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Unread postPosted: Sun Aug 16, 2020 8:45 pm
  

Explorer

Joined: Thu May 08, 2008 11:04 pm
Posts: 146
That is a legitimate use of X-Laser warheads. That range increase is very significant, particularly on something infantry portable


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Unread postPosted: Sun Aug 16, 2020 9:10 pm
  

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Omegasgundam wrote:
That is a legitimate use of X-Laser warheads. That range increase is very significant, particularly on something infantry portable


Made perfect sense to me, too, since I already had plasma-pumped laser rifle grenades and echoes. Using them in space makes all the difference, though.

And the gauntlet had been thrown, after all. :bandit:

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

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


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Unread postPosted: Sun Aug 16, 2020 9:41 pm
  

Wanderer

Joined: Mon Feb 04, 2019 10:55 pm
Posts: 74
Do you sell explosive shotgun shells? Like the SDC ones?


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Unread postPosted: Sun Aug 16, 2020 10:02 pm
  

Explorer

Joined: Thu May 08, 2008 11:04 pm
Posts: 146
Prole wrote:
Do you sell explosive shotgun shells? Like the SDC ones?

The safe assumption to a consumable is yes. This is Paladin Steel we're talking about. The only things that's still out of their reach are the really high end Heavy AM and Singularity missiles, and I give them decent odds of being able to figure those out of they thought they could spare the effort.


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Unread postPosted: Sun Aug 16, 2020 11:46 pm
  

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Prole wrote:
Do you sell explosive shotgun shells? Like the SDC ones?


Yes.
And even if Paladin Steel didn't manufacture their own brand-name ammunition, there's plenty of smaller subcontracting firms based in Greater New England that manufacture ammunition(usually custom calibers for the odd off-brand weapon or special order),
IF PS had to, they could even import ammunition from out dimension, scubas from their United Systems Alliance associates, some of who can ONLY produce SDC ammunition at the current time....and they could, if everything's moving smoothly, bring it in enough quantities that even with extra dimensional shipping and handling, it would be 25% below cost on the Rifts Earth market.

Looking to buy or sell, Prole? ;)

_________________
-------------
"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 Aug 23, 2020 3:21 am
  

Explorer

Joined: Thu May 08, 2008 11:04 pm
Posts: 146
I was on a strange food twist earlier, and it occurred to me that there is a food that that would be highly 'desirable' on Rifts Earth but is not readily present in the PS Catalog; Spam. If Coke-Cola could turn into Psi-Cola, then one of the Ur-survival foods has to get something out the apocalypse as well. It also gives PS an opportunity to see just what can be made palpable to mortal taste buds, and they could also make it truly imperishable with mystic tomfoolery.


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Unread postPosted: Sun Aug 23, 2020 9:31 am
  

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Omegasgundam wrote:
I was on a strange food twist earlier, and it occurred to me that there is a food that that would be highly 'desirable' on Rifts Earth but is not readily present in the PS Catalog; Spam. If Coke-Cola could turn into Psi-Cola, then one of the Ur-survival foods has to get something out the apocalypse as well. It also gives PS an opportunity to see just what can be made palpable to mortal taste buds, and they could also make it truly imperishable with mystic tomfoolery.




SOMEWHERE in my old hard drives and micro-floppies, I should still have my decades-old postings on spam-based weaponry. I'd actually statted out the mystic properties of spam, and devised a. way of sending it via e-mail/weaponizing it(it picks up both velocity and an electrical charge when transmitted, resulting a potential meaty steam explosion at the other end
It may be time for that material to ride again.

