been configured as a rifle pod with a longer barrel, and twenty percent more range.
Range: 5,000 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 ( -2 to strike)
Rate of Fire: EPCHH
Payload: 2,000 rd drum
j)PS-XGECAL 50 “Ripkiller-C” ---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 stabilizer, 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).
Range: 19,000 ft!
Damage: 1d4 MD single shot, 4d6 MD per 12 shot burst(1 attack), 1d4x10+10 MD per 24 rd burst(2 attacks), 2d6x10 MD per 60 rd burst(3 attacks), 4d6x10 MD per 120 shot burst(takes ALL attacks that melee)
Rate of Fire: ECHH
Payload: 1,200 round drum (10 full-melee bursts)
i)Magnetic Anomaly Detector---Looking like an oversized batmitten ‘bird’ and flown at the end of an 80 ft tether just above the surface of the water, the MAD probe registers the disturbance in the earth’s magnetic field caused by large metal objects(like subs and ships) passing through it. Not so effective at detecting organic creatures or constructs.
Range: 5 miles, and has a 70% chance of detecting submerged vessels(-20%) for non-metallic objects, and no chance of detecting organics).
Cost: 40,000 credits
j)Radar Jammer Pod---5 mile range. Jams radars and radar targeting systems with 60% effectiveness. Radar-guided weapons are -6 to strike. Note that this affects friendly systems as well unless they are set to specific, per-arranged, non-jammed frequencies(that it may be possible for the enemy to discover). Carrying extra jammer pods does NOT increase the range or effective bonuses of the system, but may provide redundancy and multi-wavelength coverage.
Cost:50,000 credits
3)(Optional) Wing Hardpoints(2-4)----The Aeraccuda can be fitted with a pair of stub wings, each with two hardpoints(4 total). Each hardpoint can hold ONE of the following:
a) Mini-Missiles---19 shot pod
b) Short Range Missiles---4 shot pod
c)L-S/AAM ‘Black Talon’ Launcher---
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1,2,3, or 4(all)
Payload: 6 per launcher
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)
d) Medium Range Missiles----1 each
e)*Harpoon III Missiles---- Range: 40 miles, Damage: 2d6x10 MD to 40 ft blast radius, Bonuses: +5 to strike, 1 each hardpoint.
f) Torpedoes---Can hold 4 mini-torpedoes, 2 short range torpedoes, or 1 medium range torpedo
g) Light Gun Pod---A copy of the Coalition’s own C-200 ‘Dead Man’ rail gun.
Range: 4,000 ft
Damage: 1d4 MD single rd, 4d6 MD per 20 rd burst
Rate of Fire: ECHH
Payload:400 rd drum(20 bursts)
4)Flare/Chaff Launchers(2, either side of the tail boom)
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 12 per launcher
Programming:
Navigation: (air) 90%
Read Sensory Instruments 90%
Radio:Basic 94%
Pilot Helicopter(Combat)(for maneuvering purposes) 86%
Autonomous Combat Mode gives it the following bonuses:
Attacks per Melee: 6
+2 Strike
+3 Dodge
+2 Roll
+1 Initiative
Variants:
*PS-UCV-35D---This is the developing Regular Army version, meant as a fire support unit and tank/robot killer. It differs from the Navy/Marine version in having a fuselage plated in angular stealth materials(-15% to Read Sensory Instruments rolls to detect the aircraft using radar, laser, and thermal imaging sensors), and having a mast-mounted smart-sight pod(allowing the ‘copter to remain behind cover while engaging targets with guided weaponry).
“This is what your Cypher drones wanna be when they grow up!”
Paladin Steel is dedicated to the ‘Force Multiplier’ school of combat. With Free Quebec to their north, the Coalition to their not-so-distant west, and a hostile Atlantis off their coast, the GNE needs to make the most of its limited manpower resources. Therefore, despite its earlier problems with the Mechanoids, PS has sunk large amounts of money and resources into robotics programs....primarily robotic aircraft, combat vehicles, and recon craft. Though the standard PS A.I. is a bargain-basement moron compared to the wonderous life-simulation sentient Artificial Intelligences and advanced biochip robots of the Golden Age, PS makes them cheaply and efficiently, in large enough numbers so that they may be deployed quickly and in sufficiently large numbers, to overwhelm, or at least seriously harass, any enemy force.
The Aeraccuda is yet another new drone weapons system, this one based on blueprints and test data acquired from excavations of the Boeing-Tacoma facility just outside New Seattle. PS has been eager to make use of pre-Rifts design work(thus sparing them long and lengthy development costs and schedules), modified with up-to-the-minute modern (post-Rifts) technology, and the Aeraccuda was no exception. Originally named the ORW DragonWing RPV, this Boeing design was for an advanced remote-piloted helicopter with an advanced concept dual-mode wing-and-lift system.
The Aeraccuda has a long, slender, fish-like main body, with a split-V tail, and a center-line air intake in the nose. Two stubby fixed canard wings provide control, supplementing the rear control surfaces. Several sensor ports are recessed into the lower forward nose, and a large internal weapons and equipment bay is built into the underside. The craft’s construction is primarily lightweight, megadamage composites.
The most noticeable aspect of the Aeraccuda’s design is the single thick, two-bladed rotor blade assembly, joined to the rest of the craft by a thick hub. The Aeraccuda is designed to be a dual-mode common-wing aircraft; in VTOL operations the rotor assembly rotates like a conventional helicopter, providing vertical lift, but once sufficient forward speed is built up in free flight, and aerodynamic lift takes over, the rotor locks in place to become a fixed wing for conventional flight. The process reverses itself when the aircraft comes in for a landing or needs to revert to hovering mode. Though mechanically slightly more complex than conventional swivel jets, this system is more quiet, and actually wastes less power than directed thrust systems.
The Aeraccuda is produced in three versions; a conventionally liquid-fuelled version powered by a Flex-Fuel gas turbine, a fuel-cell powered version, and a nuclear powered version, the latter two of which differ from the original model in having a second sensor/equipment pallet mounted where the air intake for the airbreathing engine is.
Like all drones, the Aeraccuda suffers from vulnerability to interference with its command-control communications. PS has partially solved part of the range problem by tying the drones into the HALO semi-sat commnet, but most users rely on the onboard robotic A.I., the Model 20 Microsavage Combat Core, a modified version of the PSQF-2 ‘Firebird’s’ proven combat brain. This system is reliable, hardened against communications hacking, and well-versed in aerial combat tactics, but , despite the improvement of the learning and experience algorithms, still lacks the initiative and creativity of sentient pilots.
The Aeraccuda is primarily configured and deployed for nautical operations, where the vehicle’s dual VTOL mode makes it perfect for unassisted operations from the open decks of warships(reducing the need for cumbersome recovery gear). The first UCV-35s were deployed to ships of the Greater New England Navy, where they were used in coastal patrols and ASW missions, in much the same role as the first pre-Rifts naval RPV, the DASH(Drone Anti-Submarine Helicopter).
The GNE Regular Army is also looking at a variant that could serve as close air support for ground forces.
Type:PS-UCV-35 Aeraccuda
Class: Semi-Autonomous Aerial Combat Drone Rotocraft
Crew: None; either a remote piloted drone or a semi-autonomous robot
MDC/Armor by Location:
Main Body 110
Forward Canards(2) 30 each
Wing/Tail Assembly 70
Wing/Rotor Assembly 45
(Optional) Weapon Winglets(2) 16 each
Length: 17 ft
Height: 8 ft
Width: 5 ft main fuselage
Weight: 1.5 tons
Cargo: Can carry 800 lbs in an internal payload bay
Powerplant: Liquid Fuel w/ 300 mile range
Electric Fuel Cell w/ 380 mile range
Fusion Nuclear Mini-Pac with 7 year energy life
Speed:(VTOL Mode) Hover to 100 MPH, w/ 18,500 ft maximum altitude
(Jet Mode)Maximum 550 MPH, w/ 23,000 ft ceiling
Market Cost: 900,000 credits for liquid fuel, 1.1 million credits for fuel cell, and 2.2 million credits for nuclear
Systems of Note:
Radar----80 mile range
Basic Robot Optics
Radar Detector/EM Warning Sensor
Inertial Guidance
Long Range Radio/Video Transmission---range: 500 miles
*Optional Autonomous Control or Remote Piloting
*Parachute Recovery System
Weapons Systems:
1)Forward Weapons Bay---Typically is fitted with two synchronized direct fire weapons:
a) 20mm Cannon
Range: 9,000 ft
Damage:(Proximity-fuzed High-Explosive) 4d4 MD single shot (2 ft blast radius)
1d6x10 MD per 5 rd burst
2d6x10 MD per 10 rd burst
4d6x10 MD per 20 rd burst
Rate of Fire: EPCHH
Payload: 200 rds each gun
b) 30mm Cannon
Range:10,000 ft
Damage:4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD six-round burst
Rate of Fire: EPCHH
Payload:400 rds, 200 rds per cannon
Cost: 500,000 credits
c) Rail Guns
Weight: 42 lbs
Range: 4,000 ft
Damage: 1d4 MD single rd, 4d6 MD per 20 rd burst.
Rate of Fire: ECHH
Payload: 2,000 rd drum per cannon
Cost: 70,000 credits
d)Pulse Lasers
Range: 4,000 ft
Damage: 3d6 MD single shot, 6d6 MD short burst, 1d6x10 MD medium burst( 20 shots, 2 attacks), 2d6x10 MD long burst(40 shots, 2 attacks), 4d6x10 MD full magazine burst(80 shots, no bonuses to strike...does 3d6 MD to 4d4 targets if in a spray attack).
Rate of Fire: Standard
Payload: 200 shot battery. Effectively Unlimited linked to a nuclear powerplant.
Cost: 78,000 credits
e) Ion Blasters
Range: 4,000 ft
Damage: 1d6x10+10 MD per blast
Rate of Fire: EGCHH
Payload:200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost:230,000 credits
f).50 Caliber Machine Gun---The old reliable ‘Fifty’. An oldie, but still a goody.
Weight: 35 lbs
Range: 6,000 ft
Damage: (SDC) 1d6x10 SDC single shot, 1d6 x100 SDC(1d6 MD) per 10 rd burst.
(Ramjets) 1d4 MD single shot, 1d4x10 MD per 10 rd burst.
(High Explosive)3d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 2d6 MD per rd, 2d6x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard
Payload: 300 rd box magazine
Cost: 8,000 credits
2) Internal Payload Bay
a)Dipping Sonar----To deploy this system, the helicopter must hover, as motionless as possible, above the surface of the water while taking readings from the lowered arrray. This sonar system can be considered to have a range of 60 miles.
b)Rescue Pod----Used by Coast Guard units, this deployable pod contains a basic rescue kit, that can be airdropped to shipwreck survivors. It contains an auto-inflating 10-man liferaft of light megadamage plastics(50 MDC) w/ weather cover, with survival supplies aboard; emergency beacon, radio pack, smoke and flares, predator-repellents, basic first aid kit, fishing kit, 18 day food and water supply, and solar still.
c) Heavy Sensor Pallet---This can be configured to hold a variety of sensors, such as ground search radar, broad-spectrum optical scanners, PPE sensors, chemical samplers, and EM detectors.
d) Sonobuoy Launcher--------Sonubuoys are small, expendable sensors deployed by air vehicles to set up temporary sensor nets. The typical sonubuoy resembles a cylinder 2-5 ft long, made of light plastics, that when deployed, floats upright while deploying an acoustic sensor and line from its lower end. The sonubuoy can either use passive detection, or can use an active sonar pinger, to detect submerged targets. Sonubuoys are battery powered, and typically have an active life of an hour or so, but typically drift out of position in 10-20 minutes, depending on currents, conditions, and drop pattern.
They report their information via a radio uplink(standard range5-10 miles), and can report a sonar/accoustic contact, its strength, estimated range and heading(using a built-in compass to determine direction), and estimated speed. Consider the sonubuoy to have a sonar range of 5 miles
Sonubuoys are typically laid in a pattern, with multiple sonubuoys allowing for the triangulation of a target. They are cheap, disposable, and virtually indetectable(their small size and plastic construction negate most forms of detection), making them extremely difficult to avoid and actively counteract. However, sonubuoys are not as accurate as more sophisticated systems(hence, its a good idea to deploy many of them), and they are affected by currents, which can quickly break up a laid pattern. Recommended proccedure when using sonubuoys is to lay them across the projected path of the target, or to lay them upstream/current of the target’s suspected location, so the pattern moves with the current. Sonubuoys are best used when one is aware that something is there, but not exactly where it is; a pattern of sonubuoys can help triangulate a target for more accurate firing solutions and weapons targetting(give guided weapons a +1 to strike an underwater target if using information patched in from a sonubuoy network, or give sonar operators a +15% to detection and location rolls).
Once their batteries have given out, sonubuoys self-destruct---a plug in the floatation chamber dissolves, and the whole apparatus sinks to the bottom, its electronics ruined.
PS’ DiFAR SSQ-400 series Sonobuoys cost 100 credits apiece
Bay holds 18 Sonobuoys
e) ASW Sensor Pallet---Holds a scanning Blue-Green Laser (can scan up to 200 ft below the surface) and Magnetometer.
f) Torpedo Bay---Can hold 24 mini-torpedoes, 12 short range torpedoes, 6 medium range torpedoes, or 3 long range torpedoes.
g) Missile Launcher-----Can hold 24 mini-missiles, 12 short range missiles, 6 medium range missiles, or 3 long range missiles.
h) Heavy Gatling Cannon------ This oversized weapon, actually a six-barrelled ‘Taskin’ Rifle spews high explosive shells at a rate that would melt a lesser weapon’s barrel.
The ‘B’ model has been configured as a rifle pod with a longer barrel, and twenty percent more range.
Range: 5,000 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 ( -2 to strike)
Rate of Fire: EPCHH
Payload: 2,000 rd drum
j)PS-XGECAL 50 “Ripkiller-C” ---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 stabilizer, 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).
Range: 19,000 ft!
Damage: 1d4 MD single shot, 4d6 MD per 12 shot burst(1 attack), 1d4x10+10 MD per 24 rd burst(2 attacks), 2d6x10 MD per 60 rd burst(3 attacks), 4d6x10 MD per 120 shot burst(takes ALL attacks that melee)
Rate of Fire: ECHH
Payload: 1,200 round drum (10 full-melee bursts)
i)Magnetic Anomaly Detector---Looking like an oversized batmitten ‘bird’ and flown at the end of an 80 ft tether just above the surface of the water, the MAD probe registers the disturbance in the earth’s magnetic field caused by large metal objects(like subs and ships) passing through it. Not so effective at detecting organic creatures or constructs.
Range: 5 miles, and has a 70% chance of detecting submerged vessels(-20%) for non-metallic objects, and no chance of detecting organics).
Cost: 40,000 credits
j)Radar Jammer Pod---5 mile range. Jams radars and radar targeting systems with 60% effectiveness. Radar-guided weapons are -6 to strike. Note that this affects friendly systems as well unless they are set to specific, per-arranged, non-jammed frequencies(that it may be possible for the enemy to discover). Carrying extra jammer pods does NOT increase the range or effective bonuses of the system, but may provide redundancy and multi-wavelength coverage.
Cost:50,000 credits
3)(Optional) Wing Hardpoints(2-4)----The Aeraccuda can be fitted with a pair of stub wings, each with two hardpoints(4 total). Each hardpoint can hold ONE of the following:
a) Mini-Missiles---19 shot pod
b) Short Range Missiles---4 shot pod
c)L-S/AAM ‘Black Talon’ Launcher---
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1,2,3, or 4(all)
Payload: 6 per launcher
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)
d) Medium Range Missiles----1 each
e)*Harpoon III Missiles---- Range: 40 miles, Damage: 2d6x10 MD to 40 ft blast radius, Bonuses: +5 to strike, 1 each hardpoint.
f) Torpedoes---Can hold 4 mini-torpedoes, 2 short range torpedoes, or 1 medium range torpedo
g) Light Gun Pod---A copy of the Coalition’s own C-200 ‘Dead Man’ rail gun.
Range: 4,000 ft
Damage: 1d4 MD single rd, 4d6 MD per 20 rd burst
Rate of Fire: ECHH
Payload:400 rd drum(20 bursts)
4)Flare/Chaff Launchers(2, either side of the tail boom)
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 12 per launcher
Programming:
Navigation: (air) 90%
Read Sensory Instruments 90%
Radio:Basic 94%
Pilot Helicopter(Combat)(for maneuvering purposes) 86%
Autonomous Combat Mode gives it the following bonuses:
Attacks per Melee: 6
+2 Strike
+3 Dodge
+2 Roll
+1 Initiative
Variants:
*PS-UCV-35D---This is the developing Regular Army version, meant as a fire support unit and tank/robot killer. It differs from the Navy/Marine version in having a fuselage plated in angular stealth materials(-15% to Read Sensory Instruments rolls to detect the aircraft using radar, laser, and thermal imaging sensors), and having a mast-mounted smart-sight pod(allowing the ‘copter to remain behind cover while engaging targets with guided weaponry).
-------------
"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: 48001
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
(Variant) PS-GF-2C ‘Grey Phoenix’ Fighter-Bomber
(aka “Humpback”)
“If the rumors are right about the Paladins starting up production of the Grey Falcon again, that means, if they go about it the same way as they do their other products, no more scrambling for spare parts to keep the original old IHA birds flying, no more skirting the CS to find the small black market ops handbuilding Falcons, and instead oodles of options on the new birds.”
“Oh wow, they seriously updated the FBW controls! The old Falcon was all-weather; the Phoenix is practically all-storm. Give me a full rack of Harpoons, and we can go pirate-hunting in just about ANY weather, short of tree-uprooting hurricane winds!”
The recent success of an IHA-AC-29 production line on Ser-Chai has led to renewed interest in Iron Heart Armament’s designs, especially by offworld concerns(as Rifts Earth’s reputation for tough reliable hardware design spreads). Though a substantial portion of expatriate IHA staff had been absorbed into the Paladin Steel organization and contributed to its early successes, there still remained a strong interest in the older ex-IHA/New Kenorans in retaining their corporate identity, even if only as a recognized subcontractor of Paladin Steel.
The AC-29 production line on Ser-Chai raised hopes that the ChaiChuks might be interested in other revamped IHA designs, especially the GF-1 Grey Falcon, as a complement to the Air Castle. PS/IHA designers began studies of an updated variant of the GF-1A, the GF-2C ‘Grey Phoenix’.
The new GF-2C is virtually identical to the old GF-1A, a testimony to the quality of the original IHA engineering, but Paladin Steel has left its mark in several design changes. Several weapons systems have been made modular, with options for more powerful or mission-specific weapons possible. Added avionics and electronic warfare systems have been added, necessitating the addition of a distinct ‘hump’ aft of the cockpit to house them. Antimissile countermeasure launchers have been added to the tail, increasing the changes of the aircraft’s survivability against other technological opponents. Overall, the changes are meant to make the Grey Phoenix more versatile and harder-hitting than the original Grey Falcon.
While the GF-2C still exists only as blueprint templates, PS is confident it can quickly establish and start up production if enough customers are interested. There has been speculation that recent development on the ChaiChuk colony of Kampadow include factories for IHA designs(the gravity of the ChaiChuk homeworld being too uncomfortable for long term residency IHA expats).
Changes/Modifications:
Market Cost: 22 million credits. PS expects to offer the GF-2C at about the same price as the original, even with the improvements, due to expected greater mass production offworld and lower production costs.
Systems of Note:
Standard aircraft systems, plus:
*Radar, w/ Terrain-Following and Look-Down capabilities; effective range of 85 miles.
*ECCM system: A semiautomatic system that uses electronic encryption and frequency jumping to (attempt to) negate jamming systems. The system has a 25% chance of negating radar or communications jamming (non-magical) on its own, or a +5% if the pilot has a Read Sensory Instruments or Radio: Scramblers skill and devotes a full melee to operating the system(no other attacks/actions are possible).
Having an Electronic warfare Skill gains a +15% bonus to operating this system.
Note that this only applies to received communications (the system filters them out from the jamming clutter) and sensory data received by that unit alone (other units cannot make use of it, unless they have an unaffected datalink/info-share with the ECCM equipped unit. Magic/psychic jamming is NOT affected by this system.
*EMP Shielding---Extensive use of nonconductive materials, shock barriers, capacitator-sponges, redundant systems, and energy-disipation technology protects the aircraft from the damaging effects of electromagnetic pulse, Triax Lightning Cannon, and other anti-electronics directed energy weaponry.
*EW Suite---15 mile range. Jams radars and radar targeting systems with 60% effectiveness. Radar-guided weapons are -6 to strike. Note that this affects friendly systems as well unless they are set to specific, per-arranged, non-jammed frequencies(that it may be possible for the enemy to discover). PS chose an integral system over a podded system to improve survivanility, without subtracting from hitting power.
*Radar Detector---Picks up enemy radar emissions and weapons locks
Weapons Systems:
1) Nose Cannon(1)---The nose rail gun has been made modular, allowing for a variety of different weapons to be fitted.
a)20mm Vulcan Cannon(2x)---Modified M-61 Six-barrel Cannon, fixed forward.
Range: 9,000 ft
Damage:(Proximity-fuzed High-Explosive) 4d4 MD single shot (2 ft blast radius)
1d6x10 MD per 5 rd burst
2d6x10 MD per 10 rd burst
4d6x10 MD per 20 rd burst
Rate of Fire: EPCHH
Payload: 1,208 rds per gun
b) 30mm Cannon
Range: 10,000 ft
Damage: 4d6 MD single round, 1d6x10 MD two rd burst, 3d6x10 MD per six-shot burst.
Rate of Fire: ECHH
Payload: 124 rds per gun
c) 50 Caliber Machine Gun(4x)---The old reliable ‘Fifty’, modified to fire new ammo types. An oldie, but still a goody.
Range: 19,000 ft
Damage: (SDC) 1d6x10 SDC single shot, 1d6 x100 SDC(1d6 MD) per 10 rd burst.
(Ramjets) 1d4 MD single shot, 1d4x10 MD per 10 rd burst.
(High Explosive)3d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 2d6 MD per rd, 2d6x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard
Payload: 500 rds per gun
Cost: 8,000 credits
d)Laser Cannon(1)---Shorter range and less damage, but unlimited payload. The favored photonic cannon is the Pulse Laser(PS-RFL-25), the so-called “Prosek’s Gift’ thanks to its being derived from a reverse-engineered Coalition weapon, which pleases the old IHA hands to no end, especially if the GF-2C ever winds up in the hands of anti-CS forces.
Range: 6,000 ft
Damage: 2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 340,000 credits
e) Ion Cannon(1)
Range: 7,000 ft
Damage: 1d6x10 MD per blast
Rate of Fire: EPCHH
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 220,000 credits
f) Ion Spray Cannon(1)
Range: 4,000 ft
Damage: 1d6x10+10 MD per blast, to a 50 ft wide area
Rate of Fire: EPCHH
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 230,000 credits
g)TK Cannon(2)
Range: 4,000 ft(double on ley lines)
Damage: 2d4 MD single shot, 3d6 MD short(5 shot) burst, 5d6 MD long (10 shot) burst, 2d6x10 MD full melee (50 shot) burst.
Rate of Fire: EGCHH
Payload: Effectively Unlimited; powering spells must be recast every six months. 200 shot ‘back-up’ PPE clip
Cost: 600,000 credits
2) Long Range Missile Launchers(2)---The large underwing LRM pods have been replaced with modular panniers that can accept a variety of missile-specific configurations
a) Mini-Missiles----38 per pod(2x19 rd launchers)
b) Short Range Missiles---16 per pod
c) Medium Range Missiles----8 per pod
d)’SkyFlash’ Advanced Short Range Air to Air Multiple Missiles(ASRAAMM). This is simply the PS copy/adaptation of the Coalition’s own AIM-180 missile(see Coalition Navy, pg. 88). The ‘Skyflash’ is an MRM that splits in flight to unleash a pack of four smaller SRMs....a surprise that at relatively short dogfighting ranges(10-30 miles) can be devastating, filling airspace with a swarm of corkscrewing projectiles.
Range: 15 miles
Damage: 6d6 MD per each SRM missile(3d4x10 MD per volley)
Bonuses:+3 to strike
e) Harpoon III Missiles----8 per pod
Range: 40 miles
Damage: 2d6x10 MD to 40 ft blast radius
Bonuses: +5 to strike
Cost:(Surface/air launched): 18,000 credits
f) Shrike III ‘Brilliant’ antiaircraft missiles. ---6 per pod
Range: 75 miles
Damage: 3d4x10 MD
Bonus: +7 to strike
g) Long Range Missiles---Unchanged from the original; 4 per pod
h) Bombs---4,500 lbs per pod
*250-lb Bomb----2d4x10 MD to 50 ft blast radius
*500-lb Bomb----4d4x10 MD to 60 ft blast radius
*750-lb Bomb----4d6x10 MD to 65 ft blast radius
*1,000-lb Bomb----1d4x100 MD to 70 ft blast radius
*1,650 lb bomb(1d6x100 MD to 75 ft blast radius)
*2,000-lb Bomb----2d4x100 MD to 80 ft blast radius
Also available as ‘smart bombs’. ‘Smart Bombs’ AUTOMATICALLY hit stationary targets, and are +6 to hit moving targets(though maximum range is 1/2 mile)
i) SAW---Stand-off Attack Weapon, for ground attack. Basically, this is a large LRM-sized pod with maneuvering thrusters, autopilot guidance system, and fold-out glide wings, that is designed to overfly a target zone and launch cluster munitions over it, in a bombing pattern. These submunitions can range from golf-ball-sized antipersonnel grenades, runway cratering shells, area denial mines, chemical shells, or even carbon-fiber ‘angel hair’ electrical disruption spools. PS is also working on using SAWs to deploy Kera-Tech style EMP weapons and other specialized munitions.
4 SAWs can be carried per pod
Weight: 1,100 lbs
Range: SAW has an effective range of 20 miles in atmosphere Submunitions 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)
400 AP/Chemical grenades
OR
100 HE/anti-vehicle grenades
OR
100 Fragmentation Mines
OR
50 Incendiary Bombs
OR
500 spools of wire, each spool holding up to 4,000 ft of aluminum-coated filament
3) Medium Range Missile Launchers(4)---Unchanged
4) Mini-MIssile Launcher(1)----Unchanged, though it has been considered to offer the option of being able to swap the MML for a Heavy TW Rocket Launcher with 25 heavy TW rockets, or for a Laser Rangefinding/Illumination Pod----Maps and ‘paints’ targets for laser-guided ordnance. Effective range of 7 miles..
5)Flare/Chaff Launchers(2, one on either side of the tail)
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 12 per launcher
Variant:
*GFT-2C---Twin-seater training version. Also capable of operating in the strike role, with the second cockpit controls swapped out for weapons and avionics command/control.
*GF-2E/TW---Hangar-18 technowizardry mod of the Grey Falcon, outfitted with Mageplate armor, a TW powerplant, and various TW features. Having done enough conversions of old GF-1A airframes, H-18 has applied the most oft-requested features to the new GF-2.
TechnoWizardry Systems:
*Impervious to Energy( 5 minutes per 20 PPE)
*Protective Energy Field(50 MDC per 10 PPE, 10 minutes per 10 PPE)
*Leyline Booster(Accelerates the jet up to 50% greater top speed when on a leyline, -10% to pilot skill when engaged)
*MagePlate Armor(Formulation-1C) Armor---F-1C armor; an advanced ectoplasm-impregnated composite material with limited self-repair capabilities.
When it became clear that F-1B had problems with vulnerabilities to magic attacks, PS engineers learned from their mistakes and sought to reformulate the armor composition to remove its most glaring defects. Formulation-1C is only now reaching field deployment; it lacks F-1B’s vulnerability to magic, but takes DOUBLE the PPE to repair...1 MDC=2PPE/4 ISP.
This system CANNOT replace a wing or tail that’s been blown off, but it CAN repair damaged fuselage armor, damaged flaps, and other barely-functional, but still attached, parts of the aircraft.
*Illusion Field Generator------Used primarily for psychological warfare, this feature generates an illusion around the aircraft. Pilots are particularly fond of disguising their aircraft as angelic or draconic beings. Uses the Horrific Illusion spell so the disguise has a Shock/Awe/Horror Factor of 14. Duration 40 melees(10 minutes). Activation PPE/ISP: 5 PPE/10 ISP
Options:
*Mystical Stealth System----Renders the aircraft silent and invisible, even during the day. Great for evading detection, surveillance, and tailing, but the moment the aircraft takes any sort of aggressive manuever, the stealth drops and the aircraft can be readily detected. A popular accessory for ‘Phantom’ pilots.
Costs 20 PPE per 3 minutes of activation.
Cost: 500,000 credits.
(aka “Humpback”)
“If the rumors are right about the Paladins starting up production of the Grey Falcon again, that means, if they go about it the same way as they do their other products, no more scrambling for spare parts to keep the original old IHA birds flying, no more skirting the CS to find the small black market ops handbuilding Falcons, and instead oodles of options on the new birds.”
“Oh wow, they seriously updated the FBW controls! The old Falcon was all-weather; the Phoenix is practically all-storm. Give me a full rack of Harpoons, and we can go pirate-hunting in just about ANY weather, short of tree-uprooting hurricane winds!”
The recent success of an IHA-AC-29 production line on Ser-Chai has led to renewed interest in Iron Heart Armament’s designs, especially by offworld concerns(as Rifts Earth’s reputation for tough reliable hardware design spreads). Though a substantial portion of expatriate IHA staff had been absorbed into the Paladin Steel organization and contributed to its early successes, there still remained a strong interest in the older ex-IHA/New Kenorans in retaining their corporate identity, even if only as a recognized subcontractor of Paladin Steel.
The AC-29 production line on Ser-Chai raised hopes that the ChaiChuks might be interested in other revamped IHA designs, especially the GF-1 Grey Falcon, as a complement to the Air Castle. PS/IHA designers began studies of an updated variant of the GF-1A, the GF-2C ‘Grey Phoenix’.
The new GF-2C is virtually identical to the old GF-1A, a testimony to the quality of the original IHA engineering, but Paladin Steel has left its mark in several design changes. Several weapons systems have been made modular, with options for more powerful or mission-specific weapons possible. Added avionics and electronic warfare systems have been added, necessitating the addition of a distinct ‘hump’ aft of the cockpit to house them. Antimissile countermeasure launchers have been added to the tail, increasing the changes of the aircraft’s survivability against other technological opponents. Overall, the changes are meant to make the Grey Phoenix more versatile and harder-hitting than the original Grey Falcon.
While the GF-2C still exists only as blueprint templates, PS is confident it can quickly establish and start up production if enough customers are interested. There has been speculation that recent development on the ChaiChuk colony of Kampadow include factories for IHA designs(the gravity of the ChaiChuk homeworld being too uncomfortable for long term residency IHA expats).
Changes/Modifications:
Market Cost: 22 million credits. PS expects to offer the GF-2C at about the same price as the original, even with the improvements, due to expected greater mass production offworld and lower production costs.
Systems of Note:
Standard aircraft systems, plus:
*Radar, w/ Terrain-Following and Look-Down capabilities; effective range of 85 miles.
*ECCM system: A semiautomatic system that uses electronic encryption and frequency jumping to (attempt to) negate jamming systems. The system has a 25% chance of negating radar or communications jamming (non-magical) on its own, or a +5% if the pilot has a Read Sensory Instruments or Radio: Scramblers skill and devotes a full melee to operating the system(no other attacks/actions are possible).
Having an Electronic warfare Skill gains a +15% bonus to operating this system.
Note that this only applies to received communications (the system filters them out from the jamming clutter) and sensory data received by that unit alone (other units cannot make use of it, unless they have an unaffected datalink/info-share with the ECCM equipped unit. Magic/psychic jamming is NOT affected by this system.
*EMP Shielding---Extensive use of nonconductive materials, shock barriers, capacitator-sponges, redundant systems, and energy-disipation technology protects the aircraft from the damaging effects of electromagnetic pulse, Triax Lightning Cannon, and other anti-electronics directed energy weaponry.
*EW Suite---15 mile range. Jams radars and radar targeting systems with 60% effectiveness. Radar-guided weapons are -6 to strike. Note that this affects friendly systems as well unless they are set to specific, per-arranged, non-jammed frequencies(that it may be possible for the enemy to discover). PS chose an integral system over a podded system to improve survivanility, without subtracting from hitting power.
*Radar Detector---Picks up enemy radar emissions and weapons locks
Weapons Systems:
1) Nose Cannon(1)---The nose rail gun has been made modular, allowing for a variety of different weapons to be fitted.
a)20mm Vulcan Cannon(2x)---Modified M-61 Six-barrel Cannon, fixed forward.
Range: 9,000 ft
Damage:(Proximity-fuzed High-Explosive) 4d4 MD single shot (2 ft blast radius)
1d6x10 MD per 5 rd burst
2d6x10 MD per 10 rd burst
4d6x10 MD per 20 rd burst
Rate of Fire: EPCHH
Payload: 1,208 rds per gun
b) 30mm Cannon
Range: 10,000 ft
Damage: 4d6 MD single round, 1d6x10 MD two rd burst, 3d6x10 MD per six-shot burst.
Rate of Fire: ECHH
Payload: 124 rds per gun
c) 50 Caliber Machine Gun(4x)---The old reliable ‘Fifty’, modified to fire new ammo types. An oldie, but still a goody.
Range: 19,000 ft
Damage: (SDC) 1d6x10 SDC single shot, 1d6 x100 SDC(1d6 MD) per 10 rd burst.
(Ramjets) 1d4 MD single shot, 1d4x10 MD per 10 rd burst.
(High Explosive)3d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 2d6 MD per rd, 2d6x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard
Payload: 500 rds per gun
Cost: 8,000 credits
d)Laser Cannon(1)---Shorter range and less damage, but unlimited payload. The favored photonic cannon is the Pulse Laser(PS-RFL-25), the so-called “Prosek’s Gift’ thanks to its being derived from a reverse-engineered Coalition weapon, which pleases the old IHA hands to no end, especially if the GF-2C ever winds up in the hands of anti-CS forces.
Range: 6,000 ft
Damage: 2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 340,000 credits
e) Ion Cannon(1)
Range: 7,000 ft
Damage: 1d6x10 MD per blast
Rate of Fire: EPCHH
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 220,000 credits
f) Ion Spray Cannon(1)
Range: 4,000 ft
Damage: 1d6x10+10 MD per blast, to a 50 ft wide area
Rate of Fire: EPCHH
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 230,000 credits
g)TK Cannon(2)
Range: 4,000 ft(double on ley lines)
Damage: 2d4 MD single shot, 3d6 MD short(5 shot) burst, 5d6 MD long (10 shot) burst, 2d6x10 MD full melee (50 shot) burst.
Rate of Fire: EGCHH
Payload: Effectively Unlimited; powering spells must be recast every six months. 200 shot ‘back-up’ PPE clip
Cost: 600,000 credits
2) Long Range Missile Launchers(2)---The large underwing LRM pods have been replaced with modular panniers that can accept a variety of missile-specific configurations
a) Mini-Missiles----38 per pod(2x19 rd launchers)
b) Short Range Missiles---16 per pod
c) Medium Range Missiles----8 per pod
d)’SkyFlash’ Advanced Short Range Air to Air Multiple Missiles(ASRAAMM). This is simply the PS copy/adaptation of the Coalition’s own AIM-180 missile(see Coalition Navy, pg. 88). The ‘Skyflash’ is an MRM that splits in flight to unleash a pack of four smaller SRMs....a surprise that at relatively short dogfighting ranges(10-30 miles) can be devastating, filling airspace with a swarm of corkscrewing projectiles.
Range: 15 miles
Damage: 6d6 MD per each SRM missile(3d4x10 MD per volley)
Bonuses:+3 to strike
e) Harpoon III Missiles----8 per pod
Range: 40 miles
Damage: 2d6x10 MD to 40 ft blast radius
Bonuses: +5 to strike
Cost:(Surface/air launched): 18,000 credits
f) Shrike III ‘Brilliant’ antiaircraft missiles. ---6 per pod
Range: 75 miles
Damage: 3d4x10 MD
Bonus: +7 to strike
g) Long Range Missiles---Unchanged from the original; 4 per pod
h) Bombs---4,500 lbs per pod
*250-lb Bomb----2d4x10 MD to 50 ft blast radius
*500-lb Bomb----4d4x10 MD to 60 ft blast radius
*750-lb Bomb----4d6x10 MD to 65 ft blast radius
*1,000-lb Bomb----1d4x100 MD to 70 ft blast radius
*1,650 lb bomb(1d6x100 MD to 75 ft blast radius)
*2,000-lb Bomb----2d4x100 MD to 80 ft blast radius
Also available as ‘smart bombs’. ‘Smart Bombs’ AUTOMATICALLY hit stationary targets, and are +6 to hit moving targets(though maximum range is 1/2 mile)
i) SAW---Stand-off Attack Weapon, for ground attack. Basically, this is a large LRM-sized pod with maneuvering thrusters, autopilot guidance system, and fold-out glide wings, that is designed to overfly a target zone and launch cluster munitions over it, in a bombing pattern. These submunitions can range from golf-ball-sized antipersonnel grenades, runway cratering shells, area denial mines, chemical shells, or even carbon-fiber ‘angel hair’ electrical disruption spools. PS is also working on using SAWs to deploy Kera-Tech style EMP weapons and other specialized munitions.
4 SAWs can be carried per pod
Weight: 1,100 lbs
Range: SAW has an effective range of 20 miles in atmosphere Submunitions 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)
400 AP/Chemical grenades
OR
100 HE/anti-vehicle grenades
OR
100 Fragmentation Mines
OR
50 Incendiary Bombs
OR
500 spools of wire, each spool holding up to 4,000 ft of aluminum-coated filament
3) Medium Range Missile Launchers(4)---Unchanged
4) Mini-MIssile Launcher(1)----Unchanged, though it has been considered to offer the option of being able to swap the MML for a Heavy TW Rocket Launcher with 25 heavy TW rockets, or for a Laser Rangefinding/Illumination Pod----Maps and ‘paints’ targets for laser-guided ordnance. Effective range of 7 miles..
5)Flare/Chaff Launchers(2, one on either side of the tail)
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 12 per launcher
Variant:
*GFT-2C---Twin-seater training version. Also capable of operating in the strike role, with the second cockpit controls swapped out for weapons and avionics command/control.
*GF-2E/TW---Hangar-18 technowizardry mod of the Grey Falcon, outfitted with Mageplate armor, a TW powerplant, and various TW features. Having done enough conversions of old GF-1A airframes, H-18 has applied the most oft-requested features to the new GF-2.
TechnoWizardry Systems:
*Impervious to Energy( 5 minutes per 20 PPE)
*Protective Energy Field(50 MDC per 10 PPE, 10 minutes per 10 PPE)
*Leyline Booster(Accelerates the jet up to 50% greater top speed when on a leyline, -10% to pilot skill when engaged)
*MagePlate Armor(Formulation-1C) Armor---F-1C armor; an advanced ectoplasm-impregnated composite material with limited self-repair capabilities.
When it became clear that F-1B had problems with vulnerabilities to magic attacks, PS engineers learned from their mistakes and sought to reformulate the armor composition to remove its most glaring defects. Formulation-1C is only now reaching field deployment; it lacks F-1B’s vulnerability to magic, but takes DOUBLE the PPE to repair...1 MDC=2PPE/4 ISP.
This system CANNOT replace a wing or tail that’s been blown off, but it CAN repair damaged fuselage armor, damaged flaps, and other barely-functional, but still attached, parts of the aircraft.
*Illusion Field Generator------Used primarily for psychological warfare, this feature generates an illusion around the aircraft. Pilots are particularly fond of disguising their aircraft as angelic or draconic beings. Uses the Horrific Illusion spell so the disguise has a Shock/Awe/Horror Factor of 14. Duration 40 melees(10 minutes). Activation PPE/ISP: 5 PPE/10 ISP
Options:
*Mystical Stealth System----Renders the aircraft silent and invisible, even during the day. Great for evading detection, surveillance, and tailing, but the moment the aircraft takes any sort of aggressive manuever, the stealth drops and the aircraft can be readily detected. A popular accessory for ‘Phantom’ pilots.
Costs 20 PPE per 3 minutes of activation.
Cost: 500,000 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
------------
- taalismn
- Priest
- Posts: 48001
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Starship Variants: Troop Transports
“Our ground forces, impressive though they may be, are effectively useless if we cannot quickly and efficiently move them to where they can do the most good. Contrary to what others may say, orbital bombardment is NOT the answer to all problems.”
As with its ground vehicles, Paladin Steel/Aegis Stellar Industries is always attempting to eke every erg of usefulness out of its spacecraft designs.
The turmoil of the Forge War and the Minion War saw a change in perceived needs for the Alliance spaceforces. Prior, PS/ASI had focused on convoy escort and mercantile protection, with emphasis on destroyers and light cruisers, while more specialized ground attack and military transport ships were bought or leased through their WZT connections. However, ground force projection began to assume a new priority, and combat transports were needed to move the troops of Alliance members who didn’t have an existing deep space transport capability. WZT and other sources couldn’t keep up with the demand all the time, so PS/ASI had to look to its own resources to supply the necessary transport, and turned to modifying existing designs to meet the new needs.
Other variants came about of older designs being upgraded with greater access to more advanced technologies, especially propulsion, as PS/ASI landed more contracts servicing more advanced ships. The lessons of working on more advanced systems were applied to updating new construction and refitting older vessels.
*PS/ASI-HInstelCvT-10 ‘Ramey’ Heavy Transport Carrier Cruiser---The urgencies of the Minion War in the Three Galaxies led to a number of in-production Ramey frames to be converted to various types of troop carrier.
-HInstelCvT-10LHA ----Assault Carrier---The need to quickly disembark/embark troops led to substantial modifications, such as an expanded skirt(base diameter is now 800 ft) to allow for a series of ramps and elevators to allow quick access to the ground when landed. The lower forty hangar bays have been converted to troop housing(each barracks bay can house 50 soldiers), while the upper decks more often than not accommodate in-atmo transport shuttles or VTOLs(each bay can hold 1 shuttle, two transport VTOLs, or up to 4 smaller attack VTOLs). The -10LHA is expected to enter atmosphere, land, and disembark its complement directly.
-HInstelCvT-10LHD ----Naval Carrier, modified for landing in water. In place of fighters or shuttles, the -10LHD is meant to deliver submersible attack craft to oceanic battlefields. The lower landing skirt features ballast tanks and deployable sea anchors, while the lower forty hangar bays have been converted into drydock cradles, each one capable of accommodating a small submersible vehicle or several sub-fighters. The -10LHD is meant to land in open water, then lower itself into the water until the lower sub-decks are at the waterline or under it, whereupon they can deploy their vehicles.
-HInstelT-10AH---Hospital ship conversion of the Ramey carrier. After the observed success of several PS/ASI-SC09 Tsiolkovsky med ship conversions, PS/ASI looked to do something on a larger scale, and the Ramey’s modularity made it a perfect candidate for modification. The -10AH retains 16 LAT bays for SAR craft, but converts the other sixty-four bay spaces into wards and medical bays, each of which can be fitted with eight operating theaters or bed space for 30 patients(60 under emergency conditions).
*PSS/ASI-LHAOE-07 ‘Brunel’ Spaceborne Fleet Tender/Replenishment Vessel/Industrial Platform Dock/Heavy Transport
---This workhorse heavy transport, already used as the basis of a number of quick-mod warships and carrier platforms, saw further modification to meet the GNE Alliance’s need for power projection.
-LHDOE-07 Troop Transport---The LHDOE-07 is a quick-conversion troop carrier version of the LHAOE-07. Rather than carry external cargo racks, the LHDOE-07 instead expands the internal space of the main hull to accommodate barracks for a ‘short’ battalion of mechanized troops(roughly 3 companies’ worth, or 360 troops and their vehicles). Three of the external cargo clamps are replaced with docking hardpoints for three heavy landing boats or DDC-09 corvette heavy landing craft models, such as the DDC-09 LLST, AGC, AKA/L, or DSV variants. The LHDOE-07 retains its internal mini-facs, which can be used to repair the troops’ equipment and vehicles, and affect battle repairs to the landing craft. The LHDOE-07 also beefs up its shielding to a variable forcefield( 2,000 MD each side, 12,000 MD total), FTL drive to 5 light years per hour, and maxes out on point defense systems(24). Three large external cargo pods are retained; they can be either used as supply drop pods to resupply an existing secured landing zone, or can be swapped out for weapons modules.
The LHDOE-07 is not intended to land its troops directly, but stands off from an LZ and uses its carried shuttles and heavy landing craft to land them from orbit.
*PSS/ASI-LHAOE-08 ‘Goethals’ Spaceborne Fleet Tender/Replenishment Vessel/Industrial Platform Dock/Heavy Transport
---Expanded version of the LHAOE-07 Brunel, with over twice the cargo capacity. As many of the systems are similar, if not identical, the Goethals has seen similar design reconfigurations.
-LHDOE-08 Troop Transport---The LHDOE-08 variant of the Goethals is reconfigured along the same lines as the LHDOE-07 variant of the Brunel. The LHD version, modified from the up-gunned MCLG-08C variant, adds internal space for troop accommodations(a full brigade’s worth, at 1,920 effectives), and trades some of its external cargo modules for docking hardpoints for heavy landing craft/corvettes. The LHDOE-08 carries 9 heavy landing craft and 9 heavy pods for cargo/munitions or weapons modules. The LHDOE-8 retains the medium lasers(8 ) of the MCLG-08C variant, and upgrades the armor(40,000 MDC main body, 17,000 Propulsion Block) and shields( 3,000 MD each side, 18,000 MD total). FTL is upgraded to 5 light years an hour, though normal space speed remains a relative crawl. LHDOE-08s thus tend to go escorted by faster warships and carrier platforms. Like their smaller cousins, the LHDOE-07s, LHDOE-08s are typically deployed at a distance from their LZs, standing off and launching their landing craft under the watchful cover of supporting warcraft.
“Our ground forces, impressive though they may be, are effectively useless if we cannot quickly and efficiently move them to where they can do the most good. Contrary to what others may say, orbital bombardment is NOT the answer to all problems.”
As with its ground vehicles, Paladin Steel/Aegis Stellar Industries is always attempting to eke every erg of usefulness out of its spacecraft designs.
The turmoil of the Forge War and the Minion War saw a change in perceived needs for the Alliance spaceforces. Prior, PS/ASI had focused on convoy escort and mercantile protection, with emphasis on destroyers and light cruisers, while more specialized ground attack and military transport ships were bought or leased through their WZT connections. However, ground force projection began to assume a new priority, and combat transports were needed to move the troops of Alliance members who didn’t have an existing deep space transport capability. WZT and other sources couldn’t keep up with the demand all the time, so PS/ASI had to look to its own resources to supply the necessary transport, and turned to modifying existing designs to meet the new needs.
Other variants came about of older designs being upgraded with greater access to more advanced technologies, especially propulsion, as PS/ASI landed more contracts servicing more advanced ships. The lessons of working on more advanced systems were applied to updating new construction and refitting older vessels.
*PS/ASI-HInstelCvT-10 ‘Ramey’ Heavy Transport Carrier Cruiser---The urgencies of the Minion War in the Three Galaxies led to a number of in-production Ramey frames to be converted to various types of troop carrier.
-HInstelCvT-10LHA ----Assault Carrier---The need to quickly disembark/embark troops led to substantial modifications, such as an expanded skirt(base diameter is now 800 ft) to allow for a series of ramps and elevators to allow quick access to the ground when landed. The lower forty hangar bays have been converted to troop housing(each barracks bay can house 50 soldiers), while the upper decks more often than not accommodate in-atmo transport shuttles or VTOLs(each bay can hold 1 shuttle, two transport VTOLs, or up to 4 smaller attack VTOLs). The -10LHA is expected to enter atmosphere, land, and disembark its complement directly.
-HInstelCvT-10LHD ----Naval Carrier, modified for landing in water. In place of fighters or shuttles, the -10LHD is meant to deliver submersible attack craft to oceanic battlefields. The lower landing skirt features ballast tanks and deployable sea anchors, while the lower forty hangar bays have been converted into drydock cradles, each one capable of accommodating a small submersible vehicle or several sub-fighters. The -10LHD is meant to land in open water, then lower itself into the water until the lower sub-decks are at the waterline or under it, whereupon they can deploy their vehicles.
-HInstelT-10AH---Hospital ship conversion of the Ramey carrier. After the observed success of several PS/ASI-SC09 Tsiolkovsky med ship conversions, PS/ASI looked to do something on a larger scale, and the Ramey’s modularity made it a perfect candidate for modification. The -10AH retains 16 LAT bays for SAR craft, but converts the other sixty-four bay spaces into wards and medical bays, each of which can be fitted with eight operating theaters or bed space for 30 patients(60 under emergency conditions).
*PSS/ASI-LHAOE-07 ‘Brunel’ Spaceborne Fleet Tender/Replenishment Vessel/Industrial Platform Dock/Heavy Transport
---This workhorse heavy transport, already used as the basis of a number of quick-mod warships and carrier platforms, saw further modification to meet the GNE Alliance’s need for power projection.
-LHDOE-07 Troop Transport---The LHDOE-07 is a quick-conversion troop carrier version of the LHAOE-07. Rather than carry external cargo racks, the LHDOE-07 instead expands the internal space of the main hull to accommodate barracks for a ‘short’ battalion of mechanized troops(roughly 3 companies’ worth, or 360 troops and their vehicles). Three of the external cargo clamps are replaced with docking hardpoints for three heavy landing boats or DDC-09 corvette heavy landing craft models, such as the DDC-09 LLST, AGC, AKA/L, or DSV variants. The LHDOE-07 retains its internal mini-facs, which can be used to repair the troops’ equipment and vehicles, and affect battle repairs to the landing craft. The LHDOE-07 also beefs up its shielding to a variable forcefield( 2,000 MD each side, 12,000 MD total), FTL drive to 5 light years per hour, and maxes out on point defense systems(24). Three large external cargo pods are retained; they can be either used as supply drop pods to resupply an existing secured landing zone, or can be swapped out for weapons modules.
The LHDOE-07 is not intended to land its troops directly, but stands off from an LZ and uses its carried shuttles and heavy landing craft to land them from orbit.
*PSS/ASI-LHAOE-08 ‘Goethals’ Spaceborne Fleet Tender/Replenishment Vessel/Industrial Platform Dock/Heavy Transport
---Expanded version of the LHAOE-07 Brunel, with over twice the cargo capacity. As many of the systems are similar, if not identical, the Goethals has seen similar design reconfigurations.
-LHDOE-08 Troop Transport---The LHDOE-08 variant of the Goethals is reconfigured along the same lines as the LHDOE-07 variant of the Brunel. The LHD version, modified from the up-gunned MCLG-08C variant, adds internal space for troop accommodations(a full brigade’s worth, at 1,920 effectives), and trades some of its external cargo modules for docking hardpoints for heavy landing craft/corvettes. The LHDOE-08 carries 9 heavy landing craft and 9 heavy pods for cargo/munitions or weapons modules. The LHDOE-8 retains the medium lasers(8 ) of the MCLG-08C variant, and upgrades the armor(40,000 MDC main body, 17,000 Propulsion Block) and shields( 3,000 MD each side, 18,000 MD total). FTL is upgraded to 5 light years an hour, though normal space speed remains a relative crawl. LHDOE-08s thus tend to go escorted by faster warships and carrier platforms. Like their smaller cousins, the LHDOE-07s, LHDOE-08s are typically deployed at a distance from their LZs, standing off and launching their landing craft under the watchful cover of supporting warcraft.
-------------
"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: 48001
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Paladin Steel ‘Wastenaut’(pronounced ‘waste-not’) Waste Management Technician
(aka ‘Scroungemeister’, ‘Waste-Warriors’, ‘Waste-Watchers’)
“One man’s garbage is another man’s treasure.”
“I’ve climbed more Mount Trashmores than Sir Edmund Hilary climbed mountains, and I’d dug up and trucked away more mountains than the American coal industry ever did. I once had ten stories’ of landfill collapse on top of me, with only my ACEV’s cabin keeping me from getting crushed. I’ve fought rats the size of horses. I’ve breathed air worse than a breeze from Hades and lived to tell of it. I’ve saved priceless treasures from being mulched and lost forever. I’ve saved at least three cities and societies from drowning in their own $#!+. I’m a Garbageman and damned proud of it!”
“You see a city with ‘over three thousand years of unchanging glory’, I see a simmering heap of urban pollution. That place is a giant hepatitis breeding pit! And that’s not factoring in the monsters feeding in the burial grounds and off the waste grounds! We’re going to need the big excavators and plasma incinerators for this job!”
“Sir, looks like the raiders bogged down attempting to flank us through the town dump! Word is, the orcs and goblins on the work crews have forted up in the trash piles and scrap heaps and got the slavers pinned down in a crossfire. Got signal from the foreman asking us if we want them to let the schmucks run, or should she just have her crews mulch’em with the rest of the trash?”
While Paladin Steel and Greater New England’s Optimal Labor Mobilization Act has a lot of unskilled and semi-skilled individuals regularly assigned to clean-up crews and garbage-handling duties while they train for more specialized professions, a few(some trained from the Civil Labor Batttalions, others specially trained) are experts in large-scale recycling. These people keep the communities of Greater New England and its offshoots clean, and the fires of industry fed.
The Wastenaut can be considered to be a land-based version of the Marine Salvager(Rifts Underseas), a more cosmopolitan version of the Junkyard’s Scavenger(Megaversal Builder), and a more generic Ruin Scout(Dinosaur Swamp). Although Paladin Steel Resource employs many individuals of those OCCs, they have gradually developed their own specialist in handling and recycling the garbage of both their own society and that of others. WMTs are experts in gathering ‘post-virgin material resources’, in that what they harvest is not freshly ripped from the ground, but has been used at least once already.
WMTs learn the logistics and science of waste managment. From setting up dump sites with proper environmental protection precautions, to controling spills, to establishing sorting processes, WMTs have a professional and scaleable view of waste flow systems. They also often acquire a working knowledge of sciences, such as chemistry(from observing the reactions of various waste materials and lechates), hydrology(from having to set up sewer works and set up dump sites that do not endanger local water supplies) and biology(from watching what lives off accumulated garbage).
Besides making sure that Greater New England society makes efficient use of its available resources, WMTs work with PS Contract Engineering to clean up the accumulated garbage and waste of other societies, and set up systems of collection and reclamation. They often work with law enforcement to recover evidence disposed of through waste management systems, and they work with the military engineering corps to set up large base waste disposal and recycling systems, restoring services to stricken communities, and disposing of dangerous vermin infesting land fill areas and garbage pits. ‘Tin Soldier’ hazmat warfare experts and Civil Engineers are frequent co-workers, and are often recruited to waste management organizations to design, build, and manage water treatment plants and recycling works.
WMTs regularly work with and supervise CLBs(Civil Labor Battalions) and Civil Engineers. They also frequently work with teams of labor robots and automation. WMTs also have access to large amounts of salvage, so they often have plenty of material to tinker with; some are accomplished artists(using recycled materials) and jury-riggers.
Alignment: Any, but most(75%) are Selfish.
Attribute Requirements: A high P.S. and P.E. are desired, but not mandatory
O.C.C. Skills:
Math: Basic(+15%)
Literacy(Native Language) 98%
Language: Native Language 98%
Techno-Can(+5%)
One additional of choice(+5%)
Computer Operation(+10%)
Pilot: Truck(+5%)
Pilot : Tracked Vehicle(+10%)
Chemistry(+5%)
Find Contraband(+5%)
Recycling(+20%)
Excavation(+10%)
Salvage(+15%)
Ropeworks(+5%)
Juryrig(+5%)
W.P. Staff/Pole
W.P. Shovel(treat as W.P. Battle Axe)
Waste Management/Inventory Systems(Technical)
The WMT version of this skill focuses on arranging and tracking schedules for waste management, including pick-up(and associated transport servicing and maintenance), collection, separation and segregation of materials, and final waste disposal/dispersal procedures. Other aspects of this skill include basic accounting procedures and record-keeping. Failed rolls of this skill may mean anything from incorrect records, missed pickups, accumulating trash where it doesn’t belong, and dangerous processing chain bottlenecks developing.
Base Skill: 70 % + 5% per level of experience.
O.C.C. Related Skills: Select 6 skills from the following categories, plus an additional +1 at levels 3, 6. 9, 12, and15.
Communications: Any
Domestic: Any. Appraise Goods at (+5%)
Electrical: Basic Electronics only(+5%)
Espionage: Detect Concealment only(+5%)
Mechanical: Basic and Automotive Mechanics(+5%)
Medical: First Aide and Paramedic only(+5%)
Military: Demolitions and Demolitions Disposal(+5%), Camouflage, Recognize Weapon Quality, Trap & Mine Detection(can spot unstable garbage piles)(+10%), Trap Construction(+4%, conversely, knows how to pile garbage -just- so).
Nuclear, Biological,Chemical Warfare can be taken, but costs 2 skill selections
Physical: Any, except acrobatics. Hand to Hand Basic costs one skill selection, Expert two skills, and Martial Arts three.
Pilot: Any, except aircraft and spacecraft
Pilot Related: Any
Rogue: Any
Science: Mathematics, Chemistry, Hydrology, Biology, and Botany only(+10%).
Technical: Any. Landscaping(+5%), Lore: Demons and Monsters(+3% with regards to scavenger types such as Giant Tapeworms, Ruin Worms and Grave Ghouls)
Wilderness: None
Weapons Profficiencies(W.P.): Any, except Heavy Military Weapons. Many WMTs pick up ‘tool’ skills such as W.P. Trident/Pitchfork.
Secondary Skills: The character also gets to select 4 secondary skills from those listed, plus at levels 3, 6, 9 and 12. These are additional areas of knowledge that do not get the advantage of the bonuses listed in parentheses. All secondary skills start at the base skill level.
Experience Tables: Use the Operator OCC ExpTs.
Standard Equipment:
Heavy -duty overalls, a suit of light MDC EBA(the Plasticman is the most common), several pairs of heavy rubber gloves, heavy protective goggles, air filter mask, and hood. Basic tools include several shovels, rakes, spear-pole with hook, and set of trowels. Plastic sack disenser with 50 heavy-duty garbage bags. Sanitation kit with sanitary wipes, first aid kit with antiseptics. May also have a vibroblade and laser wand tool for cutting up large pieces of debris and trash.
Will also have access to a utility vehicle and will have a battered and patched second-hand personal vehicle, such as a commuter car or pickup truck.
Starting Money:
5d6x100 credits in accumulated savings. Also typically has 4d6 x100 credits in assorted reclaimed materials and artifacts, and another 6d6x100 credits’ worth in ‘need some fixing up’ articles.
Weapons:
The favored weapons of the WMTs in GNE service are the PSPSR-2 ‘Nimro’ and PSPPR-6 ‘Genta’ Plasma Rifles for their ‘blowtorch’ modes.
The PSPP-89 NovaGaze and PSPP-90 Noveye Plasma Pistols are popular ‘holdout’ weapons for dealing with vermin sometimes found around garbage concentrations.
The GNE WMTs have also traded with the Steel Gaian EShemar tribe and the N’R’Mar and acquired a number of Electrofork Mag-Tools.
Favored Vehicles:
PS HEMTT02
PS M9 ACE Bulldozer/Engineering Vehicle(tracked)
Paladin Steel PS-CEV-U/T-18 ‘Roebling’ Combat Engineering Vehicle
Paladin Steel ST-4 Mauler Salvage and Demolition Tank
DL-600 ‘Clysdale’ Heavy 8x8 Multi-Purpose Vehicle
PS-MCCH-03 Herka Large Utility Cargo Hauler
Paladin Steel PS-T18 ‘Rambo’ Heavy Truck/Land Cruiser
PS-TT-14 Katir Variable Wheelbase Transport Tactical Truck
PS-FP-ST(UBX)07 ‘Buffalo’ Ordnance Disposal Vehicle
PS-GAV-01WMV Waste Management Vehicle
PS-HT-170/240/320/400 Heavy Multipurpose Industrial Truck
Cybernetics/Bio nics:
WMTs have no objection to cybernetic/bionic augmentation, and many will get nasal filters or lung implants to protect against dust and miasmas. Roughly 15% of WMTs are partial or full-conversion cyborgs, such as the PS-Ut-FC-6 Hazard or PS-FC-56 ‘Rachnor’.
BioAugmentation:
Another 10% of WMTs are bio-augs, such as LATE OMEGA or VITAL GAMMA.
(aka ‘Scroungemeister’, ‘Waste-Warriors’, ‘Waste-Watchers’)
“One man’s garbage is another man’s treasure.”
“I’ve climbed more Mount Trashmores than Sir Edmund Hilary climbed mountains, and I’d dug up and trucked away more mountains than the American coal industry ever did. I once had ten stories’ of landfill collapse on top of me, with only my ACEV’s cabin keeping me from getting crushed. I’ve fought rats the size of horses. I’ve breathed air worse than a breeze from Hades and lived to tell of it. I’ve saved priceless treasures from being mulched and lost forever. I’ve saved at least three cities and societies from drowning in their own $#!+. I’m a Garbageman and damned proud of it!”
“You see a city with ‘over three thousand years of unchanging glory’, I see a simmering heap of urban pollution. That place is a giant hepatitis breeding pit! And that’s not factoring in the monsters feeding in the burial grounds and off the waste grounds! We’re going to need the big excavators and plasma incinerators for this job!”
“Sir, looks like the raiders bogged down attempting to flank us through the town dump! Word is, the orcs and goblins on the work crews have forted up in the trash piles and scrap heaps and got the slavers pinned down in a crossfire. Got signal from the foreman asking us if we want them to let the schmucks run, or should she just have her crews mulch’em with the rest of the trash?”
While Paladin Steel and Greater New England’s Optimal Labor Mobilization Act has a lot of unskilled and semi-skilled individuals regularly assigned to clean-up crews and garbage-handling duties while they train for more specialized professions, a few(some trained from the Civil Labor Batttalions, others specially trained) are experts in large-scale recycling. These people keep the communities of Greater New England and its offshoots clean, and the fires of industry fed.
The Wastenaut can be considered to be a land-based version of the Marine Salvager(Rifts Underseas), a more cosmopolitan version of the Junkyard’s Scavenger(Megaversal Builder), and a more generic Ruin Scout(Dinosaur Swamp). Although Paladin Steel Resource employs many individuals of those OCCs, they have gradually developed their own specialist in handling and recycling the garbage of both their own society and that of others. WMTs are experts in gathering ‘post-virgin material resources’, in that what they harvest is not freshly ripped from the ground, but has been used at least once already.
WMTs learn the logistics and science of waste managment. From setting up dump sites with proper environmental protection precautions, to controling spills, to establishing sorting processes, WMTs have a professional and scaleable view of waste flow systems. They also often acquire a working knowledge of sciences, such as chemistry(from observing the reactions of various waste materials and lechates), hydrology(from having to set up sewer works and set up dump sites that do not endanger local water supplies) and biology(from watching what lives off accumulated garbage).
Besides making sure that Greater New England society makes efficient use of its available resources, WMTs work with PS Contract Engineering to clean up the accumulated garbage and waste of other societies, and set up systems of collection and reclamation. They often work with law enforcement to recover evidence disposed of through waste management systems, and they work with the military engineering corps to set up large base waste disposal and recycling systems, restoring services to stricken communities, and disposing of dangerous vermin infesting land fill areas and garbage pits. ‘Tin Soldier’ hazmat warfare experts and Civil Engineers are frequent co-workers, and are often recruited to waste management organizations to design, build, and manage water treatment plants and recycling works.
WMTs regularly work with and supervise CLBs(Civil Labor Battalions) and Civil Engineers. They also frequently work with teams of labor robots and automation. WMTs also have access to large amounts of salvage, so they often have plenty of material to tinker with; some are accomplished artists(using recycled materials) and jury-riggers.
Alignment: Any, but most(75%) are Selfish.
Attribute Requirements: A high P.S. and P.E. are desired, but not mandatory
O.C.C. Skills:
Math: Basic(+15%)
Literacy(Native Language) 98%
Language: Native Language 98%
Techno-Can(+5%)
One additional of choice(+5%)
Computer Operation(+10%)
Pilot: Truck(+5%)
Pilot : Tracked Vehicle(+10%)
Chemistry(+5%)
Find Contraband(+5%)
Recycling(+20%)
Excavation(+10%)
Salvage(+15%)
Ropeworks(+5%)
Juryrig(+5%)
W.P. Staff/Pole
W.P. Shovel(treat as W.P. Battle Axe)
Waste Management/Inventory Systems(Technical)
The WMT version of this skill focuses on arranging and tracking schedules for waste management, including pick-up(and associated transport servicing and maintenance), collection, separation and segregation of materials, and final waste disposal/dispersal procedures. Other aspects of this skill include basic accounting procedures and record-keeping. Failed rolls of this skill may mean anything from incorrect records, missed pickups, accumulating trash where it doesn’t belong, and dangerous processing chain bottlenecks developing.
Base Skill: 70 % + 5% per level of experience.
O.C.C. Related Skills: Select 6 skills from the following categories, plus an additional +1 at levels 3, 6. 9, 12, and15.
Communications: Any
Domestic: Any. Appraise Goods at (+5%)
Electrical: Basic Electronics only(+5%)
Espionage: Detect Concealment only(+5%)
Mechanical: Basic and Automotive Mechanics(+5%)
Medical: First Aide and Paramedic only(+5%)
Military: Demolitions and Demolitions Disposal(+5%), Camouflage, Recognize Weapon Quality, Trap & Mine Detection(can spot unstable garbage piles)(+10%), Trap Construction(+4%, conversely, knows how to pile garbage -just- so).
