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Unread postPosted: Wed Aug 14, 2019 10:52 pm
  

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Location: Somewhere between Heaven, Hell, and New England
Well, starting your own thread is generally the way to post customized gear on the forums.

In-universe, Paladin Steel, or rather the nation state of Greater New England, allows commerce from other companies, especially smaller companies, to take place in its communities.
Mainly because smaller companies that set up shop in Greater New England typically buy their materials from GNE-based outfits(that's good for the economy) or from PS itself(also a good thing).
Paladin Steel itself has a policy of encouraging smaller companies under its wing...they generate ideas, and if they're really good, PS makes them an offer to license-produce their products(often farming out the work to out dimension colonies with access to resources) using their vaster transportation and distribution network, or outright buying the company and incorporating it as a sub-division of PS.

So yes, if Thimble Dynamics sets up shop in what used to be Worcester, MA, then there's a very good chance that you'll find Thimble Dynamics products in Paladin Steel general outlets, along with the occasional Wilks, Northern Gun, or even Triax product( civilian vehicles, e-clips, survival gear, repair kits, spare parts, etc.). In general, depending on the winds of corporate espionage and politics, you'll NOT find a major presence of NG or Triax gear(no power armor or robot vehicle outlets) available in PS/GNE territory(or the reverse situation either), though most everybody agrees they don't want Naruni squatting in their territories either.

And munitions? Yeah, you need special license to bring explosives into the GNE, but merchants in good standing can sell them in the GNE(again, special licensing and handling codes apply), and one can certainly arrange to buy munitions through the GNE communications, banking, and commercial regulation systems, and pick them up outside the GNE's borders.

PS/GNE will also buy and redistribute/re-sell ordnance from secondary sources(this is quite common with sources offworld, such as contractors in the United Systems Alliance, WZT, or Corianus-Typhen-Rosette League), though all such munitions are inspected for quality before being resold. Especially when PS's own in-house munitions divisions can't keep up with demand(especially true during the Minion War).

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

--------Rudyard Kipling
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Unread postPosted: Mon Sep 02, 2019 8:28 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
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Location: Somewhere between Heaven, Hell, and New England
PS/SG-R01 ‘Ogrent’ Robot Vehicle
(aka ‘Chunkster’, ‘Brickster’, ‘Stubbinator’)
“Every successful vehicle company has its share of clunkers, design studies, testbeds, or concept prototypes meant to prove ideas or test the market with something new and exotic. Some of these actually wind up flying, others enter production, but are so watered down from the original, they’re new designs, and others wind up as ugly ducklings hardly anybody looks at. The Ogrent is one of the latter. It is easily one of Paladin Steel’s uglier-looking designs and counterintuitive at that. ‘Grace’ and ‘Speed’ are words that will never be used to describe it, except if prefaced by ‘no’. “

“And yet, despite the fact that this one’s a slogger, the Paladins aren’t going to go broke producing it. There’s just enough interest in this thing, and new tech, what with all the mix and match options PS makes available, that there’s going to be buyers.”

“It’s a personal bunker on legs is what it is.A safe room that can get up and walk away. It’s heavily armed and heavily armored because it HAS to be; you’re not going to be able to run away in this thing, you either have to weather the storm or fight your opponent.”

“It’s SUPER-DEFORMED! What’s not to like about it?! It’s nuclear-powered, blast-hardened, lazah-armed, car-crushing CUTENESS!!!”
“...you worry me, Tanaka.”


“The Baroness of Gwenfadda bought one of these and had it installed on her estate on Saquist. When the Kreeghor-instigated Vahnkist riots broke out, the properties of the landed got particularly hard-hit, and Gwenfadda was no exception. They dropped her place with truck bombs, but not before she managed to scramble into her Ogrent in the cellar. Dug her way out of the ruins, waddled that thing like a rock-zombie through the mobs in the street, and escaped to the spaceport, leaving a swath of destroyed vehicles and burning anarchists in her wake. You’d have thought the mob would have been able to concentrate their fire on the thing, but in the close confines of the streets there they just couldn’t flank before they got pistoned and pushed through walls, run over,or vaporized. And the heavy armor shrugged off anything the Vahnkists could bring to bear, unless they wanted to start nuking city blocks just to swat her. By the time they DID bring in tank-killers from the other side of the planet, the Baroness had decamped aboard the light-jumper she’d hidden at the port. Gwenfadda apparently raises its nobility to the old standard of nobility meaning ‘able to afford to buy and use combat armor to break heads’.”

“Is it a ‘bot with a tank mode, or a tank with a ‘bot mode?”
“It’s a brick with delusions of being a sports utility vehicle.”

The Ogrent is a collaboration between Paladin Steel and the Shemarrian Steel Gaian fringe tribe in residence in Greater New England.
The Ogrent seems to be an exercise in heaping obscene amounts of armor protection on a small frame, at the expense of mobility. It’s rumored that Paladin Steel might have been inspired by the A-1 Avenger Power Armor, but, while getting the armor protection right, couldn’t equal the Avenger’s mobility. Survivability is the aim here, and it shows in the design.
The Ogrent is a short, squat, stubby, robot that seems hardly able to move, so heavily overhung with armor is it. Hinged armored panels protect obvious joints and junctures from attack, and thick plate overlays provide deflecting curves. Internal bracing helps absorb kinetic shocks, dissipating energy from impacts and explosions. The cockpit is a snug reinforced and cushioned survival capsule buried in the main torso.
Its legs being so thick and stubby, the Ogrent fairly waddles in walking mode, barely able to move faster than a running human. To offset its lack of mobility, the designers have given it an alternate propulsion mode in the form of two tread units concealed in its legs. These allow the ‘bot to roll along firm roads and decks more adroitly, rather than awkwardly waddle. They’ve also given it an alternate mode, in that it can recline on its back where two additional tread units are concealed, and transform into a crude tank configuration. This affords it some improvement in mobility.
For all its shortcomings, however, all agree that the Ogrent is insanely tough. Its reinforced frame is weighted with the maximum amount of high-tech armor and, as mentioned beforehand, its specially designed internal actuators double as shock absorption, allowing the ‘bot to safely handle high speed collisions, falls, and tumbles. Options allow for the addition of specialized armor overlays, reactive armor, and forcefield generators.
The Ogrent can also dish out considerable damage. Its armament consists of one or two arm-mounted heavy weapons, an array of lasers in the head and torso, and a set of concealed missile launchers. Given that it cannot outrun an opponent, the Ogrent has to settle for destroying them.
Regarded as a ‘nicher’ design with a narrow focus, the Ogrent has seen only limited production. The Ogrent is considered to be too expensive and slow to be deployed on a large scale in any budget-conscious military, but its impressive weight of protection, coupled with its firepower, have led to a few being commissioned and acquired for security duties. Others have been bought by PS/GNE clients as personal defense vehicles, and several more have been acquired by various GNE agencies to experiment with. At least one is used as a weapons test vehicle, testing some of the more advanced weapons that would be later offered as optional(the argument being that the Ogrent was more likely to survival any close proximity explosions in the event one of the test weapons catastrophically failed).

Type: PS/SG-R01 Ogrent
Class: Heavy Exoarmor, Transformable Frame
Crew: One.
MDC/Armor by Location:
Main Body 870
Crew Compartment 100
Head 200
Arms(2) 200 each
Hands(2) 35 each
Shoulder Modules(2) 180 each
Jet Thrusters(24) 15 each
Gun Module 150
Legs(2) 300 each
Tread Units(4, one each leg, two on the back) 50 each

Height: (Robot Mode) 10 ft
(Tank Mode) 8 ft
Width: (Robot Mode) 7 ft at shoulders
(Tank Mode) 7 ft
Length: (Robot Mode) 6 ft
(Tank Mode) 10 ft
Weight: 6 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 40
Powerplant: Nuclear Fusion with 20 year energy life
Speed:
(Running) 20 MPH
(Leaping) Cannot make a standing jump(legs aren’t designed for it) but can make a jet-powered leap of 30 ft up/60 ft across
(Treads) 25 MPH on two, 45 MPH on all four
(Flying) Not possible
(Underwater) Can run along the bottom at 5 MPH, maximum depth of 1 mile
Market Cost: 25 million credits
Systems of Note:
Standard Basic Robot Systems, plus:
*360-degree Waist Rotation---One thing NOT slow about the Ogrent is its ability to snap its upper torso around FAST.

*Crash Protection System---Reduces the damage that passengers take in a crash by HALF.

*Kinetic Protection----The special configuration of the armor and internal structure absorbs and dissipates kinetic energy, so that purely physical strikes, such as punches, kicks, concussion blasts, falls, rail gun and shell strikes, all do HALF damage.

*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.

Weapons Systems:
1) Heavy Gun Module(1-2)----This is a heavy arm-mounted weapons module that gives the Ogrent a heavy ranged punch. Typically only one such weapon is carried, leaving the other arm and hand free, but some operators carry two and double up on the heavy firepower.
a) PS-US-RG14PS Boom Gun---PS produces a high-powered rail gun akin to the Glitterboy’s RG-14, only with a different mounting, style, and lack of laser-reflective armor
Range: 11,000 ft
Damage: 3d6x10 MD per shot
Sonic shock effects remain unchanged.
Rate of Fire: ECHH
Payload: 180 rd drum
Cost: 280,000 credits

b) Mass Driver Cannon---The old 60mm Snapfire artillery weapon.
Range:(Direct Fire Mode): 6,000 ft
(Artillery Mode) 2 .5 miles
Damage:(Direct Fire Mode) 3d6x10 MD, no blast radius
(Artillery Mode) Everything within the 30 ft blast radius takes 2D6x10 M.D. and has a 75% chance of being knocked flat.
Rate of Fire:(Direct Fire Mode) EPCHH
(Artillery Mode) Three times per melee
Payload: 50 rds
Bonuses/Penalties: +1 strike in direct fire mode. -2 to strike in Artillery mode.
Cost: 250,000 credits

c)Laser Cannon Pod---A heavier single-barrel laser cannon, based on a weapon acquired from South America(the ATL-7 Anti-Tank Laser)
Range: 3,000 ft
Damage: 3d6x10+10 MD per single shot
Rate of Fire: Four shots per melee
Payload: Effectively Unlimited
Cost: 180,000 credits

d)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

e) PS-HPBC-20 Particle Beam Cannon------Based on the KLS Mrk IV Glitterboy PB-20 Rapid Acceleration Particle Beam Cannon, complete to pairing with a coaxial small laser
Weight: 660 lbs
Range: (PBC) 11,000 ft(double in space)
(Laser) 2,000 feet (double in space)
Damage: (PBC) 4d6x 10 MD single blast
(Laser) 4d6 MD single blast
Rate of Fire: (both) ECHH
Payload: (PBC) Conditionally unlimited; battery capacitor with a limited number of shots(20) with a recharge rate of one blast per minute.
(Laser) Effectively Unlimited
Cost: 4.2 million credits

f)Tri-Laser(PSMBL-3E)---Adapted from the Glitterboy No. 7 of South America
Range: 8,000 ft
Damage: 2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: 300,000 credits

g) 45mm PS-HRG05 'Hellshot' Rail Cannon: An early attempt to equal the power of the infamous "Boom Gun" carried by the Glitterboy, these fearsome 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.
Range: 3,300 ft
Damage: 3D6x10 MD
Rate of Fire: Single shot only; EGCHH
Payload: 12 shots
Cost: 120,000 credits per cannon, 800 credits per penetrator round

h) Heavy Plasma Cannon----Adapted from a Three Galaxies starfighter weapon. Does incredible damage per blast, but at short range and a slow rate of fire. It has been modified with PS’s plasma weapons enhancement technology to also fire an area of effect blast.
Range: 600 ft
Damage: 1d4x100 MD per blast or 3d6 x10 MD to a 30 ft wide area.
Rate of Fire: Twice per melee
Payload: Effectively Unlimited
Cost: 5.4 million credits

i) Ion Cannon
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
*(NEW!) Shock-Zone----Adapted from the PSIC-01 Tesla Infantry Ion Cannon, this option generates a region of ionized air some 400 ft in front of the barrel that is roughly 75 ft wide and does 4d6 MD per melee to targets caught in the zone of effect. Cost: 38,000 credits

j) 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

k) KTH-65 32mm Assault Rail Gun (Raven)----Designed with the needs of a heavy infantry squad in mind, Kera-Tech Industries developed the KTH-65 for long range combat in both atmosphere and in space. Firing on full auto mode, the KTH-65 can penetrate virtually any known armor with ease. With the enhanced capability of variable rounds, numerous different combat roles can be filled by the KTH-65. The weapon is manufactured under license by Paladin Steel on the East Coast.
Weight: 150 lbs
Range: 1600m (1 mile) in atmosphere
Damage: Varies by shell type
Shell Types:
APFS-DU (Armor Piercing Fin Stabilized, Depleted Uranium) - 5D6x10, no
blast radius
HESH (High Explosive Squash Head) - 5D6 MD plus 5D6 SDC to the person(s)
inside the object.
HE (High Explosive) 1D6x10 to a 5 (16 ft) radius
HEG (High Explosive, Guided) - 2D6x10 to a 2m (7 ft) radius
Rate of Fire: single shots
Payload: 40 rds per drum, 80 rds total
Cost: 200,000 credits

l)*20mm/60mm PS-HACP-02LB ‘GobbStomper’ Assault Cannon Pack (Handheld--2 hands)---Paladin Steel has produced this ‘ultimate’ heavy over-and-under 20mm autocannon- and - 60mm heavy cannon-pod for assault forces, power armors, and the heavier and stronger cyborgs. Nicknamed the ‘GobbStomper’ for obscure reasons, this goliath of a gun assembly can wipe out a fortified city block in the right(or wrong) hands. The 20mm cannon uses the familiar PS ‘Taskin’ action and ammunition, while the 60mm cannon uses a modified 60mm Anti-Tank Weapon shell, available as a high explosive area of effect munition, a High Explosive Squash Head(HESH---effective at ‘spalding’ interior armor), and as a High Explosive Armor Piercing (HEAP) projectile.
The -LB model was developed for vehicle mountings, such as the Ogrent, and as such features a heavier recoil-control mounting, auto-feed mechanism feeding from larger ammunition magazines, and a longer barrel on the 60mm cannon, allowing for substantially greater range.
Range: 20mm Cannon: 4,000 ft
60mm Launcher: 5,000 ft
Damage:
20mm Cannon: 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)
60mm Launcher:(HE) 1d6 MD to 50 ft blast radius
(HEAP)3d4x10 MD per round
(HESH )(High Explosive Squash Head) - 6D6 MD plus 6D6 SDC to the person(s) inside the object....Particularly effective against power armors and vehicles without a reinforced pilot’s compartment
Rate of Fire:: ECHH
Payload: 20mm Cannon: 1,000 rounds
60mm Launcher: 18 rounds
Cost: 290,000 credits.
A box of 100 20mm ‘smart’ rds costs 800 credits. A box of 100 20mm ‘smart’ PS rds costs 3000 credits. 60mm shells cost 1,700 credits, 1,250 credits for HESH rounds, 1,000 credits for HE rounds.


m)EMVC-07 ‘MagStorm’ ElectroMagnetic Vortex Cannon---The light artillery scale-up of the EMV cannon, meant to be vehicle-mounted. It fires a larger ‘bolt’ of EM force that expands out into a shockwave that can bowl over massed infantry or light vehicles.
Range: 6,000 ft in air and underwater
Damage: 1d4x10 MD at point of impact
Within a 60 ft radius, people, animals, and objects weighing less than 500 lbs are 90% likely to be knocked off their feet and hurled 3d4 yards/meters(lose 1 APM and Initiative), 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees).
Characters/objects of 500-1,000 lbs weight are 50% likely to be knocked aside 1d4 yards/meters.
Objects of a ton or more are only 25% likely to be knocked over.
Flying characters/objects get knocked away twice the normal distance.
Rate of Fire: ECHH
Payload: Effectively unlimited
Bonus: Laser targeting add +1 to strike. EM bolts are -6 to dodge.
Cost: 120,000 credits
Options:(NEW!) *Force Wall Generation----Inspired by the PS/PP -SFR-01 Hardtack Force Rifle, this modification allows the Vortex Cannon to generate a wall of force in place of firing forcebolts.
Range: (Force Shield) A rounded square(roughly 25 ft in diameter and covering a 180-degree hemispherical arc) of force is shaped and appears 5-10 ft in front of the projector. The Force Shield CAN move with the user/operator/projector. The Vortex Cannon CANNOT shoot force bolts in this mode. MDC: 160

n) ‘Blazerite’ Laser/ Rail Gun Under-and-Over Gun Pack----Bundles a (PS-RFRG30)---PS copy of the C-30R Rail Gun---with a PS-RFL2-33 ‘Blazer’ Rapid-Fire Infantry Laser.
Range:(Rail Gun) 2 miles
(Laser)4,000 ft
Damage:(Rail Gun) 1d4 MD single rd, 6d6 MD per 30 rd burst.
(Laser) 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: ECHH
Payload:(Rail Gun) 2,400 rd drum
(Laser): Effectively unlimited
Cost: 175,000 credits

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

p) Plasma Cannon---Adapted from PS’s PPR-3 Serap Heavy Plasma Projector. The weapon also has the option of firing ‘hot shots’ of deuterium-enriched plasma feeding from a pressure cylinder
Range:(Plasma Stream) 2000 ft
(Plasma Bolt) 1500 ft
Damage:(Plasma Stream) 1d6x10 MD per blast*
*Can be increased by 50% with a ‘hot shot’ injection of deuterium gas
(Plasma Bolt) 1d4x10 MD to 8 ft blast radius
Rate of Fire: Single shot, ECHH
Payload: Effectively Unlimited
Deuterium Gas Reservoir has enough gas under pressure for 50 shots.
Cost: 100,000 credits, plus 2,400 credits per deuterium ‘hotshot’ cartridge.


q) PS-862 AC Anti-Aircraft Flak Cannon(Paladin Steel knockoff of the Triax TX-862FC)
Range: 10,000 ft
Damage: 4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD six-round burst
Rate of Fire: EPCHH
Payload: 800 rds, 400 rds per cannon
Bonuses: Independent laser and radar tracking system(range: 11,000 ft). +1 strike set on automatic against aerial attack, +2 strike fired by gunner
Cost: 500,000 credits

r) 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

s) Sonic Cannon(PS-UHFSC-02)
Range: 2,000 ft
Damage: 1d6x10 MD per blast, plus 3d6 MD to a 10 ft diameter area around the blast area(double damage and range underwater)
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 95,000 credits

t) T310 15mm Missile Gun
Range:
(T-310)Gun launcher fires the micromissile out to about 8,000 ft, after which the rocket propulsion takes over.
(T-210/310)
Pattern-1A 5,700 ft
Pattern-1B 6,000 ft
Pattern-1C 6,000 ft
Pattern-1D 7,000 ft

Damage/Bonuses:
(T-210/310)
Pattern-1A---1d4 MD to 2 ft blast radius
Pattern-1B---1d6 MD to 5 ft blast radius
Pattern-1C---4d6 MD to 4 ft blast radius, or 1d4 MD to a 10 ft blast radius in fragmentation mode
Pattern-1D----6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode

Bonuses:
(T-210/310)
Pattern-1A (None) Spin-Stabilized
Pattern-1B (None) Gyro-Compass Chip
Pattern-1C (+1 to strike. The Pattern-1C can also be set to be a ‘beam rider’, following a laser illuminator ‘painted’ on the target for an extra +2 to strike. However, this requires expenditure of an extra attack per melee on the part of the gunner to keep the laser illuminator on target) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip.
Pattern-1D (+2 to strike. Like the Pattern-1C, the Pattern-1D can ‘beam-ride’...again, this requires the gunner to maintain target-lock at the cost of an additional APM, but the -1D is better able to remain on target if the lock is broken. Furthermore, the missile can be keyed to lock on to the laser illuminator of other gunners...done with a predetermined key-chip...allowing squadmates to ‘paint’ targets for fellow soldiers with micro-missile launchers). Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip.


Rate of Fire: Bursts of 3-40 rds per melee
Payload: Varies; 300 rd bin.

Cost: 120,000 credits for the T-310 Gun System
(T-210/310)
Pattern-1A 65 credits per RG-enabled McM
Pattern-1B 72 credits per RG-enabled McM
Pattern-1C 100 credits per RG-enabled McM
Pattern-1D 135 credits per RG-enabled McM

u) MegaZap-Shocker---This is a bundle of a rapid-fire pulse laser(X-RLR-18 ‘Exel’ Heavy X-Ray Laser Rifle) and an overload projector(PS TSC-01 Shock Cannon, PS’s copy of the Triax TX-275 ‘Lightning’ Arc Charge Blaster), both wrapped in a heavy cooling jacket .
Range:(X-Ray Laser) 6,800 ft
(Shock Cannon) 2,000 ft
Damage:(X-Ray Laser) 2d6x10 MD per single shot; laser resistant armor does NOT apply to stopping x-ray lasers.
(Shock Cannon) 6d6 MD
01-15: No additional 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: ECHH
Payload: Effectively Unlimited
Cost: 500,000 credits

v) TZ-03 Gun Module---(aka ‘Tap & Zap’) A fifty-caliber heavy machine gun mounted over and under with a rapid-fire pulse laser.
Range: (Machine Gun) 9,000 ft
(Pulse Laser) 4,000 feet
Damage: (Machine Gun)(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.
(Pulse Laser) 4d6+2 per single shot, 2d4x10 for a triple pulse.
Rate of Fire: (Machine Gun)Standard; rated at 6,000 rpm(or 1,500 rounds per melee)
(Pulse Laser) ECHH
Payload: (Machine Gun) 2,000 rds(50 bursts)
(Pulse Laser) Effectively Unlimited
Cost: 59,000 credits

w)TZ-04 Gun Module---(aka ‘Tag and Zorch’) A long-barrel rail gun((PS-RFRG30---PS copy of the C-30R Rail Gun) mounted over and under with a rapid-fire plasma cannon(PSPPR-5 ‘Lewiston’). The inert kinetic projectiles of the rail gun are less susceptible to damage and cooking off from heat buildup of the plasma cannon than the fifty-caliber rounds of the TZ-03.
Range:(Rail Gun) 2 miles
(Plasma Cannon) 3,300 ft
Damage:(Rail Gun)1d4 MD single rd, 6d6 MD per 30 rd burst.
(Plasma Cannon) 5d6 MD per shot, 2d4x10 MD for a four-shot burst

Rate of Fire:(Rail Gun) ECHH
(Plasma Cannon) ECHH
Payload:(Rail Gun) 2,400 rd drum
(Plasma Cannon) Effectively Unlimited
Cost: 123,000 credits


2) Laser Headlights(3, one in the head, two in the chest)
Range: 4,000 ft
Damage: Variable settings; 1d6, 2d6, 3d6, 4d6, or 6d6 MD per blast .
Firing in concert all three can fire in a combined attack(counts as one attack) can do 18d6 MD(or 2d4x10+28 MD)
Rate of Fire: ECHH
Payload: Effectively unlimited

3) Mini-Missile Launchers(2)---Concealed behind sliding plates in the shoulders are two mini-missile launchers. In the alternative, these can be replaced by anti-armor missiles or grenade launchers.
a) Mini-Missiles--6 per launcher
b) Copperhead Anti-Armor Missiles----(Range: 1 mile, Damage: High Explosive 2d4x10 MD, Rate of Fire: Volleys of 1, 2, or 4, Payload: 4, Bonuses: +5 to strike, Market Cost: 50,000 credits for the launcher, 8, 000 credits per missile)---4 shot pod

c) Grenade Launchers
Range: 3,000 ft
Damage: Frag rounds do 4d6 MD to a 12-foot radius. AP rounds do 1d4x10 to a 3-foot blast radius, and Plasma rounds do 1d4x10+10 to a 5-foot radius. A 3-round burst of frag shells does 1d4x10 to a 15-foot radius, a burst of 3 AP shells does 2d4x10 to a 5-foot radius, and a burst of 3 plasma shells does 3d4x10 to an 8-foot blast radius A 5-round burst of frag shells does 1d6x10 to a 20-foot radius, a burst of 5 AP shells does 2d6x10 to a 6-foot area, and a burst of 5-plasma shells does 3d6x10 to a 10-foot radius. A 10-round burst of frag shells does 2d6x10 to a 40-foot radius. A 10-round AP burst does 3d6x10 to an 8-foot area, and a 10-round plasma burst does 4d6x10+10 to a 15-foot radius!!
Rate of Fire: ECHH
Payload: 150 rounds

4) Smoke Dispensers(2)---Mounted on the upper back are several small smoke mortars/tear gas/grenade launchers
Range: 500 ft
Damage: Varies by warhead type; equivalent to standard hand grenades.
Rate of Fire: Volleys of 1,2,3,4, or 5(all)
Payload: 5 per launcher(20 total)

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: 1d4 MD
Full Strength Punch 2d6 MD
Power Punch(2 attacks) 5d6 MD
Tear/Pry with Hands 1d6 MD
Body Block/Tackle MD
Stomp Not possible
Kick 1d4 MD
Flying Stomp(3 attacks) 2d4x10 MD

Options:
The Ogrent has become subject to a variety of option fit-outs, most aimed at increasing the survivabillity of the ‘bot ad its pilot. It’s even been considered fitting the cockpit with a whole-pod emergency ejection system or stasis module.

*Chemical Dispersal System----The stabilizer/jump jets can be used to spray chemical aerosols in the immediate vicinity of the ‘bot. Good for spraying pesky infantry and other forms of vermin.
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

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

*Laser Ablative Armor(Option)---PS laser-ablative ceramic, based on alien materials. Lasers do HALF damage. VFLs can NOT adjust to compensate. As an added bonus, Arkhon triphase weapons do 1/10 less damage.
----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 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

*Reactive Armor/External Antipersonnel Fletchette Packs(44)----An effort to further protect the slow moving tank against faster power armor and infantry, this system consists of s series of directional ‘claymore’-style fragmentation grenades attached to the outer hull and triggered either by command or by motion detector trip to fill a ‘kill zone’ around the ‘bot with lethal shrapnel and antipersonnel fletchettes.
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 leg has 6 fletchette packs each, front torso has 9, rear torso has 9 , head has 2, and 6 each shoulder(42 total)
Cost: 200 credits each pack.


*Shoulder Mini-Turrets---This replaces one or both shoulder missile launchers with mini-turrets that can act as automated point-defense against missiles and other projectiles. The basic turret design debuted on PS’s PSA-11 power armor, and have become increasingly common on PS vehicles as part of their integrated battlefield PDS.
Turret Base Cost: 25,000 credits
Turret MDC: 55

*1A) 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: credits

*2A) Pulse Laser Turret: Paladin Steel also offers a lower-powered laser system, with unlimited payload and a longer range. 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
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: 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

*3A) 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

*4A) 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

*Plasma Arc---Modified PSPSR-1 ‘Saber Rifle’ Multi-Mode Plasma Carbine, fitted to a forearm
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

*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.
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

*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(1-6)---Additional countermeasure launchers can be added on points around the ‘bot’s frame. 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.


*Autodoc/ Internal Medical Mini-Comp---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, combining a biometrics package with an internal IRMSS and RMK medical kits, and an autodrug injector, that can be quickly hooked up to the pilot to monitor and diagnose life signs, and administer common medications and broad-spectrum drugs. . The system monitors the pilot’s vitals, and checks for signs of hypoxia, panic, and blood toxins, and applying any necessary treatment such as tri-ox injections or anti-shock. This option is especially popular with operators who expect that they might be wounded and in need of medical assistance when climbing i.
+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 extr

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

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


Last edited by taalismn on Mon Sep 02, 2019 8:37 pm, edited 1 time in total.

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Unread postPosted: Mon Sep 02, 2019 8:35 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44146
Location: Somewhere between Heaven, Hell, and New England
Variants:(Ogrent)
* PS/SG-R01DSV---Deep Submergence variant, designed for deep water operations. The Ogrent’s durability was considered an asset for surviving abyssal pressures and hostile deep sea life. Extra reinforcement around the seams and joints, variable buoyancy chambers, plus hydrojets replacing the stabilization jets, make the Ogrent, slow and cumbersome on dry land, a quite effective submarine.
Changes:
Speed:(Water) Swim using hydrojets at 32 MPH.. Maximum Depth of 2.5 miles
Systems of Note:
*Periscope Boom---8 ft extension
* Sonar----60 mile range
*Underwater Communications Suite---Combination of blue-green com-laser and acoustic modem systems.

*Forearm Mount/ Tool Pod----A utility pod with two extendable micromanipulators capable of fine work, a plasma torch(or laser welder), shielded optic, and close-range ultrasound scanner(good for testing welds and inspecting waterseal/tank integrity). Other tool complements may be used as well(see Bionic Tools for standard models).

Weapons Systems:
1) Heavy Gun Module Options:
*Sonic Cannon(PS-UHFSC-07)---This latest evolution of PS sonic weaponry combines aspects of several previous weapons
Range: 2,000 ft(4,000 ft underwater)
Damage: Wide Low Beam: 4d6 MD to a 30 ft area
Concentrated Beam: 1d6x10 MD per blast in air,
2d6x10 MD plus 3d6 MD to a 20 ft diameter area around the blast area underwater
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: 250,000 credits

2) Laser Headlights---Modified for blue-green frequencies

3) Mini-Torpedo Launchers---Shoulder pods can be fitted with mini-torpedo launchers .
Range: 1 mile
Damage: 1d6x10 MD
Rate of Fire: Volleys of 1-6
Payload: 6 per launcher

* PS/SG-R01M(TW)--- TechnoWizardry-enhanced variant. Adds a PPE powerstone to allow the powering of TW features such as protective embendments and accessory weaponry.
Changes:
Cost: 32.9 million credits
Powerplant:
*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.

Systems of Note:(Magic Options)
*Impervious to Energy---( 5 minutes per 20 PPE)

*Forcefield---Provides 50 MDC per 10 PPE/20 ISP pumped into the system; lasts 10 minutes per 10 PPE/20 ISP.

*NIghtcloak System---Effective only at night, this system renders the ‘bot virtually invisible in darkness; enemies are -6 to strike, -4 to dodge. Costs 10 PPE per 30 minutes.

*Chameleon Cloaking System---(1 hour per 5 PPE)

*Invisibility(Superior) System---(3 minutes per 20 PPE)

Weapons Systems:
1) Heavy Gun Module Options:
a)*TW Lightning Cannon---- Launches a horizontal blast of mystic lightning.
Range: 9,000 ft
Damage: 2d4x10 MD per blast
Rate of Fire: ECHH
Payload: 15 PPE per shot
Cost: 1.9 million credits

b) *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: ECHH
Payload: (Hail)10 PPE per shot
(Ten Foot Ball of Ice)25 PPE per shot
Cost: 1.8 million credits

c) *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: ECHH
Payload: 13 PPE per shot
Cost: 750,000 credits

d) 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: ECHH
Payload: 10 PPE per shot
Cost: 450,000 credits

e) 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: ECHH
Payload: 12 PPE per shot
Cost: 1.2 million credits

* PS/SG-R01S--- Space operations variant. It was proposed that micro-gravity would offset the Ogrent’s mobility issues, so a couple of units have been modified as deep space testbeds, inspired by the success of the PS-MUERV03 .
Changes:
Speed:(Space) Mach 3

Systems of Note:
*Enhanced Electromagnetic Radiation Shielding---Both passive insulation and an active Magtech field protect the ‘armor from radiation. Incidentally, particle and ion beam weapons do HALF damage when this system is up. However, due to the EM field this system sets up, electronic cloaking and stealthing CANNOT be used simultaneously.
*Magnetic/Molecular Clamps---Allow the ‘bot to secure itself to a hull, space station, or rock asteroid.

Weapons Systems:
3) Mini-Missile Launchers---Can now accommodate the “S-Sting” ‘Smart Mini-Missile -----The S-Sting(for ‘Space Stinger’) ’ is essentially a one-man, infantry-portable, ‘smart’ short-range, hypervelocity, anti-air/spacecraft missile. The program has had its first successes with a space-based missile, owing to the fact that the vacuum of space negates the need for streamlining the weapon. As a result, the missile resembles a rather stubby cylinder with a blunt-nosed optical cluster and protruding verniers(extend after launching from the carry canister). The S-Sting is heavier and more powerful than its atmosphere-based cousin, the ‘Black Talon’ L-SAM.
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
Damage: 2d6x10 MD to a 15 ft blast radius
Rate of Fire: ECHH
Payload: 6 shots per launcher
Cost: 80,000 credits. 10,000 credits per missile

* PS/SG-R01AGSX--- Rumored to be a more advanced version of the PS/SG-R01S, only using Three Galaxies technology. Echoing the rumors that the Ogrent was originally inspired by the A-1 Avenger, the PS/SG-R01AGSX is supposedly testing the use of contra-gravity propulsion to overcome mobility issues. Little is known of the specific capabilities of the PS/SG-R01AGSX, but some claims have the ‘bot able to fly in excess of Mach 3 in an atmosphere, and Mach 11 in space.

* PS/SG-R01NNAZMATHV---HAZMAT vehicle, equipped to handle tough chemical spills, radiation events, and environmental hazards. The heavy weapons are replaced with special manipulator arm extension modules. Also features an over-the-shoulder extendable gantry-crane armature.
Changes:
MDC/Armor by Location:
Shoulder Robot Armature 80
Heavy Shield 200
Systems of Note:
-Comes standard with chemical sprayer system
-Chemically-Inert Armor---Acids and corrosive chemicals do NO damage to the hull.
*Hull Hardpoints---The ‘bot mounts multiple attachment points for carrying such basic gear as cable spools, wiring harnesses, tow chains, plants, construction beams, fascines, tow lugs, and A-frame assemblies.

*NBC Sensors---Combined suite of molecular analyzers, radiation detectors, and air filtration samplers that come in handy not just for detecting military threats, but for detecting industrial pollutants, radiation contamination, and dangerous mold concentrations(often associated with ancient pre-Rifts tunnel complex cracking).

*Forearm Mount/ Tool Pod----A utility pod with two extendable micromanipulators capable of fine work, a plasma torch(or laser welder), shielded optic, and close-range ultrasound scanner(good for testing welds and inspecting waterseal/tank integrity). Other tool complements may be used as well(see Bionic Tools for standard models).

*Rocket Anchor---For bridging and self-extraction purposes, the ‘bot mounts a large heavy earth-anchor device mounted on its shoulder, that can be fired off using a mini-missile propulsion stage(or an electromagnetic catapult---performance is the same), trailing a cable, to find purchase in distant ground, after which the engineers can use the line to winch across additional cabling, or winch the vehicle itself out of a river or deep gully.
Range: 350 ft.

*Heavy Radiation Shielding


*Robotic Arm(1)---The ‘bot is fitted with a single turret-mounted robot manipulator arm that can extend out to 35 ft, and has an effective Robotic P.S. of 30. The end of the arm can be fitted with a variety of manipulators, remote sensors, and bomb disposal tools, such as cutters, imploders, acid sprayers, and even TW devices(such as a PPE-clip-powered Multiplexor with the spell Implosion Neutralizer). A lifting lug on the underside allows it to be used as a crane.

*Heavy Shield(Optional)---This is a large barrier shield that can be dropped in place to provide a shelter for accompanying HAZMAT workers. It is heavily leaded to stop radiation, and is shaped to deflect explosions(explosives do 1/4 normal damage to it anything immediately behind it).