Actually…PS already has a Spam analogue….it’s a synthesized meat -analogue made using a combination of chemosynthesis and a modified Stone to Flesh spell fooled into thinking it’s working on petrified flesh, that, through the wonders of technowizardry, can be ‘imprinted’ with the general characteristics of kinds of meat. In its simplest form, it’s a pressure cooker/crockpot-style device that one can load with rocks or gravel, close and seal the lid, and energize the spell card in the cover, maybe add in a heat spell, and wa-la! Meat! Or something very much like it in texture and nutrient content(though some rocks may be deficient in certain trace nutrients, but these can be added in, spice-style, before the transformation process).
This process can be scaled up to the point that PS/ASI has truck-sized conversion rigs for emergency relief, and asteroid-mining rigs that use big PPE generators, chemical catalysts tanks, and industrial 3D printers to produce ‘textured protein’ or, more commonly, ‘astromeat’. It’s why in PS/ASI territory, many of the asteroid-mining rigs also double as burger-stands, and why cooking spices are in high demand in the asteroid mining regions. Without a means of mystically-producing condiments like ketchup, and the food-chemical industry lagging behind demand, asteroid miners will FIGHT for tomato paste, saffron, and cheese wiz.
This ‘flesh-less’ meat also does NOT possess any DNA or lingering life-force PPE, and can be considered both kosher and vegetarian-safe, as no animals were harmed in the making of it. Its sourcing also means that the GNE doesn’t fear famine as long as it has access to rocks and PPE.

So, there’s plenty of jokes about ’stone soup’ . ‘masonry meat’ and ‘what doesn’t go on the roads or into the buildings goes into GNErs’ stomachs’.

_________________
-------------
"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 Aug 24, 2020 8:08 pm
  

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Location: Somewhere between Heaven, Hell, and New England
And for the sake of humor, here's the Spam Weaponry from long ago...

Spam----The Megaversval Edition
(Special thanks to Carolyn Wyman’s “Spam: A Biography”, Harvest Original, Harcourt Brace & Company, 1999...THE definitive history of Spam and Spam-Americana)

“Spam, spam,spam,spam,spam,spam, spam, spam ........Lovely Spam, wonderful Spam!
(acrredited to Terry Jones and Michael Palin for ‘Monty Python’s Flying Circus’)

It’s cheap, it’s simple, it’s easy to prepare, it’s nearly megaversal, and despite its dubious value as nourishment and intellectual content, it continues to fly off shelves and circulate throughout society. Even if you despise it, you have to admit it has presence, if not substance...Love it, hate it, smear it all over yourself....it’s spam. That most curious of foodstuffs, that icon of lowest common denominator mystery(meat) that has made the transition to the high tech realm without loss to its reputation(which, admittedly, was ambigious to begin with). Though not quite one of the fundamental forces of the cosmos(that honor’s reserved for duct tape), Spam is recognized as one of the benchmarks of a civilization’s progress...Once those little blue cans begin appearing, they’re ready to face the universe....
The Zot has realized the military value of spam as well, and continues to study, with the cooperation of Hormel industry experts, the properties of this meat-based substance, which continues to fascinate xeno. Spam, in its natural form, seems to be a ready conduit of energy, stores energy with an efficiency rivaling the most advanced dry-chemical batteries(it’s speculated that it stores energy in ithe form of fat molecules), and easily makes the transition into an energy state(notably electrical energy), allowing it to be readily transported via matter-transmission(and pre-Transporter internet connections) systems with ease. This means that it costs less to ship Spam via teleporter and matter-energy reconversion systems than ordinary rations---a fact that hasn’t been lost on military logistics experts.
On the other hand, Spam seems to be inert to magical energy. Unlike the well-documented abilities of Twinkies to leech off magical energy and serve as accumulators for P.P.E., spam is totally inert to magic; no amount of mystical energy will affect the substance. This means that spam will readily pass through the most powerful mystical force barriers as easily as a bullet train through an empty cardboard milk carton.
This has raised all sorts of wonderful possibilities for The Zot’s weapons designers, although research on ‘Spam Body Armor’ was quickly discontinued(especially after one of the early prototypes and its wearer were carried off by dire wolves).
Spam is produced on Rifts Earth by several enclaves privy to its secrets, including the Washington Free State....though true scholars of the substance claim that modern-day versions are pale imitations of the ‘Real Spam’, and that only the vintage meat-stuff, occasionally found in centuries-old caches of still-intact canned goods, can be used as weapons grade-material. It also claimed that Spam has appeared on Phase World and in the Three Galaxies(FWL folklore tells of rebels suffocating Kreeghor commanders with Spam), but here the story is that only true Earth-Spam can be regarded as authentic......
Already a number of Spam-based weapons have appeared. The following is just a sampling...
Spam Properties(among many):
*Unaffected by magic
*Passes through magical defenses; forcefields, wards, protection circles, filtering programs...
*Shelf-life comparable to Twinkies; 3+1d6 centuries in the can.
*Malleable plasticity comparable to plastique
*Reusable metal container---Perfect for patching rail gun holes
*Gelatin makes a good industrial lubricant
*Actually EDIBLE!