Nuclear, Biological,Chemical Warfare can be taken, but costs 2 skill selections
Physical: Any, except acrobatics. Hand to Hand Basic costs one skill selection, Expert two skills, and Martial Arts three.
Pilot: Any, except aircraft and spacecraft
Pilot Related: Any
Rogue: Any
Science: Mathematics, Chemistry, Hydrology, Biology, and Botany only(+10%).
Technical: Any. Landscaping(+5%), Lore: Demons and Monsters(+3% with regards to scavenger types such as Giant Tapeworms, Ruin Worms and Grave Ghouls)
Wilderness: None
Weapons Profficiencies(W.P.): Any, except Heavy Military Weapons. Many WMTs pick up ‘tool’ skills such as W.P. Trident/Pitchfork.
Secondary Skills: The character also gets to select 4 secondary skills from those listed, plus at levels 3, 6, 9 and 12. These are additional areas of knowledge that do not get the advantage of the bonuses listed in parentheses. All secondary skills start at the base skill level.
Experience Tables: Use the Operator OCC ExpTs.
Standard Equipment:
Heavy -duty overalls, a suit of light MDC EBA(the Plasticman is the most common), several pairs of heavy rubber gloves, heavy protective goggles, air filter mask, and hood. Basic tools include several shovels, rakes, spear-pole with hook, and set of trowels. Plastic sack disenser with 50 heavy-duty garbage bags. Sanitation kit with sanitary wipes, first aid kit with antiseptics. May also have a vibroblade and laser wand tool for cutting up large pieces of debris and trash.
Will also have access to a utility vehicle and will have a battered and patched second-hand personal vehicle, such as a commuter car or pickup truck.
Starting Money:
5d6x100 credits in accumulated savings. Also typically has 4d6 x100 credits in assorted reclaimed materials and artifacts, and another 6d6x100 credits’ worth in ‘need some fixing up’ articles.
Weapons:
The favored weapons of the WMTs in GNE service are the PSPSR-2 ‘Nimro’ and PSPPR-6 ‘Genta’ Plasma Rifles for their ‘blowtorch’ modes.
The PSPP-89 NovaGaze and PSPP-90 Noveye Plasma Pistols are popular ‘holdout’ weapons for dealing with vermin sometimes found around garbage concentrations.
The GNE WMTs have also traded with the Steel Gaian EShemar tribe and the N’R’Mar and acquired a number of Electrofork Mag-Tools.
Favored Vehicles:
PS HEMTT02
PS M9 ACE Bulldozer/Engineering Vehicle(tracked)
Paladin Steel PS-CEV-U/T-18 ‘Roebling’ Combat Engineering Vehicle
Paladin Steel ST-4 Mauler Salvage and Demolition Tank
DL-600 ‘Clysdale’ Heavy 8x8 Multi-Purpose Vehicle
PS-MCCH-03 Herka Large Utility Cargo Hauler
Paladin Steel PS-T18 ‘Rambo’ Heavy Truck/Land Cruiser
PS-TT-14 Katir Variable Wheelbase Transport Tactical Truck
PS-FP-ST(UBX)07 ‘Buffalo’ Ordnance Disposal Vehicle
PS-GAV-01WMV Waste Management Vehicle
PS-HT-170/240/320/400 Heavy Multipurpose Industrial Truck
Cybernetics/Bio nics:
WMTs have no objection to cybernetic/bionic augmentation, and many will get nasal filters or lung implants to protect against dust and miasmas. Roughly 15% of WMTs are partial or full-conversion cyborgs, such as the PS-Ut-FC-6 Hazard or PS-FC-56 ‘Rachnor’.
BioAugmentation:
Another 10% of WMTs are bio-augs, such as LATE OMEGA or VITAL GAMMA.
Last edited by taalismn on Wed Mar 21, 2018 1:24 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
------------
-
- Adventurer
- Posts: 497
- Joined: Wed Aug 16, 2017 12:49 am
- Comment: I don't know what i'm doing, that's for realities GM to figure out
- Location: Garden of Dreams
Re: Paladin Steel Storefront
taalismn wrote:Paladin Steel ‘Wastenaut’(pronounced ‘waste-not’) Waste Management Technician
(aka ‘Scroungemeister’, ‘Waste-Warriors’, ‘Waste-Watchers’)
Wonderful addition garbage never seemed so good
- taalismn
- Priest
- Posts: 48001
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Nightmartree wrote:taalismn wrote:Paladin Steel ‘Wastenaut’(pronounced ‘waste-not’) Waste Management Technician
(aka ‘Scroungemeister’, ‘Waste-Warriors’, ‘Waste-Watchers’)
Wonderful addition garbage never seemed so good
What can I say?
Greater New England has some of the Best Damn Garbagemen in the Megaverse.
![El Bandito :bandit:](./images/smilies/bandit.gif)
(Well, the BioSanitation Squad of the United Earths Defense Force may respectfully disagree with that)
-------------
"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: 48001
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Paladin Steel/Aegis Stellar Industries ‘Tychan’ Heavy Transport Cruiser
(aka ‘Delta-cruiser’)
“Do a pinpoint jump into a stellar dust cloud between two fleets of hostiles, hold off missile and energy fire from both just long enough to scoop up the wreckage of a heavy scout ship, then jump out from under their noses, thumbing them in the process? We don’t have to land anywhere?
Heh. Milk run. Sure you don’t want us to deliver anything while we’re there?”
---Captain Altor Krennoc
“Ever see one of these things make a planetside delivery, especially over the sea? Incredible. Awestriking. Frightening. You’re watching this massive metal thundercloud hover over you and drop a full-sized ship into the water as effortlessly as putting a toy boat in a bathtub.”
Lessons with the Webbe Hayes class taught PS/ASI that they were on the right path with their heavily-armed transports; growth of piracy in the Three Galaxies and a disturbing increase in thinly-disguised privateering meant that convoys were increasingly likely to be attacked in the more lawless regions of the 3G, and even in the more policed starlanes. There, too, was also PS/ASI’s ‘special operations’ such as blockade running, ‘hot’ extractions, and contested salvage operations. The Tychan was developed with the assistance of several trade partners(particuarly WZTechyards) to meet those needs.
At first glance, the Tychan would appear to be a heavily armed, heavily-armored, and very fast battlecruiser or heavy raider, but observers would be surprised to learn that the ship is actually a heavy transport, the center of its broad volume taken up by a large cargo bay(large enough to hold several smaller starships). The wedge/arrowhead-shaped Tychan stands in design contrast to the long-hulled, monolithic Webbe Hayes, with a broader beam and more streamlined appearance. Better suited to atmospheric operations, and equipped with a more powerful drive system, the Tychan can make high speed atmospheric reentries to deliver(or pick up) cargoes in contested systems.
The central cargo bay is large enough to accomodate fairly large ocean ships and fair-sized starships, making this vessel a favorite for delivering completely assembled oceanic craft directly to water, and for quietly sneaking deliveries of spacecraft(since the smaller ships are concealed from casual scans). The central bay is served by several smaller side-gallery bays, and the main cargo area can be further customized and subdivided into smaller holding areas, or specialized cargo sections, if need be.
Tychans are heavily armed, fairly bristling with point defense weaponry, and appear quite fearsome on scans, though they have few capital weapons appropriate to warships of their size. Again, this makes them attractive for delivering cargoes directly to a planetary surface, especially in contested ‘hot’ zones.
An interesting design feature is that the various habitation/control sections inside the giant hull are actually modified bridge pods from PS/ASI’s earlier Barong, Brandestoc, Sagadag, and Assegai design lineage. This compartmentalization increases the chances of crew survival during combat and other catastrophes, as the compartments can be ejected from the ship to serve as giant lifeboats.
The Tychan is stoutly constructed enough that a number of hulls have been converted to full-on warships, the central cargo bay and its large capacity being sacrificed for weapons and shield generators, or small craft bays, though the Tychan is still not equivalent to a dedicated-design warship of equal mass, especially with regards to speed and agility. The Tychan is also considerably more expensive than a more conventional deep space super-hauler of equivalent size and capacity, due to the in-atmo grav generators, reinforced hull, and added defense equipment.
The Tychan is currently produced at the large ship construction yards leased from the Corianus-Typhen-Rosette League, who have also adopted the design as part of the heavy transport element of their upgrading Navy.
Type: PS/ASI- SC10 Tychan
Class: Heavy Interstellar Transport
Crew: 35 command core, + 220 crew
MDC/Armor by Location:
Main Body 65,000
Bridge 1,200
Modular Crew Pods(3) 1,000 each
Heavy Lasers(2) 900 each
Kinetic Kill Rail Cannons(3x4) 500 each
Point Defense Turrets(14) 100 each
Main Engines(3) 3,900 each
Secondary Engines(4) 1,000 each
Hangar Bays(2) 900 each
*Variable Forcefields 800 per side(4,800 total)
*Shield Refresh Rate is 10% per melee
Height: 250 ft
Width: 1,260 ft
Length: 1,800 ft
Weight: 475,000 tons
Cargo: 180,000 tons
The main cargo bay can handle single-structure whole cargo up to 800 ft long, and 375 ft wide.
Powerplant: Nuclear Fusion, w/ 50 year energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 9
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 0.9% of light speed per melee)
(FTL) 5 light years per hour
(Underwater) Not possible
Market Cost: 27 billion credits
Systems of Note:
*Full Sensor Suite---Specialized sensor pallets include radiation detectors and counters, spectrographic analysis devices, gravitic sensors, electromagnetic activity readers, and optics packages.
*Long Range Radar---Phased Array Search and Early Warning Radars---Maximum Resolution Range of 4 million miles
*Gravitic Sensors----55 million mile range
*Neutrino Detection----55,000 mile range
*Tachyon Radar---3 million miles
*Communications Suite:---Long Range Radio and Video
*Laser Communications ---Tactical (i.e. ship-to fighter/shuttle)Range: 200,000 miles.--For tight-beam communications, ship to ship, or ship/surface. The Laser can even be modulated to the blue-green for communicating with submerged vehicles
*Optical Tracking Clusters----These are transparent blisters fitted with gimbal-mounted high-resolution visible-light/IR/UV optical telescopes that continually scan the arc of sky before them. Linked to the navigational arrays and other tracking sensors, and to a series of highly-sophisticated near-AI search and discrimination software systems, these sensors attempt to detect objects that have low radar returns/sensor signatures, such as stealthed vehicles, iceballs, or asteroids. The high-tech equivalent of the man in the crow’s nest with a pair of binoculars.
*Tractor Beams(8)----Effectively each rated for 800 tons dead weight, but can be used for imparting small changes in momentum/direction to ships/structures several times that mass. Two emitters are mounted in each wing, and and one is mounted in each hangar bay.
Range: 5 miles in space(NOT usable in atmosphere)
(Kitsune Values: 5,000 miles in space).
Weapons Systems:
1) Heavy Laser Cannon(2x2, nose)----These turrets are mounted to fend off larger ships, such as marauding cruisers or gunships.
Range: 10 miles in atmosphere, 20 miles in space
(Kitsune Values: 20 miles in atmosphere, 20,000 miles in space)
Damage: 4d6x100 MD per single blast, 8d6x100 MD double-barreled blast.
Rate of Fire: 4 times per melee
Payload: Effectively Unlimited
2) Kinetic Kill Rail Cannons(3x4)---Mounted in main hull turrets positioned one ventral and one dorsal in each wing, these weapons can pivot for maximum arc of fire. Besides straight slug rounds, these cannons can fire exploding flak shells for better utility against fighters and missiles.
Range: 10 miles(40 miles in space)
(Kitsune Values: 40 miles in atmosphere/ 40,000 miles in space)
Damage: 1d4x100 MD per 80 rd burst, 2d4x100 MD double cannon burst, 3d4x100 MD per triple cannon burst
(Fragmentation rounds) Do 4d6 x10 MD to a 100 ft wide area with an 80 rd burst, 6d6x10 MD to a 150 ft wide area double cannon burst, and 8d6x10 MD to a 200 ft wide area per triple cannon burst.
Rate of Fire: ECHH
Payload: 32,000 rds(400 bursts) per cannon before needing reloading from stores(takes about 30 minutes)
3) Point Defense Turrets(14)---These are standard CCW-pattern dual laser/mini-missile launchers that have been installed for close-in defense.
Range: (Lasers) 4,000 ft in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere /200 miles in space)
(Mini-Missiles) 1 mile in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere/ 100 miles in space)
Damage:(Lasers) 1d6x10 MD per blast
(Mini-Missiles) Varies by Missile Type
Rate of Fire:(Lasers) EGCHH, or auto-fire; 6 attacks per melee
(Mini-Missiles) Volleys of 1-8
Payload: (Rail Gun) Effectively Unlimited
(Mini-Missiles) 32 mini-missiles per turret; additional mini-missiles can be carried as cargo(typically takes 2d6 minutes to reload from the holds).
(Option)---The Mini-Missile launcher component of these turrets can be modified to fire the “S-Sting” ‘Smart Mini-Missile -----The S-Sting(for ‘Space Stinger’) is an attempt to adapt the guidance systems and accuracy of the ‘Black Talon’ L-SAM to a space-based missile. The missile resembles a rather stubby cylinder with a blunt-nosed optical cluster and protruding verniers(extend after launching), owing to the fact that the vacuum of space negates the need for streamlining the weapon.
Note that the ‘S-Sting’ has only limited effectiveness in an atmosphere....HALF bonuses in a thin atmosphere and weak gravity well like Mars’, and NO bonuses, and HALF range in a thick atmosphere and standard gravity like Earth’s.
Range: 4 miles in atmosphere, 32 miles in space
(Kitsune Values: 4 miles in atmosphere/ 400 miles in space)
Damage: 2d6x10 MD to a 15 ft blast radius
Bonuses: +7 to strike
Cost: 10,000 credits per missile
Auxiliary Craft:
4 utility shuttles, in 2 bays
Variants:
*PS/ASI- SC/CG10 ---Warship variant that completely refits the central cargo bay with additional shield generators and a spinal mount heavy particle beam cannon system. Twelve medium-grade weapons turrets are also added to the hull. Cargo capacity is reduced to 10,000 tons, in favor of converting the cargo space into crew accommodations and additional machinery.
Changes/Modifications:
Crew: 55 command core, + 500 crew
MDC/Armor By Location:
Spinal Energy Cannon Mount 1,000
Secondary Weapons Turrets(12) 300 each
Variable Shields( 2,000 each side, 12,000 total)
Weapons Systems:
1) Spinal Energy Cannon Mount
Range: 16 miles in atmosphere, 100 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 3d6x1,000 MD per shot
Rate of Fire: Once every 30 seconds(2 melees)
Payload: Effectively Unlimited
2) Secondary Weapons Turrets(12)---Each can mount a Medium Starship-grade weapon.
3) Point Defense Turrets(25)---Nearly DOUBLES the number of PDS turrets
*PS/ASI- SC/CM10 ---Missile cruiser variant that outfits the central cargo bay with missile launchers. Eight large pods can fit comfortably in the main bay.
Changes/Modifications:
Crew: 55 command core, + 420 crew
MDC/Armor By Location:
Missile Launchers(10) each
Variable Shields( 2,000 each side, 12,000 total)
Weapons Systems:
a) Long Range Missile Launcher
Range: Varies by missile type(speed and range x4 in space)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by missile type
Rate of Fire: Volleys of 1-25
Payload: 600 LRMs per pod, plus 500 tons of reloads, available to the launcher magazines within 15 minutes (1 ton of cargo capacity holding 12 LRMs)
b) Long Lance Missile Pod----Before PS/ASI acquired the ability to make/acquire reliable supplies of 3G cruise missiles, they made do with their own SLBM-sized heavy missiles. The effort wasn’t entirely successful; the weapons have the range and warhead yield, but lack the advanced targeting and AI systemry of their galactic counterparts. To compensate for their lack of accuracy, PS mounted the heaviest nuclear warheads they had in their arsenal, in the Long Lance II missiles. These weapons are designed strictly for deep space use, and are NOT for use on surface targets; such use is BANNED by PS/VFS/GNE policy. These early, and decidedly crude, weapons continue to be manufactured and deployed with the GNE Space Forces because of their sheer destructive capability.
Range: 1,000 miles(4,000 miles in space)
Damage: 2d4 x 1,000 MD to a 4.6 mile destruction radius
Rate of Fire: Volleys of 1-12
Payload: 12 missiles per pod
c) PS Long Lance IV Missile Pod---The Long Lance IV is the next generation heavy anti-spacecraft missile from PS, and was developed after the abysmal failure of most of the launched Long Lance IIs to reach the target during the Dreadnought Crisis . This SLBM-sized weapon is smarter, heavier, and carries its own ECM and countermeasures decoy launchers to give it a better chance of penetrating a target’s defenses.
Range: 1500 miles(6,000 miles in space)
Damage: 2d4 x 1,000 MD to a 4.6 mile destruction radius
Bonuses/Special:
*ECM----The missile has its own expert system and EW transmitters for jamming enemy radar, as well as evading their sensors. The missile is -6 for guided weapons to strike. 60% chance of evading radar detection to begin with.
*Flare/Chaff Launchers(1, 6 bundles)
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is nuetralized
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
Rate of Fire: Volleys of 1-12
Payload: 12 missiles per pod
d) Cruise Missile Launch Pod----As PS/ASI’s ability to acquire/manufacture Galactic-style Cruise Missiles in quantity grows, the weapons are expected to become more common on their spacecraft.
Range: Varies by missile type(speed and range x4 in space)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by missile type
Rate of Fire: Volleys of 1-10
Payload: 120 missiles per pod
*PS/ASI- SC/CV10 --- Carrier variant. This variant is sometimes used as a ‘Q-carrier’, concealing several squadrons of fighters, patrolcraft, or small guncraft, until a pirate or commerce raider ventures too close, thinking the ship to be only a freighter.
Changes/Modifications:
Crew: 55 command core, + 400 crew+320 aerospace complement
MDC/Armor By Location:
Variable Shields( 2,000 each side, 12,000 total)
Weapons Systems:
2) Kinetic Kill Rail Cannons(3x12)---Triples the number of KKRCs of the standard type. in order to give better flak protection.
3) Point Defense Turrets(20) ---Adds six more PDS turrets
Auxiliary Craft:
80 fighters
*PS/ASI- SC/LHA10 --- Troop transport variant. PS/ASI has long needed dedicated heavy troop transport capability, and the is part of an effort to plug the gaps in its TOE while the long-awaited Providence-class Multi-Role Heavy Cruisers finish their workups. Besides carrying troops, the ship’s crew has been expanded to include a complement of support medical personnel, technicians, and mechanics.
Changes/Modifications:
Crew: 55 command core, + 500 crew+ 2,000 troops/passengers
MDC/Armor By Location:
Variable Shields( 2,000 each side, 12,000 total)
Cargo:
Accommodations for 2,000 troops
45 heavy vehicles
60 light vehicles
Weapons Systems:
3) Point Defense Turrets(25)---Nearly DOUBLES the number of PDS turrets
4) Medium Range Missile Launchers(6)---Adds six large-capacity medium rage missile launchers to the dorsal surface of the transport. In addition to anti-fighter/antimissile defense, they are often used to support grounded troops in suppressing enemy activity around the landing zone.
Range:Varies by missile type(speed and range x4 in space)
Damage:Varies by missile type
Rate of Fire:From 1-20 missiles can be fired in one volley
Payload: 220 MRMs per hardpoint
Auxiliary Craft:
12 heavy shuttles
(aka ‘Delta-cruiser’)
“Do a pinpoint jump into a stellar dust cloud between two fleets of hostiles, hold off missile and energy fire from both just long enough to scoop up the wreckage of a heavy scout ship, then jump out from under their noses, thumbing them in the process? We don’t have to land anywhere?
Heh. Milk run. Sure you don’t want us to deliver anything while we’re there?”
---Captain Altor Krennoc
“Ever see one of these things make a planetside delivery, especially over the sea? Incredible. Awestriking. Frightening. You’re watching this massive metal thundercloud hover over you and drop a full-sized ship into the water as effortlessly as putting a toy boat in a bathtub.”
Lessons with the Webbe Hayes class taught PS/ASI that they were on the right path with their heavily-armed transports; growth of piracy in the Three Galaxies and a disturbing increase in thinly-disguised privateering meant that convoys were increasingly likely to be attacked in the more lawless regions of the 3G, and even in the more policed starlanes. There, too, was also PS/ASI’s ‘special operations’ such as blockade running, ‘hot’ extractions, and contested salvage operations. The Tychan was developed with the assistance of several trade partners(particuarly WZTechyards) to meet those needs.
At first glance, the Tychan would appear to be a heavily armed, heavily-armored, and very fast battlecruiser or heavy raider, but observers would be surprised to learn that the ship is actually a heavy transport, the center of its broad volume taken up by a large cargo bay(large enough to hold several smaller starships). The wedge/arrowhead-shaped Tychan stands in design contrast to the long-hulled, monolithic Webbe Hayes, with a broader beam and more streamlined appearance. Better suited to atmospheric operations, and equipped with a more powerful drive system, the Tychan can make high speed atmospheric reentries to deliver(or pick up) cargoes in contested systems.
The central cargo bay is large enough to accomodate fairly large ocean ships and fair-sized starships, making this vessel a favorite for delivering completely assembled oceanic craft directly to water, and for quietly sneaking deliveries of spacecraft(since the smaller ships are concealed from casual scans). The central bay is served by several smaller side-gallery bays, and the main cargo area can be further customized and subdivided into smaller holding areas, or specialized cargo sections, if need be.
Tychans are heavily armed, fairly bristling with point defense weaponry, and appear quite fearsome on scans, though they have few capital weapons appropriate to warships of their size. Again, this makes them attractive for delivering cargoes directly to a planetary surface, especially in contested ‘hot’ zones.
An interesting design feature is that the various habitation/control sections inside the giant hull are actually modified bridge pods from PS/ASI’s earlier Barong, Brandestoc, Sagadag, and Assegai design lineage. This compartmentalization increases the chances of crew survival during combat and other catastrophes, as the compartments can be ejected from the ship to serve as giant lifeboats.
The Tychan is stoutly constructed enough that a number of hulls have been converted to full-on warships, the central cargo bay and its large capacity being sacrificed for weapons and shield generators, or small craft bays, though the Tychan is still not equivalent to a dedicated-design warship of equal mass, especially with regards to speed and agility. The Tychan is also considerably more expensive than a more conventional deep space super-hauler of equivalent size and capacity, due to the in-atmo grav generators, reinforced hull, and added defense equipment.
The Tychan is currently produced at the large ship construction yards leased from the Corianus-Typhen-Rosette League, who have also adopted the design as part of the heavy transport element of their upgrading Navy.
Type: PS/ASI- SC10 Tychan
Class: Heavy Interstellar Transport
Crew: 35 command core, + 220 crew
MDC/Armor by Location:
Main Body 65,000
Bridge 1,200
Modular Crew Pods(3) 1,000 each
Heavy Lasers(2) 900 each
Kinetic Kill Rail Cannons(3x4) 500 each
Point Defense Turrets(14) 100 each
Main Engines(3) 3,900 each
Secondary Engines(4) 1,000 each
Hangar Bays(2) 900 each
*Variable Forcefields 800 per side(4,800 total)
*Shield Refresh Rate is 10% per melee
Height: 250 ft
Width: 1,260 ft
Length: 1,800 ft
Weight: 475,000 tons
Cargo: 180,000 tons
The main cargo bay can handle single-structure whole cargo up to 800 ft long, and 375 ft wide.
Powerplant: Nuclear Fusion, w/ 50 year energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 9
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 0.9% of light speed per melee)
(FTL) 5 light years per hour
(Underwater) Not possible
Market Cost: 27 billion credits
Systems of Note:
*Full Sensor Suite---Specialized sensor pallets include radiation detectors and counters, spectrographic analysis devices, gravitic sensors, electromagnetic activity readers, and optics packages.
*Long Range Radar---Phased Array Search and Early Warning Radars---Maximum Resolution Range of 4 million miles
*Gravitic Sensors----55 million mile range
*Neutrino Detection----55,000 mile range
*Tachyon Radar---3 million miles
*Communications Suite:---Long Range Radio and Video
*Laser Communications ---Tactical (i.e. ship-to fighter/shuttle)Range: 200,000 miles.--For tight-beam communications, ship to ship, or ship/surface. The Laser can even be modulated to the blue-green for communicating with submerged vehicles
*Optical Tracking Clusters----These are transparent blisters fitted with gimbal-mounted high-resolution visible-light/IR/UV optical telescopes that continually scan the arc of sky before them. Linked to the navigational arrays and other tracking sensors, and to a series of highly-sophisticated near-AI search and discrimination software systems, these sensors attempt to detect objects that have low radar returns/sensor signatures, such as stealthed vehicles, iceballs, or asteroids. The high-tech equivalent of the man in the crow’s nest with a pair of binoculars.
*Tractor Beams(8)----Effectively each rated for 800 tons dead weight, but can be used for imparting small changes in momentum/direction to ships/structures several times that mass. Two emitters are mounted in each wing, and and one is mounted in each hangar bay.
Range: 5 miles in space(NOT usable in atmosphere)
(Kitsune Values: 5,000 miles in space).
Weapons Systems:
1) Heavy Laser Cannon(2x2, nose)----These turrets are mounted to fend off larger ships, such as marauding cruisers or gunships.
Range: 10 miles in atmosphere, 20 miles in space
(Kitsune Values: 20 miles in atmosphere, 20,000 miles in space)
Damage: 4d6x100 MD per single blast, 8d6x100 MD double-barreled blast.
Rate of Fire: 4 times per melee
Payload: Effectively Unlimited
2) Kinetic Kill Rail Cannons(3x4)---Mounted in main hull turrets positioned one ventral and one dorsal in each wing, these weapons can pivot for maximum arc of fire. Besides straight slug rounds, these cannons can fire exploding flak shells for better utility against fighters and missiles.
Range: 10 miles(40 miles in space)
(Kitsune Values: 40 miles in atmosphere/ 40,000 miles in space)
Damage: 1d4x100 MD per 80 rd burst, 2d4x100 MD double cannon burst, 3d4x100 MD per triple cannon burst
(Fragmentation rounds) Do 4d6 x10 MD to a 100 ft wide area with an 80 rd burst, 6d6x10 MD to a 150 ft wide area double cannon burst, and 8d6x10 MD to a 200 ft wide area per triple cannon burst.
Rate of Fire: ECHH
Payload: 32,000 rds(400 bursts) per cannon before needing reloading from stores(takes about 30 minutes)
3) Point Defense Turrets(14)---These are standard CCW-pattern dual laser/mini-missile launchers that have been installed for close-in defense.
Range: (Lasers) 4,000 ft in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere /200 miles in space)
(Mini-Missiles) 1 mile in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere/ 100 miles in space)
Damage:(Lasers) 1d6x10 MD per blast
(Mini-Missiles) Varies by Missile Type
Rate of Fire:(Lasers) EGCHH, or auto-fire; 6 attacks per melee
(Mini-Missiles) Volleys of 1-8
Payload: (Rail Gun) Effectively Unlimited
(Mini-Missiles) 32 mini-missiles per turret; additional mini-missiles can be carried as cargo(typically takes 2d6 minutes to reload from the holds).
(Option)---The Mini-Missile launcher component of these turrets can be modified to fire the “S-Sting” ‘Smart Mini-Missile -----The S-Sting(for ‘Space Stinger’) is an attempt to adapt the guidance systems and accuracy of the ‘Black Talon’ L-SAM to a space-based missile. The missile resembles a rather stubby cylinder with a blunt-nosed optical cluster and protruding verniers(extend after launching), owing to the fact that the vacuum of space negates the need for streamlining the weapon.
Note that the ‘S-Sting’ has only limited effectiveness in an atmosphere....HALF bonuses in a thin atmosphere and weak gravity well like Mars’, and NO bonuses, and HALF range in a thick atmosphere and standard gravity like Earth’s.
Range: 4 miles in atmosphere, 32 miles in space
(Kitsune Values: 4 miles in atmosphere/ 400 miles in space)
Damage: 2d6x10 MD to a 15 ft blast radius
Bonuses: +7 to strike
Cost: 10,000 credits per missile
Auxiliary Craft:
4 utility shuttles, in 2 bays
Variants:
*PS/ASI- SC/CG10 ---Warship variant that completely refits the central cargo bay with additional shield generators and a spinal mount heavy particle beam cannon system. Twelve medium-grade weapons turrets are also added to the hull. Cargo capacity is reduced to 10,000 tons, in favor of converting the cargo space into crew accommodations and additional machinery.
Changes/Modifications:
Crew: 55 command core, + 500 crew
MDC/Armor By Location:
Spinal Energy Cannon Mount 1,000
Secondary Weapons Turrets(12) 300 each
Variable Shields( 2,000 each side, 12,000 total)
Weapons Systems:
1) Spinal Energy Cannon Mount
Range: 16 miles in atmosphere, 100 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 3d6x1,000 MD per shot
Rate of Fire: Once every 30 seconds(2 melees)
Payload: Effectively Unlimited
2) Secondary Weapons Turrets(12)---Each can mount a Medium Starship-grade weapon.
3) Point Defense Turrets(25)---Nearly DOUBLES the number of PDS turrets
*PS/ASI- SC/CM10 ---Missile cruiser variant that outfits the central cargo bay with missile launchers. Eight large pods can fit comfortably in the main bay.
Changes/Modifications:
Crew: 55 command core, + 420 crew
MDC/Armor By Location:
Missile Launchers(10) each
Variable Shields( 2,000 each side, 12,000 total)
Weapons Systems:
a) Long Range Missile Launcher
Range: Varies by missile type(speed and range x4 in space)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by missile type
Rate of Fire: Volleys of 1-25
Payload: 600 LRMs per pod, plus 500 tons of reloads, available to the launcher magazines within 15 minutes (1 ton of cargo capacity holding 12 LRMs)
b) Long Lance Missile Pod----Before PS/ASI acquired the ability to make/acquire reliable supplies of 3G cruise missiles, they made do with their own SLBM-sized heavy missiles. The effort wasn’t entirely successful; the weapons have the range and warhead yield, but lack the advanced targeting and AI systemry of their galactic counterparts. To compensate for their lack of accuracy, PS mounted the heaviest nuclear warheads they had in their arsenal, in the Long Lance II missiles. These weapons are designed strictly for deep space use, and are NOT for use on surface targets; such use is BANNED by PS/VFS/GNE policy. These early, and decidedly crude, weapons continue to be manufactured and deployed with the GNE Space Forces because of their sheer destructive capability.
Range: 1,000 miles(4,000 miles in space)
Damage: 2d4 x 1,000 MD to a 4.6 mile destruction radius
Rate of Fire: Volleys of 1-12
Payload: 12 missiles per pod
c) PS Long Lance IV Missile Pod---The Long Lance IV is the next generation heavy anti-spacecraft missile from PS, and was developed after the abysmal failure of most of the launched Long Lance IIs to reach the target during the Dreadnought Crisis . This SLBM-sized weapon is smarter, heavier, and carries its own ECM and countermeasures decoy launchers to give it a better chance of penetrating a target’s defenses.
Range: 1500 miles(6,000 miles in space)
Damage: 2d4 x 1,000 MD to a 4.6 mile destruction radius
Bonuses/Special:
*ECM----The missile has its own expert system and EW transmitters for jamming enemy radar, as well as evading their sensors. The missile is -6 for guided weapons to strike. 60% chance of evading radar detection to begin with.
*Flare/Chaff Launchers(1, 6 bundles)
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is nuetralized
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
Rate of Fire: Volleys of 1-12
Payload: 12 missiles per pod
d) Cruise Missile Launch Pod----As PS/ASI’s ability to acquire/manufacture Galactic-style Cruise Missiles in quantity grows, the weapons are expected to become more common on their spacecraft.
Range: Varies by missile type(speed and range x4 in space)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by missile type
Rate of Fire: Volleys of 1-10
Payload: 120 missiles per pod
*PS/ASI- SC/CV10 --- Carrier variant. This variant is sometimes used as a ‘Q-carrier’, concealing several squadrons of fighters, patrolcraft, or small guncraft, until a pirate or commerce raider ventures too close, thinking the ship to be only a freighter.
Changes/Modifications:
Crew: 55 command core, + 400 crew+320 aerospace complement
MDC/Armor By Location:
Variable Shields( 2,000 each side, 12,000 total)
Weapons Systems:
2) Kinetic Kill Rail Cannons(3x12)---Triples the number of KKRCs of the standard type. in order to give better flak protection.
3) Point Defense Turrets(20) ---Adds six more PDS turrets
Auxiliary Craft:
80 fighters
*PS/ASI- SC/LHA10 --- Troop transport variant. PS/ASI has long needed dedicated heavy troop transport capability, and the is part of an effort to plug the gaps in its TOE while the long-awaited Providence-class Multi-Role Heavy Cruisers finish their workups. Besides carrying troops, the ship’s crew has been expanded to include a complement of support medical personnel, technicians, and mechanics.
Changes/Modifications:
Crew: 55 command core, + 500 crew+ 2,000 troops/passengers
MDC/Armor By Location:
Variable Shields( 2,000 each side, 12,000 total)
Cargo:
Accommodations for 2,000 troops
45 heavy vehicles
60 light vehicles
Weapons Systems:
3) Point Defense Turrets(25)---Nearly DOUBLES the number of PDS turrets
4) Medium Range Missile Launchers(6)---Adds six large-capacity medium rage missile launchers to the dorsal surface of the transport. In addition to anti-fighter/antimissile defense, they are often used to support grounded troops in suppressing enemy activity around the landing zone.
Range:Varies by missile type(speed and range x4 in space)
Damage:Varies by missile type
Rate of Fire:From 1-20 missiles can be fired in one volley
Payload: 220 MRMs per hardpoint
Auxiliary Craft:
12 heavy shuttles
-------------
"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: 48001
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Ewww...just learned about Perovskites....liquid solar cells....ideally, one should be able to paint or spray them on surfaces, nook up circuits, and start harvesting electrical power...
Gotta be something I can do with this.![Big Grin :D](./images/smilies/biggrin.gif)
Gotta be something I can do with this.
![Big Grin :D](./images/smilies/biggrin.gif)
-------------
"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:Ewww...just learned about Perovskites....liquid solar cells....ideally, one should be able to paint or spray them on surfaces, nook up circuits, and start harvesting electrical power...
Gotta be something I can do with this.
That I gotta look into.
I've seen something about a cast (the kind you put on broken arms/legs) that emit low level vibrations/sound waves that help promote faster healing of the bone, or something like that.
In another RPG system I've played, there were spray-on 'LCD' screen that all you need to do is connect a wire or place a wireless receiver to and BOOM! instant computer screen anywhere.
There's also this bracelet thing available that projects a "screen" onto your arm that you can interact with. quick twist of the wrist/arm and the "screen" turns on or off. It uses combo of motion and range finding tech to map where your finger is related to the "screen" when you touch it
- taalismn
- Priest
- Posts: 48001
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
kronos wrote:taalismn wrote:Ewww...just learned about Perovskites....liquid solar cells....ideally, one should be able to paint or spray them on surfaces, nook up circuits, and start harvesting electrical power...
Gotta be something I can do with this.
That I gotta look into.
I've seen something about a cast (the kind you put on broken arms/legs) that emit low level vibrations/sound waves that help promote faster healing of the bone, or something like that.
In another RPG system I've played, there were spray-on 'LCD' screen that all you need to do is connect a wire or place a wireless receiver to and BOOM! instant computer screen anywhere.
There's also this bracelet thing available that projects a "screen" onto your arm that you can interact with. quick twist of the wrist/arm and the "screen" turns on or off. It uses combo of motion and range finding tech to map where your finger is related to the "screen" when you touch it
Current concerns about Perovskite solar converters is durability; they may be susceptible to humidity, making them short-lived in humid environs, such as tropics and coastal/aquatic apps.
But if you wanted to set up an array in, say, a desert region, to provide power for a crisis response effort, it just might be a good thing.
As for the rest; sounds like R, Talsorian's Cyberpunk, or the short-lived Cybergeneration setting(where the first game's cyberpunk-spawned children fight an eco-crusade after being infected with superpower-inducing nanotech).
-------------
"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: 48001
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Enhanced Light TW Rockets
(aka ‘Leetwers’, ‘Bottle-rocket Artillery’)
“Put a rack of these things on a Smallkin Warbird and watch the fun break out. Smallkin LOVE magic rockets; it allows them to actually reach out and HURT plenty of critters that would otherwise laugh at bullets and beamers.”
“The original leetwers don’ do all that much damage, but some of the new enhanced types, they got bite in the afterburn.”
“They might be brightly colored like your kids’ fireworks, but that’s because the Twizards are copyin’ nature; bright things are DANGEROUS.”
PS produces the same Mini-Rockets as were introduced with the TW Rocket Staff(Rifts Book of Magic, pg. 327). Their main advantage is that they are slightly smaller than technological mini-missiles, but they still (currently)cost more. Paladin Steel has been working to enhance the Mini-Rockets with additional incorporated spells(using various stabilized ectoplasms and enchanted materials in place of crystals), making them more potent as weapons. The embedded warhead spells are cheaper than a TW construct would otherwise be, due to the expendable one-shot nature of the spells and PS’s improving mystic production technowizardry. Proponents of the program contend that the hgh cost per shot is balanced by the fact that the rockets affect paranormal targets typically immune to conventional weaponry.
Range: 4,000 ft
Damage: 4d6 MD
Cost: 10,000 credits each(original), PS mass-production has lowered the cost to 5,000 credits for the basic LTWR.
Options:(all)
*Guidance Systems:
The following can be applied to BOTH Light and Heavy TW Rockets/Missiles
Mystic Marksmanship(Invocation) Guidance System
This is a ‘passive’ guidance system that improves the weapon’s accuracy at the time of firing, and is integrated into the launch system, rather than an active guidance system built into the missile itself. Gives a +3 to an aimed or called shot.
Cost: 12,000 credits
Mystic Targeting(Invocation) Guidance System
This is a ‘passive’ guidance system that allows for ‘fire and forget’ attacks.
Saving Throw: None; targets must attempt to dodge or parry as they normally would. Like Mystic Marksmanship, this system is integrated into the launcher.
PPE Cost: 8
Effects:
Similar to Mystic Marksmanship(and, in fact, can be combined with that spell), Mystic Targeting allows the spellcaster bonuses to strike supernatural targets radiating PPE(more than 40 PPE). The spell confers a +3 to strike such targets(so, if combined with Mystic Marksmanship, gets a total of +6 to strike).
Cost: 22,000 credits
Ballistic Control(Invocation) Guidance System
This is an ‘active’ guidance system that requires the operator of the launcher to maintain line of sight on the target while guiding the missile in, similar to an optically-guided command-control weapon. It also requires the launcher to have a PPE source to activate the mystic guidance system. Aside from a small PPE-infused microchip in each projectile, the bulk of the hardware and spellware is in the launcher system.
PPE Operation Cost: 8 per projectile
Effects:
This spell allows the caster to control the flight of the projectile to an unprecedented degree. The caster can make the projectile evade obstacles, turn corners, and make trick shots within its range. It can even allow the projectile to make 90-degree turns without losing speed.
Used as a weapon guidance, this spell uses the caster’s hand to hand ‘to Strike’ rolls and bonuses, rather than any weapons skill.
Limitation: The spell only works line of sight, so even if the caster is able to direct the projectile around a corner, control is lost past that point.
Cost: 95,000 credits for the integrated guidance system. The missile TW microchip costs about 400 credits.
Magic Pigeon Homing Guidance System
The most expensive guidance system is an active ‘fire and forget’ system actually built into each rocket/missile and uses a Magic Pigeon spell. The gunner touches the projectile with a mental image of the target it is to seek, then fires it. The missile then seeks out the indicated target. This guidance package is typically reserved for the Heavy TW Rocket.
Bonuses: Extend projectile range by 50%, and is +3 to strike. Once within terminal range, the missile gets TWO attempts per melee to strike the target, until it either hits, runs out of range, or is destroyed.
Cost: +50,000 credits to each projectile so equiped
*Warhead Enhancements:
*(Spell) Blinding Flash---Produces an intense and blinding bright flash like a magnesium flare. Those in a 10 ft radius not saving versus magic are temporarily blinded for 1d4 melees; -10 strike, parry, dodge, and 50% chance of stumbling and falling every 10 ft. Cost: +2,000 credits
*(Spell) Thunderclap---Generates an ear-deafening bang-report to a 30 ft radius. Effectively creates a Horror Factor of 8. Cost: +10,000 credits
*(Spell) Circle of Flame---Produces a ring of flames in a 5 ft radius around the point of impact. Burns for 4 minutes and does 6d6 SDC. Cost: +25,000 credits
*(Spell) Carpet of Adhesion---- Covers a 200 ft square area with an adhesive effect that sticks targets fast for 5 minutes. Those saving versus the magic can get free in 2d6 melee rounds.This side effect also hinders efforts to ROLL with an impact/near-impact(HALF bonuses). Cost: +25,000 credits
*(Spell) Orb of Cold--- +1 to strike, +3d6 MD, plus victims must save versus magic or suffer debilitating numbness; -1 APM, -2 initiative, -1 strike/parry/dodge, and speed is reduced by 10%. Effects last 1d4 minutes, and are NOT cumulative. Cost: +15,000 credits
*(Spell) Paralysis: Lesser---Temporarily paralyzes a random limb on the target. Victim must save versus magic or suffer the effects of a Paralysis spell to the affected body part(i.e. limbs). Duration of 2 minutes. Cost: +15,000 credits
*(Spell) Ignite Fire---Incendiary effect; will set ablaze any flammable materials on the target and in a 1.5 ft radius. Cost: +3,000 credits
*(Spell) Cloud of Smoke---Creates a thick cloud of smoke, covering a 30 ft area, and persisting for 3 minutes, making it hard for the target to get their bearings. Magic vision is -2 to save against the magically-generated cloud. Cost: +5,000 credits
*(Spell) Mental Blast---Blitzes the nervous system of the target. Save versus psionic attack or the shot does 5d6 (1d6x10 point blank) direct to Hit Points(MD for megadamage creatures), even through body armor(but not power armor). Target will also be -2 to initiative, -2 to strike, parry, and dodge, and -20% to all skills for 1d4+6 melee rounds. On a successful save, damage is HALF and no lingering penalties. Cost: +38,000 credits
*(Spell) Choking Blast & Dust Cloud---Creates both obscuring dust and irritating airborne grit. Raises a cloud of dust and grit 30x30x30 ft, Those without eye and respiratory protection will be -10 to all combat moves, lose initiative and 1 APM, and are unable to speak in the thick, choking, irritating airborne silt(double penalties for those with advanced senses such acute smell, sight, or hearing as the dust gets in where it shouldn’t). Those with environmental protection will find visibility drops to 1d8 ft, and will be -2 on initiative and -2 to combat moves. Radar, thermal imaging, and motion detection systems are similarly knocked out for the duration. Magic vision is -2 to save against the magically-generated cloud. Cost: +38,000 credits
*(Spell) Globe of Daylight---Generates a lasting flare-like illumination source at the point of impact that sheds bright daylight in a radius of 40 ft, lasting 5 minutes. Does 6d6 contact damage to creatures of darkness, Hit Point damage to vampires. Cost: +6,000 credits
*(Spell)Light Cloak(new)---Coats the target in a layer of daylight-glow, making them very easy to track in darkness. Also does continual damage to creatures vulnerable to sunlight same as Globe of Daylight. Effects last 3 minutes. Cost: +45,000 credits
*(Spell)Levitate---Struck targets will suddenly find themselves levitated off the ground. Unless they have some means of flying, or of being pulled to safety, they are essentially hovering targets. Can lift targets up to 300 lbs in weight, up to 110 ft up, for 15 minutes’ duration. Cost: +13,000 credits
*(Spell)Agony ---This spell will work through body armor, but not power armor, cyborg shielding, or vehicle hulls. Save versus magic or be in total agony, unable to move, dodge, attack, or even speak, for 1 full minute(4 melees). The next four melees/one minute, the victim is still rather discombobulated, and is -1 to dodge, strike, and parry, and is at HALF APMs and speed. Cost: +50,000 credits
*(Spell)Minor Curse--- This spell will work through body armor, but not power armor, cyborg shielding, or vehicle hulls. Duration: 5 days. Cost: +80,000 credits
*(Spell)Fear---This generates a Horror Factor 16 over a 10 ft radius around the point of impact for 3 minutes , causing those failing their saving throws to be struck with terror that somebody is shooting at them and this is a dangerous place! Cost: +18,000 credits
*(Spell)Blind---Those struck must save versus magic or be struck blind for 20 melee rounds(5 minutes). Cost: +15,000 credits
*(Spell)Mystic Detonator---This only works if the target is carrying anything explosive on them, such blasting caps or grenades; ONE of them will spontaneously detonate(and possibly trigger sympathetic detonations). Cost: +30,000 credits
*(Spell)Rust---Causes metals(up to 250 lbs worth) caught in a 5 ft radius to lose HALF their SDC/AR. Megadamage metals take 2d6 MD in addition to the blast damage. Iron Golems take 1d6x10 MD. Cost: +39,000 credits
*(Spell) Wither Plants---Causes plants in a 50 ft radius to wither and die within 1d4 minutes. Plant Elementals take 1d4x10 MD. Cost: +52,000 credits
*(Spell)Disjoint---On a failed save versus magic, this causes the major joints of the target organism to become painfully disjointed. On a failed save, the victim takes 3d6 SDC damage but also suffers the excruciating experience of having their joints dislocated. Movement is cut to a Speed of 1(essentially reduced to crawling, and winged flyers will drop to the ground with their wings dislocated), NO bonuses to strike, parry, or dodge, and HALF any roll bonuses. If the victim can, they CAN attempt to manually reset their own bones(such as ramming a shoulder or hip into a surface to get the joint back into socket) but such attempts require a successful First Aid roll at - 15%. At spell’s end, the victim’s bones reset themselves, although the damage remains(heals normally).
Mummies and Zombies can also be attacked with this spell, but they get a (much reduced) save against the magic as they still have some remnant of ligaments holding them together. However, once the spell lapses, the effects are permanent., and they would require somebody else to get their joints back into place
Magically animated skeletons are destroyed by this spell, falling literally to pieces.
This spell does NOT work on bionic or robotic joints(or full conversion cyborgs for that matter), and living superhuman/supernatural beings get bonuses to save versus the magic.
Effects last 30 minutes.
Cost: +36,000 credits
*(Spell) Cloud of Slumber----90 ft range, 20 ft x 20 ft x 20 ft area, those failing to save versus magic fall asleep for 3 minutes. Cost: +11,000 credits
*(Spell)Tar and Feathers(Ludicrous Magic)----This casts a cloud of bright yellow or white feathers to settle on and stick to the target. The feathers magically adhere to the victim with the strength of a Carpet of Adhesion spell, making them nearly impossible to remove short of the spell being dismissed.Duration: 1 hour . Cost: +10,000 credits
*(Spell)Illusory Amputation ---- This spell causes the victim to believe that a specific appendage of their body is missing; they cannot see or feel it, regardless of evidence to the contrary, such as clothing draped over and objects being stopped by the ‘missing’ body part, reflections, and bystanders hitting or pinching the appendage. The victim will be stubbornly convinced that a part of them has been removed. While the spell is in effect, the victim will lose any bonuses from that appendage/body part as if it really had been removed(missing arms lose an APM and make two-handed actions impossible, a missing leg cuts mobility, a missing nose cannot smell, missing ears cannot hear, missing genitalia cannot feel/respond, etc.). Duration: 1 hour. Saving Throw: Standard.
Cost: +35,000 credits
Enhanced Heavy TW Rockets
(aka ‘Whizzers’) --- The main advantage of the basic heavy TW rocket is that it is roughly the size of a pure-tech mini-missile. Paladin Steel has further learned how to modify the munitions with spells, typically damage enhancement or guidance magic.
Range: 3 miles
Damage: 2d4x10 MD to a 30 ft radius.
Cost: 30,000 credits each for the basic(original), PS mass-production has lowered the cost to 24,000 credits apiece.
Options:
*(Spell)Starburst--- +3d6 MD + temporary blindness; unless eyes are shielded, victims are temporarily blinded(-10 to strike, parry, dodge, and other combat moves) for 1 melee round, + 7 seconds per additional Starburst fired at them in the same melee round. Targets are -2 to dodge. Vampires suffer an additional 1d6 damage and are blinded twice as long.Cost: +30,000 credits
*(Spell)Electromagnetic Attack---Unshielded electronic devices in a 15 ft radius are rendered inoperable until repaired. Magical(TW, Bio-Wizardry, etc.) and hardened system get a saving throw of 14 or better or risk being knocked out for 1d6x10 minutes(or a successful Electrcal Engineering roll can get them fixed up in 4d6 minutes). Cost: +15,000 credits
*(Spell)Barrage ---Just before hitting the target, the warhead breaks up into a swarm of smaller energy bolts that swamp a target area in fire. Those targeted are followed by 11 mini-balls of destruction that will follow them for 340 ft, and do 2 MD each. Cost: + 79,000 credits
*(Spell)Ballistic Fire ---Like Barrage, this warhead unleashes with its primary explosive a swarm of 10 smaller energy bolts that seek out the closest targets in a 50 ft radius. Each sub-bolt does 1d6 MD, but multiple bolts may engage the same target. If the gunner has line of sight on the target area before firing, they can ‘program’ the sub-bolts to go after specific targets. Targets are -10 to dodge the sub-bolts. Cost: +75,000 credits
*(Spell) Negate Mechanics--- Used on tech targets, this warhead causes a subsystem in the targeted machine to quit working for 15 seconds. This can be fire control, communications, life support, a sensor system, or other minor system. Cost: +50,000 credits
*(Spell) Engine Flame-Out ---Used on technological vehicles, this warhead causes disruption to the powerplants; one engine or thruster on the targeted vehicle will stall out for 30 seconds. Cost: +65,000 credits
*(Spell) Shockwave---Creates a wave of force radiating out from the point of impact. 100 ft radius and does an additional 1d4x10 MD, plus knockdown identical to the spell. Cost: +55,000 credits
*(Spell) Wisps of Confusion---Floods an area around the impact site with vapors that cause confusion, adding to the ‘fog of war’. Those in a 45 ft radius of the blast must save versus magic or be -5 to strike, parry, dodge and are at HALF APMs for 5 minutes. Cost: +50,000 credits
*(Spell)Expel Demons---Forces lesser demons and supernatural beings(must save at 18 or better, greater beings save at 12 or better) to abandon a 100 ft radius around the point of impact, and avoid it for 1d6 hours. Great for forcing demons to abandon defensive points. Cost: +67,000 credits
*(Spell)Life Drain--- Creates a temporary energy field that saps the life force of living targets caught in the blast radius(30 ft). HALF SDC, Hit Points, Spd., -1 APM, and -10% to skills, for 3 minutes. Afterwards, victims recover at 8 SDC per hour, 4 HP per hour, and the Spd penalty lasts for 6 hours. Doesn’t work through EBA and heavier protection, and ‘borgs and greater supernatural creatures are IMMUNE. Cost: +30,000 credits
*(Spell) Life Blast---Does no damage, but generates a bright flash of light, covering a 10 ft radius, that somehow seems ‘pure’, and causes living beings caught in its area of effect to have a +3 on initiative, +1 on all combat and saving rolls, and +1 APM for one melee. For the next half hour afterwards, those same people will be +1 on initiative,+5% on skill performance, and +10 to save vs coma/death. Necromancers tak 4d6 HP/SDC or 3d6 MDC, depending on what they are. Vampires take 1d6x10 HP, master vampires take HALF damage if they save versus the magic, banshees/grav ghouls must save vs Horror factor 19, zombies/mummies take 1d6 damage and must save vs HF 16, animated undead are destroyed by the light. Cost: +45,000 credits
*(Spell)Cloud of Ash(Fire Elemental)---Covers an area 30 ft in diameter that burns for 3 minutes(12 melees). Those passing unprotected through the hot ash take 2d6 SDC per melee and are effectively blinded by the thick, scalding material. Cost: 39,500 credits
*(Spell)Sonic Blast (Air Elemental)---Incredibly loud blast of noise in 20 ft radius that does 4d6 MD and deafness similar to a Boom Gun. 40% chance of being knocked off feet. Cost: +38,000 credits
*(Spell)Mist of Death(Air Elemental)---Covers a 10 ft area with a toxin vapor akin to a nerve agent. Coming in contact with the mist, without protective equipment or magic, or successfully save versus magic, does 4d6 SDC/MDC(depending on what the victim is). Cloud lasts 1 melee. Cost: +200,000 credits
*(Spell) Ten Foot Ball of Ice---Explodes on impact, but then spawns a giant ball of ice that continues to roll down targets. 120 ft range, and lasts 8 minutes. Does 2d6 MD dropped on somebody, 1d6 MD rolling over somebody, has 70 MDC, and is +2 to strike specific targets.Cost: +45,000 credits
*(Spell) Tornado---Unleashes a rampaging cyclone that lasts 5 minutes. Cost: +170,000 credits
*(Spell) Hail---Creates a continious rain of damaging hail . 8d4 MD per melee, for 32 melees(8 minutes) to a 40 ft target radius. Cost: +57,000 credits
*(Spell)Hellfire---Does an additional 2d6 MD to mundane beings and Elementals, but does 1d6x10 MD to demons, Deevils, Mummies, Immortals, and Scarecrows. Even Infernals normally resistant/impervious to Fire will take HALF damage from this attack. Cost: +170,000 credits
*(Spell)Call Lightning---Besides getting blasted, the target gets electrocuted as well. +8d6 MD to the explosive. Cost: +14,000 credits
*(Spell)Wall of Ice---Puts down a growing wall of ice on the point of impact. Wall will be 48 ft high, 48 ft wide, and 24 ft thick, and have 240 MDC. It will persist for 24 minutes. Cost: +76,000 credits
(aka ‘Leetwers’, ‘Bottle-rocket Artillery’)
“Put a rack of these things on a Smallkin Warbird and watch the fun break out. Smallkin LOVE magic rockets; it allows them to actually reach out and HURT plenty of critters that would otherwise laugh at bullets and beamers.”
“The original leetwers don’ do all that much damage, but some of the new enhanced types, they got bite in the afterburn.”
“They might be brightly colored like your kids’ fireworks, but that’s because the Twizards are copyin’ nature; bright things are DANGEROUS.”
PS produces the same Mini-Rockets as were introduced with the TW Rocket Staff(Rifts Book of Magic, pg. 327). Their main advantage is that they are slightly smaller than technological mini-missiles, but they still (currently)cost more. Paladin Steel has been working to enhance the Mini-Rockets with additional incorporated spells(using various stabilized ectoplasms and enchanted materials in place of crystals), making them more potent as weapons. The embedded warhead spells are cheaper than a TW construct would otherwise be, due to the expendable one-shot nature of the spells and PS’s improving mystic production technowizardry. Proponents of the program contend that the hgh cost per shot is balanced by the fact that the rockets affect paranormal targets typically immune to conventional weaponry.
Range: 4,000 ft
Damage: 4d6 MD
Cost: 10,000 credits each(original), PS mass-production has lowered the cost to 5,000 credits for the basic LTWR.
Options:(all)
*Guidance Systems:
The following can be applied to BOTH Light and Heavy TW Rockets/Missiles
Mystic Marksmanship(Invocation) Guidance System
This is a ‘passive’ guidance system that improves the weapon’s accuracy at the time of firing, and is integrated into the launch system, rather than an active guidance system built into the missile itself. Gives a +3 to an aimed or called shot.
Cost: 12,000 credits
Mystic Targeting(Invocation) Guidance System
This is a ‘passive’ guidance system that allows for ‘fire and forget’ attacks.
Saving Throw: None; targets must attempt to dodge or parry as they normally would. Like Mystic Marksmanship, this system is integrated into the launcher.
PPE Cost: 8
Effects:
Similar to Mystic Marksmanship(and, in fact, can be combined with that spell), Mystic Targeting allows the spellcaster bonuses to strike supernatural targets radiating PPE(more than 40 PPE). The spell confers a +3 to strike such targets(so, if combined with Mystic Marksmanship, gets a total of +6 to strike).
Cost: 22,000 credits
Ballistic Control(Invocation) Guidance System
This is an ‘active’ guidance system that requires the operator of the launcher to maintain line of sight on the target while guiding the missile in, similar to an optically-guided command-control weapon. It also requires the launcher to have a PPE source to activate the mystic guidance system. Aside from a small PPE-infused microchip in each projectile, the bulk of the hardware and spellware is in the launcher system.
PPE Operation Cost: 8 per projectile
Effects:
This spell allows the caster to control the flight of the projectile to an unprecedented degree. The caster can make the projectile evade obstacles, turn corners, and make trick shots within its range. It can even allow the projectile to make 90-degree turns without losing speed.
Used as a weapon guidance, this spell uses the caster’s hand to hand ‘to Strike’ rolls and bonuses, rather than any weapons skill.
Limitation: The spell only works line of sight, so even if the caster is able to direct the projectile around a corner, control is lost past that point.
Cost: 95,000 credits for the integrated guidance system. The missile TW microchip costs about 400 credits.
Magic Pigeon Homing Guidance System
The most expensive guidance system is an active ‘fire and forget’ system actually built into each rocket/missile and uses a Magic Pigeon spell. The gunner touches the projectile with a mental image of the target it is to seek, then fires it. The missile then seeks out the indicated target. This guidance package is typically reserved for the Heavy TW Rocket.
Bonuses: Extend projectile range by 50%, and is +3 to strike. Once within terminal range, the missile gets TWO attempts per melee to strike the target, until it either hits, runs out of range, or is destroyed.
Cost: +50,000 credits to each projectile so equiped
*Warhead Enhancements:
*(Spell) Blinding Flash---Produces an intense and blinding bright flash like a magnesium flare. Those in a 10 ft radius not saving versus magic are temporarily blinded for 1d4 melees; -10 strike, parry, dodge, and 50% chance of stumbling and falling every 10 ft. Cost: +2,000 credits
*(Spell) Thunderclap---Generates an ear-deafening bang-report to a 30 ft radius. Effectively creates a Horror Factor of 8. Cost: +10,000 credits
*(Spell) Circle of Flame---Produces a ring of flames in a 5 ft radius around the point of impact. Burns for 4 minutes and does 6d6 SDC. Cost: +25,000 credits
*(Spell) Carpet of Adhesion---- Covers a 200 ft square area with an adhesive effect that sticks targets fast for 5 minutes. Those saving versus the magic can get free in 2d6 melee rounds.This side effect also hinders efforts to ROLL with an impact/near-impact(HALF bonuses). Cost: +25,000 credits
*(Spell) Orb of Cold--- +1 to strike, +3d6 MD, plus victims must save versus magic or suffer debilitating numbness; -1 APM, -2 initiative, -1 strike/parry/dodge, and speed is reduced by 10%. Effects last 1d4 minutes, and are NOT cumulative. Cost: +15,000 credits
*(Spell) Paralysis: Lesser---Temporarily paralyzes a random limb on the target. Victim must save versus magic or suffer the effects of a Paralysis spell to the affected body part(i.e. limbs). Duration of 2 minutes. Cost: +15,000 credits
*(Spell) Ignite Fire---Incendiary effect; will set ablaze any flammable materials on the target and in a 1.5 ft radius. Cost: +3,000 credits
*(Spell) Cloud of Smoke---Creates a thick cloud of smoke, covering a 30 ft area, and persisting for 3 minutes, making it hard for the target to get their bearings. Magic vision is -2 to save against the magically-generated cloud. Cost: +5,000 credits
*(Spell) Mental Blast---Blitzes the nervous system of the target. Save versus psionic attack or the shot does 5d6 (1d6x10 point blank) direct to Hit Points(MD for megadamage creatures), even through body armor(but not power armor). Target will also be -2 to initiative, -2 to strike, parry, and dodge, and -20% to all skills for 1d4+6 melee rounds. On a successful save, damage is HALF and no lingering penalties. Cost: +38,000 credits
*(Spell) Choking Blast & Dust Cloud---Creates both obscuring dust and irritating airborne grit. Raises a cloud of dust and grit 30x30x30 ft, Those without eye and respiratory protection will be -10 to all combat moves, lose initiative and 1 APM, and are unable to speak in the thick, choking, irritating airborne silt(double penalties for those with advanced senses such acute smell, sight, or hearing as the dust gets in where it shouldn’t). Those with environmental protection will find visibility drops to 1d8 ft, and will be -2 on initiative and -2 to combat moves. Radar, thermal imaging, and motion detection systems are similarly knocked out for the duration. Magic vision is -2 to save against the magically-generated cloud. Cost: +38,000 credits
*(Spell) Globe of Daylight---Generates a lasting flare-like illumination source at the point of impact that sheds bright daylight in a radius of 40 ft, lasting 5 minutes. Does 6d6 contact damage to creatures of darkness, Hit Point damage to vampires. Cost: +6,000 credits
*(Spell)Light Cloak(new)---Coats the target in a layer of daylight-glow, making them very easy to track in darkness. Also does continual damage to creatures vulnerable to sunlight same as Globe of Daylight. Effects last 3 minutes. Cost: +45,000 credits
*(Spell)Levitate---Struck targets will suddenly find themselves levitated off the ground. Unless they have some means of flying, or of being pulled to safety, they are essentially hovering targets. Can lift targets up to 300 lbs in weight, up to 110 ft up, for 15 minutes’ duration. Cost: +13,000 credits
*(Spell)Agony ---This spell will work through body armor, but not power armor, cyborg shielding, or vehicle hulls. Save versus magic or be in total agony, unable to move, dodge, attack, or even speak, for 1 full minute(4 melees). The next four melees/one minute, the victim is still rather discombobulated, and is -1 to dodge, strike, and parry, and is at HALF APMs and speed. Cost: +50,000 credits
*(Spell)Minor Curse--- This spell will work through body armor, but not power armor, cyborg shielding, or vehicle hulls. Duration: 5 days. Cost: +80,000 credits
*(Spell)Fear---This generates a Horror Factor 16 over a 10 ft radius around the point of impact for 3 minutes , causing those failing their saving throws to be struck with terror that somebody is shooting at them and this is a dangerous place! Cost: +18,000 credits
*(Spell)Blind---Those struck must save versus magic or be struck blind for 20 melee rounds(5 minutes). Cost: +15,000 credits
*(Spell)Mystic Detonator---This only works if the target is carrying anything explosive on them, such blasting caps or grenades; ONE of them will spontaneously detonate(and possibly trigger sympathetic detonations). Cost: +30,000 credits
*(Spell)Rust---Causes metals(up to 250 lbs worth) caught in a 5 ft radius to lose HALF their SDC/AR. Megadamage metals take 2d6 MD in addition to the blast damage. Iron Golems take 1d6x10 MD. Cost: +39,000 credits
*(Spell) Wither Plants---Causes plants in a 50 ft radius to wither and die within 1d4 minutes. Plant Elementals take 1d4x10 MD. Cost: +52,000 credits
*(Spell)Disjoint---On a failed save versus magic, this causes the major joints of the target organism to become painfully disjointed. On a failed save, the victim takes 3d6 SDC damage but also suffers the excruciating experience of having their joints dislocated. Movement is cut to a Speed of 1(essentially reduced to crawling, and winged flyers will drop to the ground with their wings dislocated), NO bonuses to strike, parry, or dodge, and HALF any roll bonuses. If the victim can, they CAN attempt to manually reset their own bones(such as ramming a shoulder or hip into a surface to get the joint back into socket) but such attempts require a successful First Aid roll at - 15%. At spell’s end, the victim’s bones reset themselves, although the damage remains(heals normally).
Mummies and Zombies can also be attacked with this spell, but they get a (much reduced) save against the magic as they still have some remnant of ligaments holding them together. However, once the spell lapses, the effects are permanent., and they would require somebody else to get their joints back into place
Magically animated skeletons are destroyed by this spell, falling literally to pieces.
This spell does NOT work on bionic or robotic joints(or full conversion cyborgs for that matter), and living superhuman/supernatural beings get bonuses to save versus the magic.
Effects last 30 minutes.
Cost: +36,000 credits
*(Spell) Cloud of Slumber----90 ft range, 20 ft x 20 ft x 20 ft area, those failing to save versus magic fall asleep for 3 minutes. Cost: +11,000 credits
*(Spell)Tar and Feathers(Ludicrous Magic)----This casts a cloud of bright yellow or white feathers to settle on and stick to the target. The feathers magically adhere to the victim with the strength of a Carpet of Adhesion spell, making them nearly impossible to remove short of the spell being dismissed.Duration: 1 hour . Cost: +10,000 credits
*(Spell)Illusory Amputation ---- This spell causes the victim to believe that a specific appendage of their body is missing; they cannot see or feel it, regardless of evidence to the contrary, such as clothing draped over and objects being stopped by the ‘missing’ body part, reflections, and bystanders hitting or pinching the appendage. The victim will be stubbornly convinced that a part of them has been removed. While the spell is in effect, the victim will lose any bonuses from that appendage/body part as if it really had been removed(missing arms lose an APM and make two-handed actions impossible, a missing leg cuts mobility, a missing nose cannot smell, missing ears cannot hear, missing genitalia cannot feel/respond, etc.). Duration: 1 hour. Saving Throw: Standard.
Cost: +35,000 credits
Enhanced Heavy TW Rockets
(aka ‘Whizzers’) --- The main advantage of the basic heavy TW rocket is that it is roughly the size of a pure-tech mini-missile. Paladin Steel has further learned how to modify the munitions with spells, typically damage enhancement or guidance magic.