Weapons Systems:
1) Heavy Gun Module Options:
a) Water Cannon---Remote-controlled lateral nozzle mounts feeding from a central tank in the main body.
Range: 500 ft
Damage: None usually, but if used to throw water at vampires, does 1d4x10 H.P. per blast. Used against a human-sized being, it has a 50% chance of bowling them over from the water pressure(lose initiative and 1 APM while getting back up)
Payload: Has about 100 blasts worth of water capacity. Includes a mini-pump to allow the ‘bot to tank up from an external source, or hook up to a fire hydrant system.

b)Spray Cannon
Range: 300 ft
Damage: Varies by chemical carried; Some examples:

(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), certain heavy vehicles and robots(like the CS Skullcrusher) 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: 100 gallon internal tank, or can be attached to a trailer holding up to 200 gallons
Cost: 10,000 credits


c) *0-C CryoLaser(‘Oh-Cee’)---Developed from a shoulder-mounted option for the ‘FireDog’ power armor. The CryoLaser is a derivation of a new technology (Bose-Einstein Condensate ---BEC technology) currently under development by Paladin Steel, based on recovered pre-Rifts files attributed to the eccentric Elliot Group, a secretive think-tank that was working with the US government during the Golden Age. The 0-C is a low-powered model, considerably scaled back from the first giant-scaled ‘atom laser’, intended not as a weapons system, but as a firefighting tool, for putting out chemical fires and exotic material combustion by literally stopping their molecular activity. The ‘Oh-Cee’ has two modes of operation; a narrow-focus ‘Beam Mode’ that stops molecular motion dead, and a shorter-ranged, wide-area ‘spray; typically used for freezing pools of liquids and cooling down hot objects. The current model is fairly bulky and energy-intensive, but is remarkably effective. It is currently considered EXPERIMENTAL, and only an elite few firefighting units have been issued it for testing, under the ‘Inferno Initiative’
(Some of the cold-attack stats courtesy of Aliens Unlimited, pg. 173)
Range:(Beam Mode)1,500 ft
(Spray Mode) 700 ft
Damage: (Beam Mode) This slows down molecular motion in a relatively tight area(1-2 ft wide area), lowering the temperature to almost absolute zero... fabrics like nylon and polyester shatter like glass, electromagnetic superconductivity jumps, and liquids crystallize instantly. Ideal for cold-welding materials, freezing mechanical joints, and snuffing out plasma torches. Does 1d4 MD to structures and 2d4 MD to MDC plastics and organics.
(Spray Mode) Lowers mean temperature by 500 degrees over a 20 ft wide area of effect---This means that it may take several applications to bring a burning pool of jet fuel down to freezing, for example, or cool an glowing hot section of plating. After reaching zero degrees Celsius, it only reduces temperature in increments of 250 degrees, then 100 degrees, then 50, and so on...
Unprotected flesh hit by the beam takes 6d6 SDC in Spray Mode. Must also roll save versus non-lethal poison(12 or better) or temporarily succumb to cold.
A victim who loses all SDC(but NOT Hit Points) to a cold attack lapses into a coma...still alive, but frozen stiff. They can be revived with even heat in 3d4 minutes. Those who lose both SDC and Hit Points are +25% to save versus coma/death, and get 3d4 Hit Points back when revived, but still suffer some cellular damage.
Beings vulnerable to cold-based attacks take DOUBLE damage, while fire elementals and fire-based beings take TRIPLE damage! Water Elementals will lose 2 APMs and cut their speed by HALF for 1d4 melees, while Ice Elementals actually HEAL 1d4 MD of damage.
Rate of Fire: ECHH
Payload: Conditionally Unlimited; the capacitor has enough power for 20 shots, and recharges at 1 shot every ten minutes. A special ‘freon battery’ can be clipped in, for an extra ten shots in an emergency.


d) Cold Gun---After experiments with the Cryo-Lasers led to a high risk of collateral fatalities in urban firefighting situations, PS engaged the services of the think-tank Paragon Progress to come up with a ‘superpower’ alternative. They delivered with the ‘freeze ray’. It is not known what the exact nature of this device is, but it is based on a cyclotron-style generator. Though less effective as a weapon, the Cold Gun has proven effective in icing down situations and cooling down heated environs just as effectively as the Cryo-Lasers.
Range: 200 ft
Damage: Can cover/encase a 20 ft wide area in six inches of ice per shot. Layering ice , the ice has 200 lbs of weight, 100 SDC, and an A.R. of 10, plus 200 lbs, 100 SDC, and +2 A.R. for every additional six inches of ice added on after that. If used as a weapon, encasing somebody in ice does 4d6 points of SDC damage to unprotected flesh per melee of exposure, or 4d6 points per minute for protected skin. Hypothermic or frostbitten beings are -10% to skills, and -2 to strike, parry, and dodge for 2d6 minutes after being freed. Breaking free requires an intense heat source or a P.S. of 25 or higher, or Supernatural P.S. of 16 or better 1 minute per six inches of ice to break free.
(See Heroes Unlimited, page 245, for additional notes on trapping people in ice).
Used against Water Elementals, it can slow down the beings by 25% for 1 melee, or, if the entire being can be frozen, stop them for 1 melee per successful hit.
Rate of Fire: EGCHH
Payload: Conditionally Unlimited; the ‘cold generator’ holds enough capacity to deliver 30 shots, then takes 5 minutes to regenerate one shot.

5) Sample Armature Fit-outs----The following are a few of the devices that can be fitted to the robotic armature.
a)Hydro-Saw---An industrial tool, field-mounted. Rather than use a vibroblade or psuedo-diamond cutting edge, the Hydro-Saw uses high velocity water, pumped at near-supersonic velocity by a magnetic peristaltic pump, then laced with fine ceramic grit, to rapidly cut through materials, acting as both blade and coolant at the same time. The cut is remarkably clean and quick. This device is devastating if used as a weapon, especially against vampires, but its extremely short range limits its effectiveness as a combat weapon.
Range: 50 ft
Damage: 6d6 MD per burst, 1d6x10 MD for a full melee cutting burst.
Does 2d6x10 hit point damage to vampires
Rate of Fire: EPCHH
Payload: 300 full melee bursts
Cost: 30,000 credits

b)Spray Cannon
Range: 300 ft
Damage: Varies by chemical carried
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

c) Arm Electromagnets---The robotic arm claws can be fitted with powerful electromagnets, particularly useful for sorting ferrous metals out from other debris and garbage.
Cost: 5,000 credits

*PS/SG-XHVR01---Experimental Paladin Steel variant created to attempt to solve the mobility problem. The XHVR01 replaces the tread units with hoverjets and beefs up the stabilizer/jump jets. While this improves the speed of the Ogrent considerably, it also raises the cost per unit by an estimated 40%.
Changes:
Speed:(Hoverjets) Hover to 90 MPH, 1-5 ft off the ground.

*SG-ORE01---(aka ‘Shegrents’,‘Gaidols’, ‘Orie’) The Steel Gaians have kept a few for their own use. Unbeknownst to their GNE hosts, these ‘bots have been fitted with A.I.s(though they can still accommodate an internally-carried passenger, hence the reason they’re not known to be autonomous robots). These self-aware oreseme typically guard the Steel Gaians’ encampments. Shegrents are notable for carrying large barrier-shields. About a third of them are also of the PS/SG-XHVR01 type.
It is rumored that the Steel Gaians may have originated the entire idea of the Ogrent after a visit from the Darkwater Orseme NeShemar and Awakened Triax X-700 ‘Fat Boy’ Glitterboy Otto Steelbender.
Those ‘Shegrents’ in Steel Gaian employ have been most often been sighted guarding the approaches to the Steel Gaian reservations, standing watch at checkpoints, and helping conducting maintenance and repair on what power lines and service trunks tie the Steel Gaian communities into the Greater New England utility grids.

Changes:
MDC/Armor by Location:
Arms(3) 200 each

Systems of Note/Special Features:
*Bionic Cybernanite Repair Systems---A modified bionic nanotech repair system that originated with the Ecotroz Shemar, but has also been adopted by the Ghost Riders. These systems repair 4d6 MD per hour, and can repair 100 MDC before needing material stocks to convert to MD repair material.

*Forearm Mount/ Tool Pod----A utility pod with two extendable micromanipulators capable of fine work, a plasma torch(or laser welder), shielded optic, and close-range ultrasound scanner(good for testing welds and inspecting waterseal/tank integrity). Other tool complements may be used as well(see Bionic Tools for standard models).

Weapons Systems:
1) Heavy Gun Module Options:
a)‘Goddess Hammer’ Gatling Cannon---This weapon consists of six rail gun barrels(adapted from the Shemarrian ‘carbine’) in a gatling arrangement, set for rapid-fire, trading range for sheer volume of fire. At full auto, the damage spread of this weapon is devastating and has been known to shred robot vehicles and smash down fortifications in a single melee! The devastation the ‘Goddess Hammer’ can dish out is matched only by the thundering racket it makes spitting out rounds.
Range: 4,000 ft
Damage: 2d4x10 MD per round, 4d6x10 MD for a three shot burst, 8d6MDx10 for a six shot burst(!)
Rate of Fire: ECHH
Payload: 820 shot drum

b)Tri-Barrel Super Rail Gun--Identical to that carried by the Kittani Equestrian Power Armor(Rifts Atlantis, pg. 141). Typically battlefield salvage. The weapon lacks the light laser and targeting system of the original
Range: 6,000 ft
Damage: 1d6x10 MD per 40 rd burst
Rate of Fire: ECHH
Payload: 4,000 rd drum

c)Twin Barrel Pulse Cannon--Identical to that carried by the Kittani Equestrian Power Armor(Rifts Atlantis, pg. 142). Typically battlefield salvage.
Range: 4,000 ft
Damage: 5d6 MD single shot, 1d6x10 Md dual blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

d) Laser/Plasma Gun---Shoulder gun salvaged from a Kittani Destroyer Power Armor(Rifts Underseas, pg. 178 )(rarely available)
Range: (Laser) 4,000 ft in air and water
(Plasma) 3,000 ft in air, 1,000 ft underwater
Damage: (Laser) 1d6x10 MD per single blast, 2d6x10 MD per double blast
(Plasma) 1d6x10 MD in air, 1d4x10 MD underwater
Rate of Fire: ECHH
Payload: Effectively unlimited

5) *Barrier Shield---Heavy shield with 300 MDC and integral 20-shot mini-missile launcher

6) *Third Arm---Mounted on the shoulder and stowed on a sliding mount on the back is a third arm, identical to the other normally situated pair. Initially mistaken for a gantry armature like that carried by the PS HAZMAT variant, it has since been observed that it is fully articulated. Normally the third arm ends in a large melee weapon, such as a power-blade(1d6x10 MD per strike) or Kittani-style plasma blade(1d4x10 MD energized strike, 1d4x10 MD energt blast, with 200 ft range), the arm also has special clamps on its top that allow it to quickly take up the Heavy Combat Shield and use it to protect the ‘bot.

Skills:( Awakened Neural Intelligence)

Barter 75%
Basic Electronics 92%
Basic Mechanics 90%
Camouflage 85%
Cryptography 90%
Computer Operation 98%
Computer Hacking 70%
Computer Programming 90%
Demolitions 96%
Demolitions Disposal 94%
Demolitions: Underwater 92%
Detect Ambush 65%
Detect Concealment 60%
Electronic Countermeasures 92%
Excavation 85%
Find Contraband 75%
General Repair & Maintenance 90%
I.D. Undercover Agent 80%
Intelligence 95%
Imitate Voices & Sounds 83%
Land Navigation 94%
Language/Literacy
- American English 94%/90%
-Euro 94%/90%
- Dragonese 94%/90%
- Shemarrian 94%/90%
- Techno-Can 94%/90%
- Gobbeley 94%/80%
- Latin 94%/80%
- Spanish 94%/80%
Lore:Post-Apocalyptic 75%
Lore: D-Bees 35%
Lore: Demons & Monsters 75%
Mathematics: Basic 98%
Military Etiquette 98%
Public Speaking 75%(often to warn off/intimidate trespassers)
Radio: Basic 98%
Read Sensor Equipment 98%
Salvage 80%
Streetwise 60%
Surveillance 90%
Tracking(People) 85%
Wilderness Survival 94%
(8th Level )
W.P. Energy Rifle
W.P. Heavy M.D. Weapons
W.P. Heavy Military Weapons
W.P. Rifles
W.P. Blunt(+3 strike/parry)
W.P. Knife(+3 strike/parry)
W.P. Sword(+2 strike/parry)
W.P. Pole Arm(+3 strike/parry, +2 strike thrown)
W.P. Spear(+2 strike/parry, +2 strike thrown)
W.P. Staff(+3 strike/parry, +2 strike thrown)
W.P. Chain(+3 strike, +2 parry)
W.P. Shield(+3 parry)
W.P. Paired Weapons
Note: As an Ecotroz-Awakened Neural Intelligence, the SG-ORE01 gets THREE Secondary Skills at levels 2, 4, 6, 9, 12, and 15. The ‘Shegrent’ has an effective IQ of 2d6 +11.

Actions/Attacks per Melee: 6
Initiative: +2 (+1 from the Ecotroz entity for a total of +3)
Strike:+9
Parry::+9
Dodge::+3
Roll: +3
Pull Punch: +3
Disarm +2
Critical Strike on Unmodified 18-20.

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

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


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Unread postPosted: Fri Sep 06, 2019 2:56 am
  

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Joined: Wed Nov 12, 2008 8:33 pm
Posts: 544
Superb now we have a proper testbed for the following:
-Scornfire Irradiated Flamer gel
-Zoomsledge Portable relativistic mass driver
-Bullets made of supernatural ore mined from a "Hell ajacient" planet affectionate called Modus Scab.
-Cinderella Mist or "Glass Gas" Nano-chemical weapon
Science thanks you all.


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Unread postPosted: Fri Sep 06, 2019 8:37 pm
  

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Posts: 44146
Location: Somewhere between Heaven, Hell, and New England
89er wrote:
Superb now we have a proper testbed for the following:
-Scornfire Irradiated Flamer gel
-Zoomsledge Portable relativistic mass driver
-Bullets made of supernatural ore mined from a "Hell ajacient" planet affectionate called Modus Scab.
-Cinderella Mist or "Glass Gas" Nano-chemical weapon
Science thanks you all.



'Cinderella Mist'? Is that anything like Beer Goggles?
"You look a lot better looked at through this stuff." :P

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

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


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Unread postPosted: Fri Sep 06, 2019 8:42 pm
  

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Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1126
taalismn wrote:
89er wrote:
Superb now we have a proper testbed for the following:
-Scornfire Irradiated Flamer gel
-Zoomsledge Portable relativistic mass driver
-Bullets made of supernatural ore mined from a "Hell ajacient" planet affectionate called Modus Scab.
-Cinderella Mist or "Glass Gas" Nano-chemical weapon
Science thanks you all.



'Cinderella Mist'? Is that anything like Beer Goggles?
"You look a lot better looked at through this stuff." :P


I'd say more something like it affects the outer layer (or even deeper) of a target and alters it to become more brittle, and easily damaged, like glass..??
Do explain more, 89er. I'm curious of these weapons.
I'm assuming Scornfire Irradiated Flamer Gel = radioactive napalm basically? Burn those pesky supernaturally healing buggers and make sure they stay burned!
Zoomsledge = a sledge hammer powered by a mass driver?


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Unread postPosted: Fri Sep 06, 2019 9:48 pm
  

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kronos wrote:
[
Zoomsledge = a sledge hammer powered by a mass driver?



My first thought for ZoomSledge might be a trailer-portable aircraft catapult for zero-length takeoffs for non-VTOL aircraft. Other than that, the applications of such a device would be rather limited.

The other possibility might be a remote-controlled high speed contra-gravity drone that's used to ram the hell out of things.

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

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


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Unread postPosted: Sat Sep 07, 2019 1:09 am
  

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Joined: Wed Nov 12, 2008 8:33 pm
Posts: 544
To those asking, yes radioactive napalm, yes advanced brittle agent/transmutation weapon, but no to gravity hammer or ramming drone.

The ZoomSledge is supposed to be the near endpoint of the railgun aka launching projectiles at near light speeds. Take several sublight engines, discard the nonessential and fit it into something loosly portable sized for a superheavy cyborg or power armor. Have the projectile be durable enough not to break apart when fired or traveling to the target. The name was not important, only that it is tested and working.

Not sure about the Modus Scab, that was made on a whim.


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Unread postPosted: Mon Sep 09, 2019 10:43 am
  

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Location: Somewhere between Heaven, Hell, and New England
Sanitizer Grenades
(aka ‘SaniGrens’ , ‘Scrubbombs’)

“It’s like breathing bleach, is how I’d describe it.”

“Restroom situation like that, it’s either scrub-grenade it, or raze it with napalm.”

‘SaniGrens’ are chemical ordnance developed by Paladin Steel to meet a customer requirement for chemical munitions useful in extreme cleaning/public sanitation operations. Both 30mm and 40mm rounds, as are shotgun-compatible rounds, are available and work on the same principle; a liqui-gel solid material that quickly evaporates into an astringent antiseptic vapor. The vapor can be considered to be mildly poisonous while active, so it is not recommended that unprotected persons remain in an area hit with sanigrens.

Range: Will instantly fill an area 50 ft in diameter with acrid vapor. Depending on local atmospheric conditions/circulation, the fumes can remain potent for up to 45 minutes(it’s common practice to turn off ventilation and close up a room so-grenaded to let it ‘soak’ for a while).
Damage: The acrid fumes act like aerosol tear gas or mild acid if they make contact with sensitive tissues, such as mucus membranes, eyes, or lungs. -10 strike, parry, dodge, -30% to speed and skill performance requiring sight is impossible. Anybody breathing in the vapor takes 1d6 SDC/hit points per melee. Effects generally last for 2d6 melees. The real intent of the aerosol is to chemically sanitize an area.
Cost: 40 credits for a box of 20.

UV Grenades
(aka ‘purple flashers’, ‘uvers’)

“Once a month I go over to Gart’s, bust his door down, pin Gart to the floor, and throw one of these things in his refrigerator. Our neighborhood priestess and mystic sez doing so stops her nightmares of rising horror, destruction and death, usually involving egg salad. “

UV grenades are optical illumination devices designed to deliver intense flashes of ultraviolet light, sanitizing the area. There are two versions; disposable units in which both the bulb and power source burn out and are not reusable, and reusable versions that can be recovered and recharged for further use.
UV Grenades are used mainly to sanitize areas or degrade light-sensitive chemical spills. They are also effective against some species sensitive to bright light, as well as some forms of nanotechnology. They do NOT work against vampires,
While UV Grenades don’t do serious damage per say, their intense UV radiation can deliver up painful sunburns, which may lead to more serious conditions for those with sensitized skin(such as albinos, or those with a susceptibility to skin cancer). They can also cause temporary blindness.

Range: Instantly flashes a 50 ft radius
Damage: Unprotected skin takes instant sunburn damage. Unprotected eyes will be temporarily blinded; -10 strike, parry, dodge, -1 APM, -1 initiative for 2d4 MINUTES(the UV is more intense).
Special Features:
-Rechargeable units can be set to radiate UV for an extended period of time; up to 6 minutes, allowing them to ‘soak’ areas with sustained UV bombardment. This has proven sufficient to degrade the protein coats of most viral pathogens.
-Can be recharged off an e-clip; 1 point worth of MD = 60 minutes of UV bombardment.
Cost: 40 credits for a box of 20.
Rechargeable models cost 80 credits for a box of 20.

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

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


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Unread postPosted: Mon Sep 09, 2019 10:46 am
  

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Posts: 44146
Location: Somewhere between Heaven, Hell, and New England
Ari-Kane---Plantation Colony Outpost(Thundercloud)

“The jungle folk we lifted from that bronze-age world actually have adapted to the alien environs around Ari-Kane pretty well; better, in fact, than most of the alt-aussies we rescued from their nuke shatterworld. Only real problem was that some of them, once they saw some of the big sea monsters lurking in the deep waters off the weed-isles, had to be convinced all over again that we weren’t going to sacrifice them to the monsters, like their old culture was going to do back in their old homeland.”

“I was a car salesman in Melbourne selling expensive Rolls Royces when the bombs flew. One day, and no more Rolls Royces. A month later, it looked like no more world, no more Australia, no more humanity when the fallout started coming down. Pretty much gave up then, ready to slip out with everyone else before the radiation claimed us.
Now I’m a shipping clerk for Tanney Tantric Teas, working in a jungle island on the other side of space-time, rubbing shoulders with a bunch of stone-age trbespeople, magic science-druids. armored spacemen, and ocassionally freaky aliens from all over. Things are still kinda rough and wild in this place, but the understanding is that I work for the Company, I can spend my off-time improving a place in the plantation town so in another few months the missus and my boy can leave the refugee camp they’re living in on Mars, or some dusty place like it, and come join me here where there’s fresh air and food and room to walk around in. Don’t know if my kid will ever see another Rolls Royce if ever, but I’m not complaining; at least he’ll have a life to look forward to.”


“Okay, I KNOW you’re out there listening, Tarantuleia! I recognize that scratch mark pattern from that prank you pulled on the 41st on Hispanola! I wasn’t amused when I had to track you down back then and I’m not amused now! So just return the newbies and the generator packs and we’ll call it even against the future patches of hide I’ll end up taking out of you otherwise, you overclocked horror-shop animatronic mannequin!!!”

“Ah! Now I recognize your name, sergeant! You served with the Hyboria Lowlands expedition, didn’t you? Promoted you from corporal for your heroism, did they? And now they’ve rotated you here on the strength of your experience to teach jungle tactics? Excellent! I’ve heard about you from that girl you rescued from the jungle monsters of her old homeland. She can’t stop talking about the mighty warrior that swooped in and freed her from the sacrificial altar, faced down an entire tribe, shielded her from an obsidian blade, punched out the head blood priest, faced down a giant god lizard-ape, and whisked her away to a land of wonders before disappearing on her before she could express her gratitude! She’s one of our more promising young agronomists here and she’ll be very happy to learn you’re here and staying for a while! So once you’re settled down in barracks and off-duty, come back here and we’ll tell her the good news! I’m sure she’ll be delighted to see you again!”

Ari-Kane is the GNE colony-enclave on the Shemarrian Star Nation world of Moyanon. In return for various technology exchanges and trade concessions, the SSN has permitted Greater New England to establish a colony claiming several islands.
Ari-Kane is a starting colony, settled primarily with refugees from other worlds, primarily an alternate Earth ravaged by nuclear war(the survivors are Australians, New Zealanders, and Patagonians), and a small number of jungle-folk from a primitive bronze-age world(they are mainly survivors of tribes forcibly assimilated by an Aztec-like culture). It also serves as a training ground for jungle forces recruits. It is located on one peninsular ‘lobe’ of a larger jungle mass covering and connecting several coral island atolls.
Ari-Kane has distinguished itself already for a number of features:
-It supports a thriving plantation growing various medicinal plant species, both native and imported.
-A Mystic Herbalist and Druidic Dryad, married, have established a small school teaching mystic herbalism and holistic medicine to promising students among the colonists.
-Biotech Infrastructure---Ari-Kane has seen the deployment of self-constructing biotech structures created by the genetechs of the Cambridge Jungle.

The GNE colonies are effectively state-appointed hierarchies, though the colonists are encouraged to elect spokesmen to pass on their concerns to the colonial administration.
Ari-Kane is on generally good terms with its Shemarrian neighbors, and the administrative and security staff know their opposite numbers in the nearest Shemar/Neshemar Horrorwoods community, but marauding Lost Eclipse members have become an annoyance to the jungle warfare school.

Colony:
Ari-Kane
Sponsoring Organization:
Greater New England
Colony Size:
11,000 colonists, plus a rotating military trainee population of 2,000, training in jungle warfare. Plans are to expand it to 95,000 over the next two years, so there’s a rotating construction crew contingent preparing new housing and infrastructure. The GNE is eying several additional islands as possible resettlement zones for displaced d-bee humans(mainly Australians and New Zealanders) that were rescued with Radiant Edge help from their nuclear war-contaminated alternate Earth.
General Alignment:
Principled
Economy:
Agricultural---GNE is looking to exploit Moyanon’s rich ecology for food, materials, and phytochemicals. Ari-Kane is already showing a great potential for growing various medicinal plant species, both native and imported
Trade Policy:
By the book. Ari-Kane conducts some trade with the neighboring Shemarrian enclaves, and the conditions are well spelled out in the settlement agreement.
Environment Around Colony:
Jungle, with multiple lakes and several fairly large rivers. It is some fifteen miles from the sea.
Notable/Special Natural Resources:
Jungle and Fertile Soil
Notable Buildings/Facilities:
*Communications Center---Run by the military side of the colony, it contains a Tachcomm unit.
*Lumber Mill---Adjunct to the garages and machine shops. Some of the colony cabins have been made from the tough local timber.
*Flour Mill---Actually a compact food processing facility. Ari-Kane is already self-supporting with regards to basic nutrition derived from grown crops.
*Bio-Domes---Used to cultivate specialized plant strains, as well as to test the viability and interaction of nonnative plants and biotech before employing them in the open fields.
*Supply Depot---Because of expansion plans for Ari-Kane, supplies are already being pre-positioned for future colonists.
*Refrigeration Plant---Ari-Kane’s tropical environment means that perishable supplies and products must be kept refrigerated. This is a large multi-room warehouse facility providing for both incoming and outgoing cargo.
*Laboratories---Ari-Kane sports three separate labs, one for studying the local biology, another for studying the crops being cultivated, and a third overseeing the biotech being used on site.
*“The Brewery”---This facility processes and distills a number of useful phytochemical concoctions. It’s adjacent to the holistic medicine shoppe and herbalist academy run by the resident Mystic Herbalists.
Medical Facility:
Hospital---A full medical center, able to treat all but the most serious injuries and diseases.
Primary Energy Source:
Fusion power, supplemented by wind and solar.
Primary Source of Transportation:
Hovercraft are the main means of moving around
Security/Fighting Force:
Besides a small colonial constabulary, the military jungle warfare training school has a permanent staff of 300, and a rotating military trainee population of 2,000. The base garrison can provide several dozen hover combat vehicles able to negotiate the dense jungle, and an assortment of rangers and jungle forces infantry.
Outside Threats:
-Local Sea Life----Though Moyanon’s most dangerous sea life sticks to the deep water, occasionally juveniles or sick/elderly specimens will travel close to the islands and even journey up the inland waterways in search of refuge. These creatures can be quite dangerous to the unwary.
-Lost Eclipse----Upon learning of the GNEAS’s plans to use their enclave on Moyanon as a jungle training facility, the Lost Eclipse Tribe of the Shemarrian Star Nation decided they were going to be the GNErs’ ‘friendversary’ and have become an enthusiastic pain in the ass to the training garrison. Every training exercise in the jungle runs the risk of the unannounced participation of the Nightmare Tribe. While the civilian colonists are mainly left alone, unwary military trainees risk being terrorized by Lost Eclipse marauders looking to point out gaps in the GNErs’ training and situational awareness. Though nobody’s been harmed(yet), some of the greener recruits have suffered blown nerves after enjoying the attentions of Nightmares.
The Lost Eclipse merely claims that they’re training their newbies as well, but GNEAS milintel suspects that the Nightmares on Moyanon are veteran Elite on leave, enjoying a holiday ‘counting coup’.

*Notable Local Wildlife:
-Timbermites---The local equivalent of coconut grabs. Large land-dwelling crustaceans---frightening in appearance, but essentially harmless, they are very prolific and can quickly infest a section of jungle, Though they can give a good pinch to the slow and unwary, their real annoyance comes from their habit of creating burrows in the forest floor, posing a hazard to incautious hikers’ ankles, and undermining planted fields. A popular punishment detail for Jungle Warfare School trainees is to sweep the reservation grounds of timbermites, a painstaking and near-futile activity, as fresh timbemites quickly move in to claim the cleared territory nearly as quickly as it is cleaned out. The discovery that the Lost Eclipse had planted robotic timbermites on the grounds of the training camp has given the punishment detail new urgency.

-Gayzo----A form of flying fish adapted to dwell in treetops. They are insectivores, so the colonists have learned to tolerate occasional buzz-strafes by the creatures.

-Yoover---A long(roughly 12-18 ft) millipede-like creature and rapacious herbivore that can devour a small tree, or defoliate a crop field, in minutes. They are a regular agricultural pest.

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

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


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Unread postPosted: Sun Sep 15, 2019 7:12 pm
  

Wanderer

Joined: Mon Feb 04, 2019 10:55 pm
Posts: 74
I am back.


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Unread postPosted: Sun Sep 15, 2019 8:17 pm
  

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Prole wrote:
I am back.


And you're front, too. :-D

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

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


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Unread postPosted: Mon Sep 16, 2019 4:57 pm
  

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Joined: Mon Feb 04, 2019 10:55 pm
Posts: 74
Do you remember who statted the LeMat Revolver?


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Unread postPosted: Mon Sep 16, 2019 8:12 pm
  

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Prole wrote:
Do you remember who statted the LeMat Revolver?


Well, I did do a version of it, as the PS R-7 'Dekar' in .357 w/ a 12-gauge under barrel.
Had the .357 doing 5d6 SD(though Palladium canon stats would place it in the 1d8 range?) out to 180 ft and HALF that out to 300 ft, which may be a little much for the type.
Likewise, the shotgun shell did 5d6 SD out to 100 ft, and buckshot doing 4d6 SDC to a 5 ft wide area.

That's before specialized ammo like baton rounds, and MD exploders or ramjets.

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

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


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Unread postPosted: Mon Sep 23, 2019 9:40 pm
  

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*CQW11 DivvieMaster TW Battle-Ax
(aka ‘Supachuppa’, ‘Gashmaster’, ‘Starrax’)

“All one really needs is a good pair of boots, a warm cloak, a sturdy belt, and a sharp blade one knows how to use, to make kingdoms tremble. All else is mere decoration.”
--- Tevazan saying

“Never argue with a woman with a glowing battle ax.”
---GNE Regular Army saying

“I like this star-weapon. It is beautiful and effective. It speaks to me in the language of my creed, not in words, but in actions. I like it alot.”
----Anonymous Tevazan Amazon Wanderer

The innocuously-named DivvieMaster is a TW-enhanced heavy double-bladed battle-ax. The shaft is seemingly made of a single piece of blue sapphire crystal, but is in reality a super-hard megadamage synthetic concealing an actual star sapphire crystal and PPE powerstone.
The DivvieMaster was recently introduced to the protectorate world of Tevaza, where it has proven so popular with the Amazon warriors there who have taken GNE service oaths, that PS has hired Tevazan Amazon craftsmen to do custom work for weapons sold(the only complaint many Tevazans had was that the stock mass-produced weapons were rather ‘bland’ when it came to weapons style). Thus the ax head and haft can be embellished with decorative flourishes that add nothing to the effectiveness of the weapon(though some added holy symbols seem to have a most satisfactory deleterious effect on certain creatures of magic), but do add a sense of style to what is otherwise a most brutally effective combat weapon.

Weight: 6 lbs
MDC: 75
Range: Melee
Damage:(Ax-Unpowered) 2d6 SDC + P.S. bonuses
(Ax-Powered Vibroblade) 2d8 MD
The flat of the ax blades can also be used to deliver a blunt force bash: 1d4 SDC + P.S. bonuses
Rate of Fire: ECHH
Special Features:
*Silver/Cold Iron Inserts---The double blades of the DivvieMaster are actually four blades, each head-blade having a channel down its blade, which can hold inlays of silver or cold iron, making the weapons more effective against supernatural creatures susceptible to either material. This also allows for quick replacement of the inserts(the Cold Iron often rusting under serious use and environmental exposure). Other materials may be used as well, adding damage and effect when dealing with creatures susceptible to those materials.
Magic Features:
*Power Weapon---Increases damage by 25%. 5 minutes’ duration, 18 PPE per activation.
*Flaming Weapon --- When activated, the blade seems to glow with blue flames. 3d6 MD for fire alone, or +3d6 MD to a strike. 4 minutes’ duration per level of experience of the wielder, 7 PPE per activation,
*Bio-Manipulation---Those struck with the ax also may have to save versus a Bio-Manipulation attack---Pain, Paralysis, or Stun, 4d4 minutes’ duration, 5 PPE per strike.
Cost: 316,000 credits + Powerstone cost.
Options:
The DivvieMaster comes with a variety of possible options, starting with a choice of powerstone. Other options built on the magic, or further toughen the weapon for the rigors of melee combat.
Cosmetic/aesthetic additions are also popular; craftsmen and artisans can add embellishment to the weapon, increasing the final cost as much as 25%, depending on the materials used and elaborateness of the designs added. Some of these embellishments, however, may have actual mystic usefulness, as some buyers/owners add, for example, religious symbols that have profound effect on certain creatures of magic.

Merrill Armaments ‘Greenstar’ PPE Clips:
*’Light’---75 PPE capacity, cost: 9,000 credits
*’Light’--- 100 PPE capacity, cost: 12,000 credits
*’Heavy’---200 PPE capacity, cost: 24,000 credits
*’Max’---300 PPE capacity, cost: 36,000 credits
recharges at 5 PPE per hour, 10 PPE/hour at a leyline, 20 PPE/hour on a nexus or in a dimensional pyramid.

*Starglow---The PPE powerstone normally emits a low-level glow, but it can be increased to glow with a Globe of Daylight spell, illuminating an 84 ft area around it, for 21 minutes per single PPE. Cost: 10,000 credits

*Sense Evil---The PPE crystal can flash red if supernatural evil entities approach within a 90 ft radius. Cost: 10,000 credits

*Sense Magic---The PPE crystal can flash yellow if active magic occurs within 120 ft of the weapon. Cost: 10,000 credits

*Third Blade---Some buyers have a third broad crescent or longer sharper blade added to the top of the haft, allowing the weapon to do 1d6 MD or 2d4 MD on a stab/jab. Cost: 7,000 credits for a crescent blade, 9,000 credits for the short blade.

*Reinforcement----This adds an Armor of Ithan spell to the weapon that reinforces it for parrying and blocking actions. Applies ONLY to the weapon, adding 50 MDC to it for 5 minutes. 5 PPE per activation. Cost: 50,000 credits.

*Haft Blaster----The battle ax can be reversed, a pommel cap flipped, and the powerstone can be used to fire off magic blasts:
a) TW Laser Blast----1,200 ft range, 1d6+12 MD per blast, 3 PPE per blast. Cost: 15,000 credits
b) TW Starburst----210 ft range, 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, 6 PPE per blast. Cost: 65,000 credits
c) TW Firebolt ---- 135 ft range, 4d6 MD per shot, +4 to strike, 5 PPE per shot. Cost: 28,000 credits
d) TW Forcebolt---700 ft range, 1d6+1 MD per bolt and is +3 to strike. 4 PPE per shot. Cost: 44,000 credits

*Beat Insurmountable Odds----A reality-warping spell that some purchasers have added as a means of delivering that all-important ‘shot in a million’, same as the spell. Applies only to those holding the ax or being touched by it, and CANNOT be used in conjunction with another active spell/enhancement(so one cannot be attempting a death-from above attack with the Flaming Blade on). 45 PPE per activation. Cost: 350,000

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

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


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Unread postPosted: Thu Sep 26, 2019 3:58 pm
  

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Joined: Mon Feb 04, 2019 10:55 pm
Posts: 74
Would Paladin Steel be up for a partnership to release a modern reproduction of the L85 SUSAT sight for the Chipwell CBW-5-56 "submachine gun" assault rifle?