And Remember:
ACCEPT NO SUBSTITUTES!
No Smeat, no Treet, no potted meat, no deviled ham, only the genuine Hormel product will save you from the legions of Hell...

Spam Wall
It’s difficult, but not impossible...with enough of those little 4 inch cans of Spam, piled one on top of the other, and epoxied together, it’s possible to build some quite serviceable(and stylish) fortifications of Spam, and even habitations. The Spam serves as a nice tidy insulator, and if you don’t mind taking out part of your walls, a ready food supply too.
Of course, the Zot springs for special MDC plastic cans(1 MDC per can), but even plain Spam cans can afford good protection, comparable to 6 SDC per can. Layered five deep, Spam walls will block most microwave(watch the sparks) and atomic radiation.
Of course, Spam Walls are absolutely proof against magical attacks, and even the magical breath weapons of dragons! This has earned these ready-fix constructions the nicknames of ‘firewalls’.

Spam Decoys
“You mean that stuff’s actually EDIBLE?”
“That, is open to debate...or at least it has the illusion of being edible.”

Despite what people say about its inedibility, Spam has the curious ability to pass as human(oid) flesh to the senses of many predators. Once the can is open, Spam’s aroma can fool everyone from Dog Boys with their acute senses of smell, to Xiticix, into thinking that they’re on the trail of a person...or at least of something appetizing. Of course,
The Zot have perfected a small electrical contact and battery-powered device that will heat up an open can of Spam and make it give off the illusion of life to chemoceptors, molecular anaylzers, PPE sensors(gives the impression of a masked PPE source), and thermographic devices. This makes an excellent decoy, or monster bait, for traps and deceptions.
Duration: Battery lasts 18 hours(about as long as the Spam lasts before it starts going bad, exposed to open air)
Cost: 55 credits for the device

Spam Hand Cannon

“%^&*%^&%! GODMODDERS! EAT THIS!”
BAPBAPBAPBAP
SPLATSPLATSPLATSPLAT
“ARRRRGGGHHHH!!!!!!!!!AAAAaaiiieeeeeee!!!!!”
(from distance)“YOU FILTHY BASTARDS! YOU SPAMMED VERONICA! I’LL WRITE YOUR CONSULATE! I’LL BAN YOU FROM OUR NEWSGROUP! I’LL **SUE**!!!”
FFFFFFFWWWWWWWWWWOOOOOOOOOSSSSSSSSSHHHHHHHH
“GAAAAAAAAHHHHHHHHHHH!!!!!!!!”
“THAT’S IT, GUNNY! GIVEM THE HEAT! FLAMEWAR!”
“God, war is hell, but spamwar and flamewar.....oh, the humanity!”
“QUIT THE SOLIQUIY GUNNY AND LOAD ME UP AGAIN! I GOT WEB-TROLLS TO SPAM!!”
(from distance) “UNCIVIL! VIOLATION OF OUR RIGHT TO FREE SPEECH! HACKNEYED CLICHE!”
“SHUDDUP! HERE”S A LOAD OF SPAM AND CHEESE FOR YAH TO CHEW ON !!!!! LOVE AND KISSIES FROM THE GREEN MIDGET!!!!”
SPAMSPAMSPAMSPAMSPAM