Range: 3 miles
Damage: 2d4x10 MD to a 30 ft radius.
Cost: 30,000 credits each for the basic(original), PS mass-production has lowered the cost to 24,000 credits apiece.
Options:
*(Spell)Starburst--- +3d6 MD + temporary blindness; unless eyes are shielded, victims are temporarily blinded(-10 to strike, parry, dodge, and other combat moves) for 1 melee round, + 7 seconds per additional Starburst fired at them in the same melee round. Targets are -2 to dodge. Vampires suffer an additional 1d6 damage and are blinded twice as long.Cost: +30,000 credits
*(Spell)Electromagnetic Attack---Unshielded electronic devices in a 15 ft radius are rendered inoperable until repaired. Magical(TW, Bio-Wizardry, etc.) and hardened system get a saving throw of 14 or better or risk being knocked out for 1d6x10 minutes(or a successful Electrcal Engineering roll can get them fixed up in 4d6 minutes). Cost: +15,000 credits
*(Spell)Barrage ---Just before hitting the target, the warhead breaks up into a swarm of smaller energy bolts that swamp a target area in fire. Those targeted are followed by 11 mini-balls of destruction that will follow them for 340 ft, and do 2 MD each. Cost: + 79,000 credits
*(Spell)Ballistic Fire ---Like Barrage, this warhead unleashes with its primary explosive a swarm of 10 smaller energy bolts that seek out the closest targets in a 50 ft radius. Each sub-bolt does 1d6 MD, but multiple bolts may engage the same target. If the gunner has line of sight on the target area before firing, they can ‘program’ the sub-bolts to go after specific targets. Targets are -10 to dodge the sub-bolts. Cost: +75,000 credits
*(Spell) Negate Mechanics--- Used on tech targets, this warhead causes a subsystem in the targeted machine to quit working for 15 seconds. This can be fire control, communications, life support, a sensor system, or other minor system. Cost: +50,000 credits
*(Spell) Engine Flame-Out ---Used on technological vehicles, this warhead causes disruption to the powerplants; one engine or thruster on the targeted vehicle will stall out for 30 seconds. Cost: +65,000 credits
*(Spell) Shockwave---Creates a wave of force radiating out from the point of impact. 100 ft radius and does an additional 1d4x10 MD, plus knockdown identical to the spell. Cost: +55,000 credits
*(Spell) Wisps of Confusion---Floods an area around the impact site with vapors that cause confusion, adding to the ‘fog of war’. Those in a 45 ft radius of the blast must save versus magic or be -5 to strike, parry, dodge and are at HALF APMs for 5 minutes. Cost: +50,000 credits
*(Spell)Expel Demons---Forces lesser demons and supernatural beings(must save at 18 or better, greater beings save at 12 or better) to abandon a 100 ft radius around the point of impact, and avoid it for 1d6 hours. Great for forcing demons to abandon defensive points. Cost: +67,000 credits
*(Spell)Life Drain--- Creates a temporary energy field that saps the life force of living targets caught in the blast radius(30 ft). HALF SDC, Hit Points, Spd., -1 APM, and -10% to skills, for 3 minutes. Afterwards, victims recover at 8 SDC per hour, 4 HP per hour, and the Spd penalty lasts for 6 hours. Doesn’t work through EBA and heavier protection, and ‘borgs and greater supernatural creatures are IMMUNE. Cost: +30,000 credits
*(Spell) Life Blast---Does no damage, but generates a bright flash of light, covering a 10 ft radius, that somehow seems ‘pure’, and causes living beings caught in its area of effect to have a +3 on initiative, +1 on all combat and saving rolls, and +1 APM for one melee. For the next half hour afterwards, those same people will be +1 on initiative,+5% on skill performance, and +10 to save vs coma/death. Necromancers tak 4d6 HP/SDC or 3d6 MDC, depending on what they are. Vampires take 1d6x10 HP, master vampires take HALF damage if they save versus the magic, banshees/grav ghouls must save vs Horror factor 19, zombies/mummies take 1d6 damage and must save vs HF 16, animated undead are destroyed by the light. Cost: +45,000 credits
*(Spell)Cloud of Ash(Fire Elemental)---Covers an area 30 ft in diameter that burns for 3 minutes(12 melees). Those passing unprotected through the hot ash take 2d6 SDC per melee and are effectively blinded by the thick, scalding material. Cost: 39,500 credits
*(Spell)Sonic Blast (Air Elemental)---Incredibly loud blast of noise in 20 ft radius that does 4d6 MD and deafness similar to a Boom Gun. 40% chance of being knocked off feet. Cost: +38,000 credits
*(Spell)Mist of Death(Air Elemental)---Covers a 10 ft area with a toxin vapor akin to a nerve agent. Coming in contact with the mist, without protective equipment or magic, or successfully save versus magic, does 4d6 SDC/MDC(depending on what the victim is). Cloud lasts 1 melee. Cost: +200,000 credits
*(Spell) Ten Foot Ball of Ice---Explodes on impact, but then spawns a giant ball of ice that continues to roll down targets. 120 ft range, and lasts 8 minutes. Does 2d6 MD dropped on somebody, 1d6 MD rolling over somebody, has 70 MDC, and is +2 to strike specific targets.Cost: +45,000 credits
*(Spell) Tornado---Unleashes a rampaging cyclone that lasts 5 minutes. Cost: +170,000 credits
*(Spell) Hail---Creates a continious rain of damaging hail . 8d4 MD per melee, for 32 melees(8 minutes) to a 40 ft target radius. Cost: +57,000 credits
*(Spell)Hellfire---Does an additional 2d6 MD to mundane beings and Elementals, but does 1d6x10 MD to demons, Deevils, Mummies, Immortals, and Scarecrows. Even Infernals normally resistant/impervious to Fire will take HALF damage from this attack. Cost: +170,000 credits
*(Spell)Call Lightning---Besides getting blasted, the target gets electrocuted as well. +8d6 MD to the explosive. Cost: +14,000 credits
*(Spell)Wall of Ice---Puts down a growing wall of ice on the point of impact. Wall will be 48 ft high, 48 ft wide, and 24 ft thick, and have 240 MDC. It will persist for 24 minutes. Cost: +76,000 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
------------
- taalismn
- Priest
- Posts: 48001
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Bio-Mods, Bionics, and the GNE Races---Who Gets What?(Updated)
“Great....between us we have an artificial mindmelter, an elf mecha-knight, two giant rodent alt-juicers, a windrat magic demi-cyborg, a bionic turtle, an electric chipmunk, and two orc alt-crazies.”
While founded along the lines of the pre-Rifts Human polity of New England, Greater New England prides itself as a multi-species community. Given Paladin Steel’s advances in personal augmentation and physical enhancement, and the technologies’ growing importance to the defense of the GNE, Paladin Steel has been under pressure to make those technologies, or their equivalents, available to GNE members on an equal opportunity basis. But who can get what?
*Humans---Humans in the GNE are only limited by any personal or religious objections to biotech or bionic augmentation.
*Ogres---Like Humans, Ogres are limited only by personal or factional objections.
*Elves---The Elves of the GNE are tolerant of cybernetics, but avoid bionics except in the most desperate of cases. They prefer bio-systems, and have come to prefer bio-modding. The invention of TW-enhanced Ectomatics has also gained interest, especially among those elves badly wounded, or liberated from the Colaition States or the Splugorth.
*Dwarves---Conversely to the Elves, Dwarves are dotty about cybernetics and bionics, but are less certain about biotech. They share with the elves a common interest in Ectomantic cybernetics.
*Chai-Chuks---Chai-Chuks like cybernetics, but avoid more radical bionic augmentation. They’re increasingly enthused about bio-mods, however. Renewed contact with the Chai-Chuk homeworld, which has allowed the Chai-Chuks born on lighter-gravity’ed Earth to compare physiologcal drift from their homeworld-born cousins, has caused a greater interest in bio-mods that increase strength, speed, and resilience
*Smallkin---Varies from kindred to kindred. Many Smallkin are interested in minor cybernetic augmentation, and PS is starting to make a few bio-mods, such as ANGSTROM SCORPION and PERIWINKLE VAMBRACE, specifically for the Smallkin community.
*Orcs---Orcs of the GNE are nearly as dotty about personal augmentation as humans, although many of them fail the mental requirements for the more advanced/powerful augmentations. There is some controversy in the Orcish community with regards to BINAS implants, some orcs seeing them as a means to level the playing field mentally with the other species, while the more conservative see the mental implants as a crutch at best, a subtle and invasive attempt to mindcontrol them at worst, and a general admission that they aren’t smart or artistic enough to stand up to the other species unaugmented.
*Pinarii----The large Pinarri expat community in the GNE are not averse to cybernetic or bionic augmentation...however, most born higher on the social scale regard extensive augmentation as dangerous and detrimental to personal character, and will NOT go for anything beyond medically-mandated biosystems or minor implants. Furthermore, because cybernetics and bionics often interfere with their regenerative abilities, most Pinari will forego getting a bionic arm or leg in favor of letting nature take its place and regrow a replacement. No bio-mods are yet available to them.
*Trelvi ---None. Trevli CANNOT get cybernetics, bionics, or biomods.
*Fhallux---Not possible; nobody has yet charted the neural paths of the Fhallux, nor pursued any sort of cybernetics research that would be applicable to them. Likewise for bio-mods.
*Haranasya Vadyra----None initially. Since coming to Rifts Earth, many Haranasya Vadyra have had to receive medical prosthetics for injuries incurred as slaves. Most Haranasya Vadyra, however, avoid cybernetic and bionic augmentation, and will have nothing to do with Biowizardry or similar augmentation!
*Adisme ---- Having seen biowizardry at work, Adisme find the idea of inserting metal devices into their bodies equally repellant; while they don’t mind other folks indulging in artificial augmentation, it ain’t for them.
*Rypt ----Have no objection to cybernetic/bionic technology, but more advanced hardware would have to be customized for them. No bio-mods are yet available to them.
*Wynaro ----Wynaro will only consider getting prosthetics for medical reasons, rather than augmentation, which interferes with their natural magical abilities. Ecto-Cybernetics has many Wynaro enthused about the possibilities. No bio-mods are yet available to them.
*Klia---A few emancipated Klia have volunteered for cybernetic implants to stabilize their biologies, and PS is looking at modifying some of their bio-mods to treat Klia heat-susceptibility.
*Vinobe---The Vinobe avoid augmentation of any sort, as they already benefit from Hathor’s Blessing.
“Great....between us we have an artificial mindmelter, an elf mecha-knight, two giant rodent alt-juicers, a windrat magic demi-cyborg, a bionic turtle, an electric chipmunk, and two orc alt-crazies.”
While founded along the lines of the pre-Rifts Human polity of New England, Greater New England prides itself as a multi-species community. Given Paladin Steel’s advances in personal augmentation and physical enhancement, and the technologies’ growing importance to the defense of the GNE, Paladin Steel has been under pressure to make those technologies, or their equivalents, available to GNE members on an equal opportunity basis. But who can get what?
*Humans---Humans in the GNE are only limited by any personal or religious objections to biotech or bionic augmentation.
*Ogres---Like Humans, Ogres are limited only by personal or factional objections.
*Elves---The Elves of the GNE are tolerant of cybernetics, but avoid bionics except in the most desperate of cases. They prefer bio-systems, and have come to prefer bio-modding. The invention of TW-enhanced Ectomatics has also gained interest, especially among those elves badly wounded, or liberated from the Colaition States or the Splugorth.
*Dwarves---Conversely to the Elves, Dwarves are dotty about cybernetics and bionics, but are less certain about biotech. They share with the elves a common interest in Ectomantic cybernetics.
*Chai-Chuks---Chai-Chuks like cybernetics, but avoid more radical bionic augmentation. They’re increasingly enthused about bio-mods, however. Renewed contact with the Chai-Chuk homeworld, which has allowed the Chai-Chuks born on lighter-gravity’ed Earth to compare physiologcal drift from their homeworld-born cousins, has caused a greater interest in bio-mods that increase strength, speed, and resilience
*Smallkin---Varies from kindred to kindred. Many Smallkin are interested in minor cybernetic augmentation, and PS is starting to make a few bio-mods, such as ANGSTROM SCORPION and PERIWINKLE VAMBRACE, specifically for the Smallkin community.
*Orcs---Orcs of the GNE are nearly as dotty about personal augmentation as humans, although many of them fail the mental requirements for the more advanced/powerful augmentations. There is some controversy in the Orcish community with regards to BINAS implants, some orcs seeing them as a means to level the playing field mentally with the other species, while the more conservative see the mental implants as a crutch at best, a subtle and invasive attempt to mindcontrol them at worst, and a general admission that they aren’t smart or artistic enough to stand up to the other species unaugmented.
*Pinarii----The large Pinarri expat community in the GNE are not averse to cybernetic or bionic augmentation...however, most born higher on the social scale regard extensive augmentation as dangerous and detrimental to personal character, and will NOT go for anything beyond medically-mandated biosystems or minor implants. Furthermore, because cybernetics and bionics often interfere with their regenerative abilities, most Pinari will forego getting a bionic arm or leg in favor of letting nature take its place and regrow a replacement. No bio-mods are yet available to them.
*Trelvi ---None. Trevli CANNOT get cybernetics, bionics, or biomods.
*Fhallux---Not possible; nobody has yet charted the neural paths of the Fhallux, nor pursued any sort of cybernetics research that would be applicable to them. Likewise for bio-mods.
*Haranasya Vadyra----None initially. Since coming to Rifts Earth, many Haranasya Vadyra have had to receive medical prosthetics for injuries incurred as slaves. Most Haranasya Vadyra, however, avoid cybernetic and bionic augmentation, and will have nothing to do with Biowizardry or similar augmentation!
*Adisme ---- Having seen biowizardry at work, Adisme find the idea of inserting metal devices into their bodies equally repellant; while they don’t mind other folks indulging in artificial augmentation, it ain’t for them.
*Rypt ----Have no objection to cybernetic/bionic technology, but more advanced hardware would have to be customized for them. No bio-mods are yet available to them.
*Wynaro ----Wynaro will only consider getting prosthetics for medical reasons, rather than augmentation, which interferes with their natural magical abilities. Ecto-Cybernetics has many Wynaro enthused about the possibilities. No bio-mods are yet available to them.
*Klia---A few emancipated Klia have volunteered for cybernetic implants to stabilize their biologies, and PS is looking at modifying some of their bio-mods to treat Klia heat-susceptibility.
*Vinobe---The Vinobe avoid augmentation of any sort, as they already benefit from Hathor’s Blessing.
-------------
"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: 48001
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Farnborough Aviation/Paladin Steel S.E.500A Biplane Fighter
“Well, if we ever wind up facing a giant robot ape, it’s nice to know we’ll be ready.”
This aircraft started out as a humorous exercise in engineering between Paladin Steel engineers visiting their trade allies in Bath, England, and their British hosts-”Let’s build a megadamage biplane fighter using WW1 plans!”. Nobody really expected much of the exercise. In an age of radar-equipped laser-armed flying power armors and supersonic aerospace fighters, a biplane crawling along at barely two hundred miles per hour, without even basic sensory instruments, was a bit of a joke, right? However, when you’re dealing with a cross-multi-dimensional trading network, one thing you learn; there’s a market for ANYTHING out there. Even so, when a few days after finalizing their plans, saving them to the corporate database, and tucking away the prototype they’d built in a back shed, the engineering team got a message from Corporate HQ informing them that there were already several interested buyers looking into the ‘new fighter’ that they’d heard about and could the team please send data on an estimated schedule for preproduction testing and demos, more than a few eyebrows were raised. But the pranksters gamely made time in their schedules, punched up their plans again, wheeled the prototype back out, and got back to work on their new R&D project.
The S.E. 500A is based on the Royal Aircraft Factory S.E.5a, a biplane fighter of First World War vintage, and generally regarded as one of the best of the WW1 fighters in terms of overall maneuverability and ease of handling.
Of course, the design teams took a few liberties; the airframe of wood and fabric has been replaced with megadamage plastic tubing and composite, the wire-crisscrossed wings simplified to reduce drag(ironically using designs cribbed from the S.E.5A’s rival, the Albatross D.V.a), the powerplants replaced with more modern types(with slightly better speed and more range), and weaponry replaced with a variety of more advanced types. The cockpit is still open, however, and pilots are advised to wear EBA, and the sensors are Mark One Eyeball.
S.E. 500As sell mainly to lower-tech worlds, or very exotic ones.
Type: FA/PS-S.E.500A
Class: Biplane Fighter
Crew: One
MDC/Armor by Location:
Main Body 180
Engine 80
Wings(4) 80 each
Tail 60
Landing Gear 50
Height: 9 ft 6 in.
Width: 26 ft 7 in.
Length: 20 ft 11 in.
Weight: 1,400 lbs empty, 2,000 lbs fully loaded
Cargo: Small space in cockpit for a survival kit and suitcase-sized pouch for personal possessions
Powerplant: Liquid Fuel(w/ 3 hour endurance, or roughly 420 mile range), Electrical(w/ 4 hour endurance) or TechnoWizardry
Speed:(Flying) 140 MPH, maximum altitude of 17,000 ft.
Bonus: +5% to Piloting skill.
Market Cost: 350,000 credits for liquid fuel, 450,000 credits for electric, and 900,000 credits for technowizardry.
Systems of Note:
*Flex-Fuel Capability(Liquid Fuel)---The liquid-fuel engine has been designed with multi-fuel capability, able to burn anything from high-octane aviation gas to woodshine, though range may vary as much as +/-25%.
Weapons Systems:
1) Inline Weapons Mount(1-2)---Mounted in a fixed-forward firing position on the starboard side of the fuselage and synchronized with interrupter gear to fire safely through the propellor is a machine gun mount. The S.E.500A replaces the original 7.7 Vickers with a variety of other weapons.
Though not part of the original design, a second gun mount can be mounted on the port side of the fuselage, at extra expense, increasing firepower.
a) P-630 ‘Stoner’ AutoWeapon System (5.56mm)
Weight:(MMG) 11.2 lbs
Length:(MMG) 40 inch
Range:
Effective Range:(MMG) 2,653 m (7,900 ft)
Damage:(5.56mm) 5d6 SDC single shot or 2d4x10 SDC per 3 shot burst at ranges under 3,000 ft, 3d6 SDC or 6d6 SDC per 3 rd burst beyond 3,000 ft .
(PSX-1) 1d6 MD per single shot or 3d6 MD per 3 shot burst(no damage reduction)
Can use any standard 5.56 mm-format specialized munitions, including explosive rounds and megadamage armor-piercers.
Rate of Fire:(MMG) Selective fire; bursts of 5, 10, 20, 30, or 50 rds.
Payload:(MMG) 100-150 Belt or box feed
Cost: 3,800 credits
Variants:
*P-631 Series---This is simply the P-630 system reformatted to use caseless ammunition. This simplifies the design, removing the need for an extractor/ejector system, making it easier to keep the weapon clean in the field(though caseless weapons require a bit more maintenance to clean propellant residue from the inner workings). The other advantages of the caseless system are slightly more magazine capacity(increase magazine capacity by 20%), and slightly more power from the reformulated solid propellant.
Changes:
Range: Increase effective range by 10%
Damage: 5d6 +3 SDC single shot or 2d4x10+9 SDC per 3 shot burst at ranges under 3,000 ft, 3d6+1 SDC or 6d6+3 SDC per 3 rd burst beyond 3,000 ft .
Payload: Increase magazine capacity by 20%
Cost: 4,300 credits
b)PS GPMG M44-MAG General Purpose Machine Gun (7.62mm)---Closer in caliber to the original 7.7 Vickers.
Weight: 22 lbs
Range: 10,000 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 600 rpm
Payload: 250-rd belt
Special Features:
*Air-Cooled, Recoil-Operated
Cost: 8,000 credits
c) Machine Gun---7.62mm Cyborg-standard LMG. This weapon is less powerful and more expensive than the PS-made weapons, but its use of lighter materials and the greater availability of Black Market parts makes it a popular choice for some logistics-minded buyers.
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: 400 rds
Cost: 18,000 credits
d) PS-RFL2-33 ‘Blazer’ Rapid-Fire Infantry Laser
Range: 4,000 ft
Damage: 3d6 MD single shot, 6d6 MD short burst, 1d6x10 MD medium burst( 20 shots, 2 attacks), 2d6x10 MD long burst(40 shots, 2 attacks), 4d6x10 MD full magazine burst(80 shots, no bonuses to strike...does 3d6 MD to 4d4 targets if in a spray attack).
Rate of Fire: Standard
Payload: 25 shots from the standard e-clip in the forward holder, 70 shots from a regenerating canister e-clip. Regenerates 5 shots per hour, and can self-renew four times before needing to be overhauled. E-clip adaptors allow the Blazer to use conventional e-clips and CS canisters in a pinch.
Special Features:
*Top Rail for Scopes/Sights(a Telescopic Sight w/ Laser Targeting...+1 to strike...is standard issue)
*Power-link Capability---This gives the Blazer the ability to be hooked up to a vehicle power supply or backpack battery(including Free Quebec models---in this case, the more efficient power systems actually give the Blazer 130 shots from the normally 120-shot FQ power units).
Cost: 78,000 credits
e)*TK Light Machine Gun
Range: 2,000 ft(Double on leylines)
Damage: 2d4 MD single shot, 4d4 short burst(3 shots), 4d6 long burst(6 shots), 2d4x10 30-shot full melee burst
Rate of Fire: EGCHH
Payload: 60-shot TK PPE pack or effectively unlimited linked to a TW powerplant(spells must be renewed every six months)
Cost: 80,000 credits
f) *TK Heavy Machine Gun
Range: 4,000 ft(Double on leylines)
Damage: 2d4 MD single shot, 3d6 short burst(5 shots), 5d6 long burst(10 shots), 2d6x10 50-shot full melee burst
Rate of Fire: EGCHH
Payload: 260-shot TK PPE pack or effectively unlimited linked to a TW powerplant(spells must be renewed every six months)
Cost: 120,000 credits
g) PSPBW-11 ‘Super-BAR’ Particle Beam Rifle
Weight: 19 lbs
Range: 2,600 ft
Damage: Two fire modes; 6d6 MD low power and 1d4x10 MD high power mode
Rate of Fire: ECHH
Payload: 12 low-power/8 hgh-power shots from a standard e-clip, 20 low power/16 high-power shots from a long-e-clip/FSE, shots from a regenerating canister e-clip. Regenerates 5 shots per hour, and can self-renew four times before needing to be overhauled.
Cost: 32,000 credits
h) EMVR-08 ‘MagHammer’ ElectroMagnetic Rifle
Range: (EM Bolt) 3,000 ft
(Vortex) 2,000 ft
Damage: (EM Bolt) (Variable) 4d6 SD, 1d4x10 SD, or 3d6 MD per shot
(Vortex) Same as for the bolt at the point of impact, plus HALF damage in a 7 ft radius, and an 88% chance of knockdown(lose 1 APM and Initiative) for beings of 350 lbs or less, 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees).
Rate of Fire: Standard
Payload: (EM Bolt)10 shots per standard e-clip, 24 shots long e-clip
(Vortex)10 shots per standard e-clip, 24 shots long e-clip
(SDC Shot) 6 SDC shots equal 1 MD shot
Bonus: Laser targeting add +1 to strike. EM bolts are -6 to dodge, on top of that!
Cost: 29,000 credits
2) Upper Wing Weapons Mount---Mounted on the upper wing is another weapons mount, firing OVER the propellor, but which can also be angled to fire upwards. This mount is typically used for a machine gun, light rail gun, or energy weapon. A particular favorite, however, is the Paladin Steel PSPPR-5 ‘Lewiston’ Light Plasma Cannon, due to its resemblance to the original 7.7 Lewis Gun carried by the S.E.5a.
a) PSPPR-5 ‘Lewiston’ Light Plasma Cannon
Weight: 22 lbs
Range: 3,300 ft
Damage: 5d6 MD per shot, 2d4x10 MD for a four-shot burst
Rate of Fire: Standard
Payload: 6 shots standard e-clip, 18 shots long e-clip, 48 shots with an e-canister
Special Features:
*Top Targeting Scope
Cost: 33,000 credits
b) PS-RL-211C Fragmentation Rocket Launcher Rifle---Lighter, more portable, albeit smaller version of the PS-RL-210 Fragmentation Rocket Launcher( a copy of an imported Russian design). Uses the same ammunition, but has a smaller ammunition capacity. Note that PS has also been experimenting with an incendiary variant using a magnesium mixture.
Range: 4,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
at 3,500 ft, the rds go ‘grapeshot’, doing 3d6 MD(1 MD for a single shot) in a 12 ft wide area.
(Incendiary “Hot-Grape” Version)---Do an additional +2 MD per rd, and 1 MD of damage for 1d4 melees as the flare portion burns down.
Rate of Fire: EGCHH
Payload: 80 rd drum
Cost: 90,000 credits
c) PS McMLR-15/16 MicroMissile Launcher Rifles--- The McMLR-15/16 series is a pair of infantry-scale launchers using a common launcher and gun-frame for ease of development and maintenance.
Both weapons use a common micro-missile launcher; a cylindrical pod packed, ‘Metalstorm’-style with twelve tubes of micro-missiles, ‘stacked’ end to end inside and fired electrically. A simple dial control allows the shooter to predetermine how many missiles are launched in a volley. Extensive use of lighter, tougher, composite materials(especially ‘foamed’ plastics) has cut the weight down from earlier similar weapons such as the McMLR-05/06 launcher rifles.
For extra firepower, the McMLR-16 mounts a light pulse laser rifle, similar to the workings of the Partisan laser, slung under the launcher.
Weight:(McMLR-15) 16 lbs
(McMLR-16) 18 lbs
Range:(Micro-Missiles) 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
(Laser-McMLR-16) 2,000 ft
Damage:(Micro-Missiles) 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
(Laser-McMLR-16)2d6 MD per bolt, 6d6 MD per triple burst.
Micro-Missile 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, Infrared Sensing Chip.
Rate of Fire:(Micro-Missiles)Volleys of 1-12
(Laser-McMLR-16) ECHH
Payload:(Micro-Missiles)24(2 rows of 12)
(Laser-McMLR-16) 30 shots standard E-clip, or 50 shots long E-clip
Features:
*Integral Scoping w/ Low-Lite, Infrared, and targeting recticle
*Laser Spot/Illuminator(Range: 5,000 ft, +1 to strike w/ laser)
Cost: (McMLR-15) 19,000 credits
(McMLR-16) 21,000 credits
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
d)BAR2 Light Rail Gun--Another ‘repliweapon’, a modern weapon, in this case a light rail gun, dressed up to resemble a classic firearm, in this case the Browning Automatic Rifle.
Like the M-1R ‘Trusty’, the BAR2 uses a dual clip system; a regular projectile magazine, and a powering e-clip in the buttstock. Like other e-clip powered projectile weapons already in service, this has caused no end to controversy with (paramilitary personnel over the merits of kinetic strike weaponry over pure energy projection weaponry, and the allocation of available e-clips in a unit. The BAR2 uses the same ammunition as the M-1R, but in megadamage mode, the larger and heavier rifle accelerates its projectiles harder and faster, resulting in much heavier damage.
The BAR2 is a heavy weapon, and it packs a considerable recoil in operation(hence its nickname of ‘punchgun’), but it still comes in as considerably lighter than other machine-gun-styled rail guns that rely on firing larger numbers of smaller projectiles at lower velocity to achieve the same damage results. It CANNOT, however, match the sustained rate of fire that such dedicated and purpose-designed fully automatic weapons can achieve, and it can only accommodate a twenty-shot clip in its magazine receiver, limiting its usefulness as a suppressive fire weapon.
The mounting on the S.E.500A uses a special pistoned-rail cradle to dampen the recoil, and the weapon’s electrical system can be plugged into the aircraft’s electrical system, but the ammo system is still limited to twenty rounds, meaning that pilots have to use the weapon with care, to make their shots count.
Weight: 19 lbs
Range: 2,600 ft
Damage:(SDC) 3d6+1 per single shot
(MD)4d6 MD per single shot, 1d6x10+4 MD per 5 rd burst
Note: Can chamber specialized rail gun ammunition, such as silver and wood rounds.
Rate of Fire: Single shot, ECHH
Payload: 20 rds in a box magazine
Buttstock e-clip is good for 250 SDC shots or 40 MD shots.
Special Features:
*Optional electrical power link---Can be plugged into a cyborg, power armor, or vehicle electrical power system in place of the e-clip.
Cost: 29,000 credits
e)PSIC-02 Infantry Ion Cannon---This weapon is a scaled up PSIP-15 Arc Pistol, and looks like an infantry-portable brass gatling gun.
Weight: 18 lbs
Range: 2,000 ft
Damage: 1d6x10 MD per bolt to primary target.
Furthermore, a secondary bolt will jump to 1d6 targets in the vicinity of the main target, starting with the nearest target(or the nearest metallic target) as long as they are within 6 ft(10 ft for metal targets) of the initial target/point of impact, then jumping to the next one until the ball lightning dissipates. Secondary targets can attempt to dodge the energy ball as standard.
Secondary targets will take HALF damage(4d6 MD).
Does only 1/4 of the original damage if the secondary targets are nonmetallic or grounded
Organic targets roll for Stun; save at 16 or better or be -8 to strike, dodge, parry, roll, and initiative, reduce APMs and Spd by HALF, for 2d4 melee rds. A successful save means lose only initiative and 1 APM for 1 melee round.
50% chance of knocking out unshielded electronics(or 1d4 subsystems like radio, electronic image amplification, cybernetic sensory implant, or the like) for 1d4 melees.
Beings susceptible to electricity take DOUBLE damage.
Rate of Fire: Standard
Payload: 6 shots standard E-clip, 10 shot long e-clip, 50 shot e-canister
Bonuses: +2 to strike metallic targets
Cost: 27,000 credits
f)PSIC-03 “Scheffer’ Ion Cannon---This is a heavy duty light ion cannon/ heavy rifle based on the M-80 “Stormbringer’, but modified through the incorporation of Paladin Steel-manufactured superconductors and ‘Series-2098’ ion technology into a more efficient and powerful infantry-portable heavy weapon. Good range and the versatility of both a direct fire mode and an area of effect spray mode make the PSIC-03 the ion equivalent of a general purpose machine gun(GPMG).
Weight: 21 lbs
Range: (Ion Bolt) 3,000 ft
(Spray Bolt)1,500 ft and affects a 15 ft wide area
Damage: (Ion Bolt) 1d6x10 MD per single bolt
(Spray Bolt) 4d6 MD to a 15 ft wide area
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage
Rate of Fire: Standard
Payload: 6 shots standard E-clip, 10 shot long e-clip, 50 shot e-canister.
Special Features:
*Laser Spot Sight---+1 to strike on an aimed shot
Cost: 32,000 credits
g)ATHW02---Anti-Theron Projector Rifle---Spews particles that ab-react with magical energy.
Weight: 21 lbs
MDC of Rifle: 70
Range: 2,000 ft, and affects a 20 ft wide area. In focused mode, it has a 3,000 ft range, and a 5 ft spread.
Damage: Does 5d6 HP/MDC damage(modified effects based on what the creature is). In focused mode it does 6d6 HP/MDC.
Rate of Fire: Standard, ECHH
Payload: 20 shots per EE-Canister
It can also use a gallon-sized EE-Drum, providing it with 300 shots.
Bonuses: +1 to strike from laser/scanner targeting system
Special Features:
*Integral mini-SNARLS PPE Sensor System with flip-up video flatscreen display. Thanks to PS’s microchip engineering expertise, PS has managed to get the size of the system down to compact enough to fit into the scope 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: Currently available only to GNE military units; but could be expected to fetch 90,000+ credits if a fully charged example were made available to the Black Market
h) TWRocket Launcher---Can hold and fire six Light TWRockets(see the TW Rocket Staff Launcher) or three Heavy TWRockets.
Cost: 64,000 credits +rocket cost.
Options:
*Flare/Chaff Launcher(tail)
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 12 per launcher
Cost: 3,000 credits per launcher; additional flare/chaff bundles cost 200 credits each
*Technowizardry Systems
The FA/PS-S.E.500A is considered a natural for TW modification.
Note: PS-made general market TW vehicular systems are generally slightly cheaper than those prices cited in the Book of Magic, owing to standardization and mass-production.
PPE Generators:
PPE Capacity:(Light)----200 PPE battery capacity; recharges at 10 PPE per hour, 20 PPE/hour at a leyline, 40 PPE/hour on a nexus
(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
(‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
Cost:(Light)----500,000 credits
(Medium)-----1 million credits
(‘Wizard’)----2 million credits
*(Boosted) Ley Line Flier---Accelerates the aircraft up to 50% greater top speed when on a leyline, -10% to pilot skill when engaged. Cost: 500,000 credits for regular installation, 300,000 credits for addition to an existing TW-powered vehicle
*Levitation----A low-powered Levitation spell allows the aircraft to make STOL takeoffs and landings, especially important when using unimproved fields or when heavily laden. Can also be used by ground crews to taxi and move landed aircraft for servicing and repair. 30 minutes per 5 PPE. Cost: 160,000 credits
*Breath Without Air----20 minutes per 5 PPE. Cost: 150,000 credits
*Protective Energy Field---50 MDC and 10 minutes duration per 10 PPE/20 ISP pumped in. Cost: 240,000 credits
*Impervious to Energy---5 minutes per 20 PPE/40 ISP pumped in. Cost: 700,000 credits
*De-Icer---Keeps the wings and windshield clear of ice buildup. ---2 hours per 5 PPE, or 24 hours for 60 PPE. Cost: 100,000 credits
*TW Fire Control System----Supplements the regular fire extinguisher system, and is often more effective at controlling electrical and chemical fires. Costs 4 PPE per minute/activation. Cost: 90,000 credits
*Acoustic Muffling---Mounted around the engine, this system cuts the drone, while still allowing the crew to communicate with other aircraft via radio(though optical semaphore is often used for line-of-sight communication); lasts 5 minutes per 12 PPE/24 ISP. Cost: 180,000 credits
*Mystical Stealth System----Renders the aircraft silent and invisible, even during the day. Great for evading detection, surveillance, and tailing, but the moment the aircraft takes any sort of aggressive maneuver, the stealth drops and the aircraft can be readily detected. Costs 20 PPE per 3 minutes of activation. Cost: 1.4 million credits
*Magic Optics: Has the Eyes of a Hawk:
Make out small objects(like a sign or a face) at up to 2 miles
Nightvision: 2,000 ft
Predatory Targeting: +1 to strike with ranged weaponry and bombs
Cost: 50,000 credits
*Blades of Death Spinner-Props----A modified application of the Spinning Blades spell, this system converts conventional propellor blades into powerful melee weapons.....When activated, a series of mystical blades(typically 3- 12) appear in a floating circle ahead and slightly wider than the arc of the converted propellor. These blades then spin like a demonic buzzsaw, protecting the engine and shredding anything that gets in front of them(acting as a limited protective mechanism). A favorite with daredevil pilots who like getting up close and personal with enemy aircraft, or who like flying through swarms of monsters like Gargoyles, Xiticix, and Winged Black Men, shredding them as they fly past.
Range: Melee(typically 3-4 ft ahead of the props, and up to half the prop radius out
Damage: Does 2d6 MD per blade (so basic three-blade set does 6d6 MDC on a strike)
Duration: 10 melee rounds( 2.5 minutes per activation)
Bonus: Also has a +6 to parry rail gun rounds, autocannon shells, and other projectiles aimed at the propellers
PPE Activation Cost: 20 PPE per activation
Cost: 120,000 credits(basic 3-blade generator) + 20,000 credits per additional blade up to a maximum of 12
*Doppleganger-Cloak----This amplification of the Multiple Images Spell allows the aircraft to project multiple ‘ghost’ images of itself(up to 3 separate images). These multiple images can carry out a series of preprogrammed ariel maneuvers(can also simulate weapons fire/gun flashes, but only if the mothership is also firing at the same time), but must remain within a mile of the the projecting aircraft(or they vanish without a trace). Also note that the images don’t show up on radar or thermo-imaging, and cannot be used to fool homing missiles, though they DO give off a PPE trace similar to the projecting aircraft.
Range: ‘Ghosts’ can be projected up to 5,000 ft away
Duration: 5 minutes per activation
PPE Activation Cost: 20 PPE per activation
Cost: 2 million credits
*Flicker-Dodge---A special capability, and one of FA’s signature creations: an application of the Astral Hole spell. This allows the aircraft to quickly dodge out of sight/reality, for a few seconds, or move up to 2000 ft sideways, up, down, or backwards , with a +2 to dodge while doing so. Typically, an aircraft can engage this system 6 times before needing to recharge the system on a Ley Line(takes about 24 hours), or the pilot can pump in 120 PPE per “flicker-dodge”.
Cost: 3 million credits
*Golden Wings---This is the mechanical equivalent of Charismatic Aura, modified through the application of various Illusion magic. The idea here is not to avoid being seen, but to BE seen....Some analysts believe that this particular TW ap was devised by Techno-Wizards who were obsessed with the appearance of their new dream machines and wanted everyone to notice them. When activated, Golden Wings makes the aircraft seem to glow with a golden aura; the aircraft looks more powerful, more graceful, and more impressive than it otherwise might appear. The light seems to just catch it at the right angles, stirring music seems to rise in the background, and onlookers will be struck with awe at the approach of this magnificent flying machine. Enemies may be distracted from other actions to gape at and appreciate the vision of flight made tangible.
On the minus side, this TW ap may also make the aircraft look more dangerous than it really is, and attract the wrong sort of attention in the form of immediate missile and cannon salvoes to take out the most powerful threat first, or in a personal challenge by the enemy’s best ace, as many TW-pilots have learned to their considerable(and final) regret.
Range: Line of Sight
Duration: 6 minutes
Effects: Horror Factor of 16
Save: Onlookers must make a ‘disbelieve’ roll save versus magic
PPE Activation Cost: 10
Cost: 55,000 credits
Variants:
The S.E.500A is, if successful, likely to serve as the basis of subsequent recreations of other vintage fighters such as the Spad, Albatross, Triplane, Sopwith Camel, and others.
“Well, if we ever wind up facing a giant robot ape, it’s nice to know we’ll be ready.”
This aircraft started out as a humorous exercise in engineering between Paladin Steel engineers visiting their trade allies in Bath, England, and their British hosts-”Let’s build a megadamage biplane fighter using WW1 plans!”. Nobody really expected much of the exercise. In an age of radar-equipped laser-armed flying power armors and supersonic aerospace fighters, a biplane crawling along at barely two hundred miles per hour, without even basic sensory instruments, was a bit of a joke, right? However, when you’re dealing with a cross-multi-dimensional trading network, one thing you learn; there’s a market for ANYTHING out there. Even so, when a few days after finalizing their plans, saving them to the corporate database, and tucking away the prototype they’d built in a back shed, the engineering team got a message from Corporate HQ informing them that there were already several interested buyers looking into the ‘new fighter’ that they’d heard about and could the team please send data on an estimated schedule for preproduction testing and demos, more than a few eyebrows were raised. But the pranksters gamely made time in their schedules, punched up their plans again, wheeled the prototype back out, and got back to work on their new R&D project.
The S.E. 500A is based on the Royal Aircraft Factory S.E.5a, a biplane fighter of First World War vintage, and generally regarded as one of the best of the WW1 fighters in terms of overall maneuverability and ease of handling.
Of course, the design teams took a few liberties; the airframe of wood and fabric has been replaced with megadamage plastic tubing and composite, the wire-crisscrossed wings simplified to reduce drag(ironically using designs cribbed from the S.E.5A’s rival, the Albatross D.V.a), the powerplants replaced with more modern types(with slightly better speed and more range), and weaponry replaced with a variety of more advanced types. The cockpit is still open, however, and pilots are advised to wear EBA, and the sensors are Mark One Eyeball.
S.E. 500As sell mainly to lower-tech worlds, or very exotic ones.
Type: FA/PS-S.E.500A
Class: Biplane Fighter
Crew: One
MDC/Armor by Location:
Main Body 180
Engine 80
Wings(4) 80 each
Tail 60
Landing Gear 50
Height: 9 ft 6 in.
Width: 26 ft 7 in.
Length: 20 ft 11 in.
Weight: 1,400 lbs empty, 2,000 lbs fully loaded
Cargo: Small space in cockpit for a survival kit and suitcase-sized pouch for personal possessions
Powerplant: Liquid Fuel(w/ 3 hour endurance, or roughly 420 mile range), Electrical(w/ 4 hour endurance) or TechnoWizardry
Speed:(Flying) 140 MPH, maximum altitude of 17,000 ft.
Bonus: +5% to Piloting skill.
Market Cost: 350,000 credits for liquid fuel, 450,000 credits for electric, and 900,000 credits for technowizardry.
Systems of Note:
*Flex-Fuel Capability(Liquid Fuel)---The liquid-fuel engine has been designed with multi-fuel capability, able to burn anything from high-octane aviation gas to woodshine, though range may vary as much as +/-25%.
Weapons Systems:
1) Inline Weapons Mount(1-2)---Mounted in a fixed-forward firing position on the starboard side of the fuselage and synchronized with interrupter gear to fire safely through the propellor is a machine gun mount. The S.E.500A replaces the original 7.7 Vickers with a variety of other weapons.
Though not part of the original design, a second gun mount can be mounted on the port side of the fuselage, at extra expense, increasing firepower.
a) P-630 ‘Stoner’ AutoWeapon System (5.56mm)
Weight:(MMG) 11.2 lbs
Length:(MMG) 40 inch
Range:
Effective Range:(MMG) 2,653 m (7,900 ft)
Damage:(5.56mm) 5d6 SDC single shot or 2d4x10 SDC per 3 shot burst at ranges under 3,000 ft, 3d6 SDC or 6d6 SDC per 3 rd burst beyond 3,000 ft .
(PSX-1) 1d6 MD per single shot or 3d6 MD per 3 shot burst(no damage reduction)
Can use any standard 5.56 mm-format specialized munitions, including explosive rounds and megadamage armor-piercers.
Rate of Fire:(MMG) Selective fire; bursts of 5, 10, 20, 30, or 50 rds.
Payload:(MMG) 100-150 Belt or box feed
Cost: 3,800 credits
Variants:
*P-631 Series---This is simply the P-630 system reformatted to use caseless ammunition. This simplifies the design, removing the need for an extractor/ejector system, making it easier to keep the weapon clean in the field(though caseless weapons require a bit more maintenance to clean propellant residue from the inner workings). The other advantages of the caseless system are slightly more magazine capacity(increase magazine capacity by 20%), and slightly more power from the reformulated solid propellant.
Changes:
Range: Increase effective range by 10%
Damage: 5d6 +3 SDC single shot or 2d4x10+9 SDC per 3 shot burst at ranges under 3,000 ft, 3d6+1 SDC or 6d6+3 SDC per 3 rd burst beyond 3,000 ft .
Payload: Increase magazine capacity by 20%
Cost: 4,300 credits
b)PS GPMG M44-MAG General Purpose Machine Gun (7.62mm)---Closer in caliber to the original 7.7 Vickers.
Weight: 22 lbs
Range: 10,000 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 600 rpm
Payload: 250-rd belt
Special Features:
*Air-Cooled, Recoil-Operated
Cost: 8,000 credits
c) Machine Gun---7.62mm Cyborg-standard LMG. This weapon is less powerful and more expensive than the PS-made weapons, but its use of lighter materials and the greater availability of Black Market parts makes it a popular choice for some logistics-minded buyers.
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: 400 rds
Cost: 18,000 credits
d) PS-RFL2-33 ‘Blazer’ Rapid-Fire Infantry Laser
Range: 4,000 ft
Damage: 3d6 MD single shot, 6d6 MD short burst, 1d6x10 MD medium burst( 20 shots, 2 attacks), 2d6x10 MD long burst(40 shots, 2 attacks), 4d6x10 MD full magazine burst(80 shots, no bonuses to strike...does 3d6 MD to 4d4 targets if in a spray attack).
Rate of Fire: Standard
Payload: 25 shots from the standard e-clip in the forward holder, 70 shots from a regenerating canister e-clip. Regenerates 5 shots per hour, and can self-renew four times before needing to be overhauled. E-clip adaptors allow the Blazer to use conventional e-clips and CS canisters in a pinch.
Special Features:
*Top Rail for Scopes/Sights(a Telescopic Sight w/ Laser Targeting...+1 to strike...is standard issue)
*Power-link Capability---This gives the Blazer the ability to be hooked up to a vehicle power supply or backpack battery(including Free Quebec models---in this case, the more efficient power systems actually give the Blazer 130 shots from the normally 120-shot FQ power units).
Cost: 78,000 credits
e)*TK Light Machine Gun
Range: 2,000 ft(Double on leylines)
Damage: 2d4 MD single shot, 4d4 short burst(3 shots), 4d6 long burst(6 shots), 2d4x10 30-shot full melee burst
Rate of Fire: EGCHH
Payload: 60-shot TK PPE pack or effectively unlimited linked to a TW powerplant(spells must be renewed every six months)
Cost: 80,000 credits
f) *TK Heavy Machine Gun
Range: 4,000 ft(Double on leylines)
Damage: 2d4 MD single shot, 3d6 short burst(5 shots), 5d6 long burst(10 shots), 2d6x10 50-shot full melee burst
Rate of Fire: EGCHH
Payload: 260-shot TK PPE pack or effectively unlimited linked to a TW powerplant(spells must be renewed every six months)
Cost: 120,000 credits
g) PSPBW-11 ‘Super-BAR’ Particle Beam Rifle
Weight: 19 lbs
Range: 2,600 ft
Damage: Two fire modes; 6d6 MD low power and 1d4x10 MD high power mode
Rate of Fire: ECHH
Payload: 12 low-power/8 hgh-power shots from a standard e-clip, 20 low power/16 high-power shots from a long-e-clip/FSE, shots from a regenerating canister e-clip. Regenerates 5 shots per hour, and can self-renew four times before needing to be overhauled.
Cost: 32,000 credits
h) EMVR-08 ‘MagHammer’ ElectroMagnetic Rifle
Range: (EM Bolt) 3,000 ft
(Vortex) 2,000 ft
Damage: (EM Bolt) (Variable) 4d6 SD, 1d4x10 SD, or 3d6 MD per shot
(Vortex) Same as for the bolt at the point of impact, plus HALF damage in a 7 ft radius, and an 88% chance of knockdown(lose 1 APM and Initiative) for beings of 350 lbs or less, 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees).
Rate of Fire: Standard
Payload: (EM Bolt)10 shots per standard e-clip, 24 shots long e-clip
(Vortex)10 shots per standard e-clip, 24 shots long e-clip
(SDC Shot) 6 SDC shots equal 1 MD shot
Bonus: Laser targeting add +1 to strike. EM bolts are -6 to dodge, on top of that!
Cost: 29,000 credits
2) Upper Wing Weapons Mount---Mounted on the upper wing is another weapons mount, firing OVER the propellor, but which can also be angled to fire upwards. This mount is typically used for a machine gun, light rail gun, or energy weapon. A particular favorite, however, is the Paladin Steel PSPPR-5 ‘Lewiston’ Light Plasma Cannon, due to its resemblance to the original 7.7 Lewis Gun carried by the S.E.5a.
a) PSPPR-5 ‘Lewiston’ Light Plasma Cannon
Weight: 22 lbs
Range: 3,300 ft
Damage: 5d6 MD per shot, 2d4x10 MD for a four-shot burst
Rate of Fire: Standard
Payload: 6 shots standard e-clip, 18 shots long e-clip, 48 shots with an e-canister
Special Features:
*Top Targeting Scope
Cost: 33,000 credits
b) PS-RL-211C Fragmentation Rocket Launcher Rifle---Lighter, more portable, albeit smaller version of the PS-RL-210 Fragmentation Rocket Launcher( a copy of an imported Russian design). Uses the same ammunition, but has a smaller ammunition capacity. Note that PS has also been experimenting with an incendiary variant using a magnesium mixture.
Range: 4,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
at 3,500 ft, the rds go ‘grapeshot’, doing 3d6 MD(1 MD for a single shot) in a 12 ft wide area.
(Incendiary “Hot-Grape” Version)---Do an additional +2 MD per rd, and 1 MD of damage for 1d4 melees as the flare portion burns down.
Rate of Fire: EGCHH
Payload: 80 rd drum
Cost: 90,000 credits
c) PS McMLR-15/16 MicroMissile Launcher Rifles--- The McMLR-15/16 series is a pair of infantry-scale launchers using a common launcher and gun-frame for ease of development and maintenance.
Both weapons use a common micro-missile launcher; a cylindrical pod packed, ‘Metalstorm’-style with twelve tubes of micro-missiles, ‘stacked’ end to end inside and fired electrically. A simple dial control allows the shooter to predetermine how many missiles are launched in a volley. Extensive use of lighter, tougher, composite materials(especially ‘foamed’ plastics) has cut the weight down from earlier similar weapons such as the McMLR-05/06 launcher rifles.
For extra firepower, the McMLR-16 mounts a light pulse laser rifle, similar to the workings of the Partisan laser, slung under the launcher.
Weight:(McMLR-15) 16 lbs
(McMLR-16) 18 lbs
Range:(Micro-Missiles) 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
(Laser-McMLR-16) 2,000 ft
Damage:(Micro-Missiles) 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
(Laser-McMLR-16)2d6 MD per bolt, 6d6 MD per triple burst.
Micro-Missile 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, Infrared Sensing Chip.
Rate of Fire:(Micro-Missiles)Volleys of 1-12
(Laser-McMLR-16) ECHH
Payload:(Micro-Missiles)24(2 rows of 12)
(Laser-McMLR-16) 30 shots standard E-clip, or 50 shots long E-clip
Features:
*Integral Scoping w/ Low-Lite, Infrared, and targeting recticle
*Laser Spot/Illuminator(Range: 5,000 ft, +1 to strike w/ laser)
Cost: (McMLR-15) 19,000 credits
(McMLR-16) 21,000 credits
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
d)BAR2 Light Rail Gun--Another ‘repliweapon’, a modern weapon, in this case a light rail gun, dressed up to resemble a classic firearm, in this case the Browning Automatic Rifle.
Like the M-1R ‘Trusty’, the BAR2 uses a dual clip system; a regular projectile magazine, and a powering e-clip in the buttstock. Like other e-clip powered projectile weapons already in service, this has caused no end to controversy with (paramilitary personnel over the merits of kinetic strike weaponry over pure energy projection weaponry, and the allocation of available e-clips in a unit. The BAR2 uses the same ammunition as the M-1R, but in megadamage mode, the larger and heavier rifle accelerates its projectiles harder and faster, resulting in much heavier damage.
The BAR2 is a heavy weapon, and it packs a considerable recoil in operation(hence its nickname of ‘punchgun’), but it still comes in as considerably lighter than other machine-gun-styled rail guns that rely on firing larger numbers of smaller projectiles at lower velocity to achieve the same damage results. It CANNOT, however, match the sustained rate of fire that such dedicated and purpose-designed fully automatic weapons can achieve, and it can only accommodate a twenty-shot clip in its magazine receiver, limiting its usefulness as a suppressive fire weapon.
The mounting on the S.E.500A uses a special pistoned-rail cradle to dampen the recoil, and the weapon’s electrical system can be plugged into the aircraft’s electrical system, but the ammo system is still limited to twenty rounds, meaning that pilots have to use the weapon with care, to make their shots count.
Weight: 19 lbs
Range: 2,600 ft
Damage:(SDC) 3d6+1 per single shot
(MD)4d6 MD per single shot, 1d6x10+4 MD per 5 rd burst
Note: Can chamber specialized rail gun ammunition, such as silver and wood rounds.
Rate of Fire: Single shot, ECHH
Payload: 20 rds in a box magazine
Buttstock e-clip is good for 250 SDC shots or 40 MD shots.
Special Features:
*Optional electrical power link---Can be plugged into a cyborg, power armor, or vehicle electrical power system in place of the e-clip.
Cost: 29,000 credits
e)PSIC-02 Infantry Ion Cannon---This weapon is a scaled up PSIP-15 Arc Pistol, and looks like an infantry-portable brass gatling gun.
Weight: 18 lbs
Range: 2,000 ft
Damage: 1d6x10 MD per bolt to primary target.
Furthermore, a secondary bolt will jump to 1d6 targets in the vicinity of the main target, starting with the nearest target(or the nearest metallic target) as long as they are within 6 ft(10 ft for metal targets) of the initial target/point of impact, then jumping to the next one until the ball lightning dissipates. Secondary targets can attempt to dodge the energy ball as standard.
Secondary targets will take HALF damage(4d6 MD).
Does only 1/4 of the original damage if the secondary targets are nonmetallic or grounded
Organic targets roll for Stun; save at 16 or better or be -8 to strike, dodge, parry, roll, and initiative, reduce APMs and Spd by HALF, for 2d4 melee rds. A successful save means lose only initiative and 1 APM for 1 melee round.
50% chance of knocking out unshielded electronics(or 1d4 subsystems like radio, electronic image amplification, cybernetic sensory implant, or the like) for 1d4 melees.
Beings susceptible to electricity take DOUBLE damage.
Rate of Fire: Standard
Payload: 6 shots standard E-clip, 10 shot long e-clip, 50 shot e-canister
Bonuses: +2 to strike metallic targets
Cost: 27,000 credits
f)PSIC-03 “Scheffer’ Ion Cannon---This is a heavy duty light ion cannon/ heavy rifle based on the M-80 “Stormbringer’, but modified through the incorporation of Paladin Steel-manufactured superconductors and ‘Series-2098’ ion technology into a more efficient and powerful infantry-portable heavy weapon. Good range and the versatility of both a direct fire mode and an area of effect spray mode make the PSIC-03 the ion equivalent of a general purpose machine gun(GPMG).
Weight: 21 lbs
Range: (Ion Bolt) 3,000 ft
(Spray Bolt)1,500 ft and affects a 15 ft wide area
Damage: (Ion Bolt) 1d6x10 MD per single bolt
(Spray Bolt) 4d6 MD to a 15 ft wide area
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage
Rate of Fire: Standard
Payload: 6 shots standard E-clip, 10 shot long e-clip, 50 shot e-canister.
Special Features:
*Laser Spot Sight---+1 to strike on an aimed shot
Cost: 32,000 credits
g)ATHW02---Anti-Theron Projector Rifle---Spews particles that ab-react with magical energy.
Weight: 21 lbs
MDC of Rifle: 70
Range: 2,000 ft, and affects a 20 ft wide area. In focused mode, it has a 3,000 ft range, and a 5 ft spread.
Damage: Does 5d6 HP/MDC damage(modified effects based on what the creature is). In focused mode it does 6d6 HP/MDC.
Rate of Fire: Standard, ECHH
Payload: 20 shots per EE-Canister
It can also use a gallon-sized EE-Drum, providing it with 300 shots.
Bonuses: +1 to strike from laser/scanner targeting system
Special Features:
*Integral mini-SNARLS PPE Sensor System with flip-up video flatscreen display. Thanks to PS’s microchip engineering expertise, PS has managed to get the size of the system down to compact enough to fit into the scope 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: Currently available only to GNE military units; but could be expected to fetch 90,000+ credits if a fully charged example were made available to the Black Market
h) TWRocket Launcher---Can hold and fire six Light TWRockets(see the TW Rocket Staff Launcher) or three Heavy TWRockets.
Cost: 64,000 credits +rocket cost.
Options:
*Flare/Chaff Launcher(tail)
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 12 per launcher
Cost: 3,000 credits per launcher; additional flare/chaff bundles cost 200 credits each
*Technowizardry Systems
The FA/PS-S.E.500A is considered a natural for TW modification.
Note: PS-made general market TW vehicular systems are generally slightly cheaper than those prices cited in the Book of Magic, owing to standardization and mass-production.
PPE Generators:
PPE Capacity:(Light)----200 PPE battery capacity; recharges at 10 PPE per hour, 20 PPE/hour at a leyline, 40 PPE/hour on a nexus
(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
(‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
Cost:(Light)----500,000 credits
(Medium)-----1 million credits
(‘Wizard’)----2 million credits
*(Boosted) Ley Line Flier---Accelerates the aircraft up to 50% greater top speed when on a leyline, -10% to pilot skill when engaged. Cost: 500,000 credits for regular installation, 300,000 credits for addition to an existing TW-powered vehicle
*Levitation----A low-powered Levitation spell allows the aircraft to make STOL takeoffs and landings, especially important when using unimproved fields or when heavily laden. Can also be used by ground crews to taxi and move landed aircraft for servicing and repair. 30 minutes per 5 PPE. Cost: 160,000 credits
*Breath Without Air----20 minutes per 5 PPE. Cost: 150,000 credits
*Protective Energy Field---50 MDC and 10 minutes duration per 10 PPE/20 ISP pumped in. Cost: 240,000 credits
*Impervious to Energy---5 minutes per 20 PPE/40 ISP pumped in. Cost: 700,000 credits
*De-Icer---Keeps the wings and windshield clear of ice buildup. ---2 hours per 5 PPE, or 24 hours for 60 PPE. Cost: 100,000 credits
*TW Fire Control System----Supplements the regular fire extinguisher system, and is often more effective at controlling electrical and chemical fires. Costs 4 PPE per minute/activation. Cost: 90,000 credits
*Acoustic Muffling---Mounted around the engine, this system cuts the drone, while still allowing the crew to communicate with other aircraft via radio(though optical semaphore is often used for line-of-sight communication); lasts 5 minutes per 12 PPE/24 ISP. Cost: 180,000 credits
*Mystical Stealth System----Renders the aircraft silent and invisible, even during the day. Great for evading detection, surveillance, and tailing, but the moment the aircraft takes any sort of aggressive maneuver, the stealth drops and the aircraft can be readily detected. Costs 20 PPE per 3 minutes of activation. Cost: 1.4 million credits
*Magic Optics: Has the Eyes of a Hawk:
Make out small objects(like a sign or a face) at up to 2 miles
Nightvision: 2,000 ft
Predatory Targeting: +1 to strike with ranged weaponry and bombs
Cost: 50,000 credits
*Blades of Death Spinner-Props----A modified application of the Spinning Blades spell, this system converts conventional propellor blades into powerful melee weapons.....When activated, a series of mystical blades(typically 3- 12) appear in a floating circle ahead and slightly wider than the arc of the converted propellor. These blades then spin like a demonic buzzsaw, protecting the engine and shredding anything that gets in front of them(acting as a limited protective mechanism). A favorite with daredevil pilots who like getting up close and personal with enemy aircraft, or who like flying through swarms of monsters like Gargoyles, Xiticix, and Winged Black Men, shredding them as they fly past.
Range: Melee(typically 3-4 ft ahead of the props, and up to half the prop radius out
Damage: Does 2d6 MD per blade (so basic three-blade set does 6d6 MDC on a strike)
Duration: 10 melee rounds( 2.5 minutes per activation)
Bonus: Also has a +6 to parry rail gun rounds, autocannon shells, and other projectiles aimed at the propellers
PPE Activation Cost: 20 PPE per activation
Cost: 120,000 credits(basic 3-blade generator) + 20,000 credits per additional blade up to a maximum of 12
*Doppleganger-Cloak----This amplification of the Multiple Images Spell allows the aircraft to project multiple ‘ghost’ images of itself(up to 3 separate images). These multiple images can carry out a series of preprogrammed ariel maneuvers(can also simulate weapons fire/gun flashes, but only if the mothership is also firing at the same time), but must remain within a mile of the the projecting aircraft(or they vanish without a trace). Also note that the images don’t show up on radar or thermo-imaging, and cannot be used to fool homing missiles, though they DO give off a PPE trace similar to the projecting aircraft.
Range: ‘Ghosts’ can be projected up to 5,000 ft away
Duration: 5 minutes per activation
PPE Activation Cost: 20 PPE per activation
Cost: 2 million credits
*Flicker-Dodge---A special capability, and one of FA’s signature creations: an application of the Astral Hole spell. This allows the aircraft to quickly dodge out of sight/reality, for a few seconds, or move up to 2000 ft sideways, up, down, or backwards , with a +2 to dodge while doing so. Typically, an aircraft can engage this system 6 times before needing to recharge the system on a Ley Line(takes about 24 hours), or the pilot can pump in 120 PPE per “flicker-dodge”.
Cost: 3 million credits
*Golden Wings---This is the mechanical equivalent of Charismatic Aura, modified through the application of various Illusion magic. The idea here is not to avoid being seen, but to BE seen....Some analysts believe that this particular TW ap was devised by Techno-Wizards who were obsessed with the appearance of their new dream machines and wanted everyone to notice them. When activated, Golden Wings makes the aircraft seem to glow with a golden aura; the aircraft looks more powerful, more graceful, and more impressive than it otherwise might appear. The light seems to just catch it at the right angles, stirring music seems to rise in the background, and onlookers will be struck with awe at the approach of this magnificent flying machine. Enemies may be distracted from other actions to gape at and appreciate the vision of flight made tangible.
On the minus side, this TW ap may also make the aircraft look more dangerous than it really is, and attract the wrong sort of attention in the form of immediate missile and cannon salvoes to take out the most powerful threat first, or in a personal challenge by the enemy’s best ace, as many TW-pilots have learned to their considerable(and final) regret.
Range: Line of Sight
Duration: 6 minutes
Effects: Horror Factor of 16
Save: Onlookers must make a ‘disbelieve’ roll save versus magic
PPE Activation Cost: 10
Cost: 55,000 credits
Variants:
The S.E.500A is, if successful, likely to serve as the basis of subsequent recreations of other vintage fighters such as the Spad, Albatross, Triplane, Sopwith Camel, and others.
-------------
"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: 48001
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Paladin Steel PS-LUMC-48 ‘Quickload’ Mini-Missile Resupply Vehicle
(aka ‘Speedloader’)
“LOAD ME! I GOTZ SLAVERS TO SLAY!”
“Rather well armed for a support vehicle, but on Rifts Earth, EVERYBODY’S potentially on the front line.”
“We’re satisfied with the new design, but we’re wary from experience; will having resupply so close at hand lead to the launch button mashers who caused the ammo problem in the first place become even MORE trigger-happy? We moght have to come up with an airborne replenishment vehicle just to resupply the reloader vehicles in that case.”
When Paladin Steel introduced their ONTOS II remake of the pre-Rifts Ontos tank destroyer, they congratulated themselves on solving the Ontos’ shortcoming of having only six shots from its recoilless guns by substituting six twenty-shot PS-MMLR-14 Mini-Missile Launchers(with their co-axial light lasers) in their place. Surely a total of one hundred twenty mini-missiles was enough to keep the vehicle supplied during a battle? What PS engineers didn’t figure on was that with more missiles available at their fingertips, many crews engaged in missile spam attacks, firing off large volleys of missiles, rather than picking their shots more carefully and conservatively. Greater New England Armed Services units deploying the ONTOS II, and its successor, the Zerkat, found themselves coming up dry on ammo in the middle of battle, with no means of safely reloading in the battlezone. Back to square one!
While hoping that more careful training and experience would engrain better fire conservation habits, PS engineers looked to designing a technological solution. They devised the PS-LUMC-48 Quickload, a treadlayer support vehicle that can resupply the ONTOS/Zerkat family of missile tanks in the field.
The PS-LUMC-48 is based on the PS- SUTV-04 Chernot Sport Utility Tread-layer Vehicle, which has been modified with heavier armor, a reinforced crew cab, and more durable powerplants for better range and speed to keep up with the AFVs. The rear cargo bed has been refitted with a remote control robotic turret and palletized missile reloads, held in four armored bins. In operation, the Quickload can drive up to the rear of an ONTOS II/Zerkat, extend its robot reloader to open up the back of each turret-mounted missile rifle, swap out the empty tube, then speed-load a fresh magazine of ammunition, close it up, and move to the next launcher to be reloaded, all in about thirty seconds per launcher under optimal conditions. The entire process can be carried out without either crew having to leave their vehicles.
For defense, the Quickload mounts a point defense turret, based on that originally introduced on the PA-11 power armor, and a glacis-plate light gun. However, the Quickload is not considered to be a front line combat vehicle, and crews are expected to remain out of the line of fire, if at all possible. To facilitate that, the Quickload also carries an autodeploying sensor-scrambling camouflage shelter; the vehicle will typically try to stay under cover unnoticed until one of the missile tanks it is responsible for signals for reloads.
Besides being an ammunition handler, the Quickload also acts as a servicing vehicle for its charges. The crew can provide minor repairs to the combat vehicles and provide air defense support.
Given the widespread use of the ONTOS-II and Zerkat vehicles in use with the Greater New England Armed Services, the GNEAS Quartermaster’s Office feels justified in procuring such a specialized variant. However, given the equal widespread popularity of the PS-MMLR-14 Mini-Missile Launcher (a copy of the Coalition States’ CCT-M20 Missile Rifle), the Quickload can also be used as a reloader for units using them as well. PS engineers are also working to adapt the same autoloader system to othervehicular weapons as well.
Type: PS-LUMC-48 Quickload
Class: Munitions Carrier and Reloader Vehicle
Crew: 3; driver, radio-operator, and engineer.
MDC/Armor by Location:
Main Body 300
Reinforced Crew Cabin 100
Treads (2) 80 each
Autoloader Armature 90
Ammunition Bins(4) 100 each
Point Defense Turret 90
Height: 10 ft
Width: 8 ft
Length: 20 ft
Weight: 5 tons
Cargo: 72 preloaded mini-missile tubes , each holding 10 in-line missiles(for a total of 720 mini-missiles).
Tool bins on the outside of the vehicle hold tools and spare parts(launcher parts, spare tread links, tow chains and cables, etc.)