Across timelines, it's a popular sight with explorers and despite being fairly primitive, was at least close to "bomb-proof". We're hoping to cram the internals of a "ACOG" within the sight, while retaining the shape, feel, and endurance of the SUSAT.


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Unread postPosted: Thu Sep 26, 2019 8:52 pm
  

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Prole wrote:
Would Paladin Steel be up for a partnership to release a modern reproduction of the L85 SUSAT sight for the Chipwell CBW-5-56 "submachine gun" assault rifle?

Across timelines, it's a popular sight with explorers and despite being fairly primitive, was at least close to "bomb-proof". We're hoping to cram the internals of a "ACOG" within the sight, while retaining the shape, feel, and endurance of the SUSAT.




Normally I'd say yes to a deal, but as Chipwell is essentially a Coalition States company very much in the CS's favor, and PS/GNE are at loggerheads with Prosek's regime("Hell, we're shooting at each other!"), cutting a deal with Chipwell except under the most unusual/desperate of circumstances(like the Minion War causing a universal ceasefire of Earth factions in order to deal with the common threat), would be VERY unlikely.

But if you're looking for a high tech company to outsource Chipwell's order for high-tech sights, you could always work up some drama by having Chipwell make a backroom deal with the Black Market, with the sights coming from an unknown source(could be a high-tech kingdom, that may or may not know the ultimate destination of the sights they're shipping out), The drama is that the deal may be be kosher by either the CS's edicts or by the manufacturer's policies, and the source of the cheap but good sight-gear may be cut off. The prices go up as the supply diminishes('Get them while supplies last!") and Chipwell looks to find another partner. Meanwhile, the original manufacturers. who have twigged that what they're making is a potentially hot product, repackage the gear and sell it under their own brand name, or sell the design to another high-tech firm with a more favorable reputation or relationship to the makers.

That makes a reliable and GOOD piece of Chipwell gear something of a collector's item.

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

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


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Unread postPosted: Thu Sep 26, 2019 9:59 pm
  

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Joined: Mon Feb 04, 2019 10:55 pm
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We don't need to talk to them, to make after-market parts right? I don't know any weapons companies that ever got sued for making attachments, rails, or stocks.


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Unread postPosted: Thu Sep 26, 2019 11:03 pm
  

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Prole wrote:
We don't need to talk to them, to make after-market parts right? I don't know any weapons companies that ever got sued for making attachments, rails, or stocks.


True.
However, in Rifts Earth, where international law is pretty much that of the gun, corporate disagreements often become mini-wars in themselves.
But that doesn't mean, for example, that, for example, Chipwell, who can't, for the foreseeable future, get their allies in the CS high command to divert enough reliable high-tech capacity to build them sights, doesn't cut a deal with the Black Market, who arranges to buy big custom orders of optics from Wilks, and big orders of electronic circuitry from Paladin Steel. Alone, each order can't do anything in and of itself, though each company can guess that they're going into a sensor system to be assembled elsewhere. Each company might wonder why the BM doesn't buy complete sights from their respective catalogues, but because the parts don't contain sensitive or proprietary technologies vital to their corporate security, they don't have any real reason to block the sales. Meanwhile, the parts go to another company, like Los Alamos, or GAW, who assembles the parts to Chipwell specs, and ships the finished product to Chipwell.

Later, Wilks and PS, who are regularly checking what other companies are doing, dismantle a few new sights being sold by Chipwell, and, even with the parts serial codes scrubbed off, recognize their parts. Not much they can do about it, because they ship thousands of the same parts, tweaked slightly for customers' orders, to other third party firms all the time, and they can't identify which orders are going ultimately to parties they like, or are gong to 'fall off the back of a truck' Into the hands of somebody like the CS. Long term, both companies might decide to copy or modify the complete assembled 'Chipwell' product and sell their own versions on the market, making THREE companies selling three slightly different versions of the same product, but for a time Chipwell can crow that they got their foot in the market with a particularly good product first, and the others are just imitators.

Part of it is the power of the Black Market, who are the most powerful distribution network around. To avoid such double-dealing, Wilks and PS, independent of each other, might try to limit themselves to finished and sealed products delivered by their own distribution networks direct to end-users, but that cuts out a fair amount of their business in components and causes other problems as well. It's also expensive as hell for anybody who doesn't have a big megacorp with plenty of capital to throw around. Naruni might get away with that, because they are BIG Business, and can afford to send hit teams, or Lawyers, out to deal with miscreants.

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

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


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Unread postPosted: Fri Sep 27, 2019 1:19 am
  

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Joined: Thu Aug 29, 2019 1:00 pm
Posts: 555
Location: a west coast
taalismn wrote:
Prole wrote:
We don't need to talk to them, to make after-market parts right? I don't know any weapons companies that ever got sued for making attachments, rails, or stocks.


True.
However, in Rifts Earth, where international law is pretty much that of the gun, corporate disagreements often become mini-wars in themselves.
But that doesn't mean, for example, that, for example, Chipwell, who can't, for the foreseeable future, get their allies in the CS high command to divert enough reliable high-tech capacity to build them sights-


(gonna step in here juuust a second to say the lack of sights wasn't a tech issue but a cost point choice. the casings are extruded tubes cut to shape, and the short ranges that most militas and security forces find themselves operating means they're not very important so they didn't need to add a step to the production process just to attach them. Chipwell is cheap stuff, and you get what you pay for. carry on.)

_________________
Looking for some inexpensive weapons? Try chipwell's weapons lineup!


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Unread postPosted: Fri Sep 27, 2019 2:49 pm
  

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Orin J. wrote:
[(gonna step in here juuust a second to say the lack of sights wasn't a tech issue but a cost point choice. the casings are extruded tubes cut to shape, and the short ranges that most militas and security forces find themselves operating means they're not very important so they didn't need to add a step to the production process just to attach them. Chipwell is cheap stuff, and you get what you pay for. carry on.)



That makes it even easier for Chipwell to steal a march. Give an order to the Black Market to buy some low-end (but still very accurate and durable) PS(or Northern Gun, or whatever high-end firm you want) milling machines, extruders, or quick-but-accurate-and-cheap-one-station process machine tool hardware, which the BM buys from the source under the guise of acquiring them for a small community in need of a machine shop or such like sob story, then sells to Chipwell. It's cheaper than developing it themselves or getting one from the CS.
Though, down the line, Chipwell likely won't be able to get factory maintenance from PS/NG/Triax/whoever, but by then they probably got some of their own consultants to look at the stuff and figure patches or workarounds.

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

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


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Unread postPosted: Mon Sep 30, 2019 8:39 pm
  

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Paladin Steel Aerodynes

“Classic lines and sound designs with the advantages of improved technology. Some things DO get better with age.”

In an effort to bolster the economies and increase the industrial strength of their new territorial possessions in the former Connecticut Baronies, Greater New England’s national corporation Paladin Steel invested in the development and production of a new series of aerodyne aircraft, patterned after the designs of the regional industrial powerhouse pre-Rifts corporation Sikorsky, but incorporating new technologies, especially anti-gravity. Though bearing a superficial resemblance to the ancient designs, the new aerodynes are very much different machines in terms of technology and performance, as well as names assigned them. By adapting the airframe appearance and designations, Paladin Steel hopes to evoke a sense of regional pride for the Connecticut production lines, and promote a Golden Age nostaglia association on the part of potential buyers. However, the new technology hasn’t kept a few historically-minded wags and critics from dubbing the entire line ‘Si-klone-ski’.

PS-GMRUAV-34 Choctaw II Aerodyne
(aka ‘Flying Minnow’, ‘Hissy’)

“Chockies look pudgy and comical, but they’re contragravity vehicles; that means that they can manuever like demons and they don’t have to worry about fouling props or choking intakes. That means they can get down close in among trees and buildings, just fine for urban extractions, troop or cop drops, or rescue work.
Maintenance-wise, Chockies get high marks too. That big nose of theirs looks pugnacious, but the front-mounted powerplant is easy to access and replace. Hangar mechanics LOVE how easy it is to reach the innards of a Chockie.
So it’s not the fastest or the most heavily armed or armored aerodyne out there, it’s still inexpensive, versatile, and easy to use. Militias operate a lot of them, and even more are headed into the commercial sector, so expect to see a lot winding up in the hands of adventurers and Irregular units.”


The PS Choctaw-II bears a superficial resemblance to the pre-Rifts S-58 Choctaw utility helicopter in having a similar size, and high-cockpited, blunt-nosed, tapering tail fuselage, but the post-Rifts version is a very different machine. Where the original design was a liquid-fuelled rotor-borne helicopter, the Paladin Steel version is a nuclear-powered jet-thruster-and -AG-coil-borne aerodyne. The main engine is still located in the bulbous nose, but rather than drive a turboshaft through the cockpit to top-mount rotor blades, the mini-fusion-bottle powers a set of lift jets on the underside of the fuselage, a pair of gimbaled winglet-thrusters just on either side of the nose, and a drive fanjet in the redesigned tail. Access to the large lower passenger/cargo compartment is still via sliding side hatches.
The Choctaw-II isn’t the best armed, toughest, or fastest aircraft to take flight in the skies of Rifts Earth, but it is very agile, versatile, and very inexpensive. The basic vehicle has been bought up by commercial interests and adventurers, many of whom buy the aircraft and then modify them to taste(At least one buyer has fitted out his aircraft as a mobile home).

Type: PS-GMRUAV-34 Choctaw II
Class: Gravitic Resist Utility Aerodyne
Crew: 1+1 copilot+18 passengers
MDC/Armor by Location:
Main Body 200
Cabin Windshields(4) 40 each
Tail 110
Maneuvering Winglets(2) 60 each
Landing Gear(2) 30 each
Height: 14 ft
Width: 13 ft
Length: 40 ft
Weight: 7,800 lbs
Cargo: 5,000 lbs
Powerplant: Nuclear Fusion w/ 18 year energy life
Speed: Hover to 220 MPH, maximum altitude of 13,000 ft
Market Cost: 1.2 million credits
Systems of Note:
Standard Aircraft Systems, plus:

*Radar----25 mile range

Weapons Systems: None standard, but Paladin Steel has made a few upgrade options available;(see below)

Options:
*Nose Lasers---Two light nose lasers can be added, controlled by the crew.
Range: 2,000 ft
Damage:(SDC Mode) 6d6 SDC per shot
(MDC Mode) 2d6 MD per bolt, 6d6 MD per triple burst per laser.
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 15,000 credits per laser

*Nose Ion Blasters---Two light nose ion blasters can be added, controlled by the crew.
Range: 2,500 ft
Damage: 3d6 MD per shot; cannot fire bursts
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 20,000 credits per blaster
In the alternative, a shorter-ranged, but more powerful, pulse ion weapon can be installed instead.
Range: 2,000 ft
Damage: 3d6 MD per single shot, 1d6x10 MD per triple shot burst.
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage.
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 42,000 credits per ion blaster

*Hardpoints(2)---Two side-mount hardpoints can be added to the sides of the forward body; each one can hold ONE of the following:
a) Mini-Missile Launcher---14 shot pod

b) Short Range Missile Launcher----2 per hardpoint

c)L-SAM ‘Black Talon’ Launcher
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1-3(all)
Payload: 3 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)
Cost: 40 ,000 credits per launcher, 10,000 credits per missile

d) 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: 9,000 credits per missile

e) Medium Range Missile ---1 per hardpoint.

f) Depth Charge(typical)---1 per hardpoint.
Range: Can be set for down to 2 miles deep
Damage: 2d4x10 MD to 100 ft radius, and 4d6 MD to an additional 30 ft radius

g) Torpedo---1 short- or medium-range torpedo per hardpoint

h) Iron Bomb---Typically a demolition charge. 1 per hardpoint.
*250-lb Bomb----2d4x10 MD to 50 ft blast radius
*500-lb Bomb----4d4x10 MD to 60 ft blast radius

*Waist Guns(1-2)---Most buyers spring for crew-operated weapons stations at the passenger compartment doors.
Cost: 4,000 credits, plus the cost of the mounted weapons

*Remote Control Tail Turrets(1-2)---One or two small remote control tail turrets, each holding a light rail gun or energy rifle equivalent, can be mounted on the tail, guarding the rear arc of the aircraft.
a) Rail Gun
Range: 4,000 ft
Damage: 1d4 MD single rd, 4d6 MD per 20 rd burst.
Rate of Fire: ECHH
Payload: 2,000 rd drum per cannon
Cost: 70,000 credits

b) Laser Cannon
Range: 2,000 ft
Damage:(SDC Mode) 6d6 SDC per shot
(MDC Mode) 2d6 MD per bolt, 6d6 MD per triple burst per laser.
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 15,000 credits per laser

c) Ion Blasters
Range: 2,000 ft
Damage: 3d6 MD per single shot, 1d6x10 MD per triple shot burst.
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage.
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 42,000 credits per ion blaster

*Flotation Units----Special ‘ring-booties’ and hull-side pods can be added, that allow the aerodyne to land safely on water for short periods of time, and take off again.
Cost: 11,000 credits

*Side-Mount Winch---Powered winch with 80 ft of high-test cable, able to lift up to 1,000 lbs.
Cost: 9,000 credits

*Reinforced Crew Compartment---A special megadamage fabric and composite ‘cage’ is added to reinforce the cockpit(50 MDC). This affords the pilot and copilot some scant extra protection, but don’t go teasing SAMAS or gargoyles, thinking this will protect you for long!
Cost: 90,000 credits

*Additional Armor----Additional composite armor can be added to reinforce the airframe and fuselage; this is more expensive than adding the equivalent amount of MDC protection to a ground vehicle, because of the lighter, and more advanced, aviation-grade megadamage armor, but travellers swear by the added protection.
Cost: 25,000 credits per 10 MDC(up to an extra 180 MDC)*
*Note: Being a specialist-producer of MDC materials, PS charges rather less for MDC material than the going market rate.
Penalties: Adds 100 lbs per 20 MDC, and armoring over 100 MDC reduces overall speed by 20%

*Flare/Chaff Launchers(1-4)---These can be added to the sides and 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


Variants:
*PS-GMRUAV-34TWE---TW version with basic TW features. It’s become popular as the basis of a good number of post-market TW mods.
-Ley Line Flier---Can fly effectively indefinitely on a ley line.
-Breath Without Air----Enables the aircraft to fly at high altitude without standard pressurization reinforcement----10 minutes per 10 PPE.
-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.
Market Cost: 1.3 million credits

*PS-GMRUAV-34TWE(A)---Air Enimal-powered TW version. Air Eleminal powerplant means that the aircraft has NO foul weather penalties for flying in windy conditions, nor does it suffer icing.
The -34TWE(A) can also perform the following feats twice per 24 hours:
- Calm Storms---Instantly calms inclement weather in a 360 ft radius for 1 hour.
- Summon Rain---Calls forth a cloud over or under the aerodyne that drops rain in a two mile radius, lasting for 2 hours.
- Whirlwind---Whips up a mystic whirlwind roughly 20 ft in diameter, that lasts 16 minutes.

On the minus side, the -34TWE(A) runs cold; the cabin is drafty(even with windows and doors shut) and internal heaters barely maintain a comfortable temperature. Insulated clothing is virtually considered mandatory on long flights.

Market Cost: 4.8 million credits

*PS-GMRUAV-34TWE(F)---Fire Enimal-powered TW version. The -34TWE(F)takes HALF damage from plasma- and heat-based attacks, and suffers NO penalties for icing.
The -34TWE(F) can also perform the following feats twice per 24 hours:
- Cloud of Smoke---Range: 100 ft radius; and persists for 6 minutes
- Cloud of Ash---Range: 30 ft radius; and persists for 3 minutes
- Circle/Wall of Flame---Range: 100 ft radius; and persists for 12 minutes
- Screaming Circle/Wall of Flame ---Range: 100 ft radius; creates a ‘ring of death’ from a 15 ft radius(making the walls 85 ft thick), and 7 ft high, of the copter out to 100 ft(so one could conceivably hide directly under the helicopter from this attack). 2d4 MD per melee of being caught in the flames. Lasts 3 minutes.

On the minus side, the -34TWE(F) runs hot; heat-guided weaponry gets a +1 to strike the aerodyne, and the cabin can get uncomfortably warm.
Market Cost: 5.2 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
------------


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Unread postPosted: Sun Oct 20, 2019 7:44 pm
  

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Location: Somewhere between Heaven, Hell, and New England
PS-GrAR-05 Gravitonic Assault Rifle
(aka ‘thumpa’, ‘humpa’)

“Now, the Humpa...it’s a lady’s weapon...MASSIVE damage, but hardly any recoil. It’s not going to get you in the arms or the back using it.”

“Mina’s programming prevents her from taking the offensive, but defensive’s a whole different matter. We didn’t give her a Humpa because, as somebody said, it’s lady-like, but because with it she can take down, and quickly, just about any damned bastard that moves to threaten her and whatever she’s protecting.”

“I heard some buzz about how the add-on co-ax laser costs more than the Humpa itself. That’s because the real cost of the grav-gun’s in the ammunition you’re going to burn through using the thing. E-clips are CHEAP; g-clips cost big wahunas, especially in a war zone.”

Yet another in Paladin Steel’s projects to apply their previous expertise in chemical and gauss projectile weapons to gravitonic weaponry, the GrAR-05 is a compact, but powerful, carbine-style weapon using standard Three Galaxies g-clips. The weapon is prgrammed to use the g-clip batteries to provide a much harder, but shorter, g-pulse to provide a shorter-ranged, but harder-hitting, kinetic strike from the same ammunition as the GR-15AR uses.
The GrAR-05 uses gravitonic baffling extensively to cut recoil and damp out excessive vibration to allow for high accuracy in holding the weapon on target. This makes the weapon extremely useful in micro-gravity conditions, as the baffling eliminates most of the recoil that would normally throw the gun(and its user) flying off-balance with a burst. This also allows fairly weak shooters to handle the weapon and use its burst fire mode effectively without extra penalty.
Though shorter-ranged than 3G-equivalent rifles, the GrAR-05 has accuracy and hitting power on its side, being able to strip apart most personal body armors in just a few bursts. The weapon also has the advantage of using standard and widely available g-ammo clips(that incorporate both the projectiles and the battery power in the same clip). The GrAR-05 has also seen PS’s first experiments in specialty amumunition types using the same e-clip/magazine format.
GrAR-05s first appeared with GNEAS Space Force vehicle crews for self-defense, as the short range, compact design, and savage damage curve were all very useful in detering unnwanted boarders. The design almost immediately thereafter became popular with adventurers and bodyguard contingents wanting a good PDW(personal defense weapon).

Weight: 9 lbs
MDC: 45
Range: 1,000 ft
Damage: 4d4 MD per shot, 1d6x10 MD 3-shot burst, 3d6x10 MD 10-shot burst.
Rate of Fire: Single shot, 3-shot burst, or 10-shot long burst.
Payload: 30 shot clip
Special Features:
*Top Sight Rail----The OICW-OTS04 Rifle Scope is standard, though some users mount the OCSW-TAT02C.
*NO Recoil---Negate the HALF bonus penalty for firing bursts due to the weapon generating a counter-gravitonic pulse to damp out recoil.
Cost: 24,000 credits
Options:
*Co-Axial Laser---To compensate for the short range of the gravitonic accelerator, a strap-on light high-intensity laser can be added to the weapon, mounted on one side of the barrel.
Weight: +3 lbs
Range: 2,000 ft
Damage: 2d6 MD per blast
Rate of Fire: ECHH
Payload: 30 shots per e-clip
Cost: 27,000 credits
A 30-rd clip costs 2,000 credits

*Specialized Ammunition Types----Once Paladin Steel began producing its own g-clips, they began experimenting with producing specialized ammunition.
---VaporNeedles---These are g-rounds made of a crystalline chemical that rapidly subliminates once fired, effectively evaporating into harmless vapor beyond effectve range. They are meant as a safety measure in firefights in close quarters, especially aboard spacecraft and spacestations, where stray rounds zinging around damaging vital life support are not desired. Range can be dialed between 50 and 500 ft.
Cost: Increase clip cost by 20%

---Incendiary---These are g-rounds made of a crystalline chemical that rapidly begins combusting once fired, producing a shower of napalm-like flakes that stick and burn. ---Do an additional +2 MD per rd, and 1 MD of damage for 1d4 melees as the flare portion burns down.
Cost: Increase clip cost by 25%

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

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


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Unread postPosted: Wed Nov 20, 2019 8:43 pm
  

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Location: Somewhere between Heaven, Hell, and New England
PS-FCMcCFCR-02L ‘Farlane’ Smallkin Cyborg Frame Combat Robot
(aka ‘’FireArcher’, ‘FireRain’)

“There’s rumors of more powerful smallkin-compatible ‘bots out there, but PS isn’t allowed to sell the ‘micro-dee’ series anywhere around the parts of the Web. But that’s just fine, because what they CAN sell easily enough gives the weefolk respectability enough in these parts.”

“Nutkin armored using Farlanes, with chipzar scouts in Scamper and Darter suits laser-designating for the Nutters’ beam-rider missiles chewed seven kinds of ass out of the Travesdeen raiders before the slavers even knew they were being shadowed. From the comm intercepts we picked up while they were taking sustained missile fire for nearly forty-five minutes the Travies thought they were being ambushed by a full artillery battalion instead of a line platoon. Makes me want to see what a full smallkin company would have done.”

The ‘Farlane’ is a new Smallkin-scaled robot vehicled inspired by the success of the PS-FCMcCFCR-01 Rhobar Cyborg Frame Combat Robot. Rather than use a Heavy Machine chassis this time, PS engineers decided to use a lighter cyborg frame and focus on one or two integral weapons systems.
The Farlane’s forearms are heavily equiped with hand manipulators, a pulse laser, and a micro-missile launcher each. Though the weaponry configuration may seem light compared to other cyborgs, the Paladin Steel micro-missiles actually allow the Farlane to punch above its own weight and keep out of harm’s way...as long as it has missiles. The integral lasers give the ‘bot an ammunition-independent weapon, but most soldiers consider the range of them to be modest at best and a defensive weapon in a serious firefight. Fortunately, the Farlane has a good amount of armor on its frame, is quite durable, and is very fast and mobile, able in most cases to outrun most enemies.
The Farlane lacks the extensive modularity of the Rhobar, but it is arguably less expensive and easier to maintain. The use of off-the-self systems already in wide distribution sped development time and reduces maintenance costs.
Farlanes are generally used in mixed smallkin-bigfolk formations, such as recon units and patrols. The Farlane’s speed and armament make it a good missile-sniper, fire support, and raider. Besides Regular Army units, a number of Smallkin milita units use Farlanes, the ‘bots being concealed in phonebooth-sized hangers in smallkin territory.

Type: PS-FCMcCFCR-02L Farlane
Class: Cyborg Frame Combat Robot(Light Machine)
Crew: One, mutant animal or small-statured sentient of Size Level 1 or 2
MDC/Armor by Location:
Main Body 180
Head 80
Arms(2) 60 each
Hands(2) 25 each
Micromissile Launchers(2) each
Legs(2) 85 each
Feet(2) 25 each
Height: 6 ft
Width: 2.4 ft at shoulders
Length: 2 ft
Weight: 400 lbs.
Physical Strength: Equivalent P.S. of 30
Cargo: Whatever can be carried. The pilot’s compartment has room for a small survival pack and sidearms(typically a derringer-styled weapon) appropriately scaled to the crew.
Possible hidden compartments in the legs.
Powerplant: Nuclear Powercell w/ 15 year energy life
Speed:(Running) 120 MPH
(Leaping) 12 ft up/22 ft across; increase by 50% with running start
Cyberjet-boost allows for leaps of 25ft up/ 50 ft across.
(Flying) Not possible
(Underwater) Can run along the bottom at about 7 MPH, maximum depth of 1,000 ft
Market Cost: 870,000 credits
Systems of Note:
Standard Power Armor Systems, plus:
* Built-in language translator
* Built-in radio receiver & transmitter
* Clock calendar
* Gyro-compass
*Multi-optic eyes
*Nightvision/Thermal Imaging Optics
* Built-in loudspeaker
*Headmounted Spotlights

*360-degree Waist Rotation

*Escape Pod----This is a modified MDC(50) helmet that closes around the tiny pilot, providing additional protection. In a bail-out situation, the pilot can eject, the helmet powered clear of the rest of the robot by rocket motors. Internal airbags cushion the pilot on landing(it was decided NOT to include a mini-parachute, in case such might give away to a watchful enemy that something was up). The escape pod can rocket up to 5,000 ft away.

Note that Size Level 1 and 2 crewmembers are commonly issued a miniaturized version of the PS Skinsuit, a light padded body suit of megadamage plastic fibers(4-6 MDC), with soft ‘tanker’s cap’(w/ chip radio with 2 mile range), plastic gloves, and boots, clear plastic faceplate with an air filter mask(an 02 cylinder can also be attached for 1 hour of air) .

Weapons Systems:
1) 15mm Micromissile Launchers(2)---Each forearm mounts a large boxy PS McMLR-06 McM launcher. This gives the ‘bot a considerable bite for its size.
Range:
Pattern-1A 5,700 ft
Pattern-1B 6,000 ft
Pattern-1C 6,000 ft
Pattern-1D 7,000 ft
Pattern-1E 7,500 ft
Damage/Bonuses:
Pattern-1A---1d4 MD to 2 ft blast radius
Pattern-1B---1d6 MD to 5 ft blast radius
Pattern-1C---4d6 MD to 4 ft blast radius, or 1d4 MD to a 10 ft blast radius in fragmentation mode
Pattern-1D----6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
Pattern-1E---1d4x10 MD to 3 ft blast radius
Bonuses:
Pattern-1A (None) Spin-Stabilized
Pattern-1B (None) Gyro-Compass Chip
Pattern-1C (+1 to strike, in addition to W.P. Heavy bonuses. The Pattern-1C can also be set to be a ‘beam rider’, following a laser illuminator ‘painted’ on the target for an extra +2 to strike. However, this requires expediture of an extra attack per melee on the part of the gunner to keep the laser illuminator on target) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip.
Pattern-1D (+2 to strike, in addition to W.P. Heavy bonuses. Like the Pattern-1C, the Pattern-1D can ‘beam-ride’...again, this requires the gunner to maintain target-lock at the cost of an additional APM, but the -1D is better able to remain on target if the lock is broken. Furthermore, the missile can be keyed to lock on to the laser illuminator of other gunners...done with a pre-determined key-chip...allowing squadmates to ‘paint’ targets for fellow soldiers with micro-missile launchers). Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip.
Pattern-1E(+4 to strike, in addition to W.P. Heavy bonuses, Same ‘beamrider’ capability as with Pattern-1D. ) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
Rate of Fire: Volleys of 1-25(all)
Payload: 25 micro-missiles each arm
Cost:
Pattern-1A 25 credits per McM
Pattern-1B 32 credits per McM
Pattern-1C 60 credits per McM
Pattern-1D 95 credits per McM
Pattern-1E 220 credits per McM


2) Pulse Lasers(2)--Mounted coaxial with the micro-missile launchers along each forearm is a pulse laser. Point and shoot.
Range: 1,600 ft
Damage: 6d6 MD per pulse burst
Rate of Fire: ECHH
Payload: Effectively Unlimited

3) Vibroblades(2)----A retractable bayonet vibroblade is mounted in each forearm.
Range: Melee
Damage: 2d4 MD

4) (Optional) Handheld Weapons---The Farlane can potentially pick up and use infantry-scale weapons.

5) Hand to Hand Combat
Use Robot Combat Training bonuses(on account of the control set-up)
+1 to Dodge
+1 to Parry
Restrained Punch 1d4 SDC
Full Strength Punch 1d6+15 SDC
Power Punch(2 attacks) 1d4 MD
Kick 1d6+15 SDC
Flying Kick (2 attacks) 1d4 MD
Body Block 1d6+10 SDC

Options:
*Applique Armor----The Farlane can be up-armored with additional armor platung equivalent to Light Cyborg Armor

*Reload Trays---Two racks can be added to the chest area for carrying mico-missile reloads. Up to two additional 25-shot cassettes can be mounted, ready for use. When the Farlane uses up its forearm launcher missiles, it can eject the empty cassettes and reach up to its chest to snap on the backup magazines.

*Blur Mesh---The ‘bot can be skinned in special light-refracting material that obscures its exact location by several inches, making it hard to target specific locations.
MDC: 10 before being rendered inoperable
Bonuses: The faster the wearer moves, the greater the distortion; at speeds of 3 or less, no bonus, 4-10; -1 to strike the wearer, 10-16; -2 to strike, 16-22; -3 to strike, 23 or greater, -4 to strike
Cost: 25,000 credits

*Fiber Optic Pre-Programmed Camouflage Scheme Surfacing----Can switch the overall color scheme of the armor to any one of 16 different pre-programmed designs(held in microchip memory). Changeover takes 30 seconds(2 melees) to take place.
Cost: 5,000 credits

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

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


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Unread postPosted: Mon Nov 25, 2019 9:56 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
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Location: Somewhere between Heaven, Hell, and New England
PS/ASI-MInstel -SC11 Carpathia-class Medium Interstellar Freighter
(aka ‘Carp’)

“There’s better armed, better armored, and faster, but few more reliable than the Carp.”

“Nominally I’m still captaining a warship, which takes the edge off being in charge of an interstellar delivery van.”

The ‘Carpathia’-class MInstel freighter is often mistaken for a cargo conversion of the PS/ASI-SCG-17 LaFayette Light Cruiser, or, at the least, a re-tasked understudy design for that vessel. In fact, the Carpathia can be considered a sidereal extension of the Brandestoc , Javelin, and Assegai design lineage. The Carpathia uses the same forward hull ‘pod’ as the Bradestock, and spare engine modules from the Javelin series, mated to a lower hull reminiscent of the LaFayette’s modular ventral structure. Extended lateral cargo blisters mate the front and rear hulls together.
Because of their use of military-grade components, Carpathias are fast, durable, and well-armed. Thus, they are often used as military transports and high security cargo carriers. The United Systems Alliance uses a substantial number of Carpathias as mid-range government transports, convoy escorts, and training vessels. Sales outside the Alliance have been less enthusiastic, given the Carpathia’s fairly small payload versus its cost(the Catpathia is more expensive than the average Merchantman cruiser), but PS/ASI is hoping that as word of the ‘Carp’s” speed, durability, and reliability spread, the ship will appeal to more operators, especially those shipping smaller, but more important, cargoes.

Type: PS/ASI-MInstel -SC11 Carpathia
Class: Medium Interstellar Freighter
Crew: 21
MDC/Armor by Location:
Main Body 4,000
Bridge: 2,000
Hangar Bay 900
Drive Section 1,200
Auxiliary Engines(2) 900 each.
Point Defense Turrets(6) 100 each
Forcefield 4,000
Height: 65 ft
Width: 90 ft
Length: 550 ft
Weight: 5,900 tons
Cargo: 3,000 tons
Powerplant: Nuclear Fusion, w/ 50 year energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 9
(Kitsune Values: 50% of light speed; Accelerates/decelerates at 0.9% of light speed per melee)
(FTL) 5.3 light years per hour
Market Cost: 230 million credits
Systems of Note:
Standard Starship Systems, plus:
Weapons Systems:
1) Point Defense Turrets(6)-------- Standard energy-based PDS.
a) Laser 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 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

Auxiliary Craft: 2 light shuttles
Options:
*Additional Point Defense Turrets(1-6)---Up to an additional six PDS turrets can be added.

*Weapons Turrets---An additional two turrets mounting two Light weapons or one Medium Weapon can be added.

*Upgraded Shields---Adds Variable Forcefields with 800 MDC per side(4,800 total)
*Shield Refresh Rate is 10% per melee


Variants:
*PS/ASI-MInstel -SGC11---Interstellar rescue cutter with advanced sensors and a medical bay/quarantine facility in place of cargo bays. Carries a light tractor beam(900 ton capacity) for grappling with other vessels. Typically carries a 25 man rescue team and has capacity for 60 ICU patients.

*PS/ASI-MInstel -SC11C---Heavy Courier variant. Reduce cargo capacity by HALF, but increase local space speed to Mach 11(and 55% of light speed), and FTL speed to 6 light years per hour. Distinguished by having two extra engine nacelles(950 MDC each) flanking the engines.

*PS/ASI-MInstel -SC11AVQ--- Q-Ship variant. Has more advanced Variable Forcefields with 900 MDC per side(3,600 total) and Shield Refresh Rate is 10% per melee. The lateral cargo bays split open to reveal two Medium Weapons, in addition to the existing provisional two medium weapons(6 total).

*PS/ASI-MInstel -SC11-DSVLS---Amphibious Lander able to land on/in and take off from water.
Speed:
(Underwater) 45 MPH, and can dive to depths of 1.4 miles.
Systems of Note:
*Large Airlock Cargo Bays---The main cargo bays can be safely flooded and pumped dry, allowing for underwater loading/unloading(or disembarkation of amphibious troops/passengers/vehicles).

*Sonar----Range: (Passive) 10 miles, (Active) 50 miles

Weapons Systems:
1) Short Range Torpedo Tubes(4, nose)----These are smaller torpedoes meant for self-defense and dealing with smaller attackers.
Range: 5 miles
Damage: (High Explosive-heavy) 2D4x10 MD to 10 feet blast radius
(Armor Piercing -heavy) 2D6x10 MD to 3 feet blast radius
(Plasma-heavy) 2D6x10 MD to 12 feet blast radius
Rate of Fire: Volleys of 1-4
Payload: 40
Bonuses: +3 to strike

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

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


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Unread postPosted: Tue Nov 26, 2019 6:33 pm
  

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Location: Somewhere between Heaven, Hell, and New England
PS/ASI-HInstel-SC717 Monmra-class Heavy Interstellar Freighter
(aka “Big Seven’)

“The Monnie’s got so many internal reinforcing braces and compartments that the ship can take a hard beating and hardly lose any atmosphere. It’s also become the bane of pirates, provided they can catch this thing, because they can’t just quickly empty out one hold; they’ve got six main bays plus several score of smaller storage compartments and strongrooms they have to cut their way into individually. And the United Systems Alliance also likes to use these ships as merchant cruisers because they can load the firepower on. Fast for a civie and armed to the teeth, not what your average pirate outfit likes to be facing. ”

“Many of the United Systems Alliance worlds may be dirt poor and struggling, but that hasn’t deterred the pirates, because the rest of the worlds in the Alliance are either working to support their less well-off neighbors, or helping them become attractive investments. That means aid convoys and commercial shipping, resource development shipments of hardware, and, going the other way, raw materials. Real attractive to pirate corporations looking for discount materials and equipment. Especially so since the Alliance is young and has limited military budgets...or so the pirates be thinking. Alliance space looks real nice right about now, because they’re young and weak, or so the Rim believe.
No wonder the Alliance likes merchant cruisers. Some of them can outgun a destroyer, and the Merchant Defense Force has got all sorts of tricks up its sleeve for catching pirates in the act. The Moammies are a case in point; some of the civie-looking haulers cruising around Alliance space are actually full-fledged battle carriers in disguise, and the Alliance spaceguard’s got little mercy for pirates and even less for slavers.
Not for anything would I want to be a pirate believing in the crap about Alliance shipping being easy pickings, I’d rather try to take raw meat from the jaws of a Kreeghor Hound.”