This is a big-bore projectile weapon that looks like a cross between a sawed-off shotgun and a grenade launcher, that requires two hands to carry and use(or one-handed, for characters with a P.S. of 16 or better). It’s actually a gauss cannon/mini-massdriver that can accommodate a 12-ounce can of Spam canned meat.
In addition to hurling the metal can of...well...spam...with enough force to smash armor and pulp beings of lesser constitution, the magnetic impellor field of the weapon’s powerful stator rings conduct through the metal can to boil the meat within, and impart a partial electrical charge to it. Upon impact, this energy is liberated, either transmitting the charge to the target, causing momentary shock and possible cardiac arrest(electrical breakdown to technological systems), or exploding in a blast of superheated steam, scalding meat juices, clinging hot, fatty, meat, and metal flake shrapnel. Not a nice thing, it is, to be spammed.
Spam weaponry is not exclusive to the Zot, however, and the technique has been duplicated by many other allied nations. Though doing relatively low damage, the effects and shock of spam weaponry have led to them being banned, at least over the table, by most civilized nations that acquire the simple technology. UNDER the table, however, many of those self-same nations retain their own arsenals of spam, ready to be distributed to the front line troops at a moment’s notice. These arsenals include more powerful means of delivery and distribution; gatling spam cannon, mega-spam launchers, tactical spam bombards, and such odd off-products as neutron spam(condensed spam, effectively neutronium with fat). SpecFor units swear by spam weaponry, especially when combined with flamethrowers.

Weight: 12 lbs
Range: 2,000 ft
Damage: Can be selectively dialed to do 3d6 SDC, 5d6 SDC, 1d4 MD, or 2d6 MD impact damage, and a 60% chance of knocking human-sized victims down and back 2d6 ft.
Electrical Shock: 70% chance of delivering an electrical charge to the target, adding insult to injury; adds 2d6 SDC/MDC to the strike, and
Electrocution victims will tremble with frustration, rage, and pain, foam conculsively, scream nonsensically(as if they were afflicted with Turrette’s), and suffer acute cardiac pain as the sudden shock spasms through them, before bleeding off.
Victims must also make a recovery mental endurance roll to see whether or not they suffer any lasting effects of the spamming. If they make a successful save, they suffer no lasting trauma.
On a failure, there’s a 50% chance that they will become extremely aggressive(+1 to strike), lashing out at anyone who comes on too strong or challnges them, but also they get temporarily stupid and clumsy(-2 to dodge, roll, and parry, and -15% to skill rolls), or on a roll of 51-00, they will become meek and insecure, easily startled by loud noises, and afraid to assert themselves(-2 to initiative and strike rolls, +1 to dodge and roll) as they suffer from post-traumatic stress syndrome. In both cases, effects last 1d6 hours.
Steam Explosion--30% chance of the Spam can exploding, inflicting an additional 4d6 MD to everything in a 10 ft radius, as bystanders get caught in the overkill of a spamming. In this case, bystanders do NOT have to roll for mental stress(they’re safely removed from the focus of the attack). Unless cleaned up immediately, the vicinity of a spam attack(of any magnitude), the rotting residue and residual stench will linger....a well-executed spam attack can mess up people’s days for a long time....
Rate of Fire: Single shot, ECHH
Payload: 6 shot cylinder
(can be fitted with an 18-round ‘super ring’ magazine)
Special Features:
*Waterproof Quick-Clean Action
* Ruggerized Construction
Cost: A Spam Cannon can be built for as little as 150,000 credits, and the ammunition costs about 2.5 credits per 12-oz. can

Spam Rocket
This is simply a can of Spam on a modified rifle grenade propulsion unit; an unguided hypervelocity projectile for sniper spamming. Single shot, but much more accurate, and enjoying slightly greater range. Unlike the Spam Hand Cannon, this weapon is a single shot chemical rocket, and lacks the shock/explosion factor, but has much greater range and impact kinetic damage.
The Spam Rocket can be fitted to any projectile weapon capable of firing special ball ammunition into the muzzle-fitted shot trap, or any laser rifle with a special ignitor prism adaptor fitted to the muzzle.
Range: 4,000 ft
Damage: 6d6 MD, and a 70% chance of knocking human-sized victims down and back 2d6 ft.
Rate of Fire: Single shot
Payload: Single shot
Cost: 200 credits for the adaptor, 150 credits per rocket