Powerplant: Liquid Fuel( w/ 300 mile range) or Electrical Fuel Cell( w/ 400 mile range), Nuclear w/ 10 year energy life
Speed:
(Ground) 65 MPH
Market Cost: 500,000 credits for Liquid Fuel, 900,000 credits for Electric, 2 million for nuclear
Systems of Note:
Standard Vehicle/Power Armor Systems, plus:
*Power Armor-style life support and electronics
*IR/Normal Light Headlights
*Powered Winch and 60 ft of cable
*Trailer Hitch---Can haul up to 3 tons without problem, 5 tons at 1/4 speed
Weapons Systems:
1)Point Defense Turret---Mounted at the rear of the Quickload is a PDS turret, adapted from similar mountings on other PS vehicles. The turret can operate in both air- and ground defense, and can be manned, or robotically controlled. The PDS is intended as an anti-aircraft/anti-missile system, and can be remote-linked to an air defense grid system, such as the Meles AAAV, Rattlesnake AAV, or the Vixen Fighter/Recon Pod, (Part of Paladin Steel's emerging BAMSP: Battlefield Asset Management System Package).
a)PS-L-CIWS Vulcan Chain Gun(aka “Button Gun”)---This installation, introduced on the Minotaur Battler, then adapted as an air defense weapon option for the VW Camper Gunship, has been adapted for shipboard use as PS’s standard light maritime weapons system. The system is a very compact and neat installation that takes up little space, and has been compared to the pre-Rifts Russian ADMG-630 30mm Gatling CIWS that saw extensive service aboard Russian warships. 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: 4,000 rd drum(100 bursts)
Alternately, the following can be mounted:
b) Light Rail Gun---Based on PS’s STARifle:
Range: 2,000 ft
Damage: 1d6 MD per single shot, 5d6 MD on a 5 shot burst, 1d6x10 MD per 10 rd burst
Rate of Fire: Single shot or 5-shot burst, Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode.
Payload: 1,200 rd drum feeding both weapons(60 bursts per gun)
Cost: 32,000 credits
c) Pulse Laser Turret: Paladin Steel also offers a lower-powered laser system, with unlimited payload and a longer range.
Range: 6,000 ft
Mega-Damage: 3D6 MD single blast, 6D6 MD double- barreled blast
Rate of Fire: Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode.
Payload: 200 shot battery for ICE/fuel cell models, effectively unlimited for nuclear-powered models.
Bonuses: +4 to strike airborne targets like missiles and aircraft/flying opponents(must be traveling higher than 10 ft off the ground)
Cost: 45,000 credits
d) Light Plasma Cannon
Range: 1,800 ft
Damage: 6d6 MD single shot
Rate of Fire: Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode..
Payload: 200 shot battery for ICE/fuel cell models, effectively unlimited for nuclear-powered models.
Cost: 30,000 credits
e) Light Ion Blasters:
Range: 1,600 ft
Damage: 3d6 MD single shot, 1d6x10 MD pulse burst
Rate of Fire: Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode..
Payload: 200 shot battery for ICE/fuel cell models, effectively unlimited for nuclear-powered models.
Cost: 30,000 credits
f)PS-MMLR-14 Mini-Missile Launcher---A few field units have mounted the same weapon the Quickload is intended to service on other vehicles, takig advantage of the generous onboard supply of mini-missiles.
Range:(Mini-Missiles) Varies by Missile Type(usually about 1 mile)
(Laser) 2,000 ft
Damage:(Mini-Missiles)Varies by Missile Type
(Laser) 2d6 MD per blast
Rate of Fire:(Mini-Missiles) Volleys of 1, 2, or 4
(Laser) ECHH
Payload:(Mini-Missiles)20 per launcher(10 per launch tube)
(Laser) Effectively Unlimited attached to an external generator, or 20 shots per standard E-clip/30
per long E-clip as backup. ICE and Fuel Cell versions have a 120 shot battery that recharges off the main engine at 10 shots per hour during normal operations, or 20 shots per hour of idling.
Cost: 70,000 credits
2) Forward Ion Pulse-Gun---Mounted in a ball-mount in the forward glacis plate and operated by the driver is an ion pulse-weapon, a variant of the popular PSIP-2 ‘Smasher’ series. Mount has a 45-degree arc of fire.
Range: 800 ft
Damage: 4d6 MD single shot
1d4x10 MD per three-shot burst
Rate of Fire: Standard
Payload: 100 shot battery for fuel cell models, effectively unlimited for nuclear-powered models. Can also use a back-up e-clip system; 30 shots short e-clip, 60 shots long e-clip
Options: Like the handgun version, the vehicle-mounted version can be similarly modified for extra effect/power:
Note: It takes a person with the Weapons Engineer skill a successful roll and about 5 minutes to install and test one of the following modules, those with the Armorer/Field Armorer skill about 10 minutes, and someone following the printed instructions about 30-45 minutes to install/swap modules.
*Ion Scatter-Shot Module---This is a barrel clip-on that turns the PSIP-2 into a short range shotgun with an area of effect blast. Reduce range to 400 ft, but does 4d6 MD to a 10 ft wide area. Cost: 5,000 credits
*Ion Booster Module---Another barrel attachment that boosts the range of the ion bolts, albeit with a small reduction in damage capability. Reduce damage to 3d6 MD, but boost range to 1,500 ft. Cost: 7,000 credits
*Ion Focal Booster Module---Aka ‘Puncher’---This barrel attachment improves the focus of the ion pulse density, improving damage at the cost of range. Reduce range to 400 ft, but up damage to 5d6 MD per shot. Cost: 5,000 credits.
*Laser Sight Module---Another underbarrel attachment, this consists of an improved laser sight that adds a bonus to strike, but the laser also creates a temporary ‘guidepath’ of disturbed/ionized air that slightly improves the striking power of the ion bolts. +2 to Strike, and +3 to damage per bolt. This can be used in conjunction with the other barrel attachments, but added damage is reduced to +2 MD. Cost: 1,000 credits
*Ion Step-Down Module---This barrel attachment, rather than increase range or power, actually ‘steps down’ the power of ion bolts into the SDC range, and modulates their effect, making the weapon in effect a ‘super-taser’(albeit it with flash-burns). An added power regulation chip allows the weapon to use less power in SDC mode. CAN be used in conjunction with the the Laser Sight Module. Switching between MD/SDC modes takes 2 actions. Popular with urban security and police units.
Range:(SDC shots) 600 ft
Damage: 1d6 SDC shock-burn. Plus, victims must make a save of 14 or better, or be -8 to strike, parry, and dodge for 2d6 melees. A savings throw versus non-lethal poison means the person is unimpaired. 25% chance of knocking out unshielded cybernetics for 1d4 melees.
Payload: One MD shot equals 10 SDC shots
Cost: 4,000 credits
Options:
*Laser Headlights----For those times you just HAVE to drive through zombie territory.
Range: 2,000 ft
Damage: 4d6 MD per burst, 8d6 MD for a double headlight blast
Rate of Fire: ECHH
Payload: 200 shot battery conventionally powered models(Recharges 5 shots per hour). Effectively Unlimited w/ Nuclear Powerplant
Cost: 45,000 credits
*Dozer Blade---This is a mini-bulldozer/payloader blade that can be attached to the front, and raised up to 7 ft high by hydraulics, turning the vehicle into a land clearance vehicle. Very popular in winter for snow removal.
MDC of Blade: 80
Cost: 3,000 credits
*Splinter Shielding---This is a set of heavy mesh applique panels mounted on a vehicle and offset by 3-6 inches, ideally to trigger armor piercing warheads prematurely and keeping them from making a more lethal contact angle with the vehicle’s hull.
A Splintershield offers only modest protection against conventional attacks; a typical screen has only 30-45 MDC. However, it still has some effectiveness as defeating missile attacks; on a ‘To Strike’ roll of 6-7, Armor-Piercing missiles bash themselves on the cage bars, doing only 1d4 MD, and on a 8-10, do only HALF damage due to premature detonation or re-direct of their kinetic force. And, for additional cost, it can be ensorcelled with an Armor of Ithan(50 MDC, HALF damage from magic fire/lightning/cold, 5 PPE per 5 minutes, +28,000 credits). Energy Field(60 MDC, 5 PPE per 5 minutes, +12,000 credits), or Magic Shield(60 MDC, 3 PPE for 10 minutes, +25,000 credits) spell.
SplinterShielding is ONLY applicable to ground vehicles and watercraft, and ONLY to the Main Body and wheels/treads (turrets and other features can still be specifically targeted). It CANNOT be fitted to aircraft, robots, or power armor.
Cost: 10,000 credits per 10 ft x4 ft screen
*Amphibian Conversion---Waterseals the vehicle, and provides an all-around ‘feet dry’ hull. Adds 9 MDC to main body. Can power itself along the surface via its treads at a leisurely 5 MPH.
Cost: 12,000 credits
*Grousers---Grousers are simply track extensions that widen the treads(by 2-3x) and allow the treadlayer to reduce its ground pressure and better traverse soft surfaces such as mud and snow, and reduce penalties for travelling over such surfaces by HALF. Cost: 3,000 credits per set of treads.
*Sensor Cluster--Small sensor dish on a turntable, available as a backup sensor system.
MDC: 25
Sensors: Mini-Radar--5 mile range
Motion Detector--200 ft range
Laser Illuminator-----6,000 ft range, Designates targets for laser-guided munnitions/weapons
Laser targeting System(+1 to strike)
Cost: 12,000 credits
*Camou-Shroud---A variant of PS’s portable ‘scrambler’ shelter, only larger to cover the tank. This is a portable folding shelter that can be erected in minutes, providing protection from the elements, limited megadamage protection, as well as concealment from electronic and infra-red/thermographic detection.
The ‘Shelter’ consists of a yard-long ‘can’ that looks like a large drum. When activated, about a dozen articulated ‘spider leg’ structural members of carbon composite branch out, anchor themselves in the ground, and form the skeleton of a dome-shaped igloo roughly 7 ft tall by 20 ft in diameter. The pod then deploys a cover sheet of special plastics, with a camouflage print, and integral sensor-baffling elements.
The Camouflage pattern sheet can be chemo-switched to any one of seven different configurations. The support elements create a degaussing ‘bubble’ that scrambles radar signals(incoming and outgoing), as well as disrupting magnetic resonances(fouling Magnetic Anomaly Detectors), while the fabric itself insulates and disipates the infra-red and thermal emissions and signatures of the occupants, rendering those means of detection less effective.
Care must be taken in setting up the Shelter---The igloo is not invisible to naked eyeball optical searches, so ‘blending’ the shelter into the natural landscape contours is essential for best results. For maximum comfort, a ground sheet or surfacing can be put down first.
The entire shelter can deploy/retract for stowage in 1 melee
MDC: The tent provides about 60 MDC of protection, however, against explosions, it is less effective(being non-rigid, shockwaves pass through its fabric), so explosives will do HALF damage to the occupants, regardless of how much MDC is left in the tent.
Special Features:
*Water-proofing
*Fire Proofing---Can handle temperatures up to 300 degrees centigrade. Normal fires do NO damage
*Minimal Radiation Shielding--The fabric shell provides some protection against radiation(such as that from expended U-rounds laying nearby, or fallout), but is not recommended for protection in ‘hot’ zones (good for maybe 5-6 minutes of exposure).
*Chameleon-cloth Fabric---Can assume one of seven pre-set color configurations.
*Thermal Insulation-Infrared and Thermographic sensors are -20% to detect the shelter.
*Electronic Insulation- Radar, MAD, and EM sensors are -15% to detect the shelter
*Extendable Fiber-optic Periscope
Cost: 90,000 credits; currently unavailable outside GNE military forces and approved affiliates.
*Deep Water Fording Kit---This kit adds watersealing to parts of the hull, and an extendable escape tower (10 ft tall) and snorkel to the main top hatch, allowing the truck to cross bodies of water up to 30 ft deep(reduce speed to 4 MH driving on the river bottom). The kit takes a competent mechanic or tank crew about 30 minutes to fit. Cost: 50,000 credits.
* Smoke Mortars---Mountable gas grenade launchers for providing covering smoke. 1-4 clusters are typically mounted.
Range: 500 ft
Damage: None, smoke(chemical agents such as tear gas can be substituted) in 10 ft radius.
Rate of Fire: Volleys of 1,2,3, 4, or 6
Payload: 6 smoke grenades per launcher, 12 total
Cost: 3,500 credits for the launchers
*Chaff/Flare Launchers---For those of you afraid of eating a missile from your friendly Coalition Highway Patrol....
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is nuetralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 12 per launcher
Cost: 3,500 credits for the launchers
*Mine Detector-----A detection coil can be installed on the prow, and uses a variety of magnetic, chemical, and ground sonar detection systems to sniff out mines and buried ordinance. 85% accuracy.
Cost: 3,500 credits
*Sensory Cluster----MDC 80---Has the following sensors:
*Motion Detector--200 ft range
*Laser Illuminator-----6,000 ft range, Designates targets for laser-guided munnitions/weapons
*Laser targeting System(+1 to strike)
*Lance Scanner---Looks like a long lance protruding from the front of the craft. The Lance Scanner contains a magnetometer() and a short-range microwave radar for groundsearching minefields(in theory, the ground radar sound be able to detect even non-metallic mines, but takes twice as long). Range: The magnetometer has a range of 4,000 ft and can detect vehicles and other metallic structures with 80% accuracy
The ground radar has a range of 3,000 ft, and has a 90% chance of detecting metal-cased mines, 60% chance of detecting non-metallic ordinance.
*Aura Scanner---For detecting and identifying PPE concentrations
Range: 2000 ft
*Bio-Scanner---Has a molecular analyzer, enhanced radiation detector, high-powered accoustic ‘shotgun mike’(3,000 ft range), and thermo-imager optics.
* Optical Cluster--- Telescopic,IR/UV, Thermo-Imaging, Audio-Video-Survellance System
Cost: 80,000 credits
*NBC Sensor System Cluster---Small compact mini-lab pod that has the following:
---Geiger Counter---Detects radiation, type, and levels.
---Molecular Analyzer---A flow-through air sampler that tests for various common airborne contaminants and toxins, and determines air quality.
---Pathogen Screener---Another air sampler that looks for dust particles and spores, and the enyzme/molecular interactions of organic pathogens
Cost: 80,000 credits
Variants:
*PS-LADVLMLS -48 ---(aka ’Talon-pad’)Air Defense Variant fitted with a twin-rail launcher for L-SAM ‘Black Talon’ light manpad anti-aircraft missiles:
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1-2.
Payload: 1 per launcher, 10 per ammunition bin, 40 total(or 42 if rails are pre-loaded).
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)
Cost: 50,000 credits per launcher, 10,000 credits per missile
*PS-LTWVLMLS -48 ---(aka ‘Whizbangwagon’) Variant of the PS-LADVLMLS -48 , only fitted to fire heavy technowizard rockets. Can be fitted with any of the mystic magic fire control systems produced by Paladin Steel.
Range: 3 miles
Damage: 2d4x10 MD to a 30 ft radius, plus any possible extra magic effects.
Rate of Fire: Volleys of 1-2.
Payload: 1 per launcher, 15 per ammunition bin, 60 total(or 62 if rails are pre-loaded).
Cost: 30,000 credits each for the basic(original), PS mass-production has lowered the cost to 24,000 credits apiece. 50,000 credits per launcher
* PS-LUUAVC-48 ---(aka ’Frisbee Carrier’, ‘Salad Shooter’, ‘Skeet-pad’) Variant modified to deploy and recover PS-LIRPV-02 ‘Frisbee’ drones. The loading armature is replaced with a launch and retrieval rig, and the cabin expanded to accommodate two drone operators(though typically drone control is handed off to other operators after launch). The ’Frisbee Carrier’ can carry and deploy 48 drones.
Paladin Steel LIRPV-02 ‘Friz’ Frisbee Drone
The ‘Friz’ is a simple, inexpensive, ducted-fan surveillance/recon drone designed for easy, simple, deployment in the field by infantry. Resembling nothing so much as a fat frisbee, the Friz can be easily carried and deployed off a backpack, power armor shoulder rack, or cyborg back, and directed by a simple HUD-and-joystick rig(or cyberlink) to scout ahead. Made of tough, light, impact-resistant megadamage plastic, the Friz comes rigged with off-the-shelf cybersensors mounted around its rim for all-around coverage, and an option slot on the underside for special sensors or even explosives.
Type: PS-LIRPV-02 Friz
Class: Remote Piloted Surveillance Aerodyne
Crew: None; remote control drone
MDC: 6
Size: 22 inches in diameter, 7 inches high
Weight: 10 lbs
Powerplant: Rechargeable power cell or swappable E-clip; 2 hour endurance
Speed: Hover to 50 MPH, maximum altitude of 10,000 ft
Cost: 4,500 credits
Systems of Note:
Radio/Video Telemetry: 10 mile range
IR/UV Optics-------2000 ft
Lowlite Optic Chip----4000 ft
Telescopic Optics----4000 ft
Motion Detector----10 ft range
Weapons Systems: None standard, but can carry a single grenade or fusion block if used as a bomber or kamikaze
(aka ‘Speedloader’)
“LOAD ME! I GOTZ SLAVERS TO SLAY!”
“Rather well armed for a support vehicle, but on Rifts Earth, EVERYBODY’S potentially on the front line.”
“We’re satisfied with the new design, but we’re wary from experience; will having resupply so close at hand lead to the launch button mashers who caused the ammo problem in the first place become even MORE trigger-happy? We moght have to come up with an airborne replenishment vehicle just to resupply the reloader vehicles in that case.”
When Paladin Steel introduced their ONTOS II remake of the pre-Rifts Ontos tank destroyer, they congratulated themselves on solving the Ontos’ shortcoming of having only six shots from its recoilless guns by substituting six twenty-shot PS-MMLR-14 Mini-Missile Launchers(with their co-axial light lasers) in their place. Surely a total of one hundred twenty mini-missiles was enough to keep the vehicle supplied during a battle? What PS engineers didn’t figure on was that with more missiles available at their fingertips, many crews engaged in missile spam attacks, firing off large volleys of missiles, rather than picking their shots more carefully and conservatively. Greater New England Armed Services units deploying the ONTOS II, and its successor, the Zerkat, found themselves coming up dry on ammo in the middle of battle, with no means of safely reloading in the battlezone. Back to square one!
While hoping that more careful training and experience would engrain better fire conservation habits, PS engineers looked to designing a technological solution. They devised the PS-LUMC-48 Quickload, a treadlayer support vehicle that can resupply the ONTOS/Zerkat family of missile tanks in the field.
The PS-LUMC-48 is based on the PS- SUTV-04 Chernot Sport Utility Tread-layer Vehicle, which has been modified with heavier armor, a reinforced crew cab, and more durable powerplants for better range and speed to keep up with the AFVs. The rear cargo bed has been refitted with a remote control robotic turret and palletized missile reloads, held in four armored bins. In operation, the Quickload can drive up to the rear of an ONTOS II/Zerkat, extend its robot reloader to open up the back of each turret-mounted missile rifle, swap out the empty tube, then speed-load a fresh magazine of ammunition, close it up, and move to the next launcher to be reloaded, all in about thirty seconds per launcher under optimal conditions. The entire process can be carried out without either crew having to leave their vehicles.
For defense, the Quickload mounts a point defense turret, based on that originally introduced on the PA-11 power armor, and a glacis-plate light gun. However, the Quickload is not considered to be a front line combat vehicle, and crews are expected to remain out of the line of fire, if at all possible. To facilitate that, the Quickload also carries an autodeploying sensor-scrambling camouflage shelter; the vehicle will typically try to stay under cover unnoticed until one of the missile tanks it is responsible for signals for reloads.
Besides being an ammunition handler, the Quickload also acts as a servicing vehicle for its charges. The crew can provide minor repairs to the combat vehicles and provide air defense support.
Given the widespread use of the ONTOS-II and Zerkat vehicles in use with the Greater New England Armed Services, the GNEAS Quartermaster’s Office feels justified in procuring such a specialized variant. However, given the equal widespread popularity of the PS-MMLR-14 Mini-Missile Launcher (a copy of the Coalition States’ CCT-M20 Missile Rifle), the Quickload can also be used as a reloader for units using them as well. PS engineers are also working to adapt the same autoloader system to othervehicular weapons as well.
Type: PS-LUMC-48 Quickload
Class: Munitions Carrier and Reloader Vehicle
Crew: 3; driver, radio-operator, and engineer.
MDC/Armor by Location:
Main Body 300
Reinforced Crew Cabin 100
Treads (2) 80 each
Autoloader Armature 90
Ammunition Bins(4) 100 each
Point Defense Turret 90
Height: 10 ft
Width: 8 ft
Length: 20 ft
Weight: 5 tons
Cargo: 72 preloaded mini-missile tubes , each holding 10 in-line missiles(for a total of 720 mini-missiles).
Tool bins on the outside of the vehicle hold tools and spare parts(launcher parts, spare tread links, tow chains and cables, etc.)
Powerplant: Liquid Fuel( w/ 300 mile range) or Electrical Fuel Cell( w/ 400 mile range), Nuclear w/ 10 year energy life
Speed:
(Ground) 65 MPH
Market Cost: 500,000 credits for Liquid Fuel, 900,000 credits for Electric, 2 million for nuclear
Systems of Note:
Standard Vehicle/Power Armor Systems, plus:
*Power Armor-style life support and electronics
*IR/Normal Light Headlights
*Powered Winch and 60 ft of cable
*Trailer Hitch---Can haul up to 3 tons without problem, 5 tons at 1/4 speed
Weapons Systems:
1)Point Defense Turret---Mounted at the rear of the Quickload is a PDS turret, adapted from similar mountings on other PS vehicles. The turret can operate in both air- and ground defense, and can be manned, or robotically controlled. The PDS is intended as an anti-aircraft/anti-missile system, and can be remote-linked to an air defense grid system, such as the Meles AAAV, Rattlesnake AAV, or the Vixen Fighter/Recon Pod, (Part of Paladin Steel's emerging BAMSP: Battlefield Asset Management System Package).
a)PS-L-CIWS Vulcan Chain Gun(aka “Button Gun”)---This installation, introduced on the Minotaur Battler, then adapted as an air defense weapon option for the VW Camper Gunship, has been adapted for shipboard use as PS’s standard light maritime weapons system. The system is a very compact and neat installation that takes up little space, and has been compared to the pre-Rifts Russian ADMG-630 30mm Gatling CIWS that saw extensive service aboard Russian warships. 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: 4,000 rd drum(100 bursts)
Alternately, the following can be mounted:
b) Light Rail Gun---Based on PS’s STARifle:
Range: 2,000 ft
Damage: 1d6 MD per single shot, 5d6 MD on a 5 shot burst, 1d6x10 MD per 10 rd burst
Rate of Fire: Single shot or 5-shot burst, Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode.
Payload: 1,200 rd drum feeding both weapons(60 bursts per gun)
Cost: 32,000 credits
c) Pulse Laser Turret: Paladin Steel also offers a lower-powered laser system, with unlimited payload and a longer range.
Range: 6,000 ft
Mega-Damage: 3D6 MD single blast, 6D6 MD double- barreled blast
Rate of Fire: Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode.
Payload: 200 shot battery for ICE/fuel cell models, effectively unlimited for nuclear-powered models.
Bonuses: +4 to strike airborne targets like missiles and aircraft/flying opponents(must be traveling higher than 10 ft off the ground)
Cost: 45,000 credits
d) Light Plasma Cannon
Range: 1,800 ft
Damage: 6d6 MD single shot
Rate of Fire: Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode..
Payload: 200 shot battery for ICE/fuel cell models, effectively unlimited for nuclear-powered models.
Cost: 30,000 credits
e) Light Ion Blasters:
Range: 1,600 ft
Damage: 3d6 MD single shot, 1d6x10 MD pulse burst
Rate of Fire: Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode..
Payload: 200 shot battery for ICE/fuel cell models, effectively unlimited for nuclear-powered models.
Cost: 30,000 credits
f)PS-MMLR-14 Mini-Missile Launcher---A few field units have mounted the same weapon the Quickload is intended to service on other vehicles, takig advantage of the generous onboard supply of mini-missiles.
Range:(Mini-Missiles) Varies by Missile Type(usually about 1 mile)
(Laser) 2,000 ft
Damage:(Mini-Missiles)Varies by Missile Type
(Laser) 2d6 MD per blast
Rate of Fire:(Mini-Missiles) Volleys of 1, 2, or 4
(Laser) ECHH
Payload:(Mini-Missiles)20 per launcher(10 per launch tube)
(Laser) Effectively Unlimited attached to an external generator, or 20 shots per standard E-clip/30
per long E-clip as backup. ICE and Fuel Cell versions have a 120 shot battery that recharges off the main engine at 10 shots per hour during normal operations, or 20 shots per hour of idling.
Cost: 70,000 credits
2) Forward Ion Pulse-Gun---Mounted in a ball-mount in the forward glacis plate and operated by the driver is an ion pulse-weapon, a variant of the popular PSIP-2 ‘Smasher’ series. Mount has a 45-degree arc of fire.
Range: 800 ft
Damage: 4d6 MD single shot
1d4x10 MD per three-shot burst
Rate of Fire: Standard
Payload: 100 shot battery for fuel cell models, effectively unlimited for nuclear-powered models. Can also use a back-up e-clip system; 30 shots short e-clip, 60 shots long e-clip
Options: Like the handgun version, the vehicle-mounted version can be similarly modified for extra effect/power:
Note: It takes a person with the Weapons Engineer skill a successful roll and about 5 minutes to install and test one of the following modules, those with the Armorer/Field Armorer skill about 10 minutes, and someone following the printed instructions about 30-45 minutes to install/swap modules.
*Ion Scatter-Shot Module---This is a barrel clip-on that turns the PSIP-2 into a short range shotgun with an area of effect blast. Reduce range to 400 ft, but does 4d6 MD to a 10 ft wide area. Cost: 5,000 credits
*Ion Booster Module---Another barrel attachment that boosts the range of the ion bolts, albeit with a small reduction in damage capability. Reduce damage to 3d6 MD, but boost range to 1,500 ft. Cost: 7,000 credits
*Ion Focal Booster Module---Aka ‘Puncher’---This barrel attachment improves the focus of the ion pulse density, improving damage at the cost of range. Reduce range to 400 ft, but up damage to 5d6 MD per shot. Cost: 5,000 credits.
*Laser Sight Module---Another underbarrel attachment, this consists of an improved laser sight that adds a bonus to strike, but the laser also creates a temporary ‘guidepath’ of disturbed/ionized air that slightly improves the striking power of the ion bolts. +2 to Strike, and +3 to damage per bolt. This can be used in conjunction with the other barrel attachments, but added damage is reduced to +2 MD. Cost: 1,000 credits
*Ion Step-Down Module---This barrel attachment, rather than increase range or power, actually ‘steps down’ the power of ion bolts into the SDC range, and modulates their effect, making the weapon in effect a ‘super-taser’(albeit it with flash-burns). An added power regulation chip allows the weapon to use less power in SDC mode. CAN be used in conjunction with the the Laser Sight Module. Switching between MD/SDC modes takes 2 actions. Popular with urban security and police units.
Range:(SDC shots) 600 ft
Damage: 1d6 SDC shock-burn. Plus, victims must make a save of 14 or better, or be -8 to strike, parry, and dodge for 2d6 melees. A savings throw versus non-lethal poison means the person is unimpaired. 25% chance of knocking out unshielded cybernetics for 1d4 melees.
Payload: One MD shot equals 10 SDC shots
Cost: 4,000 credits
Options:
*Laser Headlights----For those times you just HAVE to drive through zombie territory.
Range: 2,000 ft
Damage: 4d6 MD per burst, 8d6 MD for a double headlight blast
Rate of Fire: ECHH
Payload: 200 shot battery conventionally powered models(Recharges 5 shots per hour). Effectively Unlimited w/ Nuclear Powerplant
Cost: 45,000 credits
*Dozer Blade---This is a mini-bulldozer/payloader blade that can be attached to the front, and raised up to 7 ft high by hydraulics, turning the vehicle into a land clearance vehicle. Very popular in winter for snow removal.
MDC of Blade: 80
Cost: 3,000 credits
*Splinter Shielding---This is a set of heavy mesh applique panels mounted on a vehicle and offset by 3-6 inches, ideally to trigger armor piercing warheads prematurely and keeping them from making a more lethal contact angle with the vehicle’s hull.
A Splintershield offers only modest protection against conventional attacks; a typical screen has only 30-45 MDC. However, it still has some effectiveness as defeating missile attacks; on a ‘To Strike’ roll of 6-7, Armor-Piercing missiles bash themselves on the cage bars, doing only 1d4 MD, and on a 8-10, do only HALF damage due to premature detonation or re-direct of their kinetic force. And, for additional cost, it can be ensorcelled with an Armor of Ithan(50 MDC, HALF damage from magic fire/lightning/cold, 5 PPE per 5 minutes, +28,000 credits). Energy Field(60 MDC, 5 PPE per 5 minutes, +12,000 credits), or Magic Shield(60 MDC, 3 PPE for 10 minutes, +25,000 credits) spell.
SplinterShielding is ONLY applicable to ground vehicles and watercraft, and ONLY to the Main Body and wheels/treads (turrets and other features can still be specifically targeted). It CANNOT be fitted to aircraft, robots, or power armor.
Cost: 10,000 credits per 10 ft x4 ft screen
*Amphibian Conversion---Waterseals the vehicle, and provides an all-around ‘feet dry’ hull. Adds 9 MDC to main body. Can power itself along the surface via its treads at a leisurely 5 MPH.
Cost: 12,000 credits
*Grousers---Grousers are simply track extensions that widen the treads(by 2-3x) and allow the treadlayer to reduce its ground pressure and better traverse soft surfaces such as mud and snow, and reduce penalties for travelling over such surfaces by HALF. Cost: 3,000 credits per set of treads.
*Sensor Cluster--Small sensor dish on a turntable, available as a backup sensor system.
MDC: 25
Sensors: Mini-Radar--5 mile range
Motion Detector--200 ft range
Laser Illuminator-----6,000 ft range, Designates targets for laser-guided munnitions/weapons
Laser targeting System(+1 to strike)
Cost: 12,000 credits
*Camou-Shroud---A variant of PS’s portable ‘scrambler’ shelter, only larger to cover the tank. This is a portable folding shelter that can be erected in minutes, providing protection from the elements, limited megadamage protection, as well as concealment from electronic and infra-red/thermographic detection.
The ‘Shelter’ consists of a yard-long ‘can’ that looks like a large drum. When activated, about a dozen articulated ‘spider leg’ structural members of carbon composite branch out, anchor themselves in the ground, and form the skeleton of a dome-shaped igloo roughly 7 ft tall by 20 ft in diameter. The pod then deploys a cover sheet of special plastics, with a camouflage print, and integral sensor-baffling elements.
The Camouflage pattern sheet can be chemo-switched to any one of seven different configurations. The support elements create a degaussing ‘bubble’ that scrambles radar signals(incoming and outgoing), as well as disrupting magnetic resonances(fouling Magnetic Anomaly Detectors), while the fabric itself insulates and disipates the infra-red and thermal emissions and signatures of the occupants, rendering those means of detection less effective.
Care must be taken in setting up the Shelter---The igloo is not invisible to naked eyeball optical searches, so ‘blending’ the shelter into the natural landscape contours is essential for best results. For maximum comfort, a ground sheet or surfacing can be put down first.
The entire shelter can deploy/retract for stowage in 1 melee
MDC: The tent provides about 60 MDC of protection, however, against explosions, it is less effective(being non-rigid, shockwaves pass through its fabric), so explosives will do HALF damage to the occupants, regardless of how much MDC is left in the tent.
Special Features:
*Water-proofing
*Fire Proofing---Can handle temperatures up to 300 degrees centigrade. Normal fires do NO damage
*Minimal Radiation Shielding--The fabric shell provides some protection against radiation(such as that from expended U-rounds laying nearby, or fallout), but is not recommended for protection in ‘hot’ zones (good for maybe 5-6 minutes of exposure).
*Chameleon-cloth Fabric---Can assume one of seven pre-set color configurations.
*Thermal Insulation-Infrared and Thermographic sensors are -20% to detect the shelter.
*Electronic Insulation- Radar, MAD, and EM sensors are -15% to detect the shelter
*Extendable Fiber-optic Periscope
Cost: 90,000 credits; currently unavailable outside GNE military forces and approved affiliates.
*Deep Water Fording Kit---This kit adds watersealing to parts of the hull, and an extendable escape tower (10 ft tall) and snorkel to the main top hatch, allowing the truck to cross bodies of water up to 30 ft deep(reduce speed to 4 MH driving on the river bottom). The kit takes a competent mechanic or tank crew about 30 minutes to fit. Cost: 50,000 credits.
* Smoke Mortars---Mountable gas grenade launchers for providing covering smoke. 1-4 clusters are typically mounted.
Range: 500 ft
Damage: None, smoke(chemical agents such as tear gas can be substituted) in 10 ft radius.
Rate of Fire: Volleys of 1,2,3, 4, or 6
Payload: 6 smoke grenades per launcher, 12 total
Cost: 3,500 credits for the launchers
*Chaff/Flare Launchers---For those of you afraid of eating a missile from your friendly Coalition Highway Patrol....
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is nuetralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 12 per launcher
Cost: 3,500 credits for the launchers
*Mine Detector-----A detection coil can be installed on the prow, and uses a variety of magnetic, chemical, and ground sonar detection systems to sniff out mines and buried ordinance. 85% accuracy.
Cost: 3,500 credits
*Sensory Cluster----MDC 80---Has the following sensors:
*Motion Detector--200 ft range
*Laser Illuminator-----6,000 ft range, Designates targets for laser-guided munnitions/weapons
*Laser targeting System(+1 to strike)
*Lance Scanner---Looks like a long lance protruding from the front of the craft. The Lance Scanner contains a magnetometer() and a short-range microwave radar for groundsearching minefields(in theory, the ground radar sound be able to detect even non-metallic mines, but takes twice as long). Range: The magnetometer has a range of 4,000 ft and can detect vehicles and other metallic structures with 80% accuracy
The ground radar has a range of 3,000 ft, and has a 90% chance of detecting metal-cased mines, 60% chance of detecting non-metallic ordinance.
*Aura Scanner---For detecting and identifying PPE concentrations
Range: 2000 ft
*Bio-Scanner---Has a molecular analyzer, enhanced radiation detector, high-powered accoustic ‘shotgun mike’(3,000 ft range), and thermo-imager optics.
* Optical Cluster--- Telescopic,IR/UV, Thermo-Imaging, Audio-Video-Survellance System
Cost: 80,000 credits
*NBC Sensor System Cluster---Small compact mini-lab pod that has the following:
---Geiger Counter---Detects radiation, type, and levels.
---Molecular Analyzer---A flow-through air sampler that tests for various common airborne contaminants and toxins, and determines air quality.
---Pathogen Screener---Another air sampler that looks for dust particles and spores, and the enyzme/molecular interactions of organic pathogens
Cost: 80,000 credits
Variants:
*PS-LADVLMLS -48 ---(aka ’Talon-pad’)Air Defense Variant fitted with a twin-rail launcher for L-SAM ‘Black Talon’ light manpad anti-aircraft missiles:
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1-2.
Payload: 1 per launcher, 10 per ammunition bin, 40 total(or 42 if rails are pre-loaded).
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)
Cost: 50,000 credits per launcher, 10,000 credits per missile
*PS-LTWVLMLS -48 ---(aka ‘Whizbangwagon’) Variant of the PS-LADVLMLS -48 , only fitted to fire heavy technowizard rockets. Can be fitted with any of the mystic magic fire control systems produced by Paladin Steel.
Range: 3 miles
Damage: 2d4x10 MD to a 30 ft radius, plus any possible extra magic effects.
Rate of Fire: Volleys of 1-2.
Payload: 1 per launcher, 15 per ammunition bin, 60 total(or 62 if rails are pre-loaded).
Cost: 30,000 credits each for the basic(original), PS mass-production has lowered the cost to 24,000 credits apiece. 50,000 credits per launcher
* PS-LUUAVC-48 ---(aka ’Frisbee Carrier’, ‘Salad Shooter’, ‘Skeet-pad’) Variant modified to deploy and recover PS-LIRPV-02 ‘Frisbee’ drones. The loading armature is replaced with a launch and retrieval rig, and the cabin expanded to accommodate two drone operators(though typically drone control is handed off to other operators after launch). The ’Frisbee Carrier’ can carry and deploy 48 drones.
Paladin Steel LIRPV-02 ‘Friz’ Frisbee Drone
The ‘Friz’ is a simple, inexpensive, ducted-fan surveillance/recon drone designed for easy, simple, deployment in the field by infantry. Resembling nothing so much as a fat frisbee, the Friz can be easily carried and deployed off a backpack, power armor shoulder rack, or cyborg back, and directed by a simple HUD-and-joystick rig(or cyberlink) to scout ahead. Made of tough, light, impact-resistant megadamage plastic, the Friz comes rigged with off-the-shelf cybersensors mounted around its rim for all-around coverage, and an option slot on the underside for special sensors or even explosives.
Type: PS-LIRPV-02 Friz
Class: Remote Piloted Surveillance Aerodyne
Crew: None; remote control drone
MDC: 6
Size: 22 inches in diameter, 7 inches high
Weight: 10 lbs
Powerplant: Rechargeable power cell or swappable E-clip; 2 hour endurance
Speed: Hover to 50 MPH, maximum altitude of 10,000 ft
Cost: 4,500 credits
Systems of Note:
Radio/Video Telemetry: 10 mile range
IR/UV Optics-------2000 ft
Lowlite Optic Chip----4000 ft
Telescopic Optics----4000 ft
Motion Detector----10 ft range
Weapons Systems: None standard, but can carry a single grenade or fusion block if used as a bomber or kamikaze
-------------
"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: 48001
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Paladin Steel UAPC20998 Ultra-2 Land Rover
“We get close enough to the enemy undetected , we can do all sorts of mischief; watch their movements, set up an ambush, illuminate them with targeting lasers...all that fun stuff.”
-Sergeant Artur Semmindinger
“It’s nice having the extra armored protection under the floor; sucks to have a high-tech, several hundred-thousand credit warwagon become a fancy cremator because of some stupid hundred-credit IED.”
The Ultra-2 is based on the next step up from the Jeep Warrior design in weight, power, and protection. Based on an old pre-Rifts design for a mine-resistant Hummer, the UAPC-concept was arguably one of the first American vehicles to feature a reinforced crew compartment; an armored ‘egg’ or ‘blast bucket’ mounted atop the chassis and specially shaped and constructed to resist the force of EODs exploding under the vehicle. Paladin Steel has merely updated the design with more advanced megadamage materials, and a wider range of powerplant options.
The original ‘Ultra Rovers’ were specifically contracted for by a mercenary unit calling itself ULTRA, which commissioned a number of specialized vehicles between 110 and 115 PA. The mercenary unit, which specialized in stealth and light mechanized cavalry tactics and operations, was last heard of around 117 PA and has not been in known contact with anybody since then. It is presumed that the organization was wiped out, or took a bad contract to another universe and hasn’t been able to return home, though there are some rumors that they were a travelling extradimensional mercenary outfit all along, and that their work on Rifts Earth was merely incidental as they were passing through. With the confidentiality clause in their contract with ULTRA lapsing, Paladin Steel has begun producing many of the ULTRA-commissioned designs and systems for open sale.
Type: PS- UAPC20998 Ultra-2
Class: Ground Utility Vehicle, Light Truck
Crew: 1+5 passengers
MDC/Armor by Location:
Main Body 180
Reinforced Crew Compartment 60
Wheels(4) 50 each
Height: 5 ft 8 in.
Width: 7 ft
Length: 15 ft
Weight: 8,550 lbs
Cargo: Glove compartment and a small trunk space. If not carrying passengers, the rear seats can hold cargo instead, up to 800 lbs.
Powerplant: Liquid Fuel(w/ 390 mile range), Electric/Fuel Cell(w/ 400 mile range), or Nuclear(5 year energy life)
Speed:(Land) 75 MPH
(Water) Fully amphibious; 4 MPH
Market Cost: 300,000 credits for Liquid Fuel, 400,000 credits for Electric/Fuel Cell, or 1.2 million credits for Nuclear
Systems of Note:
Standard Vehicular Systems, plus:
*Explosion Deflection----The underside of the vehicle is shaped such that explosions underneath it, such as from mines and IEDs, do only HALF damage to the main body and reinforced crew compartment.
The Reinforced Crew Compartment is similarly shaped, so that any blast damage that gets through the main body MDC will do only HALF damage to the RCC MDC.
Weapons Systems: None standard, but has provision for using the same hardpoint weaponry available to the Jeep Warrior.
The rear deck/area can also be fitted with a light turret identical to that of the PS-GMR-LHUV05 Merlin Hover Vehicle; If the Merlin is fitted with a hardtop cover, the Heavy Pintle can be mounted in a light turret(60 MDC for 12,000 credits).
The Heavy Pintle can accommodate ONE of the following:
a) Twin 20mm Automatic Cannon
Range: 3,000 ft
Damage:(20 mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm PSX-1)4d4 MD per shell
1d6x10 MD per 5 rd burst
2d6x10+4 MD per 10 rd burst
Airburst does 4d4 MD to 2 ft blast radius(single shot)
(Wood rds) 6d6 SDC per shell(1d6x10 HP to vampires)
2d4x10 SDC per 5 rd burst(2d4x10 HP to vampires)
2d4 MD per 10 rd burst (3d6x10 HP to vampires)
(Crowd Control rds) 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)
DOUBLE for both cannons firing in synch; fire-linked and counts as one attack.
Rate of Fire: ECHH
Payload: 400 rds
Cost: 22,000 credits
A box of 100 20mm ‘smart’ rds costs 800 credits. A box of 100 20mm ‘smart’ PSX-1 rds costs 3000 credits
b) Mini-Missile Rifle Pod----PS-MMLR-14 Mini-Missile Launcher
Range: Usually about a mile for the missiles, 2000 feet for the laser
Damage: Depends by missile type. The Laser does 2d6 MDC
Rate of Fire: Volleys of 1, 2, or 4 for the missiles, Single shots with laser.
Payload: 20 missiles total (10 per tube), laser has 20 blasts on a short clip, 30 on a long.
Bonuses: +1 to strike from laser targeting
Cost: 70,000 Cr
c) Heavy Anti-Armor Missile Launcher
Range: 1 mile,
Damage: High Explosive 2d4x10 MD,
Rate of Fire: Volleys of 1-4
Payload: 4
Bonuses: +5 to strike
Cost: 60,000 Cr, missiles cost 600 credits each
d) Air-Defense Missiles-----Can mount a quad-rail pivoted launcher for Black Talon L-SAMs. The missiles have their own attached target-acquisition sensor...all the operator does is move a toggle to fix the target in the attached spotter-scope optical, wait for the alarm buzz to tell them the missile has acquired the target, and fire.
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1-4(all)
Payload: 4
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)
Cost: 50,000 Cr, missiles cost 1,000 credits each
e) Medium Range Missiles---3 MRMs on a triple mount.
Cost: 60,000 Cr, missiles cost extra
f) Twin Pulse Laser Mount
Range: 4000 ft
Damage: 6d6 MD per dual blast
Rate of Fire: six times per melee
Payload: 1000 blasts battery, unlimited nuclear
Cost: 20,000 credits
g)Ion Cannon---A copy of the ion weapon in the M-90 “Beach Stormer”, samples of which were acquired by Paladin Steel West, though with slightly less damage due to differing production methods.
Range: 4,000 ft
Damage: 1d6x10 +7 MD per energy burst
Rate of Fire: EGCHH
Payload: 200 shot battery. Effectively Unlimited if nuclear powered.
Cost: 60,000 credits
h)45mm PS-HRG05 'Hellshot' Rail Cannons: An early attempt to equal the power of the infamous "Boom Gun" carried by the Glitterboy, these fearsome handheld weapons fire a much larger heavy metal kinetic energy penetrator with a massive punch. Unfortunately, the engineers were unable to equal the Boom Gun's long range or build the projectiles any smaller, limiting the payload.
MDC: 50
Weight: 500 lbs
Range: 3,300 ft
Damage: 3D6x10 MD
Rate of Fire: Single shot only; EGCHH
Payload: 12 shots
Market Cost: 120,000 credits per cannon, 800 credits per penetrator round
i)PS-DL-110 Razor-Frizzer( a copy of an imported Russian design). 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.
Range: 2,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
Rate of Fire: EGCHH
Payload: 2,000 rd drum
Cost: 80,000 credits
j) ’Pepper Sprayer’---A high pressure fan and vapor dispersal system, perfect for delivering antiriot CS (tearing) agents, smoke screens, or pesticides
Range: 100 ft(typically covers a 25 area per 5 second burst)
Damage: Varies by chemical agent used
Rate of Fire: ECHH
Payload: 50 gallon tank; good for 40 melees(10 minutes) of continuos operation. A 200 gallon wheeled trailer(20 MDC and reduce top speed by 25%) can be hitched up to add additional payload.
Cost: 9,000 credits, tanker trailer costs an additional 9,000 credits
k) PS-RL-210 Fragmentation Rocket Launcher( a copy of an imported Russian design). Note that PS has also been experimenting with an incendiary variant using a magnesium mixture.
Range: 4,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
At 3,500 ft, the rds go ‘grapeshot’, doing 3d6 MD(1 MD for a single shot) in a 12 ft wide area.
(Incendiary “Hot-Grape” Version)---Do an additional +2 MD per rd, and 1 MD of damage for 1d4 melees as the flare portion burns down.
Rate of Fire: EGCHH
Payload: 1,000 rd drum
Cost: 100,000 credits
m) Rail Gun(PS-RFRG30)---PS copy of the C-30R Rail Gun
Weight: 90 lbs
Range: 2 miles
Damage: 1d4 MD single rd, 6d6 MD per 30 rd burst.
Rate of Fire: ECHH
Payload: 2,400 rd drum per cannon
Cost: 90,000 credits
Options:
The UAPC20998 can be fitted with any of the regular PS aftermarket upgrades/options, including engine upgrades and cabin features, plus the following:
*Stealth Armor---The original contract commission called for fitting the contracted vehicles with special fairings of sensor-insulating ‘stealth’ material. This adds +60 MDC to the main body, radar systems are -25% to detect the vehicle, thermal imagers are -20%, and laser rangefinders/targeting systems are -3 to lock on to it. Cost: 350,0000 credits.
*Silent Running Gear---Typically bought with the Stealth Armor, this package finetunes the motor, insulates accoustic emissions(reduces engine noises by 75%), and further damps the thermal signature(-5%) of the vehicle. Cost: 250,0000 credits.
“We get close enough to the enemy undetected , we can do all sorts of mischief; watch their movements, set up an ambush, illuminate them with targeting lasers...all that fun stuff.”
-Sergeant Artur Semmindinger
“It’s nice having the extra armored protection under the floor; sucks to have a high-tech, several hundred-thousand credit warwagon become a fancy cremator because of some stupid hundred-credit IED.”
The Ultra-2 is based on the next step up from the Jeep Warrior design in weight, power, and protection. Based on an old pre-Rifts design for a mine-resistant Hummer, the UAPC-concept was arguably one of the first American vehicles to feature a reinforced crew compartment; an armored ‘egg’ or ‘blast bucket’ mounted atop the chassis and specially shaped and constructed to resist the force of EODs exploding under the vehicle. Paladin Steel has merely updated the design with more advanced megadamage materials, and a wider range of powerplant options.
The original ‘Ultra Rovers’ were specifically contracted for by a mercenary unit calling itself ULTRA, which commissioned a number of specialized vehicles between 110 and 115 PA. The mercenary unit, which specialized in stealth and light mechanized cavalry tactics and operations, was last heard of around 117 PA and has not been in known contact with anybody since then. It is presumed that the organization was wiped out, or took a bad contract to another universe and hasn’t been able to return home, though there are some rumors that they were a travelling extradimensional mercenary outfit all along, and that their work on Rifts Earth was merely incidental as they were passing through. With the confidentiality clause in their contract with ULTRA lapsing, Paladin Steel has begun producing many of the ULTRA-commissioned designs and systems for open sale.
Type: PS- UAPC20998 Ultra-2
Class: Ground Utility Vehicle, Light Truck
Crew: 1+5 passengers
MDC/Armor by Location:
Main Body 180
Reinforced Crew Compartment 60
Wheels(4) 50 each
Height: 5 ft 8 in.
Width: 7 ft
Length: 15 ft
Weight: 8,550 lbs
Cargo: Glove compartment and a small trunk space. If not carrying passengers, the rear seats can hold cargo instead, up to 800 lbs.
Powerplant: Liquid Fuel(w/ 390 mile range), Electric/Fuel Cell(w/ 400 mile range), or Nuclear(5 year energy life)
Speed:(Land) 75 MPH
(Water) Fully amphibious; 4 MPH
Market Cost: 300,000 credits for Liquid Fuel, 400,000 credits for Electric/Fuel Cell, or 1.2 million credits for Nuclear
Systems of Note:
Standard Vehicular Systems, plus:
*Explosion Deflection----The underside of the vehicle is shaped such that explosions underneath it, such as from mines and IEDs, do only HALF damage to the main body and reinforced crew compartment.
The Reinforced Crew Compartment is similarly shaped, so that any blast damage that gets through the main body MDC will do only HALF damage to the RCC MDC.
Weapons Systems: None standard, but has provision for using the same hardpoint weaponry available to the Jeep Warrior.
The rear deck/area can also be fitted with a light turret identical to that of the PS-GMR-LHUV05 Merlin Hover Vehicle; If the Merlin is fitted with a hardtop cover, the Heavy Pintle can be mounted in a light turret(60 MDC for 12,000 credits).
The Heavy Pintle can accommodate ONE of the following:
a) Twin 20mm Automatic Cannon
Range: 3,000 ft
Damage:(20 mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm PSX-1)4d4 MD per shell
1d6x10 MD per 5 rd burst
2d6x10+4 MD per 10 rd burst
Airburst does 4d4 MD to 2 ft blast radius(single shot)
(Wood rds) 6d6 SDC per shell(1d6x10 HP to vampires)
2d4x10 SDC per 5 rd burst(2d4x10 HP to vampires)
2d4 MD per 10 rd burst (3d6x10 HP to vampires)
(Crowd Control rds) 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)
DOUBLE for both cannons firing in synch; fire-linked and counts as one attack.
Rate of Fire: ECHH
Payload: 400 rds
Cost: 22,000 credits
A box of 100 20mm ‘smart’ rds costs 800 credits. A box of 100 20mm ‘smart’ PSX-1 rds costs 3000 credits
b) Mini-Missile Rifle Pod----PS-MMLR-14 Mini-Missile Launcher
Range: Usually about a mile for the missiles, 2000 feet for the laser
Damage: Depends by missile type. The Laser does 2d6 MDC
Rate of Fire: Volleys of 1, 2, or 4 for the missiles, Single shots with laser.
Payload: 20 missiles total (10 per tube), laser has 20 blasts on a short clip, 30 on a long.
Bonuses: +1 to strike from laser targeting
Cost: 70,000 Cr
c) Heavy Anti-Armor Missile Launcher
Range: 1 mile,
Damage: High Explosive 2d4x10 MD,
Rate of Fire: Volleys of 1-4
Payload: 4
Bonuses: +5 to strike
Cost: 60,000 Cr, missiles cost 600 credits each
d) Air-Defense Missiles-----Can mount a quad-rail pivoted launcher for Black Talon L-SAMs. The missiles have their own attached target-acquisition sensor...all the operator does is move a toggle to fix the target in the attached spotter-scope optical, wait for the alarm buzz to tell them the missile has acquired the target, and fire.
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1-4(all)
Payload: 4
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)
Cost: 50,000 Cr, missiles cost 1,000 credits each
e) Medium Range Missiles---3 MRMs on a triple mount.
Cost: 60,000 Cr, missiles cost extra
f) Twin Pulse Laser Mount
Range: 4000 ft
Damage: 6d6 MD per dual blast
Rate of Fire: six times per melee
Payload: 1000 blasts battery, unlimited nuclear
Cost: 20,000 credits
g)Ion Cannon---A copy of the ion weapon in the M-90 “Beach Stormer”, samples of which were acquired by Paladin Steel West, though with slightly less damage due to differing production methods.
Range: 4,000 ft
Damage: 1d6x10 +7 MD per energy burst
Rate of Fire: EGCHH
Payload: 200 shot battery. Effectively Unlimited if nuclear powered.
Cost: 60,000 credits
h)45mm PS-HRG05 'Hellshot' Rail Cannons: An early attempt to equal the power of the infamous "Boom Gun" carried by the Glitterboy, these fearsome handheld weapons fire a much larger heavy metal kinetic energy penetrator with a massive punch. Unfortunately, the engineers were unable to equal the Boom Gun's long range or build the projectiles any smaller, limiting the payload.
MDC: 50
Weight: 500 lbs
Range: 3,300 ft
Damage: 3D6x10 MD
Rate of Fire: Single shot only; EGCHH
Payload: 12 shots
Market Cost: 120,000 credits per cannon, 800 credits per penetrator round
i)PS-DL-110 Razor-Frizzer( a copy of an imported Russian design). 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.
Range: 2,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
Rate of Fire: EGCHH
Payload: 2,000 rd drum
Cost: 80,000 credits
j) ’Pepper Sprayer’---A high pressure fan and vapor dispersal system, perfect for delivering antiriot CS (tearing) agents, smoke screens, or pesticides
Range: 100 ft(typically covers a 25 area per 5 second burst)
Damage: Varies by chemical agent used
Rate of Fire: ECHH
Payload: 50 gallon tank; good for 40 melees(10 minutes) of continuos operation. A 200 gallon wheeled trailer(20 MDC and reduce top speed by 25%) can be hitched up to add additional payload.
Cost: 9,000 credits, tanker trailer costs an additional 9,000 credits
k) PS-RL-210 Fragmentation Rocket Launcher( a copy of an imported Russian design). Note that PS has also been experimenting with an incendiary variant using a magnesium mixture.
Range: 4,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
At 3,500 ft, the rds go ‘grapeshot’, doing 3d6 MD(1 MD for a single shot) in a 12 ft wide area.
(Incendiary “Hot-Grape” Version)---Do an additional +2 MD per rd, and 1 MD of damage for 1d4 melees as the flare portion burns down.
Rate of Fire: EGCHH
Payload: 1,000 rd drum
Cost: 100,000 credits
m) Rail Gun(PS-RFRG30)---PS copy of the C-30R Rail Gun
Weight: 90 lbs
Range: 2 miles
Damage: 1d4 MD single rd, 6d6 MD per 30 rd burst.
Rate of Fire: ECHH
Payload: 2,400 rd drum per cannon
Cost: 90,000 credits
Options:
The UAPC20998 can be fitted with any of the regular PS aftermarket upgrades/options, including engine upgrades and cabin features, plus the following:
*Stealth Armor---The original contract commission called for fitting the contracted vehicles with special fairings of sensor-insulating ‘stealth’ material. This adds +60 MDC to the main body, radar systems are -25% to detect the vehicle, thermal imagers are -20%, and laser rangefinders/targeting systems are -3 to lock on to it. Cost: 350,0000 credits.
*Silent Running Gear---Typically bought with the Stealth Armor, this package finetunes the motor, insulates accoustic emissions(reduces engine noises by 75%), and further damps the thermal signature(-5%) of the vehicle. Cost: 250,0000 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
------------
- taalismn
- Priest
- Posts: 48001
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
PS/Wul- TWR13 ‘Agniter’ Fireball Rifle
(based on the Fire Marbles spell created by 13eowulf)
“You want to be smart with the Agnite; sure it does generous damage and the incendiary ammo burns for a nice long while, combat-wise, but the range is only about a hundred meters. That’s close enough that some opponents, even on fire, can close the distance, get on top of you, and set YOU on fire too. Had that happen to me with a gurgoyle that almost took me down with him. You wanna keep the range open between you and your target, or aim for a mobility kill first. If you can, aim for the legs. Hopefully, you burn the target’s legs out from under them. At the least, you slow them down while they try to protect themselves.”
---Asha Welnar, BioBorg Bodyguard.
The ‘Agniter’ is a ‘regenerator’ TW rifle resembling a pump-action shotgun or Triax Pump Rifle. A PPE crystal in the stock powers a system that produces stabilized incendiary ammunition in the form of glowing ‘marbles’ of condensed magic fire.
The -TWR13 uses a paintball-gun derived compressed air system to throw the fire marbles with considerable force. The compressed air comes from a small canister good for 100 shots before needing replacing, or, in the alternative, recharging, using the loading slide switched over to manual air compressor(in general, it takes a P.S. of 12 or better, and one APM to compress enough air for one shot). Operation is single-shot per action; Paladin Steel has been working on developing auto-feed systems capable of burst-fire, and more powerful air propulsion systems to throw the magic projectiles farther, but the engineers are currently stymied by the relative fragility of the magic marbles. The stresses and sudden shocks of machine gun-like rapid-loading and more powerful accelerations have thus far tended to prematurely detonate the marbles, so for now the slower and shorter-ranged shotgun configuration is all that’s available.
The main advantage of the Agniter is that the weapon can produce, in times of relative peace, ammunition that can be stored for later use. Though the fire marbles do not store forever, their shelf-life of one week(though some more expensive models go s long as a month) is typically enough for most soldiers and adventurers. Another advantage is that the ammo can be safely popped out of the magazine cylinder and used for other purposes.
The PS/Wul-TWR13 is distinguished from the related PS/Wul-TWR14 by the cooling discs on the magazine of the former, and often by the red accents to the styling.
Because of its versatility and ammunition independence, the Agnitor is considered by many to be a ‘wilderness’ rifle. appropriate for long sojourns or deployments away from ready resupply.
Upgrades are possible, especially ‘munitions enhancements’ that add extra qualities to the Elemental marbles, making the ‘Agnitor’ and the related ‘Frostbite’ ‘growable’ weapons.
Weight: 7 lbs
MDC: 35
Range:(Fire Marbles) 350 ft
Damage:(Fire Marbles)5D4 SDC at the moment of impact, 5D4 additional SDC per melee round, for 1d4 minutes (Damage becomes MD in MDC realms).
Rate of Fire: Single shot, ECHH
Payload:(Fire Marbles) 20 PPE for 6 marbles/shots
Up to 36 shots can be stored in the underbarrel magazine.
Stored in marble form for one week, but burns out within 1D4 minutes after it is activated.
PPE Capacity:(Medium)----200 PPE battery capacity; recharges at 2 PPE per hour, 10 PPE/hour at a leyline, 20 PPE/hour on a nexus or in a dimensional pyramid
Note: The user can pump his or her own PPE or ISP into the weapon to recharge it an emergency, but at DOUBLE the above listed PPE cost(x4 if ISP; so 10 PPE battery shot takes 20 PPE/40 ISP to manually recharge)
Special Features:
*Folding/Detachable Buttstock
*Folding/Forward Handhold(under the barrel)
*Top Sight/Scope Rail
*PPE Clip Adapter----Developed to address the shortcoming of the Regenerator-series in that once the PPE reservoir is exhausted, the weapon is essentially useless until the crystal recharges or a mage or psychic pumps in their own PPE/ISP. This handy device clips to the cylinder, saddle-stye, and allows the weapon to draw from an attached PS- or allied-manufacture PPE clip. Note that the Regenerator cannot RECHARGE an attached empty PPE clip; the power draw is strictly one-way.
Cost: 270,000 credits
Options:
*Laser Spotsight----Underbarrel laser spot attachment. +1 to strike. Cost: 400 credits
*Mystic Marksmanship(3 PPE for a single shot)---Gives a +3 to an aimed or called shot. Cost: 9,000 credits (A popular option with collectors who want to get the most out of their expensive acquisition, even if they are not themselves good shots)
*Safety Bonding---This insures that the weapon can ONLY be used by specific people. Using a ritual performed in-shop which requires all the people to be trusted with the weapon be present to contribute a single drop of blood that is pressed into the grip in the ritual, the weapon is effectively ‘safed' and will fire ONLY for those people.
(GALtd doesn’t advertise it, but the system isn’t ENTIRELY foolproof; there’s a 25% chance that people with a close genetic/magical similarity to the bonded people---immediate children, siblings, doppelgangers, or clones---can also use the weapon. )
Cost: 30,000 credits per person bonded to the weapon. Up to four people can be ‘impressed’ on the weapon.
*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
*Scatter-Fire---This consists of a muzzle brake-like device that contains a pattern of ectoplasm-infused wires that, with a twist of a ring around the gun muzzle, extend across the bore and break the outgoing marble into a buckshot-like burst. This does 2d4 SDC/MD to a 10 ft wide area, 2d4 per melee for 1d4 minutes, and reduces range to 150 ft. Cost: 7,000 credits.
*Air Pressure Enhancement(TW)---Use of the Wind Rush spell to create a reservoir of compressed air. 10 PPE gets a melee’s worth of shots pushed by mystic air pressure channeled through the narrowing and pressurizing confines of the weapon’s barrel. Range is boosted to 2,500 ft. Cost: 80,000 credits.
*Munitions Enhancement(TW): Fuel Flame--- This add-on ‘supercharges’ the fire marbles to burn longer and spread out more; pumping an additional 3 PPE into a marble gives it a 2 ft burn diameter, and +1 to damage. Cost: 27,000 credits
*Munitions Enhancement(TW): Flare Light--- The Fire Marble burns like a flare with the application of 1 PPE per rd, illuminating a 15 ft radius for up to an hour(well after the fire has guttered out of damaging energy). Cost: 6,000 credits
*Munitions Enhancement(TW): Smoke/Ash Pot---The application of a little extra PPE causes the Fire Marble fire to sputter and gutter, generating a thick hot smoke that blinds and burns similar to the spell Cloud of Ash. 90 ft range, covers a 30 ft diameter, persists for 4 melee rounds/1 minute. PPE Cost: 3 PPE per blast. Cost: 30,000 credits
PS/Wul- TWR14 ‘Frostbite’ Ice Rifle
(based on the Frost Marbles spell created by 13eowulf)
(aka ‘Chill-Kill’, ‘Numbinator’)
“This is what comes of PS’s magic division combing the backrealms for obscure magic, then apply it to their production lines. And this one’s a doozy. You may not think cold can do much damage, but this is super-low cryogenic cold. I’ve seen Plasticman armor rated for space embrittle and shatter after being hit repeatedly with these chillers. Worse, enough cold carried over that the poor bastard in the suit got a whiff of supercooled vapor drawn through his air system and into his lungs. Not enough to turn his lungs into red ice, but enough to burn his sinuses and throat something bad. Medtech that got to work on him compared it to gargling with dry ice. Ouch to say the least.”
---Petow Dinnsingr, Professional Gunman, “Chindow’s Cutthroats’ mercenary group.
The ‘Frostbite’ is another magic projectile weapon that shares the same frame and operating principles as the PS/Wul-TWR13 ‘Agniter’ Fire Rifle(the two were developed together). The weapon resembles a pump-action shotgun, but uses a PPE crystal in the stock to generate magic cryogenic ammunition that is stored in the insulated under-barrel cylindrical magazine. Working the slide loads a Frost Marble into the weapon’s chamber, and the projectile can be fired off.
As with the Fire Marble rifle, the Frost Marble Rifle can generate ammunition ahead of time, allowing soldiers to build up a full magazine, or even generate surplus rounds that can be removed from the rifle and used for other purposes. The one week shelf-life of the generated ammo is unusual for a (magic) energy weapon, and those issued the -TWR14 are just now beginning to innovate around this aspect of the weapon.
The PS/Wul-TWR14 is distinguished from the related PS/Wul-TWR13 by the thick insulation on the magazine of the former, and often by the blue highlights to the styling.
As with its sister design, the -TWR14 is finding favor with wilderness types and long-duration recon/espionage/exploration groups. Only the short range and active(detectable) magic signature of the weapon keep it from being more popular as a field weapon.
Weight: 7 lbs
MDC: 35
Range:(Frost Marbles) 350 ft
Damage:
(Frost Marbles)3D4 SDC at the moment of impact 2D6 additional SDC per melee round (Damage becomes MD in MDC realms), plus numbness penalties. Upon impact, the frost inside erupts like a flash-freeze, covering the surface body of its target in frost. It freezes without moisture (water, humidity, fog, other liquids or mists) for 1D4 minutes and then vanishes. The magic frost burns (yes ‘burns’) for 1D4 minutes or until extinguished. It can be thawed out magically, or by deliberately exposing the affected area to a heat source (including applied friction, fire, warmed towels, etc.). The use of water to thaw the frost hurts, creates additional thicker frost (momentarily), and inflicts 2D4 SDC (MD in MDC environments) freezing damage before the cold is thawed. If placed on or ‘stoked’ with freezable materials, these items will immediately frost over and continue to freeze (or be frozen) after the magic frost vanishes. Those struck with a Frost Marble must also make a save vs. magic or suffer from a sudden, debilitating, numbing cold. A numbed victim loses one melee attack, is -2 on initiative, -1 on all combat rolls, and speed is reduced by 5%. All penalties (except the loss of the attack) are cumulative.
Rate of Fire: Single shot, ECHH
Payload:
(Frost Marbles) 20 PPE for 6 marbles/shots
Up to 36 shots can be stored in the underbarrel magazine.
Stored in marble form for one week, but evaporates within 1D4 minutes after it is activated.