The Monmra-class heavy transport is a multi-role interstellar transport recently introduced to the galactic market. At first glance, the ship resembles to many observers three or four of PS/ASI’s HInstel-SC420 Roamer Long Range Heavy Interstellar Transports stacked together. This is in error, though the ships share a common ancestry in being built from designs started by now-defunct Forraker Aerospace, but never completed before the company was forced into bankruptcy. The company’s files were acquired by WZTechyards that allowed Aegis Stellar Industries to further develop them into modern designs.
The Monmra shares many features with the Roamer, including the distinctive ‘arrowhead fins’, of which the Monmra has six, now used as sensor arrays. Another Forraker touch is the dorsal habitat ‘pagoda’ dome.
Though slightly slower than the Roamer, the Monmra is larger and more robust, with an FTL speed better suited to the long distances between settlements expected in the Thundercloud Galaxy, where the Monmra is seeing its biggest sales.
The Monmra has been considered as the basis of a mid-sized passenger liner, based on its redundancy and reliability, though the same multiple compartmentalizing bulkheads that insure the safety of the crew and passengers, also cut short the long sweeping expanses of lounge and corridor that are the current trend in luxury carriers.

Type: PS/ASI-HInstel-SC717 Monmra
Class: Long Range Heavy Interstellar Transport
Crew: 30+ provision for 1-800 passengers
Main Body 25,000
Bridge 3,000
Observation Deck 2,000
Engine Bloc 8,000
Sensor/Communications Arrays(6) 600 each
Shuttle Deck 500
Forcefield(Default) 18,000
Height: 190 ft
Width: 270 ft
Length: 720 ft
Weight: 250,000 tons
Cargo: 54,000 tons, distributed between six internal bays and three smaller (large) cargo holds. Can carry an additional 18,000 tons if not carrying passengers.
Powerplant: Nuclear Fusion, w/ 50 year energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 8
(Kitsune Values: 30% of light speed; Accelerates/decelerates at 0.8% of light speed per melee)
(FTL) 5 light years per hour
(Underwater) Can land on water, but cannot operate underwater
Market Cost: 550 million credits
Systems of Note:
Standard Starship Systems, plus:
*Long Range Sensors---In keeping with a frontier-cruiser, the Monmra has better-than-average sensors.

*Type Two Recycling Systems----The Monmra is designed with long range in mind, and so advanced life support recycling is integral to the design. It’s estimated that the Monmra’s onboard recycling systems can sustain the crew for six years of constant use, without resupply.

*Detachable Bridge & Observation Decks---Both the entire forward pagoda-saucer and the amidships observation decks of the Monmra can detach to become large lifeboats. The forward hull has accommodation(under cramped conditions) for up to 50 people, and has separate propulsion capable of pushing the section up to Mach 6. The observation deck saucer has provision for 100 people and a less powerful thruster system that can make Mach 3. Both sections have eight months’ worth of supplies.

*Lifepods--- Monmras come standard with provision for lifepods for 150% of rated crew. Passenger models may increase this with added lifepods in the remodeled cargo bays.

Weapons Systems:
None standard, but comes with provision for up to 30 PDS stations, 18 light weapons stations, and 10 medium weapons stations.

Auxiliary Craft: (Standard Complement)
4 Aerospace Shuttles

Options:
Most buyers will seek to customize the Monmra with different weapons and defense measure configurations, different internal fittings, sensors, more powerful force shielding, and beefed-up propulsion(especially FTL). Few Monmras remain ‘factory standard’ for very long.

Variants:
*HInstel-SC717AVQ---Q-ship variant of the Monmra, extensively modified for anti-pirate work. Maximum armaments on all known weapons mounts, two of the cargo bays have been converted into missile launchers(medium range, 400 MRMs each), two are hangar bays for fighters(6 fighters each, for a total of 12), and the remaining two are used to deploy decoys and countermeasure pods(including fake lifepods and inflatable shuttlecraft). Variable forcefields replace the commercial shields and the command bridge has been relocated to a heavily armored and EM-baffled citadel deep inside the main hull.
The HInstel-SC717AVQ apes the PS/ASI-FA/MC-317 Bering Medium Interstellar Transport Q-ship variant in having detachable hull components that double as combat craft. The bridge has been as noted above, relocated to an interior position, and both the detachable lifeboat bridge and Observation Deck sections are in reality fully maneuverable gunboat sections(or the rear observation deck dome can be replaced with a modified PS/ASI-LAT025 ‘Cosgrove’ Light Aerospace Transport). These heavily-armed Q-ships act as either escorts for convoys, or cruise around alone to bait pirates into attacking a target of opportunity.
Changes/Modifications:
Crew: 35, plus 50 marines
MDC/Armor by Location:
Internal Armored Bridge Citadel 4,000
Variable Forcefield(Main Hull) 1,000 per side, 6,000 total
(Lifeboat/Bridge)
Concealed Short Range Weapons Turrets(3) 150 each
Point Defense Turrets(4) 100 each
Variable Forcefield(Bridge/Observation Decks) 500 per side, 3,000 total

Speed:(Lifeboat/Bridge/Observation Decks) Mach 9
Cargo: Reduce cargo capacity to 600 tons, and this is mainly maintained as a cover for pirate scanners to detect/port spies to see, or is jettisoned in combat as camouflage.

Systems of Note:
*Hull Sensor Scramblers---These do not prevent the ship from being detected, but they do confuse efforts to see INSIDE the hull, and prevent outside sensors from getting an accurate read of the ship’s power profile, internal arrangement, and contents.

*False Damage Simulators----Special generators around the drives can emit energy signatures suggesting various propulsion problems, such a reactor leak/breach, or mistuned contragravity drives. A portion of the cargo bays and payload is turned over to countermeasure launchers, ‘debris’ launchers, and various panels that can be mounted on the hull to simulate space debris impacts.

Weapons Systems:
(Main Hull)
The main hull armaments max out with 30 PDS stations, 18 light weapons stations, 10 medium weapons stations, and two large MRM launcher batteries.

(Forward Detachable Gunboat)
Crew of 6. Can mount 4 point defense weapons and three short range weapons emplacements.

(Dorsal Detachable Gunboat)
Crew of 16, plus up to 20 marines. Can mount 8 point defense weapons and four short range weapons emplacements.


*HInstel-SAGS717----A handful of Monmras have been outfitted as deep space survey and surveillance vessels. These variants have extended forward sensor vanes and a large sensor array in place of the dorsal observation deck. Most of the cargo space is taken up by servicing and storage for probes and folding array surveillance-satellites. Both the GNEASF and the United Systems Alliance operate examples of this subtype.

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

--------Rudyard Kipling
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Unread postPosted: Mon Dec 16, 2019 12:36 am
  

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Joined: Tue Sep 02, 2003 8:19 pm
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Location: Somewhere between Heaven, Hell, and New England
Bloc II Joshua Norton II Space Battleship
(aka ‘Jayntu’, ‘Super Gun Scow’, ‘Hammer-Barge’)

“It’s nice to have some heavy iron with staying power.”

“On paper the JayNorton Two outguns a Protector, even TWO Protectors, and potentially an Executioner-class or two, but in reality the CCW and TGE boys have speed and experience on their sides, which would be critical in actual combat. Plus the Jayntu’s meant to anchor a taskforce, and the Alliance can’t field many taskforces currently, even with the nice deal we got building our own ships.”

“That’s no freighter! Hard a’port! Flank speed! Get us out of range of thei-”

One of PS/ASI’s shortcomings as a spacecraft producer has been a frustrated desire to build heavier warship designs. The GNE in general may be considered guilty of suffering from a case of ‘battleship envy’ of its larger neighbors, while its military aerospace forces have bemoaned a lack of ‘stand and slug’ firepower, even though their current operational stance of ‘shoot and scoot’ was more appropriate to their budget and status as a very young galactic polity. When the GNE became core to the United Systems Alliance, though, a new emphasis was placed on developing heavier units that could defend the various worlds of the USA, especially in the face of determined heavy invasion.
The Joshua Norton-class, a military conversion of the very successful Goethals-class deep space transport, was initially touted as a ‘space battleship’ and one done on the cheap, but it soon became evident that ‘battleship’ was inadequate bluster born of inexperience and nationalistic zeal. While not lacking for firepower, the ‘Jaynorts’ were more equivalent to a cruiser in terms of armor protection, a fact quickly realized by GNEASF crews when they received their first J-Norton deployments. After several harrowing engagements which nearly cost the new ‘battleship’ squadrons, the GNEASF quietly reclassified the Joshua Nortons as ‘arsenal ships’, and Paladin Steel/Aegis Stellar Industries just as quietly dropped the ‘battleship’ description from theri public relations and marketing, and went back to the drawing board. Fortunately, the indigeniously-produced Constitution-class heavy cruisers/battlecruisers debuted soon after and the attention elsewhere allowed the Jaynort debacle to sink into corporate obscurity. Though PS/ASI continued to produce Joshua Nortons, they were more correctly marketed and deployed as ‘arsenal ships’ or stand-off missile platforms, FTL-capable scucessors to the Orion II System Monitor. In the meantime, the GNEASF pursued the purchase of heavy fleet units from their WZTechyard allies and the Corianus Typhen Rosette League(CTRL).
However, PS/ASI engineers though that the Jaynort concept had some good features and, seeking to redeem the design, set to work redesigning the ships. Under the smokescreen of researching a ‘Bloc II’ upgrade to the Jaynort, as much to disguise their intent from their own budgetary home offices as from corporate spies, the engineers at the Baylor Shipyards set to work revamping their ideas and researching new techologies that could be applicable to improving them.
The ‘Joshua Norton II’-class is actually a combination of features and components of two merchant-conversion ‘battleships’, the original Jaynort and the (S)BB08 ‘Dewey’ conversion of the Bradford-class heavy transport. Specifications called for enough firepower and armor to take on Splugorth Servitude-class cruisers in open combat, and hold ground in the face of multiple heavy cruiser attacks.

The Joshua Norton II continues the idea of a modular multi-role platform that can be used for both defense and offense, combining the potential of acting as a dedicated battleship or a supercarrier. The ship retains the elongated ‘corncob’ appearance of the Goethals, but rather than use off-the-shelf civilian conversion components, the Jayntu houses them in specially fabricated hull housings that give the ship a more solid and streamlined look. The weapons modules, however, are cellular in structure, compartmentalizing damage and allowing for faster repairs and upgrades, as well as weapons layout reconfigurations, even in civilian shipyards, provided the modules are available. The ‘Jayntu’ uses the engines of the Bradford to beef up the structure of the basic JN core. Adding additional powerplants and contragravity drive rings, though taking more time to develop and adding to the cost per unit, give the Jayntu enough speed to keep up with its contemporaries.
The Jayntu carries both a primary and a secondary variable shield system, a holdover from the multiple shield systems of the Jaynorts. Though both shield systems cannot be up simultaneously, the redundancy offsets the still-weaker(compared to other Three Galaxies battleships) physical armoring of the Jayntus, and allow the ships to stay in a fight longer.
The downside of the Jayntu is that it is still not as strong protection-wise as its contemporaries, and being larger, cannot maneuver as well, though it has equal speed and acceleration/deceleration profiles. Though not as expensive in its basic stripped-down configuration, the Jayntu is still expensive for the United Systems Alliance to produce, compared to the sheer mass production and crewing capabilities of the CCW or the TGE. Still, the Jayntu can respectably bloody a battleship of either star nation, and certainly can face down the Splugorth Servitudes and Taskmasters it was specified to be able to fight.

Though initially upset with the deception by their own engineers, PS/ASI and the GNEASF soon found much to like about the Jayntu. Though not as inexpensive as the original Jaynorts promised to be, the JNII was still relatively easy to produce, thanks to the advance of PS/ASI’s technology and production of various systems made for the Providence/Constitution-class battlecruisers.
Another disappointment about the inception of the class was that by the time the GNEASF learned of the new design, the original project name ‘Joshua Norton II’ had become stuck in shipyard usage, and the first of the ‘new’ class, the San Francisco, was nearing launch. Rather than change the name, the GNEASF decided to expand on the shipyard deception to describe new battleships as ‘Bloc II’ upgraded (S)BB01s, as an upgraded PS/ASI-(S)BB01B really was planned and known(the SBB01B plan would go ahead, but as part of the Jaynort Arsenal Ship Program). This decision has paid off in deceiving a number of adversary organizations about the true capabilities and disposition of the GNEASF and United Systems Alliance Joint Armed Services. As it is, early reports from exercises with the Jayntus show that the battleships can still show up on long range scanners as commercial superhaulers...at least until their drives fire up and their shields energize.
With a proper battleship of their own at last(if one unexpected), the GNEASF is now experimenting with the best ways to use the battleships. Current thinking is to build Frontier Defense or Expeditionary Reserve Force taskforce fleets around a core of battleships.

Type: PS/ASI-(S)BB09 Joshua Norton II
Class: Space Battleship
Crew: 980 + 250 flight deck crew
MDC/Armor by Location:
Forward Hull (1/3 of the ship) 40,000
Midships Hull Section(1/3 of the ship) 30,000
Engines(rear 1/3 of the ship) 30,000
Forward Ablation Shield 25,000
Bridge 20,000
Heavy Particle Beam Cannon Turrets(4) 600 each
Medium Laser Turrets(8 ) 450 each
Weapon Modules(28 ) 11,000 each
Point Defense Turrets(80) 100 each
Hangar Bays(4) 7,000 each
Variable Forcefield (6 ) 9,000 each (54,000 total)
Secondary Shield System Forcefield (6 ) 5,000 each (30,000 total)

Height: 950 ft
Width: 950 ft
Length: 4,700 ft
Weight: 18 million tons
Cargo: 630,000 tons in core cargo bays. Additional cargo can be carried in external pods, but that would mean sacrificing weapons/hangar pods.

Powerplant: Nuclear Fusion, w/ 50 year energy life
Speed:
(Atmosphere) Not Possible
(Sublight) Mach 9
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 0.9% of light speed per melee)
(FTL) 5.6 light years per hour
(Underwater) Not Possible
Market Cost: 30 billion credits
Systems of Note:
Standard Starship Systems, plus:
*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.

*ORACLE Mk V---Omni-diRectional Aura Classification and Locator Electronics---A TW development of the SNARLS PPE Scanner, this system consists of a series of advanced Technowizardry scanner systems(TW optic mounts, static crystal PPE meters, and whatnot) stationed around the ship, feeding into a central computer system with special TW-derived interface program algorithms. The system is designed to detect incoming magical/paranormal attacks and alert the crew to them(hopefully in time to allow them to take defensive measures). Linkage to the Ectofiber Grid has increased the sensitivity and effectiveness of this system.
See Aura: Slightly different than the spell in that it can scan an entire target such as a ship or station. The enchantment can be used to target a single individual but only have one tenth normal range when being used in that matter. Costs 60 P.P.E. per activation due to extended range. Range: 1,000 miles (1,610 kilometers) in space and 1 mile (1.6 kilometers) in an atmosphere. Effects / Abilities: Gives an approximate count of the number of life forms onboard. Gives the average level of experience, highest level of experience, and lowest level of experience [Given in these terms: Low (1-3), medium (4-7), high (8th and up).] Tells if there is any magic onboard. Gives if there are any psychics onboard (Mind Block will prevent detection), Gives a general count on the amount of P.P.E. the target has (basically the P.P.E. of the crew and any devices which store P.P.E.). Detects if there is any kind of possession. Finally sees if the crew or ship has any unusual aberrations.
• See the Invisible Sensors: The ships has several special optical and other sensor systems with see the invisible on them. Same as spell and used at will (requires no P.P.E. to activate). Range: 2,000 miles (3,220 kilometers) in space and 2 miles (3.2 km) in an atmosphere. Effects / Abilities: Can see forces, objects, and creatures which can turn invisible, or are invisible. Can also see vaporous beings and astral bodies.
• Sense Magic: The ship has sensors which the give the ability to detect active magic. Similar to spell and used at will (requires no P.P.E. to activate). Range: 200,000 miles (322,000 kilometers) in space and 200 miles (320 km) in an atmosphere. Effects / Abilities: detects the presence of magic if within detection range of ship and gives bearing on magic and basic range although not exact position. Detects active enchantments but will not generally detect spell casters in general.
• Sense Rifts: Ship has sensors which effectively allow Rifts to be detected(requires no P.P.E. to activate). Range: 500,000 miles (805,000 kilometers) in space and 500 miles (805 km) in an atmosphere. Effects / Abilities: Detects the presence of Rifts (including those created by Rifts Drives) and unlike when detecting magic gives position very accurately.


Weapons Systems:
1) Heavy Particle Beam Cannons(4 forward)---These are the integral big guns of the J.Nortons, and have been carried over to the Jayntu, but doubled for extra firepower.
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 1d6x1,000 MD per blast
Rate of Fire: Once every two melees/30 seconds
Payload: Effectively Unlimited

2) Dual-barrel Medium Laser Turrets(8 )---These have been carried over from the originnal Jaynorts, and were part of the secondary weapons hulls(themselves originally part of Barong corvette construction). The laser turrets now have their own places on the main hull of the Jayntu.
Range: 14 miles in space
(Kitsune Values: 14,000 miles in space)
Damage: 1d4x100 MD per single barrel, 2d4x100 MD per double-barrel blast
Rate of Fire: Twice per melee
Payload: Effectively unlimited

3) Point Defense Turrets(80)---- Standard energy-based PDS. Like the Jaynort, the Jayntu’s PDS turrets can be long range high-powered lasers or combination lower-powered lasers and mini-missile launchers.
a) Laser PDS
Range: 4 miles in space
(Kitsune Values: 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 fourteen 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

4) Weapons Modules (28; 4x7)--- The JNorton IIs retain the modular armaments bays that were such a big seller on the original J.Nortons. The main teeth of the battleships are their seven rings of modular podded systems arranged four each around the main core. While these can swapped to customize the battleship for specific missions, including troop and fighter transport, generally they maintain a mix of energy weapons and missile launchers.
This system gives the J. Nortons and the Jay Norton IIs the potential for carrying incredible amounts of firepower, and the use of independent powerplants and fire control in each pod means reduced chance for ship-wide shutdowns from damage, but the configuration also means challenges for system integration.
Rather than use the standard converted cargo spheres common to the Jaynorts and the Brunel- and Goethals-mercantile conversions, the Jayntu uses all new purpose-built armored modules(although it can carry the original heavy pods of its predecessors) to accommodate newer weapons and systemry.

a) Aerospace Hangar Pod----Has provision for handling 12 fighters or 3 heavy shuttles
.
b)’B’-Barracks Pod---Adds passenger capacity, housing up to 120 passengers in diplomatic comfort, or 320 troops/crew)often required for any extra systems mounted in other pods) in more spartan accommodations. Independent life support(good for up to eight months). If so desired, at extra expense, the Habitat Module can be built with its own independent propulsion system(maximum speed of Mach 3), and can make planetary reentry on its own. On the J. Norton, this is sometimes used to deploy Stelmarine units, the detached pods serving as combat reentry capsules and ground bunkers.

c)’C’-Cargo Pod----Dedicated cargo module, adding 10,000 tons cargo capacity.

d) ’Ion Cannon Turrets(4; 2x2)---Adds capacity for four heavy ion cannons(double-barrel mounting in two turrets) and a dedicated powerplant.(ionization rules courtesy of Henning Rogge)
Range: 12 miles in space
(Kitsune Values) 12,000 miles in space
Damage: 1d4x100 MD per blast, 2d4x100 MD for a double-barrel 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

e) Tachyon Projector Turrets---Heavy Tachyon ScatterGun
Range: 10 miles (10,000 m) in space w/ 6 mile wide arc*
(Kitsune Values: 5,000 miles in space)
*Width are reduced to 1/4th in atmosphere
Damage: 1d6x100 MD per blast
Rate of Fire: EPCHH
Payload:Effectively Unlimited

f) Medium Lasers(4; 2x2)----Module mounts two turreted double-barrel medium laser cannon, as well as its own fire control and dedicated powerplant.
Range: 16 miles in space
(Kitsune Values: 16,000 miles in space)
Damage: 2d6x100 MD per blast, 4d6x100 MD double-barrel blast
Rate of Fire: 4 shots per melee
Payload: Effectively Unlimited

g) Quad Heavy Laser Cannon(4x1)---Four-barrel laser turret models taken from the Constitution Battlecruiser program.
Range: 200 miles in space
(Kitsune Values) 200,000 miles in space
Damage: 1d8x1,000 MD per full four-barrel blast(a single barrel does 2d10x100 MD)
Rate of Fire: Once every other melee; up to 6 turrets can be brought to bear on a single target in a single salvo
Payload: Effectively Unlimited

h) Medium Particle Beam Cannons(4, 2x2 mountings)----Module mounts turreted cannon, as well as its own fire control and dedicated powerplant. The two double-barrel turrets allow for a more rapid rate of fire, though less range and damage.
Range: 14 miles in space
(Kitsune Values: 14,000 miles in space)
Damage: 4d4x100 MD per blast. 8d4x100 MD double-barrel blast
Rate of Fire: 3 shots per melee
Payload: Effectively Unlimited

i) Heavy Particle Beam Cannons(2x1)----Pod mounts turreted cannon, as well as its own fire control and dedicated powerplant.
Range: 60 miles in space
(Kitsune Values: 60,000 miles in space)
Damage: 1d6x1,000 MD per single blast, 2d6x1,000 MD per double-barreled blast.
Rate of Fire: Once every melee
Payload: Effectively Unlimited

j) Heavy Rail Guns(1x3)---A holdover from the earliest heavy warships in PS/ASI’s warship program; the triple-mount heavy kinetic cannons are reliable, versatile and still very capable.
Range: 80 miles in space
(Kitsune Values: 40,000 miles in space)
Damage:(Exploding/Fragmenting Fletchette): 5d6x10 MD to anything caught in a 120 ft wide cone/’cloud’----Targets are -2 to dodge the ’shotgun spread’
(Penetrator): 2d6x100 MD
Rate of Fire: Four times per melee
Payload: 100 rds per cannon, reloading from the cargo hold takes 1d6 minutes( 500 tons ammunition storage, 1 ton of cargo per 12 rounds)

l) Long Range Missile Launchers
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)
(Option)TW Breaching System(optional)---This can be fitted to any LRM missile prior to firing. Despite its high-PPE installation cost, the system is popular because it allows PS’s relatively low-tech missiles to penetrate high-tech energy shielding, and deliver a surprise knockout blow! Uses the Energy Disruption spell to penetrate enemy defenses. If facing a known magic-using enemy, this system may be enhanced with Dispel Magic Barrier. The system(values taken from Siege on Tolkeen 1, pg. 69) costs 495 PPE to install, 20 PPE to activate per minute of operation.

m) Heavy Torpedo/Cruise Missile Launchers----At the time the Providence-class was drawn up, Paladin Steel didn’t yet have the technology to create cruise missiles on the same scale as the advanced worlds of the Three Galaxies, but they have devised a heavy long range missile (about the size of an old-style SLBM). Nicknamed ‘torpedoes’, these heavy weapons are typically reserved for assaulting the larger enemy capital ships, and fortified bases/spacestations.
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 1-10
Payload: 20 missiles per launch bay

(Option) PS Long Lance IV---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 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


n) Cruise Missile Launcher---Thanks to its WZT connections, Aegis Stellar Industries has able to acquire access to reliable supplies of cruise missiles and cruise missile launcher designs. These weapons have begin to be deployed with capital units.
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: From 1-12 missiles can be fired in one volley
Payload: 36 Cruise Missiles per launcher, ready to fire. Additional missiles may be stored in the cargo holds and reloaded within 30 minutes(1 ton of cargo per 6 missiles). 120 missiles per pod

o) Medium Range Missile Launchers(2)---Anti-spacecraft/anti-missile module mounting two large MRM launch arrays.
Range: Varies by Missile Type
(Kitsune Values: 160 miles in atmosphere, 80,000 miles in space)
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-30
Payload: 240 missiles each launcher, plus 500 tons of reloads, available to the launcher magazines within 15 minutes (1 ton of cargo capacity holding 24 MRMs)

p) Plasma Torpedo Bay-----This is a large, multiple-emitter ‘bank’ of launchers grouped with a tractor beam mount for targeting. These packets of plasma energy have the disadvantages of short range and low individual damage potential per ‘shot’, but have the pluses of area of effect, effectively limitless payload, and the ability to be launched in large salvoes, saturating enemy defenses and posing a real threat to multiple smaller targets. Each array fires bolts of plasma trapped in a temporary magnetic ‘shell’ centered on an evaporated ‘seed’ of ultra-dense deuterium ice, allowing the plasma to travel farther without losing cohesion and damage potential, and allowing the plasma to explode with area of effect on target. The result is an energy missile with superior range to normal energy weapons(though still well short of comparable missile weaponry) and potentially unlimited payload. However, the plasma packets CAN be grabbed/deflected by tractor beams(this is how the ship’s gunners can manipulate their energy projectiles at short range and correct their course....each of the launch arrays’ mounted tractor beams being able to grab and direct a volley of plasma bolts), or destabilized by ion or particle beam weapons fire(takes 20 MDC to disrupt the plasma containment).
Range: 20 miles in atmosphere, 200 miles in space
(Kitsune Values: 200 miles in atmosphere, 200,000 miles in space)
Damage: 1d6x100 MD per blast to 100 ft blast radius
Rate of Fire: Each array can launch volleys of 1-18 torpedoes, twice per melee
Payload: Effectively unlimited

q) Planetary Assault Pod---This pod carries the launch systems for freefall kinetic and explosive weapons meant to be deployed against surface targets(the ‘superbomber’ concept). Can typically carry up to 8,000 tons of deployable ordnance, such as the following:
* Kinetic Bomb---Fairly typical ‘rod from god’ high density kinetic penetrator
Weight: 2 tons
Range: Orbit to Surface
Damage: 2d6x100 MD; effective blast radius of 120 ft. Can penetrate up to 400 ft into solid rock, dropped from orbit.

* Light Kinetic Penetrator Module ---Works similar to a WWII ‘Earthquake Bomb’. Kinetic weapons have the advantage of leaving little or no radiation to contaminate a battlefield or potential postwar acquisition. The LKP module actually carries three separate RVs on a maneuverable ‘bus’ stage, allowing three separate targets to be hit, or a single target to be bracketed. Each RV does 1d6x100 MD to a 100 ft radius and can penetrate up to 250 ft of loose soil(100 ft of rock or concrete)
Weight: 4 tons

* Heavy Kinetic ‘Smasher’--- A single-shot warhead(no multiple warheads) weighing 12 tons. Hits with considerably greater velocity and kinetic energy. Does 1d6x100 MD to a 90 ft radius, and does DOUBLE damage to any fixed-foundation structures in a 200 ft radius, due to ground shock.

*Heavy ‘MaxSlap’ KEW-----Designed to be ‘lobbed’ for maximum kinetic impact, the super-heavy bomb does 1d8x1,000 MD to 250 ft blast radius, and can penetrate up to 500 ft of earth(300 ft of rock or concrete), for attacking bunkers or undercutting larger structures.
Weight: 21 tons

*Fuel Air Explosive Munition---A single warhead(no multiple warheads) non-nuclear area of effect weapon that disperses a cloud of volatile fuel droplets in a mist over the target area, then ignites it in a rapidly propagating explosion. Besides thermal damage, the real damage from this weapon comes in the massive overpressure shockwave that it creates, capable of forcing its way into open ducts and vents, and imploding vehicles and bunkers. Also known as a ‘Daisy Cutter’, it is often used to simultaneously secure and clear landing zones of obstacles(both sentient and material). The heavy FAEM can do 4d6x10 MD to a 500 ft radius, plus 3d6x10 MD to everything else in a 3,000 ft ft radius. Those caught within the blast radius are also likely (01-88%) likely to be bowled over by the blast and stunned, if not worse....
Weight: 15 tons

* ElectroMagnetic Pulse Weapon---Designed to knockout unprotected electronics and power distribution networks, exploding at high altitude for maximum effect. Up to four of these weapons can be carried on a common ‘bus’.
Damage: 5d6x10 MD to 100 ft blast radius
EM effects: Used against unshielded power grids(such as cities and towns), the particle blast has a 99% chance of knocking down electrical systems, including vehicles, in an 100-mile radius of the point of detonation. Unprotected computers and other hardware not protected by surge protectors, and hooked into the common power grid, may still be affected up to a hundred miles or more away by power surges through the power lines.
The EMP is less effective against shielded systems such as those on space structures(25%) and military systems(10% for surface military vehicles), which are hardened against radiation.
Weight: 1 ton ‘bus’

*Heavy Nuclear ‘SunBombs’---These are the heavy PS/ASI-made weapons used exclusively by their forces. They are rarely used against inhabited/habitable worlds(used against exclusively military targets).
Weight: 10 tons
Range: 1,000 miles(4,000 miles in space)
(Kitsune Values: 3,000 miles in atmosphere, 1,000,000 miles in space)
Damage: 2d4 x 1,000 MD to a 4.6 mile destruction radius

* X-Ray Laser Bombs
Weight: 10 tons
Range: 1,000 miles(4,000 miles in space)+laser range
(Kitsune Values: 3,000 miles in atmosphere, 1,000,000 miles in space)+laser range
Damage: 1d4x1,000 MD laser blast; range 70 miles(Kitsune Value: 70,000 miles). Laser-reflective armors do NOT halve X-ray laser damage.---One-shot weapon that destroys itself in the process of firing.
Advanced models can target as many as 10 separate targets within range simultaneously.

*Plasma Jet Bombs(aka ‘Casaba Howitzer’, or ‘Sunspot Bomb’)---A cousin of the X-Ray Laser Bomb and predecessor to the Plasma Torpedo, the Plasma Jet Bomb is essentially a shaped nuclear charge, generating a conical wave of super-excited plasma and radiation. The Plasma Jet Bomb lacks the range and multiple target engagement capability of the laser mine, but because it doesn’t expend all its force in all directions, it can produce higher damage than a regular omnidirectional plasma warhead.
Weight: 10 tons
Range: 1,000 miles(4,000 miles in space)+plasma range
(Kitsune Values: 3,000 miles in atmosphere, 1,000,000 miles in space)+plasma range
Damage: 1d6x1,000 MD plasma blast; range 30 miles(Kitsune Value: 30,000 miles), in a cone 30 degrees wide. The radiation also has a 60% chance of blanking out the target’s sensors for 1d6 melees---One-shot weapon that destroys itself in the process of firing.

* TW Weapons---Based on the work done between Paladin Steel and its allies, strategic TechnoWizardry weapons are a safer, more ‘morally acceptable’ alternative to vaporizing enemy cities with nuclear weapons. TW warheads also have certain advantages against magic-vulnerable opponents. They are also lightweight, allowing more of them to be carried and deployed.
The downside is that strategic TW weapons are hellishly expensive in both the crystal matrices needed to hold the weapons-grade spells, and the high-level mage talent needed to produce and empower them.
Still, PS produces and deploys a wide variety of these weapons, just in case.
Weight: Each RV ‘bus’ weighs 1 ton.

*TW Disharmonize---Actually more of an airburst weapon that deploys thousands of small individual grenade-sized TW ‘skeet’ warheads over a wide area, that fall to an appropriate altitude for maximum effect, then explode, causing no initial physical damage, but sowing massive chaos throughout both military forces and civilian populations. Tremendously expansive in terms of magic energy investment, and relatively short-term in its effects, it nevertheless can be an effective weapon in disrupting an enemy’s defenses in advance of a raid or troop landing.
Each MIRV can carry up to 200 ‘skeets’ each
The carrier shell is designed as an airburst weapon(300-1,000 ft up), with the dispersal charge firing the skeets out on wide arc frisbeeing trajectories to cover a maximum area of effect. Each submunition skeet affects a 500 ft radius(some overlap is unavoidable), and effects last 50 minutes. Everyone caught in the area of effect must save versus magic or else lose HALF their attacks per melee, lose initiative, and be -20% to perform all skills. Furthermore
The beauty of this weapon is that the mage-munition officer or loader, if one is available, can , simply by touching the shell before loading and launching, and uttering a safing incantation(Magic telepathy or psionic telepathy will also do the trick), fuze the weapon to affect ONLY enemy soldiers...KNOWN allies are UNAFFECTED by the magic! Of course, if no such trained combat mage or psychic is available , then the ‘generic’ shell will affect EVERYONE in the area of effect.
Needless to say, however, at 150 PPE per submunition, these weapons are awfully expensive.

* TW Magma Weapon(RV)---Modified River of Lava spell, that creates a pool 450 ft in diameter instead, that lasts 15 minutes. If deployed in shallow water it lasts only 7 minutes and does HALF damage, but creates huge bubbles, kills local sea life, and produces a massive cloud of superheated steam that blinds anyone on the surface, fouls up thermographic imaging systems, and creates a belching sonar static that can screw up passive sonar systems in the area.

* TW Tsunami Weapon(RV)---Designed for attacking coastal targets,this weapon deploys up to 5 independently targeting RVs that each generate a tidal wave.
Each warhead creates a tidal wave roughly 150 ft high, 3,000 ft long, lasts 15 melees, reach as far as 450 ft inland, and does 4d6x10 MD per melee. Also has a 75% chance of capsizing any ships it catches.
Note: This weapon is INEFFECTIVE unless aimed at a sizable body of water, such as an ocean, large lake, or deep river.

* TW Hurricane Weapon(RV)----Ocean-attack weapon, but can also be used against large lakes. Each MIRV creates a massive sea storm that covers a 120 ft area, 100-150 mph winds, and 30 ft high waves. Does 3d6x10 MD per melee to large structures, and 1d6 MD to anyone caught out in the open. Effects last 15 minutes.

* TW Maelstrom Weapon(RV)---Another ocean-attack weapon, for attacking shipping and submarine warships/installations. Like the Tsunami Weapon, the ‘bus’ can deploy up to 5 independently targeting RVs that each generate a sizable whirlpool in any large body of water they are aimed at.
Whirlpools are 120 ft wide, lasts 15 minutes, and does 1d4x10 MD to anything caught in its center, 2d6x10 MD per melee to large ships, and 1d6x100 MD to hem if they get submerged or if the whirlpool ‘breaks the ship’s back’.

* TW Earthquake Weapon(RV)---Each warhead acts as a 15th level Elemental Earthquake spell; 3500 ft area of effect, doing 2d6x100 MD per melee, for fifteen melees. Generates a fissure 900 ft long, doing damage to everything within 600 ft on either side of it. A full spread of Earthquakers can destroy a county.