Spam Calliope
A variation on the multi-tube rocket launcher, this large-scale calliope-style Spam Launcher is used for mass air-mailings of Spam in aerial bombardments. Mounted on a whelled trailer, or a vehicle, the array of forty-odd gauss-launcher tubes can be quickly trained and fired, bombarding a wide area with flying tinned meat. Because it’s an electromagnetic rail gun, using magnetic pulse rings, its projectiles have the same effect as those launched by the smaller Spam Hand Cannon. Typically mounted on a wheeled artillery carriage or atop an armored vehicle.
Range: 12 miles
Damage: 1d4x10 MD per Spam can launched in a volley, plus secondary effects as described for the Spam Hand Cannon
Rate of Fire: Volleys of 1-40, up to 4 volleys per melee
Payload: 40 cans of Spam; an autoloader can load another 40 cans into the launcher in 30 seconds
Cost: 600,000 credits

Spam MAPS (Meat Analogue Projection System) Area Obliteration Delivery System

Daniel Bolton was a happy man, as he surveyed his room full of computer equipment. From this converted bedroom in his house, he now conTrolled a minor financial empire through his remote connections, tapping into a dozen servers and spreading e-mail advertizing and pop-up ads throughout the World Wide Web...Oh, he knew that he was roundly cursed throughout the world by private citizens and server technicians...that failed lawsuit alone, claiming that he had crashed that telecom company and cost them millions with his use of their computers....but he was protected by the commerce laws, and he was making a bundle with what the advertizers were paying him for what cost him pennies to send out over the phone lines. He thought of his swelling bank accounts and sighed with satisfaction....life was good for the former used car salesman, all because he took a few computer courses and spent a little start up money. And, as much as he hated to admit it, he frankly enjoyed being on people’s minds, and annoying them from the distance avoided him by the ‘web....He reached out to launch the next wave of e-mailings with a flick of his finger....
It was then that his screen went blank.
“Oh shi...”. Some damn bastard had slipped him a virus...Oh well, he’d clean up his computer, restore from his backup disks, and be back in business before the day was over...Then he’d start backtracking the joker who tried to kill his operation and sue them for interfering with commerce!
It was then that a sparkle started in the middle of his screen, growing into a blur of what looked like unfolding text...Despite himself, Bolton leaned forward towards the screen as the blue-white blip grew....
With a crackle of discharging electricity, a brick of metal-encased meat materialized, speeding with great velocity like a starship coming out of warp, colliding with Bolton’s perfectly positioned forehead with a meaty smack. The telemarketer flew backwards, flipping out of sight, a trail of blood arcing behind him, following him into the darkness. A dull thud, a clatter.
Then silence...
After an hour, the computer power saver decided to turn the machine off....

“In local news tonight, local e-commerce maven Daniel Bolton, who ran the Lightning Bolt Online Graphics and Advertizing Group, and was recently sued by Westex Telecom E-Link, was found dead in his home and business office.....Investigators have yet to release any details of the controversial businessman’s death, but they have so far denied any connection to a recent spate of deaths in the e-commerce advertizing industry...”