PPE Capacity:(Medium)----200 PPE battery capacity; recharges at 2 PPE per hour, 10 PPE/hour at a leyline, 20 PPE/hour on a nexus or in a dimensional pyramid
Note: The user can pump his or her own PPE or ISP into the weapon to recharge it an emergency, but at DOUBLE the above listed PPE cost(x4 if ISP; so 10 PPE battery shot takes 20 PPE/40 ISP to manually recharge)
Special Features:
*Folding/Detachable Buttstock
*Folding/Forward Handhold(under the barrel)
*Top Sight/Scope Rail
*PPE Clip Adapter----Developed to address the shortcoming of the Regenerator-series in that once the PPE reservoir is exhausted, the weapon is essentially useless until the crystal recharges or a mage or psychic pumps in their own PPE/ISP. This handy device clips to the cylinder, saddle-stye, and allows the weapon to draw from an attached PS- or allied-manufacture PPE clip. Note that the Regenerator cannot RECHARGE an attached empty PPE clip; the power draw is strictly one-way.
Cost: 270,000 credits
Options:
*Laser Spotsight----Underbarrel laser spot attachment. +1 to strike. Cost: 400 credits
*Mystic Marksmanship(3 PPE for a single shot)---Gives a +3 to an aimed or called shot. Cost: 9,000 credits (A popular option with collectors who want to get the most out of their expensive acquisition, even if they are not themselves good shots)
*Safety Bonding---This insures that the weapon can ONLY be used by specific people. Using a ritual performed in-shop which requires all the people to be trusted with the weapon be present to contribute a single drop of blood that is pressed into the grip in the ritual, the weapon is effectively ‘safed' and will fire ONLY for those people.
(GALtd doesn’t advertise it, but the system isn’t ENTIRELY foolproof; there’s a 25% chance that people with a close genetic/magical similarity to the bonded people---immediate children, siblings, doppelgangers, or clones---can also use the weapon. )
Cost: 30,000 credits per person bonded to the weapon. Up to four people can be ‘impressed’ on the weapon.
*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
*Scatter-Fire---This consists of a muzzle brake-like device that contains a pattern of ectoplasm-infused wires that, with a twist of a ring around the gun muzzle, extend across the bore and break the outgoing marble into a buckshot-like burst. This does 2d4 SDC/MD to a 10 ft wide area, 2d4 per melee for 1d4 minutes, and reduces range to 150 ft. Cost: 7,000 credits.
*Air Pressure Enhancement(TW)---Use of the Wind Rush spell to create a reservoir of compressed air. 10 PPE gets a melee’s worth of shots pushed by mystic air pressure channeled through the narrowing and pressurizing confines of the weapon’s barrel. Range is boosted to 2,500 ft. Cost: 80,000 credits.
*Munitions Enhancement(TW) Cloud of Fog---Pumping 3 PPE into a Frost Marble will cause it to sublimate into cloud of thick cold fog covering a 200 ft radius and persisting up to 10 minutes. Cost: 27,000 credits
*Munitions Enhancement(TW) Orb of Cold---Supercharging a Frost Marble with 3 additional PPE causes it to expand after firing into a more destructive Orb of Cold, doing 3d6 MD. Cost: 35,000 credits
*Munitions Enhancement(TW) Cold Light---Adding 1 PPE to a Frost Marble causes it and the ice it lays down to glow with a cold, heat-less light that illuminates a 60 ft radius and lasts 30 minutes. Great for marking pathways or tag targets. Cost: 11,000 credits
*Munitions Enhancement(TW): Northern Lights---An extra 6 PPE per shot gets an airburst that unleashes a miniature aurora. The charged up Frost Marble generates a spectacular and hypnotic light show covering a 30 ft area. Those failing a save versus magic are struck dumb, gazing at the lights, as long as the spell lasts or they aren’t attacked. Cost: 65,000 credits
(based on the Fire Marbles spell created by 13eowulf)
“You want to be smart with the Agnite; sure it does generous damage and the incendiary ammo burns for a nice long while, combat-wise, but the range is only about a hundred meters. That’s close enough that some opponents, even on fire, can close the distance, get on top of you, and set YOU on fire too. Had that happen to me with a gurgoyle that almost took me down with him. You wanna keep the range open between you and your target, or aim for a mobility kill first. If you can, aim for the legs. Hopefully, you burn the target’s legs out from under them. At the least, you slow them down while they try to protect themselves.”
---Asha Welnar, BioBorg Bodyguard.
The ‘Agniter’ is a ‘regenerator’ TW rifle resembling a pump-action shotgun or Triax Pump Rifle. A PPE crystal in the stock powers a system that produces stabilized incendiary ammunition in the form of glowing ‘marbles’ of condensed magic fire.
The -TWR13 uses a paintball-gun derived compressed air system to throw the fire marbles with considerable force. The compressed air comes from a small canister good for 100 shots before needing replacing, or, in the alternative, recharging, using the loading slide switched over to manual air compressor(in general, it takes a P.S. of 12 or better, and one APM to compress enough air for one shot). Operation is single-shot per action; Paladin Steel has been working on developing auto-feed systems capable of burst-fire, and more powerful air propulsion systems to throw the magic projectiles farther, but the engineers are currently stymied by the relative fragility of the magic marbles. The stresses and sudden shocks of machine gun-like rapid-loading and more powerful accelerations have thus far tended to prematurely detonate the marbles, so for now the slower and shorter-ranged shotgun configuration is all that’s available.
The main advantage of the Agniter is that the weapon can produce, in times of relative peace, ammunition that can be stored for later use. Though the fire marbles do not store forever, their shelf-life of one week(though some more expensive models go s long as a month) is typically enough for most soldiers and adventurers. Another advantage is that the ammo can be safely popped out of the magazine cylinder and used for other purposes.
The PS/Wul-TWR13 is distinguished from the related PS/Wul-TWR14 by the cooling discs on the magazine of the former, and often by the red accents to the styling.
Because of its versatility and ammunition independence, the Agnitor is considered by many to be a ‘wilderness’ rifle. appropriate for long sojourns or deployments away from ready resupply.
Upgrades are possible, especially ‘munitions enhancements’ that add extra qualities to the Elemental marbles, making the ‘Agnitor’ and the related ‘Frostbite’ ‘growable’ weapons.
Weight: 7 lbs
MDC: 35
Range:(Fire Marbles) 350 ft
Damage:(Fire Marbles)5D4 SDC at the moment of impact, 5D4 additional SDC per melee round, for 1d4 minutes (Damage becomes MD in MDC realms).
Rate of Fire: Single shot, ECHH
Payload:(Fire Marbles) 20 PPE for 6 marbles/shots
Up to 36 shots can be stored in the underbarrel magazine.
Stored in marble form for one week, but burns out within 1D4 minutes after it is activated.
PPE Capacity:(Medium)----200 PPE battery capacity; recharges at 2 PPE per hour, 10 PPE/hour at a leyline, 20 PPE/hour on a nexus or in a dimensional pyramid
Note: The user can pump his or her own PPE or ISP into the weapon to recharge it an emergency, but at DOUBLE the above listed PPE cost(x4 if ISP; so 10 PPE battery shot takes 20 PPE/40 ISP to manually recharge)
Special Features:
*Folding/Detachable Buttstock
*Folding/Forward Handhold(under the barrel)
*Top Sight/Scope Rail
*PPE Clip Adapter----Developed to address the shortcoming of the Regenerator-series in that once the PPE reservoir is exhausted, the weapon is essentially useless until the crystal recharges or a mage or psychic pumps in their own PPE/ISP. This handy device clips to the cylinder, saddle-stye, and allows the weapon to draw from an attached PS- or allied-manufacture PPE clip. Note that the Regenerator cannot RECHARGE an attached empty PPE clip; the power draw is strictly one-way.
Cost: 270,000 credits
Options:
*Laser Spotsight----Underbarrel laser spot attachment. +1 to strike. Cost: 400 credits
*Mystic Marksmanship(3 PPE for a single shot)---Gives a +3 to an aimed or called shot. Cost: 9,000 credits (A popular option with collectors who want to get the most out of their expensive acquisition, even if they are not themselves good shots)
*Safety Bonding---This insures that the weapon can ONLY be used by specific people. Using a ritual performed in-shop which requires all the people to be trusted with the weapon be present to contribute a single drop of blood that is pressed into the grip in the ritual, the weapon is effectively ‘safed' and will fire ONLY for those people.
(GALtd doesn’t advertise it, but the system isn’t ENTIRELY foolproof; there’s a 25% chance that people with a close genetic/magical similarity to the bonded people---immediate children, siblings, doppelgangers, or clones---can also use the weapon. )
Cost: 30,000 credits per person bonded to the weapon. Up to four people can be ‘impressed’ on the weapon.
*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
*Scatter-Fire---This consists of a muzzle brake-like device that contains a pattern of ectoplasm-infused wires that, with a twist of a ring around the gun muzzle, extend across the bore and break the outgoing marble into a buckshot-like burst. This does 2d4 SDC/MD to a 10 ft wide area, 2d4 per melee for 1d4 minutes, and reduces range to 150 ft. Cost: 7,000 credits.
*Air Pressure Enhancement(TW)---Use of the Wind Rush spell to create a reservoir of compressed air. 10 PPE gets a melee’s worth of shots pushed by mystic air pressure channeled through the narrowing and pressurizing confines of the weapon’s barrel. Range is boosted to 2,500 ft. Cost: 80,000 credits.
*Munitions Enhancement(TW): Fuel Flame--- This add-on ‘supercharges’ the fire marbles to burn longer and spread out more; pumping an additional 3 PPE into a marble gives it a 2 ft burn diameter, and +1 to damage. Cost: 27,000 credits
*Munitions Enhancement(TW): Flare Light--- The Fire Marble burns like a flare with the application of 1 PPE per rd, illuminating a 15 ft radius for up to an hour(well after the fire has guttered out of damaging energy). Cost: 6,000 credits
*Munitions Enhancement(TW): Smoke/Ash Pot---The application of a little extra PPE causes the Fire Marble fire to sputter and gutter, generating a thick hot smoke that blinds and burns similar to the spell Cloud of Ash. 90 ft range, covers a 30 ft diameter, persists for 4 melee rounds/1 minute. PPE Cost: 3 PPE per blast. Cost: 30,000 credits
PS/Wul- TWR14 ‘Frostbite’ Ice Rifle
(based on the Frost Marbles spell created by 13eowulf)
(aka ‘Chill-Kill’, ‘Numbinator’)
“This is what comes of PS’s magic division combing the backrealms for obscure magic, then apply it to their production lines. And this one’s a doozy. You may not think cold can do much damage, but this is super-low cryogenic cold. I’ve seen Plasticman armor rated for space embrittle and shatter after being hit repeatedly with these chillers. Worse, enough cold carried over that the poor bastard in the suit got a whiff of supercooled vapor drawn through his air system and into his lungs. Not enough to turn his lungs into red ice, but enough to burn his sinuses and throat something bad. Medtech that got to work on him compared it to gargling with dry ice. Ouch to say the least.”
---Petow Dinnsingr, Professional Gunman, “Chindow’s Cutthroats’ mercenary group.
The ‘Frostbite’ is another magic projectile weapon that shares the same frame and operating principles as the PS/Wul-TWR13 ‘Agniter’ Fire Rifle(the two were developed together). The weapon resembles a pump-action shotgun, but uses a PPE crystal in the stock to generate magic cryogenic ammunition that is stored in the insulated under-barrel cylindrical magazine. Working the slide loads a Frost Marble into the weapon’s chamber, and the projectile can be fired off.
As with the Fire Marble rifle, the Frost Marble Rifle can generate ammunition ahead of time, allowing soldiers to build up a full magazine, or even generate surplus rounds that can be removed from the rifle and used for other purposes. The one week shelf-life of the generated ammo is unusual for a (magic) energy weapon, and those issued the -TWR14 are just now beginning to innovate around this aspect of the weapon.
The PS/Wul-TWR14 is distinguished from the related PS/Wul-TWR13 by the thick insulation on the magazine of the former, and often by the blue highlights to the styling.
As with its sister design, the -TWR14 is finding favor with wilderness types and long-duration recon/espionage/exploration groups. Only the short range and active(detectable) magic signature of the weapon keep it from being more popular as a field weapon.
Weight: 7 lbs
MDC: 35
Range:(Frost Marbles) 350 ft
Damage:
(Frost Marbles)3D4 SDC at the moment of impact 2D6 additional SDC per melee round (Damage becomes MD in MDC realms), plus numbness penalties. Upon impact, the frost inside erupts like a flash-freeze, covering the surface body of its target in frost. It freezes without moisture (water, humidity, fog, other liquids or mists) for 1D4 minutes and then vanishes. The magic frost burns (yes ‘burns’) for 1D4 minutes or until extinguished. It can be thawed out magically, or by deliberately exposing the affected area to a heat source (including applied friction, fire, warmed towels, etc.). The use of water to thaw the frost hurts, creates additional thicker frost (momentarily), and inflicts 2D4 SDC (MD in MDC environments) freezing damage before the cold is thawed. If placed on or ‘stoked’ with freezable materials, these items will immediately frost over and continue to freeze (or be frozen) after the magic frost vanishes. Those struck with a Frost Marble must also make a save vs. magic or suffer from a sudden, debilitating, numbing cold. A numbed victim loses one melee attack, is -2 on initiative, -1 on all combat rolls, and speed is reduced by 5%. All penalties (except the loss of the attack) are cumulative.
Rate of Fire: Single shot, ECHH
Payload:
(Frost Marbles) 20 PPE for 6 marbles/shots
Up to 36 shots can be stored in the underbarrel magazine.
Stored in marble form for one week, but evaporates within 1D4 minutes after it is activated.
PPE Capacity:(Medium)----200 PPE battery capacity; recharges at 2 PPE per hour, 10 PPE/hour at a leyline, 20 PPE/hour on a nexus or in a dimensional pyramid
Note: The user can pump his or her own PPE or ISP into the weapon to recharge it an emergency, but at DOUBLE the above listed PPE cost(x4 if ISP; so 10 PPE battery shot takes 20 PPE/40 ISP to manually recharge)
Special Features:
*Folding/Detachable Buttstock
*Folding/Forward Handhold(under the barrel)
*Top Sight/Scope Rail
*PPE Clip Adapter----Developed to address the shortcoming of the Regenerator-series in that once the PPE reservoir is exhausted, the weapon is essentially useless until the crystal recharges or a mage or psychic pumps in their own PPE/ISP. This handy device clips to the cylinder, saddle-stye, and allows the weapon to draw from an attached PS- or allied-manufacture PPE clip. Note that the Regenerator cannot RECHARGE an attached empty PPE clip; the power draw is strictly one-way.
Cost: 270,000 credits
Options:
*Laser Spotsight----Underbarrel laser spot attachment. +1 to strike. Cost: 400 credits
*Mystic Marksmanship(3 PPE for a single shot)---Gives a +3 to an aimed or called shot. Cost: 9,000 credits (A popular option with collectors who want to get the most out of their expensive acquisition, even if they are not themselves good shots)
*Safety Bonding---This insures that the weapon can ONLY be used by specific people. Using a ritual performed in-shop which requires all the people to be trusted with the weapon be present to contribute a single drop of blood that is pressed into the grip in the ritual, the weapon is effectively ‘safed' and will fire ONLY for those people.
(GALtd doesn’t advertise it, but the system isn’t ENTIRELY foolproof; there’s a 25% chance that people with a close genetic/magical similarity to the bonded people---immediate children, siblings, doppelgangers, or clones---can also use the weapon. )
Cost: 30,000 credits per person bonded to the weapon. Up to four people can be ‘impressed’ on the weapon.
*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
*Scatter-Fire---This consists of a muzzle brake-like device that contains a pattern of ectoplasm-infused wires that, with a twist of a ring around the gun muzzle, extend across the bore and break the outgoing marble into a buckshot-like burst. This does 2d4 SDC/MD to a 10 ft wide area, 2d4 per melee for 1d4 minutes, and reduces range to 150 ft. Cost: 7,000 credits.
*Air Pressure Enhancement(TW)---Use of the Wind Rush spell to create a reservoir of compressed air. 10 PPE gets a melee’s worth of shots pushed by mystic air pressure channeled through the narrowing and pressurizing confines of the weapon’s barrel. Range is boosted to 2,500 ft. Cost: 80,000 credits.
*Munitions Enhancement(TW) Cloud of Fog---Pumping 3 PPE into a Frost Marble will cause it to sublimate into cloud of thick cold fog covering a 200 ft radius and persisting up to 10 minutes. Cost: 27,000 credits
*Munitions Enhancement(TW) Orb of Cold---Supercharging a Frost Marble with 3 additional PPE causes it to expand after firing into a more destructive Orb of Cold, doing 3d6 MD. Cost: 35,000 credits
*Munitions Enhancement(TW) Cold Light---Adding 1 PPE to a Frost Marble causes it and the ice it lays down to glow with a cold, heat-less light that illuminates a 60 ft radius and lasts 30 minutes. Great for marking pathways or tag targets. Cost: 11,000 credits
*Munitions Enhancement(TW): Northern Lights---An extra 6 PPE per shot gets an airburst that unleashes a miniature aurora. The charged up Frost Marble generates a spectacular and hypnotic light show covering a 30 ft area. Those failing a save versus magic are struck dumb, gazing at the lights, as long as the spell lasts or they aren’t attacked. Cost: 65,000 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
------------
- taalismn
- Priest
- Posts: 48001
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Thanks again to Iczer and Mr. Scorpio for their Powers.
COBALT EPIC----Metal Manipulation Bio-Mod
(PU2 budget of 10 million per operative)
“Paladin Steel always prided itself on having, on average, GOOD engineers; it makes sense that they would actively seek to make BETTER engineers, with the ultimate objective of producing SUPERIOR engineers.”
“Great! I’ve been looking for one of these! A Van Hozmer Omni-Fueler with Supercharger! I fuse it directly with the frame, I can shave a few dozen pounds of weight in separate fasteners! Lady, when I’m done with your car, it’s going to be one sweet beast!”
“’What if she picks the locks?’ I’m not worried about that at all. I custom-made that restraint gear and the locking mechanisms with her in mind. No, she can try picking those things all day and not get anywhere....because they don’t do anything; I just welded them all shut.”
COBALT EPIC is a bio-mod package specifically aimed at amping engineers, specifically metal and material workers. With contact with mechanically-inclined species such as the Malvorans, Trimadore, and the Men-Rall, or magically-proficient engineers like the Spriggan, human and other more ‘mundane’ species were feeling a little overwhelmed by others who were better at fixing their technology than they were. COBALT EPIC and similar bio-mds are meant to bring up the average and give PS and the GNE an even more skilled labor force.
COBALT EPIC augments use an enhanced version of the internal subcutaneous mesh network common to other Class IV augs, but with extendable nano-constructors that can restructure matter to the person’s will. Even more impressive is the ability to, at higher levels of expertise, create armored exoskeletons and even robot assistants(‘clones’ of the augment). To accomplish this, PS bio-engineers pushed the limits of bio-computing; the installed bio-AI that is meshed with the recipient’s own mind amplifies the potential of the nervous system and higher cognitive functions to a degree that even some PS scientists find ‘spooky’. Using advanced nanotech and implanted AI-interface systems perfected during the development of the BINAS, the COBALT EPIC aug can exercise an amazing degree of control over the internal colonies of industrial nanites, aided by a database of technical and engineering information. The overt result of these mental changes is the ability to direct cybertendrils and nanotubules to perform molecular re-engineering quickly and efficiently, doing such miracles as fusing normally incompatible materials as metals and ceramics, and transmuting substances effectively ‘on the fly’.
The downside of COBALT EPIC is that some of the repairs and constructions of these amped engineers can only be repaired or duplicated by other COBALT EPIC augments, or by very sophisticated(and expensive) equipment not readily available in the field. This has led to work done by the bio-mods sometimes being confused by others with work done by magic kobolds, with regards to rarity and difficulty. COBALT EPIC work is also often mistaken for the work of psi-mechanics, as the bio-augs seem to have an almost psychic ability to intuit mechanical and electrical function, and create new systems whole-cloth from seemingly nothing but the basics.
Powers/Abilities:
Gadgetry: [Major] by Iczer
The character can create complex mechanical and electrical objects out of raw or basic materials.
1) Assembly. As long as the character has the appropriate amount of raw matter available, he may assemble any object he has memorized (see below). This process takes 1 minute for every 25 lbs of object required. If the available raw matter is particulate, such as sand, then the time is halved. If it is of an incompatible material (such as trying to make an automobile out of cardboard and wood) the time is doubled or more (GM discretion if at all possible). The matter used for assembly must be within 10 feet of the character, and the assembled item appears within 10 feet of the character. The item lasts for 1 minute per level, but may last indefinitely as long as the character concentrates. After the item is dismissed, it dissolves back into its component parts.
2) Memorization: The character can memorize an item by touching it for 1 minute and concentrating. He can memorize objects that mass no greater than 1,000l bs per level. The character can memorize as many items as his IQ, plus one extra per level.
3) Improvisation: The character can make alterations to an object as he assembles it, if he has the skills and the time. An altered object takes 4 times longer to build, and has a success rate of 30% +4% per level, or as per conventional mechanical and electrical skills. The alterations are usually only superficial (+10% to skill) or very minor (such as a change in layout). With this a character could take a modified Porsche, and turn it into a different colour (+10% to skill) change it into a slightly different model of Porsche (+0% to skill) or make it a different vehicle (-50% to skill). Likewise the character could alter the type of gun he has.
4) Repair: The character can also use this to repair machinery, even basic tools. The character requires one minute of concentration for every D6 of damage he repairs to an item. After one minute per level, there is a 30% chance that the repairs undo themselves.
*Techno-Transmutation (Major) by Mr. Scorpio
The character has the ability to restructure metal, plastic and even glass into almost any form he desires. Much like the Alter Limbs power this can be used to create working machines and even weapons as long as the character possesses the appropriate skills. Simple mechanical devices that do not require an outside power source (i.e. hand tools, most guns, etc.) will work normally for anyone while those items that do require a power source to work (electric screwdriver, drill, etc.) will operate normally only in the hands of the character who created them unless he has access to some form of independent power source (battery packs, E-Cells, etc.). While characters with this power can create anything they possess the skills to build they seem to have a natural ability to create mechanical replicas of their own bodies. At higher levels this allows them to create powered exoskeletons and even robotic duplicates.
Range: Touch
Attacks per Melee: Transmuting materials uses one attack/action per every 100 lbs.
Weight Limitations: 200 lbs. + 50 lbs. Per level of experience.
Available at 1st level and beyond:
Item/Material Needed
*Hand Tools/3-7 lbs.
*Ancient Weapons/same as individual weapons
*Pistol/2-5 lbs.
*Rifle/5-10 lbs.
*Metal Armor (AR: 15, SDC: 75)/50 lbs.
*Power Tools/5-10 lbs.
Available at 3rd level and beyond:
Item/Material Needed
*Light Powered Exoskeleton (+5 to PS, +10% to Spd, AR:12 and 25 SDC)/250 lbs.
Available at 6th level and beyond:
Item/Material Needed
*Heavy Powered Exoskeleton (+10 to PS, +20% to Spd, AR:15 and 75 SDC)/400 lbs.
*Robotic Duplicate (Attributes identical to character, but lacks their skills)/Twice the character’s weight. The duplicate is essentially a drone that can be remotely controlled, line of sight, by the character, or given simple instructions(“Pick that up, take it over there”). Normal battery life is equal to the character’s P.E. in hours, but can be fitted with alternative power sources if available.
*Other Bonuses & Abilities: +15% to all electrical and mechanical skills
-Fuse/Weld (minor) by Taalismn
This power allows the superbeing to molecularly weld nonliving materials together with a touch, even normally incompatible materials like metal and fabric. Materials held in the hand can be touched to another object or surface and stuck there, or, if the material is electrically conductive, like a metal chain, the effect can be carried down the length of the chain to fuse at the end to something(in this example, the superbeing can selectively fuse parts of the chain, welding all the links together into a solid rod, or just the end). Bonding is instantaneous.
The downside of this power is that the superbeing cannot so easily UNbond objects they’ve previously fused together; reversing the power will take 1d4 minutes to carefully undo, without damaging the materials so welded together.
Range: Touch
Duration: The superbeing must declare at the onset when using this power how long the bond will last; a melee, a minute, an hour(or any increments thereof) or a permanent weld/bond.
-Extraordinary Physical Endurance(Minor)---The COBALT EPIC mod qualifies as Class IV by making the recipient a minor megadamage being, via an intermesh through the person’s body, supporting them, reinforcing joints and muscles, and creating a damage-resistant energy armor. The enhanced P.E. also protects the recipient against magic and poisons.
*Fatigues at 1/10th normal rate
*+1d6+5 P.E.
*Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience.
-Physical Transformation---The recipient of a COBALT EPIC aug is physically optimized; +1d4 P.E., +1d6 P.B., +1d6 SPD, +2d6 Hit Points, +4d6 SDC, and +1d6 to P.S., plus it is considered to be Extraordinary.
-Mind/Body Attunement---The recipient’s nervous system is amped to be more in tune with themselves; +1 APM, +2 on initiative, +4 save versus Horror Factor, +1 save versus poison and disease, and +2 save versus possession.
-Enhanced Immune System---COBALT EPICs need to be protected against the various industrial chemicals and metals that they work with and around, so their immune systems are improved to fight off metal poisoning and toxins. They heal faster, too, as injuries are a common hazard working with heavy machinery and construction equipment. Heals twice as fast, +8 save vs disease, +5 save vs poisons/toxins, +3 save vs Bio-manipulation type attacks, and even on a failed save, these attacks have HALF effect.
-Bio-Sensors---A product of the MIT Forest’s bio-techs, these are special techno-organs that enhance the aug’s senses. COBALT EPICs carry an internal sensor suite useful for their workshop and engineering duties
@ Motion Detector----Constant awareness of their environment and motion around them in a 10 ft radius. +1 to parry and dodge.
@ Radiation Detector----The aug will become immediately aware of any rises in radiation in a 50 ft area around them
@ Thermal Imaging---The aug can ‘see’ or otherwise sense hotspots in their environment
@ Rangefinding and Measurement---The aug can gauge distances out to 2,000 ft and down to 0.5mm by sight instantly.
Total bonuses:
*Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience. Also convert HP and SDC to MDC.
+2d6 Hit Points
+4d6 SDC
+1d6 to P.S., plus is considered to be Extraordinary
+1d6+1d4 +5 P.E.
*Fatigues at 1/10th normal rate
+1d6 P.B.
+1d6 SPD
+1 APM
+2 Initiative
+1 Parry
+1 Dodge
+4 save versus Horror Factor
+6 save versus poison
+9 save vs disease
+2 save versus possession.
+3 save vs Bio-manipulation
+15% to all electrical and mechanical skills
COBALT EPIC----Metal Manipulation Bio-Mod
(PU2 budget of 10 million per operative)
“Paladin Steel always prided itself on having, on average, GOOD engineers; it makes sense that they would actively seek to make BETTER engineers, with the ultimate objective of producing SUPERIOR engineers.”
“Great! I’ve been looking for one of these! A Van Hozmer Omni-Fueler with Supercharger! I fuse it directly with the frame, I can shave a few dozen pounds of weight in separate fasteners! Lady, when I’m done with your car, it’s going to be one sweet beast!”
“’What if she picks the locks?’ I’m not worried about that at all. I custom-made that restraint gear and the locking mechanisms with her in mind. No, she can try picking those things all day and not get anywhere....because they don’t do anything; I just welded them all shut.”
COBALT EPIC is a bio-mod package specifically aimed at amping engineers, specifically metal and material workers. With contact with mechanically-inclined species such as the Malvorans, Trimadore, and the Men-Rall, or magically-proficient engineers like the Spriggan, human and other more ‘mundane’ species were feeling a little overwhelmed by others who were better at fixing their technology than they were. COBALT EPIC and similar bio-mds are meant to bring up the average and give PS and the GNE an even more skilled labor force.
COBALT EPIC augments use an enhanced version of the internal subcutaneous mesh network common to other Class IV augs, but with extendable nano-constructors that can restructure matter to the person’s will. Even more impressive is the ability to, at higher levels of expertise, create armored exoskeletons and even robot assistants(‘clones’ of the augment). To accomplish this, PS bio-engineers pushed the limits of bio-computing; the installed bio-AI that is meshed with the recipient’s own mind amplifies the potential of the nervous system and higher cognitive functions to a degree that even some PS scientists find ‘spooky’. Using advanced nanotech and implanted AI-interface systems perfected during the development of the BINAS, the COBALT EPIC aug can exercise an amazing degree of control over the internal colonies of industrial nanites, aided by a database of technical and engineering information. The overt result of these mental changes is the ability to direct cybertendrils and nanotubules to perform molecular re-engineering quickly and efficiently, doing such miracles as fusing normally incompatible materials as metals and ceramics, and transmuting substances effectively ‘on the fly’.
The downside of COBALT EPIC is that some of the repairs and constructions of these amped engineers can only be repaired or duplicated by other COBALT EPIC augments, or by very sophisticated(and expensive) equipment not readily available in the field. This has led to work done by the bio-mods sometimes being confused by others with work done by magic kobolds, with regards to rarity and difficulty. COBALT EPIC work is also often mistaken for the work of psi-mechanics, as the bio-augs seem to have an almost psychic ability to intuit mechanical and electrical function, and create new systems whole-cloth from seemingly nothing but the basics.
Powers/Abilities:
Gadgetry: [Major] by Iczer
The character can create complex mechanical and electrical objects out of raw or basic materials.
1) Assembly. As long as the character has the appropriate amount of raw matter available, he may assemble any object he has memorized (see below). This process takes 1 minute for every 25 lbs of object required. If the available raw matter is particulate, such as sand, then the time is halved. If it is of an incompatible material (such as trying to make an automobile out of cardboard and wood) the time is doubled or more (GM discretion if at all possible). The matter used for assembly must be within 10 feet of the character, and the assembled item appears within 10 feet of the character. The item lasts for 1 minute per level, but may last indefinitely as long as the character concentrates. After the item is dismissed, it dissolves back into its component parts.
2) Memorization: The character can memorize an item by touching it for 1 minute and concentrating. He can memorize objects that mass no greater than 1,000l bs per level. The character can memorize as many items as his IQ, plus one extra per level.
3) Improvisation: The character can make alterations to an object as he assembles it, if he has the skills and the time. An altered object takes 4 times longer to build, and has a success rate of 30% +4% per level, or as per conventional mechanical and electrical skills. The alterations are usually only superficial (+10% to skill) or very minor (such as a change in layout). With this a character could take a modified Porsche, and turn it into a different colour (+10% to skill) change it into a slightly different model of Porsche (+0% to skill) or make it a different vehicle (-50% to skill). Likewise the character could alter the type of gun he has.
4) Repair: The character can also use this to repair machinery, even basic tools. The character requires one minute of concentration for every D6 of damage he repairs to an item. After one minute per level, there is a 30% chance that the repairs undo themselves.
*Techno-Transmutation (Major) by Mr. Scorpio
The character has the ability to restructure metal, plastic and even glass into almost any form he desires. Much like the Alter Limbs power this can be used to create working machines and even weapons as long as the character possesses the appropriate skills. Simple mechanical devices that do not require an outside power source (i.e. hand tools, most guns, etc.) will work normally for anyone while those items that do require a power source to work (electric screwdriver, drill, etc.) will operate normally only in the hands of the character who created them unless he has access to some form of independent power source (battery packs, E-Cells, etc.). While characters with this power can create anything they possess the skills to build they seem to have a natural ability to create mechanical replicas of their own bodies. At higher levels this allows them to create powered exoskeletons and even robotic duplicates.
Range: Touch
Attacks per Melee: Transmuting materials uses one attack/action per every 100 lbs.
Weight Limitations: 200 lbs. + 50 lbs. Per level of experience.
Available at 1st level and beyond:
Item/Material Needed
*Hand Tools/3-7 lbs.
*Ancient Weapons/same as individual weapons
*Pistol/2-5 lbs.
*Rifle/5-10 lbs.
*Metal Armor (AR: 15, SDC: 75)/50 lbs.
*Power Tools/5-10 lbs.
Available at 3rd level and beyond:
Item/Material Needed
*Light Powered Exoskeleton (+5 to PS, +10% to Spd, AR:12 and 25 SDC)/250 lbs.
Available at 6th level and beyond:
Item/Material Needed
*Heavy Powered Exoskeleton (+10 to PS, +20% to Spd, AR:15 and 75 SDC)/400 lbs.
*Robotic Duplicate (Attributes identical to character, but lacks their skills)/Twice the character’s weight. The duplicate is essentially a drone that can be remotely controlled, line of sight, by the character, or given simple instructions(“Pick that up, take it over there”). Normal battery life is equal to the character’s P.E. in hours, but can be fitted with alternative power sources if available.
*Other Bonuses & Abilities: +15% to all electrical and mechanical skills
-Fuse/Weld (minor) by Taalismn
This power allows the superbeing to molecularly weld nonliving materials together with a touch, even normally incompatible materials like metal and fabric. Materials held in the hand can be touched to another object or surface and stuck there, or, if the material is electrically conductive, like a metal chain, the effect can be carried down the length of the chain to fuse at the end to something(in this example, the superbeing can selectively fuse parts of the chain, welding all the links together into a solid rod, or just the end). Bonding is instantaneous.
The downside of this power is that the superbeing cannot so easily UNbond objects they’ve previously fused together; reversing the power will take 1d4 minutes to carefully undo, without damaging the materials so welded together.
Range: Touch
Duration: The superbeing must declare at the onset when using this power how long the bond will last; a melee, a minute, an hour(or any increments thereof) or a permanent weld/bond.
-Extraordinary Physical Endurance(Minor)---The COBALT EPIC mod qualifies as Class IV by making the recipient a minor megadamage being, via an intermesh through the person’s body, supporting them, reinforcing joints and muscles, and creating a damage-resistant energy armor. The enhanced P.E. also protects the recipient against magic and poisons.
*Fatigues at 1/10th normal rate
*+1d6+5 P.E.
*Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience.
-Physical Transformation---The recipient of a COBALT EPIC aug is physically optimized; +1d4 P.E., +1d6 P.B., +1d6 SPD, +2d6 Hit Points, +4d6 SDC, and +1d6 to P.S., plus it is considered to be Extraordinary.
-Mind/Body Attunement---The recipient’s nervous system is amped to be more in tune with themselves; +1 APM, +2 on initiative, +4 save versus Horror Factor, +1 save versus poison and disease, and +2 save versus possession.
-Enhanced Immune System---COBALT EPICs need to be protected against the various industrial chemicals and metals that they work with and around, so their immune systems are improved to fight off metal poisoning and toxins. They heal faster, too, as injuries are a common hazard working with heavy machinery and construction equipment. Heals twice as fast, +8 save vs disease, +5 save vs poisons/toxins, +3 save vs Bio-manipulation type attacks, and even on a failed save, these attacks have HALF effect.
-Bio-Sensors---A product of the MIT Forest’s bio-techs, these are special techno-organs that enhance the aug’s senses. COBALT EPICs carry an internal sensor suite useful for their workshop and engineering duties
@ Motion Detector----Constant awareness of their environment and motion around them in a 10 ft radius. +1 to parry and dodge.
@ Radiation Detector----The aug will become immediately aware of any rises in radiation in a 50 ft area around them
@ Thermal Imaging---The aug can ‘see’ or otherwise sense hotspots in their environment
@ Rangefinding and Measurement---The aug can gauge distances out to 2,000 ft and down to 0.5mm by sight instantly.
Total bonuses:
*Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience. Also convert HP and SDC to MDC.
+2d6 Hit Points
+4d6 SDC
+1d6 to P.S., plus is considered to be Extraordinary
+1d6+1d4 +5 P.E.
*Fatigues at 1/10th normal rate
+1d6 P.B.
+1d6 SPD
+1 APM
+2 Initiative
+1 Parry
+1 Dodge
+4 save versus Horror Factor
+6 save versus poison
+9 save vs disease
+2 save versus possession.
+3 save vs Bio-manipulation
+15% to all electrical and mechanical skills
-------------
"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: 48001
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
‘Phxemp Reengs’: Paladin Steel Phoenix Empire Knockoffs: Nasicorn, Scolii, and Shamal High Speed Hovercraft
“One gets the impression, from some of these reverse-engineering projects, that, had Paladin Steel been around during Pre-Rifts Earth’s World War Two, they’d have figured out to improve on Germany’s Messerschmitts and sold them to the Allies.”
---Anonymous Lazlo scholar, on the Phxemp Reengs.
“I don’t see why we get all the bad press for ‘copyright violations’; companies like Paladin Steel are the REAL knockoff producers. They’ve been quietly ripping off legitimate companies like ourselves and getting away with it for decades! ‘Reverse-engineering’? HA! Blatant tech theft is more like it! How many of their designs are really entirely their own and how many are copies and adaptations of somebody else’s work? Yeah, I thought so too.”
---Shabis NerOwer, Naruni Enterprises
“NerOwer, you’re just miffed that the geeners are in a better position to acquire new designs by the same process Naruni’s been using for -centuries- on the megaversal markets. The rift super-nexus that is their homeworld just makes it a lot easier when stuff virtually comes to them. Either of us would be doing the same in their place, and I’m sure you’re trying to do exactly that if your boy Shulkh can establish a more solid presence on their ‘Earth’.”
---Duyet Mankis, Head of Special Operations, ExtraDimensional Research and Marketing, Hartigal Corp(in annotation attached to an intercepted decrypted NE interoffice communiqué)
“Oh, let me count the times the Paladins have copied and improved upon their enemies’ designs and technology: from the Coalition States they copied their CCT-M20 Missile Rifle and re-branded it as the PS-MMLR-14, they took the Mrk V and made it their DL-600 Clysdale, took the Deathbringer and made it over into their Slepnir. From Triax they copied their lightning blasters. They pretty much use the Kittani as unpaid R&D, because the Paladins copied their Centaur power armor, their Hoverjet, Patrol Flyer, War Pod, Speed Pod, Hover Skimmers and Slave Raider, and improved on them. That’s the other, more subtle, aspect of how the New Yankees make war; they de-fang the mystique of their enemies’ technology by improving on it and offering it for open sale, with fewer strings attached. It’s just the Phoenix Empire’s turn to get their edge blunted and their proprietary tech put up for sale.”
---Fegar Rolless, Professor of Industrial Technology, New Lazlo University
Paladin Steel’s Office of Technology Acquisition and Recovery has far-flung operations collecting and studying technology, both terrestrial and extraterrestrial, to find new ideas to reverse-engineer and copy, or new threats to identify and counter. Through contacts in their trade partners in the New Roman Republic and locals in North Africa, OTAR has been able to acquire several examples of the Phoenix Empire’s Sand Skimmer and Sand Crawler ATVs for study and evaluation. PE engineers and military personnel found the vehicles fast and mechanically reliable, especially in desert conditions, but generally too lightly armed and armored to pose a serious threat to PS’s own line of hovertanks and armored vehicles(some thought is that the Phoenix Empire has no real techno-threats and an abundance of magic to explain its generally weak AFVs). Still, there was enough in the way of design features and concepts that Paladin Steel decided to adapt to new designs.
PS set the challenge to its up-and-coming design engineers with an eye towards having any viable designs that they came up with produced through new allied factory works. Sure enough, the engineers came up with three new vehicles based on the Sand Skimmer and Crawler, but arguably better. In general, Paladin Steel engineers refitted the designs with the ‘light but heavy’ weapons configurations familiar to their other small vehicle lines, allowing them to punch above their weight allow them to pose a serious threat to heavier tanks, robots, and vehicles.
Because the designs are still immediately recognizable for what they are, Paladin Steel has caught some flack for simply aping a foreign power, rather than develop their own indigenous designs. However. the total production of the designs accounts for only a small percentage of Paladin Steel’s total vehicle production and inventory. Furthermore, the designs, like the PS-MBT-28 ‘Vyrm Tyrannis’ Main Battle Tank and the related PS-HAPC-17 ‘Krenek’ Heavy Armored Personnel Carrier, are aesthetically different enough from Paladin Steel’s more common and known designs that the machines can be used in a number of ‘false flag’ operations.
The New Roman Republic is one of the largest buyers and users of the ‘Phexemp’ copies, using them in their ‘Africanus’ or ‘Scipio’ operations(patterned after the pre-Rifts British SAS campaigns in North Africa), in their actions against the Phoenix Empire.
(Note: Phexemp-clones deployed in the North Africa combat theater are often fitted with self-destruct charges, such as a 500 lb bomb ---4d4x10 MD to 60 ft blast radius---to keep classified equipment, sometimes the crew, and the more advanced modifications out of the hands of the Phoenix Empire. PS and the NRR have no desire to be the Dark Pharaoh’s R&D department any more than they imagine the Phxemps would like learning they’ve provided designs to their enemies)
Paladin Steel PS-HBT-36 Nasicorn High Speed Hovercraft
(aka ‘Nash’)
“The Nasicorn’s arguably a wholly Paladin machine. So many changes were made to the original Phex-emp design that, aside from the hover-and-robot-torso configuration, the two hardly share anything in common. In fact, most troopers figure the Nasicorn’s really a scaled-down Zysha assault ‘bot. The Sand Skimmer’s all arabesques and streamlining; the Nasicorn’s all angles and hardpoints. The ‘skimmer’s a speedster, while the Nasicorn’s a lumbering brick. But the Nash can DO stuff, unlike the ‘skimmer, which carries a pop-gun armament. Need to get somewhere fast, like carrying messages or running away? Skimmer’s your ride. You want a reliable platform that will help you FIGHT? The Nash is your hammer.”
The largest of the three designs produced from captured Phoenix Empire Sand Skimmers and Crawlers, and the one that reached fruition first, is the PS-PS-HBT-36, a scale-up of the Sand Skimmer, but using more readily available PS components, which greatly sped up development. The main hull of the Nasicorn is based on a GEV version of the Paladin Steel DL-600 ‘Clysdale’ Heavy 8x8 Multi-Purpose Vehicle, THAT being a heavily-modified knockoff of the Coalition States’ Mark V APC. In place of the robotics on the Sand Skimmer, the Nasicorn mounts the upper torso of a PS-T01LCRV ‘Jackalope’ Light Combat Robot, an older and much-proven battle robot still in production.
The Nasicorn is both larger and more heavily armed and armored than its Sand Skimmer ancestor/inspiration. It replaces the standard hoverjet system of the Clysdale conversion with a hybrid hover/electrostatic repulsor drive. However, where the Nasicorn doesn’t stack up well against the Sand Skimmer is in the latter’s high speed. The Mark V/Clysdale’s rear troop compartment been made smaller by the addition of the robot section and hover systems, but can still carry a squad of troops or a substantial amount of cargo(or ammunition for the robot hardpoint weapons). Some operators have even remodeled the bay into a small command/communications center or camper-style living quarters.
Because it’s perceived as being more ‘home-brewed’, the Nasicorn has found greater immediate acceptance with the GNE military, who have taken to the design readily enough.
Type: PS-HBT-36 Nasicorn
Class: High Speed Hovercraft
Crew: Minimum of 2, typically has 1-4 additional crew/gunners
MDC/Armor by Location:
Main Body 300
Reinforced Crew Compartment 100
Main Outer Hatches(3, sides and back) 100 each
Main Inner Hatches(3, sides, and back) 50 each
Headlights(4) 5 each
Hoverjets(8) 60 each
Upper Robot Torso 200
Sensor Head 90
Reinforced Crew Compartment 100
Waist Laser Turrets(2) 30
Secondary Sensor Mast 25
Upper Arms/Shoulders(2) 110 each
Missile Launcher Pods(2) 60 each
Arms(2) 140 each
Hands(2) 40 each
Height: 20 ft
Width: 15 ft
Length: 35 ft
Weight: 21 tons
Cargo: As an APC, can carry 1-10 infantry or 1-4 power armors
As an AFV, can typically carry 2 tons of ammunition and supplies, in addition to small space for crew survival gear and personal possessions
Physical Strength: Equiv. to PS 28
Powerplant: Nuclear Fusion w/ 20 year energy life
Speed:(Hoverjets) Hover to 260 MPH, 1-4 ft off the ground, and can skim above water(no more than 3 ft waves) at 80 MPH
Market Cost: 15 million credits
Systems of Note:
Standard Robot Systems, plus:
*360-degree Waist Rotation----The upper robot torso can swivel about completely on the lower hull, the better to bring its weapons to bear on the rear arc. The free arc of movement also allows the ‘bot to access the rear deck and assist in loading and heavy weapons operations.
Weapons Systems:
1) Bow Gun---Fitted to the bow is a small turret for antipersonnel and obstacle clearance, and is operated by the pilot.
a) Forward Ion Pulse-Gun
Range: 800 ft
Damage: 4d6 MD single shot
1d4x10 MD per three-shot burst
Rate of Fire: Standard
Payload: 100 shot battery for fuel cell models, effectively unlimited for nuclear-powered models. Can also use a back-up e-clip system; 30 shots short e-clip, 60 shots long e-clip
Options: Like the handgun version, the vehicle-mounted version can be similarly modified for extra effect/power:
Note: It takes a person with the Weapons Engineer skill a successful roll and about 5 minutes to install and test one of the following modules, those with the Armorer/Field Armorer skill about 10 minutes, and someone following the printed instructions about 30-45 minutes to install/swap modules.
*Ion Scatter-Shot Module---This is a barrel clip-on that turns the PSIP-2 into a short range shotgun with an area of effect blast. Reduce range to 400 ft, but does 4d6 MD to a 10 ft wide area. Cost: 5,000 credits
*Ion Booster Module---Another barrel attachment that boosts the range of the ion bolts, albeit with a small reduction in damage capability. Reduce damage to 3d6 MD, but boost range to 1,500 ft. Cost: 7,000 credits
*Ion Focal Booster Module---Aka ‘Puncher’---This barrel attachment improves the focus of the ion pulse density, improving damage at the cost of range. Reduce range to 400 ft, but up damage to 5d6 MD per shot. Cost: 5,000 credits.
*Laser Sight Module---Another underbarrel attachment, this consists of an improved laser sight that adds a bonus to strike, but the laser also creates a temporary ‘guidepath’ of disturbed/ionized air that slightly improves the striking power of the ion bolts. +2 to Strike, and +3 to damage per bolt. This can be used in conjunction with the other barrel attachments, but added damage is reduced to +2 MD. Cost: 1,000 credits
*Ion Step-Down Module---This barrel attachment, rather than increase range or power, actually ‘steps down’ the power of ion bolts into the SDC range, and modulates their effect, making the weapon in effect a ‘super-taser’(albeit it with flash-burns). An added power regulation chip allows the weapon to use less power in SDC mode. CAN be used in conjunction with the the Laser Sight Module. Switching between MD/SDC modes takes 2 actions. Popular with urban security and police units.
Range:(SDC shots) 600 ft
Damage: 1d6 SDC shock-burn. Plus, victims must make a save of 14 or better, or be -8 to strike, parry, and dodge for 2d6 melees. A savings throw versus non-lethal poison means the person is unimpaired. 25% chance of knocking out unshielded cybernetics for 1d4 melees.
Payload: One MD shot equals 10 SDC shots
Cost: 4,000 credits
b)12.7mm PS-MRG03 Snub-nose Short Gatling Gun
Range: 2,000 ft
Damage: 1D6 MD single round, 1D6x10 MD per 10 round burst,
2D6x10 +60 per Full Melee Burst of 40 rounds
Rate of Fire: EGCHH
Payload: 1,000 rounds
Cost: 36,000 credits
c) Pulse Laser
Range: 2,500 ft
Damage: 3d6 MD single shot. 6d6 MD per double blast
Rate of Fire: EPCHH
Payload: Effectively unlimited
2) Twin Waist Pulse Lasers---These are similar to the T-002 Laser Ball Turrets mounted on the Titan Light Combat Robot in both design and mounting, but have slightly better range. Both lasers have a 90 degree arc of fire.
Range: 2,500 ft
Damage: 3d6 MD single shot. 6d6 MD per double blast
Rate of Fire: EPCHH
Payload: Effectively unlimited
3)Backpack Missile Pods(2)---These two pack launchers can be configured to hold a variety of missiles, from mini-missiles to medium range types.
Range: Varies
Damage: Varies
Rate of Fire: Volleys of 1,2, or 5
Payload: 20 mini-missiles, or 10 short range missiles, or 6 medium range missiles per pod. Can also hold 8 PS ‘Black Talon’ L-SAMs.
4)Plasma Sabers(2)---Housed on the Jackalope in each thigh compartment/holster, but moved to farings in the upper hull of the Nasicorn, is a short-range plasma arc, that snaps out of its armored holster into the hand of the 'bot. Using a small startup supply of reaction-gas, the plasma saber's heating coils superheat the gas to plasma temperatures, then push it out thru a rapidly-degenerating magnetic confinement field to form a plasma plume or "saber". Once lit, the saber uses local atmospheric gases,
drawn in through the hollow pommel, and heated by coils powered from induction coils in the bot's hand, to keep the reaction going.
Range: 12 ft melee range
Damage: 2d4x10 MD per strike
Rate of Fire: EPCHH
Payload: Unlimited
5) Arm Mount Hardpoints(2)---Each arm has a hardpoint capable of accepting an external weapon, including any of Paladin Steel's MEWS modules). Unlike the original Jackalope which could only carry one arm weapon, however, BOTH of the Nasicorn’s arms can be so fitted.
Standard Paladin Steel Weapons Pods include:
a) PSAC-1 Autocannon----This is a 35mm gatling cannon. It’s reliable, sturdy, and does good damage.
Range: 4,000 ft
Damage: 4d6 MD short (5 rds) burst, 1d4x10 MD long(10 rds) burst, 2d4x10 MD (20 rd) full melee burst
Rate of Fire: EPCHH
Payload: 2,000 rds
b) PSAC-2 Heavy Anti-Armor Cannon
This uses the same ammunition as Paladin Steel’s ‘Hellshot’ cannon Range: 3,000 ft
Damage: 3D6x10 MD per shot
Rate of Fire: 3 times per melee
Payload: 10 rds external clip; can be reloaded(up to 2 additional clips can be carried on external hull brackets, or 50 in the cargo compartment).
c) PSRW-1 Heavy Rail Cannon---Sometimes called the "Anti-Matter Gun" because it uses depleted-uranium(no, they don't count as U-rounds) hypersonic penetrators to rip into armor.
Range: 5,000 ft
Damage: 2d4x10 +10 MD per rd
Rate of Fire: EPCHH
Payload: 50 rds
d) PSEW-144L Rapid-fire Rotary Laser Cannon---A cut down form of the IH-44L Vulcan Laser ( produced as the PS-44L with IHA expatriate permission after IHA’s annexation by the Coalition)
Range: 4,000 ft
Damage: 3d4x10 MD six-shot blast(1 attack)
Rate of Fire: EPCHH
Payload: Effectively unlimited
e) PSEW-2 Particle Beam Cannon---An extremely powerful weapon that suffers from a slow recharge rate.
Range: 6,000 ft
Damage: 4d6x10 MD per blast
Rate of Fire: Once per Melee
Payload: Effectively unlimited
f) PSFFRLP-10 Folding Fin Rocket Launch Pod---Before Paladin Steel managed to duplicate the Coalition’s CTT-M20 Missile Rifle, Paladin Steel had adapted helicopter and aircraft missile pods for use on their robots.
MDC: 40
Range: Varies by Missile Type(Mini-Missile)
Damage: Varies by Missile Type(Mini-Missile)
Rate of Fire: Volley of 1-5
Payload: 10 mini-missiles
g) 2x .50 caliber Heavy Barrel Machine Guns---TWO heavy machine guns mounted in over and under configuration. They can fire singly, or in tandem, doing tremendous damage, but they can also eat through ammunition supplies fairly rapidly.
Range: 10,000 ft
Damage:(SDC) 7d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst, 8d6x10 SDC per 20 rd burst, 1d4 MD per 40 rd burst.
(Ramjets) 1d4 MD single shot, 5d6 MD per 40 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst, 2d6 MD per 20 rd burst, 4d6 MD per 40 rd burst.
(PSX-2) 1d6 MD per rd, 1d6x10 MD per 10 rd burst, 2d6x10 MD per 20 rd burst, 4d6x10 MD per 40 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 6,000 rpm(or 1,500 rounds per melee)
Payload: 2,000-rd belt per gun
Cost: 8,000 credits per gun
h) PS-M136 Minigun
Weight: 35 lbs+ ammo drum(a full 4,000 rd drum can weigh 160 lbs)
Range: 10,000 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst, 8d6x10 SDC per 20 rd burst, 1d4 MD per 40 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst, 2d10 MD per 20 rd burst, 1d4x10 MD per 40 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst, 2d6 MD per 20 rd burst, 4d6 MD per 40 rd burst.
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst, 2d4x10 MD per 20 rd burst, 4d4x10 MD per 40 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 6,000 rpm(or 1,500 rounds per melee)
Payload: 6,000-rd drum
Cost: 27,000 credits
i) Ion Cannon
Range: 4,000 ft
Damage: 1d6x10 +7 MD per energy burst
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: 60,000 credits
j) Light Plasma Cannon
Range: 3,300 ft
Damage: 5d6 MD per shot, 2d4x10 MD for a four-shot burst
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: 33,000 credits
k) Flamer
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: 20,000 credits.
l)TW Heavy Machine Gun
Range: 4,000 ft(double on a ley line)
Damage: 2d4 MD single shot, 3d6 MD short burst( 5 shots), 5d6 MD long burst( 10 shots), and 2d4x10 MD full melee burst(50 shots)
Rate of Fire: EGCHH
Payload: 240 shot battery, Effectively Unlimited attached to a PPE generator , or 1 PPE per shot.
Cost: 160,000 credits
6) Smoke Mortars(2)---Two smoke launcher mortar clusters are mounted on the shoulders. They can also be used to deploy gas munitions.
Range: 500 ft
Damage: None. Obscuring smoke in 20 ft radius.
Rate of Fire: Volleys of 1,2, 3, or 6
Payload: 6 per launcher, 12 rds total
7) Hand to Hand Combat: Equiv. to Titan Assault Robot Training from Rifts Main Book
Punch 2d6 MD
Body Flip/Throw 1d4 MD
8 )(Optional) Use of Handheld Weapons----The Nasicorn can pick up and use mecha-scale weaponry, such as the following:
*PSFFRLP-10 Folding Fin Rocket Launcher---A larger, two-handed box-style launcher holding 20 mini-missiles, instead of 10. Only one can be carried
MDC: 45
*PSLML-9-Light Missile Launcher ---A two-handed box-style launcher holding nine short-range missiles. Because the larger missiles have more advanced guidance, the launcher has a fire-control linkage rather than manual trigger and fire rate selector.
*PSHML-8-Heavy Missile Launcher---A two-handed box-style launching rack for eight medium-range missiles. Sometimes called a ‘mini-Katyusha’ after a pre-Rifts Soviet weapon.
Options:
*Appliqué Armor---Additional armor plates can be hooked, welded, or epoxied on. For the sake of calculating movement penalties, three armor weight categories are used; Light, Medium, and Heavy, and several armor options are offered.
*Light----Adds 10-100 MDC main body, + 1-2 tons, without movement penalties
----Cost: 15,000 credits per 10 MDC
*Medium---Adds 110-200 MDC main body, +2-4 tons, but with a reduction in top speed of 15%
----Cost: 16,000 credits per 10 MDC
*Heavy----Adds 210-360 MDC main body, +4-6 tons, but with a reduction in top speed of 25%
----Cost: 18,000 credits per 10 MDC
*Laser Ablative Armor(Option)---PS laser-ablative ceramic. Lasers do HALF damage. VFLs can NOT adjust to compensate
----Cost:+800,000 credits(Rarely available to outsiders)
*Thermal Resistant Heat-Refractory Tile Armor(Option)---Special heat-resistant materials designed originally for reentry vehicle shielding. Heat and plasm-based attacks do 1/4 damage
----Cost: +1 million credits
*Chemical Resistant Armor(Option)----PS’s patented chemically inert armor that sheds the effects of corrosive chemicals and stick’ums. Acids and chemical weapons do NO damage.
----Cost: +1.1 million credits
*Jettisonable Armor(Option)---Special precut division channels, break points, and integral explosive bolts allow the vehicle crew to jettison the appliqué armor, shedding it, usually to restore mobility(in the case of medium- and heavy-armors), lose contaminated outer plates, or shed unwanted riders. Once jettisoned, the appliqué armor CANNOT be reattached without extensive reconstruction and refurbishment(if anything is left at all of the original material)....Essentially, one has to re-buy the appliqué and/or jettisonable armor option to regain its benefits.
OPTIONAL: The explosive bolts, at the GM’s discretion, can explode off with enough force to do 1d6 MD to an 8 ft radius around the vehicle, due to flying armor fragments.
----Cost: +10,000 credits+cost of armor
*Appliqué Armor---This negates the effectiveness of the Poly-Camou, but adds additional protection in the form of extra armor plates mounted on the main body and lower torso.
Light: +100 MDC main body, +80 MDC arms and legs. Cost: 200,000 credits
Medium:+200 MDC main body, +90 MDC arms and legs. Reduce speed by 25% Cost: 300,000 credits
Heavy: +300 MDC main body, +100 MDC arms and legs. Reduce speed by HALF. Cost: 500,000 credits
*Shield----A piece of shaped megadamage armor plate with hand grips bolted on. A cheap, fast, way of enhancing protection that can be thrown away when it gets chewed up. Most P.S. shields incorporate ‘kickstands’ or ground-mounting spikes to allow the shield to be stood up and left in place. Typical shield size is about 8 ft tall/wide for the light ‘bucklers’ and 15 ft tall, 10 ft wide, and 2-3 ft deep(many have a slight curve to provide better side-coverage) for the larger ‘infantry’ shields. When not being handheld, the Nasicorn typically clips the shield to the side or rear deck of the lower hull. Up to three spare shields can be carried.
a) Light Shield---100 MDC, 200 lbs. Cost: 150,000 credits
b) Medium Shield---200 MDC, 400 lbs. Cost: 300,000 credits
c) Heavy Shield---400 MDC, 700 lbs. Cost: 500,000 credits
*Shoulder Gun Mount---Rather than mount the two missile launchers, the Jackalope can mount heavy guns instead. Typically the rear bay is devoted to ammunition storage for the heavy guns. ONE of the following weapons can be mounted in place of a missile launcher:
a)80mm SB Massdriver Cannon(PS-MD80S)
Weight: 3,500 lbs (1.75 tons)
Range: (Direct Fire) 19,000 ft (3.8 miles)
(Indirect Fire) 47,500 ft (9.3 miles)
Damage: High Explosive(HE)----1d4x10 MD to 15 ft radius
High Explosive Anti-Tank(HEAT)---- 3d4x10 MD to 5 ft radius
Fragmentation--- 5d6 MD to 30 ft radius
Plasma----- 1d6x10 MD to 20 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 3d6x10 MD out to 6,600 ft, 2d4x10 MD out to maximum range
Rate of Fire: 5 shots per melee
Payload: 30 rds
b) 40mm Cannon--A good, reliable, autocannon with excellent range.
Range: 13,000 ft
Damage:(Proximity Fuzed Fragmentation) 3d6 MD to 15 ft blast radius
(Armor Piercing Tracer) 5d6 MD single shot
(High Explosive Tracer) 4d6 MD to 10 ft blast radius
Rate of Fire: EPCHH
Payload: 200 rounds
Cost: 300,000 credits(ammunition costs extra)
c) Plasma Cannon---Adapted from one of PS’s podded weapons systems for its aerospace fighters. The weapon also has the option of firing ‘hot shots’ of deuterium-enriched plasma feeding from a pressure cylinder.
Range:(Plasma Stream) 6,000 ft
(Plasma Bolt) 3,000 ft
Damage: (Plasma Stream)2d6x10 MD per blast*
*Can be increased by 50% with a ‘hot shot’ injection of deuterium gas
(Plasma Bolt) 1d4x10 MD to 10 ft blast radius
Rate of Fire: ECHH
Payload: Effectively unlimited ECHH
Deuterium Gas Reservoir has enough gas under pressure for 45 shots.
Cost: 450,000 credits, plus 1,200 credits per deuterium ‘hotshot’ cartridge.
d) Particle Beam Cannon---Effectively a copy of a Triax weapon reverse-engineered from examples traded to PS by Dantegard.
Range: 3,000 ft
Damage: 2d4x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 300,000 credits
e)Pulse Laser(PS-RFL-25), the so-called “Prosek’s Gift’ thanks to its being derived from a reverse-engineered Coalition weapon!
Range: 6,000 ft
Damage: 2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: 400,000 credits
f) TW Lightning Cannon----This weapon requires that the tank be fitted with PPE generators to power it. Launches a vertical blast of mystic lightning.
Range: 9,000 ft
Damage: 2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: 15 PPE per shot
Cost: 1.9 million credits
g) TW Ice Cannon----This weapon actually has two modes, familiar to anybody who’s handled one of PS’s Crysus’ TW Ice Rifles. The Ice Cannon can cause an area to be bombarded by a minutes-long hailstorm, or can generate a giant ball of ice that slams into targets, then bursts into a storm of superhard ice shards and freezing vapor(this combines aspects of several different ice spells).
Range: (Hail)4,000 ft, and affects a 50 ft radius
(Ten Foot Ball of Ice)7,000 ft
Damage: (Hail)8d4 MD for 8 minutes(32 melees) to a 50 ft radius
(Ten Foot Ball of Ice)2d6 MD on impact, then explodes, 60 ft blast radius, shedding hundreds of icy shards. Human-sized objects caught in its way will get hit with 1d6 shards, each doing 2d6 MD. Fighter- and Robot-sized targets (16 ft or larger) will get hit by 1d4x10 shards. Ships and targets 50 ft and larger will get hit by 2d4x10 shards. Victims must save versus magic or suffer debilitating numbness; -1 APM, -2 initiative, -1 strike/parry/dodge, and speed is reduced by 10%. Effects last 1d4 minutes, and are NOT cumulative. The Ice Ball has 70 MDC.
Rate of Fire: EGCHH
Payload: (Hail)10 PPE per shot
(Ten Foot Ball of Ice)25 PPE per shot
Cost: 1.8 million credits
h) TW Barrage Storm Cannon---Unleashes a storm of mini-bolts of magic force that shotgun into a target.
Range: 6,000 ft
Damage: 1d6x10 MD, plus all other effects as described for the Barrage spell.
Rate of Fire: EGCHH
Payload: 13 PPE per shot
Cost: 750,000 credits
i) TW Power Bolt Cannon---Fires a large bolt of mystic force that hits hard and deep.
Range: 8,400 ft
Damage: 5d6+20 MD per blast
Rate of Fire: EGCHH
Payload: 10 PPE per shot
Cost: 450,000 credits
j) TW Windblast Cannon---Fires long range bolts of super-dense air. Incredible range, thanks to the barrel boosting elements.
Range: 15,000 ft
Damage: 2d4x10+30 MD per blast, plus knock-back, similar to Wind Rush.
Rate of Fire: EGCHH
Payload: 20 PPE per shot
Cost: 650,000 credits
k)TW Magma Cannon---- This TW weapon projects a stream of incandescent magma conjured from magical energy, that hits like napalm and can be panned to form a river or lane of red hot lava. Short range, but scary as hell.
Range: 1,500 ft, 10 ft wide area; pools on the ground in a 150 ft long, 25 ft wide, and 25 ft deep area.
Damage: Does 1d6x10 MD if used as an impact weapon/in air.
Most effective if used against ground targets, where the molten material can burn for minutes, doing 2d6x10 MD per melee to anything trapped in/on it. The material remains liquid and super-hot for 5 minutes
Rate of Fire: EGCHH
Payload: 25 PPE per shot
Cost: 500,000 credits
l) TW Sonic Cannon---PS TechnoWizards got the idea for this after studying examples of the Immaterial Hand’s Ironmage TW Glitterboy Armor and its ‘shrieker’ cannon(see Rifts Black Market, pg. 187-189) . Using their booster barrel technowizardry, PS TWs were able to increase the range.
Range: 7,000 ft
Damage: 1d4x10 MD per shot, 1d6x10 MD on a ley line and against supernatural creatures and beings of magic.
Rate of Fire: EGCHH
Payload: 12 PPE per shot
Cost: 1.2 million credits
m) ElectroMagnetic Bolt Cannon
Range: 9,000 ft
Damage: 1d6x10 MD to 20 ft blast radius per bolt!
Does 50% more damage to metal hulls. Crews inside affected hulls also must dodge or take 1d6 MD from loose metal objects being thrown around by the electromagnetic vortex.
Also roll on the following for additional electromagnetic effects:
01-15: No damage
16-30 Instruments flicker out, before coming back online in 1d4 seconds. Target loses Initiative.
31-45 All weapons temporarily out, and minor electrical fires. One system comes back online in 1d4 melee rds.
46-60 All systems temporarily out, and minor electrical fires. -30% to piloting skills if target is a manned vehicle. Systems come back online after 1d4 melee rds.
61-75 Communications, radar, and targeting are disabled, but weapons systems are unaffected. -3 to strike and no initiative. Damage requires physical repair.
76-90 Instruments are completely totaled. If a manned vehicle, the following skill penalties apply; -25% at one-third of maximum speed, -50% at HALF maximum speed, and -75% at full speed. NO initiative roll, -3 to dodge(-5 if an AI), -3 to strike(-5 if an AI), and lose one action per melee round(2 if an AI)
91-00 Total knockout. Controls do not respond, and machine is out of control. Crash/collapse/total shutdown within 2d4 minutes.
Rate of Fire: Twice per melee
Payload: Effectively Unlimited
Cost: 1.8 million credits
*Rear Deck Weapon Pod---In place of cargo or troops, the rear carry module can instead be refitted into a heavy artillery pod. Typically, in the case of crew-served weapons, 1-2 extra crewmen can be carried to service the weapon(s), or robot handlers can be carried instead, and overseen by the gunner.