* TW Stormfront Weapon(RV)---Airburst warheads that unleash multiple Tornadoes(one per warhead), and an accompanying Summon Storm, all equivalent to the 15th level Elemental Warlock Spells.
Tornadoes are 100 ft in diameter, last 15 minutes, and do 3d6x10 MD per melee to anything caught by them, and an additional 2d6x10 MD to anything hurled out. Wood, clay, and stone structures take 4d6x10 points of damage(SDC or MDC), and trees are uprooted in one melee round. The tornadoes will also randomly wander about in a half-mile area before dispersing.
The storm element creates a drenching, obscuring downpour that drops 4 inches of rain per hour, does 1-6 points of structural S.D.C. per half hour, immobilizing floods, and reduces visibility to near zilch; storm covers a 14 mile area, and lasts 7 hours

Rate of Fire: Volleys of 1-20
Payload: 80 free-fall RVs. Additional RVs may be carried as cargo.


r) Point Defense Module---Holds an array of PDS systems, missile launchers, and a separate powerplant to power them all.
*Rail Guns(4)
Range: 2 miles in space
(Kitsune Values: 200 miles in space)
Damage: 2d4x10 MD per 60 rd burst
Rate of Fire: 6 attacks per melee
Payload: 12,000 rds per gun(200 bursts each) with 5 reload drums per gun(drum changes out in 5 minutes). Additional drums are available in cargo, and can be loaded in 15 minutes(an ammunition drum weighs 1 ton).
Advanced Targeting Bonus: +3 to strike
*Laser Cannon(4x2)
Range: 4 miles in space
(Kitsune Values: 400 miles in space)
Damage: 2d6x10 MD per single blast, 4d6x10 MD per double blast
Rate of Fire: EGCHH, or 7 per melee on automated mode.
Payload: Effectively unlimited
Advanced Targeting Bonus: +4 to strike
*Mini-Missile Launchers(2)
Range: Varies by Missile Type
(Kitsune Values: 2 miles in atmosphere, 100 miles in space)
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-20
Payload: 400 missiles per launcher, 800 total, plus 400 tons of reloads, available to the launcher magazines within 15 minutes (1 ton of cargo capacity holding 96 MMs)
(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


s)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

t) Science Module----It’s rare, and not considered standard deployment(the concept of the ‘exploring battleship’ is one that PS/ASI/GNE cannot currently afford with so few battleships currently available), but provision has been made for fitting custom laboratory modules in the event the need arises. In the early trials of the Jayntus, dedicated engineering science modules were carried to monitor propulsion and weapons tests.
Depending on the sort of studies underway, science modules can be fitted with extra specialized sensor systems, probe launchers, or isolabs.

u) EW Module---Large high-powered Electronic Warfare (EW) modules useful in jamming or sensor decoy operations can be carried, giving the battleship extra EW capabilities. Each pod is roughly the size of the entire life section of a light cruiser. The pod contains a dedicated powerplant and control stations for ECM operators.
-ECM----- A powerful communications and sensor jamming suite. Communications Jamming has a 250,000 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 battleship 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.

v) Starship TW Multiplexor---This is still considered to be an experimental system available only to a few vessels and crews. This option fits the bay with four PPE generators (4 PPE Generators and regenerates at 50 PPE per hour(200 PPE per hour total). Each also has an adjacent PPE Battery Bank, that can hold up to 500 PPE each(2,000 PPE total, 4,000 PPE counting the existing integral PPE generators on the ship) and a large TW Spell Projection Array.
The current model of Starship Multiplexor can carry up to six separate spells, typically of high-level space spells(See Rifts: Fleets of the Three Galaxies). Still, however, this weapons system gives the system a SERIOUS magical bite lacking even in many UWW warships.
-Space Dust(150 PPE per activation, duration of 10 hours per activation, 500 mile range---500,000 mile Kitsune range, and 100 mile radius)
-Solar Flare(250 PPE per activation, duration of 1d6 hours +5 hours per activation, 1,200 mile range---120,000 mile Kitsune range )
-Summon Meteor Shower(150 PPE per activation, duration of 10 minutes per activation, 3 mile range---300 mile Kitsune range)
-Summon Ion Storm--Can generate up to a Level/Magnitude 5 ion storm (150-250 PPE per activation, duration of 1d6x10 minutes per activation, 10 mile range---1,000 mile Kitsune range)
-Gravity Well(550 per activation, duration of 50 minutes per activation, 400 mile range---40,000 mile Kitsune range, 100 mile radius )
-Create Nebula(500 per activation, duration of 10 hours per activation, 20 mile range---2,000 mile Kitsune range, 5 mile diameter)


Auxiliary Craft:
8 shuttlecraft

Variants
None; the Jayntu is too large and expensive to warrant specialized variants; that’s taken care of by its modular pods.

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

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


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Unread postPosted: Fri Dec 20, 2019 5:18 pm
  

Wanderer

Joined: Mon Feb 04, 2019 10:55 pm
Posts: 74
Brah, do you think you could ever get the cost of the DU bullets down? I have no idea why Wellington makes them, if they're going to be in only the caseless version of 10mm, be worse then explosive rounds, and cost the same or more.


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Unread postPosted: Fri Dec 20, 2019 7:20 pm
  

Explorer

Joined: Mon Jan 02, 2017 11:13 pm
Posts: 149
We need a way of tracking the most recent pdf.


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Unread postPosted: Fri Dec 20, 2019 9:18 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
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Location: Somewhere between Heaven, Hell, and New England
Prole wrote:
Brah, do you think you could ever get the cost of the DU bullets down? I have no idea why Wellington makes them, if they're going to be in only the caseless version of 10mm, be worse then explosive rounds, and cost the same or more.

Puzzling that Wellington produces DU rounds for its SMG, but not for its heavy sniper rifle, which is where I'd invest ammo enhancement.

The fact that its laser pistol uses a forward-sliding clip and seems patterned after a Triax weapon, along with the DU rounds, and goes unmentioned otherwise makes me wonder if they had assistance from Triax, or were just trying to produce knock-offs.

AS for bringing DU round cost down.....I always figure that PS is going 'green', investing in environment-friendly renewable power sources or plasma-fusion, rather than multiple fission piles, which would certainly bring down DU prices. However, given that vehicle and bot/power armor power plants are probably RTGs, that suggests PS has mother piles somewhere(and I believe I made mention earlier on that they recycle/destroy radioactive waste by running it through accelerated atomic evolution by controlled radiation transmutation). Then on the other hand, do they want to spread around lots of point radiation sources(fired ammunition) that need cleaning up?

I may lower DU round prices as produced by PS, but not as much as PS COULD, because I'm picturing part of their profit from selling DU rounds would go, at the insistence of their eco-critics, to developing radiation-sniffing recovery drones('rad-rats'?).

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

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


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Unread postPosted: Sat Dec 21, 2019 1:44 am
  

Wanderer

Joined: Mon Feb 04, 2019 10:55 pm
Posts: 74
How much more dangerous is depleted uranium, compared to lead or mercury?

EDIT, How much for a million .308 Ramjet bullets to be moved to Merc Town?


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Unread postPosted: Mon Dec 23, 2019 10:39 pm
  

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Location: Somewhere between Heaven, Hell, and New England
Prole wrote:
How much more dangerous is depleted uranium, compared to lead or mercury?

EDIT, How much for a million .308 Ramjet bullets to be moved to Merc Town?


Normal sales? We ask 5 credits a shot, so that's 5 million credits. and we don't charge shipping and handling if you're willing to pick up the shipment at our Merctown outlet. Offsite special delivery costs extra, depending on your timetable.
If you're on a Valued Customer List(that's defined, among other factors, as spending 25 million credits a year on Paladin Steel goods, or providing an equal value of strategic materials/goods to PS/GNE, and you're not on our 'People we don't want as our neighbors, or even on the same planet' list, we can shave that down to 4 credits a shot). If you're on our PCL and are facing imminent life or death conflict such as Coalition/Splugorth/Mechanoid/Infernal attack, we just might waive the market price and ask for a pittance 1 million or loan-lease favor later on. And toss in free delivery(mind you, if you ask the delivery craft to provide air support, that's separately negotiable).

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

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


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Unread postPosted: Fri Dec 27, 2019 4:08 am
  

Wanderer

Joined: Mon Feb 04, 2019 10:55 pm
Posts: 74
So it's not any cheaper for just the bullets and not the casings as well? Hmmm, there goes my plans for loading and offering 300 Blackout. All the weapons in 5.56 could be converted to use 300 Blackout, which uses modified 5.56 casings and .308 bullets.

Normal ammo could be suppressed easily with damage about the same or better then 5.56, and then you could switch magazines for explosive or ramjet ammo.

Granted, we could just suppress AKs, but typically 5.56 weapons are cheaper to make, easier to use,


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Unread postPosted: Fri Dec 27, 2019 9:09 pm
  

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Prole wrote:
So it's not any cheaper for just the bullets and not the casings as well? Hmmm, there goes my plans for loading and offering 300 Blackout. All the weapons in 5.56 could be converted to use 300 Blackout, which uses modified 5.56 casings and .308 bullets.,


You were asking about ramjets, right? The above price is for the full cartridged and propellant-loaded round.

Mind you, if they were made in the Three Galaxies, you could probably find automated factory tech or sweatshop labor that could make it for less, but then you gotta figure in transport costs....

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

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


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Unread postPosted: Sat Dec 28, 2019 8:44 pm
  

Wanderer

Joined: Mon Feb 04, 2019 10:55 pm
Posts: 74
I just want the bullets. What about having you produce the .308 bullets, and I will order casings from Golden Age Weaponsmiths. The hand-loading facility will be in Merc Town. You quoted 375 for 100, I'll take that, and charge 500 for 100 rounds.

That will cover all of the costs of production, handloading, and warehousing.


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Unread postPosted: Mon Dec 30, 2019 4:20 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
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Location: Somewhere between Heaven, Hell, and New England
Well, if you're looking for just the empty castings, we can probably drop that to 2.5 credits a round. But any less than that and we'd have to shift to SDC alloys.

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

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


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Unread postPosted: Mon Dec 30, 2019 10:06 pm
  

Wanderer

Joined: Mon Feb 04, 2019 10:55 pm
Posts: 74
I just want the bullets! The Ramjet .308/7.62 bullets..... Huff.


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Unread postPosted: Mon Dec 30, 2019 10:39 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
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Location: Somewhere between Heaven, Hell, and New England
Prole wrote:
I just want the bullets! The Ramjet .308/7.62 bullets..... Huff.

3.8 credits a fully propellant-loaded ramjet rd, but you have to order(and pay for....half up front through an agreed-upon third-party Merctown bank, the rest on delivery) a minimum of a million rounds. Any lower, and it's not a national emergency, and we'd be cutting our own throats on the deal.

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

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


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Unread postPosted: Sun Jan 05, 2020 9:11 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44146
Location: Somewhere between Heaven, Hell, and New England
Paladin Steel/Aegis Stellar Industries ‘Voulge’-class Cruiser
(aka ‘Surprise’, ‘Tiger’)

“We need to win our battles and our wars well away from our worlds. We cannot fly paper tigers and glass cannons in defense of our civilian populations because there are powers out there that will see right through our charade and shoulder right through our arsenal ships and merchant cruisers to attack our lifeworlds directly. We need harder-hitting ships to decisively drive our defiance into our enemies.”

“The Voulge is arguably the most powerful of the LaFayette hull lineage, and it comes at a time when we really need the firepower. it’s also the wolf in sheep’s clothing of the lot. Its secondary batteries got the power and better range than the Laffy’s MAIN armament. Pirate cruiser comes in thinking to scatter the escort frigates and instead finds itself impaled on a heavy battler beam, while its skin is getting chewed off by the equivalent of an element of frigates. ”

The ‘Voulge’-class Battlecruisers are sometimes called the ‘Surprise Fourth’(or simply ‘Surprise’) -class because of their rapid development from the LaFayette LCG design. While, during the development of the LaFayettes, plans were already being drawn up for two major variants, the Mazule- and the Tabar-classes, no further variants were planned beyond that in the foreseeable schedule. However, during a regular office overview, a sharp-eyed auditing accountant with an interest in military hardware noticed discrepancies in the cost per unit between the LaFayette and the smaller, but arguably more powerful Assegai-class CGG. The accountant was astonished to see the larger, but less powerful, LaFayette apparently costing MORE per unit than the smaller Assegai. Investigation revealed that the construction yards, in different star systems and dimensions, building the respective vessels, used different accounting means and production flow systems. Before attempting to standardize accounting procedures between the two shipyards(and avoid possible labor problems) PS/ASI decided to put unused shipyard capacity at the facility producing Assegais to producing a LaFayette variant on the same budget. An experimental configuration, mapped out on computer, but not sent to the hardware stage, was chosen as the basis of the experiment. The program was given further impetus when Frontier Defense Force Command requested a ‘cruiser killer’, a light cruiser able to match the TGE’s Smasher and Republik Bindas cruisers for firepower.
The Voulge, in keeping with its name, focuses around heavy thrusting power, specifically in the form of an axial energy weapon array. While overall armor has been improved slightly on the new cruiser, the emphasis has been on speed and long range direct firepower. To free up space and power for the axial heavy guns, the Voulge has had to sacrifice the versatility of the ventral secondary hull pod; instead a fixed configuration lower hull has been instituted. The integral fighter complement has also been removed, and the Voulge retains only a small shuttle bay. To compensate for the removal of the fighters’ cover, the Voulge has been fitted with beefed-up point defenses, including four double-barreled heavy rail guns capable of throwing out explosive flak shells.
PS/ASI engineers decided that the choice of an out-dimension shipyard facility would allow the corporation to make use of plans provided to them by the CCW for the main power system to the Naruni Enterprise’s Conquistador Assault Cruiser. This has allowed PS/ASI to upgrade from the LaFayette’s nuclear fusion powerplants to a more powerful M/AM system and tweak the propulsion for slightly higher speed. The result is a much more agile warship, to the point that some early field-testing crews wanted to change the ships’ name to ‘Rapier’.
As it has emerged, the Voulge is something of a ‘pocket battleship’ able to punch above its weight class. Though not coming in at the same cost per unit as the LaFayette(as the sharp-eyed accountant and his superiors had hoped, though they have since advocated the movement of some LaFayette production outdimension), the outdimension-sourced Voulge has exceeded all other expectations for performance and firepower.
The Voulge shares enough characteristics with the LaFayette that the two can often be mistaken on long range scans. Bold Alliance captains have learned to take advantage of this confusion, and fool opponents long enough to catch them offguard with surprise, and often immediately crippling, fire from the masked main axial cannon and more powerful secondary batteries. That’s kept a substantial number of the relatively few Voulges produced so far attached to the ranks of Merchant Defense Force, where they effectively act as Q-ships, especially in the troubled spacelanes near TGE and Republik border space.

Type: PS/ASI-SCG-21 Voulge
Class: Medium Cruiser
Crew: 210+60 marines
MDC/Armor by Location:
Main Body 37,000
Bridge 6,000
Engines 21,000
Secondary Sensor Arrays(3) 600 each
Main Energy Cannon(2) 1,600 each
Secondary Lasers(12) 500 each
Long Range Missile Launchers(4) 500 each
Heavy Gauss Cannon(4) 500 each
Point Defense Turrets(10) 100 each
Hangar Bay 2,000
*Variable Forcefield 6,000 each side( 36,000 total)

*Shield Refresh Rate is 20% per melee

Height: 160 ft
Width: 130 ft
Length: 980 ft
Weight: 130,000 tons
Cargo: 2,200 tons
Powerplant: Matter-Antimatter w/ 50 years energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 12(!)
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 1.2% of light speed per melee)
(FTL) 5.5 light years per hour
(Underwater) Not possible
Market Cost: 6.8 billion credits in the Three Galaxies, but costs PS/ASI/GNE 4.7 billion credits
Systems of Note:
Standard Starship Systems, plus:

*Long Range Sensors----Retained from the LaFayettes. The sensors can pick up on vessels moving at FTL up to 25 light years away, and vessels moving through normal space up to 0.9 light years away.

*EW Jamming Systems---In combat, the Voulge will attempt to use its electronic warfare suite to confuse enemy sensors as to the ship’s exact position and activity. Communications Jamming has a 10,000 mile range, is 90% effective against civilian systems, and is 65% effective against more sophisticated channel-jumping military communications suites. Missiles and sensor-guided weapons are -4 to strike.

*Passive Stealth Systems----The Voulge uses passive stealth systems to reduce its sensor signature by as much as 40%, but in order to achieve this, the ship cannot be under acceleration, and its engines must be running ‘cold’.

Weapons Systems:
1) Spinal Mount Heavy Energy Cannons----The Voulge has the choice of several different heavy energy weapons, two of which are mounted side-by-side in a large lower hull bay. While the HPNCs are the weapons of choice with their long range and heavy damage curve, the heavy lasers have a faster rate of fire.

a) Heavy Particle Beam Cannons(2)
Range: 60 miles in space
(Kitsune Values: 60,000 miles in space)
Damage: 1d6x1,000 MD per single blast, 2d6x1,000 MD per double-barreled blast.
Rate of Fire: Once every melee
Payload: Effectively Unlimited
Penalty: Designed for engaging capital ships; -7 to strike fighter-sized targets

b) Axial Heavy Laser Cannons(2)
Range:(Palladium) 16 miles in atmosphere/ 80 miles in space
(Kistune)16 miles in atmosphere/ 16,000 miles in space
Damage: 1d4x1,000 MD per blast
Rate of Fire: Twice per melee
Payload: Effectively Unlimited
Penalty: Designed for engaging capital ships; -7 to strike fighter-sized targets

2) Medium Laser Cannons(12) ----The Voulge carries over the twelve secondary laser cannons of the LaFayette, but upgrades them all to a superior grade, better than the LaFayette’s primary battery.
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
Rate of Fire: 4 times per melee
Payload: Effectively Unlimited

3) Long Range Missile Launchers(4)--- These launch bays are carried over from the LaFayettes, and their number doubled. These launchers are also used to deploy recon drones, probes, and special ordnance.
Range: Varies by Missile Type(Long Range Missiles)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by Missile Type(Long Range Missiles)
Rate of Fire: Volleys of 1-10
Payload: 120 per launcher; additional missiles may be carried as cargo, and reloaded from storage.

4) Heavy Gauss Cannon(8; 4x2)----These are four dual-cannon mounts firing variable warhead shells based on Paladin Steel’s earlier kinetic kill cannon ammunition. The decision was made to use rail cannon over more sophisticated g-cannons to allow for maintenance using a lower tech-base, as might be found with many of the outlier worlds of the United Systems Alliance.
Original plans called for plasma torpedo launchers, but PS/ASI analysts decided that, given the proliferation of anti-energy defenses, more substantial kinetic energy weaponry would better help the Voulge survive combat against a greater range of opponents.
Range: 40 miles in atmosphere, 80 miles in space
(Kitsune Values: 40 miles in atmosphere, 40,000 miles in space)
Damage:(Exploding/Fragmenting Fletchette): 5d6x10 MD to anything caught in a 120 ft wide cone/’cloud’----Targets are -2 to dodge the ’shotgun spread’
(Penetrator): 2d6x100 MD per cannon, 4d6x100 MD for a dual burst
Rate of Fire: Four times per melee
Payload: 100 rds per cannon, reloading from the cargo hold takes 1d6 minutes( 500 tons ammunition storage, 1 ton of cargo per 12 rounds)

5) Point Defense Turrets(10)----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

Auxiliary Craft
*20 Power Armors
*3 Shuttlecraft

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

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


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Unread postPosted: Thu Jan 23, 2020 12:49 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44146
Location: Somewhere between Heaven, Hell, and New England
Paladin Steel PS-USPH-07 TRIDENT Hydrofoil Drone
(aka ‘Usph’)

“It was a damn good idea to send the drones in first to check out that SOS. The Horune went to a lot of trouble tricking out that freighter and coming up with jammers and they might well have bagged our response group if they hadn’t been tripped up by the TRIDENTs arriving on the scene first. We lost one of them, but HQ isn’t going to begrudge the loss of a three hundred ton drone against the possibility of losing a fully-manned cutter and escorts...which is what would have happened if we’d sailed into range of those lurking strike ships.”.

“It’s become something of a tradition of the midshipmen at the dock gates to direct incoming newbies to their new ‘assignments’ aboard one of the drones in harbor, then time how long it takes the minnows to figure out they’re on a robot. Used to be regarded as a hazing prank, but actually it’s a pretty good test of ‘environmental awareness’; the smart ones quickly figure it out and ask somebdy for clarification of orders and proper directions to their REAL assignments, but we’ve had a few really discipline-indoctrinated ones who got stuck aboard, waiting for somebody to show up and let them in. We mark those ones for extra basic orientation and training.”

The TRIDENT(Tactical Robot Intelligence DronE, Naval Taskforce) is a marine drone based on the hull of the PS-PHM-07 Ashlar high speed attack boat. Though many GNE old-timers had reservations about putting Artificial Intelligences in control of major weapons systems and mobile platforms, Greater New England simply needed more combat multipliers to match the adversary numbers that could be fielded by the nation’s many enemies, especially Splugorth Atlantis. The deterioration of the Grand Banks Accords showed that, barring another miracle like the Shriving of Atlantis, future conflict between the Atlantic Rim nations and the Minions of Splynncryth was much more likely, with densely-populated and wealthy Greater New England being a prime target. Greater New England could not win the numbers game if the Splugorth got SERIOUS about invasion, so every branch of the military services would have to find means of magnifying the effectiveness of their available forces. TRIDENT was just one of many programs, and had a welcome price advantage of using a hull type already in production.
TRIDENTs are limited in their weapons to fairly short ranged weapons, so they lack the long range missile attack capabilities of the manned craft, in order to avoid compromised drones from becoming standoff weapons platforms for the enemy. What they ARE good at, are high speed interceptions on the high seas. They are also used as picket craft, providing an outer layer of air defense(and diversionary decoy) for naval battle groups.

Type: PS-USPH-07 TRIDENT
Class: High Speed Hydrofoil Attack/Patrol DroneDate of Introduction:
Crew: None; Robot A.I.
MDC/Armor by Location:
Main Body 1,600
Sensor Tower 120
*Hydrofoil Wings(2) 280 each
Short Range Missile Launchers(2) 200 each
Laser Arms(2) 100 each
PS-L-CIWS Vulcan Chain Guns(2) 90 each
*If the Hydrofoils are destroyed, the craft is limited to motoring as a conventionally-hulled craft.
Height: 36 ft
Width/Beam: (hull) 36 ft (hydrofoil wings) 50 ft
Length: 80 ft
Weight: 300 tons
Cargo: 20 tons
Powerplant: Nuclear Fusion, w/ 10 year energy life
Speed: (Hullborne) 30 MPH
(Hydrofoil) 200 MPH
Market Cost: Currently not available for sale, but a fully equipped and operational TRIDENT would cost 34 million credits or more.
Systems of Note:
All Basic Robot Systems, plus:
*Long Range Radar---100 miles
*Sonar-----100 mile range
When traveling at 60+ MPH, the sonar is effectively useless(-30% to Read Sensory Instruments skill to read the sonar display), because the hydrofoil wake provide too much interference.

*Jamming Systems------20 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, pre-arranged, non-jammed frequencies(that it may be possible for the enemy to discover).

*EW Suite/ECCM system: A system that uses electronic encryption and frequency jumping to (attempt to) negate jamming systems. The system has a 35% chance of negating radar or communications jamming (non-magical) on its own, while 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.
EW Cloaking: -15% to enemy Read Sensory Instruments rolls using surface search radars(NOT optical and thermographic systems)

Weapons Systems:
1) Short Range Missile Launchers(2)---In place of the long range missile launchers of the Ashlars, TRIDENTs mount arrays of short range missiles instead.
Range: Varies by Missile Type( Short Range)
Damage: Varies by Missile Type( Short Range)
Rate of Fire: Volleys of 1,2, 5, or 10
Payload: 40 per launcher(80 total)

*’SeaFlash’ ---Naval SAM version if the ’SkyFlash’ Advanced Short Range Air to Air Multiple Missiles(ASRAAMM). .
Range: 15 miles+15 miles for the SRMs
Damage: 6d6 MD per each SRM missile(3d4x10 MD per volley)
Bonuses:+3 to strike

2) Extended Range Pulse Lasers(4) Laser Cannons(PSMBL-5000C)
Range: 8,000 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: 290,000 credits


In the alternative, the mounts can be fitted instead with 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: Effectively unlimited
Cost: 800,000 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

3) PS-L-CIWS Vulcan Chain Guns(2)---Point defense rapid-fire radar-directed guns, especially effective against sea-skimming missiles and aircraft.
Range: 4,000 ft
Damage: 1d4x10 MD per 20 rd burst(can only fire bursts)
Rate of Fire: As an automated defense system linked to a radar/sensor system, the “Button Gun” has a +3 to strike, and four attacks per melee.
Payload:8,000 rd drum(200 bursts)

4) Mini-Torpedo Launchers(2)---The underside of the main hull conceals a pair of mini-torpedo launchers for ASW work. The patrol boat will make a high speed pass over the suspected location of a submarine or submerged target, unleash a barrage of mini-torps, then dash away, hopefully before the target can take action against the patrolcraft.
Range: 1 mile
Damage:1d6x10 MD
Rate of Fire: Volleys of 1-6
Payload: 18 per launcher(32 total).

In the alternative, some drones are been refitted to carry short range torpedoes(9 per launcher) or medium torpedoes(4 per launcher).

Programming:
Pilot Hydrofoil: 95%
Navigation: Water 85%
Radio: Basic 90%
Read Sensory Instruments 85%
Naval Tactics 75%
Can recognize over 2,000 various national symbols, equipment, vessel types, weapons, and monsters
Actions/Attacks Per Melee: 6+ autofire from each individual weapons battery.
Initiative +1
Strike w/ Ranged Weapons +3
Dodge +1 on hydrofoils


Options:
*Decoy Generators---Rather than try to minimize detectable emissions, the robot can be fitted with devices meant to INCREASE its sensor signature, and in particular to imitate vessels that it isn’t(such as a frigate, destroyer, or cruiser). These systems can increase the chances of being detected by 5%-20%(signal strength is adjustable), but decrease the chances of successful identification by -20%.

*Self-Destruct(?)---It’s known that USPH-07s are, or can be, fitted with large demolition munition packages meant to scuttle the vessels rather then let them fall into enemy hands. These scuttling charges, it is rumored, can be enhanced(including using TW munitions such as Whirlpool) such that they can be used to generate a larger area of mass destruction able to sink, or at least seriously damage, nearby ships or sea monsters, based in claims of witnesses who have reported seeing TRIDENTs kamikaze-ramming enemy vessels and literally going out with a bang.

Variants:
* PS-USPH-07ASW---AntiSumarine Warfare variant, designed to act in concert with sonar platforms(the hydrofoil’s high speed skimming and noisy operation preclude accurate sonar operation). The short range missile launchers have been replaced with depth charge launchers that fire patterns to the sides. The USPH-07ASW is directed to the site of a possible submerged contact and skims quickly over it, laying depth charges or dropping torpedos and hopefully scoring a hit.
Choice of ASW Launchers:
a) Depth Charge Rack---Conventional ‘K-Gun’ launchers(4)---two each side. They load from magazines inside the hull.
Range: Pneumatic catapult tosses them 300 ft away from the ship. Can be set for down to 2 miles deep
Damage: 2d4x10 MD to 100 ft radius, and 4d6 MD to an additional 30 ft radius
Rate of Fire: Drops one a time(one per melee per launcher)
Payload: 18 depth charges per rack, 64 total.
Cost: 32,000 credits. PS sells depth charges for about 4,200 credits each

b)*Rocket Propelled Depth Charge Systems/Light Anti-Submarine Rocket Weapons(LASRW)----The standard light ASW system(LASRW) is a 45mm rocket launcher mount based on a pre-Rifts Russian design. The rocket-charges are based on the PS 45mm MultiLauncher shell, scaled up, fitted with a variable setting depth trigger-fuse, and rocket booster that lobs the rocket in a low arc(can’t be used effectively as a direct fire weapon). The rocket-charges can be fired up to 4,000 ft away, and are effective to depths of 1,000 ft, making them rather ineffective against deep-diving targets, but a good defense against swimmers and small monsters. The USPH-07ASW mounts four batteries of LASRW-16s, two each side, for a total of 64 projectiles. Fired in volley, LASRWs are extremely effective at laying down depth charge patterns, increasing the probability of a hit.
Range: 4,000 ft, 1,000 ft maximum depth
Damage: 7d6x5 MD to 50 ft radius
Rate of Fire: Volleys of 1,2,4, 5, 8, or 16
Payload: LASRW-16: 16 rounds each bank, 64 total.
Cost: 80,000 credits for the launcher(81,000 credits for the LASRW-8 , 84,000 credits for the LASRW-16; price covers installation) 3,000 credits per shell

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

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


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Unread postPosted: Sat Jan 25, 2020 1:11 am
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44146
Location: Somewhere between Heaven, Hell, and New England
PS LOHSW-03 Special Operations Motor Vessel
(aka ‘Wavestalker’)

“Some people claim special operations soldiers are just hopped-up regular grunts with more expensive pimped-out gear. I say our specops commandos are the bravest of the brave and more effective than anybody will ever know.”

“The Wavestalker happens to be JUST right for a small adventuring group, if you can pass the vetting process the GNErs ask you go through before you’re allowed to purchase one.”

“Don’t ever engage in line of sight fire with a CS Baracuda. They have the edge of armor on you and can torpedo you, especially if you’re hull down and awash. Ideally you want to engage them from range. ”

“Don’t be fooled by the two gun turrets. If you ever have to pop those up to fight, odds are you done ####ed up if the enemy can eyeball you.”

The LOHSW-03 is a PS copy of the pre-Rifts US Navy’s SeaLion III, a ‘stealth’ motorcraft intended for special operations, coastal reconnaisance, and commando transport.
Though the original SeaLion was unarmed, the post-Rifts environment requires virtually any sizable craft to carry armaments, so PS has modified the design to accommodate a suite of light weaponry, including a pair of mini-turrets that can retract into the hull to minimize drag and sensor signature. However, the LOHSW’s best defense is not being detected in the first place, so crews are trained to evade confrontations if at all possible.
The GNEAS’s LOHSWs are typcally deployed against lower-priority targets that small teams can handle with a minimum of heavy backup support needed(though, for long range missions, they must be towed or carried by larger vessels). Pirate bases, enemy coastal watchposts, anchorages, shipyards, and smuggling camps have fallen victim to LOHSW-delivered specops teams.
The LOHSW-03 is in many ways of the GNEN’s version of the Coalition States Navy’s Barracuda and Hurricane patrol boats, and Wavestalker crews consider those vessels their opposite numbers in North American waters(a sentiment shared by the CSN crews). Though no major conflicts have broken out between the two torces, there have been a number of smaller skirmishes between small craft units that have pitted Wavestalkers against the CSN’s small boat crews .

Type: PS-LOHSW-03 Wavestalker’
Class: Low Observibility High Speed Watercraft
Crew: 19 (7 crew+12 passengers/troops)
MDC/Armor by Location:
Main Body 200
Reinforced Crew Compartment 200
Mini-Turrets(2) 60 each
Height: 9.5 ft w/ 3 ft draft(6 ft draft awash)
Width: 12 ft
Length: 64 ft
Weight: 65,000 lbs/29 tons
Cargo: 15,000 lbs
Powerplant: Liquid Fuel(w/ 300 mile range), Electric Power Cell(w/ 400 mile range), Nuclear(w/ 5 year energy life), or TW.
Speed:(Water) 50 MPH, 25 MPH semi-submerged/awash
Market Cost: 850,000 credits for Liquid Fuel, 950,000 credits for Electric Power Cell, 3.8 million credits for Nuclear, 4 million credits for TW
Systems of Note:
*Long Range Radar---60 miles
*Long Range Radio--- 100 mile range
*Sonar-------30 miles
*Limited Life Support---The main crew compartments can be sealed airtight and supplied with air conditioned tanked air for up to 48 hours, or filtered external air for 4 days.
*Internal Fire Control----Inert gas/foam fire extinguishing system protects engineering spaces.
*Semi-Submersible----The Wavestalker can take on ballast to sit lower in the water, with the deck awash, to present a lower radar signature(can reduce it as much as 50%).
*Stealth Design---The PS-LOHSW-03 is constructed with composite materials, radar-deflecting angles, and both thermal and acoustic insulation around the engine spaces and life support so as to minimize its sensor signature. -15% to enemy Read Sensory Instrument rolls to detect the boat, -30% when the craft is semi-submerged.

Weapons Systems:
1) Foredeck Mini-Turret---This weapon can be manned or operated by remote control from the cabin.
a) 40mm Grenade Launcher
Range:7,000 ft
Damage: (Fragmentation) 4d6 MD to blast area of 12 ft
2d6x10 MD to blast area of 40 ft w/ 10-rd burst
(Armor Piercing) 1d4x10 MD to blast area of 3 ft
3d6x10 MD to blast area of 8 ft w/ 10-rd burst
Rate of Fire: Standard
Payload: 250 rds
Cost: 50,000 credits

b)Rail Gun(PS-RFRG30)---PS copy of the C-30R Rail Gun
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

c) Heavy Pulse Laser:
Range: 4,000 feet
Damage: 4d6+2 per single shot, 2d4x10 for a triple pulse.
Rate of Fire: ECHH, Standard
Bonuses +1 to strike
Payload:100 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 50,000 cr.

d) Ion Cannon
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

e) 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), and are just now becoming available; PS is testing out the market and applications.
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: EGCHH
Payload: 100 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Bonus: +2 to strike
Cost: 75,000 credits

f) 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

g) .50 caliber Heavy Machine Guns(x2)
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) 20mm Automatic Cannon
Range:(20mm)4,000 ft, 7,200 ft for the Model 2N
Damage:(20mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm PSX-1) 4d4 MD single rd
1d6x10 MD per 5 rd burst
Airburst does 4d4 MD to 2 ft blast radius
Rate of Fire: Standard
Payload: 1000 rd drum
Cost: 40,000 credits. 50,000 credits for the Model 2N

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) KTH-65 32mm Assault Rail Gun (Raven)----Designed with the needs of a heavy infantry squad in mind, Kera-Tech Industries developed the KTH-65 for long range combat in both atmosphere and in space. Firing on full auto mode, the KTH-65 can penetrate virtually any known armour with ease. With the enhanced capability of variable rounds, numerous different combat roles can be filled by the KTH-65. The weapon is manufactured under license by Paladin Steel on the East Coast.
Range: 1600m (1 mile) in atmosphere
Damage: Varies by shell type
Shell Types:
APFS-DU (Armour Piercing Fin Stabilized, Depleted Uranium) - 5D6x10, no
blast radius
HESH (High Explosive Squash Head) - 5D6 MD plus 5D6 SDC to the person(s)
inside the object.
HE (High Explosive) 1D6x10 to a 5 (16ft) radius
HEG (High Explosive, Guided) - 2D6x10 to a 2m (7ft) radius
Rate of Fire: single shots
Payload: 40 rds per drum, 80 rds total
Cost: 200,000 credits

k) 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: 100 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 270,000 credits

2) Rear Deck Mini-Turret--Identical to the foredeck turret.