The MAPS is an innovative weapon delivery system, designed specifically to be used against telecommunications and internet systems, that counts among its advantages the ability to be tailored in power and damage to the level of the technological target designated. The MAPS can be set to neutralize a single room of technicians, or can be dialed up to truly hideous levels to reduce whole wired communications grids to snot. The MAPS takes advantage of the ability of Spam to be digitally dematerialized and rendered into code, combines it with the latest pirated Transporter technology, and sets it loose on the ‘web. Simply put, technology allows the operator to digitally reduce a block of Spam, send it over the Internet, and remotely blast anyone accessing the network with a re-materialized block of Spam that screams out of their screen at high speed and clobbers them. In this manner, a single firing of the system can take out hundreds, if not thousands, of technology users, many of whom are skilled system operators and computer technicians, out in one single barrage.
The MAPS has also been referred to in company literature as the URL---Unspeakable Retaliation Launcher----a reminder of the weapon’s first use against a up-until-then anonymous telemarkerter that contantly bombarded the Zot’s computer netborks with unsolicited junk e-mail and pop-up ads, unaware of the giant he was prodding in the eye. Zot administrators, infuriated by constantly having to close out windows while cruising the ‘net, unleased a crude version of the MAPS for the first time operationally. The results were devastating; the entire staff of the telemarketing firm was later found either dead or effectively insane, at both the main office and their home work stations. Looking at one of the common factors of the mass-assault, large amounts of canned meat laying about the victims’ locations, horrified detectives could only surmise, as one of them put it, that someone had ‘launched an unspeakable retaliation’ against the annoying internet advertisers.
The MAPS is one of the Zot’s nasty little secrets and is NOT sold to anyone else.
Range: 25 ft from the receiving terminal display
Damage: Equivalent to the Spam Hand Cannon
Payload: Effectively Unlimited; the weapon draws upon the network’s own powersource to create the needed Spam from the common inputed template.

_________________
-------------
"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 Aug 28, 2020 8:14 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44142
Location: Somewhere between Heaven, Hell, and New England
New MOS’s for ‘s Omegasgundam GNE OCCs:
(*some ideas lifted from John C. Philpot’s Rifter# 25 article ‘Guns for Hire: New Military Skill Programs and Mercenary Templates’)

(Available to the GNE Soldier/Grunt O.C.C)
*K-9 Corps Handler
(aka ‘Beastie-Boy/Girl’)---Besides knowing how to handle dogs(cloned or naturally bred), ‘Beasties’ learn how to handle a variety of small animals/dog analogues, and PS/ASI’s cyberanimals.
-Breed & Train Dogs(+15%)
-Veterinary Medicine/Paramedic(as it applies to small animals)(+5%)
- Prowl(+10%)
- Tracking*(+15%)
- Trap/Mine Detection*(+10%)
- Detect Ambush*(+5%)
- Detect Concealment*(+10%)
- Find Contraband*(+10%)
*These skills receive a bonus of +5% when working with an animal)

*Artillery(aka ‘Cannoneers’, ‘’Smities’)---Whether it’s classic tube cannon, calliope rocket launchers, or tactical guided missiles, these are the personnel trusted with the big vehicle-mounted/towed support weapons. Training includes proper siting and concealment of batteries, the safe handling of munitions, especially specialized types such as chemical, biological, and nuclear loads, and dealing with hang-fires.
- Pilot Trucks(+20%)
- Pilot Ranks/APCs/Tracked Vehicles(+15%)
- Basic Mechanics(+10%)
- Camouflage(+10%)
- Demolitions Disposal(+10%)
- Weapons Systems(+15%)
- NBC Warfare(+15%)
- W.P. Mortar
- W.P. Artillery

(
*Animal Cavalry
---Not so common on Rifts Earth, where PS/GNE can readily supply the troops with mechanized transport, but surprisingly common in the colonies, where taming and domesticating the local animals is common practice. There’s also rumors that the Cambridge Jungle biotechs may be supplying genetically-engineered mounts as well.
-Horsemanship: Cowboy(can be upgraded to Knight/Cossack at the cost of an elective ‘Other’ skill)(+15%)
-Horsemanship: Exotic, Equiv. to Cowboy(can be upgraded to Knight/Cossack at the cost of an elective ‘Other’ skill)(+15%)
-Wilderness Survival(+10%)
-Veterinary Medicine/Paramedic(as it applies to Horses/Riding Animals)(+5%)
- Land Navigation(+15%)
- Identify Plants & Fruits(+15%)
- Outdoorsmanship
- W.P. Rope
-W.P. Spear or Pole Arm(choose one)