The mounting of direct-fire weapons requires the weapon to fire to the rear of the Nasicorn. That means that when engaging the enemy, the vehicle must be facing backwards, However, as the pre-Rifts British discovered with their Archer SPG(of similar main armament placement), the arrangement is actually very useful, allowing the weapons carrier to ‘shoot and scoot’ more easily, and to engage an enemy with the heavy armament while in retreat.
ONE of the following can be carried.
a)40mm’Chewer’ Mortar System
Range: 6 miles
Damage:(Fragmentation) 4d6 MD to 6 ft blast radius
(High Explosive) 1d4x10+3 MD to 1.5 ft blast radius
Rate of Fire: Volleys of 1-18
Payload: Each barrel holds 5 40-mm projectiles for a total of 180 rds
Cost: 60,000 credits for the basic unit
b)Mine Launcher---Similar in design to the ‘Chewer’, this system of tube-bundles deploys launched land mines. Based on the pre-Rifts ‘Skorpion’ system, the PS version launches 100mm mines up to 75 ft to the sides from up to ten dispenser launchers, each launcher holding five tubes with twenty mines each(100 mines per launcher unit).
-PS-MATS/20 Anti-Armor Mine
Weight: 8 lbs
Damage: 5d6 MD to 20 ft area
Cost: 800 credits
-PS-TS/250 Anti-Personnel Mine
Weight: 8 lbs
Damage: 4d6 MD to 40 ft area
Cost: 700 credits
c)81mm Mortar
Range:(Direct-fire) 6,000 ft
(Indirect Fire) 2.2 miles
Damage:(High Explosive) 1d6x10 MD to a 20 ft blast radius
(Fragmentation)1d4x10 +5 MD to 25 ft blast area
(Armor-Piercing High Explosive) 2d4x10 MD to 6 ft blast area
Rate of Fire: Single shot, EGCHH.
Payload: 50 rds
Cost: 220,000 credits
d)80mm Howitzer
Range:(Direct Fire) 3,200 ft
(Indirect Fire) 26,000 ft (5 miles!)
Damage:(Fragmentation)1d4x10 +5 MD to 25 ft blast area
(Armor-Piercing High Explosive) 2d4x10 MD to 6 ft blast area
Rate of Fire: Four times per melee
Payload: 60 rds
Cost: 190,000 credits
e)Mini-Missile Launcher---Vertical Missile Launch System, typically using Copperhead guided anti-armor missiles. 50 mini-missiles ready to fire.
“Hellfire” Smart Armor-Killers
Range: 1 mile
Damage: 2d4x10 MD
Bonuses: +5 to strike
Cost: 6,000 credits per missile
f) Short Range Missile Launcher---VLS cells;24 MRMs ready to fire
g) Medium Range Missile Launcher---VLS cells;12 MRMs ready to fire
h)Katyusha Launcher---This is a generic unguided solid-propellant artillery rocket that was developed during WW2 by the Soviet Union, refined during the Cold War, and freely distributed during the Golden Age via the internet, as less advanced countries tried to compete with quantity what the main global powers possessed in quality. In the post-CotR era, katyusha-style weapons are produced by a number of nation-states and companies. The Nasicorn can mount a swivel-bed array of 12 launch rails on its back deck, with an additional 12 reloads stored below .
Weight: (Rocket)
(Short) 102 lbs
(Long) 170 lbs
Typical multi-battery launcher can weigh 600 lbs to 5 tons.
Range:(Short) 7 miles
(Long) 13 miles
Damage: Both missile types use a 122mm warhead, typically the following warhead types(damage may vary as much as 50% by the quality of warhead manufacture):
(Fragmentation) 1d6x10 MD to a 60 ft blast radius
(Incendiary) 1d4x10 MD to a 50 ft blast radius, plus 01-75% chance of setting combustible materials aflame
(High Explosive) 2d6x10 MD to a 20 ft blast radius
(Plasma) 3d4x10 MD to a 40 ft blast radius
(Smoke) Covers a 100 ft area in thick obscuring smoke. Typically disperses within 1d6 melees, depending on local wind and humidity conditions.
(Chemical) Varies, but typically used to dispense CS or nerve agents(currently only the Sovietskii uses chemical munitions, though it is rumored that Warlord Sokolov has been seeking to acquire such weapons). Typically covers a 100 ft area. Like the smoke, local weather conditions determine the dispersal rate.
(Submunition)---Detonates airburst style over the target and scatters a small cloud of grenade-like sub-mines, that can be used to infilade an area with contact explosives or delayed-fuze mines. Carries over 18 submunitions, scattering over a 100 ft area, and doing 5d6 MD to a 10 ft blast radius each.
Rate of Fire: Volleys of 1-612
Payload: 12 tubes can be carried +12 reloads.
Penalties: Katyushas use the standard rules for unguided artillery with regard to deviation from target. Best fired in salvoes of 4 or more rockets.
Cost: A typical Katyusha launcher costs 18,000 credits per tube, missiles cost 5,000 credits for short range, 10,000 credits for long, plus the cost per warhead; Fragmentation costs 45,000 credits, Incendiary 60,000 credits, High Explosive 70,000 credits, plasma 100,000 credits, smoke 800 credits, sub-munitions 120,000 credits.
i)2xFA-A9 2-pounder (40mm)Autocannon
Range:(High Velocity Round)5,000 yards(15,000 ft)
Maximum AA altitude w/ HV shells: 13,300 ft
(Low Velocity Round) 3,800 yards(11,400 ft)
Damage:(Fragmentation) 4d6 MD to 6 ft blast radius
(High Explosive) (HV) 1d4x10+3 MD to 1.5 ft blast radius
(LV)1d4x10 MD to 1.5 ft blast radius
Rate of Fire: 120 rounds per minute(or up to 30 rds per melee)
Payload: box magazine of 200 rounds(per gun)
Cost: 350,000 credits
High Velocity(Fragmentation) shells cost 200 credits apiece, 245 credits for HE
Low Velocity(Fragmentation) shells cost 180 credits apiece, 200 credits for HE
j)Pulse Laser(PS-RFL-25), the so-called “Prosek’s Gift’ thanks to its being derived from a reverse-engineered Coalition weapon!
Range: 6,000 ft
Damage: 2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: 150 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 600,000 credits
k)HPC-03 ‘Vesuvius’ Heavy Rapid-Fire Plasma Gatler
The PSHPC03 ‘Vesuvius’ is a combination of the concepts of the PSPPR-9 TriBarrel ‘HeatWave’ Gatling Plasma Cannon and the PS-HSGC-10 Long Barreled 20mm Vulcan Cannon ‘Super Vulcan’ mounting.
The Vesuvius’s basic unit is a seven-barrel larger caliber version of the ‘Heatwave’ plasma machinegun, using expendable single-shot cadmium-telluride cartridges(a technology acquired form early trade ally Kera-Tech) like regular belt-fed projectiles. The Vesuvius uses a much larger 40mm cartridge with a cadmium-telluride jacket around a small cylinder of enriched deuterium-impregnated solution, however, for greater power per shot. The advantage of the cartridge system, though requiring specialized ammunition, is that the weapon doesn’t need to be hooked up to a high output powerplant to provide for the actual plasma generation and projection, allowing for a lighter (overall) weapon than if the plasma cannon were directly powered.
MDC per open-mount cannon unit: 200
Range: 8,500 ft
Damage: 1d4x10 MD per single blast(4d6 MD at ranges beyond 7,000 ft out to maximum), 3d4x10 MD per three-shot burst(1d6x10 MD at ranges beyond 7,000 ft out to maximum), 4d6x10 MD per six-shot burst(2d6x10 MD at ranges beyond 7,000 ft out to maximum), and a whopping 8d6x10 MD(4d6x10 MD at ranges beyond 7,000 ft out to maximum) for a twelve-shot burst per single cannon.
Rate of Fire: EGCHH
Payload: Typically is fed by 240 rd belts.
Special Features:
*Computer-stabilized recoil control.
*Integral Targeting and Laser Rangefinding: +1 to strike
Cost: 650,000 credits per single gun system. 40mm Cadmium-telluride cartridges cost 95 credits each
l)M-Ion Cannon----A PS copy of the Triax TX-8841 Ion Cannon(sans MRM launchers, though some buyers have them fitted for installation in large gun mounts). PS has also managed to adapt its ion-weapons modification technology to further augment the M-Ion weapon
Range: 4,000 ft
Damage: 1d6x10 MD per blast
Rate of Fire: EGCHH
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 200,000 credits
Options:*Ion Scatter-Shot Module---This is a barrel mod that turns the cannon into a short range shotgun with an area of effect blast. Reduce range to 2,000 ft, but does 5d6 MD to a 30 ft wide area. Cost: 10,000 credits
*Ion Booster Module---Another mod that boosts the range of the ion bolts, albeit with a small reduction in damage capability. Reduce damage to 1d4x10 MD, but boost range to 7,000 ft. Cost: 12,000 credits
*MagePod Model 0.2 Spell Projector----The vehicle can be fitted with PS’s technowizardry spell-projection system. The Model 0.2 is a refined and enhanced version of the original Model 0.1C, and featuring a three-slot Spell Card ‘magazine’, allowing the operators to click between three spells with the flip of a switch. The 0.2 also features enhanced barrel-focusing elements, boosting the range of the spells.
Weight: 1,000 lbs
Range: Varies by spell, x2 due to ecoto-glass focusing and spell-booster elements.
Damage/Duration: Varies by spell
Rate of Fire: EPCHH
PPE Cost per Use: Varies by spell. However, the use of focusing elements and activator spells effectively reduces spell PPE cost by HALF.
(So you Technowizards aren’t flummoxed by PPE costs in a long-running battle, while the still relatively high PPE costs for the high-end spells keeps someone from using Sphere of Annihilation in every battle).
Payload: Draws from the main PPE Battery, but can also draw upon the robot’s/vehicle’s other PPE reserves/batteries(if any have been fitted). In an emergency, the pilot, if they are a mage or psychic, can kick in their own PPE.
Bonuses: As per spell(if any)
Cost: The Mage Pod system costs about 1.8 million credits
Spell Cards cost (as per Jason Richards’ guidelines in Rifter #2) 5,000 credits per PPE cost of main spell plus an additional cost (as per following modifiers)
*500 credits per level of the creating caster(Mages’ time and PPE are money, so expect to pay more for the longer duration/higher power spells)
*Warlock spells cost 20% more, in addition to above modifiers, owing to the difficulties of adapting Elemental Magic to ‘conventional” magic systems.
*PPE Generators---Can be fitted to power any magic systems aboard.
PPE Capacity:(Light)----200 PPE battery capacity; recharges at 10 PPE per hour, 20PPE/hour at a leyline, 40 PPE/hour on a nexus
(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
(‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
(‘Sorcerer’)--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus
Cost:(Light)----500,000 credits
(Medium)-----1 million credits
(‘Wizard’)----2 million credits
(‘Sorcerer’)---- 3 million credits
*Camou-Shroud---A variant of PS’s portable ‘scrambler’ shelter, only larger to cover the tank. This is a portable folding shelter that can be erected in minutes, providing protection from the elements, limited megadamage protection, as well as concealment from electronic and infrared/thermographic detection.
The ‘Shelter’ consists of a yard-long ‘can’ that looks like a large drum. When activated, about a dozen articulated ‘spider leg’ structural members of carbon composite branch out, anchor themselves in the ground, and form the skeleton of a dome-shaped igloo roughly 7 ft tall by 20 ft in diameter. The pod then deploys a cover sheet of special plastics, with a camouflage print, and integral sensor-baffling elements.
The Camouflage pattern sheet can be chemo-switched to any one of seven different configurations. The support elements create a degaussing ‘bubble’ that scrambles radar signals(incoming and outgoing), as well as disrupting magnetic resonances(fouling Magnetic Anomaly Detectors), while the fabric itself insulates and dissipates the infrared and thermal emissions and signatures of the occupants, rendering those means of detection less effective.
Care must be taken in setting up the Shelter---The igloo is not invisible to naked eyeball optical searches, so ‘blending’ the shelter into the natural landscape contours is essential for best results. For maximum comfort, a ground sheet or surfacing can be put down first.
The entire shelter can deploy/retract for stowage in 1 melee
MDC: The tent provides about 60 MDC of protection, however, against explosions, it is less effective(being non-rigid, shockwaves pass through its fabric), so explosives will do HALF damage to the occupants, regardless of how much MDC is left in the tent.
Special Features:
*Waterproofing
*Fire Proofing---Can handle temperatures up to 300 degrees centigrade. Normal fires do NO damage
*Minimal Radiation Shielding--The fabric shell provides some protection against radiation(such as that from expended U-rounds laying nearby, or fallout), but is not recommended for protection in ‘hot’ zones (good for maybe 5-6 minutes of exposure).
*Chameleon-cloth Fabric---Can assume one of seven preset color configurations.
*Thermal Insulation-Infrared and Thermographic sensors are -20% to detect the shelter.
*Electronic Insulation- Radar, MAD, and EM sensors are -15% to detect the shelter
*Extendable Fiber-optic Periscope
Cost: 90,000 credits; currently unavailable outside GNE military forces and approved affiliates.
*Fletchette Packs----Located around the hull are special ‘reactive armor’ panels that can be also be triggered as antipersonnel grenades. This is one of several similar systems currently in service/under development by PS.
Range: 100 ft
Damage: 5d6 MD to a cone swath roughly 50 ft long, by 10 ft wide.
Used as reactive armor against plasma and armor-piercing missiles, the computerized firing system acts as a PARRY, rolling to match or better the missile’s strike roll...a successful counter means that the missile damage is HALVED, while a failure means the tank takes full damage. Note: when dealing with volleys, one reactive armor pack can match TWO missiles in a volley, so in order to effectively counter a five missile volley, the tank must expend 3 reactive armor packs...two packs would roll twice to defeat their respective missiles, the third would only roll once. If the enemy missile launcher has a line of sight on the tank, they can target a spot on the hull which has no packs covering it (a called shot), in which case the remaining reactive armor is -4 to cover the gap.
Rate of Fire: One at a time or can be simultaneously fired in volleys of 1-10
Payload: Each side of the APC(sides, front, back) can be fitted with 10 fletchette packs each(40 total)
Cost: 200 credits per fletchette pack
*Thermo-Optic Camouflage System----Based on the Naruni Nomad Scout Robot, this system is another ‘breakthrough’ for Paladin Steel’s reverse-engineering department. The system uses new hull panels of optically-variable micro-‘cells’ and mini-cams to sample and match surrounding environmental color values and light spectra. This system changes color in 1d4 melees and gives the 'bot a limited stealth ability(-20% to Detect Ambush and Detect Concealment roles to find the thing). Also masks the Jackalope's thermal and infrared emissions through special insulation and large heatsinks, making heat sensors useless. Expensive, yes, but how much is not being seen worth to you?
Variants:
*PS-HBT-36C---An attempt to equal the original Sand Skimmer’s high speed. Unfortunately, this necessitated taking up the entire rear compartment with an oversized thruster and auxiliary powerplant. The PS-HBT-36C can barely hit the required 660 MPH, and handling is rough, even with FBW and computer assistance. While some crews claim that the added versatility of the hardpoints on the upper torso offset the loss of the modular rear crew and cargo section, most prospective pilots looking for the PESS’s high speed and handling prefer the ‘truer’ PS-HSGEV-30 ‘Scolii’.
“One gets the impression, from some of these reverse-engineering projects, that, had Paladin Steel been around during Pre-Rifts Earth’s World War Two, they’d have figured out to improve on Germany’s Messerschmitts and sold them to the Allies.”
---Anonymous Lazlo scholar, on the Phxemp Reengs.
“I don’t see why we get all the bad press for ‘copyright violations’; companies like Paladin Steel are the REAL knockoff producers. They’ve been quietly ripping off legitimate companies like ourselves and getting away with it for decades! ‘Reverse-engineering’? HA! Blatant tech theft is more like it! How many of their designs are really entirely their own and how many are copies and adaptations of somebody else’s work? Yeah, I thought so too.”
---Shabis NerOwer, Naruni Enterprises
“NerOwer, you’re just miffed that the geeners are in a better position to acquire new designs by the same process Naruni’s been using for -centuries- on the megaversal markets. The rift super-nexus that is their homeworld just makes it a lot easier when stuff virtually comes to them. Either of us would be doing the same in their place, and I’m sure you’re trying to do exactly that if your boy Shulkh can establish a more solid presence on their ‘Earth’.”
---Duyet Mankis, Head of Special Operations, ExtraDimensional Research and Marketing, Hartigal Corp(in annotation attached to an intercepted decrypted NE interoffice communiqué)
“Oh, let me count the times the Paladins have copied and improved upon their enemies’ designs and technology: from the Coalition States they copied their CCT-M20 Missile Rifle and re-branded it as the PS-MMLR-14, they took the Mrk V and made it their DL-600 Clysdale, took the Deathbringer and made it over into their Slepnir. From Triax they copied their lightning blasters. They pretty much use the Kittani as unpaid R&D, because the Paladins copied their Centaur power armor, their Hoverjet, Patrol Flyer, War Pod, Speed Pod, Hover Skimmers and Slave Raider, and improved on them. That’s the other, more subtle, aspect of how the New Yankees make war; they de-fang the mystique of their enemies’ technology by improving on it and offering it for open sale, with fewer strings attached. It’s just the Phoenix Empire’s turn to get their edge blunted and their proprietary tech put up for sale.”
---Fegar Rolless, Professor of Industrial Technology, New Lazlo University
Paladin Steel’s Office of Technology Acquisition and Recovery has far-flung operations collecting and studying technology, both terrestrial and extraterrestrial, to find new ideas to reverse-engineer and copy, or new threats to identify and counter. Through contacts in their trade partners in the New Roman Republic and locals in North Africa, OTAR has been able to acquire several examples of the Phoenix Empire’s Sand Skimmer and Sand Crawler ATVs for study and evaluation. PE engineers and military personnel found the vehicles fast and mechanically reliable, especially in desert conditions, but generally too lightly armed and armored to pose a serious threat to PS’s own line of hovertanks and armored vehicles(some thought is that the Phoenix Empire has no real techno-threats and an abundance of magic to explain its generally weak AFVs). Still, there was enough in the way of design features and concepts that Paladin Steel decided to adapt to new designs.
PS set the challenge to its up-and-coming design engineers with an eye towards having any viable designs that they came up with produced through new allied factory works. Sure enough, the engineers came up with three new vehicles based on the Sand Skimmer and Crawler, but arguably better. In general, Paladin Steel engineers refitted the designs with the ‘light but heavy’ weapons configurations familiar to their other small vehicle lines, allowing them to punch above their weight allow them to pose a serious threat to heavier tanks, robots, and vehicles.
Because the designs are still immediately recognizable for what they are, Paladin Steel has caught some flack for simply aping a foreign power, rather than develop their own indigenous designs. However. the total production of the designs accounts for only a small percentage of Paladin Steel’s total vehicle production and inventory. Furthermore, the designs, like the PS-MBT-28 ‘Vyrm Tyrannis’ Main Battle Tank and the related PS-HAPC-17 ‘Krenek’ Heavy Armored Personnel Carrier, are aesthetically different enough from Paladin Steel’s more common and known designs that the machines can be used in a number of ‘false flag’ operations.
The New Roman Republic is one of the largest buyers and users of the ‘Phexemp’ copies, using them in their ‘Africanus’ or ‘Scipio’ operations(patterned after the pre-Rifts British SAS campaigns in North Africa), in their actions against the Phoenix Empire.
(Note: Phexemp-clones deployed in the North Africa combat theater are often fitted with self-destruct charges, such as a 500 lb bomb ---4d4x10 MD to 60 ft blast radius---to keep classified equipment, sometimes the crew, and the more advanced modifications out of the hands of the Phoenix Empire. PS and the NRR have no desire to be the Dark Pharaoh’s R&D department any more than they imagine the Phxemps would like learning they’ve provided designs to their enemies)
Paladin Steel PS-HBT-36 Nasicorn High Speed Hovercraft
(aka ‘Nash’)
“The Nasicorn’s arguably a wholly Paladin machine. So many changes were made to the original Phex-emp design that, aside from the hover-and-robot-torso configuration, the two hardly share anything in common. In fact, most troopers figure the Nasicorn’s really a scaled-down Zysha assault ‘bot. The Sand Skimmer’s all arabesques and streamlining; the Nasicorn’s all angles and hardpoints. The ‘skimmer’s a speedster, while the Nasicorn’s a lumbering brick. But the Nash can DO stuff, unlike the ‘skimmer, which carries a pop-gun armament. Need to get somewhere fast, like carrying messages or running away? Skimmer’s your ride. You want a reliable platform that will help you FIGHT? The Nash is your hammer.”
The largest of the three designs produced from captured Phoenix Empire Sand Skimmers and Crawlers, and the one that reached fruition first, is the PS-PS-HBT-36, a scale-up of the Sand Skimmer, but using more readily available PS components, which greatly sped up development. The main hull of the Nasicorn is based on a GEV version of the Paladin Steel DL-600 ‘Clysdale’ Heavy 8x8 Multi-Purpose Vehicle, THAT being a heavily-modified knockoff of the Coalition States’ Mark V APC. In place of the robotics on the Sand Skimmer, the Nasicorn mounts the upper torso of a PS-T01LCRV ‘Jackalope’ Light Combat Robot, an older and much-proven battle robot still in production.
The Nasicorn is both larger and more heavily armed and armored than its Sand Skimmer ancestor/inspiration. It replaces the standard hoverjet system of the Clysdale conversion with a hybrid hover/electrostatic repulsor drive. However, where the Nasicorn doesn’t stack up well against the Sand Skimmer is in the latter’s high speed. The Mark V/Clysdale’s rear troop compartment been made smaller by the addition of the robot section and hover systems, but can still carry a squad of troops or a substantial amount of cargo(or ammunition for the robot hardpoint weapons). Some operators have even remodeled the bay into a small command/communications center or camper-style living quarters.
Because it’s perceived as being more ‘home-brewed’, the Nasicorn has found greater immediate acceptance with the GNE military, who have taken to the design readily enough.
Type: PS-HBT-36 Nasicorn
Class: High Speed Hovercraft
Crew: Minimum of 2, typically has 1-4 additional crew/gunners
MDC/Armor by Location:
Main Body 300
Reinforced Crew Compartment 100
Main Outer Hatches(3, sides and back) 100 each
Main Inner Hatches(3, sides, and back) 50 each
Headlights(4) 5 each
Hoverjets(8) 60 each
Upper Robot Torso 200
Sensor Head 90
Reinforced Crew Compartment 100
Waist Laser Turrets(2) 30
Secondary Sensor Mast 25
Upper Arms/Shoulders(2) 110 each
Missile Launcher Pods(2) 60 each
Arms(2) 140 each
Hands(2) 40 each
Height: 20 ft
Width: 15 ft
Length: 35 ft
Weight: 21 tons
Cargo: As an APC, can carry 1-10 infantry or 1-4 power armors
As an AFV, can typically carry 2 tons of ammunition and supplies, in addition to small space for crew survival gear and personal possessions
Physical Strength: Equiv. to PS 28
Powerplant: Nuclear Fusion w/ 20 year energy life
Speed:(Hoverjets) Hover to 260 MPH, 1-4 ft off the ground, and can skim above water(no more than 3 ft waves) at 80 MPH
Market Cost: 15 million credits
Systems of Note:
Standard Robot Systems, plus:
*360-degree Waist Rotation----The upper robot torso can swivel about completely on the lower hull, the better to bring its weapons to bear on the rear arc. The free arc of movement also allows the ‘bot to access the rear deck and assist in loading and heavy weapons operations.
Weapons Systems:
1) Bow Gun---Fitted to the bow is a small turret for antipersonnel and obstacle clearance, and is operated by the pilot.
a) Forward Ion Pulse-Gun
Range: 800 ft
Damage: 4d6 MD single shot
1d4x10 MD per three-shot burst
Rate of Fire: Standard
Payload: 100 shot battery for fuel cell models, effectively unlimited for nuclear-powered models. Can also use a back-up e-clip system; 30 shots short e-clip, 60 shots long e-clip
Options: Like the handgun version, the vehicle-mounted version can be similarly modified for extra effect/power:
Note: It takes a person with the Weapons Engineer skill a successful roll and about 5 minutes to install and test one of the following modules, those with the Armorer/Field Armorer skill about 10 minutes, and someone following the printed instructions about 30-45 minutes to install/swap modules.
*Ion Scatter-Shot Module---This is a barrel clip-on that turns the PSIP-2 into a short range shotgun with an area of effect blast. Reduce range to 400 ft, but does 4d6 MD to a 10 ft wide area. Cost: 5,000 credits
*Ion Booster Module---Another barrel attachment that boosts the range of the ion bolts, albeit with a small reduction in damage capability. Reduce damage to 3d6 MD, but boost range to 1,500 ft. Cost: 7,000 credits
*Ion Focal Booster Module---Aka ‘Puncher’---This barrel attachment improves the focus of the ion pulse density, improving damage at the cost of range. Reduce range to 400 ft, but up damage to 5d6 MD per shot. Cost: 5,000 credits.
*Laser Sight Module---Another underbarrel attachment, this consists of an improved laser sight that adds a bonus to strike, but the laser also creates a temporary ‘guidepath’ of disturbed/ionized air that slightly improves the striking power of the ion bolts. +2 to Strike, and +3 to damage per bolt. This can be used in conjunction with the other barrel attachments, but added damage is reduced to +2 MD. Cost: 1,000 credits
*Ion Step-Down Module---This barrel attachment, rather than increase range or power, actually ‘steps down’ the power of ion bolts into the SDC range, and modulates their effect, making the weapon in effect a ‘super-taser’(albeit it with flash-burns). An added power regulation chip allows the weapon to use less power in SDC mode. CAN be used in conjunction with the the Laser Sight Module. Switching between MD/SDC modes takes 2 actions. Popular with urban security and police units.
Range:(SDC shots) 600 ft
Damage: 1d6 SDC shock-burn. Plus, victims must make a save of 14 or better, or be -8 to strike, parry, and dodge for 2d6 melees. A savings throw versus non-lethal poison means the person is unimpaired. 25% chance of knocking out unshielded cybernetics for 1d4 melees.
Payload: One MD shot equals 10 SDC shots
Cost: 4,000 credits
b)12.7mm PS-MRG03 Snub-nose Short Gatling Gun
Range: 2,000 ft
Damage: 1D6 MD single round, 1D6x10 MD per 10 round burst,
2D6x10 +60 per Full Melee Burst of 40 rounds
Rate of Fire: EGCHH
Payload: 1,000 rounds
Cost: 36,000 credits
c) Pulse Laser
Range: 2,500 ft
Damage: 3d6 MD single shot. 6d6 MD per double blast
Rate of Fire: EPCHH
Payload: Effectively unlimited
2) Twin Waist Pulse Lasers---These are similar to the T-002 Laser Ball Turrets mounted on the Titan Light Combat Robot in both design and mounting, but have slightly better range. Both lasers have a 90 degree arc of fire.
Range: 2,500 ft
Damage: 3d6 MD single shot. 6d6 MD per double blast
Rate of Fire: EPCHH
Payload: Effectively unlimited
3)Backpack Missile Pods(2)---These two pack launchers can be configured to hold a variety of missiles, from mini-missiles to medium range types.
Range: Varies
Damage: Varies
Rate of Fire: Volleys of 1,2, or 5
Payload: 20 mini-missiles, or 10 short range missiles, or 6 medium range missiles per pod. Can also hold 8 PS ‘Black Talon’ L-SAMs.
4)Plasma Sabers(2)---Housed on the Jackalope in each thigh compartment/holster, but moved to farings in the upper hull of the Nasicorn, is a short-range plasma arc, that snaps out of its armored holster into the hand of the 'bot. Using a small startup supply of reaction-gas, the plasma saber's heating coils superheat the gas to plasma temperatures, then push it out thru a rapidly-degenerating magnetic confinement field to form a plasma plume or "saber". Once lit, the saber uses local atmospheric gases,
drawn in through the hollow pommel, and heated by coils powered from induction coils in the bot's hand, to keep the reaction going.
Range: 12 ft melee range
Damage: 2d4x10 MD per strike
Rate of Fire: EPCHH
Payload: Unlimited
5) Arm Mount Hardpoints(2)---Each arm has a hardpoint capable of accepting an external weapon, including any of Paladin Steel's MEWS modules). Unlike the original Jackalope which could only carry one arm weapon, however, BOTH of the Nasicorn’s arms can be so fitted.
Standard Paladin Steel Weapons Pods include:
a) PSAC-1 Autocannon----This is a 35mm gatling cannon. It’s reliable, sturdy, and does good damage.
Range: 4,000 ft
Damage: 4d6 MD short (5 rds) burst, 1d4x10 MD long(10 rds) burst, 2d4x10 MD (20 rd) full melee burst
Rate of Fire: EPCHH
Payload: 2,000 rds
b) PSAC-2 Heavy Anti-Armor Cannon
This uses the same ammunition as Paladin Steel’s ‘Hellshot’ cannon Range: 3,000 ft
Damage: 3D6x10 MD per shot
Rate of Fire: 3 times per melee
Payload: 10 rds external clip; can be reloaded(up to 2 additional clips can be carried on external hull brackets, or 50 in the cargo compartment).
c) PSRW-1 Heavy Rail Cannon---Sometimes called the "Anti-Matter Gun" because it uses depleted-uranium(no, they don't count as U-rounds) hypersonic penetrators to rip into armor.
Range: 5,000 ft
Damage: 2d4x10 +10 MD per rd
Rate of Fire: EPCHH
Payload: 50 rds
d) PSEW-144L Rapid-fire Rotary Laser Cannon---A cut down form of the IH-44L Vulcan Laser ( produced as the PS-44L with IHA expatriate permission after IHA’s annexation by the Coalition)
Range: 4,000 ft
Damage: 3d4x10 MD six-shot blast(1 attack)
Rate of Fire: EPCHH
Payload: Effectively unlimited
e) PSEW-2 Particle Beam Cannon---An extremely powerful weapon that suffers from a slow recharge rate.
Range: 6,000 ft
Damage: 4d6x10 MD per blast
Rate of Fire: Once per Melee
Payload: Effectively unlimited
f) PSFFRLP-10 Folding Fin Rocket Launch Pod---Before Paladin Steel managed to duplicate the Coalition’s CTT-M20 Missile Rifle, Paladin Steel had adapted helicopter and aircraft missile pods for use on their robots.
MDC: 40
Range: Varies by Missile Type(Mini-Missile)
Damage: Varies by Missile Type(Mini-Missile)
Rate of Fire: Volley of 1-5
Payload: 10 mini-missiles
g) 2x .50 caliber Heavy Barrel Machine Guns---TWO heavy machine guns mounted in over and under configuration. They can fire singly, or in tandem, doing tremendous damage, but they can also eat through ammunition supplies fairly rapidly.
Range: 10,000 ft
Damage:(SDC) 7d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst, 8d6x10 SDC per 20 rd burst, 1d4 MD per 40 rd burst.
(Ramjets) 1d4 MD single shot, 5d6 MD per 40 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst, 2d6 MD per 20 rd burst, 4d6 MD per 40 rd burst.
(PSX-2) 1d6 MD per rd, 1d6x10 MD per 10 rd burst, 2d6x10 MD per 20 rd burst, 4d6x10 MD per 40 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 6,000 rpm(or 1,500 rounds per melee)
Payload: 2,000-rd belt per gun
Cost: 8,000 credits per gun
h) PS-M136 Minigun
Weight: 35 lbs+ ammo drum(a full 4,000 rd drum can weigh 160 lbs)
Range: 10,000 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst, 8d6x10 SDC per 20 rd burst, 1d4 MD per 40 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst, 2d10 MD per 20 rd burst, 1d4x10 MD per 40 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst, 2d6 MD per 20 rd burst, 4d6 MD per 40 rd burst.
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst, 2d4x10 MD per 20 rd burst, 4d4x10 MD per 40 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 6,000 rpm(or 1,500 rounds per melee)
Payload: 6,000-rd drum
Cost: 27,000 credits
i) Ion Cannon
Range: 4,000 ft
Damage: 1d6x10 +7 MD per energy burst
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: 60,000 credits
j) Light Plasma Cannon
Range: 3,300 ft
Damage: 5d6 MD per shot, 2d4x10 MD for a four-shot burst
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: 33,000 credits
k) Flamer
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: 20,000 credits.
l)TW Heavy Machine Gun
Range: 4,000 ft(double on a ley line)
Damage: 2d4 MD single shot, 3d6 MD short burst( 5 shots), 5d6 MD long burst( 10 shots), and 2d4x10 MD full melee burst(50 shots)
Rate of Fire: EGCHH
Payload: 240 shot battery, Effectively Unlimited attached to a PPE generator , or 1 PPE per shot.
Cost: 160,000 credits
6) Smoke Mortars(2)---Two smoke launcher mortar clusters are mounted on the shoulders. They can also be used to deploy gas munitions.
Range: 500 ft
Damage: None. Obscuring smoke in 20 ft radius.
Rate of Fire: Volleys of 1,2, 3, or 6
Payload: 6 per launcher, 12 rds total
7) Hand to Hand Combat: Equiv. to Titan Assault Robot Training from Rifts Main Book
Punch 2d6 MD
Body Flip/Throw 1d4 MD
8 )(Optional) Use of Handheld Weapons----The Nasicorn can pick up and use mecha-scale weaponry, such as the following:
*PSFFRLP-10 Folding Fin Rocket Launcher---A larger, two-handed box-style launcher holding 20 mini-missiles, instead of 10. Only one can be carried
MDC: 45
*PSLML-9-Light Missile Launcher ---A two-handed box-style launcher holding nine short-range missiles. Because the larger missiles have more advanced guidance, the launcher has a fire-control linkage rather than manual trigger and fire rate selector.
*PSHML-8-Heavy Missile Launcher---A two-handed box-style launching rack for eight medium-range missiles. Sometimes called a ‘mini-Katyusha’ after a pre-Rifts Soviet weapon.
Options:
*Appliqué Armor---Additional armor plates can be hooked, welded, or epoxied on. For the sake of calculating movement penalties, three armor weight categories are used; Light, Medium, and Heavy, and several armor options are offered.
*Light----Adds 10-100 MDC main body, + 1-2 tons, without movement penalties
----Cost: 15,000 credits per 10 MDC
*Medium---Adds 110-200 MDC main body, +2-4 tons, but with a reduction in top speed of 15%
----Cost: 16,000 credits per 10 MDC
*Heavy----Adds 210-360 MDC main body, +4-6 tons, but with a reduction in top speed of 25%
----Cost: 18,000 credits per 10 MDC
*Laser Ablative Armor(Option)---PS laser-ablative ceramic. Lasers do HALF damage. VFLs can NOT adjust to compensate
----Cost:+800,000 credits(Rarely available to outsiders)
*Thermal Resistant Heat-Refractory Tile Armor(Option)---Special heat-resistant materials designed originally for reentry vehicle shielding. Heat and plasm-based attacks do 1/4 damage
----Cost: +1 million credits
*Chemical Resistant Armor(Option)----PS’s patented chemically inert armor that sheds the effects of corrosive chemicals and stick’ums. Acids and chemical weapons do NO damage.
----Cost: +1.1 million credits
*Jettisonable Armor(Option)---Special precut division channels, break points, and integral explosive bolts allow the vehicle crew to jettison the appliqué armor, shedding it, usually to restore mobility(in the case of medium- and heavy-armors), lose contaminated outer plates, or shed unwanted riders. Once jettisoned, the appliqué armor CANNOT be reattached without extensive reconstruction and refurbishment(if anything is left at all of the original material)....Essentially, one has to re-buy the appliqué and/or jettisonable armor option to regain its benefits.
OPTIONAL: The explosive bolts, at the GM’s discretion, can explode off with enough force to do 1d6 MD to an 8 ft radius around the vehicle, due to flying armor fragments.
----Cost: +10,000 credits+cost of armor
*Appliqué Armor---This negates the effectiveness of the Poly-Camou, but adds additional protection in the form of extra armor plates mounted on the main body and lower torso.
Light: +100 MDC main body, +80 MDC arms and legs. Cost: 200,000 credits
Medium:+200 MDC main body, +90 MDC arms and legs. Reduce speed by 25% Cost: 300,000 credits
Heavy: +300 MDC main body, +100 MDC arms and legs. Reduce speed by HALF. Cost: 500,000 credits
*Shield----A piece of shaped megadamage armor plate with hand grips bolted on. A cheap, fast, way of enhancing protection that can be thrown away when it gets chewed up. Most P.S. shields incorporate ‘kickstands’ or ground-mounting spikes to allow the shield to be stood up and left in place. Typical shield size is about 8 ft tall/wide for the light ‘bucklers’ and 15 ft tall, 10 ft wide, and 2-3 ft deep(many have a slight curve to provide better side-coverage) for the larger ‘infantry’ shields. When not being handheld, the Nasicorn typically clips the shield to the side or rear deck of the lower hull. Up to three spare shields can be carried.
a) Light Shield---100 MDC, 200 lbs. Cost: 150,000 credits
b) Medium Shield---200 MDC, 400 lbs. Cost: 300,000 credits
c) Heavy Shield---400 MDC, 700 lbs. Cost: 500,000 credits
*Shoulder Gun Mount---Rather than mount the two missile launchers, the Jackalope can mount heavy guns instead. Typically the rear bay is devoted to ammunition storage for the heavy guns. ONE of the following weapons can be mounted in place of a missile launcher:
a)80mm SB Massdriver Cannon(PS-MD80S)
Weight: 3,500 lbs (1.75 tons)
Range: (Direct Fire) 19,000 ft (3.8 miles)
(Indirect Fire) 47,500 ft (9.3 miles)
Damage: High Explosive(HE)----1d4x10 MD to 15 ft radius
High Explosive Anti-Tank(HEAT)---- 3d4x10 MD to 5 ft radius
Fragmentation--- 5d6 MD to 30 ft radius
Plasma----- 1d6x10 MD to 20 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 3d6x10 MD out to 6,600 ft, 2d4x10 MD out to maximum range
Rate of Fire: 5 shots per melee
Payload: 30 rds
b) 40mm Cannon--A good, reliable, autocannon with excellent range.
Range: 13,000 ft
Damage:(Proximity Fuzed Fragmentation) 3d6 MD to 15 ft blast radius
(Armor Piercing Tracer) 5d6 MD single shot
(High Explosive Tracer) 4d6 MD to 10 ft blast radius
Rate of Fire: EPCHH
Payload: 200 rounds
Cost: 300,000 credits(ammunition costs extra)
c) Plasma Cannon---Adapted from one of PS’s podded weapons systems for its aerospace fighters. The weapon also has the option of firing ‘hot shots’ of deuterium-enriched plasma feeding from a pressure cylinder.
Range:(Plasma Stream) 6,000 ft
(Plasma Bolt) 3,000 ft
Damage: (Plasma Stream)2d6x10 MD per blast*
*Can be increased by 50% with a ‘hot shot’ injection of deuterium gas
(Plasma Bolt) 1d4x10 MD to 10 ft blast radius
Rate of Fire: ECHH
Payload: Effectively unlimited ECHH
Deuterium Gas Reservoir has enough gas under pressure for 45 shots.
Cost: 450,000 credits, plus 1,200 credits per deuterium ‘hotshot’ cartridge.
d) Particle Beam Cannon---Effectively a copy of a Triax weapon reverse-engineered from examples traded to PS by Dantegard.
Range: 3,000 ft
Damage: 2d4x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 300,000 credits
e)Pulse Laser(PS-RFL-25), the so-called “Prosek’s Gift’ thanks to its being derived from a reverse-engineered Coalition weapon!
Range: 6,000 ft
Damage: 2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: 400,000 credits
f) TW Lightning Cannon----This weapon requires that the tank be fitted with PPE generators to power it. Launches a vertical blast of mystic lightning.
Range: 9,000 ft
Damage: 2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: 15 PPE per shot
Cost: 1.9 million credits
g) TW Ice Cannon----This weapon actually has two modes, familiar to anybody who’s handled one of PS’s Crysus’ TW Ice Rifles. The Ice Cannon can cause an area to be bombarded by a minutes-long hailstorm, or can generate a giant ball of ice that slams into targets, then bursts into a storm of superhard ice shards and freezing vapor(this combines aspects of several different ice spells).
Range: (Hail)4,000 ft, and affects a 50 ft radius
(Ten Foot Ball of Ice)7,000 ft
Damage: (Hail)8d4 MD for 8 minutes(32 melees) to a 50 ft radius
(Ten Foot Ball of Ice)2d6 MD on impact, then explodes, 60 ft blast radius, shedding hundreds of icy shards. Human-sized objects caught in its way will get hit with 1d6 shards, each doing 2d6 MD. Fighter- and Robot-sized targets (16 ft or larger) will get hit by 1d4x10 shards. Ships and targets 50 ft and larger will get hit by 2d4x10 shards. Victims must save versus magic or suffer debilitating numbness; -1 APM, -2 initiative, -1 strike/parry/dodge, and speed is reduced by 10%. Effects last 1d4 minutes, and are NOT cumulative. The Ice Ball has 70 MDC.
Rate of Fire: EGCHH
Payload: (Hail)10 PPE per shot
(Ten Foot Ball of Ice)25 PPE per shot
Cost: 1.8 million credits
h) TW Barrage Storm Cannon---Unleashes a storm of mini-bolts of magic force that shotgun into a target.
Range: 6,000 ft
Damage: 1d6x10 MD, plus all other effects as described for the Barrage spell.
Rate of Fire: EGCHH
Payload: 13 PPE per shot
Cost: 750,000 credits
i) TW Power Bolt Cannon---Fires a large bolt of mystic force that hits hard and deep.
Range: 8,400 ft
Damage: 5d6+20 MD per blast
Rate of Fire: EGCHH
Payload: 10 PPE per shot
Cost: 450,000 credits
j) TW Windblast Cannon---Fires long range bolts of super-dense air. Incredible range, thanks to the barrel boosting elements.
Range: 15,000 ft
Damage: 2d4x10+30 MD per blast, plus knock-back, similar to Wind Rush.
Rate of Fire: EGCHH
Payload: 20 PPE per shot
Cost: 650,000 credits
k)TW Magma Cannon---- This TW weapon projects a stream of incandescent magma conjured from magical energy, that hits like napalm and can be panned to form a river or lane of red hot lava. Short range, but scary as hell.
Range: 1,500 ft, 10 ft wide area; pools on the ground in a 150 ft long, 25 ft wide, and 25 ft deep area.
Damage: Does 1d6x10 MD if used as an impact weapon/in air.
Most effective if used against ground targets, where the molten material can burn for minutes, doing 2d6x10 MD per melee to anything trapped in/on it. The material remains liquid and super-hot for 5 minutes
Rate of Fire: EGCHH
Payload: 25 PPE per shot
Cost: 500,000 credits
l) TW Sonic Cannon---PS TechnoWizards got the idea for this after studying examples of the Immaterial Hand’s Ironmage TW Glitterboy Armor and its ‘shrieker’ cannon(see Rifts Black Market, pg. 187-189) . Using their booster barrel technowizardry, PS TWs were able to increase the range.
Range: 7,000 ft
Damage: 1d4x10 MD per shot, 1d6x10 MD on a ley line and against supernatural creatures and beings of magic.
Rate of Fire: EGCHH
Payload: 12 PPE per shot
Cost: 1.2 million credits
m) ElectroMagnetic Bolt Cannon
Range: 9,000 ft
Damage: 1d6x10 MD to 20 ft blast radius per bolt!
Does 50% more damage to metal hulls. Crews inside affected hulls also must dodge or take 1d6 MD from loose metal objects being thrown around by the electromagnetic vortex.
Also roll on the following for additional electromagnetic effects:
01-15: No damage
16-30 Instruments flicker out, before coming back online in 1d4 seconds. Target loses Initiative.
31-45 All weapons temporarily out, and minor electrical fires. One system comes back online in 1d4 melee rds.
46-60 All systems temporarily out, and minor electrical fires. -30% to piloting skills if target is a manned vehicle. Systems come back online after 1d4 melee rds.
61-75 Communications, radar, and targeting are disabled, but weapons systems are unaffected. -3 to strike and no initiative. Damage requires physical repair.
76-90 Instruments are completely totaled. If a manned vehicle, the following skill penalties apply; -25% at one-third of maximum speed, -50% at HALF maximum speed, and -75% at full speed. NO initiative roll, -3 to dodge(-5 if an AI), -3 to strike(-5 if an AI), and lose one action per melee round(2 if an AI)
91-00 Total knockout. Controls do not respond, and machine is out of control. Crash/collapse/total shutdown within 2d4 minutes.
Rate of Fire: Twice per melee
Payload: Effectively Unlimited
Cost: 1.8 million credits
*Rear Deck Weapon Pod---In place of cargo or troops, the rear carry module can instead be refitted into a heavy artillery pod. Typically, in the case of crew-served weapons, 1-2 extra crewmen can be carried to service the weapon(s), or robot handlers can be carried instead, and overseen by the gunner.
The mounting of direct-fire weapons requires the weapon to fire to the rear of the Nasicorn. That means that when engaging the enemy, the vehicle must be facing backwards, However, as the pre-Rifts British discovered with their Archer SPG(of similar main armament placement), the arrangement is actually very useful, allowing the weapons carrier to ‘shoot and scoot’ more easily, and to engage an enemy with the heavy armament while in retreat.
ONE of the following can be carried.
a)40mm’Chewer’ Mortar System
Range: 6 miles
Damage:(Fragmentation) 4d6 MD to 6 ft blast radius
(High Explosive) 1d4x10+3 MD to 1.5 ft blast radius
Rate of Fire: Volleys of 1-18
Payload: Each barrel holds 5 40-mm projectiles for a total of 180 rds
Cost: 60,000 credits for the basic unit
b)Mine Launcher---Similar in design to the ‘Chewer’, this system of tube-bundles deploys launched land mines. Based on the pre-Rifts ‘Skorpion’ system, the PS version launches 100mm mines up to 75 ft to the sides from up to ten dispenser launchers, each launcher holding five tubes with twenty mines each(100 mines per launcher unit).
-PS-MATS/20 Anti-Armor Mine
Weight: 8 lbs
Damage: 5d6 MD to 20 ft area
Cost: 800 credits
-PS-TS/250 Anti-Personnel Mine
Weight: 8 lbs
Damage: 4d6 MD to 40 ft area
Cost: 700 credits
c)81mm Mortar
Range:(Direct-fire) 6,000 ft
(Indirect Fire) 2.2 miles
Damage:(High Explosive) 1d6x10 MD to a 20 ft blast radius
(Fragmentation)1d4x10 +5 MD to 25 ft blast area
(Armor-Piercing High Explosive) 2d4x10 MD to 6 ft blast area
Rate of Fire: Single shot, EGCHH.
Payload: 50 rds
Cost: 220,000 credits
d)80mm Howitzer
Range:(Direct Fire) 3,200 ft
(Indirect Fire) 26,000 ft (5 miles!)
Damage:(Fragmentation)1d4x10 +5 MD to 25 ft blast area
(Armor-Piercing High Explosive) 2d4x10 MD to 6 ft blast area
Rate of Fire: Four times per melee
Payload: 60 rds
Cost: 190,000 credits
e)Mini-Missile Launcher---Vertical Missile Launch System, typically using Copperhead guided anti-armor missiles. 50 mini-missiles ready to fire.
“Hellfire” Smart Armor-Killers
Range: 1 mile
Damage: 2d4x10 MD
Bonuses: +5 to strike
Cost: 6,000 credits per missile
f) Short Range Missile Launcher---VLS cells;24 MRMs ready to fire
g) Medium Range Missile Launcher---VLS cells;12 MRMs ready to fire
h)Katyusha Launcher---This is a generic unguided solid-propellant artillery rocket that was developed during WW2 by the Soviet Union, refined during the Cold War, and freely distributed during the Golden Age via the internet, as less advanced countries tried to compete with quantity what the main global powers possessed in quality. In the post-CotR era, katyusha-style weapons are produced by a number of nation-states and companies. The Nasicorn can mount a swivel-bed array of 12 launch rails on its back deck, with an additional 12 reloads stored below .
Weight: (Rocket)
(Short) 102 lbs
(Long) 170 lbs
Typical multi-battery launcher can weigh 600 lbs to 5 tons.
Range:(Short) 7 miles
(Long) 13 miles
Damage: Both missile types use a 122mm warhead, typically the following warhead types(damage may vary as much as 50% by the quality of warhead manufacture):
(Fragmentation) 1d6x10 MD to a 60 ft blast radius
(Incendiary) 1d4x10 MD to a 50 ft blast radius, plus 01-75% chance of setting combustible materials aflame
(High Explosive) 2d6x10 MD to a 20 ft blast radius
(Plasma) 3d4x10 MD to a 40 ft blast radius
(Smoke) Covers a 100 ft area in thick obscuring smoke. Typically disperses within 1d6 melees, depending on local wind and humidity conditions.
(Chemical) Varies, but typically used to dispense CS or nerve agents(currently only the Sovietskii uses chemical munitions, though it is rumored that Warlord Sokolov has been seeking to acquire such weapons). Typically covers a 100 ft area. Like the smoke, local weather conditions determine the dispersal rate.
(Submunition)---Detonates airburst style over the target and scatters a small cloud of grenade-like sub-mines, that can be used to infilade an area with contact explosives or delayed-fuze mines. Carries over 18 submunitions, scattering over a 100 ft area, and doing 5d6 MD to a 10 ft blast radius each.
Rate of Fire: Volleys of 1-612
Payload: 12 tubes can be carried +12 reloads.
Penalties: Katyushas use the standard rules for unguided artillery with regard to deviation from target. Best fired in salvoes of 4 or more rockets.
Cost: A typical Katyusha launcher costs 18,000 credits per tube, missiles cost 5,000 credits for short range, 10,000 credits for long, plus the cost per warhead; Fragmentation costs 45,000 credits, Incendiary 60,000 credits, High Explosive 70,000 credits, plasma 100,000 credits, smoke 800 credits, sub-munitions 120,000 credits.
i)2xFA-A9 2-pounder (40mm)Autocannon
Range:(High Velocity Round)5,000 yards(15,000 ft)
Maximum AA altitude w/ HV shells: 13,300 ft
(Low Velocity Round) 3,800 yards(11,400 ft)
Damage:(Fragmentation) 4d6 MD to 6 ft blast radius
(High Explosive) (HV) 1d4x10+3 MD to 1.5 ft blast radius
(LV)1d4x10 MD to 1.5 ft blast radius
Rate of Fire: 120 rounds per minute(or up to 30 rds per melee)
Payload: box magazine of 200 rounds(per gun)
Cost: 350,000 credits
High Velocity(Fragmentation) shells cost 200 credits apiece, 245 credits for HE
Low Velocity(Fragmentation) shells cost 180 credits apiece, 200 credits for HE
j)Pulse Laser(PS-RFL-25), the so-called “Prosek’s Gift’ thanks to its being derived from a reverse-engineered Coalition weapon!
Range: 6,000 ft
Damage: 2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: 150 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 600,000 credits
k)HPC-03 ‘Vesuvius’ Heavy Rapid-Fire Plasma Gatler
The PSHPC03 ‘Vesuvius’ is a combination of the concepts of the PSPPR-9 TriBarrel ‘HeatWave’ Gatling Plasma Cannon and the PS-HSGC-10 Long Barreled 20mm Vulcan Cannon ‘Super Vulcan’ mounting.
The Vesuvius’s basic unit is a seven-barrel larger caliber version of the ‘Heatwave’ plasma machinegun, using expendable single-shot cadmium-telluride cartridges(a technology acquired form early trade ally Kera-Tech) like regular belt-fed projectiles. The Vesuvius uses a much larger 40mm cartridge with a cadmium-telluride jacket around a small cylinder of enriched deuterium-impregnated solution, however, for greater power per shot. The advantage of the cartridge system, though requiring specialized ammunition, is that the weapon doesn’t need to be hooked up to a high output powerplant to provide for the actual plasma generation and projection, allowing for a lighter (overall) weapon than if the plasma cannon were directly powered.
MDC per open-mount cannon unit: 200
Range: 8,500 ft
Damage: 1d4x10 MD per single blast(4d6 MD at ranges beyond 7,000 ft out to maximum), 3d4x10 MD per three-shot burst(1d6x10 MD at ranges beyond 7,000 ft out to maximum), 4d6x10 MD per six-shot burst(2d6x10 MD at ranges beyond 7,000 ft out to maximum), and a whopping 8d6x10 MD(4d6x10 MD at ranges beyond 7,000 ft out to maximum) for a twelve-shot burst per single cannon.
Rate of Fire: EGCHH
Payload: Typically is fed by 240 rd belts.
Special Features:
*Computer-stabilized recoil control.
*Integral Targeting and Laser Rangefinding: +1 to strike
Cost: 650,000 credits per single gun system. 40mm Cadmium-telluride cartridges cost 95 credits each
l)M-Ion Cannon----A PS copy of the Triax TX-8841 Ion Cannon(sans MRM launchers, though some buyers have them fitted for installation in large gun mounts). PS has also managed to adapt its ion-weapons modification technology to further augment the M-Ion weapon
Range: 4,000 ft
Damage: 1d6x10 MD per blast
Rate of Fire: EGCHH
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 200,000 credits
Options:*Ion Scatter-Shot Module---This is a barrel mod that turns the cannon into a short range shotgun with an area of effect blast. Reduce range to 2,000 ft, but does 5d6 MD to a 30 ft wide area. Cost: 10,000 credits
*Ion Booster Module---Another mod that boosts the range of the ion bolts, albeit with a small reduction in damage capability. Reduce damage to 1d4x10 MD, but boost range to 7,000 ft. Cost: 12,000 credits
*MagePod Model 0.2 Spell Projector----The vehicle can be fitted with PS’s technowizardry spell-projection system. The Model 0.2 is a refined and enhanced version of the original Model 0.1C, and featuring a three-slot Spell Card ‘magazine’, allowing the operators to click between three spells with the flip of a switch. The 0.2 also features enhanced barrel-focusing elements, boosting the range of the spells.
Weight: 1,000 lbs
Range: Varies by spell, x2 due to ecoto-glass focusing and spell-booster elements.
Damage/Duration: Varies by spell
Rate of Fire: EPCHH
PPE Cost per Use: Varies by spell. However, the use of focusing elements and activator spells effectively reduces spell PPE cost by HALF.
(So you Technowizards aren’t flummoxed by PPE costs in a long-running battle, while the still relatively high PPE costs for the high-end spells keeps someone from using Sphere of Annihilation in every battle).
Payload: Draws from the main PPE Battery, but can also draw upon the robot’s/vehicle’s other PPE reserves/batteries(if any have been fitted). In an emergency, the pilot, if they are a mage or psychic, can kick in their own PPE.
Bonuses: As per spell(if any)
Cost: The Mage Pod system costs about 1.8 million credits
Spell Cards cost (as per Jason Richards’ guidelines in Rifter #2) 5,000 credits per PPE cost of main spell plus an additional cost (as per following modifiers)
*500 credits per level of the creating caster(Mages’ time and PPE are money, so expect to pay more for the longer duration/higher power spells)
*Warlock spells cost 20% more, in addition to above modifiers, owing to the difficulties of adapting Elemental Magic to ‘conventional” magic systems.
*PPE Generators---Can be fitted to power any magic systems aboard.
PPE Capacity:(Light)----200 PPE battery capacity; recharges at 10 PPE per hour, 20PPE/hour at a leyline, 40 PPE/hour on a nexus
(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
(‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
(‘Sorcerer’)--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus
Cost:(Light)----500,000 credits
(Medium)-----1 million credits
(‘Wizard’)----2 million credits
(‘Sorcerer’)---- 3 million credits
*Camou-Shroud---A variant of PS’s portable ‘scrambler’ shelter, only larger to cover the tank. This is a portable folding shelter that can be erected in minutes, providing protection from the elements, limited megadamage protection, as well as concealment from electronic and infrared/thermographic detection.
The ‘Shelter’ consists of a yard-long ‘can’ that looks like a large drum. When activated, about a dozen articulated ‘spider leg’ structural members of carbon composite branch out, anchor themselves in the ground, and form the skeleton of a dome-shaped igloo roughly 7 ft tall by 20 ft in diameter. The pod then deploys a cover sheet of special plastics, with a camouflage print, and integral sensor-baffling elements.
The Camouflage pattern sheet can be chemo-switched to any one of seven different configurations. The support elements create a degaussing ‘bubble’ that scrambles radar signals(incoming and outgoing), as well as disrupting magnetic resonances(fouling Magnetic Anomaly Detectors), while the fabric itself insulates and dissipates the infrared and thermal emissions and signatures of the occupants, rendering those means of detection less effective.
Care must be taken in setting up the Shelter---The igloo is not invisible to naked eyeball optical searches, so ‘blending’ the shelter into the natural landscape contours is essential for best results. For maximum comfort, a ground sheet or surfacing can be put down first.
The entire shelter can deploy/retract for stowage in 1 melee
MDC: The tent provides about 60 MDC of protection, however, against explosions, it is less effective(being non-rigid, shockwaves pass through its fabric), so explosives will do HALF damage to the occupants, regardless of how much MDC is left in the tent.
Special Features:
*Waterproofing
*Fire Proofing---Can handle temperatures up to 300 degrees centigrade. Normal fires do NO damage
*Minimal Radiation Shielding--The fabric shell provides some protection against radiation(such as that from expended U-rounds laying nearby, or fallout), but is not recommended for protection in ‘hot’ zones (good for maybe 5-6 minutes of exposure).
*Chameleon-cloth Fabric---Can assume one of seven preset color configurations.
*Thermal Insulation-Infrared and Thermographic sensors are -20% to detect the shelter.
*Electronic Insulation- Radar, MAD, and EM sensors are -15% to detect the shelter
*Extendable Fiber-optic Periscope
Cost: 90,000 credits; currently unavailable outside GNE military forces and approved affiliates.
*Fletchette Packs----Located around the hull are special ‘reactive armor’ panels that can be also be triggered as antipersonnel grenades. This is one of several similar systems currently in service/under development by PS.
Range: 100 ft
Damage: 5d6 MD to a cone swath roughly 50 ft long, by 10 ft wide.
Used as reactive armor against plasma and armor-piercing missiles, the computerized firing system acts as a PARRY, rolling to match or better the missile’s strike roll...a successful counter means that the missile damage is HALVED, while a failure means the tank takes full damage. Note: when dealing with volleys, one reactive armor pack can match TWO missiles in a volley, so in order to effectively counter a five missile volley, the tank must expend 3 reactive armor packs...two packs would roll twice to defeat their respective missiles, the third would only roll once. If the enemy missile launcher has a line of sight on the tank, they can target a spot on the hull which has no packs covering it (a called shot), in which case the remaining reactive armor is -4 to cover the gap.
Rate of Fire: One at a time or can be simultaneously fired in volleys of 1-10
Payload: Each side of the APC(sides, front, back) can be fitted with 10 fletchette packs each(40 total)
Cost: 200 credits per fletchette pack
*Thermo-Optic Camouflage System----Based on the Naruni Nomad Scout Robot, this system is another ‘breakthrough’ for Paladin Steel’s reverse-engineering department. The system uses new hull panels of optically-variable micro-‘cells’ and mini-cams to sample and match surrounding environmental color values and light spectra. This system changes color in 1d4 melees and gives the 'bot a limited stealth ability(-20% to Detect Ambush and Detect Concealment roles to find the thing). Also masks the Jackalope's thermal and infrared emissions through special insulation and large heatsinks, making heat sensors useless. Expensive, yes, but how much is not being seen worth to you?
Variants:
*PS-HBT-36C---An attempt to equal the original Sand Skimmer’s high speed. Unfortunately, this necessitated taking up the entire rear compartment with an oversized thruster and auxiliary powerplant. The PS-HBT-36C can barely hit the required 660 MPH, and handling is rough, even with FBW and computer assistance. While some crews claim that the added versatility of the hardpoints on the upper torso offset the loss of the modular rear crew and cargo section, most prospective pilots looking for the PESS’s high speed and handling prefer the ‘truer’ PS-HSGEV-30 ‘Scolii’.
-------------
"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
------------
- Shorty Lickens
- Hero
- Posts: 1221
- Joined: Mon Sep 19, 2005 10:24 pm
- Comment: Arrrrgggghhhh!
- Location: Praxus
Re: Paladin Steel Storefront
I'm too lazy to go through this entire thread.
Was there ever an exploration, non-combat vehicle of any type posted.
Just tell me the page number, I can go dig for it myself.
Was there ever an exploration, non-combat vehicle of any type posted.
Just tell me the page number, I can go dig for it myself.
http://incompetech.com/graphpaper/
Create and print dozens of different graph papers.
Create and print dozens of different graph papers.
- taalismn
- Priest
- Posts: 48001
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Shorty Lickens wrote:I'm too lazy to go through this entire thread.
Was there ever an exploration, non-combat vehicle of any type posted.
Just tell me the page number, I can go dig for it myself.
I think I had a daddy-longlegs-style robot exploration walker posted....I'll get around to finding the exact page number tomorrow(Godzilla marathon tonight on Cometv).
-------------
"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
------------
- Shorty Lickens
- Hero
- Posts: 1221
- Joined: Mon Sep 19, 2005 10:24 pm
- Comment: Arrrrgggghhhh!
- Location: Praxus
Re: Paladin Steel Storefront
I FOUND TWO!
Atomic Cockroach and Daddy Longlegs.
thanks
Atomic Cockroach and Daddy Longlegs.
thanks
http://incompetech.com/graphpaper/
Create and print dozens of different graph papers.
Create and print dozens of different graph papers.
- taalismn
- Priest
- Posts: 48001
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Shorty Lickens wrote:I FOUND TWO!
Atomic Cockroach and Daddy Longlegs.
thanks
![Okay :ok:](./images/smilies/bigok.gif)
![Okay :ok:](./images/smilies/bigok.gif)
You're better at finding my stuff than I am.
Now, can you tell me where I left my socks?
-------------
"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: 48001
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Paladin Steel PS-FC-60 ‘Arachnist’ Full Conversion Cyborg
(aka ‘Tarantulite’, ‘Whirlblade’)
“It’s ARACHNIST’, not ‘anarchist’.....although given the amount of mayhem these guys can do, that’s just as appropriate.”
“Why’d I select a melee specialist frame? Close-i fighting’s too dangerous, you say? Well, I have my reasons; among which are, melee fighting is NOT a sign you didn’t do your job right. You’re up close and in the enemy’s face, among his own troops. Few opponents are going to cut lose with the heavy stuff when you’re right next to them and where they’re more likely to catch themselves in the collateral.
Oh, and being a melee fighter means more combat pay; I’ll pay off my conversion faster with fewer missions and get my new bio-body...with the extras, so I don’t wind up having to go fullcon again. Yeah, and I’ll go for some lifestyle mods too, like mensus control, while I’m at it. But I gotta earn the mod-price first.”
“Yeah, you heard MetalMasta came out with three new combat pattern patches for the Arachnist? All new ones, supposedly based on some Central Alliance martial art. Two defense sines and an offensive scissor. Not rewites of the old Maveli arm routines. The new stuff takes the lighter construction of the sub-arms into account and shaves a few microseconds off response timem all withiut requiring any extra memory chips needing to be driled into your spine. So, yeah, the app is TOTALLY worth the extra hard credits.”
“Be careful directing your arms if you’re carrying any of the heavier custom blades on them; I put all my vibe-rippers into a convergent point thrust on a Tokiman who’d been giving me hell all day, and the synchronized vibrations almost threw me off my feet. Mind you, it DID throw my opponent all over the landscape, but if he’d been any tougher, he might have survived long enough to do me some damage as I was shaky.”
The ‘Arachnist’ is a melee-oriented FC cyborg that many believe was derived from the early PS-FC-13 Tarantula Full Conversion Borg(hence the occasional reference to it being a ‘Tarantulite’), in the idea of getting multiple limbs and as many blades as possible moving in close combat. Though not as heavily armored or armed as some of Paladin Steel’s other cyborgs, the Arachnist is still very agile, fast, and deadly.
The Arachnist adopts the ‘armature backpack’ configuration in having a back-mounted rig on which are mounted six additional arms, each tipped with a dual-mode plasma-enhanced sword-blade, reverse-engineered from Kittani Energy Swords. Special robot A.I. subroutines allow the ‘borg to program the limbs to move in a variety of defensive patterns and offensive strikes. One observer compared the sight of an Arachnist in full melee mode to a ‘threshing machine’, while others have evoked ‘stormcloud of blades’ and ‘chopper-outbreak’. Backing the arms is a heavy quad-array of head-mounted lasers, and a set of standard forearm hardpoints on the regular arms.
Arachnists join the ranks of PS’s dedicated melee specialist cyborgs, and there is much competition amongst the various conversion designs as to who has the best overall cyborg fighter body. Besides the obvious technological comparisons, the frquent spars and challenge fights are also proving invaluable for the evolving combat skills put on display and originating in these bouts. However, few of participants in these fights lose track of the real reason for the cyborg bodies; to fight the enemies of civilization, and the Minion War has provided ample opportunity for the Arachnists to show their stuff.
Type: PS-FC-60 Arachnist
Class: Full Conversion Borg -
Crew: One volunteer
M.D.C. By Location:
Hands(2) 15 each
Arms(2) 50 each
Blade Arms(6) 40 each
Legs(2) 90 each
*Head 70
Laser Visor 50
**Main Body 200
*Destroying the head of a Cyborg will kill the character!