3) Rear Bay---The rear section of the LOHSW-03 is modular and be fitted to a variety of configurations:
a) Boat Bay---Holds room for two inflatable rifts or 4 jet skis, and has provision for the mini-turret on top.

b) Mine Rack---Holds room for naval mines, and has provision for the mini-turret on top.
(Standard Naval Mine) Damage: 2d4x10 MD to 100 ft radius, and 4d6 MD to an additional 30 ft radius, 6,000 credits each---5
Light Captor(1-6 mini-torpedoes): 36,000 credits--- 4
Medium Captor(2 medium torpedoes): 59,000 credits--- 2
Heavy Captor(2 heavy torpedoes): 70,000 credits ---1

c) Torpedoes---Holds room for 2 heavy torpedoes or 4 light/medium torpedoes, and has provision for the mini-turret on top.

d)) Mortar---This option does away with the rear dorsal turret, as the mortar fires through an opening in the roof. Can use either a PS-M-64 60mm ‘Snapdragon’ Gun-Mortar System or PS-M-82D ‘Townshend’ 81mm Mortar Cannon, both breech-loading semi-automatic types.
-M-64:
Weight: (Basic weapon) 165 lbs.
Bombs/shells weigh from 5 lbs.
MDC: 100
Range:(Direct Fire Mode): 6,000 ft
(Artillery Mode) 12,700 ft
Damage:
(Riot)---Combination flash-bang and rubber pellet charge---Victims are -10 to strike, parry, and dodge, -1 to initiative, and lose 1 APM for 1d4 melees. Rubber pellets do 1d4 SDC damage, but have a 60% chance of knockdown for any human-sized, or smaller, beings, caught in a 20 ft blast radius.....lose initiative and 1 APM for that melee(cost: 160 credits)
(Fragmentation-SDC) 2d4x10 SDC to 40 ft blast radius(cost: 200 credits)
(Fragmentation-MD) 3d6 MD to 50 ft blast radius(cost: 560 credits)
(High Explosive) 6d6 MD to 20 ft blast radius(cost: 720 credits)
(Anti-Armor HEAT) Very heavy projectile( Does 3d6x10 MD to a 2 ft diameter area(shaped charge)(cost: 900 credits)
(Plasma/Micro-Fusion) 1d6x10 MD to 8 ft blast radius (cost: 800 credits)
(Incendiary) 2d6 MD flash damage to 24 ft blast radius, plus does 1d4 MD per melee for 2d6 melees(cost: 710 credits)
(Acid)---4d6 MD to a 5 ft radius, then diminishes in strength by 1d6 each melee(lasts about 4 melees)(cost: credits)
(Chemical) Effects vary, but contains enough chemical agent to cover a 15 ft radius
(Illumination) Can loft to an altitude of 600 ft, and illuminate a 500 ft radius for 4d4 melees. (cost: 15 credits)
Note: Additional grenade types, including TW munitions, are constantly in development.

Rate of Fire: Sigle shot, EGCHH. Hand-loading and firing rounds takes 2 actions each shot. It takes 3 APMs to load a new clip.
Payload: Clip magazine with 5 shots. Module stowage for 18 clips(90 rds)
Cost: 250,000 credits

-M-82D
Weight: 400 lbs.
Bombs/shells weigh from 7-14 lbs.
MDC: 100
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. Hand-loading and firing rounds takes 2 actions each shot. It takes 3 APMs to load a new clip.
Payload: 6 round clip. Module stowage for 12 clips(72 rds)
Cost: 220,000 credits

-Merlin ‘Smart’ Mortar Munitions---Both mortar types can fire PS/FA-MS20 ‘smart’ mortar shells that incorporate mini-target seekers that allow them to adjust their ballistic path and terminal approach on a target. A favorite of commando teams.
Bonuses: (60mm mortars)+2 to strike
(80mm mortars)+3 to strike
Cost: Merlin bombs generally cost twice as much as the base bomb cost.

e) EWC Module----The rear compartment is converted itno a mini-Electtronic Warfare Center, wiith signal gathering and jamming capabilities, and Is operated by three dedicated TW officers.
Decryption Bonuses: +10% to Cryptography Skill
+15% to Radio skill rolls to defeat jamming
Jamming Range: 20 miles
EW Cloaking: -20% to enemy Read Sensory Instruments rolls using ground search radars(NOT optical and thermographic systems)
Cost: 500,000 credits

f) Drone Garage---Can hold and deploy up to 2 Talisman aquatic surface drones, 8 Wrasse aquaitic submarine drones, 4 PS-RPV-02 Aquila aerial drones or 6 Cypher aerial drones.

g) Missile Launcher---Can hold 50 mini-missiles OR 12 short range missiles, OR 6 missiles. This option does away with the rear dorsal turret, as the vertical launch cell launcher fires through an opening in the roof.

h) Towed Sonar Array---Reels out a hydrophone at the end of a 200 ft cable. Passive sonar array that can pick up on underwater sounds.

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

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


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Unread postPosted: Tue Jan 28, 2020 9:22 am
  

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Joined: Tue Sep 02, 2003 8:19 pm
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Location: Somewhere between Heaven, Hell, and New England
PS-HULR-02 ‘Busbee’ Cargo Handler Utility Robo Drone
(aka ‘Busibod’)

“We’re moving a mountain of relief supplies from here to fifty klicks downroad THERE. Sounds impossible at first, but we got enough cargo drones that the job wlll be done by sundown, mark my words!”

The ‘Busbee is simply a robotic drone version of the PS-made PS-LRB-UV-2
‘Volkschlepper’ Light Bipedal Utility Vehicle, fitted with the forklift option and a drone AI. First models were little more than modified Volkschleppers, but later models added more armor protection to legs and frame, in anticipation of the hard use the ‘bots would see in alien, potentially hostile, environments.
Busbees, along with PS-HLUR-03 ‘Atlases’, are common sights around Paladin Steel and Aegis Stellar Industries facilities and shipping ports, and outposts. They are also a common part of Greater New England colonial development efforts.

Type: PS-HULR-02b Busbee
Class: Light Bipedal Utility Rbot Drone
Crew: None; Robot Drone A.I.
MDC/Armor by Location:
Main Body 100
Legs(2) 100 each
Forklift Assembly 80

Height: 9 ft
Width: 4 ft
Length: 8 ft
Weight:1,600 lbs
Cargo: Can lift up to 5 tons and carry up to 4 tons.
Powerplant:(Liquid Fuel) 200 mile range
(Electric) 250 mile range
(Nuclear)---5 year energy life
Speed: (Running) 35 MPH
(Leaping) Not possible
(Water) Can ford shallow bodies of water
Market Cost:(Liquid Fuel) 71,000 credits
(Electric) 75,000 credits
(Nuclear) 505,000 credits
Systems of Note:
*Basic and Low-Lite Robot Optics
*Basic Robot Audio
*Motion Detector
*Radio---50 mile range
*Headlights---300 ft
*Winch---Hook and cable(200 ft) that can haul up to 3 tons
*Trailer Hitch---The Busbee can haul up to 10 tons of trailer(though reduce speed to 20 MPH).
*Locking Leg Joints----Lock the ‘walker’s legs in position for those tough pulling jobs.
*Forklift----This adds a forklift and counterbalance assembly capable of lifting 5 tons and reaching up 18 ft.

Weapons Systems: None Standard
Hand to Hand Combat: Minimal---The Busbee can kick/stomp(the latter limited to targets under 4 ft tall) for 1d4 MD and Body block/Ram for 1d4 MD, but that’s about it.

Programming:
Land Navigation 80%
Excavation 80%
Language: Understands English,Euro, Spanish, French, Gobblely and Dragonese at 80%

Option Systems: It wouldn’t be a PS design without some options, now, would it?
*Excavator Arms---Replaces the forklift arms with arm-and-bucket articulated diggers. Cost: 50,000 credits

*Muckers---Muckers are large snowshoe like pads that effectively increase the surface-area of the feet, allowing the ‘bot to move across soft surfaces like snow or mud without becoming mired down. Reduces speed by 15%. Cost: 10,000 credits

*Extra Range---Doubles the range with additional fuel tanks or battery packs, and adds 100 lbs to overall weight. Cost: 5,000 credits for liquid fuel, 7,000 credits for electric.

*Refractory Armor---Adds a skinning of hear-resistant ceramic sheathing; good for working in foundaries and on hot worlds. Heat-based attacks do HALF damage. Cost: 150,000 credits

*Chemically-Resistant Armor---Corrosives do NO damage to the skinning of the ‘bot. Ideal for working in hazmat situations. Cost” 250,000 credits

Variants:
An even more basic manned variant of the Busbee, replacing the AI casing with operator controls, has also appeared as the LUtRL01’Luftor’, and sells for 30% less than the Busbee. It is going up against inhouse sales of the original Volkschlepper and stiff competition form the likes of the more expensive but verymuch more versatile NG-DX202, so sales have not been terribly good(much to Northern Gun’s delight).



Paladin Steel PS-SASR-11SynW ‘Wrektor’ Fire Support Infantry Robot
(aka ‘Gnicka’, ‘Sorm-Sander’, ‘Bug-zapper’)

“Paladin Steel regrets that it cannot at the present time offer its full catalogue selection of defense systems in this region, due to unpreventable transportation problems. However, we have not abandoned our faithful customer base and we wish to offer a range of NEW systems created just for this sector that we think you’ll find perform just as well. Bring out the Wrektors and let’s show the folks what we have for them, shall we?”
----Welan Kasis, Chief Managing Officer, Paladin Steel Synthar Works, Telgor System.

“See that line of fire over on that mountainside? That’s not a brushfire, at least not most of it; that’s our robot armored defending our flank against the Sorm! We’re out of time, men! Load all the civies NOW and we MOVE!”
--Lieutenant Veso Gaminstin, Kedahan Colony Militia, Thundercloud Galaxy.

“Caught my first glimpse of what the Synthar lads cooked up while they were in access blackout from us and I must say I was mighty impressed with their kludgery. Makes me wonder why we didn’t whip up something like that ourselves; we had all the parts on hand!”
---Jedro Winkins, Paladin Steel Engineer, New Burligton, Vermont Free State, Greater New England

The Wrektor is another byproduct of the disruption caused by the Minion War to the normally efficient Paladin Steel/Greater New England interdimensional rift transport network.
The big industrial complex at Synthar and its dimensional Gate were one of a number of PS/GNE locations that were temporarily cut out of contact with the rest of the GNE/PS trade web, due to Minion outbreaks threatening to spill across multiple worlds. Unfortunately, the lockdown came at an inconvenient time for the PS branch at Synthar because it cut off shipments of military equipment, including contracted orders, at a time when Weldes Sector customers beyond the Synthar Gate were desperately arming in anticipation of trouble from several threat species. Force multiplier units such as A.I. combat drones, were much sought after to counter a rumored imminent invasion by the rapacious neobarb Sorm. Spartoi combat drones were especially high on the list as effective force-multiplier weapons against the merciless and cannibalistic Sorm.
With no foreseeable time when the Gate might be reopenned and shipments resumed, and the main concentration of United Systems Alliance worlds(and other PS/ASI factories able to make up the lost orders) on the other side of the Thundercloud, Synthar and the Weldes Sector were on their own for the time being.
Fortunately, Synthar Works was not without a number of factors in their favor. The Synthar Works were already producing industrial and utility robots, much in demand to exploit the resources in the newly openned Weldes Sector. The complex was also producing a variety of small arms and weapons systems for outfitting vehicles for the frontier. The factory constellation had also been expanded by the addition of an entire new factory bought from defunct Dreshlan Arms(which had sold off its assets to Aegis Stellar Industries to avoid being forcibly assimilated by Naruni Enterprises in the aftermath of a corporate war) and transplanted to the Thundercloud, escorted by an R&D team that was to upgrade the Dreshlan designs. Finally, before Gate lockdown, the Paladin Steel home offices sent through what they had on a new design in development, the PS-SASR-9 Gunmar Heavy Weapons Drone, in hopes that Synthar might be able to use some of the data in creating a stopgap substitute for the Spartois.
Synthar Works own small inhouse R&D team was able to use the information, combining components already being produced by the Works to produce several new mobile semi-autonomous weapons systems. The Wrektor was the largest, and made use of the legs and chassis of a HULR-02b Busbee heavy utility ‘bot, topped by the armored carapace from the PS-MS-SARDSUV-01’Sea Mantis’ SemiAutonomous Underwater Defense Robot. Two weapons armatures mount rapid-fire guns, belt-fed through armored chutes from large drums in the main body. Backing the arm weapons are four energy weapons in the main torso, giving the Wrektor a fallback to continue fighting once it has burned through its ammunition supply, or to conserve ammunition.
The Wrektor’s shortcomings are that it is relatively slow, simple-minded, and lacks much in the way of melee combat capabilities, but it is relatively inexpensive to produce, well-armored, and very reliable, using a variety of well-tested sub-systems. In anticipation of a heavy turnover of the drones in the foreseeable future, and to keep costs down, the robots(at least the first production runs) use a short-life(five year) nuclear power cell. Though not the equal on an individual basis to the ordered Spartoi, the Wrektor was produced locally and could be manufactured in greater numbers, providing a force multiplier bulwark against the anticipated Sorm swarms. Sector militaries and colonial militias snapped up the Wrektor as soon as it cleared trials.
Indeed, the Wrektor arrived just in time when the feared Sorm invasion began.
The Wrektor is typically used as a front-line fire support unit, lending its heavy firepower to defensive positions or pocket forces The ‘bot is considered an expendable asset, with little attention given to its AI beyond basic combat proficiency, and a lack of expensive options, as PS/ASI expects the ‘bot to be lost in drove lots in heavy fighting. Indeed, many militias deploy the ‘bot in independent formations that are expected to activate behind enemy lines, drawing their attention, and attriting enemy forces before being destroyed themselves, but buying living defenders valuable space and time. The Wrektor soon distinguished itself in a number of such actions in Weldes Sector, and the normally contemptous Sorm soon came to hate the robots, naming them ‘indigestible death’ and ‘gnickas’(parasitic blood-drinking arthropods) for their pain-drawing distractions while the Sorm were attempting to hunt down live prey. The Wrektor quickly gained a reputation for being a ‘bug zapper’, wracking up impressive kill-counts fighting the Sorm.
It was the surprise arrival and activation of several companies’ worth of Wrektors on beleagured Besinis that distracted the Sorm long enough for several EShemar Valkyri to sneak in and harvest the brains of several hundred colonists killed, flash-frozen, and impaled by the Sorm for later consumption. The scavenged brains would provide the persona engram-sparks for a crop of new neshemar raised from the Weldes Sector.
When the Synthar Gate was reopenned and contact re-established with the Home Offices, the Wrektor was among those designs created by Synthar that was formally recognized and given a proper company product designation code as the PS-SASR-11SynW. The design has since begun to filter to other sectors of the GNE trade network.

Type: PS-SASR-11SynW Wrektor
Class: Infantry Robot Drone, Heavy Weapons
Crew: None; Robot Drone AI
MDC/Armor by Location:
Main Body 200
Energy Weapons Bay 90
Arms(2) 85 each
Utility Arm 5
Legs(2) 100 each
Height: 7 ft
Width: 5 ft
Length: 5 ft
Weight: 600 lbs
Cargo: None
Powerplant: Nuclear Power Cell w/ 5 year energy life
Physical Strength: Robotic P.S. of 36
Speed:(Running) 35 MPH
(Leaping) Not possible
(Underwater) Can run along the bottom at 15 MPH. Maximum depth tolerance of 300 ft.
Market Cost: 2.3 million credits
Systems of Note:
Radio 50 mile range
External Cyberjack
External Spotlights
External Loudspeaker/Siren
*Advanced Robot Optic Suite
Basic/IR/UV/Passive Nightvision optics
Thermo-imaging 2000 ft
*Laser targeting System +1 to strike w/ranged weapons
*Basic Robot Audio
*Motion Detector System 100 ft range
*External Audio/Visual Surveillance System w/ Recording System
*360-degree Waist Rotation
*Locking Joints
*Micro-Radar---3 mile range
*Utility Arm---This is a small utility arm, normally ticked up out of sight in the underside of the main body. It is used for clearing jams on the arm weapons and other light maintenance tasks. The armature has 5 MDC and a Robotic P.S. of 10. It CANNOT be used in melee combat.

Weapons Systems:
1) Arm Rapid-Fire Guns(2)----The Wrektor’s arms mount rapid-fire projectile weapons fed from drum magazines in the main body-hull. Though many of the weapons do individually light damage per single shot, the high rate of fire makes up for it, though the weapons tend to run through the large ammunition supply fairly quickly. The standard weapon fitted is a fairly low-tech electric gatling gun, but the Mini-Gun can use a variety of ammunition types that be manufactured with fairly low technologies. Likewise the even simpler fifty-caliber machine guns.
More sophisticated weapons, such as infantry G-cannon, have been suggested, but PS/ASI recommends lower-tech weaponry for the Wrektor, given its stopgap and expendable nature in its fire support role.

a) 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: 4,000-rd belt/drum
Cost: 27,000 credits

b) .50 Caliber Heavy Machine Gun(Browning M2HB-pattern)
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/drum per gun
Cost: 8,000 credits per gun

c)Taskin 20mm Infantry Rapid-Fire Autocannon
Range:(20mm)3,000 ft (1,500 ft for wood rounds)
Damage:(20mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm PS-1) 4d4 MD single rd
1d6x10 MD per 5 rd burst
Airburst does 4d4 MD to 2 ft blast radius
(Wood Rounds) 6d6 SDC per round (1d6x10 HP to vampires)
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airbursts are not possible with wooden rounds

(20mm PSX-2)(after 110 PA)
4d6 MD single rd
2d6x10 MD per 5 rd burst
Airburst does 4d6 MD to 6 ft blast radius

Rate of Fire: (20mm)Standard.
Payload: 200 rd drum
Cost: 20,000 credits
A box of 100 20 mm ‘smart’ rds costs 800 credits
A box of 100 20 mm ‘smart’ PSX-1 rds costs 3000 credits(after 110 PA, this drops to 2,000 credits)
A box of 100 20 mm ‘smart’ PSX-2 rds costs 3200 credits

d) PS-RG140 Rail Gun---PS copy of the C-40R Rail Gun
Weight: 85 lbs
Range: 4,000 ft
Damage: 1d4 MD single rd, 1d4x10 MD 40 rd burst
Rate of Fire: EPCHH
Payload: 6,000 rd drum(100 bursts)
Cost: 90,000 credits

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

f)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

g) 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

h) PS-RL-210 Fragmentation Rocket Launcher( a copy of an imported Russian design). Note that PS has also been experimenting with an incendiary variant using a magnesium mixture.
Range: 4,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
at 3,500 ft, the rds go ‘grapeshot’, doing 3d6 MD(1 MD for a single shot) in a 12 ft wide area.
(Incendiary “Hot-Grape” Version)---Do an additional +2 MD per rd, and 1 MD of damage for 1d4 melees as the flare portion burns down.
Rate of Fire: EGCHH
Payload: 1,000 rd drum
Cost: 100,000 credits

i) Flame Thrower---This sacrifices range for literal firepower.
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: ECHH
Payload: 2 tanks, one each flamethrower arm.
(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).
Note: In an emergency, the fuel tanks can be jettisoned from the ‘bot’s back.
Cost: 20,000 credits.

j) Plasma MachineGun---Sometimes mistaken for a Naruni weapon; but a mumber of buyers of the Wrektor have outfitted their ‘bots with Hartigal Combine-produced copies of the NE-200 Plasma Cartridge MachineGun.

k) Other Weapons---Wrektors have appeared sporting a variety of locally-produced heavy machineguns, autocannon, or grenade launchers.

2) Energy Projectors(4)---Mounted in fixed-forward-firing positions in the main shell are four light energy cannon, adapted versions of infantry weapons. These allow the Wrektor to conserve ammunition for its main guns, or to continue fighting once the main arm weapons have gone empty.
a) Pulse Lasers---The preferred weapons configuration uses the workings of the PSLR-5 ‘Partisan’ Laser Rifle
Range: 2,000 ft
Damage: (SDC Mode) 6d6 SDC per shot
(MDC Mode) 2d6 MD per bolt, 6d6 MD per triple burst., 2d6x10+14 MD for all four weapons firing simultaneously(counts as one attack)
Rate of Fire: Standard
Payload: Effectively Unlimited
Cost: 15,000 credits each

b) Pulse Laser---The quad laser array can also use smaller PSLR-7 ‘Rattler’ Rapid-Fire Light Laser Rifles, trading range for a heavier rate of firepower.
Range: 900 ft
Damage: 2d6 MD single shot, or 1d6x10 MD per 5 shot burst, , 4d6x10 MD for all four weapons firing simultaneously(counts as one attack)
Rate of Fire: Standard
Payload: Effectively Unlimited
Cost: 11,000 credits each

c) Ion Blasters---In the alternative, ion weapons can be substituted for the lasers. The weapons are short-ranged, but reliable, based on the workings of PS’s PSIP-2 ‘ Smasher’ Rapid Fire Ion Submachine Pistol.
Range: 800 ft
Damage: 4d6 MD single shot, 1d4x10 MD per three-shot burst, , 4d4x10 MD for all four weapons firing simultaneously(counts as one attack)
Rate of Fire: Standard
Payload: Effectively Unlimited
Cost: 12,000 credits

d) Plasma Blasters----Uses the cutdown economy ‘gas pipe’ PPR06 ‘Genta’
Range: 1,300 ft
Damage: 5d6 MD per shot, , 2d6x10 MD for all four weapons firing simultaneously(counts as one attack)
Rate of Fire: ECHH
Payload: Cost: 18,000 Credits


Actions/Attacks per Melee: 6
Initiative +1
+2 strike w/ all ranged attacks
+3 to strike w/ main cannon/direct fire weapon(s)
+2 Dodge
+2 Parry
Punch/Swat 1d4 MD
Kick/Stomp(targets under 4 ft tall) 1d4 MD
Body Block/Ram 1d4 MD


Programming:
Land Navigation 90%
Radio Basic 90%
Detect Ambush 50%
General Repair & Maintenance(Weapons Systems) 80%
W.P. Heavy Military Weapons(+3 strike)
W.P. Military Flamethrowers(+3 strike)

Options:.

*Refractory Armor---Adds a skinning of hear-resistant ceramic sheathing; good for working in foundaries and on hot worlds. Heat-based attacks do HALF damage. Cost: 150,000 credits

Variants:
The Wrektor has been rushed into combat so recently that no official Synthar-made variants were made available before contact was re-established with the rest of the PS/GNE network.
Several have, however, been modified with cutting arms instead of guns, with polearm vibroblades doing 3d6 MD, or chainsaws doing 5d6 MD, and chemical sprayers in place of the ammunition drums. These modified versions were field-improvised to clear brush on colonial planets.

*PS-SASR-11AD---This official variant was released shortly after PS-Synthar passed the Wrektor specs back to the Home Offices. There, engineers quickly worked up an air-defense variant with an extra sky-search sensor in the middle of the dorsal plating, and reverse-position shoulders(so the arms now protrude above the main body), and carry PS-RFRG30 Rail Guns, the PS copy of the C-30R Rail Gun with a two mile range. SASR-11ADs are intended to provide tactical point defense against flying targets, such as aircraft, flying power armors, gargoyles, and missiles/drones.
Changes/Modifications:
Market Cost: 2.9 million credits
Systems of Note:
*Sky-Scan Radar & Laser Targeting---Range: 10 miles
Weapons Systems:
1) Rail Gun(PS-RFRG30)(2)---PS copy of the C-30R Rail Gun
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
Payload: ECHH
Bonuses: +2 to strike airborne targets like missiles and aircraft/flying opponents(must be traveling higher than 10 ft off the ground)
Cost: 90,000 credits

In the alternative, the rail guns can be replaced with Pulse Lasers, seconded from the BAMSP(Battlefield Asset Management System Package) Light Point Defense System turret, and a set of 30mm ‘Fire Rose’ micro-missile launchers mounted in place of the ammunition drums.
(Laser)
Range: 6,000 ft
Damage: 3D6 MD single blast, 6D6 MD double- barreled blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
Bonuses: +3 to strike airborne targets like missiles and aircraft/flying opponents(must be traveling higher than 10 ft off the ground)

(30mm Micro-Missiles)
Weight: 16 lbs. A speedloader of 6 rds weighs 3 lbs
Range: 11,000 ft
Damage: (Pattern-3a) 4d6 MD single rd to 5 ft blast radius
(Pattern-3b) 1d4x10 MD to a 5 ft blast radius, or 3d6 MDC out to a 20 ft blast radius in fragmentation mode
(Pattern-3c)(Incendiary)2d6 MD to 5 ft blast radius, does an additional 1d4 burn damage for 2d4 melees
Rate of Fire: Volleys of 1-6
Bonuses:(All Patterns)(+3 to strike airborne targets, +1 to strike ground targets) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
Special Features:
*Sensor Package---The sensor package includes an IR/Thermal sight, laser rangefinder(2 mile range) and directional mini-radar(2 mile range) with audio-alarm to notify the gunner of target-lock.
Payload: 6 rds per tube assembly; the SASR-11AD can carry 4 tubes, for a total of 24 micro-missiles.
Cost: 29,000 credits (4,000 for the launcher assembly, 25,000 for the sighting package)
(Pattern-3a) 90 credits each
(Pattern-3b)150 credits each
(Pattern-3c) 180 credits each


* PS-SASR-11MC-A and -B---(aka ‘Stonkers’) The MC-A and MC-B Mortar Carrier variants are even more radical in the positioning of the Wrektor’s main armament and ammunition supply, with back-mounted mortars and arm-mounted ammunition magazines.Though having limited ammunition supplies for the breech-loading weapons, the ‘bots can very easily swap empty magazines for available fresh preloaded magazines and keep up a respectable rate of firre. Wrektor Mortar Carriers rarely travel unattended, but are expected to be supervised by accompanying infantry. Described as being ‘self-mobile mortar tripods’, the ‘Stonkers’, as soon as they were finalized at the PS Home Offices, were shipped back to the Synthar Works in time for the first production runs there to reach Weldes Sector forces fighting the Sorm. Much as the Sorm already hated the gnickas, they came to LOATH the ‘gorsukas’(‘unseen blood-drnkers’---a reference to annoying night-flying parasites), especially after PS/ASI managed to program Sorm target profiles into the Merlin smart-shells they were providing the Weldes defense forces with.
The MC-A carries two PSM811 Gunther 52mm Mortars on the back, in place of the ammunition drums, and moves the ammunition panniers and feed to the shoulders for better balance. The mortars are fed through armored duct-chutes, Each arm pannier can hold 16 rds.
The MC-B carries a single back-mounted PS-M-64 60mm ‘Snapdragon’ or PS-M-82D ‘Townshend’ 81mm Mortar Cannon, again with the ammunition carried in side panniers and fed through armored duct-chutes, Each arm-pannier can hold 12 rds.

Changes/Modifications:
Market Cost: 2.9 million credits
Systems of Note:
Weapons Systems:
1) Mortars(1-2)
a) 2x PSM811 Gunther 52mm Mortars (MC-A)
Range: 6,500 ft (over a mile!)
Damage: (PSX-II High Explosive) 2d4x10 MD to 20 ft blast radius. Cost per shell: 800 credits
(Fragmentation) 6d6 MD to 50 ft blast radius. Cost per shell: 600 credits
(Incendiary) 4d6 MD to 30 ft blast radius, does an additional 1d4 MD for 1d6 melees, plus 80% chance of setting combustible materials aflame. Cost per shell: 700 credits
(Armor-Piercing Self-Forging)----This is a new experimental special shell that contains a micro-sensor and dual-charge system. The disc-shaped warhead is ‘frisbeed’ to high altitude(800 ft), then scans for target-profiles with its micro-sensor. When it spots a likely target profile(thermal or optical outline)(the limited size and complexity of the micro-sensor severely limits its targeting ability to a total of 6 targets...fortunately, the profile-database can be changed easily enough by inserting a new chip into the fusing assembly before loading), the warhead fires downwards, the material of the ‘discus’ deforming into a narrow, pointed, high-penetration needle well-suited for penetrating armor. Does 3d6x10 MD; no blast radius.
Note: This munition does NOT suffer from the indirect fire penalty; roll to strike as normal, but without bonuses. PS is working on a micro-guidance system that would allow these munnitions to home in on laser-’painted’ targets, as via a forward observer....as well as better target discrimination(the current model has a tendancy to be distracted by flaming wrecks in the vicinity of the ‘live’ target. Cost per shell: 4,000 credits
(Plasma) 2d6x10 MD to 10 ft blast radius. Cost per shell: 3,000 credits
(Smoke/Chemical) Varies by chemical type. Typically covers a 20 ft area. Basic smoke shells cost 100 credits apiece
(Illumination) Fires a high altitude illumination flare that burns blightly for. The flare also has a 40% chance of decoying/confusing heat-seeking sensors/weapons systems. Cost per shell: 500 credits
(Sensor Decoys) The mortar can also fire special lightweight thermal-emission decoys for confusing sensors into thinking there are ground troops where there are none....To further the confusion, the spheroid decoy will randomly extend springloaded ‘legs’ that move the decoy about in 5-10 ft leaps, giving the impression of moving troops. Internal mini-batteries last for 30 minutes. A small acid-capsule or self-destruct anti-tampering charge may also be attached to prevent the decoy from falling into enemy hands. Cost per shell: 700 credits
Noisemaker decoys are similar, but they emitt random amplified ‘soldier noises’...footfalls, clinking of weapons, gunshots, muffled voices, etc., but are otherwise similar to the thermal-decoys. Cost per shell: 400 credits

Note: Can also use TW munitions and ‘smart’ shells.


Rate of Fire: 2 shells per melee.
Payload: 16 rds per arm pannier
Bonuses/Penalties:(Optional)(Rifts South America 2 has no rules for the Arkhon’s Mortar Packs’ inaccuracy, but for diehard artillery buffs, figure on 50% chance of hitting moving targets, 75% chance of hitting stationary targets withing 2,200 ft range, or 50% chance out beyond that. 50% of shells will fall within a ‘footprint’ or ‘box’ 131 ft long by 70 ft wide.
The ‘bot’s onboard battle computer gives a +10% to hit probability, and having a forward observer with direct line of sight on the target will give another +10%
Cost: 50,000 credits

b) PS-M-64 60mm ‘Snapdragon’ Mortar Cannon (MC-B)
Range:(Direct Fire Mode): 6,000 ft
(Artillery Mode) 2 .5 miles
Damage:(Direct Fire Mode) 3d6x10 MD, no blast radius
(Artillery Mode) Everything within the 30 ft blast radius takes 2D6x10 M.D. and has a 75% chance of being knocked flat.
Rate of Fire:(Direct Fire Mode) EPCHH
(Artillery Mode) Three times per melee
Payload: 12 rds per arm, 24 total
Bonuses/Penalties: +1 strike in direct fire mode. -2 to strike in Artillery mode.
Cost: 250,000 credits

c) PS-M-82D ‘Townshend’ 81mm Mortar Cannon(MC-B)
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: 6 rounds,in the cannon, +12 rds per arm, 30 total
Cost: 220,000 credits

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

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


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Unread postPosted: Thu Feb 13, 2020 9:13 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44146
Location: Somewhere between Heaven, Hell, and New England
PS-FCMcCFCR-03 ‘Duelist’ Smallkin Cyborg Frame Combat Robot
(aka ‘TwoGun”)
“Be careful using the jump nodes; you come down bad on a landing, you ain’t got any hands to help stabilize you. You land on your gun arms, be sure you don’t have any soil caught in the barrels, especially the machine cannon, otherwise you could be in big trouble next time you try firing them.”
----Sergeant Piko Radler, Nutkin Twelfth ‘Laughing Targets’ Smallkin Armored Company.

“The Duelist ‘bot may not be a war-winner on its own, but it represents the effective openning of a new front to Greater New England’s wars, by allowing apreviously powerless segment of their population to step forward and contribute more substantially to the war effort. Also, the savings per unit the manufacturers make by not having to install AIs or carry out cyborgization surgery and rehab, while slightly offset by the need to install small life support systems, still can add up when you consider the large numbers of units being produced. That savings dividend is definitely welcome to the GNE.”

“On the plus side these new cyborg-frame ‘bots allow us to fight in the big leagues. On the minus side, once an enemy realizes they’re not fighting robots, but PILOTED machines, and who the pilots are, they’ll start targeting the smallfolk populations that they previously ignored.”

The PS-FCMcCFCR-03 ‘Duelist’ builds on the success of the previous Farlane smallkin-bot. It too trades the heavy armor, modularity, and price tag of the Rhobar for a simpler, cheaper, and more agile ‘bot based on a ‘Light Machine’ cyborg body frame.
The Duelist trades missiles for more direct firepower; a powerful pulse laser cannon sits on one arm, and a 25mm Heavy Machine Gun sits on the other. Aside from the crude claw fingers on the laser arm, the Duelist lacks manipulators, so its versatility is limited to its fire support role. Despite this, the Duelist is proving popular with Smallkin members of community militias able to afford or assigned the machines. The type especially appeals to pilots who lack the skills and/or attitude for melee combat, but not for ranged attack. A growing number of faerie communities, such as the Tlem Amaru, in Splugorth-threatened regions are acquiring the ‘bots for self-defense.

Type: PS-FCMcCFCR-03 Duelist
Class: Cyborg Frame Combat Robot(Light Machine)
Crew: One, mutant animal or small-statured sentient of Size Level 1 or 2
MDC/Armor by Location:
Main Body 180
Head 80
Arms(2) 60 each
Legs(2) 85 each
Feet(2) 25 each
Height: 6 ft
Width: 2.7 ft
Length: 2 ft
Weight: 350 lbs
Physical Strength: Equivalent P.S. of 30
Cargo:Whatever can be carried. The pilot’s compartment has room for a small survival pack and sidearms(typically a derringer-styled weapon) appropriately scaled to the crew.
Possible hidden compartments in the legs.
Powerplant: Nuclear Powercell w/ 15 year energy life
Speed:(Running) 120 MPH
(Leaping) 12 ft up/22 ft across; increase by 50% with running start
Cyberjet-boost allows for leaps of 25ft up/ 50 ft across.
(Flying) Not possible
(Underwater) Can run along the bottom at about 7 MPH, maximum depth of 800 ft

Market Cost: 890,000 credits
Systems of Note:
Standard Power Armor Systems, plus:
* Built-in language translator
* Built-in radio receiver & transmitter
* Clock calendar
* Gyro-compass
*Multi-optic eyes
*Nightvision/Thermal Imaging Optics
* Built-in loudspeaker
*Headmounted Spotlights
*Laser Targeting and Combat Computer

*360-degree Waist Rotation

*Escape Pod----This is a modified MDC(50) helmet that closes around the tiny pilot, providing additional protection. In a bail-out situation, the pilot can eject, the helmet powered clear of the rest of the robot by rocket motors. Internal airbags cushion the pilot on landing(it was decided NOT to include a mini-parachute, in case such might give away to a watchful enemy that something was up). The escape pod can rocket up to 5,000 ft away.

Note that Size Level 1 and 2 crewmembers are commonly issued a miniaturized version of the PS Skinsuit, a light padded body suit of megadamage plastic fibers(4-6 MDC), with soft ‘tanker’s cap’(w/ chip radio with 2 mile range), plastic gloves, and boots, clear plastic faceplate with an air filter mask(an 02 cylinder can also be attached for 1 hour of air) .

Weapons Systems:
1) Forearm Laser/Pulsar Claw---One arm carries a powerful pulse laser with a crude claw-finger manipulator built into the end. This is the same weapon offered as a forearm option with PS’s PSA-11 Power Armor, though some Smallkin mechanics have also been known to fit X-10-453A Pulse Cannon(4,000 ft range, but the damage curve drops to 2d4 MD per shot and 1d4x10 MD per pulse shot) scavenged from Triax X-10 Predators(especially in Ireland where they can acquire the lasers directly from the source).
Range: 3,000 ft
Damage: 3D6 MD single shot, 1D6x10 MD per triple pulse burst
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) 25mm Heavy Machine Gun---A copy of PS’s OCSW-2 ‘Arden’ 25mm Heavy Machine Gun takes up the other forearm. The excellent range, hard punch, and versatility of this weapon make it very popular and well-suited to a multi-role platform such as the Duelist.
Range: (Effective Range)2,000 meters (6,000 ft)
(Maximum Range)(-3 to strike)3,600 meters
Damage:(SDC)* (Fragmentation) 2d6x10 SDC to 10 ft radius**
4d6x10 SDC per 5 rd burst, 8 ft blast radius
1d4 MD per 10 rd burst, 14 ft blast radius
4d6 MD per 60 rd burst! 25 ft blast radius(takes ALL attacks that melee and is -2 to strike)
(High Explosive) 6d6x10 SDC to 4 ft radius
1d4 MD per 5 rd burst, 8 ft blast radius
2d4 MD per 10 rd burst, 12 ft blast radius
6d6 MD per 60 rd burst! 20 ft blast radius(takes ALL attacks that melee and is -2 to strike)
(Armor Piercing) 1d4x100 SDC, no blast radius
1d6 MD per 5 rd burst, 1 ft blast radius
2d6 MD per 10 rd burst, 2 ft blast radius
1d6x10 MD per 60 rd burst! 4 ft blast radius(takes ALL attacks that melee and is -2 to strike)
*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%

*(Yes, I know, why include SDC when it just as quickly becomes MDC? You’re still being hit with a pretty hefty shell)
**(Note that SDC weapons enjoy a slightly larger blast radius than that of MDC weapons, owing to the lower damage potential)

(MD)(Fragmentation)1d6 MD to 7 ft radius
4d6 MD per 5 rd burst, 10 ft blast radius
2d4 x10 per 10 rd burst, 14 ft blast radius
4d6x10 per 60 rd burst! 22 ft blast radius(takes ALL attacks that melee and is -2 to strike)
(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
5d6x10 per 60 rd burst! 20 ft blast radius(takes ALL attacks that melee and is -2 to strike)
(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
6d6x10 per 60 rd burst!, 3 ft blast radius(takes ALL attacks that melee and is -2 to strike)
*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%

HESH (High Explosive Squash Head) - Designed to ‘spald’ off armor on the interior of power armors and vehicles. Composite ‘chobham’(layered armor and nylon mesh) armor reduces this internal damage by HALF, by holding the armor together.
HESH rounds do NOT have a blast radius.
3D6 MD plus 4D6 SDC to the person(s) inside the object.
1d4x10 per 5 rd burst,4 ft blast radius----plus 4D6+2 SDC to the person(s) inside the object
2d4 x10 per 10 rd burst, 6 ft blast radius----plus 5d6 SDC to the person(s) inside the object
5d6x10 per 60 rd burst! 10 ft blast radius----plus 1d4x10 SDC to the person(s) inside the object(takes ALL attacks that melee and is -2 to strike)


(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 3-60 rounds per melee(rarely goes max in order to conserve ammunition)
Payload: The Duelist-mounted OCSW typically comes with two 37 round box-magazines(total of 74 rounds) and a belt-fed drum with 90 rds, allowing for three different types of ammunition to be carried on missions.

3) Head Laser(1)---Mounted in the head is a small variable-mode laser meant for utility and anti-personnel use. The laser is based on the Smallkin (Mc)LR-9 ‘SunSting’ laser rifle, and even still has the provision of being dismounted from the head and used as a personal long arm in an emergency.
Range: 1,500 ft
Damage: Varies; 2d6 SD or 2d6 MD per shot
Rate of Fire: ECHH
Payload: Effectively Unlimited mounted on theDuelist ‘bot.
Detached, it has a regular 10(MD) shot rechargeable/replaceable power cell(1 MD shot counts as 100 SD shots)
Options:
*Scatter-fire---Beam-splitter muzzle modification that generates several less powerful beams, doing 1d6 MD to a 30-degree wide wide arc. Reduce range to 800 ft. Cost: 4,000 credits

Hand to Hand Combat
Use Robot Combat Training bonuses(on account of the control set-up)
+1 Dodge
Restrained Punch 1d4 SDC
Full Strength Punch 1d6+15 SDC
Power Punch(2 attacks) 1d4 MD
Kick 1d6+15 SDC
Flying Kick (2 attacks) 1d4 MD
Body Block 1d6+10 SDC

Options:
* Underbarrel Bayonet Clip---Some users have been known to attach a vibro-saber or vibro-axe under the weapons barrels, giving some melee capability.

*Fiber Optic Pre-Programmed Camouflage Scheme Surfacing----Can switch the overall color scheme of the armor to any one of 16 different pre-programmed designs(held in microchip memory). Changeover takes 30 seconds(2 melees) to take place.
Cost: 5,000 credits

*Applique Armor----The ‘bot can be up-armored with additional armor plating equivalent to Light Cyborg Armor

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

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


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Unread postPosted: Tue Feb 25, 2020 12:23 am
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44146
Location: Somewhere between Heaven, Hell, and New England
EAGER LIGHTNING----Agile Damage-Soaker Bio-Mod

“I don’t care if you’ve now got more durability than a Chromium Guardsman under your skin! I also don’t care if you are working off the bias that elves are skinny fragile reeds good only for sniper work or magic casting! You bio-aug is NOT an excuse to go dancing around the battlefield dressed only in battle webbing harness...okay, a gold g-string and battle webbing...but STILL! You can still be burned, frozen, gassed, drugged, punched out, or gods forbid, you pop one of those out of harness, and somebody grabs you and gives you a nurple-twist!”

“I don’t care if you have the blood of wolves, eagles, or dragons in your veins, or that you have three thousand years’ worth of fancy kung-fu tradition behind you. You’re a lousy, slaving, raping, piece of barbarian #### that’s getting ripped to pulp, and it’s this disrespectful gene-modded Yankee that’s going to do it to you.”

“I don’t care what they’re doing with Class Four bio-augs these days! They still need to train these people how to be proper SOLDIERS first! Since they started deploying the new EAGER LIGHTNINGs to my units, I’ve seen more shades of crazy in the ranks than open house at Mindwerks!”

EAGER LIGHTNING is the intended Class IV upgrade to TUNGSTEN CREED, after Paladin Steel biotech analysts saw the supersoldier aug’s cutting edge enhancements being increasingly outstripped by advances in the state of the art. Newer technologies and methodologies, many acquired from offworld/outdimension sources, as well the increased responsibilities and threats facing the expanding GNE alliance, put increasingly pressure to produce a more powerful special operative upgrade program.
EAGER LIGHTNING augs push the limit again of interlinked enhancements to produce operatives that are stronger, faster, and just more freakin’ durable, and arguably able to wrestle power armors on an equal footing. They lose many of the environmental and sensory enhancements of the earlier TUNGSTEN CREED, but are considered worth the trade for their sheer durability and greater performance.
It is unknown how many EAGER LIGHTNING augs the GNEAS deploys or how expensive the augmentation procedure is, but the supersoldiers are appearing in various spec-ops units.

Powers/Abilities:
-Invulnerability(Major)----This builds on the by-now standard Extraordinary Physical Endurance Class IV (megadamage being) intermesh and pumps it up to the max(contrary to popular rumor, it does NOT include dragon DNA infusions). It is suspected that PS uses its phased space technology to create micro-pockets in subspace to act as energy sinks, absorbing combat damage and shunting the destructive energy into subspace, to be slowly and safely radiated into the ylem, with a small quantity recycled back to the bi-mod to power their other enhancements...at least that’s one theory. Others claim the bio-mod generates skin-level forcefields that defect damage. Whatever the true explanation, EAGER LIGHTNING augs are TOUGH.
* 700 MDC baseline
*+1d6 P.E.
* +1d4 to P.S. and considered Superhuman
*Gases, chemicals, radiation, poisons, toxins, and disease do HALF damage, duration, effect. CANNOT be killed by toxins or radiation.
*+20% to Save versus coma/death
*Hold Breath for 12 minutes
*Go without food for 80 days

-Energy Resistance(Minor)Energy Resistance---Even under normal circumstances, the EAGER LIGHTNING bio-mod is resistant to energy damage, able to shrug off 30 points of energy damage per melee, then taking HALF damage from the rest that melee from lasers , fire, heat, radiation, and electricity(magic still does FULL damage). Again, micro-phase energy-sinks are suspected.

-Enhanced Leaping (Minor)---It’s rumored that PS found or developed a biological equivalent of its bionic antigravity ‘leap rods’, possibly using the rumored ‘micro-pockets’ that allow the aug to soak up so much damage, by storing and releasing energy, and made them part of the EAGER LIGHTNING augmentation. The character can no leap their P.S. x25 ft across(HALF that in vertical distance). Can also survive without damage falls of TWICE the horizontal leaping distance, provided the character can land on their feet.
*+1d6 to kick damage

-(Minor) Heightened Sense of Balance---Enhanced body awareness and sense of balance; can make aimed, called, or burst shots without penalty while on the move, +5 to maintain balance/orientation, +10% to Acrobatics/Gymnastics/Climbing skills, and +2 to roll.

-Extraordinary Physical Endurance(Minor)---This is a special synthetic muscle intermesh through the person’s body, supporting them, reinforcing joints and muscles, and creating a damage-resistant energy armor. The network also bolsters endurance, reducing fatigue.
*Fatigues at 1/10th normal rate
*+1d6+5 P.E.
*Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience.

-Hypnotic Brain Conditioning----Because of the sheer DANGER of a supersoldier being suborned and turned against their own people, EAGER LIGHTNINGs receive special deep resistance indoctrination and mental shielding; +5 save vs mind control, +4 save vs illusions and Horror Factor, +2 save vs all other psionic attacks. Impervious to Possession.

-Physical Transformation---The recipient of an EAGER LIGHTNING aug is physically optimized, becoming pictures of prime health. +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.

-Increased Physical Agility and Dexterity---Paladin Steel’s biotechs seem to believe that the easiest way to survive damage is to not be hit; that, and lay down hurt on the OTHER guy faster than he can lay down hurt on YOU. Thus, physical agility and responses have been stepped up. Increase P.P. to 22, +1 APM, +2 on initiative, automatic dodge, paired weapons, and +5% to physical skills requiring physical dexterity. The character is also ambidextrous.

-Internal Robotic Medical System---Integrated nanites meshed with the EAGER LIGHTNING’s other interface abilities heal 1d4 HP/SDC/MDC per minute(2d4x10 HP/SDC/MDC per hour). However, if the person takes more than 2/3 of their total MDC in damage(or all SDC and/or half their Hit Points), this system will be effectively taken off-line until normal healing/regeneration or medical procedures can heal the damage and effectively reboot the system.

-Physical Boost: PE and PS +8, +24 SDC, +10 SPD. The character is not affected by physical exhaustion/fatigue for the first two hours of strenuous activity, after which the character fatigues at only 1/10th the normal rate.

Total bonuses:
*Effectively becomes a megadamage being with 700 MDC+ 4d4x10 MD +2d4 per level of experience, + combined Hit Points and SDC.
+2d6 Hit Points
+4d6 +15+24 SDC
+1 APM
+2 on initiative
Automatic dodge
+3 roll
+1d6 to kick damage
+1d6+8 to P.S., plus it is considered to be Superhuman
+1d4 +1d6+13 P.E.
*Fatigues at 1/10th normal rate
+1d6 P.B.
+1d6+16 SPD
+4 save versus Horror Factor
+1 save versus poison and disease(in addition to P.E. bonuses)
+5 save vs mind control
+4 save vs illusions
+2 save vs all other psionic attacks.
Impervious to Possession
+5 maintain balance
W.P. Paired Weapons
+5% to physical skills requiring physical dexterity.
+10% to Acrobatics/Gymnastics/Climbing 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
------------


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Unread postPosted: Thu Feb 27, 2020 10:06 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44146
Location: Somewhere between Heaven, Hell, and New England
PSA-14 Fury Airborne Power Armor
(aka ‘Firefly’)

“If you haven’t noticed already, let me reemphasize it; this is OUR airspace, and we will not tolerate your presence in it.”
---Anonymous Fury Pilot, during an interception of Free Quebec QPA-102 Violator SAMAS south of the St. Lawrence SeaWay border.

“Betcha thought you were clever, a-hole, tying some poor kid across the front of your cockpit? Worked like a charm, didn’t it, keeping the big boys and girls from taking you out with the big anti-armor cannons? Too bad we’re a combined arms op around these parts. Never encountered flying power armor before, I take it? Big bad robot jock you are, never saw us sneak up on you. I’d ask you what your reaction was when we pried open your hideyhole from up close and personal, only I’m afraid you’re now a smear on the inside of your gutted mech, courtesy of the grenades we popped inside. But just in case you can hear me from where you are in hell; I REALLY hate people who abuse children.”
---Sergeant Whizlo Durner, GNEAS Fury Pilot

“Duner’s standards may be somewhat off; his species regards anybody under fifty T-years to be a child, but his sentiment is shared by all of us in the brigade; you don’t use meatshields around us because we WILL find a workaround and get you.”
---Captain Pazlo Zukowski, GNEAS

The Fury is Paladin Steel’s long-overdue answer to the CS SAMAS; a relatively light, highly maneuverable airborne combat power armor designed for fast strikes and interdiction work. Though Paladin Steel had already designed dozens of robots and power armors, it was fairly late in producing a dedicated SAMAS equivalent, a shortcoming which it was felt hampered the Greater New England Armed Services substantially. To rectify the problem, PS returned to its strengths in multi-option, adaptive engineering to give their nation’s military a robust, versatile, and highly mobile flying exoarmor.
The Fury uses a lightened PSA-11 frame as its base, with attached semi-folding wings and propulsion pack. Paladin Steel’s love of modularity gives the design multiple hardpoints for mounting various configurations of weaponry; here PS’s work on lightweight weapons systems, especially micro-missiles, help give the PSA-14 serious bite for its weight. Another area where miniaturization comes to the fore is the Fury’s compact electronic warfare suite, giving it serious electronic stealth capabilities. The propulsion system is also modular, allowing for a choice of conventional ‘hot turbine’ thruster systems or more advanced(and expensive) contra-gravity systems becoming available from offworld. A wide array of countermeasure equipment has been integrated into the design, making it even harder to hit with technological means. The Fury also has, instead of a separately articulated head/helmet, an angular opaque ‘aircraft-canopy’-style head covering attached directly to the torso(some operators thus claim the Fury lacks ‘charisma’ or ‘character’ compared to the CS and FQ SAMAS units).
However, more critical analysts have pointed out that while the Fury mounts more weaponry than the SAMAS it is intended to counter, the use of ‘hands free’ powered shoulder mounts slaved to HUD sights is technologically more complicated than the standard CS SAMAS’s handheld rail gun. The shoulder mounts, along with the integral EW systems, make the Fury more expensive and complicated to maintain than their CS counterparts. In a war of pure economics, these critics contend, the CS would be able to field more standard SAMAS suits than Greater New England could Fury suits, overwhelming the PSA-14s’ quality with sheer quantity. Some of the same analysts have even proposed that Paladin Steel produce their own copy of the standard SAMAS, since the existing PSA-10 is already based on the CS PA-06. Though Paladin Steel has dismissed this proposal, a number of variants of the Fury have been introduced with different configurations of armament and/or removing the advanced electronics.
The Fury is mainly used as an airborne scout unit and raider, relying on its speed and agility to get in and out of trouble fast, then escape before an opponent can mount an effective counterattack. The new power armor has been greeted with considerable enthusiasm by the GNEAS.

Model Type: PS-AAAS-PSA-14 ‘Fury’
Vehicle Type: Armored Airborne Assault Suit, Light
Crew: One. The pilot is limited to wearing light(30 MDC) EBA
M.D.C. by Location:
Main Body - 200
Head - 86
Arms (2) - 90 each
Hands (2) - 50 each
Legs (2) - 80 each
Shoulder EW Pods - 50 each
Thruster Pack - 100
Speed:
Running: 60 MPH; Note that the pilot tires at only 10% of normal rate
Leaping: 10 ft up/across, 100 ft w/ jet assist
---200 ft w/ contragravity assist
Flying:(Hoverjets) 350 mph, max altitude: 5,000 ft
(Contragravity) 450 MPH, max altitude 18,000 ft
Space: (Hoverjets) Not possible
(Contragravity) Mach 2(1,300 MPH)
Underwater: Can 'swim' using its thrusters at 5 mph, or run along the bottom at 10 mph. Max. Depth: 1,000 ft

Statistical Data:
Height: 7.2 ft
Width: 3.5 ft
Length: 3.2 ft
Weight: 2,000 lbs
Cargo: None
Physical Strength: Equivalent to PS 25(for damage purposes).
Lift: 1.37 tons/Carry: 690 lbs
Power Plant: Nuclear-Fusion with an average energy life of 15 years
Market Cost: Exclusive to GNE, and none have been made available to the Black Market...If they were, one could expect offers of 4.9 million credits or more. The CG-drive version starts at 5.9 million credits.

Construction Features:
Life Support: Standard 8 hour independent air supply
Emergency Ejection System (blows pilot free in an emergency)
External parachute pack: Allows for deployment from aircraft/altitude. Specialized jumps will require the Parachuting skill. Reeling in the parachute and auto-repackaging it takes 1d4 melees.
Spotlight: 800 ft
Radio w/ signal scrambler: 500 mile long range, 5 mile short range. Includes signal decryption for incoming communications.
Directional Laser communicator---7,000 mile range
External Loudspeaker: 80 decibels

*Laser Designator---This is an illumination laser, used to ‘paint’ targets for assault with precision-guidance laser-riding munitions. This system has an effective range of 7 miles, and gives a +1 to strike to guided weapons(in addition to any other sensor bonuses they may have).

*Enhanced Electromagnetic Radiation Shielding---Both passive insulation and an active Magtech field protect the ‘armor from radiation. Incidentally, particle and ion beam weapons do HALF damage when this system is up. However, due to the EM field this system sets up, electronic cloaking and stealthing CANNOT be used simultaneously.

*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.

*EW Jamming System---A more sophisticated version of the ‘black box’ system used on the Bandito Arms ‘Wild Weasel’ SAMAS. This system has a 01-80% chance of jamming all civilian band communications, and a 01-70% chance of jamming military bands within its 3 mile radius of effect
The target jamming aspect of this system means that in automatic mode missiles and sensor-guided weapons systems are normally -2 to strike the power armor. If the pilot chooses to devote an APM to defense per attack, he or she, using their Electronic Countermeasures skill, can raise that to -6 for a volley, or -9 if they elect to focus their efforts on one missile/weapon for that action.


*Electronic Cloak:
In the alternative, the system can be used as an electronic cloak, to mask the armor from detection, by creating enough backscatter and sensor ‘fuzz’ to mask the exact location and nature of the intruder. A sharp enemy EW officer will know that something is out there, but he just won’t be able to tell the WHAT and the WHERE. This system is essentially a scaled-up version of the Juicer ‘Scrambler’ electronic cloakers, powered up and improved to shield the larger and more complicated(in terms of sensor signature) power armor.
Under the protection of the Cloak, the power armor has only a 20% chance of being detected by standard thermal optics, motion detectors, and radar. Laser targeting systems have NO bonuses(lose lock-on), and missiles are -2 to strike(Conventional jamming CANNOT be activated simultaneously with this...the increased EM ‘noise’ will blow the cloak).

Sensors:
Mini-Radar: 30 miles
Thermo-Imaging: 2,000 ft
IR/UV Optics: 2,000 ft
Telescopic/Image Enhancement Optics: 4,000 ft
Low-light/Nightvision System: 4000 ft
Laser Targeting: 12,000 ft, adds a +1 to strike with ranged weapons
Laser Target Designator---A ‘painting’ laser for illuminating targets for strikes with laser-guided weaponry. Range: 8,000 ft.
External Audio Pickup: 300 ft

Weapons Systems:
1) Forearm Hardpoints(2, one each forearm)--These are generally adapted from the vast array of existing cyborg forearm weapons already available, or from PS’s diverse weapons lines.
a) Pulse Laser
Range: 3,000 ft
(Shotgun)600 ft
Damage: 3d6 MD per shot
(Shotgun)2d4 MD to a 12 ft area
Rate of Fire: ECHH
Payload: Effectively unlimited
Cost: 38,000 credits

b) Ion Pulse Gun(Series-2098)
Range: 2,000 ft
Damage: 4d6 MD per shot. On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage
Rate of Fire: ECHH
Payload: Effectively unlimited
Cost: 45,000 credits

c) Particle Beam Gun
Range: 1,400 ft
Damage: 6d6 MD per shot
Rate of Fire: ECHH
Payload: Effectively unlimited
Cost: 45,000 credits

d) Plasma Gun----PSPSR-1 ‘Saber Rifle’ Multi-Mode Plasma Carbine, a favorite for its multiple modes.
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
(Blunt Instrument) 1d8 SDC
Rate of Fire: ECHH
Payload:(Heavy Bolt): 10 shots per standard E-clip. Each shot takes 10 minutes off the saber mode duration,
(Light Bolt) 20 shots per E-clip(1 Heavy Bolt =2 Light Bolts)Each shot takes 5 minutes off the saber mode duration
(Plasma Saber) E-clip can power the saber mode for 2 hours.
(Plasma Lance) E-clip can power the lance mode for 1 hour
- Effectively unlimited linked to the PA’s power plant
Cost: 20,000 credits

e) Micro-Missile Launcher---12-shot cassette 15-20mm McMs, or 6 30mm McMs.

f) Mini-Missile Launcher---2 per forearm

g) 7.62mm Light Machine Gun(Cyborg-style)
Range: 2,000 ft
Damage: (Conventional) 1d6x10 SDC/HP per 10 rd burst
(Exploding) 1 MD single round, 2d4 MD ten-shot burst
Rate of Fire: Standard
Payload: 400 rd box magazine
Cost: 20,000 credits

h) Light Grenade Launcher---Prized for its versatility
Range: Typically 1,800 ft
Damage:
(Riot)---Combination flash-bang and rubber pellet charge---Victims are -10 to strike, parry, and dodge, -1 to initiative, and lose 1 APM for 1d4 melees. Rubber pellets do 1d4 SDC damage, but have a 60% chance of knockdown for any human-sized, or smaller, beings, caught in a 10 ft blast radius.....lose initiative and 1 APM for that melee(cost: 80 credits)
(Fragmentation-SDC) 2d4x10 SDC to 20 ft blast radius(cost: 100 credits)
(Fragmentation-MD) 3d6 MD to 25 ft blast radius(cost: 280 credits)
(High Explosive) 6d6 MD to 10 ft blast radius(cost: 360 credits)
(Anti-Armor HEAT) Very heavy projectile(range drops to 120 ft) Does 2d4x10 MD to a 1 ft diameter area(shaped charge)(cost: 800 credits)
(Plasma/Micro-Fusion) 1d6x10 MD to 8 ft blast radius (cost: 800 credits)
(Incendiary) 2d6 MD flash damage to 12 ft blast radius, plus does 1d4 MD per melee for 2d4 melees(cost: 350 credits)
(Acid)---4d6 MD to a 5 ft radius, then diminishes in strength by 1d6 each melee(lasts about 4 melees)(cost: credits)
(Chemical) Effects vary, but contains enough chemical agent to cover a 15 ft radius
(Illumination) Can loft to an altitude of 600 ft, and illuminate a 500 ft radius for 4d4 melees. (cost: 15 credits)
Note: Additional grenade types, including TW munitions, are constantly in development.
Rate of Fire: Standard
Payload: 20 shot drum
Cost: 9,500 credits

i) Retractable Vibroblade---One, or both, arms can have a retractable vibroblade for use as a tool or a weapon. Pronged Vibro-Jittes or Sais are preferred because of their better ability to block and entangle other vibroblades. Does 2d4 MD for a regular blade, 1d6 MD for a Jitte or Sai(but +1 to parry/entangle).


2) (Optional) Hardpoints on shoulders/wing gloves (2; 1 each)---These tend to be heavier weapons than those mounted on the arms, with better range, damage, and payload. The shoulder weapons are mounted on powered mounts that give them variable arc of fire 45 degrees side to side, and 75 degree elevation, are slaved to an HUD sighting system, and can be fired individually, or, in the case of similar weapons dual-mounted, synched to fire in concert.
a) Pulse Laser---Light variable frequency pulse laser cannon, roughly equivalent to a high quality pulse rifle.
Range: 4,000 ft
Damage: 4d6+2 per single shot, 2d4x10 for a triple pulse.
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 48,000 credits

b) Particle Beam Gun
Range: 2,600 ft
Damage: Two fire modes; 6d6 MD low power and 1d4x10 MD high power mode
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 32,000 credits

c) 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: Effectively Unlimited
Cost: 32,000 credits

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

e) 7.62mm Light Machine Gun(long barrel) ‘Mag’ General Purpose Machine Gun
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 backtrack and locate the machine gunner.
Rate of Fire: Standard; rated at 600 rpm
Payload: 250-rd belt or 75-rd saddle drum, or a 500 rd backpack drum
Cost: 8,000 credits

f) 20mm Cannon---Cut-down version of the PS Taskin Infantry Cannon
Range: 3,000 ft (1,500 ft for wood rounds)
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)
Rate of Fire: ECHH
Payload: 200 rds
Cost: 20,000 credits

g)Micro-Missile Launcher---25 15-20mm micromissiles per cassette launcher, or 12 30mm McMs.

h) Mini-Missile Launcher---3 per launcher

i) 25mm Cannon----Belt-fed version of the HAR-25 ‘Esben’Heavy Rifle
Range: 3,300 ft
Damage: (SDC)* (Fragmentation) 2d6x10 SDC to 10 ft radius**
4d6x10 SDC per 5 rd burst, 8 ft blast radius
(High Explosive) 6d6x10 SDC to 4 ft radius
1d4 MD per 5 rd burst, 8 ft blast radius
(Armor Piercing) 1d4x100 SDC, no blast radius
1d6 MD per 5 rd burst, 1 ft blast radius
*(Yes, I know, why include SDC when it just as quickly becomes MDC? You’re still being hit with a pretty hefty shell)
**(Note that SDC weapons enjoy a slightly larger blast radius than that of MDC weapons, owing to the lower damage potential)

(MD)(Fragmentation)1d6 MD to 7 ft radius
4d6 MD per 5 rd burst, 10 ft blast radius

(High Explosive) 3d6 MD single shot, 5 ft blast radius
1d4x10 per 5 rd burst, 8 ft blast radius

(Armor Piercing)4d6 MD single shot, no blast radius
2d4x10 per 5 rd burst, 1 ft blast radius

HESH (High Explosive Squash Head) - Designed to ‘spald’ off armor on the interior of power armors and vehicles. Composite ‘chobham’(layered armor and nylon mesh) armor reduces this internal damage by HALF, by holding the armor together.
HESH rounds do NOT have a blast radius.
3D6 MD plus 4D6 SDC to the person(s) inside the object.
1d4x10 per 5 rd burst,4 ft blast radius----plus 4D6+2 SDC to the person(s) inside the object


(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

Other ammunition types, including incendiary and plasma rounds, are also being developed.

Rate of Fire: Single shot or 5-shot burst
Payload: 150 rd drum
Cost: 16,000 credits

3) (Optional) Handheld Weaponry---Any infantry hand weapon or PA-scale weapons pod can be picked up and used. An assault module, light rail gun, energy weapon pod, or AT missile launcher is standard issue for the Fury.

4)Flare/Chaff Launchers(2)--Shoulder mounted countermeasure launchers.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 4 per launcher, 8 total

5)Hand to Hand Combat: Rather then using a weapon, the Fury can engage in mega-damage hand to hand combat. Equivalent to standard Power Armor Basic or Elite Combat training with the following changes:
Restrained Punch - 1D4 MD
Full Strength Punch - 1D6 MD
Power Punch (2 attacks) - 2D6 MD
Kick - 1D6 MD
Body Block/tackle - 1D4 MD
Flip/Throw - 1D4 MD

Gives a +4 to Perception rolls (if you're using them),
+4 to Initiative
+1 to Strike
+2 to Dodge
+3 to Dodge in Flight
+1 Roll

Options: Options for the PSA-14 are rather limited, owing to the amount of space the PA has available.

*Wing Blades---Inspired by observations of Free Quebec’s SAMAS designs, this feature adds large sharp strakes that do 2d4 MD on a sideswipe attack.
Cost: 18,000 credits

*Enhanced EW Cloaking---This comes in the form of two extendable ‘wings’ that are attached to the upper back of the armor, have 40 MDC each, and can extend upwards about three feet. These emitters allow the Fury to extend its electronic cloak to encompass an area of about 50 ft in radius, extending its bonuses to everyone in that area. This requires an APM and a successful Electronic Countermeasures skill roll to maintain, even with automation.
Cost: 1 million credits

*Light Forcefield---A light battlescreen generator mounted on the upper back(no other systems can be mounted with this in place)
Megadamage:(Light) 150
Duration/Payload: Depleting the MDC of the forcefield means that the generator must cycle for 1d4 melees before reactivating.
Cost: 160,000 credits

*Shoulder Drone Racks---The shoulders can be fitted with two racks for carrying advanced ‘Gnat’ mini-drones(each has 3 MDC, a 45-minute battery charge, and fly at 40 MPH) fitted with the equivalent of a cyber multi-optic. Each shoulder rack has three drone stations with recharge sockets.
Cost: 7,000 credits, 3,000 credits per drone


Variants:
*PSA-14C---’Vexer’---In response to concerns that the ‘Fury’ had too many bells and whistles to be economically sustainable in times of war, Paladin Steel has produced this stripped-down model without the advanced electronics and CG-propulsion system option, but retaining the high agility and laser designator, for faster less expensive production and distribution to the rank and file troops.
Cost: 3.2 million credits

*PSA-14D---’Drummer’----Variant that does away with the shoulder-mount hardpoints in favor of a more conventional handheld drum-fed rail gun or g-cannon. Some operators feel that the handheld main armament is much more flexible, intuitively aimed and easily maintained than the powered shoulder mounts.
Changes/Modifications:
Weapons Systems:
2) Handheld Rail Gun---Replaces the shoulder mounts. Either a belt-fed rail gun, machine-cannon, or g-cannon.
A) Rail Gun----PS-RG140 Rail Gun, PS copy of the C-40R Rail Gun; Paladin Steel has been slow to ape others’ rail gun designs, instead preferring their own longer-ranged heavy-caliber projectile weapons and variable warload massdriver-style cannons. The Fury was the first deployment of a more rugged and more streamlined PS copy of the CS’s infamous and already well-copied C-40R. The PS-RG140 isn’t the most popular weapon, however, because of the existing more powerful alternatives available.
Weight: 60 lbs
Range: 4,000 ft
Damage: 1d4 MD single rd, 1d4x10 MD 40 rd burst
Rate of Fire: EPCHH
Payload: 6,000 rd drum(100 bursts)
Cost: 90,000 credits

b) GrHW-01 ‘Flamma’ Heavy Gravitonic Rail Gun---The preferred weapon is this gravitonic weapon based on a South American alien weapon. Though regarded by some as a more expensive technological fix to the rail gun , the Flamma is highly regarded by Fury pilots.
Weight: 45 lbs
MDC: 50
Range: 4,000 ft
Damage: 1d4x10 MD single shot, 2d6x10+10 MD for a 10 shot burst.
Rate of Fire: Standard
Payload: 200 rd belt
Special Features:
-Gravitonic Counter-Buffer---The standard GrHW-01 has recoil as standard, so standard burst rules apply, However. PS engineers have learned how to fit the weapon with a gravitonic ‘counterwave’ similar to Three Galaxies weapons, that damps recoil and steadies the weapon during rapid fire---Negate the HALF bonus penalty for firing bursts due to the weapon generating a counter-gravitonic pulse to damp out recoil.
Cost: 95,000 credits

c) PS-M136 Minigun---Long range, heavy damage, but a tendency to eat through ammunition supplies very quickly.
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 backtrack 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

d) M-50B Reaper Heavy Machine Rifle---Belt-fed(rather than drum-fed) version of the M-50 20mm cannon.
Weight: 60 lbs
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: 400-rd belt
Bonuses: +1 strike(w/ laser targeting)
Special Features: *Laser Targeting--+1 to strike
Cost: 28,000 credits
A box of 100 20mm ‘smart’ rds costs 800 credits. A box of 100 20mm ‘smart’ PS rds costs 3000 credits

e) 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: EPCHH
Payload: 1,000 rd drum
Cost: 100,000 credits


*PSA-14E---’Echo’---An even more stripped-down economy model meant for sale to affiliated Irregulars, paramilitaries, militias, and mercenaries. It uses the basic jet thrusters and loses the advanced EW systems, but actually gains an additional +1 to dodge in flight due to being 20% lighter. The forearm weapons mounts are limited to cyborg-style forearm weapons as well, and the power armor doesn’t have the environmental sealing for underwater operation either. Despite this, the PSA-14E is selling VERY well among forces wanting a basic, fast, and agile light flying power armor.
Cost: 930,0000 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
------------


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Unread postPosted: Tue Mar 10, 2020 3:57 pm
  

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Location: Somewhere between Heaven, Hell, and New England
‘GravHawk’ Gravitic Resist Utility Aerodyne(aka ‘SkyMinnow’, ‘SkyTrout’, ‘GrayHawk’, ‘Battlehawk’)

“You’d have to go back to the ancient Bell Huey to find a heli as versatile as the Blackhawk. Those birds could be modded with just about anything. The GravHawk is just the latest chapter in a long and storied history of a great design.”

“If you can’t get me Mohawk gunships, I’ll happily take GravHawks; with the right accessories I can do nearly as much damage.”

“It may be a while before we can get out an official TW version; every airframe we’ve produced so far has been snapped up by regular users. I’m sure there’s some t-wizards doing aftermarket mods out there, but they’re not waiting for us to roll out our own.”

The PS-CGS-70 GravHawk is another one of Paladin Steel’s retrofits of classic pre-Rifts airframe designs with modern technologies. In this case, the design is that of the long-lived Sikorsky Blackhawk helicopter, refitted with GMR/CG technology. The basic airframe, with its distinctive wide tailplanes, remains, but the rotor assembly has been done away with entirely, replaced with an anti-gravity coil and several mauevering vanes.
Since its introduction, the GravHawk has become very popular with both civilian and paramilitary users, and outfits a number of GNE/USA National Guard units in their territories . The GravHawk has also spawned several variants; heavily-armed gunships(known variously as ‘BattleHawks’, or ‘Arpia’(‘Harpies’)), naval ASW models, SAR and medevac versions, and a dedicated firefighting variant.

Type: PS-GMRUAV-CGS-70 GravHawk
Class: Gravitic Resist Utility Aerodyne
Crew: 1+1 copilot+18 passengers
MDC/Armor by Location:
Main Body 240
Cabin Windshields(4) 45 each
Tail 120
Maneuvering Winglets(2) 60 each
Landing Gear(2) 30 each
Height: 16 ft
Width: 9 ft
Length: 65 ft
Weight: 10,900 lbs
Cargo: 6,000 lbs
Can also lift up to 9,000 lbs under the main fuselage.
Powerplant:Nuclear Fusion w/ 18 year energy life
Speed: Hover to 220 MPH. maximum altitude of 13,000 ft
Market Cost: 1.8 million credits
Systems of Note:
Standard Aircraft Systems, plus:

*Radar----25 mile range

Weapons Systems: None standard, but Paladin Steel has made a few upgrade options available;(see Options and Variants below)

Options:
*Door Guns(1-2)----Pintle-mounted guns can be fitted on either side of the aerodyne. The favorite weapons are 0.50 caliber heavy machine guns, Mini-guns, light rail guns, or infantry heavy energy projectors.