However, the head is a small and difficult target to hit. The attacker
must make a called shot and even then he is -3 to strike. The hands, and
forearms are also difficult targets to hit and are -4 to strike on a
called shot.
**Depleting the M.D.C. of the main body will effectively
destroy the artificial body, but emergency systems will keep the brain and
vital organs alive for 36 hours. Recovery of the severely damaged body
will enable doctors to place the character on life support systems that
will keep him alive until a new bionic body (same style or other) is
available, for full conversion. Failure to find the damaged Borg within 36
hours means the character dies.
Note: The Arachnist CAN be fitted with additional armor, but is limited to LIGHT Cyborg Armor
Speed:
Running: 100 mph max . However the act of running does
not tire the operator out and the maximum speed can be maintained
indefinitely.
Jumping: The powerful robotic legs are strong and capable
of leaping 10 feet high or 18 ft lengthwise. A running leap adds 50% to
distance/height.
Flying: Not possible without a jet pack
Underwater: The Arachnist CANNOT swim, but sinks like a rock
Statistical Data:
Average Height: 7 ft
Width: 4.8 ft
Length: 3.8 ft
Weight: 1,500 lbs.
Power System: Nuclear
Physical Attributes: Equal to Robotic PS. 28, PP. 24,.
Bonuses: Standard cyborg bonuses of +3 save vs magic, +5 vs possession, impervious to Bio-Manipulation, Telemechanics(all), See Aura, and any attacks that do damage directly to Hit Points.
+4 initiative
+5 strike/parry
+6 dodge
+3 Pull Punch
+2 Entangle
Penalties: Touch/tactile sense is 60% of human norm.
Prowl penalty: -20%
Special Skills/Training---Use standard 'Borg or Headhunter OCC.
Black Market Cost: 7 million credits with all standard features, weapons, and sensors.
Standard Bionic Features
Note: These features are all found in the bionic and
cybernetic section of the Rifts RPG.
1. Bionic lung with gas filter & storage cell
2. Built-in language translator
3. Built-in radio receiver & transmitter
4. Clock calendar
5. Gyro-compass
6. Modulated voice synthesizer
7. Multi-optic eyes
8. Built-in loudspeaker
9. Universal headjack with amplified hearing and sound filtration systems.
Special Features:
*Hardened Circuits---A feature growing to be standard in Paladin Steel-made combat cyborgs. Shields the ‘borg’s systems against EMP and other electrical-disruption attacks.
*Ambidexterity Boost--- If the character doesn’t already possess the Ambidexterity advantage, a combination of neural interface boosting and gene-therapy gives the cyborg the ability to use all their hands with equal proficiency. If nothing else, this allows the cyborg to defend themselves more effectively using strictly physical means. +1 APM, +1 parry, and automatically gets W.P. Paired Weapons(reflected in Bonus stats).
Weapons Systems:
1) Laser Eyes(4) ---These are mounted on a heavy moveable ‘visor’ that drops down over the face to provide added protection. These are the more powerful variety of bionic eye lasers, and four of them firing at once can do MAJOR damage to a target. The Arachnist is thus known as having a ‘glare of death’. Early versions of the Arachnist suffered overheating problems with the head lasers, though, and the cyborgs complained of having to fire only one or two lasers, rather than risk melting circuits or cooking their brain cases; PS subsequently patched the problem with an improved cooling jacket for both the lasers and the skull casing.
Range: 1,000 ft
Damage: 3d6 MD per single shot, 6d6 MD double shot. 12d6 MD for all four eyes firing simultaneously
Rate of Fire: ECHH
Payload: Effectively Unlimited
2) Plasma Sword Arms(6)----The back sports six long arms that end in plasma-generating blades. The arms can operate separately, under subordinate AI control, or can be coupled together to act as one unit(up to three arms can be coupled in this fashion).
Range:(Sword) Melee
(Plasma Blast) 100 ft
Damage:(Sword) 2d6+6 SDC unenergized, 2d6 MD energized
(Plasma Blast) 4d6 MD
Rate of Fire: ECHH
Payload:: Effectively unlimited
3) Forearm Blasters(2)----The Arachnist’s two regular arms are fitted with modular option slots for standardized forearm blasters.
4) Grapple-Hooks--Each of the sub-arms has several small hooks used for climbing and hooking objects. The Arachnist will frequently use them to hang from walls and ceilings. They can also be used to rake targets. Damage: +1d4 SDC/MDC to punches/slashes.
Hand to Hand Combat
Restrained Punch 1d4 MD
Full Strength Punch 1d6 MD
Power Punch( 2 attacks) 3d4 MD
Kick 1d6 MD
Leap Kick(2 Attacks) 2d6 MD
Judo-Style Throw/Flip 1d4 MD
Body Block/Ram: (2 attacks) 1d6 MD
Options:
The Arachnist can be fitted with any of the standard cybernetic and bionic features in the Rifts books. Favorite options include fitting the 'borg with alternative arm weapons, mobility aides, and extra sensors.
*Pulse Laser Lances---Adapted from the Kittani Energy Lance; modest damage, but good range, and excellent accuracy(due to its light weight and integral laser sighting). These weapons are heavier than the original, due to different production methods(70 lbs), so fitting all six sub-arms with them adds a whopping 420 lbs, plus another 60 lbs for a supplemental power pack(carried in an abdomen-like ‘fanny pack’ on the cyborg).
Range: 6,000 ft in hi-mode, 3,000 ft in lo-mode
Damage: 3d6 MD single shot in hi-mode, 6d6 MD per blast in lo-mode
Rate of Fire: ECHH
Payload: 100 shot battery
Bonus: +2 to strike
Cost: 75,000 credits
* Plasma Cutlass---This is actually a triple-bladed punchdagger-style weapon similar to the TWMBW11 ‘SebaKatar’ TW Melee Weapon, only scaled up so the three knife blades are actually Kittani-style plasma swordblades. The blades can scissor, and can fire either a fan-blast or a concentrated blast. Fitting all six arms with this weapon gives a truly impressive level of short-range firepower.
Range:(Blades) Melee
(Plasma Blast) 100 ft
Concentrated Blast: 500 ft
Damage:(Blades) 2d6 MD per blade, 6d6 MD locked blades
(Plasma Blast)Blade Blast: 4d6 MD per blade
Concentrated Blast: 1d6x10 +5 MD
Fan Blast: 3d6 MD to a 30-degree arc
Rate of Fire: ECHH
Payload: Effectively unlimited attached to the power armor. 15 shots detached.
Cost: 125,000 credits per punch-blade
Variants:
*PS-FC-60(TW)-----Technowizardry-enhanced version with a supplemental TW crystal PPE powerstone carried in the ‘fanny-pack’. This unit provides power for TW weaponry on the arms as well as an other TW features integrated into the ‘borg.
Powerplant:(Supplemental)PPE Generator:
PPE Capacity:(Light)----200 PPE battery capacity; recharges at 10 PPE per hour, 20PPE/hour at a leyline, 40 PPE/hour on a nexus
Systems of Note:
*PPE Sensor Optics---Thanks to advanced microchip engineering expertise, PS has managed to get the size of the system down to compact enough to fit into the cyborg optics band. 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).
*PSW Cyborg TW Interface
*TW “Borg Amulet (3 spellcard slots)
Weapons Systems:
2) Plasma Arm Replacement----The plasma swords can be replaced with the following:
a) Silver-plated Ripper Blades w/ Spinning Blades Enhancement
(Spinning/VibroBlades) Melee when just the vibroblades are in use. When activated, the Spinning Blades spell can reach 300 ft away, used offensively. If ejected as projectiles, the blades can reach 700 ft.
When activated, the Spinning Blades spell produces 7 blades that each do 1d6 MD each(regardless of what the blade was/does originally) in defensive mode(+6 to parry, +2 to parry energy attacks) or 2d6x7 MD in offensive ‘buzzsaw’ mode(enemy CANNOT parry).
Can also fire the magical blades like projectiles, 1-2 at a time, each doing 1d6 MD on impact, and +3 to strike. The blades disappear on impact.
10 PPE for 7 melee rounds
b) Light Blades(Light Blade)1d4x10+10 MD per strike(full HP damage to vampires)6 PPE per 10 minute duration. Cost: 50,000 credits.
c) FrostBlades----The blade now does 4d6 MD, 6d6 MD to fire creatures, or DOUBLE damage to those noted as being susceptible to cold-based attacks. Can also attempt to parry energy blasts(with no bonuses). Costs 4 PPE for 8 minutes duration. Cost: 79,000 credits.
d)Fiery Touch---An adaptation of the Fire Elemental Warlock’s Fiery Touch spell, this makes the blade glow white hot and surrounds it with flames, allowing them to do an extra +4d6 SDC or 2d6 MD of damage. 3 PPE per use for 5 minutes. Cost: 42,000 credits.
5) Web Caster----The six arms can be energized to cast a giant Magic Net--60 ft range, 10 ft area, and lasts 4 minutes. 4 PPE to cast.
Cost: +1.2 million credits
*PS-FC-60S-----Space variant with small maneuvering thrusters dotted about the frame. Sometimes called the ‘Space Spider’ for its appearance.
Speed:
Space: The maneuvering verniers can reach speeds of 20 MPH in space, and have enough fuel/power for up to 18 hours of maneuvering.
Systems of Note:
- Recycler Implants---Can go without food or water for a week before needing nourishment.
-Enhanced Electromagnetic Radiation Shielding---Both passive insulation and an active Magtech field protect the ‘borg from radiation. Incidentally, particle and ion beam weapons do HALF damage when this system is up.
- Extended Radar Sensor----Range: 5 miles in atmosphere, 50 miles in space
- Long Range Radio----Range: 100 miles
- Laser Communicator----Range: 500 miles
- Grapple Launcher---Built into each arm, this small device fires a 60 ft line with magnetic grappling hook, for attaching to ships and other objects.
- Radiation Detector
- Electromagnetic Pads---Mounted in the hands and feet, these allow the cyborg to anchor to metal ship hulls.
- Goop-Ball Launcher---Built into one forearm. Intended for temporarily patching holes in the hull. this launcher fires ‘slugs’ of quick-setting megadamage epoxy. They can also be used to incapacitate people with a lucky entangling shot.
Range: 50 ft
Damage: None; each application covers 5 square ft, and has 2d4 MD per application. If treated with a binder solution, it hardens after 1d4 hours to 2d6+1 MDC. Has a strength of 1,000 lbs per cubic foot
Rate of Fire: ECHH
Payload: 10 bursts; can be attached to an external tank for 30-100 applications
- Astrogation Computer---A special cyberlinked flight control system that allows the cyborg to more efficiently use its thrusters, and calculate flight for work pods and EVA platforms. Adds a +10% to all Navigation: Space rolls.
- Gyroscopic Stabilization(+1 to dodge in zero-g. +20% to maintain balance)
Cost: +250,000 credits
(aka ‘Tarantulite’, ‘Whirlblade’)
“It’s ARACHNIST’, not ‘anarchist’.....although given the amount of mayhem these guys can do, that’s just as appropriate.”
“Why’d I select a melee specialist frame? Close-i fighting’s too dangerous, you say? Well, I have my reasons; among which are, melee fighting is NOT a sign you didn’t do your job right. You’re up close and in the enemy’s face, among his own troops. Few opponents are going to cut lose with the heavy stuff when you’re right next to them and where they’re more likely to catch themselves in the collateral.
Oh, and being a melee fighter means more combat pay; I’ll pay off my conversion faster with fewer missions and get my new bio-body...with the extras, so I don’t wind up having to go fullcon again. Yeah, and I’ll go for some lifestyle mods too, like mensus control, while I’m at it. But I gotta earn the mod-price first.”
“Yeah, you heard MetalMasta came out with three new combat pattern patches for the Arachnist? All new ones, supposedly based on some Central Alliance martial art. Two defense sines and an offensive scissor. Not rewites of the old Maveli arm routines. The new stuff takes the lighter construction of the sub-arms into account and shaves a few microseconds off response timem all withiut requiring any extra memory chips needing to be driled into your spine. So, yeah, the app is TOTALLY worth the extra hard credits.”
“Be careful directing your arms if you’re carrying any of the heavier custom blades on them; I put all my vibe-rippers into a convergent point thrust on a Tokiman who’d been giving me hell all day, and the synchronized vibrations almost threw me off my feet. Mind you, it DID throw my opponent all over the landscape, but if he’d been any tougher, he might have survived long enough to do me some damage as I was shaky.”
The ‘Arachnist’ is a melee-oriented FC cyborg that many believe was derived from the early PS-FC-13 Tarantula Full Conversion Borg(hence the occasional reference to it being a ‘Tarantulite’), in the idea of getting multiple limbs and as many blades as possible moving in close combat. Though not as heavily armored or armed as some of Paladin Steel’s other cyborgs, the Arachnist is still very agile, fast, and deadly.
The Arachnist adopts the ‘armature backpack’ configuration in having a back-mounted rig on which are mounted six additional arms, each tipped with a dual-mode plasma-enhanced sword-blade, reverse-engineered from Kittani Energy Swords. Special robot A.I. subroutines allow the ‘borg to program the limbs to move in a variety of defensive patterns and offensive strikes. One observer compared the sight of an Arachnist in full melee mode to a ‘threshing machine’, while others have evoked ‘stormcloud of blades’ and ‘chopper-outbreak’. Backing the arms is a heavy quad-array of head-mounted lasers, and a set of standard forearm hardpoints on the regular arms.
Arachnists join the ranks of PS’s dedicated melee specialist cyborgs, and there is much competition amongst the various conversion designs as to who has the best overall cyborg fighter body. Besides the obvious technological comparisons, the frquent spars and challenge fights are also proving invaluable for the evolving combat skills put on display and originating in these bouts. However, few of participants in these fights lose track of the real reason for the cyborg bodies; to fight the enemies of civilization, and the Minion War has provided ample opportunity for the Arachnists to show their stuff.
Type: PS-FC-60 Arachnist
Class: Full Conversion Borg -
Crew: One volunteer
M.D.C. By Location:
Hands(2) 15 each
Arms(2) 50 each
Blade Arms(6) 40 each
Legs(2) 90 each
*Head 70
Laser Visor 50
**Main Body 200
*Destroying the head of a Cyborg will kill the character!
However, the head is a small and difficult target to hit. The attacker
must make a called shot and even then he is -3 to strike. The hands, and
forearms are also difficult targets to hit and are -4 to strike on a
called shot.
**Depleting the M.D.C. of the main body will effectively
destroy the artificial body, but emergency systems will keep the brain and
vital organs alive for 36 hours. Recovery of the severely damaged body
will enable doctors to place the character on life support systems that
will keep him alive until a new bionic body (same style or other) is
available, for full conversion. Failure to find the damaged Borg within 36
hours means the character dies.
Note: The Arachnist CAN be fitted with additional armor, but is limited to LIGHT Cyborg Armor
Speed:
Running: 100 mph max . However the act of running does
not tire the operator out and the maximum speed can be maintained
indefinitely.
Jumping: The powerful robotic legs are strong and capable
of leaping 10 feet high or 18 ft lengthwise. A running leap adds 50% to
distance/height.
Flying: Not possible without a jet pack
Underwater: The Arachnist CANNOT swim, but sinks like a rock
Statistical Data:
Average Height: 7 ft
Width: 4.8 ft
Length: 3.8 ft
Weight: 1,500 lbs.
Power System: Nuclear
Physical Attributes: Equal to Robotic PS. 28, PP. 24,.
Bonuses: Standard cyborg bonuses of +3 save vs magic, +5 vs possession, impervious to Bio-Manipulation, Telemechanics(all), See Aura, and any attacks that do damage directly to Hit Points.
+4 initiative
+5 strike/parry
+6 dodge
+3 Pull Punch
+2 Entangle
Penalties: Touch/tactile sense is 60% of human norm.
Prowl penalty: -20%
Special Skills/Training---Use standard 'Borg or Headhunter OCC.
Black Market Cost: 7 million credits with all standard features, weapons, and sensors.
Standard Bionic Features
Note: These features are all found in the bionic and
cybernetic section of the Rifts RPG.
1. Bionic lung with gas filter & storage cell
2. Built-in language translator
3. Built-in radio receiver & transmitter
4. Clock calendar
5. Gyro-compass
6. Modulated voice synthesizer
7. Multi-optic eyes
8. Built-in loudspeaker
9. Universal headjack with amplified hearing and sound filtration systems.
Special Features:
*Hardened Circuits---A feature growing to be standard in Paladin Steel-made combat cyborgs. Shields the ‘borg’s systems against EMP and other electrical-disruption attacks.
*Ambidexterity Boost--- If the character doesn’t already possess the Ambidexterity advantage, a combination of neural interface boosting and gene-therapy gives the cyborg the ability to use all their hands with equal proficiency. If nothing else, this allows the cyborg to defend themselves more effectively using strictly physical means. +1 APM, +1 parry, and automatically gets W.P. Paired Weapons(reflected in Bonus stats).
Weapons Systems:
1) Laser Eyes(4) ---These are mounted on a heavy moveable ‘visor’ that drops down over the face to provide added protection. These are the more powerful variety of bionic eye lasers, and four of them firing at once can do MAJOR damage to a target. The Arachnist is thus known as having a ‘glare of death’. Early versions of the Arachnist suffered overheating problems with the head lasers, though, and the cyborgs complained of having to fire only one or two lasers, rather than risk melting circuits or cooking their brain cases; PS subsequently patched the problem with an improved cooling jacket for both the lasers and the skull casing.
Range: 1,000 ft
Damage: 3d6 MD per single shot, 6d6 MD double shot. 12d6 MD for all four eyes firing simultaneously
Rate of Fire: ECHH
Payload: Effectively Unlimited
2) Plasma Sword Arms(6)----The back sports six long arms that end in plasma-generating blades. The arms can operate separately, under subordinate AI control, or can be coupled together to act as one unit(up to three arms can be coupled in this fashion).
Range:(Sword) Melee
(Plasma Blast) 100 ft
Damage:(Sword) 2d6+6 SDC unenergized, 2d6 MD energized
(Plasma Blast) 4d6 MD
Rate of Fire: ECHH
Payload:: Effectively unlimited
3) Forearm Blasters(2)----The Arachnist’s two regular arms are fitted with modular option slots for standardized forearm blasters.
4) Grapple-Hooks--Each of the sub-arms has several small hooks used for climbing and hooking objects. The Arachnist will frequently use them to hang from walls and ceilings. They can also be used to rake targets. Damage: +1d4 SDC/MDC to punches/slashes.
Hand to Hand Combat
Restrained Punch 1d4 MD
Full Strength Punch 1d6 MD
Power Punch( 2 attacks) 3d4 MD
Kick 1d6 MD
Leap Kick(2 Attacks) 2d6 MD
Judo-Style Throw/Flip 1d4 MD
Body Block/Ram: (2 attacks) 1d6 MD
Options:
The Arachnist can be fitted with any of the standard cybernetic and bionic features in the Rifts books. Favorite options include fitting the 'borg with alternative arm weapons, mobility aides, and extra sensors.
*Pulse Laser Lances---Adapted from the Kittani Energy Lance; modest damage, but good range, and excellent accuracy(due to its light weight and integral laser sighting). These weapons are heavier than the original, due to different production methods(70 lbs), so fitting all six sub-arms with them adds a whopping 420 lbs, plus another 60 lbs for a supplemental power pack(carried in an abdomen-like ‘fanny pack’ on the cyborg).
Range: 6,000 ft in hi-mode, 3,000 ft in lo-mode
Damage: 3d6 MD single shot in hi-mode, 6d6 MD per blast in lo-mode
Rate of Fire: ECHH
Payload: 100 shot battery
Bonus: +2 to strike
Cost: 75,000 credits
* Plasma Cutlass---This is actually a triple-bladed punchdagger-style weapon similar to the TWMBW11 ‘SebaKatar’ TW Melee Weapon, only scaled up so the three knife blades are actually Kittani-style plasma swordblades. The blades can scissor, and can fire either a fan-blast or a concentrated blast. Fitting all six arms with this weapon gives a truly impressive level of short-range firepower.
Range:(Blades) Melee
(Plasma Blast) 100 ft
Concentrated Blast: 500 ft
Damage:(Blades) 2d6 MD per blade, 6d6 MD locked blades
(Plasma Blast)Blade Blast: 4d6 MD per blade
Concentrated Blast: 1d6x10 +5 MD
Fan Blast: 3d6 MD to a 30-degree arc
Rate of Fire: ECHH
Payload: Effectively unlimited attached to the power armor. 15 shots detached.
Cost: 125,000 credits per punch-blade
Variants:
*PS-FC-60(TW)-----Technowizardry-enhanced version with a supplemental TW crystal PPE powerstone carried in the ‘fanny-pack’. This unit provides power for TW weaponry on the arms as well as an other TW features integrated into the ‘borg.
Powerplant:(Supplemental)PPE Generator:
PPE Capacity:(Light)----200 PPE battery capacity; recharges at 10 PPE per hour, 20PPE/hour at a leyline, 40 PPE/hour on a nexus
Systems of Note:
*PPE Sensor Optics---Thanks to advanced microchip engineering expertise, PS has managed to get the size of the system down to compact enough to fit into the cyborg optics band. 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).
*PSW Cyborg TW Interface
*TW “Borg Amulet (3 spellcard slots)
Weapons Systems:
2) Plasma Arm Replacement----The plasma swords can be replaced with the following:
a) Silver-plated Ripper Blades w/ Spinning Blades Enhancement
(Spinning/VibroBlades) Melee when just the vibroblades are in use. When activated, the Spinning Blades spell can reach 300 ft away, used offensively. If ejected as projectiles, the blades can reach 700 ft.
When activated, the Spinning Blades spell produces 7 blades that each do 1d6 MD each(regardless of what the blade was/does originally) in defensive mode(+6 to parry, +2 to parry energy attacks) or 2d6x7 MD in offensive ‘buzzsaw’ mode(enemy CANNOT parry).
Can also fire the magical blades like projectiles, 1-2 at a time, each doing 1d6 MD on impact, and +3 to strike. The blades disappear on impact.
10 PPE for 7 melee rounds
b) Light Blades(Light Blade)1d4x10+10 MD per strike(full HP damage to vampires)6 PPE per 10 minute duration. Cost: 50,000 credits.
c) FrostBlades----The blade now does 4d6 MD, 6d6 MD to fire creatures, or DOUBLE damage to those noted as being susceptible to cold-based attacks. Can also attempt to parry energy blasts(with no bonuses). Costs 4 PPE for 8 minutes duration. Cost: 79,000 credits.
d)Fiery Touch---An adaptation of the Fire Elemental Warlock’s Fiery Touch spell, this makes the blade glow white hot and surrounds it with flames, allowing them to do an extra +4d6 SDC or 2d6 MD of damage. 3 PPE per use for 5 minutes. Cost: 42,000 credits.
5) Web Caster----The six arms can be energized to cast a giant Magic Net--60 ft range, 10 ft area, and lasts 4 minutes. 4 PPE to cast.
Cost: +1.2 million credits
*PS-FC-60S-----Space variant with small maneuvering thrusters dotted about the frame. Sometimes called the ‘Space Spider’ for its appearance.
Speed:
Space: The maneuvering verniers can reach speeds of 20 MPH in space, and have enough fuel/power for up to 18 hours of maneuvering.
Systems of Note:
- Recycler Implants---Can go without food or water for a week before needing nourishment.
-Enhanced Electromagnetic Radiation Shielding---Both passive insulation and an active Magtech field protect the ‘borg from radiation. Incidentally, particle and ion beam weapons do HALF damage when this system is up.
- Extended Radar Sensor----Range: 5 miles in atmosphere, 50 miles in space
- Long Range Radio----Range: 100 miles
- Laser Communicator----Range: 500 miles
- Grapple Launcher---Built into each arm, this small device fires a 60 ft line with magnetic grappling hook, for attaching to ships and other objects.
- Radiation Detector
- Electromagnetic Pads---Mounted in the hands and feet, these allow the cyborg to anchor to metal ship hulls.
- Goop-Ball Launcher---Built into one forearm. Intended for temporarily patching holes in the hull. this launcher fires ‘slugs’ of quick-setting megadamage epoxy. They can also be used to incapacitate people with a lucky entangling shot.
Range: 50 ft
Damage: None; each application covers 5 square ft, and has 2d4 MD per application. If treated with a binder solution, it hardens after 1d4 hours to 2d6+1 MDC. Has a strength of 1,000 lbs per cubic foot
Rate of Fire: ECHH
Payload: 10 bursts; can be attached to an external tank for 30-100 applications
- Astrogation Computer---A special cyberlinked flight control system that allows the cyborg to more efficiently use its thrusters, and calculate flight for work pods and EVA platforms. Adds a +10% to all Navigation: Space rolls.
- Gyroscopic Stabilization(+1 to dodge in zero-g. +20% to maintain balance)
Cost: +250,000 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
------------
-
- D-Bee
- Posts: 49
- Joined: Tue Apr 14, 2009 5:45 am
- Location: Nortn East Scotland
Re: Paladin Steel Storefront
Well I'm back been a busy year, lost my gaming group so now just reading this for fun and enjoyment and as such with a couple of weeks between courses I've been busy updating the files.
Current stats roughly 1107 designs and over 2300 pages.
Paladin Steel Netbook
Enjoy![Smile :)](./images/smilies/smile.gif)
Current stats roughly 1107 designs and over 2300 pages.
Paladin Steel Netbook
Enjoy
![Smile :)](./images/smilies/smile.gif)
- Veritas476
- Adventurer
- Posts: 488
- Joined: Mon Jan 05, 2009 12:38 am
- Location: Oswego, NY, USA
- Contact:
Re: Paladin Steel Storefront
Holy! Keep up the great work all of you!
- taalismn
- Priest
- Posts: 48001
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
wildfire142 wrote:Well I'm back been a busy year, lost my gaming group so now just reading this for fun and enjoyment and as such with a couple of weeks between courses I've been busy updating the files.
Current stats roughly 1107 designs and over 2300 pages.
Paladin Steel Netbook
Enjoy
Just when I thought hardly anybody was still reading this...
May Lady Fortune always shine on you and may you never out that you have my gratitude...
![Very Happy :-D](./images/smilies/icon_biggrin.gif)
![Cool 8)](./images/smilies/cool.gif)
I really gotta work up illos for the newer stuff(and some older stuff)
-------------
"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:wildfire142 wrote:Well I'm back been a busy year, lost my gaming group so now just reading this for fun and enjoyment and as such with a couple of weeks between courses I've been busy updating the files.
Current stats roughly 1107 designs and over 2300 pages.
Paladin Steel Netbook
Enjoy
Just when I thought hardly anybody was still reading this...
May Lady Fortune always shine on you and may you never out that you have my gratitude...![]()
![]()
I really gotta work up illos for the newer stuff(and some older stuff)
This reminds me.. I need to work on the EShemarrian wikia....
- Shorty Lickens
- Hero
- Posts: 1221
- Joined: Mon Sep 19, 2005 10:24 pm
- Comment: Arrrrgggghhhh!
- Location: Praxus
Re: Paladin Steel Storefront
What we REALLY need to do is get together and make sketches for every item in the book!
http://incompetech.com/graphpaper/
Create and print dozens of different graph papers.
Create and print dozens of different graph papers.
- taalismn
- Priest
- Posts: 48001
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Shorty Lickens wrote:What we REALLY need to do is get together and make sketches for every item in the book!
Well, I did used to use the 'Pimp My Gun' online game to make representations of many of the PS firearms, but that kinda fell short for some of the later models, and wasn't really fair in terms of originality(then again, many of 'Star Wars' iconic weapons, especially Stormtrooper weapons, can be identified as gimmicked up modern firearms such as Sterling SMGs and MG42s).
![El Bandito :bandit:](./images/smilies/bandit.gif)
-------------
"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:Shorty Lickens wrote:What we REALLY need to do is get together and make sketches for every item in the book!
Well, I did used to use the 'Pimp My Gun' online game to make representations of many of the PS firearms, but that kinda fell short for some of the later models, and wasn't really fair in terms of originality(then again, many of 'Star Wars' iconic weapons, especially Stormtrooper weapons, can be identified as gimmicked up modern firearms such as Sterling SMGs and MG42s).
And the walker in Solo was based on a flak gun.. I think a German model.. Could have been British.
I love the art you do for your Paladin Steel and the EShemarrian stuff. Makes me wish I could draw (which I can't).
- taalismn
- Priest
- Posts: 48001
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
kronos wrote:[
I love the art you do for your Paladin Steel and the EShemarrian stuff. Makes me wish I could draw (which I can't).
Not quite as prolific as I have been in the past, though. I haven't updated my deviantart account in years, and I haven't done any big stuff in ages....just stand alone singletons I can scribble on single sheets of note paper. Still, I keep big paper sheets in hope of one day getting that big manic power surge to think BIG again and sustain the effort.
I'm not lacking for the ideas, just the endurance.
-------------
"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: 48001
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
"Hey, I thought I saw something here!"
"Like what?"
"I dunno, but it's gone now!"
"Would you like to report. UFO then?"
"Nah, too many of those already."
"Alright then."
"Like what?"
"I dunno, but it's gone now!"
"Would you like to report. UFO then?"
"Nah, too many of those already."
"Alright then."
Last edited by taalismn on Sat Sep 29, 2018 8:17 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
------------
Re: Paladin Steel Storefront
taalismn wrote:EcoS-K-140 Skralite Aerial Warmount
(aka ‘Air-Croc’, ‘Four-Jaw’)
Nice.. but wrong thread
![Razz :P](./images/smilies/tongue.gif)
-
- D-Bee
- Posts: 49
- Joined: Tue Apr 14, 2009 5:45 am
- Location: Nortn East Scotland
Re: Paladin Steel Storefront
Okay remove from catalogue save for second project if I ever have time ![Smile :)](./images/smilies/smile.gif)
![Smile :)](./images/smilies/smile.gif)
- taalismn
- Priest
- Posts: 48001
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
kronos wrote:taalismn wrote:EcoS-K-140 Skralite Aerial Warmount
(aka ‘Air-Croc’, ‘Four-Jaw’)
Nice.. but wrong thread
I CLAIM SLOW-LOADING FATIGUE!!!!
-------------
"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: 48001
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Paladin Steel/Paragon Progress ‘Rainman’ Special Weather Attack Robot
(aka ‘Heavy Weather’, ‘Stormlord’)
“Gentlemen, General Mud has just entered the battlezone.”
“Today’s massacre of enemy conscripts has instead turned into a mass rescue of them from deep mud, flash flooding, and sudden hypothermia. We almost lost a few to drowning and frostbite, but it’s quite a few less than if we’d stopped them the old-fashioned way with rail guns and plasma cannon.”
“Weather report for today calls for heavy mayhem and severe violence.”
The success of the Elemental Emulation Full Conversion Cyborg series encouraged the thinktank Paragon Progress to think even farther outside the box and to think bigger. To that end, the engineers and technowizards were allowed access to a robot design and assembly line to see what they could come up with.
Codenamed ‘Nether-A’ during development, the design that would become known later officially as the ‘Rainman’ , is based on the frame of a Castellan Heavy Combat Robot. The extensive remodelling removes both arm gunshields, straightens up the hunched-over posture of the original design, replaces the arms with larger, thicker, new weapons modules, and builds even more stability into the legs. The head now sprouts a ‘crown’ of various vanes and sensory antennae, and the particularly eccentric added touch of a weather vane band that rotates around the head.
The heavy and stout robot frame provides a stable platform against the powerful elemental forces the Rainman is designed to unleash on the battlefield. Several high-powered turbulence generators and PPE-fed mystic environmental affectors are built into the forearms and shoulders.
The Rainman is meant as a support unit, remaining out of the forefront of battle and providing indirect support in the form of summoned weather effects. Positioned well, a single Rainman can control the weather environment of an entire battlefield, making an enemy’s movements all that more difficult.
The main criticism of the design is its specialization and over-reliance on magical and environmental attacks; the ‘bot is light on technological weaponry as backup, requiring the machine to be supported by other units in the event its magical attacks fail or run out of power. Its slow running speed, also, tends to hinder its ability to keep up with a fluid battlefield, unable to avoid faster charging enemy units and also unable to exploit any opportunities it has openned up with its attacks. Some officers in the GNEAS have voiced concerns that the Rainman is a case of putting too many experimental eggs in one basket, and that its systems might operationally be better served divided amongst smaller, faster, units such as hovercraft and aircraft.
Only several dozen Rainmen have been produced so far, undergoing combat trials with the GNEAS. Several of these have been used to contain forest fires(one of them deliberately set by Vanguard operatives in an attempt to threaten GNE communities), and several have been deployed in the West in support of anti-vampire actions.
Type: PS/PP-IR64 ‘Rainman’
Class: Heavy Battle Robot, Special Attack
Crew: 1+1 passenger/gunner.
MDC/Armor by Location:
Main Body 860
Crew Compartment 200
Head 250
Arms(2) 300 each
Vane Claws(2) 200 each
Turbulence Towers(2) 300 each
Legs(2) 350 each
Height: 19 ft
Width: 18 ft
Length: 12 ft
Weight: 65 tons
Cargo: Small space in crew compartment for a survival pack, sidearm(s), and a few small personal possessions.
Physical Strength: Robotic P.S. of 45
Powerplant: Nuclear Fusion with 30 year energy life
*PPE Battery and Generator---(‘Sorcerer’)--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus
Speed:
(Running) 50 MPH
(Leaping) 10 ft up/across; 15 ft w/ a running start
(Flying) Not possible
(Underwater) Can survive depths of 1,000 ft, but is limited to running along the bottom at 5 MPH.
Market Cost: 85 million credits
Systems of Note:
Standard Basic Robot Systems, plus:
*Weather Station Instrumentation---The Rainman has a full complement of barometers, weather gauges, atmospheric sampling gear, and a mini-doppler radar array(60 mile range) for monitoring the local weather.
*Stabilization Jacks--- Originally meant to anchor the Castellan against the recoil of its 100mm massdriver, this system uses Glitterboy-style pylon technology to las and hydraulically drive six stabilizer jacks up to 5 ft into the ground, even through concrete and metal gratings, within 5 seconds, affixing it like a barnacle, and able to stay upright in even hurricane-force winds. System can disengage in 2 seconds, for that speedy getaway.
*Instrumentation Probe---This is an attachment to the sensor tower, that deploys a hydrogen-filled weather balloon carrying a flying globe robot probe up on a tether. up to altitudes of 8,000 ft to take instrument readings. When done, or if the tether breaks, the remote probe can deflate the ballon, then fly back to its robot base with the balloon for recycling.
Weapons Systems:
1) Forearm PS TSC-01E Shock Cannon(Right Arm)---Copy of the Triax TX-275 ‘Lightning’ Arc Charge Blaster, but with greater range and power.
Range: 7,000 ft
Damage: 1d4x10 MD per blast, plus:
01-10: No damage
11-25 Instruments flicker out, before coming back online in 1d4 seconds. Target loses Initiative.
29-45 All weapons temporarily out, and minor electrical fires. One system comes back online in 1d4 melee rds.
46-60 All systems temporarily out, and minor electrical fires. -30% to piloting skills if target is a manned vehicle. Systems come back online after 1d4 melee rds.
61-75 Communications, radar, and targeting are disabled, but weapons systems are unaffected. -3 to strike and no initiative. Damage requires physical repair.
76-90 Instruments are completely totaled. If a manned vehicle, the following skill penalties apply; -25% at one-third of maximum speed, -50% at HALF maximum speed, and -75% at full speed. NO initiative roll, -3 to dodge(-5 if an AI), -3 to strike(-5 if an AI), and lose one action per melee round(2 if an AI)
91-00 Total knockput. Controls do not respond, and machine is out of control. Crash/collapse/total shutdown within 2d4 minutes.
Rate of Fire: ECHH
Payload: Effectively Unlimited
2) Ion Cannon(Right Arm)---Built into the mess of claw-vanes is an ion blaster as backup weapon.
Range: 4,000 ft
(Scatter-shot Mode)2,000 ft
Damage: 1d6x10 MD per blast
(Scatter-shot Mode)5d6 MD to a 30 ft wide area.
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage.
Rate of Fire: EGCHH
Payload: Effectively unlimited
b) Heavy ‘Manzapper’ Ion Cannon---Derived from outdimension technology, this is a heavier weapon with a longer range and harder punch.
Range: 4,600 ft
Damage: 1d6+1x10 MD to a 10 ft blast radius per blast
Rate of Fire: EGCHH
Payload: Effectively unlimited
3) Rail Gun(Left Arm)---Built into the axis of the left hand-vane cyclone-generator is a rail gun, another backup weapon.
Range: 4,000 ft
Damage: 1d4 MD single rd, 1d6x10 MD 60 rd burst
Rate of Fire:EPCHH
Payload:12,000 rd drum(200 bursts)
4) Turbulence Blasters(2)---Mounted on each shoulder is a ‘turbulence tower’, an experimental super-science weapon developed courtesy of Paragon Progress’s mad scientists. These multi-vented towers act together to generate powerful cyclonic air currents that can be used to throw troops off their feet with tornado-force winds, and throw air vehicles out of control with turbulence.
Range: 5,000 ft and affects a 200 ft wide area, or can induce turbulence in a 500 ft radius around the ‘bot.
Damage: None directly, but those caught in the area of effect will be assailed by chaotic high-speed winds that will pick up loose objects( up to 400 lbs) and material, and throw them around.
Humanoid-sized beings(7 ft or smaller) will have an 90% chance of being knocked over and pushed/thrown 1d6x10 ft by the cylconic winds, as well as a 75% chance of being stunned or knocked out.
Creatures and bots weighing over a ton, or standing 8-20 ft, will only have a 50% chance of being knocked over, and only a 15% chance of being stunned. However, speed is reduced by 75%, and weapons are -6 to strike due to the high winds and flying debris.
Creatures and 'bots heavier than 6 tons will be unaffected.
Fliers caught in the area of turbulence will be at -20% to the sppropriate Piloting skill roll to maintain control.
Rate of Fire: The turbulence generators take 1d6 melees to spool up to full strength, and can maintain the turbulence field for 15 minutes before needing to cool off for 10 minutes.
Payload: Effectively unlimited
Note: The turbulence generators can also be used defensively to counter tornadoes and high winds(including magically-generated ones). Air Elementals will have their speed and bonuses reduced by 30% trying to approach the Rainman with the turbulence field up.
5) Mystic Weather Affectors----The Rainman’s integral heavy TW multiplexor systems are CRAMMED with booster elements and weather-control spells:
*Call Lightning---8 PPE per activation
*Summon Fog---70 PPE per activation
* Wind Blast---5.000 ft range. 50 PPE per activation
* Atmosphere Manipulation---6,000 ft radius, 5 hour duration, 25 PPE per activation
* Hurricane--10 minute duration. -25 PPE per activation
* Tornado---10 minute duration. 30 PPE per activation
*Snow Storm---20 minute duration. 25 PPE per activation
* Ten Foot Ball of Ice ---15 PPE per activation
* Summon Storm---10 mile range, 10 hour duration. 50 PPE per activation
* Protection From Lightning---13 PPE per activation
* Wall of Ice---10 PPE per activation
* Wall of Wind---20 PPE per activation
* Calm Storms---1 mile area, 10 hour duration. 10 PPE per activation
*Wind Cushion----25 PPE per activation. Can be used to cushion the robot’s fall/drop from a cliff or flying transport.
6) TW Windblast Cannon---Arm-mounted TW weapon. Fires long range bolts of super-dense air. Incredible range, thanks to the barrel boosting elements.
Range: 15,000 ft
Damage: 2d4x10+30 MD per blast, plus knock-back, similar to Wind Rush.
Rate of Fire: EGCHH
Payload: 20 PPE per shot
Cost: 650,000 credits
Hand to Hand Combat
(Use the Basic and Elite Robot Combat Training for the bonuses; no other adjustments aside from the following)
+2 Roll with Punch, Kick, or Impact
Restrained Punch 1d6 MD
Full Strength Punch 3d6 MD
Power Punch(2 attacks) 1d6x10 MD
Spinning Tear w/ Claw Vanes 2d4 MD
Body Block/Tackle 4d6 MD
Stomp 2d4 MD
Kick 5d8 MD
Options:
*’Muddigrator’ Sonic Cannon -Another experimental climatic/environmental modification device created by the mad scientists of Paragon Progress, this is an arm-mounted sonic cannon that turns soil and gravel into loose mud, liquifying the ground in a process akin to how earthquake vibrations destabilize ground. This can be used to mire down enemy troops, trigger landslides, and destabilize structures.
Range: 5,000 ft and affects a 100 ft wide area to a 10 ft depth. Effects are instant as long as the vibrations are kept turned on the area, and persist for 10 seconds afterwards before the soil re-solidifies.
Damage: 4d6 MD at the point of impact, causes soil to take on the characteristics of liquid mud. Anything trying to make its way through the mud will be at only 25% of its normal land speed, and -2 to dodge. If used on a slope, the ground will destabilize and shift 1d4x100 ft downhill. Structures sited in the liquified ground will take 1d4x100 SDC/1d4 MD as they sink under their own weight, 2d4 MD if they are caught in a landslide downrun, and 3d6 MD if they are on a landsliding slope. .
Organic targets caught in the area of effect will be struck by deep vibrations that discombobulate them; roll under M.E. or lose initiative, HALF APMs, and -6 to strike, parry, and dodge due to disorientation. A successful roll means penalties are HALF.
Rate of Fire: EGCHH
Payload: Effectively Unlimited
* TW Lightning Cannon---- Launches a vertical blast of mystic lightning.
Range: 9,000 ft
Damage: 2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: 15 PPE per shot
Cost: 1.9 million credits
*TW Meteor Gun----Magically conjures a rock from above to utterly smite a target.
Range: 6,000 ft
Damage: 1d6x10+20 MD to a 40 ft radius
Rate of Fire: EGCHH
Payload: 38 PPE per shot
Cost: 600,000 credits
*TW Ice Cannon----This weapon actually has two modes, familiar to anybody who’s handled one of PS’s Crysus’ TW Ice Rifles. The Ice Cannon can cause an area to be bombarded by a minutes-long hailstorm, or can generate a giant ball of ice that slams into targets, then bursts into a storm of superhard ice shards and freezing vapor(this combines aspects of several different ice spells).
Range: (Hail)4,000 ft, and affects a 50 ft radius
(Ten Foot Ball of Ice)7,000 ft
Damage: (Hail)8d4 MD for 8 minutes(32 melees) to a 50 ft radius
(Ten Foot Ball of Ice)2d6 MD on impact, then explodes, 60 ft blast radius, shedding hundreds of icy shards. Human-sized objects caught in its way will get hit with 1d6 shards, each doing 2d6 MD. Fighter- and Robot-sized targets (16 ft or larger) will get hit by 1d4x10 shards. Ships and targets 50 ft and larger will get hit by 2d4x10 shards. Victims must save versus magic or suffer debilitating numbness; -1 APM, -2 initiative, -1 strike/parry/dodge, and speed is reduced by 10%. Effects last 1d4 minutes, and are NOT cumulative. The Ice Ball has 70 MDC.
Rate of Fire: EGCHH
Payload: (Hail)10 PPE per shot
(Ten Foot Ball of Ice)25 PPE per shot
Cost: 1.8 million credits
o) TW Barrage Storm Cannon---Unleashes a storm of mini-bolts of magic force that shotgun into a target.
Range: 6,000 ft
Damage: 1d6x10 MD
Rate of Fire: EGCHH
Payload: 13 PPE per shot
Cost: 750,000 credits
p) TW Power Bolt Cannon---Fires a large bolt of mystic force that hits hard and deep.
Range: 8,400 ft
Damage: 5d6+20 MD per blast
Rate of Fire: EGCHH
Payload: 10 PPE per shot
Cost: 450,000 credits
(aka ‘Heavy Weather’, ‘Stormlord’)
“Gentlemen, General Mud has just entered the battlezone.”
“Today’s massacre of enemy conscripts has instead turned into a mass rescue of them from deep mud, flash flooding, and sudden hypothermia. We almost lost a few to drowning and frostbite, but it’s quite a few less than if we’d stopped them the old-fashioned way with rail guns and plasma cannon.”
“Weather report for today calls for heavy mayhem and severe violence.”
The success of the Elemental Emulation Full Conversion Cyborg series encouraged the thinktank Paragon Progress to think even farther outside the box and to think bigger. To that end, the engineers and technowizards were allowed access to a robot design and assembly line to see what they could come up with.
Codenamed ‘Nether-A’ during development, the design that would become known later officially as the ‘Rainman’ , is based on the frame of a Castellan Heavy Combat Robot. The extensive remodelling removes both arm gunshields, straightens up the hunched-over posture of the original design, replaces the arms with larger, thicker, new weapons modules, and builds even more stability into the legs. The head now sprouts a ‘crown’ of various vanes and sensory antennae, and the particularly eccentric added touch of a weather vane band that rotates around the head.
The heavy and stout robot frame provides a stable platform against the powerful elemental forces the Rainman is designed to unleash on the battlefield. Several high-powered turbulence generators and PPE-fed mystic environmental affectors are built into the forearms and shoulders.
The Rainman is meant as a support unit, remaining out of the forefront of battle and providing indirect support in the form of summoned weather effects. Positioned well, a single Rainman can control the weather environment of an entire battlefield, making an enemy’s movements all that more difficult.
The main criticism of the design is its specialization and over-reliance on magical and environmental attacks; the ‘bot is light on technological weaponry as backup, requiring the machine to be supported by other units in the event its magical attacks fail or run out of power. Its slow running speed, also, tends to hinder its ability to keep up with a fluid battlefield, unable to avoid faster charging enemy units and also unable to exploit any opportunities it has openned up with its attacks. Some officers in the GNEAS have voiced concerns that the Rainman is a case of putting too many experimental eggs in one basket, and that its systems might operationally be better served divided amongst smaller, faster, units such as hovercraft and aircraft.
Only several dozen Rainmen have been produced so far, undergoing combat trials with the GNEAS. Several of these have been used to contain forest fires(one of them deliberately set by Vanguard operatives in an attempt to threaten GNE communities), and several have been deployed in the West in support of anti-vampire actions.
Type: PS/PP-IR64 ‘Rainman’
Class: Heavy Battle Robot, Special Attack
Crew: 1+1 passenger/gunner.
MDC/Armor by Location:
Main Body 860
Crew Compartment 200
Head 250
Arms(2) 300 each
Vane Claws(2) 200 each
Turbulence Towers(2) 300 each
Legs(2) 350 each
Height: 19 ft
Width: 18 ft
Length: 12 ft
Weight: 65 tons
Cargo: Small space in crew compartment for a survival pack, sidearm(s), and a few small personal possessions.
Physical Strength: Robotic P.S. of 45
Powerplant: Nuclear Fusion with 30 year energy life
*PPE Battery and Generator---(‘Sorcerer’)--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus
Speed:
(Running) 50 MPH
(Leaping) 10 ft up/across; 15 ft w/ a running start
(Flying) Not possible
(Underwater) Can survive depths of 1,000 ft, but is limited to running along the bottom at 5 MPH.
Market Cost: 85 million credits
Systems of Note:
Standard Basic Robot Systems, plus:
*Weather Station Instrumentation---The Rainman has a full complement of barometers, weather gauges, atmospheric sampling gear, and a mini-doppler radar array(60 mile range) for monitoring the local weather.
*Stabilization Jacks--- Originally meant to anchor the Castellan against the recoil of its 100mm massdriver, this system uses Glitterboy-style pylon technology to las and hydraulically drive six stabilizer jacks up to 5 ft into the ground, even through concrete and metal gratings, within 5 seconds, affixing it like a barnacle, and able to stay upright in even hurricane-force winds. System can disengage in 2 seconds, for that speedy getaway.
*Instrumentation Probe---This is an attachment to the sensor tower, that deploys a hydrogen-filled weather balloon carrying a flying globe robot probe up on a tether. up to altitudes of 8,000 ft to take instrument readings. When done, or if the tether breaks, the remote probe can deflate the ballon, then fly back to its robot base with the balloon for recycling.
Weapons Systems:
1) Forearm PS TSC-01E Shock Cannon(Right Arm)---Copy of the Triax TX-275 ‘Lightning’ Arc Charge Blaster, but with greater range and power.
Range: 7,000 ft
Damage: 1d4x10 MD per blast, plus:
01-10: No damage
11-25 Instruments flicker out, before coming back online in 1d4 seconds. Target loses Initiative.
29-45 All weapons temporarily out, and minor electrical fires. One system comes back online in 1d4 melee rds.
46-60 All systems temporarily out, and minor electrical fires. -30% to piloting skills if target is a manned vehicle. Systems come back online after 1d4 melee rds.
61-75 Communications, radar, and targeting are disabled, but weapons systems are unaffected. -3 to strike and no initiative. Damage requires physical repair.
76-90 Instruments are completely totaled. If a manned vehicle, the following skill penalties apply; -25% at one-third of maximum speed, -50% at HALF maximum speed, and -75% at full speed. NO initiative roll, -3 to dodge(-5 if an AI), -3 to strike(-5 if an AI), and lose one action per melee round(2 if an AI)
91-00 Total knockput. Controls do not respond, and machine is out of control. Crash/collapse/total shutdown within 2d4 minutes.
Rate of Fire: ECHH
Payload: Effectively Unlimited
2) Ion Cannon(Right Arm)---Built into the mess of claw-vanes is an ion blaster as backup weapon.
Range: 4,000 ft
(Scatter-shot Mode)2,000 ft
Damage: 1d6x10 MD per blast
(Scatter-shot Mode)5d6 MD to a 30 ft wide area.
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage.
Rate of Fire: EGCHH
Payload: Effectively unlimited
b) Heavy ‘Manzapper’ Ion Cannon---Derived from outdimension technology, this is a heavier weapon with a longer range and harder punch.
Range: 4,600 ft
Damage: 1d6+1x10 MD to a 10 ft blast radius per blast
Rate of Fire: EGCHH
Payload: Effectively unlimited
3) Rail Gun(Left Arm)---Built into the axis of the left hand-vane cyclone-generator is a rail gun, another backup weapon.
Range: 4,000 ft
Damage: 1d4 MD single rd, 1d6x10 MD 60 rd burst
Rate of Fire:EPCHH
Payload:12,000 rd drum(200 bursts)
4) Turbulence Blasters(2)---Mounted on each shoulder is a ‘turbulence tower’, an experimental super-science weapon developed courtesy of Paragon Progress’s mad scientists. These multi-vented towers act together to generate powerful cyclonic air currents that can be used to throw troops off their feet with tornado-force winds, and throw air vehicles out of control with turbulence.
Range: 5,000 ft and affects a 200 ft wide area, or can induce turbulence in a 500 ft radius around the ‘bot.
Damage: None directly, but those caught in the area of effect will be assailed by chaotic high-speed winds that will pick up loose objects( up to 400 lbs) and material, and throw them around.
Humanoid-sized beings(7 ft or smaller) will have an 90% chance of being knocked over and pushed/thrown 1d6x10 ft by the cylconic winds, as well as a 75% chance of being stunned or knocked out.
Creatures and bots weighing over a ton, or standing 8-20 ft, will only have a 50% chance of being knocked over, and only a 15% chance of being stunned. However, speed is reduced by 75%, and weapons are -6 to strike due to the high winds and flying debris.
Creatures and 'bots heavier than 6 tons will be unaffected.
Fliers caught in the area of turbulence will be at -20% to the sppropriate Piloting skill roll to maintain control.
Rate of Fire: The turbulence generators take 1d6 melees to spool up to full strength, and can maintain the turbulence field for 15 minutes before needing to cool off for 10 minutes.
Payload: Effectively unlimited
Note: The turbulence generators can also be used defensively to counter tornadoes and high winds(including magically-generated ones). Air Elementals will have their speed and bonuses reduced by 30% trying to approach the Rainman with the turbulence field up.
5) Mystic Weather Affectors----The Rainman’s integral heavy TW multiplexor systems are CRAMMED with booster elements and weather-control spells:
*Call Lightning---8 PPE per activation
*Summon Fog---70 PPE per activation
* Wind Blast---5.000 ft range. 50 PPE per activation
* Atmosphere Manipulation---6,000 ft radius, 5 hour duration, 25 PPE per activation
* Hurricane--10 minute duration. -25 PPE per activation
* Tornado---10 minute duration. 30 PPE per activation
*Snow Storm---20 minute duration. 25 PPE per activation
* Ten Foot Ball of Ice ---15 PPE per activation
* Summon Storm---10 mile range, 10 hour duration. 50 PPE per activation
* Protection From Lightning---13 PPE per activation
* Wall of Ice---10 PPE per activation
* Wall of Wind---20 PPE per activation
* Calm Storms---1 mile area, 10 hour duration. 10 PPE per activation
*Wind Cushion----25 PPE per activation. Can be used to cushion the robot’s fall/drop from a cliff or flying transport.
6) TW Windblast Cannon---Arm-mounted TW weapon. Fires long range bolts of super-dense air. Incredible range, thanks to the barrel boosting elements.
Range: 15,000 ft
Damage: 2d4x10+30 MD per blast, plus knock-back, similar to Wind Rush.
Rate of Fire: EGCHH
Payload: 20 PPE per shot
Cost: 650,000 credits
Hand to Hand Combat
(Use the Basic and Elite Robot Combat Training for the bonuses; no other adjustments aside from the following)
+2 Roll with Punch, Kick, or Impact
Restrained Punch 1d6 MD
Full Strength Punch 3d6 MD
Power Punch(2 attacks) 1d6x10 MD
Spinning Tear w/ Claw Vanes 2d4 MD
Body Block/Tackle 4d6 MD
Stomp 2d4 MD
Kick 5d8 MD
Options:
*’Muddigrator’ Sonic Cannon -Another experimental climatic/environmental modification device created by the mad scientists of Paragon Progress, this is an arm-mounted sonic cannon that turns soil and gravel into loose mud, liquifying the ground in a process akin to how earthquake vibrations destabilize ground. This can be used to mire down enemy troops, trigger landslides, and destabilize structures.
Range: 5,000 ft and affects a 100 ft wide area to a 10 ft depth. Effects are instant as long as the vibrations are kept turned on the area, and persist for 10 seconds afterwards before the soil re-solidifies.
Damage: 4d6 MD at the point of impact, causes soil to take on the characteristics of liquid mud. Anything trying to make its way through the mud will be at only 25% of its normal land speed, and -2 to dodge. If used on a slope, the ground will destabilize and shift 1d4x100 ft downhill. Structures sited in the liquified ground will take 1d4x100 SDC/1d4 MD as they sink under their own weight, 2d4 MD if they are caught in a landslide downrun, and 3d6 MD if they are on a landsliding slope. .
Organic targets caught in the area of effect will be struck by deep vibrations that discombobulate them; roll under M.E. or lose initiative, HALF APMs, and -6 to strike, parry, and dodge due to disorientation. A successful roll means penalties are HALF.
Rate of Fire: EGCHH
Payload: Effectively Unlimited
* TW Lightning Cannon---- Launches a vertical blast of mystic lightning.
Range: 9,000 ft
Damage: 2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: 15 PPE per shot
Cost: 1.9 million credits
*TW Meteor Gun----Magically conjures a rock from above to utterly smite a target.
Range: 6,000 ft
Damage: 1d6x10+20 MD to a 40 ft radius
Rate of Fire: EGCHH
Payload: 38 PPE per shot
Cost: 600,000 credits
*TW Ice Cannon----This weapon actually has two modes, familiar to anybody who’s handled one of PS’s Crysus’ TW Ice Rifles. The Ice Cannon can cause an area to be bombarded by a minutes-long hailstorm, or can generate a giant ball of ice that slams into targets, then bursts into a storm of superhard ice shards and freezing vapor(this combines aspects of several different ice spells).
Range: (Hail)4,000 ft, and affects a 50 ft radius
(Ten Foot Ball of Ice)7,000 ft
Damage: (Hail)8d4 MD for 8 minutes(32 melees) to a 50 ft radius
(Ten Foot Ball of Ice)2d6 MD on impact, then explodes, 60 ft blast radius, shedding hundreds of icy shards. Human-sized objects caught in its way will get hit with 1d6 shards, each doing 2d6 MD. Fighter- and Robot-sized targets (16 ft or larger) will get hit by 1d4x10 shards. Ships and targets 50 ft and larger will get hit by 2d4x10 shards. Victims must save versus magic or suffer debilitating numbness; -1 APM, -2 initiative, -1 strike/parry/dodge, and speed is reduced by 10%. Effects last 1d4 minutes, and are NOT cumulative. The Ice Ball has 70 MDC.
Rate of Fire: EGCHH
Payload: (Hail)10 PPE per shot
(Ten Foot Ball of Ice)25 PPE per shot
Cost: 1.8 million credits
o) TW Barrage Storm Cannon---Unleashes a storm of mini-bolts of magic force that shotgun into a target.
Range: 6,000 ft
Damage: 1d6x10 MD
Rate of Fire: EGCHH
Payload: 13 PPE per shot
Cost: 750,000 credits
p) TW Power Bolt Cannon---Fires a large bolt of mystic force that hits hard and deep.
Range: 8,400 ft
Damage: 5d6+20 MD per blast
Rate of Fire: EGCHH
Payload: 10 PPE per shot
Cost: 450,000 credits
Last edited by taalismn on Tue Oct 02, 2018 5:16 pm, edited 2 times in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"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:Paladin Steel/Paragon Progress ‘Rainman’ Special Weather Attack Robot
(aka ‘Heavy Weather’, ‘Stormlord’)
Options:
*’Muddigrator’ Sonic Cannon -Another experimental climatic/environmental modification device created by the mad scientists of Paragon Progress, this is an arm-mounted sonic cannon that turns soil and gravel into loose mud, liquifying the ground in a process akin to how earthquake vibrations destabilize ground. This can be used to mire down enemy troops, trigger landslides, and destabilize structures.
Range: 5,000 ft and affects a 100 ft wide area
Damage: 4d6 MD at the point of impact, causes soil to take on the characteristics of liquid mud. Anything trying to make its way through the mud will be at only 25% of its normal land speed, and -2 to dodge. If used on a slope, the ground will destabilize and shift 1d4x100 ft downhill. Structures sited in the liquified ground will take 1d4x100 SDC/1d4 MD as they sink under their own weight, 2d4 MD if they are caught in a landslide downrun, and 3d6 MD if they are on a landsliding slope. .
Organic targets caught in the area of effect will be struck by deep vibrations that discombobulate them; roll under M.E. or lose initiative, HALF APMs, and -6 to strike, parry, and dodge due to disorientation. A successful roll means penalties are HALF.
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Nice. One question about the Muddigator.. How DEEP does it affect the ground? A couple of feet? 5? 10? Possible if multiple attacks in the same spot will affect deeper? (making a deep mud puddle/quicksand) and how long does the ground stay like this?
- taalismn
- Priest
- Posts: 48001
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
kronos wrote:[
Nice. One question about the Muddigator.. How DEEP does it affect the ground? A couple of feet? 5? 10? Possible if multiple attacks in the same spot will affect deeper? (making a deep mud puddle/quicksand) and how long does the ground stay like this?
Changes: "-Depth of 10 ft. Effects are instant as long as the vibrations are kept turned on the area, and persist for 10 seconds afterwards before the soil re-solidifies."
That should be deep enough to sink a few vehicles and long enough to screw some folks up.
![Twisted Evil :twisted:](./images/smilies/icon_twisted.gif)
-------------
"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:kronos wrote:[
Nice. One question about the Muddigator.. How DEEP does it affect the ground? A couple of feet? 5? 10? Possible if multiple attacks in the same spot will affect deeper? (making a deep mud puddle/quicksand) and how long does the ground stay like this?
Changes: "-Depth of 10 ft. Effects are instant as long as the vibrations are kept turned on the area, and persist for 10 seconds afterwards before the soil re-solidifies."
That should be deep enough to sink a few vehicles and long enough to screw some folks up.
![Big Grin :D](./images/smilies/biggrin.gif)
One more question about it... what's it do to packed soil or rock? Just deals some damage, or nothing?
- taalismn
- Priest
- Posts: 48001
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
kronos wrote:[
One more question about it... what's it do to packed soil or rock? Just deals some damage, or nothing?
Just a mild earth tremor...If there's any loose soil in it, the loose stuff will 'boil' to the surface in the sand blows characteristic of soil liquification.
-------------
"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:kronos wrote:[
One more question about it... what's it do to packed soil or rock? Just deals some damage, or nothing?
Just a mild earth tremor...If there's any loose soil in it, the loose stuff will 'boil' to the surface in the sand blows characteristic of soil liquification.
Ok, just wanted to know before I tried liquefying some rock in an upcoming game that this will be a nice little addition to.
- taalismn
- Priest
- Posts: 48001
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Paladin Steel PS-MUERV03 Multi-Environment Utility and Exploration Robot Vehicle
(aka ‘Stanley’, ‘Cameron’, ‘Merv’)
“Sometimes you can’t send a drone to explore something; sometimes you have to SEE something with your own two eyes-”
“Seeing it from behind six inches of armored titan-glass with battle-strength tensor-field reinforcement, yeah.”
“Well, you don’t have to be STUPID about exploring.”
“Doesn’t matter if you saw something first. What counts is coming back to report on what you saw. Nothing poetic at all about dying just for scenery.”
“I can’t advise this enough when you get a Stanley-suit; TAKE THE COMPLETE PILOTING COURSE. Don’t just skip the sales orientation and rely on your old training or the onboard tutorial. Take the offered manufacturer’s piloting course! Pay especial attention to what to do it you fall down! Nothing sucks worse than buying several million credits of advanced life supporting super-suit, only to die on some godsforsaken slimeball because you fell over and couldn’t get back up! You’ve heard the rumors of the great explorer who slipped on a banana peel out in the fringe and died because he he couldn’t get off his own suit-pack and thus did a dying cockroach because nobody came to get him in time? True, I tell you, all true. So take the training, take the tumbles, learn everything and then some about your gear. Don’t be afraid to ask questions, because the answers just might save your life.”
“You moron! I don’t know if you’re led around by your bleeding heart or your gonads! You do NOT interfere in local affairs no matter how bad it looks! You do not get involved in the natives’ rituals no matter your feelings! I don’t care if they were performing a human sacrifice to gain favor with one of the local monsters! You do NOT rescue the sacrifice and you do not take her into your ‘suit with you! Violation of observer codes aside, we now have to quarantine the both of you inside the suit until you’re both declared clean and healthy! That takes one of the Institute’s explorer units out of commission and then we have the whole issue of what to do with the primitive afterwards! Hope you feel the same way you did when you swooped in to play hero, after spending a week in the ‘can elbow to elbow with each other!”
The MUERV is a new light robot vehicle designed to supplement existing exploration robots like the Pathfinder. The MUERV is heavily based on a d-bee design, the MUTT Powered Battle Armor(see Rifts Manhunter), but reconfigures the war machine for more peaceful applications, greater utility, and upgraded comfort. The MUERV still retains the ability to defend itself, but its primary focus is on gathering information. Compared to the MUTT PBA, the MUERV is more bulbous in the upper torso, more rounded and streamlined, and features a broad optics band-plate across the front of its torso.
The MUERV retains the MUTT’s ability to fly, making the vehicle very handy for adventuring, or making quick escapes when adventures become TOO exciting. The convectional thrusters have also been modified to push liquid as well, allowing the armor to operate equally well underwater(allowing for the exploration of hydrospheres and water-dimensions).
The crew cabin/pilot compartment has been substantially enlarged, allowing the pilot more room to stretch out , rest, and even sleep comfortably on extended survey missions. An interesting feature is adjustable artificial gravity in the cabin, allowing the vehicle to provide a normal gravitational inside the ‘bot in micro- or extreme gravity conditions outside.
The arms have been substantially modified; rather than ending in dedicated weapons stations, the MUERV’s forearms are thick and broad, holding a manipulator hand each, and enough space for a modular tool or scientific instrument. Of course, the same slots can be used to mount weaponry, typically of the heavy infantry support weapon caliber, giving the MUERV a powerful bite in (ideally) self-defense combat(and some operators, to excuse the heavy weapons on a ‘peaceful exploration’ vehicle, have been known to refer to the energy weapons as ‘high energy signaling devices’ and ‘active radiation probes’). In addition, a small weapons turret can be atop the main torso; this is typically used for point defense weaponry. Missile launchers were ruled out as weapons options for the MUERV, as such long range ordnance was not considered in keeping with the intended ‘exploration’ stance of the design.
The PS-MUERV03 is being marketed by Paladin Steel and its front company Aegis Stellar Industries as a multi-environment scout and utility ‘bot vehicle. Though heavily armored and highly mobile, with the ability to be fitted with weapons, the PS-MUERV03 is not recommended as a combat vehicle, as it is slower and more cumbersome than its MUTT ancestor. Still, this is not expected to stop some parties from using it as a war machine. The Greater New England/United Systems Alliance uses NUERV03s(known as ‘Camerons’ there) as exploration and scout vehicles. while Paladin Steel/Aegis Stellar Industries itself uses the design as an asteroid miner and utility ‘bot.
Type: PS-MUERV03
Class: Multi-Environment Utility and Exploration Robot Vehicle
Crew: One. A passenger can squeeze in behind the pilot or sit in their lap, but conditions will be close/cramped.
MDC/Armor by Location:
Main Body 800
Crew Cabin 150
Sensor Heads(2) 200 each
Extendable Sensor Boom(1) 100
Arms(2) 250 each
Hands(2) 50 each
Legs(2) 500 each
Height: 14 ft
Width: 8 ft
Length: 6 ft
Weight: 2.5 tons
Physical Strength: Robotic P.S. of 30
Cargo: Several footlocker-sized cabinets inside the crew cabin for food, equipment, and personal possessions.
Powerplant: Nuclear Fusion w/ 15 year energy life
Speed:
(Running) 100 MPH; not as fast as the original, but still impressively fast
(Leaping) 12 ft up/across unassisted.
(Flying) Hover to 400 MPH; no altitude limit.
(Space) Can fly in space at Mach 4
(Underwater) Fully amphibious; can deep dive to 1 mile down, swim/thrust at 45 MPH, or run along the bottom at 20 MPH.
Market Cost: 30 million credits
Systems of Note:
Standard Robot Systems, plus:
*Video Surveillance System---The MUERV mounts multiple video sensors providing nearly total 360-degree coverage around the ‘bot and feeding to the VR cockpit displays.
*Headlights---Multiple normal and infrared light spotlights provide bright illumination around the MUERV.
*Sonar---5 mile range
*ECCM system: A semiautomatic system that uses electronic encryption and frequency jumping to (attempt to) negate jamming systems. The system has a 25% chance of negating radar or communications jamming (non-magical) on its own, or a +5% if the pilot has a Read Sensory Instruments or Radio: Scramblers skill and devotes a full melee to operating the system(no other attacks/actions are possible).
Having an Electronic warfare Skill gains a +15% bonus to operating this system.
Note that this only applies to received communications (the system filters them out from the jamming clutter) and sensory data received by that unit alone (other units cannot make use of it, unless they have an unaffected datalink/info-share with the ECCM equipped unit. Magic/psychic jamming is NOT affected by this system.
*Expanded Recorder Systems---Two large cabinet-sized recorder stacks are mounted in the back of the cabin, recording all internal and external data. Each stack can hold up to 60 days worth of 24/7 data input. They can be removed(each has 20 MDC and weighs 300 lbs), but some users have them keycode-locked to a self-destruct plasma/EM charge to prevent tampering and unauthorized accessing of the recorded data.
*Radio w/ signal scrambler: 500 mile long range, 5 mile short range.
*External Loudspeaker: 80 decibels
*Ladar---Rather than use radio waves, Ladar uses low power, long-range lasers to determine distances and detect intruders, This is particularly useful when the enemy is using conventional jamming of radio bands to foil radar systems. Ladar, however, can be affected by smoke and foul weather, so it’s generally used only in special circumstances. Range: 3 miles
*Laser Scanner---The two sensor turrets also each sport a short-range laser scanner that can be used to produce detailed 3D imaging of surroundings and of objects. The two scanners working in synch can produce excellent stereoscopic imagery. This process generally takes 1d4 minutes to produce good detailed data, but it can be invaluable for site mapping and find recording. Range 2,000 ft.
*Inertial Compass/Recorder---Can be set at the beginning of a journey to trace the ‘bot’s steps, speed, and direction, allowing the pilot to ‘backtrack’ if necessary.
*Laser Illuminator---The mast also mounts a ‘painting’ laser for tagging illuminating targets for laser-guided ordnance. Range: 7 miles.
Weapons Systems: None standard, but PS/ASI winces at the idea of an exploration vehicle lacking the ability to defend itself, so weapons options are available, at extra cost.
Hand to Hand Combat
The MUERV can still engage in hand to hand combat:
Restrained Punch 1d4 MD
Full Strength Punch 1d6 MD
Power Punch(2 attacks) 2d6 MD
Body Block/Tackle 1d8 MD
Kick 1d6 MD
Flying Kick/Drop-Stomp(2 attacks) 2d6 MD
Stomp(objects 6 ft tall or shorter) 2d4 MD
Options:
Paladin Steel offers the MUERV with plenty of options, most aimed at increasing the survivability of the vehicle and its operator.
*Forearm Spaces-- Each forearm mounts a manipulator hand(which can be replaced with a Tool Hand) and an additional socket-slot that can hold ONE of the following:
a) Mining Borg Tool Arm----Standard mining ‘borg forearm option
b) Extendable VibroBlade---3d6 MD. Cost: 18,000 credits
c) Plasma Cutter---A dual tool-and-weapon option, this is simply PS’s PSPSR-2 ‘Nimro’ Plasma Rifle.
Range:(Stream) 1,500 ft
(‘Popper’) 1,000 ft
(Cutter) 10 ft
Damage:(Stream) 1d6x10 MD per blast
(‘Popper’) 4d6 MD to 10 ft blast radius
(Cutter) 1d6x10 SDC, 1d6 MD, 4d6 MD, or 4d6x10 MD per full melee burn
Rate of Fire: Standard
Payload: Effectively Unlimited
Cost: 35,000 credits
d) Plasma Bolt-Lancer---Less a tool, and more a weapon, this is PS’s PSPSR-1 ‘Saber Rifle’ Multi-Mode Plasma Carbine
Range:(Heavy Bolt) 1,000 ft
(Light Bolt) 2,000 ft
(Plasma Saber) 3 ft
(Plasma Lance) 18 ft
Damage:(Heavy Bolt) 5d6 MD
(Light Bolt) 2d6 MD
(Plasma Saber) 2d4 MD
(Plasma Lance) 6d6 MD
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 20,000 credits
e) Laser----Paladin Steel’s favored PS-RFL2-33 ‘Blazer’ Rapid-Fire Infantry Laser.
Range: 4,000 ft
Damage: 3d6 MD single shot, 6d6 MD short burst, 1d6x10 MD medium burst( 20 shots, 2 attacks), 2d6x10 MD long burst(40 shots, 2 attacks), 4d6x10 MD full melee burst(80 shots, no bonuses to strike...does 3d6 MD to 4d4 targets if in a spray attack).
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 78,000 credits
f) Ion Blaster---Modified PSIC-01 Tesla Infantry Ion Cannon. Paladin Steel elected this weapon as the first-pick ion armament on the MUERV because it can used to project a defensive shock-barrier.
Range:(Ion Bolt) 1,900 ft
(Lightning Blast) 2,500 ft
(Shock Zone) 200 ft, and affects a 55-ft wide area
Damage: (Ion Bolt) 5d6 MD single shot, 2d4x10 MD five-shot burst
(Lightning Blast) 1d6x10 MD
(Shock Zone) 3d6 MD per melee caught in the zone of effect
Rate of Fire: ECHH
Payload: Effectively Unlimited
Special Features:
*Sighting Laser---+1 to strike in single-shot mode
*Motion Detector---Activated in Shock Zone Mode, range of 200 ft
Cost: 28,000 credits
g) Particle Beam Blaster----Modified PSPBW-10 ‘Fanblaster’ Particle Beam Weapon. Hardly a pinpoint accurate weapon, the Fanblaster lets opponents know the gunner means BUSINESS with an area of effect vaporization killzone. Some industry analysts suspect Paladin Steel included this weapon as an option in order to stir up flagging sales of the PSPBW-10.
Range: 3,200 ft
Damage: 1d6x10 MD to an 8 ft wide swath
Rate of Fire: ECHH
Payload:: Effectively Unlimited
Cost: 150,000 credits
h) EM Bolter----Adapted EMVR-08 ‘MagHammer’ ElectroMagnetic Rifle
Range: (EM Bolt) 3,000 ft
(Vortex) 2,000 ft.
Damage: (EM Bolt) (Variable) 4d6 SD, 1d4x10 SD, or 3d6 MD per shot
(Vortex) Same as for the bolt at the point of impact, plus HALF damage in a 7 ft radius, and an 88% chance of knockdown(lose 1 APM and Initiative) for beings of 350 lbs or less, 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees).
Rate of Fire: ECHH
Payload: Effectively Unlimited
Bonus: Laser targeting add +1 to strike. EM bolts are -6 to dodge, on top of that!
Cost: 29,000 credits
i) Bio-Sampler---Basically a large syringe that can suck up small lifeforms and material, or take larger biopsy samples and store them in isolation cylinders.
Cost: 20,000 credits
j) Neural Disrupter Blaster---A knockoff of a Northern Gun weapon(industrial espionage being alive and well), but tweaked for greater efficiency and range.
Range: 1,400 ft
Damage: (Setting One) 2d6 SDC and victim must roll versus non-lethal poison(16 or better). On a successful save the target is -3 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A FAILED save means the target is -7 to all actions, loses initiative, reduce APMs to ONE, skill performance is -60%, -90% to Speed, and suffers convulsions that do 1d6 SDC per round for 2d4 melee rounds.
(Setting Two) Does 2d6x10 SDC(or 1 MD), and victim must roll versus non-lethal poison(16 or better). On a successful save an augmented human(oid) is -5 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A successful save by UNaugmented human(oid)s results in -10 to strike, parry, dodge, lose initiative and is reduced to 1 APM, skill performance is -80%, speed reduced 95%, and suffer painful convulsions doing 1d6 SDC per melee for 2d4 MINUTES.
A FAILED save by augmented human(oid)s means the target is -7 to all actions, loses initiative, reduce APMs to TWO, skill performance is -60%, -80% to Speed, and suffers convulsions that do 4d6 SDC per round for 2d4 melee rounds.
Note: Works through most body armor up to 50 MDC. Those in armor protection of 51-80 MDC are +6 to save. Those in heavier armor, power armor, full conversion cyborgs, vehicles, robots, or who are MegaJuicers or Dragons are impervious.
Rate of Fire: ECHH
Payload: Effectively unlimited
Cost: 55,000 credits
k) Net Gun
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%
(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. This is NEVER issued to police forces.
(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). This is RARELY issued to police forces if possible lethal drug allergies in suspects are a possibility.
(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. This is NEVER issued to police forces.
Rate of Fire: ECHH
Payload: 10 shots
Cost: 3,000 credits for the launcher
l) Spray Cannon
Range: 300 ft
Damage: Varies by chemical carried; Some examples:
(Water)None, if carrying water, but human-sized beings struck with the stream but roll versus the ‘cannon’s To Strike roll, or be bowled off their feet. Does 2d6x10 HP to vampires per blast
(Gloop) PS’s sticky goop---This material is used in construction, as well as to firm up the walls of tunnels and damaged structures. It is also used to cocoon valuable and delicate objects for moving. Each half-gallon application of this quick-set plastic covers about 5 cubic feet, and to cover a human sized target completely, the attacker must roll a 12 or better on the Strike roll. Anyone caught in the goo must have a supernatural or robotic P.S. of 30 or better to escape; otherwise, the target is stuck until released by an outside agency. Gloop has 2d4 MDC per application, and breaks down after 1d4 days of exposure, unless treated with a special binder chemical, and allowed to cure for 1d4 hours, in which case it stabilizes and has an MDC of 2d6+1. Gloop costs 70 credits per half gallon(single application)
A variant of this gunk, ‘Boro-Slime’, is a quick-setting slurry of lead-powder and boro-silicate glass suspension, which is sprayed on leaking radiation sources, forming a thick crust to simultaneously trap radioactive materials and seal it inside a crusting shell for later safe removal. Best used to contain small (power armor and vehicle) reactor breaches and water leaks; larger reactor leaks will require more drastic measures. ‘Boro-Slime’ is otherwise identical to standard Gloop, and costs 120 credits per half gallon(single application)
(Kera-Tech Riot Foam) Alternatively, the cannon can be filled with Kera-Tech’s patented KTX-17 Riot Foam, which is stronger, but more expensive, than the Gloop. This stuff takes a robotic or supernatural PS of 40 or greater to break free. Creatures with a greater strength can break free in 1d4 melees. The foam hardens in less than 2 seconds, and can take 30 MDC per cubic meter(a humanoid typically needs at least two meters to be totally enveloped). A special enzyme spray will dissolve the foam in 1d4 melees. This stuff costs about 800 credits per pound of the stuff, which is enough to fill a 4m( roughly 12 square ft) area to a height of 1.8 m(6 ft)
(Slip Spray)---rather than trap, this makes it impossible for people and many vehicles to gain purchase. A single application(a tablespoon) will cover nearly four square feet. Slipspray is very nearly water-resistant----it takes A LOT of water, roughly 6-10 gallons, to wash away an ounce of slipspray---or regular industrial solvents will do the trick. Slipspray breaks down after 1d4 hours of exposure to air.
Effects: Anyone trying to move across slipspray must make a roll under their Physical Prowess at -8 or go out of control at full speed. Vehicles, power armors, and light robot vehicles traveling in ground contact across sufficiently large patches of slipspray will be at -15% to their piloting rolls..failure means the vehicle goes out of control and takes on the characteristics of a giant hockey puck. Depending on the hardness of the surface(must be a hard surface, not a permeable surface like dirt or gravel), heavy vehicles and robots will be unaffected, as they simply stomp the effected surface into the subterranean. Hovercraft are NOT affected either. Cost: 40 credits per ounce(covers 8 square ft...so a gallon’s worth will cover 1,024 ft! Instant ice rink anyone?)
Rate of Fire: ECHH
Payload: 200 gallon internal tank, or can be attached to a trailer holding up to 400 gallons
Cost: 10,000 credits
m) MultiPlexor ----Paladin Steel’s modular spell-caster system. The most often-used unit on the MUERV is a three-Spell Card unit.
Weight: 8 lbs
Range: Varies by spell
Damage/Duration: Varies by spell
Rate of Fire: EPCHH
PPE Cost per Use: Varies by spell. Spells cost as normal
Payload: Draws from the main PPE Battery/PPE Powerstone. In an emergency, the user, if they are a mage or psychic, can kick in their own PPE.
Bonuses: As per spell(if any)
Cost: The basic Multiplexor system costs about 35,000 credits, 50,000 credits for a 3-card unit.
Spell Cards cost (as per Jason Richards’ guidelines in Rifter #2) 5,000 credits per PPE cost of main spell plus an additional cost (as per following modifiers)
*500 credits per level of the creating caster(Mages’ time and PPE are money, so expect to pay more for the longer duration/higher power spells)
*Warlock spells cost 20% more, in addition to above modifiers, owing to the difficulties of adapting Elemental Magic to ‘conventional” magic systems.
n) Chainsaw---Rip and roar. 5d6 MD, 30,000 credits
o) Harpoon Launcher----Fires heavy harpoons(these are heavier than the 12-inch spears that are sometimes called ‘harpoons’ in Rifts Underseas). These are typically used for hunting big prey or sampling larger critters.
Range: 600 ft
Damage: 5d6 SD for a solid-head harpoon, 1d8 MD for a ‘slicer’ harpoon. 1d4x100 SD or 1d6x10 MD for an explosive head. Biopsy harpoons do 2d6 SDC or 1d4 MD, but collect a sample of blood and tissue in an internal compartment, then float free(often attaching a tracking tag to the target in the process), while barbed harpoons stay in the wound and are attached to a cable(powered reel has 1,000 ft of high-strength MD cable).
Rate of Fire: Single shot, ECHH
Payload: Three
Cost: 75,000 credits for the launcher and cable reel.
p) Spear Launcher Forearm----Fires spears from the forearm. Can fire exploding head spears, tracers, or grapplers(300 ft ultra-fine polysteel cable).
Range: 200 ft
Damage:2d6 SDC standard or 5d6 MD exploding head
Rate of Fire: Volleys of 1,2, or 3
Payload: 18 harpoons per launcher
Cost: 35,000 credits for the launcher
q) Forearm Micro-Torpedo Launcher---This launches micro-torpedoes from the forearm(Range: 2500 ft in water/500 ft in air, 6d6 MD per micro-torp, volleys of 1,2, or 4, with a total of 12 rds per forearm). Cost: 40,000 credits. 750 credits per micro-torp.
Note: This weapon is compatible with ‘screamer’ noise-generating micro-torps that can be used as sonic decoys or to generate intense noise sources for sonar mapping.
*Lumer Scanner---A derivative of Anti-Theron Projector research and the PPE Scanner copied from Japanese designs, this device resembles a large aperture flashlight clipped under the weapon muzzle. Instead of visible or infrared light, this device projects a stream of invisible particles that fluoresce when they hit magically-charged objects---especially magically invisible beings. The Lumer is relatively inexpensive, and extremely easy to use, but is limited by the short range of the beam and its narrow scope of effectiveness. The particle-source is a PPE-reactive metal held in hardened gel-suspension in a replaceable cartridge that clips into the device, and is powered by the ‘bot’s own powerplant. Lumer Scanners can be fitted to any of the many headlight assemblies spaced around the MUERV’s frame.
Range: 100 ft, with an 18 ft wide beam at maximum effective range
Damage: None; causes PPE-imbued(15 or more PPE) objects to light up
Cost: 2,000 credits.
*Laser Designator----When you don’t already have enough firepower on hand to kill something, and need to call for help. Give’em the laser finger.
Weight: 4 lbs
Range: 3 miles
Damage: None. Illuminates the target for laser-guided munitions.
Cost: 7,000 credits
*Laser-Reflective Cladding----Lasers and other light-based attacks/hazards do HALF damage. Cost: 2 million credits
*Thermal-Resistant Cladding---Special heat-resistant materials designed originally for reentry vehicle shielding. Heat and plasma-based attacks do 1/4 damage. Cost: +2 million credits
*Chemical Resistant Armor(Option)----PS’s patented chemically inert armor that sheds the effects of corrosive chemicals and stick’ums. Acids and chemical weapons do NO damage. Cost: +2.1 million credits
*Radiation Shielding---This adds even more radiation shielding to the armor allowing it to handle extreme radiation environments, such as near pulsars. Cost: +3 million credits.
*Forcefield Generator---Some operators can’t get ENOUGH protection, so they mount a forcefield generator for extra protection. Surrounds the ‘bot with a 150 MDC forcefield. Regenerates at a rate of 5% per melee.
Cost: 150,000 credits
*Flare/Chaff Launcher---Fitted to the armor’s torso; fires 30mm grenade/smoke/flare cluster mortars. Can also be fitted to fire Triax- or Northern Gun-style flare/chaff countermeasure bundles.
Range: (Smoke/Grenades) 1,200 ft
(Triax Style) 500 ft
(Northern Gun Style) 6,000 ft, creates a 30 ft cloud, +10 ft per each additional chaff/flare launched in the volley. Cloud lasts 2 melees before dissipating(or less in a very strong wind).
Damage:
(Smoke) Smoke in a 30 ft radius+15 ft per additional round launched in the volley.
(30 mm Grenade)(Incendiary) 2d4 MD to a 12 ft blast radius, plus an additional 1d6 MD per melee for 1d6 melees.
(HE) 2d6(12 ft blast radius)
(Chaff-Triax Style)
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
(Chaff-Northern Gun Style)
10% chance per chaff cloud deployed of decoying missiles, up to maximum of 60%
Aircraft, power armor, and beings flying through the chaff will be -6 on perception, -3 on initiative, -5 to strike, -2 to parry, -2 dodge, and lose 1 melee attack that round(or the next). Sensory and Piloting rolls are at -20% for as long as the characters are caught in the cloud, and the next as they recover.
Rate of Fire: Volleys of 1,2,3, or 6
Payload: 12 flares/smoke charges per launcher
Cost: 2,000 credits per launcher, Smoke grenades cost 60 credits each, standard 30mm HE grenades cost 400 credits each, armor-piercing cost 550 credits each. Triax flares/chaff cost 75 credits a bundle, NG-style flares/chaff cost 65 credits each.
*Onboard Artificial Intelligence---This installs a microcomputer AI that, in addition to monitoring the vehicle’s functions, can also actively scan for problems outside itself, anticipate problems, advise the driver. The OAI is much more responsive than a ‘smart’ autopilot, and is able to plot far more extensive course deviations, even take independent action as it falls within its orders and program parameters. An OAI, for instance, can determine that its operator/passengers are hurt and unable to help themselves(critically wounded by a passing SAMAS, for instance), and the car will begin looking for medical assistance. Most OAIs have a verbal interface, pleasant synthesized voice, and a psuedo-personality, giving them the illusion of ‘life’. An OAI has an IQ-equivalent of 10, and comes with Navigation: Land, Automotive Mechanics, Read Sensory Instruments, Weapons Systems, and Radio: Basic, all at 98%, has 3 actions/attacks per melee . Additional specialized programming may be added as the buyer/owner specifies...many owners program their OAIs to be able to sing or read.
Anything more sophisticated than this, and the buyer is best off using the Robot Creation Tables from Rifts Sourcebook One or Heroes Unlimited.
Cost: 500,000 credits
*Enhanced Sensors---Extends the range of the onboard standard sensors by 50%.
Cost: 250,000 credits
*Enhanced Communications System-----Extends radio communications out to 300 miles with a retractable antennae.
Cost: 36,000 credits
*Autodoc---Especially important if you’re exploring on your own and become injured or sick; who’s going to take care of you in an emergency?An onboard medical system that can be quickly hooked up to the pilot to monitor and diagnose life signs, and administer common medications and broad-spectrum drugs. +10% to medical rolls when used by a competent medical technician, or can be considered to have a First Aid skill of 40%.
Cost: 40,000 credits. Drug refills cost extra
*Crash Control/Safety Restraints/Fire Control System---Reduces the damage that passengers take in a crash by HALF.
Cost: 10,000 credits
*Morphing ‘Armadillo’ Armor---Enfolds the ENTIRE ‘bot in articulated armor plates that form an armored igloo-stye shelter, increasing armor protection, but effectively immobilizing the vehicle. Can only be opened from the outside by special electronic passcode(included in cost). Ideal for camping out when you don’t local lifeforms to tip over your ‘bot or break in easily.
MDC: +300 MDC when deployed
Cost: 850,000 credits; 150,000 credits for six Glitterboy-style laser pylons that drive into the ground and anchor the vehicle to the ground(takes a Robotic PS of 40 or greater to uproot the vehicle)
*Chemical Sprayer System---For wiping vermin, mobs, or those equally obnoxious vampires off the hull.
Range: 50 ft
Damage: Varies by the chemical agent used. If using water, does 4d6 HP to vampires
Rate of Fire: ECHH
Payload: 100 blasts of chemical/liquid
Cost: 200,000 credits
*Smoke Screen Generator---Generates a thick, obscuring cloud of dense smoke. Each blast covers a 60 ft area and anyone caught in the cloud of thick, obscuring smoke is. Has enough smoke-matrix for 12 clouds.
Cost: 10,000 credits
*Remote Probe Launcher---Launcher-socket for up to four soccerball-sized remote probes. Paladin Steel also sells a copy of the NEMA Flying Probe that is compatible with this feature.
Cost: 54,000 credits
*Lance Scanner---Looks like a shoulder-slung rifle or large antennae but is a sensor probe. The Lance Scanner contains a magnetometer() and a short-range microwave radar for groundsearching minefields(in theory, the ground radar should be able to detect even nonmetallic mines, but takes twice as long).
Range: The magnetometer has a range of 4,000 ft and can detect vehicles and other metallic structures with 80% accuracy. It can detect powered-up rail guns and EM containment fields(such as fusion generator) at TWICE that range.
The ground radar has a range of 3,000 ft, and has a 90% chance of detecting metal-cased mines, 60% chance of detecting nonmetallic ordnance.
Cost: 40,000 credits
*Bio-Scanner---Has a molecular analyzer, enhanced radiation detector, high-powered acoustic ‘shotgun mike’(3,000 ft range), and thermo-imager optics.
Cost: 10,000 credits
*Aura Scanner---For detecting and identifying PPE concentrations
Range: 2000 ft
Cost: 35,000 credits
*PPE Detector---Detects the presence of PPE concentrations(including magically-concealed beings) in and around the vehicle(25 ft radius)
Cost: 9,000 credits
*Mini-Turret---A small weapons turret can be mounted atop the ‘bot.
a) Pulse Laser Turret: The Pulse Laser is intended as an antiaircraft/antimissile system, and can be remote-linked to an air defense grid system, such as the Meles AAAV, Rattlesnake AAV, or the Vixen Fighter/Recon Pod, (Part of Paladin Steel's emerging BAMSP: Battlefield Asset Management System Package).
Range: 6,000 ft
Damage: 3D6 MD single blast, 6D6 MD double- barreled blast
Rate of Fire: Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode.
Payload: 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: 45,000 credits
b) Light Ion Blasters:
Range: 1,600 ft
Damage: 3d6 MD single shot, 1d6x10 MD pulse burst
Rate of Fire: Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode..
Payload: Effectively Unlimited
Cost: 30,000 credits
c) Light Plasma Cannon
Range: 1,800 ft
Damage: 6d6 MD single shot
Rate of Fire: Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode..
Payload: Effectively Unlimited
Cost: 30,000 credits
d) Particle Beam Cannon---PSPBW-9 ‘FlareHammer’ Particle Beam Weapon
Range: 1,500 ft
Damage: 2d4x10 MD per shot
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 29,000 credits
e) Neural Disrupter Blaster---A knockoff of a Northern Gun weapon(industrial espionage being alive and well), but tweaked for greater efficiency and range.
Range: 1,400 ft
Damage: (Setting One) 2d6 SDC and victim must roll versus non-lethal poison(16 or better). On a successful save the target is -3 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A FAILED save means the target is -7 to all actions, loses initiative, reduce APMs to ONE, skill performance is -60%, -90% to Speed, and suffers convulsions that do 1d6 SDC per round for 2d4 melee rounds.
(Setting Two) Does 2d6x10 SDC(or 1 MD), and victim must roll versus non-lethal poison(16 or better). On a successful save an augmented human(oid) is -5 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A successful save by UNaugmented human(oid)s results in -10 to strike, parry, dodge, lose initiative and is reduced to 1 APM, skill performance is -80%, speed reduced 95%, and suffer painful convulsions doing 1d6 SDC per melee for 2d4 MINUTES.
A FAILED save by augmented human(oid)s means the target is -7 to all actions, loses initiative, reduce APMs to TWO, skill performance is -60%, -80% to Speed, and suffers convulsions that do 4d6 SDC per round for 2d4 melee rounds.
Note: Works through most body armor up to 50 MDC. Those in armor protection of 51-80 MDC are +6 to save. Those in heavier armor, power armor, full conversion cyborgs, vehicles, robots, or who are MegaJuicers or Dragons are impervious.
Rate of Fire: ECHH
Payload: Effectively unlimited
Cost: 55,000 credits
f) Light Rail Gun---Based on PS’s STARifle:
Range: 2,000 ft
Damage: 1d6 MD per single shot, 5d6 MD on a 5 shot burst, 1d6x10 MD per 10 rd burst
Rate of Fire: Single shot or 5-shot burst, Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode.
Payload: 600 rd drum (60 bursts per gun)
Cost: 30,000 credits
g) Sonic Projector---A megadamage weapon ‘downscaled’ to lower power levels and used only in serious situations.
Range: 500 ft(1,000 ft underwater)
Damage: Wide Beam: 2d6 MD to a 30 ft area
Concentrated Beam: 4d6 MD per blast
Unprotected personnel must save versus non-lethal poison (16 or higher) or be stunned for 1d4 melee rds. People in sealed power armor save at an 8 or higher for the wide area blast, but make a standard save for the concentrated blast.
Sonar Blast----This is an enormous ‘belch’ of sonic cacophony that can blind sonar systems within range with a mass of ‘white noise’, knocking them out for 1d4 melees. Sonar and acoustic homing systems will lose target lock, and sonar-using creatures will be stunned and ‘blind’ for 1d4 minutes.
Vibration Blast---This takes up ALL attacks per melee to initiate and maintain, and consists of focusing a low powered beam on a sealed ship(submarines are ideal), and gradually inducing an ultra-low frequency vibration throughout its structure. While this doesn’t do any damage per se, it does affect the hearing and inner ears of crew members, causing creeping disorientation and increasing unsettledness, leading up to nausea. After one melee people with unprotected hearing(or un-insulated contact with the ship’s hull structure) will be -1 to strike, parry, and dodge, and -5% to skills(they become easily distracted). After two melees they are -2 to strike, parry, and dodge, -10% to skills, and are -10% to their sense of balance...and so on...People with protected hearing are immune to the effect, but beings with enhanced hearing are TWICE as susceptible to the effects.
This setting is most effective against vessels 60 ft long or smaller...larger vessels will take an extra full melee per 50 ft of length for this to work...or several cannon working in concert, to be effective.
Rate of Fire: ECHH
Payload: Effectively unlimited .
Cost: 65,000 credits
h) Dart Launcher---This weapon fires quarrels similar to a crossbow bolt, only they’re accelerated electromagnetically. They behave similar to a high tech arrow with regards to range and options. Typically used for hunting prey vulnerable to energy attacks, or for tagging animals.
Range: 1,500 ft
Damage: 2d6 SD for a regular ‘blunt’ head, 1d6 MD for ‘slicer’ heads. Can use any of the high-tech arrowheads.
Rate of Fire: Single shot, ECHH
Payload: Internal magazine holding 60 bolts
Cost: 35,000 credits
*PPE Powerplant---A supplemental TW Powerstone system that generates PPE for TW systems. 400 PPE capacity that, once exhausted, recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus.
Cost: 2 million credits
*TechnoWizardry Enhancements---Many magically-inclined operators add TW enhancements to their vehicles. a few of the more common ones being listed below:
*Leyline Booster(Accelerates the PA up to 50% greater top flying speed when on a leyline, -10% to pilot skill when engaged)
Cost: 700,000 credits
*Impervious to Energy---( 5 minutes per 20 PPE)
Cost: 800,000 credits
*Forcefield---Provides 50 MDC per 10 PPE/20 ISP pumped into the system; lasts 10 minutes per 10 PPE/20 ISP.
Cost: 250,000 credits
*NIghtcloak System---Effective only at night, this system renders the aircraft virtually invisible in darkness; enemies are -6 to strike, -4 to dodge. Costs 10 PPE per 30 minutes.
Cost: 750,000 credits
*Chameleon Cloaking System---(1 hour per 5 PPE)
Cost: 400,000 credits
*Invisibility(Superior) System---(3 minutes per 20 PPE)
Cost: 3 million credits
(aka ‘Stanley’, ‘Cameron’, ‘Merv’)
“Sometimes you can’t send a drone to explore something; sometimes you have to SEE something with your own two eyes-”
“Seeing it from behind six inches of armored titan-glass with battle-strength tensor-field reinforcement, yeah.”
“Well, you don’t have to be STUPID about exploring.”
“Doesn’t matter if you saw something first. What counts is coming back to report on what you saw. Nothing poetic at all about dying just for scenery.”
“I can’t advise this enough when you get a Stanley-suit; TAKE THE COMPLETE PILOTING COURSE. Don’t just skip the sales orientation and rely on your old training or the onboard tutorial. Take the offered manufacturer’s piloting course! Pay especial attention to what to do it you fall down! Nothing sucks worse than buying several million credits of advanced life supporting super-suit, only to die on some godsforsaken slimeball because you fell over and couldn’t get back up! You’ve heard the rumors of the great explorer who slipped on a banana peel out in the fringe and died because he he couldn’t get off his own suit-pack and thus did a dying cockroach because nobody came to get him in time? True, I tell you, all true. So take the training, take the tumbles, learn everything and then some about your gear. Don’t be afraid to ask questions, because the answers just might save your life.”
“You moron! I don’t know if you’re led around by your bleeding heart or your gonads! You do NOT interfere in local affairs no matter how bad it looks! You do not get involved in the natives’ rituals no matter your feelings! I don’t care if they were performing a human sacrifice to gain favor with one of the local monsters! You do NOT rescue the sacrifice and you do not take her into your ‘suit with you! Violation of observer codes aside, we now have to quarantine the both of you inside the suit until you’re both declared clean and healthy! That takes one of the Institute’s explorer units out of commission and then we have the whole issue of what to do with the primitive afterwards! Hope you feel the same way you did when you swooped in to play hero, after spending a week in the ‘can elbow to elbow with each other!”
The MUERV is a new light robot vehicle designed to supplement existing exploration robots like the Pathfinder. The MUERV is heavily based on a d-bee design, the MUTT Powered Battle Armor(see Rifts Manhunter), but reconfigures the war machine for more peaceful applications, greater utility, and upgraded comfort. The MUERV still retains the ability to defend itself, but its primary focus is on gathering information. Compared to the MUTT PBA, the MUERV is more bulbous in the upper torso, more rounded and streamlined, and features a broad optics band-plate across the front of its torso.
The MUERV retains the MUTT’s ability to fly, making the vehicle very handy for adventuring, or making quick escapes when adventures become TOO exciting. The convectional thrusters have also been modified to push liquid as well, allowing the armor to operate equally well underwater(allowing for the exploration of hydrospheres and water-dimensions).
The crew cabin/pilot compartment has been substantially enlarged, allowing the pilot more room to stretch out , rest, and even sleep comfortably on extended survey missions. An interesting feature is adjustable artificial gravity in the cabin, allowing the vehicle to provide a normal gravitational inside the ‘bot in micro- or extreme gravity conditions outside.
The arms have been substantially modified; rather than ending in dedicated weapons stations, the MUERV’s forearms are thick and broad, holding a manipulator hand each, and enough space for a modular tool or scientific instrument. Of course, the same slots can be used to mount weaponry, typically of the heavy infantry support weapon caliber, giving the MUERV a powerful bite in (ideally) self-defense combat(and some operators, to excuse the heavy weapons on a ‘peaceful exploration’ vehicle, have been known to refer to the energy weapons as ‘high energy signaling devices’ and ‘active radiation probes’). In addition, a small weapons turret can be atop the main torso; this is typically used for point defense weaponry. Missile launchers were ruled out as weapons options for the MUERV, as such long range ordnance was not considered in keeping with the intended ‘exploration’ stance of the design.
The PS-MUERV03 is being marketed by Paladin Steel and its front company Aegis Stellar Industries as a multi-environment scout and utility ‘bot vehicle. Though heavily armored and highly mobile, with the ability to be fitted with weapons, the PS-MUERV03 is not recommended as a combat vehicle, as it is slower and more cumbersome than its MUTT ancestor. Still, this is not expected to stop some parties from using it as a war machine. The Greater New England/United Systems Alliance uses NUERV03s(known as ‘Camerons’ there) as exploration and scout vehicles. while Paladin Steel/Aegis Stellar Industries itself uses the design as an asteroid miner and utility ‘bot.
Type: PS-MUERV03
Class: Multi-Environment Utility and Exploration Robot Vehicle
Crew: One. A passenger can squeeze in behind the pilot or sit in their lap, but conditions will be close/cramped.
MDC/Armor by Location:
Main Body 800
Crew Cabin 150
Sensor Heads(2) 200 each
Extendable Sensor Boom(1) 100
Arms(2) 250 each
Hands(2) 50 each
Legs(2) 500 each
Height: 14 ft
Width: 8 ft
Length: 6 ft
Weight: 2.5 tons
Physical Strength: Robotic P.S. of 30
Cargo: Several footlocker-sized cabinets inside the crew cabin for food, equipment, and personal possessions.
Powerplant: Nuclear Fusion w/ 15 year energy life
Speed:
(Running) 100 MPH; not as fast as the original, but still impressively fast
(Leaping) 12 ft up/across unassisted.
(Flying) Hover to 400 MPH; no altitude limit.
(Space) Can fly in space at Mach 4
(Underwater) Fully amphibious; can deep dive to 1 mile down, swim/thrust at 45 MPH, or run along the bottom at 20 MPH.
Market Cost: 30 million credits
Systems of Note:
Standard Robot Systems, plus:
*Video Surveillance System---The MUERV mounts multiple video sensors providing nearly total 360-degree coverage around the ‘bot and feeding to the VR cockpit displays.
*Headlights---Multiple normal and infrared light spotlights provide bright illumination around the MUERV.
*Sonar---5 mile range
*ECCM system: A semiautomatic system that uses electronic encryption and frequency jumping to (attempt to) negate jamming systems. The system has a 25% chance of negating radar or communications jamming (non-magical) on its own, or a +5% if the pilot has a Read Sensory Instruments or Radio: Scramblers skill and devotes a full melee to operating the system(no other attacks/actions are possible).
Having an Electronic warfare Skill gains a +15% bonus to operating this system.
Note that this only applies to received communications (the system filters them out from the jamming clutter) and sensory data received by that unit alone (other units cannot make use of it, unless they have an unaffected datalink/info-share with the ECCM equipped unit. Magic/psychic jamming is NOT affected by this system.
*Expanded Recorder Systems---Two large cabinet-sized recorder stacks are mounted in the back of the cabin, recording all internal and external data. Each stack can hold up to 60 days worth of 24/7 data input. They can be removed(each has 20 MDC and weighs 300 lbs), but some users have them keycode-locked to a self-destruct plasma/EM charge to prevent tampering and unauthorized accessing of the recorded data.
*Radio w/ signal scrambler: 500 mile long range, 5 mile short range.
*External Loudspeaker: 80 decibels
*Ladar---Rather than use radio waves, Ladar uses low power, long-range lasers to determine distances and detect intruders, This is particularly useful when the enemy is using conventional jamming of radio bands to foil radar systems. Ladar, however, can be affected by smoke and foul weather, so it’s generally used only in special circumstances. Range: 3 miles
*Laser Scanner---The two sensor turrets also each sport a short-range laser scanner that can be used to produce detailed 3D imaging of surroundings and of objects. The two scanners working in synch can produce excellent stereoscopic imagery. This process generally takes 1d4 minutes to produce good detailed data, but it can be invaluable for site mapping and find recording. Range 2,000 ft.
*Inertial Compass/Recorder---Can be set at the beginning of a journey to trace the ‘bot’s steps, speed, and direction, allowing the pilot to ‘backtrack’ if necessary.
*Laser Illuminator---The mast also mounts a ‘painting’ laser for tagging illuminating targets for laser-guided ordnance. Range: 7 miles.
Weapons Systems: None standard, but PS/ASI winces at the idea of an exploration vehicle lacking the ability to defend itself, so weapons options are available, at extra cost.
Hand to Hand Combat
The MUERV can still engage in hand to hand combat:
Restrained Punch 1d4 MD
Full Strength Punch 1d6 MD
Power Punch(2 attacks) 2d6 MD
Body Block/Tackle 1d8 MD
Kick 1d6 MD
Flying Kick/Drop-Stomp(2 attacks) 2d6 MD
Stomp(objects 6 ft tall or shorter) 2d4 MD
Options:
Paladin Steel offers the MUERV with plenty of options, most aimed at increasing the survivability of the vehicle and its operator.
*Forearm Spaces-- Each forearm mounts a manipulator hand(which can be replaced with a Tool Hand) and an additional socket-slot that can hold ONE of the following:
a) Mining Borg Tool Arm----Standard mining ‘borg forearm option
b) Extendable VibroBlade---3d6 MD. Cost: 18,000 credits
c) Plasma Cutter---A dual tool-and-weapon option, this is simply PS’s PSPSR-2 ‘Nimro’ Plasma Rifle.
Range:(Stream) 1,500 ft
(‘Popper’) 1,000 ft
(Cutter) 10 ft
Damage:(Stream) 1d6x10 MD per blast
(‘Popper’) 4d6 MD to 10 ft blast radius
(Cutter) 1d6x10 SDC, 1d6 MD, 4d6 MD, or 4d6x10 MD per full melee burn
Rate of Fire: Standard
Payload: Effectively Unlimited
Cost: 35,000 credits
d) Plasma Bolt-Lancer---Less a tool, and more a weapon, this is PS’s PSPSR-1 ‘Saber Rifle’ Multi-Mode Plasma Carbine
Range:(Heavy Bolt) 1,000 ft
(Light Bolt) 2,000 ft
(Plasma Saber) 3 ft
(Plasma Lance) 18 ft
Damage:(Heavy Bolt) 5d6 MD
(Light Bolt) 2d6 MD
(Plasma Saber) 2d4 MD
(Plasma Lance) 6d6 MD
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 20,000 credits
e) Laser----Paladin Steel’s favored PS-RFL2-33 ‘Blazer’ Rapid-Fire Infantry Laser.
Range: 4,000 ft
Damage: 3d6 MD single shot, 6d6 MD short burst, 1d6x10 MD medium burst( 20 shots, 2 attacks), 2d6x10 MD long burst(40 shots, 2 attacks), 4d6x10 MD full melee burst(80 shots, no bonuses to strike...does 3d6 MD to 4d4 targets if in a spray attack).
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 78,000 credits
f) Ion Blaster---Modified PSIC-01 Tesla Infantry Ion Cannon. Paladin Steel elected this weapon as the first-pick ion armament on the MUERV because it can used to project a defensive shock-barrier.
Range:(Ion Bolt) 1,900 ft
(Lightning Blast) 2,500 ft
(Shock Zone) 200 ft, and affects a 55-ft wide area
Damage: (Ion Bolt) 5d6 MD single shot, 2d4x10 MD five-shot burst
(Lightning Blast) 1d6x10 MD
(Shock Zone) 3d6 MD per melee caught in the zone of effect
Rate of Fire: ECHH
Payload: Effectively Unlimited
Special Features:
*Sighting Laser---+1 to strike in single-shot mode
*Motion Detector---Activated in Shock Zone Mode, range of 200 ft
Cost: 28,000 credits
g) Particle Beam Blaster----Modified PSPBW-10 ‘Fanblaster’ Particle Beam Weapon. Hardly a pinpoint accurate weapon, the Fanblaster lets opponents know the gunner means BUSINESS with an area of effect vaporization killzone. Some industry analysts suspect Paladin Steel included this weapon as an option in order to stir up flagging sales of the PSPBW-10.
Range: 3,200 ft
Damage: 1d6x10 MD to an 8 ft wide swath
Rate of Fire: ECHH
Payload:: Effectively Unlimited
Cost: 150,000 credits
h) EM Bolter----Adapted EMVR-08 ‘MagHammer’ ElectroMagnetic Rifle
Range: (EM Bolt) 3,000 ft
(Vortex) 2,000 ft.
Damage: (EM Bolt) (Variable) 4d6 SD, 1d4x10 SD, or 3d6 MD per shot
(Vortex) Same as for the bolt at the point of impact, plus HALF damage in a 7 ft radius, and an 88% chance of knockdown(lose 1 APM and Initiative) for beings of 350 lbs or less, 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees).
Rate of Fire: ECHH
Payload: Effectively Unlimited
Bonus: Laser targeting add +1 to strike. EM bolts are -6 to dodge, on top of that!
Cost: 29,000 credits
i) Bio-Sampler---Basically a large syringe that can suck up small lifeforms and material, or take larger biopsy samples and store them in isolation cylinders.
Cost: 20,000 credits
j) Neural Disrupter Blaster---A knockoff of a Northern Gun weapon(industrial espionage being alive and well), but tweaked for greater efficiency and range.
Range: 1,400 ft
Damage: (Setting One) 2d6 SDC and victim must roll versus non-lethal poison(16 or better). On a successful save the target is -3 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A FAILED save means the target is -7 to all actions, loses initiative, reduce APMs to ONE, skill performance is -60%, -90% to Speed, and suffers convulsions that do 1d6 SDC per round for 2d4 melee rounds.
(Setting Two) Does 2d6x10 SDC(or 1 MD), and victim must roll versus non-lethal poison(16 or better). On a successful save an augmented human(oid) is -5 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A successful save by UNaugmented human(oid)s results in -10 to strike, parry, dodge, lose initiative and is reduced to 1 APM, skill performance is -80%, speed reduced 95%, and suffer painful convulsions doing 1d6 SDC per melee for 2d4 MINUTES.
A FAILED save by augmented human(oid)s means the target is -7 to all actions, loses initiative, reduce APMs to TWO, skill performance is -60%, -80% to Speed, and suffers convulsions that do 4d6 SDC per round for 2d4 melee rounds.
Note: Works through most body armor up to 50 MDC. Those in armor protection of 51-80 MDC are +6 to save. Those in heavier armor, power armor, full conversion cyborgs, vehicles, robots, or who are MegaJuicers or Dragons are impervious.
Rate of Fire: ECHH
Payload: Effectively unlimited
Cost: 55,000 credits
k) Net Gun
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%
(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. This is NEVER issued to police forces.
(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). This is RARELY issued to police forces if possible lethal drug allergies in suspects are a possibility.
(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. This is NEVER issued to police forces.
Rate of Fire: ECHH
Payload: 10 shots
Cost: 3,000 credits for the launcher
l) Spray Cannon
Range: 300 ft
Damage: Varies by chemical carried; Some examples:
(Water)None, if carrying water, but human-sized beings struck with the stream but roll versus the ‘cannon’s To Strike roll, or be bowled off their feet. Does 2d6x10 HP to vampires per blast
(Gloop) PS’s sticky goop---This material is used in construction, as well as to firm up the walls of tunnels and damaged structures. It is also used to cocoon valuable and delicate objects for moving. Each half-gallon application of this quick-set plastic covers about 5 cubic feet, and to cover a human sized target completely, the attacker must roll a 12 or better on the Strike roll. Anyone caught in the goo must have a supernatural or robotic P.S. of 30 or better to escape; otherwise, the target is stuck until released by an outside agency. Gloop has 2d4 MDC per application, and breaks down after 1d4 days of exposure, unless treated with a special binder chemical, and allowed to cure for 1d4 hours, in which case it stabilizes and has an MDC of 2d6+1. Gloop costs 70 credits per half gallon(single application)
A variant of this gunk, ‘Boro-Slime’, is a quick-setting slurry of lead-powder and boro-silicate glass suspension, which is sprayed on leaking radiation sources, forming a thick crust to simultaneously trap radioactive materials and seal it inside a crusting shell for later safe removal. Best used to contain small (power armor and vehicle) reactor breaches and water leaks; larger reactor leaks will require more drastic measures. ‘Boro-Slime’ is otherwise identical to standard Gloop, and costs 120 credits per half gallon(single application)
(Kera-Tech Riot Foam) Alternatively, the cannon can be filled with Kera-Tech’s patented KTX-17 Riot Foam, which is stronger, but more expensive, than the Gloop. This stuff takes a robotic or supernatural PS of 40 or greater to break free. Creatures with a greater strength can break free in 1d4 melees. The foam hardens in less than 2 seconds, and can take 30 MDC per cubic meter(a humanoid typically needs at least two meters to be totally enveloped). A special enzyme spray will dissolve the foam in 1d4 melees. This stuff costs about 800 credits per pound of the stuff, which is enough to fill a 4m( roughly 12 square ft) area to a height of 1.8 m(6 ft)
(Slip Spray)---rather than trap, this makes it impossible for people and many vehicles to gain purchase. A single application(a tablespoon) will cover nearly four square feet. Slipspray is very nearly water-resistant----it takes A LOT of water, roughly 6-10 gallons, to wash away an ounce of slipspray---or regular industrial solvents will do the trick. Slipspray breaks down after 1d4 hours of exposure to air.
Effects: Anyone trying to move across slipspray must make a roll under their Physical Prowess at -8 or go out of control at full speed. Vehicles, power armors, and light robot vehicles traveling in ground contact across sufficiently large patches of slipspray will be at -15% to their piloting rolls..failure means the vehicle goes out of control and takes on the characteristics of a giant hockey puck. Depending on the hardness of the surface(must be a hard surface, not a permeable surface like dirt or gravel), heavy vehicles and robots will be unaffected, as they simply stomp the effected surface into the subterranean. Hovercraft are NOT affected either. Cost: 40 credits per ounce(covers 8 square ft...so a gallon’s worth will cover 1,024 ft! Instant ice rink anyone?)
Rate of Fire: ECHH
Payload: 200 gallon internal tank, or can be attached to a trailer holding up to 400 gallons
Cost: 10,000 credits
m) MultiPlexor ----Paladin Steel’s modular spell-caster system. The most often-used unit on the MUERV is a three-Spell Card unit.
Weight: 8 lbs
Range: Varies by spell
Damage/Duration: Varies by spell
Rate of Fire: EPCHH
PPE Cost per Use: Varies by spell. Spells cost as normal
Payload: Draws from the main PPE Battery/PPE Powerstone. In an emergency, the user, if they are a mage or psychic, can kick in their own PPE.
Bonuses: As per spell(if any)
Cost: The basic Multiplexor system costs about 35,000 credits, 50,000 credits for a 3-card unit.
Spell Cards cost (as per Jason Richards’ guidelines in Rifter #2) 5,000 credits per PPE cost of main spell plus an additional cost (as per following modifiers)
*500 credits per level of the creating caster(Mages’ time and PPE are money, so expect to pay more for the longer duration/higher power spells)
*Warlock spells cost 20% more, in addition to above modifiers, owing to the difficulties of adapting Elemental Magic to ‘conventional” magic systems.
n) Chainsaw---Rip and roar. 5d6 MD, 30,000 credits
o) Harpoon Launcher----Fires heavy harpoons(these are heavier than the 12-inch spears that are sometimes called ‘harpoons’ in Rifts Underseas). These are typically used for hunting big prey or sampling larger critters.
Range: 600 ft
Damage: 5d6 SD for a solid-head harpoon, 1d8 MD for a ‘slicer’ harpoon. 1d4x100 SD or 1d6x10 MD for an explosive head. Biopsy harpoons do 2d6 SDC or 1d4 MD, but collect a sample of blood and tissue in an internal compartment, then float free(often attaching a tracking tag to the target in the process), while barbed harpoons stay in the wound and are attached to a cable(powered reel has 1,000 ft of high-strength MD cable).
Rate of Fire: Single shot, ECHH
Payload: Three
Cost: 75,000 credits for the launcher and cable reel.
p) Spear Launcher Forearm----Fires spears from the forearm. Can fire exploding head spears, tracers, or grapplers(300 ft ultra-fine polysteel cable).
Range: 200 ft
Damage:2d6 SDC standard or 5d6 MD exploding head
Rate of Fire: Volleys of 1,2, or 3
Payload: 18 harpoons per launcher
Cost: 35,000 credits for the launcher
q) Forearm Micro-Torpedo Launcher---This launches micro-torpedoes from the forearm(Range: 2500 ft in water/500 ft in air, 6d6 MD per micro-torp, volleys of 1,2, or 4, with a total of 12 rds per forearm). Cost: 40,000 credits. 750 credits per micro-torp.
Note: This weapon is compatible with ‘screamer’ noise-generating micro-torps that can be used as sonic decoys or to generate intense noise sources for sonar mapping.
*Lumer Scanner---A derivative of Anti-Theron Projector research and the PPE Scanner copied from Japanese designs, this device resembles a large aperture flashlight clipped under the weapon muzzle. Instead of visible or infrared light, this device projects a stream of invisible particles that fluoresce when they hit magically-charged objects---especially magically invisible beings. The Lumer is relatively inexpensive, and extremely easy to use, but is limited by the short range of the beam and its narrow scope of effectiveness. The particle-source is a PPE-reactive metal held in hardened gel-suspension in a replaceable cartridge that clips into the device, and is powered by the ‘bot’s own powerplant. Lumer Scanners can be fitted to any of the many headlight assemblies spaced around the MUERV’s frame.
Range: 100 ft, with an 18 ft wide beam at maximum effective range
Damage: None; causes PPE-imbued(15 or more PPE) objects to light up
Cost: 2,000 credits.
*Laser Designator----When you don’t already have enough firepower on hand to kill something, and need to call for help. Give’em the laser finger.
Weight: 4 lbs
Range: 3 miles
Damage: None. Illuminates the target for laser-guided munitions.
Cost: 7,000 credits
*Laser-Reflective Cladding----Lasers and other light-based attacks/hazards do HALF damage. Cost: 2 million credits
*Thermal-Resistant Cladding---Special heat-resistant materials designed originally for reentry vehicle shielding. Heat and plasma-based attacks do 1/4 damage. Cost: +2 million credits
*Chemical Resistant Armor(Option)----PS’s patented chemically inert armor that sheds the effects of corrosive chemicals and stick’ums. Acids and chemical weapons do NO damage. Cost: +2.1 million credits
*Radiation Shielding---This adds even more radiation shielding to the armor allowing it to handle extreme radiation environments, such as near pulsars. Cost: +3 million credits.
*Forcefield Generator---Some operators can’t get ENOUGH protection, so they mount a forcefield generator for extra protection. Surrounds the ‘bot with a 150 MDC forcefield. Regenerates at a rate of 5% per melee.
Cost: 150,000 credits
*Flare/Chaff Launcher---Fitted to the armor’s torso; fires 30mm grenade/smoke/flare cluster mortars. Can also be fitted to fire Triax- or Northern Gun-style flare/chaff countermeasure bundles.
Range: (Smoke/Grenades) 1,200 ft
(Triax Style) 500 ft
(Northern Gun Style) 6,000 ft, creates a 30 ft cloud, +10 ft per each additional chaff/flare launched in the volley. Cloud lasts 2 melees before dissipating(or less in a very strong wind).
Damage:
(Smoke) Smoke in a 30 ft radius+15 ft per additional round launched in the volley.
(30 mm Grenade)(Incendiary) 2d4 MD to a 12 ft blast radius, plus an additional 1d6 MD per melee for 1d6 melees.
(HE) 2d6(12 ft blast radius)
(Chaff-Triax Style)
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
(Chaff-Northern Gun Style)
10% chance per chaff cloud deployed of decoying missiles, up to maximum of 60%
Aircraft, power armor, and beings flying through the chaff will be -6 on perception, -3 on initiative, -5 to strike, -2 to parry, -2 dodge, and lose 1 melee attack that round(or the next). Sensory and Piloting rolls are at -20% for as long as the characters are caught in the cloud, and the next as they recover.
Rate of Fire: Volleys of 1,2,3, or 6
Payload: 12 flares/smoke charges per launcher
Cost: 2,000 credits per launcher, Smoke grenades cost 60 credits each, standard 30mm HE grenades cost 400 credits each, armor-piercing cost 550 credits each. Triax flares/chaff cost 75 credits a bundle, NG-style flares/chaff cost 65 credits each.
*Onboard Artificial Intelligence---This installs a microcomputer AI that, in addition to monitoring the vehicle’s functions, can also actively scan for problems outside itself, anticipate problems, advise the driver. The OAI is much more responsive than a ‘smart’ autopilot, and is able to plot far more extensive course deviations, even take independent action as it falls within its orders and program parameters. An OAI, for instance, can determine that its operator/passengers are hurt and unable to help themselves(critically wounded by a passing SAMAS, for instance), and the car will begin looking for medical assistance. Most OAIs have a verbal interface, pleasant synthesized voice, and a psuedo-personality, giving them the illusion of ‘life’. An OAI has an IQ-equivalent of 10, and comes with Navigation: Land, Automotive Mechanics, Read Sensory Instruments, Weapons Systems, and Radio: Basic, all at 98%, has 3 actions/attacks per melee . Additional specialized programming may be added as the buyer/owner specifies...many owners program their OAIs to be able to sing or read.
Anything more sophisticated than this, and the buyer is best off using the Robot Creation Tables from Rifts Sourcebook One or Heroes Unlimited.
Cost: 500,000 credits
*Enhanced Sensors---Extends the range of the onboard standard sensors by 50%.
Cost: 250,000 credits
*Enhanced Communications System-----Extends radio communications out to 300 miles with a retractable antennae.
Cost: 36,000 credits
*Autodoc---Especially important if you’re exploring on your own and become injured or sick; who’s going to take care of you in an emergency?An onboard medical system that can be quickly hooked up to the pilot to monitor and diagnose life signs, and administer common medications and broad-spectrum drugs. +10% to medical rolls when used by a competent medical technician, or can be considered to have a First Aid skill of 40%.
Cost: 40,000 credits. Drug refills cost extra
*Crash Control/Safety Restraints/Fire Control System---Reduces the damage that passengers take in a crash by HALF.
Cost: 10,000 credits
*Morphing ‘Armadillo’ Armor---Enfolds the ENTIRE ‘bot in articulated armor plates that form an armored igloo-stye shelter, increasing armor protection, but effectively immobilizing the vehicle. Can only be opened from the outside by special electronic passcode(included in cost). Ideal for camping out when you don’t local lifeforms to tip over your ‘bot or break in easily.
MDC: +300 MDC when deployed
Cost: 850,000 credits; 150,000 credits for six Glitterboy-style laser pylons that drive into the ground and anchor the vehicle to the ground(takes a Robotic PS of 40 or greater to uproot the vehicle)
*Chemical Sprayer System---For wiping vermin, mobs, or those equally obnoxious vampires off the hull.
Range: 50 ft
Damage: Varies by the chemical agent used. If using water, does 4d6 HP to vampires
Rate of Fire: ECHH
Payload: 100 blasts of chemical/liquid
Cost: 200,000 credits
*Smoke Screen Generator---Generates a thick, obscuring cloud of dense smoke. Each blast covers a 60 ft area and anyone caught in the cloud of thick, obscuring smoke is. Has enough smoke-matrix for 12 clouds.
Cost: 10,000 credits
*Remote Probe Launcher---Launcher-socket for up to four soccerball-sized remote probes. Paladin Steel also sells a copy of the NEMA Flying Probe that is compatible with this feature.
Cost: 54,000 credits
*Lance Scanner---Looks like a shoulder-slung rifle or large antennae but is a sensor probe. The Lance Scanner contains a magnetometer() and a short-range microwave radar for groundsearching minefields(in theory, the ground radar should be able to detect even nonmetallic mines, but takes twice as long).
Range: The magnetometer has a range of 4,000 ft and can detect vehicles and other metallic structures with 80% accuracy. It can detect powered-up rail guns and EM containment fields(such as fusion generator) at TWICE that range.
The ground radar has a range of 3,000 ft, and has a 90% chance of detecting metal-cased mines, 60% chance of detecting nonmetallic ordnance.
Cost: 40,000 credits
*Bio-Scanner---Has a molecular analyzer, enhanced radiation detector, high-powered acoustic ‘shotgun mike’(3,000 ft range), and thermo-imager optics.
Cost: 10,000 credits
*Aura Scanner---For detecting and identifying PPE concentrations
Range: 2000 ft
Cost: 35,000 credits
*PPE Detector---Detects the presence of PPE concentrations(including magically-concealed beings) in and around the vehicle(25 ft radius)
Cost: 9,000 credits
*Mini-Turret---A small weapons turret can be mounted atop the ‘bot.
a) Pulse Laser Turret: The Pulse Laser is intended as an antiaircraft/antimissile system, and can be remote-linked to an air defense grid system, such as the Meles AAAV, Rattlesnake AAV, or the Vixen Fighter/Recon Pod, (Part of Paladin Steel's emerging BAMSP: Battlefield Asset Management System Package).
Range: 6,000 ft
Damage: 3D6 MD single blast, 6D6 MD double- barreled blast
Rate of Fire: Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode.
Payload: 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: 45,000 credits
b) Light Ion Blasters:
Range: 1,600 ft
Damage: 3d6 MD single shot, 1d6x10 MD pulse burst
Rate of Fire: Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode..
Payload: Effectively Unlimited
Cost: 30,000 credits
c) Light Plasma Cannon
Range: 1,800 ft
Damage: 6d6 MD single shot
Rate of Fire: Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode..
Payload: Effectively Unlimited
Cost: 30,000 credits
d) Particle Beam Cannon---PSPBW-9 ‘FlareHammer’ Particle Beam Weapon
Range: 1,500 ft
Damage: 2d4x10 MD per shot
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 29,000 credits
e) Neural Disrupter Blaster---A knockoff of a Northern Gun weapon(industrial espionage being alive and well), but tweaked for greater efficiency and range.
Range: 1,400 ft
Damage: (Setting One) 2d6 SDC and victim must roll versus non-lethal poison(16 or better). On a successful save the target is -3 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A FAILED save means the target is -7 to all actions, loses initiative, reduce APMs to ONE, skill performance is -60%, -90% to Speed, and suffers convulsions that do 1d6 SDC per round for 2d4 melee rounds.
(Setting Two) Does 2d6x10 SDC(or 1 MD), and victim must roll versus non-lethal poison(16 or better). On a successful save an augmented human(oid) is -5 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A successful save by UNaugmented human(oid)s results in -10 to strike, parry, dodge, lose initiative and is reduced to 1 APM, skill performance is -80%, speed reduced 95%, and suffer painful convulsions doing 1d6 SDC per melee for 2d4 MINUTES.
A FAILED save by augmented human(oid)s means the target is -7 to all actions, loses initiative, reduce APMs to TWO, skill performance is -60%, -80% to Speed, and suffers convulsions that do 4d6 SDC per round for 2d4 melee rounds.
Note: Works through most body armor up to 50 MDC. Those in armor protection of 51-80 MDC are +6 to save. Those in heavier armor, power armor, full conversion cyborgs, vehicles, robots, or who are MegaJuicers or Dragons are impervious.
Rate of Fire: ECHH
Payload: Effectively unlimited
Cost: 55,000 credits
f) Light Rail Gun---Based on PS’s STARifle:
Range: 2,000 ft
Damage: 1d6 MD per single shot, 5d6 MD on a 5 shot burst, 1d6x10 MD per 10 rd burst
Rate of Fire: Single shot or 5-shot burst, Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode.
Payload: 600 rd drum (60 bursts per gun)
Cost: 30,000 credits
g) Sonic Projector---A megadamage weapon ‘downscaled’ to lower power levels and used only in serious situations.
Range: 500 ft(1,000 ft underwater)
Damage: Wide Beam: 2d6 MD to a 30 ft area
Concentrated Beam: 4d6 MD per blast
Unprotected personnel must save versus non-lethal poison (16 or higher) or be stunned for 1d4 melee rds. People in sealed power armor save at an 8 or higher for the wide area blast, but make a standard save for the concentrated blast.
Sonar Blast----This is an enormous ‘belch’ of sonic cacophony that can blind sonar systems within range with a mass of ‘white noise’, knocking them out for 1d4 melees. Sonar and acoustic homing systems will lose target lock, and sonar-using creatures will be stunned and ‘blind’ for 1d4 minutes.
Vibration Blast---This takes up ALL attacks per melee to initiate and maintain, and consists of focusing a low powered beam on a sealed ship(submarines are ideal), and gradually inducing an ultra-low frequency vibration throughout its structure. While this doesn’t do any damage per se, it does affect the hearing and inner ears of crew members, causing creeping disorientation and increasing unsettledness, leading up to nausea. After one melee people with unprotected hearing(or un-insulated contact with the ship’s hull structure) will be -1 to strike, parry, and dodge, and -5% to skills(they become easily distracted). After two melees they are -2 to strike, parry, and dodge, -10% to skills, and are -10% to their sense of balance...and so on...People with protected hearing are immune to the effect, but beings with enhanced hearing are TWICE as susceptible to the effects.
This setting is most effective against vessels 60 ft long or smaller...larger vessels will take an extra full melee per 50 ft of length for this to work...or several cannon working in concert, to be effective.
Rate of Fire: ECHH
Payload: Effectively unlimited .
Cost: 65,000 credits
h) Dart Launcher---This weapon fires quarrels similar to a crossbow bolt, only they’re accelerated electromagnetically. They behave similar to a high tech arrow with regards to range and options. Typically used for hunting prey vulnerable to energy attacks, or for tagging animals.
Range: 1,500 ft
Damage: 2d6 SD for a regular ‘blunt’ head, 1d6 MD for ‘slicer’ heads. Can use any of the high-tech arrowheads.
Rate of Fire: Single shot, ECHH
Payload: Internal magazine holding 60 bolts
Cost: 35,000 credits
*PPE Powerplant---A supplemental TW Powerstone system that generates PPE for TW systems. 400 PPE capacity that, once exhausted, recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus.
Cost: 2 million credits
*TechnoWizardry Enhancements---Many magically-inclined operators add TW enhancements to their vehicles. a few of the more common ones being listed below:
*Leyline Booster(Accelerates the PA up to 50% greater top flying speed when on a leyline, -10% to pilot skill when engaged)
Cost: 700,000 credits
*Impervious to Energy---( 5 minutes per 20 PPE)
Cost: 800,000 credits
*Forcefield---Provides 50 MDC per 10 PPE/20 ISP pumped into the system; lasts 10 minutes per 10 PPE/20 ISP.
Cost: 250,000 credits
*NIghtcloak System---Effective only at night, this system renders the aircraft virtually invisible in darkness; enemies are -6 to strike, -4 to dodge. Costs 10 PPE per 30 minutes.
Cost: 750,000 credits
*Chameleon Cloaking System---(1 hour per 5 PPE)
Cost: 400,000 credits
*Invisibility(Superior) System---(3 minutes per 20 PPE)
Cost: 3 million credits
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"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
wildfire142 wrote:Well I'm back been a busy year, lost my gaming group so now just reading this for fun and enjoyment and as such with a couple of weeks between courses I've been busy updating the files.
Current stats roughly 1107 designs and over 2300 pages.
Paladin Steel Netbook
Enjoy
Love how you have compiled all of the Paladin Steel stuff together, however I've noticed a few dead spaces where info is missing.. Starting around the early 200s (215 and 217 I think are the first ones I noticed). I haven't gotten very far past that yet (reading the whole thing through). Just through I'd let you know about this.
- taalismn
- Priest
- Posts: 48001
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
I've seriously got to come up with a company logo/corporate insignia.....
-------------
"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
------------
- ZINO
- Knight
- Posts: 4063
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: Paladin Steel Storefront
taalismn wrote:I've seriously got to come up with a company logo/corporate insignia.....
yup
let your YES be YES and your NO be NO but plz no maybe
- Shorty Lickens
- Hero
- Posts: 1221
- Joined: Mon Sep 19, 2005 10:24 pm
- Comment: Arrrrgggghhhh!
- Location: Praxus
Re: Paladin Steel Storefront
taalismn wrote:I've seriously got to come up with a company logo/corporate insignia.....
https://www.bing.com/images/search?&q=p ... ORM=IRFLTR
http://incompetech.com/graphpaper/
Create and print dozens of different graph papers.
Create and print dozens of different graph papers.
- taalismn
- Priest
- Posts: 48001
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Shorty Lickens wrote:taalismn wrote:I've seriously got to come up with a company logo/corporate insignia.....
https://www.bing.com/images/search?&q=p ... ORM=IRFLTR
Thanks. Right now I'm trying various permutations of a Greek helmet worked into a shield design..I can't think of anything suitable using the company's initials.
-------------
"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
------------