*Nose Turret---Though not originally designed for a nose turret, the BlackHawk would later see several users outfit it with nose-mount armaments. The GravHawk continues this, with the option of adding a nose turret for additional weaponry. However, this cuts into the available cabin space for sensors and cargo; ammunition feeds from magazines in the cabin decrease the number of passengers that can be carried.
a) 40mm Grenade Launcher
Range:5,000 ft
Damage: (Fragmentation) 4d6 MD to blast area of 12 ft
2d6x10 MD to blast area of 40 ft w/ 10-rd burst
(Armor Piercing) 1d4x10 MD to blast area of 3 ft
3d6x10 MD to blast area of 8 ft w/ 10-rd burst
Rate of Fire: Standard
Payload: 300 rds
Cost: 50,000 credits

b) 20mm Cannon----Reduces passenger/troop capacity to 8
Range: 6,000 ft
Damage:(20mm) 1d4 MD single shot
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
(Super-HEX) 4d4 MD single shot
1d6x10 MD per 5 rd burst
2d6x10 MD per 10 rd burst
(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)
(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)
Rate of Fire: EGCHH
Payload:500 rd magazine
Cost: 80,000 credits

c) 30mm Cannon----Reduces passenger/troop capacity to 8
Range: 9,500 ft
Damage:4d6 MD single rd, 1d6x10 MD two rd burst, 5d6x10 MD for a 5-rd burst!
Rate of Fire: Single shot ,two-round, or five-round burst
Payload: 150 rds
Cost: 100,000 credits

d) Pulse Laser
Range: 4,000 feet
Damage: 4d6+2 per single shot, 2d4x10 for a triple pulse.
Rate of Fire: Standard
Payload: Unlimited
Cost: 60,000 credits

e) PPR-3 Plasma Cannon
Range:(Plasma Stream) 2000 ft
(Plasma Bolt) 1500 ft
Damage:(Plasma Stream) 1d6x10 MD per blast
(Plasma Bolt) 1d4x10 MD to 8 ft blast radius
Rate of Fire: Single shot, ECHH
Payload: Effectively Unlimited
Cost: 80,000 credits. The PPR-3C is NOT currently for sale, but would likely cost 90,000 credits or more if made available.
(Post-110 P.A. Update: The Serap continues to see yeomen service as a heavy weapon with the GNE, but is being increasingly relegated to rear echelon units as more powerful, and longer-ranged, weapons are becoming available. The exception is the PPR-3C variant model, which is vehicle-mounted and uses improved plasma direction technology to extend the range of the bolts to 1,800 ft, as well as to produce a plasma ‘shotgun burst’ of 4-6 smaller bolts, each doing 4d6 MD each, over a 20 ft wide area, at the old 1,500 ft range.

Options:
“Hot Shotting”---This systen 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 Serap, 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). HotShot modding costs 8,000 credits, and a recharged cylinder of refined d-gas costs 700 credits(500 credits if the user can return a depleted gas cylinder at the time of purchase) and is good for 30 shots.

f) PPR-4 Multi-Mode Plasma Gun
Range: (Plasma)3,500 ft
(Plasma Bolt) 2,000 ft
(Magnetic Vortices) 2,000 ft
Damage: (Plasma)1d4x10 MD per plasma blast, 3d4x10 MD for a 3-shot rapid-fire burst(takes two attacks)
(Plasma Bolt) 1d4x10 MD to 15 ft blast radius
(Magnetic Vortice-SDC) 2d8 SDC per vortice, plus 60% chance of knocking down human-sized targets, and affects a 10 ft radius
(MDC) 2d8 MD per vortice, 3 ft radius
Rate of Fire: ECHH
Payload: Effectively Unlimited
Bonuses: +1 to strike from laser targeting
Note: Magnetic force vortices, being invisible, are -8 to dodge
Special Features:
*Sensor Package---To make this weapon more valuable to space forces, PS installed a ‘smart’ sensor package, taken directly off the ‘Maximus’ Laser Rifle.
Telecopic Optics
Pasive Nightvision
Thermo-Imaging
Laser Tageting---+1 to strike
PPE-Sensor----200 ft range(out to 400 ft w/ 50% error in aura determination), 60-degree arc, and can detect invisible enemies(See Rifts: Japan, pg 116 for details on the SNARLS system on which this weapon is ultimately based)
IR/Normal Light Spotlight---300 ft range
Cost: 90,000 credits

Options:
“Hot Shotting”---This systen 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 Serap, 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). HotShot modding on the Comet costs 10,000 credits, and a recharged cylinder of refined d-gas costs 700 credits(500 credits if the user can return a depleted gas cylinder at the time of purchase) and is good for 30 shots.

g) PSPPR05 Plasma Machine Gun
Range: 3,300 ft
Damage: 5d6 MD per shot, 2d4x10 MD for a four-shot burst
Rate of Fire: Standard
Payload: Effectively Unlimited
Cost: 33,000 credits


h) 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: Single shot, ECHH
Payload: Effectively Unlimited
Bonuses: +2 to strike metallic targets
Cost: 30,000 credits

i) Ion Cannon
Range: 2,700 ft
Damage: 3d6 MD per shot; 6d6 MD per double-shot burst
Rate of Fire: Single shot, ECHH
Payload: Effectively Unlimited
Cost: 25,000 credits

j) Particle Beam Cannon
Range: 4,000 ft
Damage: 1d6x10 MD per blast, but on a strike roll of 18 or more, the weapon does 2d4x10+10 MD!
Rate of Fire: Single shot, ECHH
Payload: Effectively Unlimited
Cost: 180,000 credits

k)TK Heavy Machine Gun
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 re-cast every six months. 200 shot ‘back-up’ PPE clip
Cost: 600,000 credits

l)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.
Plus Ant-Theron damage as usual; use the following guidelines
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: Gallon-sized EE-Drum, providing it with 300 shots.
Bonuses: +1 to strike from laser/scanner targeting system
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

Variants:
*GMRUAV-CGS-70B----(aka “BattleHawk’ or ‘Arpia’/’Harpy’)----Gunship version with stub wings added to carry weapons hardpoints:
Changes/Modifications:
Weapons Systems:
1) Weapons Pylons---Two stub wing structures can be added that are fitted with hardpoints for mounting additional equipment and armaments. Each wing has 60 MDC.
Each wing can carry a single large hardpoint, or two smaller hardpoints, that can be configured as follows:

-Single Hardpoint(1)---Can carry the following:
a) Short Range Missile Rack---12-shot rack

b)PS-AWD-MML-2 Mini-Missile Launcher-----Based on the Mechanoid Brute Mini-Missile Launcher Box
This was the only weapon PS was able to duplicate exactly, because they were able to use advanced composites to reduce the weight
Weight: 900 lbs
Range: Varies, generally one mile
Damage: Varies
Rate of Fire: Volleys of 1,2, 4, 6, or 8
Payload: 40
Cost: 120,000 credits

c) Slammer Concussion Missile---Knockoff Triax Weapon, acquired through industrial espionage.
Range:(Missiles) 6,000 ft
Damage: (Missiles) 2d4x10 MD to 90 ft radius..
88% chance of knock-down(lose 1 APM and Initiative), 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees)
Payload: 1
Cost: 120,000 credits

d) Mine/Bomblet Dispenser---ONE can be carried per wing(outermost hardpoint only)
Light Weapons Dispenser(L-SAW)--This is essentially an oversized bomblet dispenser that can be used to bomb targets directly, ‘seed’ areas with minelets, or can launched to act as a stand-off ‘glide bomb’.
Range: SAW has an effective range of 10 miles in atmosphere Submunnitions can be launched up to 300 ft out to either side of the SAW’s flight path.
Damage: (AP Grenade) 4d6 MD to 8 ft area
(Chemical Grenade) Varies by chemical type and atmospheric conditions. A chemical grenade will generally generate a cloud of aerosol 15 ft in radius.
(HE Shell) 5d6 MD to 20 ft area
(Fragmentation Mine) 4d6 MD to 12 ft area
(Incendiary Bomb) Does 4d6 MD to 40 ft area, does an additional 2d6 MD for 1d6 melees, and 1d6 MD per melee for an additional 2d4 melees
(Angel Hair)---Does NO damage, but against conventional power generators and uncovered power lines and distribution systems, it can short out power grids, clog generator air intakes(80% effectiveness against industrial generators and internal combustion engines), and be a general nuisance to clean up.
Rate of Fire: A SAW can volley its submunitions in any combination
Payload:(Typical loadouts)
200 AP/Chemical grenades
OR
50 HE/anti-vehicle grenades
OR
50 Fragmentation Mines
OR
25 Incendiary Bombs
OR
250 spools of wire, each spool holding up to 4,000 ft of aluminum-coated



-Twin Hardpoints(2)---Can carry the following:
a) Micro-Missile Launcher(25 shot micro-missile launcher using Paladin Steel micro-missiles/rocket-propelled grenades)
Range: 3,000 ft
Damage:(Pattern-1a----[101 PA]) 2d4 MD per missile, 8 ft blast radius
(Pattern-1b---[105 PA]) 4d6 MD per missile, 15 ft blast radius
( Pattern-1c---Plasma[ 108 PA])1d6x10 MD per missile, 10 ft blast radius
Cost: 10,000 credits(missiles cost 150 credits per one)

b)20mm ‘Fire-Orchid’ Anti-Aircraft L-SAM Micro-Missiles
Range: 8,000 ft for all types
Damage: (Pattern-2a) 4d4 MD to 2 ft blast radius
(Pattern-2b)6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
(Pattern-2c)(Incendiary)2d4 MD to 5 ft blast radius, does an additional 1d4 burn damage for 2d4 melees
Rate of Fire: Volleys of 1, 3, or 9
Payload: 9-shot clip
Bonuses:(All Patterns)(+3 to strike airborne targets, +1 to strike ground targets) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
Special Features:
*Sensor Package---The sensor package includes an IR/Thermal sight, laser rangefinder(2 mile range) and directional mini-radar(2 mile range) with audio-alarm to notify the gunner of target-lock.
Cost: 28,000 credits (3,000 for the launcher assembly, 25,000 for the sighting package)
(Pattern-2a) 90 credits each
(Pattern-2b)130 credits each
(Pattern-2c)150 credits each

c) Mini-Missile Launcher(19-shot missile pod)----The main advantage this weapon has over the larger-payload PT-M20(described later) is its cost and higher rate of selective volley fire.
Rate of Fire: Volleys of 1-19(all)
Cost: 20,000 Credits(Missiles cost extra)

d) L-SAM ‘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: 8 per launcher
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)
Cost: 200 ,000 credits per launcher, 10,000 credits per missile

e) Copperhead Heavy Hitter Anti-Armor Missiles---Laser-guided anti-armor missiles
Range: 1 mile(5,000 ft)
Damage: 2d4x10 MD
Rate of Fire: Volleys of 1,2,3,or 4
Payload: 4 shot pod per hardpoint
Bonus: +5 to strike ground targets(Aircraft are only +2 to strike)
Cost: 20,000 credits. 6,000 credits per missile

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

g) Short Range Missile Launcher(4 per hardpoint)
Cost: 20,000 Credits(Missiles cost extra)

e) PS-M136 7.62mm Minigun Pod
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 belt
Cost: 35,000 credits

f) Flare/Chaff Launcher----
Range: 6,000 ft, creates a 30 ft cloud, +10 ft per each additional chaff/flare launched in the volley. Cloud lasts 2 meless before dissipating(or less in a very strong wind).
Damage: None
(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
(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.
Payload: 12 per launcher
Cost: 2,000 credits per launcher. Chaff/flare bundles 600 credits each

g) Missile/Gun Pod.50 caliber Gunpod---Combines a fifty-caliber heavy machine gun and ramjet amunnition with a four-shot mini-missile launcher
Range:(Machine Gun) 19,000 ft
(Mini-Missiles) Varies by Missile Type
Damage:(Machine Gun)(SDC rd) 7d6 SDC per single rd, 2d6x10+20 SDC per 40 rd burst
(Ramjet rd) 1d4 MD per single rd, 5d6 MD per 40 rd burst
(Mini-Missiles)Varies by Missile Type
Rate of Fire:(Machine Gun) ECHH
(Mini-Missiles) Volleys of 1,2,3, or 4(all)
Payload:(Machine Gun)2,000 rds(50 bursts)
(Mini-Missiles) 4
Cost: 60,000 credits

h) Mini-Missile/Laser Pod----Modified PS PTT-M20 Missile Rifle
MDC: 100
Missile Type: Any Mini-Missile
Mega Damage: Depends on missile type. The Laser does 2d6 MDC
Range: Usually about a mile for the missiles, 2000 feet for the laser
ROF: 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

i) Sprayer Pod---This liquid storage pod deploys two diffusers from the back to spray chemicals from the back. This is typically used to control agricultural pests(if the infestation is too great, the ‘copter crew typically fires the affected field), crowd control, firefighting, or other vermin management roles.
Range: Depending on wind and altitude, the helicopter can spray a 100 foot wide swath at maximum dispersal.
Damage: Varies by chemical type. If using water, typically does 4d6 HP to vampires(‘Bless the tank, Holy Father!”).
Rate of Fire: ECHH
Payload: 230-450 gallons
Cost: 20,000-50,000 credits

j) PS GL-20 Automatic Grenade Launcher, a.k.a. the 'Tammy Gun': This is the popular knockoff of the WI-GL20.
Primary Purpose: Assault
Weight: 130 lbs empty, 150 lbs fully loaded. MDC: 100
Mega Damage: Frag rounds do 4d6 MD to a 12-foot radius. AP rounds do 1d4x10 to a 3-foot blast radius, and Plasma rounds do 1d4x10+10 to a 5-foot radius. A 3-round burst of frag shells does 1d4x10 to a 15-foot radius, a burst of 3 AP shells does 2d4x10 to a 5-foot radius, and a burst of 3 plasma shells does 3d4x10 to an 8-foot blast radius A 5-round burst of frag shells does 1d6x10 to a 20-foot radius, a burst of 5 AP shells does 2d6x10 to a 6-foot area, and a burst of 5-plasma shells does 3d6x10 to a 10-foot radius. A 10-round burst of frag shells does 2d6x10 to a 40-foot radius. A 10-round AP burst does 3d6x10 to an 8-foot area, and a 10-round plasma burst does 4d6x10+10 to a 15-foot radius!!
ROF: Standard
Range: 3,000 ft
Payload: 150 round drum clip. An additional 200 round ammo bin can be installed on the thigh hardpoint that's on the same side as the weapon, or a 1,500 round ammo bin can be installed in place of the backpack. The small bin has 50 MDC, the huge bin has 200. But most commonly a pair of 50 MD cargo boxes are added, one to each hip, and each containing a new 150 round clip. It takes 2 actions to change a clip. Optional 50 round clips can be used instead of the 150 round drum clip, this has less payload but weights only 5 lbs and eliminates the -1 penalty to strike while using it one handed. 4 clips can be held in each storage box. More ammo total, but it takes longer to use it all.
Cost: 150,000 cr Frag Grenades cost 300 cr each, AP cost 400, and Plasma cost 500. Empty drum clips cost 200, empty short clips cost 100. PS offers special deals on buying fully loaded clips. A fully loaded Frag clip cots 30,500, a fully loaded AP clip costs 40,500, a fully loaded Plasma clip costs 50,500. (Short clips cost 12,500 for frag, 16,500 for AP, and 20,500 for plasma) costs include rounds, clip and a nominal loading fee, but it's still about a 20-25% discount.

k) 20mm Long-Barrelled Gunpod
Range: 4,000 ft(16,000 ft in space)
Damage: 4d4 MD single shot (2 ft blast radius)
1d4x10 MD per 5 rd burst (2.5 feet blast radius)
2d4x10 MD(3 feet blast radius) per 10 rd burst(but -1 to strike)
4d6x10 MD(6 feet blast radius) for a 40 rd burst ( -2 to strike)
Rate of Fire: EPCHH
Payload: 460 rd drum
Cost: 60,000 credits

l) Light Rail Cannon--Intended for use against targets that are resistant to energy weapons.
Range: 4,000 ft
Damage: 1d4 MD single rd, 4d6 MD per 20 rd burst
Rate of Fire: ECHH
Payload: 5,000 rd drum
Cost: 80,000 credits

m) Heavy Rail Gun Pod---A five-barreled weapon copied from downed Coalition Black Lightnings
Range: 4,000 ft
Damage: 1d6x10 MD per 40 rd burst; can only fire bursts
Rate of Fire: ECHH
Payload: 2,000 rd drum
Cost: 90,000 credits

n) ECM/Radar Jammer Pod---5 mile range. Jams radars and radar targetting 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

o) Cargo Pod---Holds up to 500 lbs of cargo
Cost: 1,000 credits


*GMRUAV-CGS-70F ---Firefighting variant, copied almost directly from the pre-Rifts S-70 FireHawk. Features a 1,000-gal belly tank, sprayer system, nose optics sensor turret, and environmentally-sealed cabin.

*GMRUAV-CGS-70ASW ---Shipboard ASW version, based on the pre-Rifts SeaHawk. Lacks the Battlehawk’s stub-wings and troop capacity in favor of flotation gear, sensors, and a weapons suite that includes torpedoes and anti-ship missiles.
Systems of Note:
*Enhanced Radar---80 mile range
Radar has special ocean-surface search capabilities, including the ability to screen out surface clutter and distracting returns from wave tops.

*Magnetic Anomaly Detector ‘Bird’---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).
Weapons Systems:
1) Fuselage Hardpoints(2)---- The G-SeaHawk has two mounting points for expendable ordnance:
a) Torpedoes(light to medium range)---One per hardpoint

b) Depth Charges---One per hardpoint.
Range: Can be set for down to 2 miles deep
Damage: 2d4x10 MD to 100 ft radius, and 4d6 MD to an additional 30 ft radius

c) Mines---One per hardpoint--2d4x10 MD to 50 ft blast radius

d) Harpoon III Missiles---One per hardpoint
Range: 40 miles
Damage: 2d6x10 MD to 40 ft blast radius
Bonuses: +5 to strike
Cost:(Surface/air launched): 18,000 credits

e) PS-ABA-1 Wrasse Drone---Four per hardpoint.

f) PS-ABA-2 Cudda Drone---One per hardpoint.

2) Sonobuoys---125
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 sonubouy 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 range 5-10 miles), and can report a sonar/acoustic 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.
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 Sonubuoys cost 100 credits apiece

3) (Optional) Door Guns(1-2)----Though not part of the original SeaHawk design, in a concession to the dangers of Tifts Earth, pintle-mounted guns can be fitted on either side of the aerodyne for self-defense against lesser threats such as dragonfish.

TW Option:
The GMRUAV-CGS-70ASW can be fitted with a Penetrating Gaze mystic sight system, tired in to a nose optical turret or a headset. Penetrating Vision Optics use a new spell;, to peer through cloud and even into the water as if these barriers to clear observation didn’t exist! When engaged, the optics have a range of roughly 7,000 ft, so flying at an altitude of 5,000 ft, the observer can actually see down 2,000 ft through the water! The downside, of course, is that the optical field is fairly limited(think Nordon Bombsight or old-style nigtvision goggles), and the more powerful TW optics burn PPE at a higher rate; 10 minutes per 10 PPE.

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

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


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Unread postPosted: Thu Mar 26, 2020 9:31 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
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Location: Somewhere between Heaven, Hell, and New England
*PS-SMADA-01 Small Mobile Air Defense Array
(aka ‘Smak-Traks’, ‘Bug-Zappa’)
“Them macro-virus swarms can be hell to face, but we got a shipment of smak-traks arrive in time to set up a containment line. Those ultraviolet eh-dee lasers do a right nice job of degradin’ their protein coats and burning their innards out before they can infect anybody. Once we got several lines of those little ‘bots going firing in-depth, we had enough time to evacuate the outer buildings in town and set up a some nice fuel-air burn traps to deal with what escaped the zappa-line.”

“We double and triple up on the crawling bug-zappers when we’re anywhere near Xit territory. A single shot from one of these things doesn’t do much more than annoy a fully grown Xit, but a sustained barrage as it flies in? Bug’s gonna HURT. Get enough zappers firing in coordination, they can blunt a small swarm’s aerial charge, maybe persuade the bugs to go look for easier pickings. At the very least, it gives us enough time to bring the heavier swatter weapons to bear.”

When first observed in the field, this small device was assumed to be a Smallkin ground vehicle modified for air defense, but it is now known to be a semiautonomous drone mini-tank, part of Greater New England Armed Services BAMSP: Battlefield Asset Management System Package, a flexible network of coordinated point- and air defense systems. The SMADA is the common automated air defense turret first introduced on the PSA-11 power armor, mated to the chassis of the PS-McLBT-05 ‘Sica’. An extra sensor package is added to the weapons system, and the whole powered by a two-year modular nuclear power cell for effectively unlimited shots from the laser projectors.
SMADAs’ main deficiency is a lack of early warning sensors with sufficent range to allow them to orderly sort out threats in their area of reponsibility with enough time to anticipate and lead targets in advance. Though several sensor modules can be fitted, the best results come with the SMADA(s) linked to other vehicles with better long range sensors.
SMADAs are typically deployed to the edges of a GNEAS military convoy, formation, or encampment, providing low altitude air defense against missiles and even artillery shells. They also serve as sentry pickets warning of approaching intruders. If available in large enough numbers, they can provide low-altitude defense in depth against enemy fliers and projectiles. They are considered expendable assets akin to ‘smart’ mines.

Type: PS-SMADA-01
Class: Small Mobile Air Defense Array
Crew: None; robot drone
MDC/Armor by Location:
Main Body 250
Main Turret 60
Sensor Array 50
Treads(2) 120 each
Height: 55 inches, 5 ft
Width: 35 inches 4 ft
Length: 74 inches, 6.3 ft
Weight: 1,600 lbs
Cargo: None
Powerplant: Micro-Nuclear(2 year energy life)
Speed: 70 MPH
Can clamber over 9-inch obstacles and get up a 60-degree grade; can withstand falls of up to 25 ft without damage.
Market Cost: 560,000 credits
Systems of Note:
*Self-Righting---Extendable pylons from the sights push the ‘bot back upright if it’s knocked on its side.
*Basic & Low Lite Robot Optics
*Thermal Optics
*Laser Targeting---11,000 ft range
*Radar(Early Warning) 6 mile range
(Close-In Target Lock) 11,000 ft
*Radio Communications and Fire Link--- Can link the ‘bot into a networked fire conntrol system. 6 mile wireless range
*Manned Direction Link--This takes the form of a link to a HUD -equiped helmet and hand unit, allowing a gunner to direct the weapon remotely using a sensor-feed from the weapon.
*Fire Control Link---Can be hardlinked via fiber-optic cable to a fire control network(this is done to avoid signal scrambling and targetable EM emissions).
*Loudspeaker/Warning Siren----Can be set to blare out a warning when detecting and engaging approaching targets(can also flash warning lights). Most field operators, however, set this feature to shut off after a set number of seconds after initial contact to avoid undue distraction in combat.

Weapons Systems:
1) Pulse Laser Turret---The SMADA-01’s sole weapon is this twin-laser array taken directly from the PSA-11. The laser has excellent range for its size, fair damage, and very quick response and lock-on-target speed.
Range: 6,000 ft
Damage: 3D6 MD single blast, 6D6 MD double- barreled blast
Rate of Fire: Equal to the gunner'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)

Programming:
*Basic
Radio: Basic 98%
Math: Basic 98%
Read Sensory Instruments 98%
Land Navigation 94%
Language:(all at 94%)
American-English
Spanish
Dragonese
Euro
Techno-Can
Can identify common North American factions, equipment, insignia, and protocols(including Coalition and Triax), common Western Hemisphere monsters, demons, aliens, and d-bees.


Options:
*EM Detector---Detects hostile enemy EM emissions, such as targeting radars. Unlike the general market version, this system CAN determine source direction with 80% reliability. Cost: 16,000 credits.

*Flare/Chaff Launcher---A grenade-mortar set to throw out countermeasure decoys for diverting missiles and confusing sensors. Eight-shot mortar cluster can throw chaff/flare bundles up to 5,000 ft away. Cost: 20,000 credits for the launcher. 250 credits per flare/chaff canister.

*PPE Sensors---This allows the ‘bot to detect and target active magical sources such as flying mages, TW flyboards, and creatures flying by the power of magic.. 11,000 ft range.
Cost: 260,000 credits

*Advanced Gunnery---An upgrade package, reprogramming the fire control for faster responses and more attacks per melee, allowing the lasers to engage a target longer or deal with multiple targets.
Bonuses: 8 APMs
Cost: 4 million credits


Variants:
The main variants of the SMADA usually involve replacing the Pulse Laser Turret with another type of weapon, such as a 20mm(7,000 ft range) autocannon, twin-15mm(4x25 shot cassettes), 20mm(4x16 shot cassettes), or 30mm(2x6 shot cassettes) micromissile launchers, or a four-shot FIM100A Black Talon launch system. However, laser-armed units far outnumber the projectile versions, as most operators prefer the near-limitless ammunition supply and speed-of-light response/time-on-target of the laser systems.

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

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


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Unread postPosted: Sun Mar 29, 2020 7:33 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44146
Location: Somewhere between Heaven, Hell, and New England
PS-MAAC07 AntiAircraft System
“Mind the traverse; the macer may look boxy and clumsy, but in air defense mode, that turret can turn FAST. I’ve known newbies who have gotten whiplash concussions because they weren’t secured.”

The MAAC07 is an air defense system turret designed to be dropped into the turret mounting bearings of a variety of PS AFVs(the PS-MBT-07 Black Bear, PS-AFV-25 ‘Sand Demon’, PS-MBT-25 Von Stueben, PS-GEV-MBT-15 ‘Firedrake’ HoverTank. and PS-GMR-HAFV07 ‘Bruno’ Heavy Armored Fighting Vehicle). The turret can also be dropped into the convenient chassises of any remaiing/new construction IHA Iron Hammer, Iron Fist, or Iron Bolt AFVs, replacing their turrets. The turret holds a pair of 40mm rapid-fire autocannon, drum magazines for both, a pair of missile launchers, and air search and targeting sensors.
Market Cost: 1.4 million credits(ammunition costs extra)
MDC/Armor by Location:
Turret 200
Missile Launchers(2) 90 each(When clear for action)
Radar Aerials(2) 50 each
Systems of Note:
*360-degree traverse
*Radar Fire Control----Range of 50 miles.
*Targeting Computer---Provides a +3 to strike flying targets
*Radar Detection---Detects radar missions, especially target lock types.
Weapons Systems:
1) 2x40mm Autocannon---A proven and reliable weapons system; paired rapid-fire guns firing a variety of munition types.
Range: 2.6 miles
Damage:(Proximity Fuzed Fragmentation) 3d6 MD to 15 ft blast radius
(Armor Piercing Tracer) 5d6 MD single shot
(High Explosive Tracer) 4d6 MD to 10 ft blast radius
Rate of Fire: EPCHH
Payload: 444 round drum

2) Missile Launchers(2)----Concealed in fold-out/lift-upbox launchers on either side of the MAAC turret are two anti-aircraft missile launchers. Each can accommodate ONE of the following configurations:
a) *L-SAM ‘Black Talon’ Launcher---A light weapon mount RAM(rolling airframe missile) launcher adapted for shipboard use.
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1-6(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)

b) ’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)
Rate of Fire: Volleys of 1-4(all)
Payload: 4 per launcher
Bonuses:+3 to strike

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

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


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Unread postPosted: Thu Apr 02, 2020 7:28 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44146
Location: Somewhere between Heaven, Hell, and New England
Sign of the times that I’d write up something like this....
But hey, inspiration comes from unexpected sources and mind-work keeps the doldrums away, no?

PS-TMED06 ‘Wype-Lite’ TW Medical Applicator
(aka ‘Booster-lights’, ‘Death Ray’)
“Remember; these are just ONE of several measures we put into place when responding to a biohazard situation. They’re not meant as the ONLY safety measure we put into place. Don’t get overconfident just because we have booster-lights set up. Follow full suit-up and hygiene protocols. Wash your appendages going in and going out of the treatment area. Establish as many layers of defense as possible to stop our unseen enemies in their tracks, as it were. Our job is war, and we’re as much soldiers as the grunts and air-jockies in the forces.”
----GNE PubMed Safety Officer briefing EMTs

“’Are these our boomboxes?’ Ma’am...yes, yes they are. They’re our Symphony of Life ‘players. Let us set these things up and turn them on, and they wipe away fear with their magnificent light.”

“You know the big bright decon lights on the medical Cavorite floaters? The ones that can bolster the immune systems of refugees in the field and give them a better chance of surviving until they can reach better personal medical care? These things are smaller versions of those. Handier and equally effective.”

The TMED06 ‘Wype-Lite’ is a TW medical device designed with large scale health emergency situations in mind. Resembling a small boombox-sized fluorescent tube light with top-mounted carrying handle, it is powered by a swappable TW Powerstone crystal and a battery unit. The Wype-Lite incorporates a more powerful disinfecting version of the Cleanse spell, coupled with Fortify Against Disease spell, amped with several duration-sustaining magicks(such as Energize Spell), and a powerful UV lamp. The Wype-Lyte is meant to be used to perform area of effect disinfection of treatment areas(such as field hospitals, accident sites, and residences), as well as providing decontamination of personnel moving in and out of infection zones. The TMED06 is hand-carried, but can be set up on a tripod to cover building/structure access ‘chokepoints’. TMED06s have become standard equipment with GNE medical first responder units, allowing them to decontaminate quickly, as well as afford on-site bystanders some added degree of protection against pathogens.
The TMED06 proved less effective at dealing with soem of the magical plagues unleashed during the Minion War, but more effective at containing others, validating the concept. Later modifications have been added to allow the device to illuminate the presence of active and malign magic in those passing through its area of illumination(one GNE security team notably used a modified Wype-Lite to reveal the infiltration of necrowraiths into a hospital) .

Weight: 5 lbs
MDC: 15
Range: Affects a 12 ft wide area.
Damage/Effect:
(Cleanse+Globe of Daylight)(5) 60 minutes’ duration, during which anybody entering the area of the light will be cleansed and disinfected. Also adversely affects vampires and other creatures susceptible to sunlight.
(Fortify Against Disease)(8)+4 save vs disease, +1 to save vs toxins & poisons for 12 hours.
(Energize Spell)(8)---Extends the duration of the bundled spells.

Activating all the spells for a period of 60 minutes costs 21 PPE.
Special Features:
* MDC Construction
*Tripod-Mountable
*Power Source---The technological elemnts use a regular battery good for 48 hours of continuous operation(or an e-clip for a WEEK of operation), while the magical components can use a PPE clip, or can be fitted with a ‘Regenerator’ Power Stone.
PPE Capacity:(Light)----75 PPE battery capacity; recharges at 5 PPE per hour, 10 PPE/hour at a leyline, 20 PPE/hour on a nexus or in a dimensional pyramid, cost: 9,000 credits(more powerful PPE power sources can be swapped in/connected; the Light PPE Powerstone battery is considered ‘standard’ issue.

Note: The user can pump his or her own PPE or ISP into the device to recharge it an emergency, but at DOUBLE the above listed PPE cost(x4 if ISP; so 10 PPE battery shot takes 20 PPE/40 ISP to manually recharge)

Cost: 46,000 credits, but PSMED often slashes the cost down to 32,000 credits or more(thanks to mass production and the humanitarian nature of the device)

Options:
*Sense Evil---The PPE crystal can flash red if supernatural evil entities approach within a 90 ft radius. Cost: 10,000 credits

*Sense Magic---The PPE crystal can flash yellow if active magic occurs within 120 ft of the weapon. Cost: 10,000 credits

*Cure Illness---Added to take it a step farther and CURE illness in whoever steps into the WypeLite’s cleansing light. Costs 8 additional PPE to treat one person at a time. Cost: 15,000 credits

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

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


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Unread postPosted: Tue Apr 07, 2020 8:48 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44146
Location: Somewhere between Heaven, Hell, and New England
PS/Wul-TWLCF-01 FireFall TW Cannon
(Fire Marbles spell created by 13eowulf)

“It’s not a terribly ACCURATE weapon, even at maximum choke, but it is arguably a very EFFECTIVE weapon in that it shotguns blazing hell into an enemy!”

“I’d have thought that the Black Ships had better fire suppression aboard them. Look at that thing -burn-!”

This is a light cannonade-like weapon that generates and fires a burst of several contained firebolts that explode and burn on impact. It was originally designed to rain fire on vulnerable ships at sea, but has also proven effective at ‘shotgunning’ infantry formations, fortifications, and structures such as factories, supply depots, and transportation hubs.
The weapon uses a combination of the Fire Marbles and Throwing Stone spells, projected through a modified stabilized ectoplasm-lined spell-booster barrel for increased range. A variable choke feature allows the gunner to choose to concentrate the projectiles in a tight group or spread the shot for area of effect. It can be powered by a PPE PowerStone, but in a pinch can be powered by other PPE clip types, or by direct PPE infusion by the gunner.
The FireFall’s main strength is that it is a ‘continuous attack’ weapon in that it leaves a persistent effect(the violent prolonged burning of its munitions) that continues to damage and distract an enemy. The downside of the FireFall is a high PPE consumption rate per shot, that can tax a mage/PPE donor or attached PPE source. Nevertheless, the FireFall has proven popular with users, and Paladin Steel applied what it learned developing the FireFaller to other weapons, such as the -TWR13 ‘Agnitor’ rifle and its derivatives.
The FireFall cannon can qualify as an infantry-portable heavy weapon, if carried by a suitably strong enough team or individual, though it is typically mounted on a vehicle. Some water vessels carry them on rail or pedestal mounts as light antipersonnel/antimaterial weapons similar to old-style ‘falcon’ cannons. A variant of Paladin Steel’s PS-LT-47/48 carries fire-resistant armor, a Wizard-class Powerstone PPE Generator, and no less than SIX FireFall cannons.

Weight: 115 lbs
MDC: 80
Range: 4,000 ft
Damage: Generates a dozen FireMarbles that fall on a target and burst into flame; 5D4 SDC at the moment of impact, 5D4 additional SDC per melee round, for 1d4 minutes (Damage becomes MD in MDC realms). Can concentrate the fire in a 5 ft area(4d6x10 to the struck target), or spread it to cover a 12 ft wide area(Roll 2d6 to see how many marbles fall on any one target in the area)
Rate of Fire: ECHH
Payload: 43 PPE for 1 shot
Up to 48 FireMarbles(4 shots) can be stored in an attachable ‘hot box’ magazine.
Marble ammo can be for one week, but burns out within 1D4 minutes after it is activated.

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 43 PPE battery shot takes 46 PPE/92 ISP to manually recharge)

Special Features:
*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: 300,000 credits for the cannon(TW Clips/generators cost extra)
Options:

*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 each marble(+36 PPE per shot ) giving it a 2 ft burn diameter, and +1 to damage per melee round. 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

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

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


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