(Available to the GNE Soldier/Grunt and Special Forces O.C.Cs)
*Horror Hunter
----(aka ‘Shadowhunters’) These are soldiers who have volunteered to face the worst of the worst; supernatural monsters from beyond. They are trained to recognize the spoor of the supernatural and have been specially mentally girded to face the stuff of nightmares up close. Taking the HorrorHunter MOS requires a minimum M.E. of 14.
-Horror Desensitization
-Torture Resistance
-Lore: D-Bee(existing skill gets a +10%)
- Lore: Magic(+10%)
-Lore: Faerie & Creatures of the Night(+10%)
-Lore: Demons & Monsters(+10%)
-Lore: Vampire(+10%)
-Tracking(+10%)
- One Modern projectile-based W.P. of choice
- Two Ancient W.P.s of choice


(Available to the GNE Technical Officer and Special Forces O.C.Cs)
*Drone Handler
(aka ‘Droners’, ‘Ayees’, ‘Robo-wrangler’))---The GNE equivalent of the Coalition States’ Skelebot Specialist, but instead commands groups of PS-produced ‘bots such as the Magnus, Wrektor, Shadowbot, or Spartoi. The Drone Handler also benefitted from recovered records of NEMA’s use of robot drones and from PS’s own Cyberpsychologist AI programs. DHs learn small unit tactics for coordinating their retinues of ‘bots, countering attempts to hack/jam them, and how their robot AIs are likely to perform under various circumstances. Though the CS has had more experience with their Skelebots, the GNE has access to better technology and more advanced AIs(giving advice).
-Command Robots 60% +5% per level of experience
(On a successful skill roll, the commanded ‘bots get a +1 to initiative and +1 to strike, dodge, and parry the same round the order is given)
- Computer Operations(+20%)
- Computer Programming(+15%)
- Computer Repair(+15%)
- Robot Mechanics(+15%)
- Electronic Countermeasures(+15%)
- Jury Rig(+15%)
- Artificial Intelligence(+15%)

(Available to the GNE RPA/Aircraft Pilot , Technical Officer, and Naval Operations O.C.Cs)
* Vehicular Drone Pilot
(aka ‘Droners’,’Drojockies’)---This MOS deals with remote piloting vehicular drones, such as flying surveillance/attack platforms, submersible ‘bots, and robot rovers. VDPs will choice an area of focus and select three different types of vehicle in that area(such as Air: Jet Aircraft, Helicopter, Airplane...Water: Motorboat, Waterscooter, Submarine...Land: Tank, Truck, Automobile) and learns how to control unmanned versions of those vehicles.
- Pilot Three of choice from one category(Air, Land, or Sea) or +5% to an existing Piloting skill, but ONLY when using a drone version of that vehicle.
- Pilot Drones(+15%)
- Read Sensory Instruments(+20%)
- Navigation: ALW(+15%)
- Weapons Systems(+15%)
- Radio: Scramblers(+15%)
- Electronic Countermeasures(+15%)

_________________
-------------
"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 Aug 29, 2020 10:53 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44142
Location: Somewhere between Heaven, Hell, and New England
. (and here's my take on the PS-associated GNE Naval OCC)

(Based on/ chunks borrowed from Omegasgundam GNE OCCs templates, with some ideas lifted from John C. Philpot’s Rifter# 25 article ‘Guns for Hire: New Military Skill Programs and Mercenary Templates’, and a hefty does of knockoff/rip-off from ‘Coalition Navy’ )

Greater New England/United Systems Alliance (Aquatic) Naval Operations O.C.C.
(aka ‘Squids’, ‘Hydrospheric Naval Operations Organization Officers’, ‘Nitrics’(HNO3) Aqua Fortisians(from ‘Aqua Fortis’—’Strong Water’))
“Being on a ship’s not like being in the army; we don’t have the whole landscape to scatter all over all over when the hammer comes down; we’re all in a single place where the enemy can hit us all. So we have to all work together and look out for the ship as a whole, not just ourselves. We learn to tolerate a lot of personal stuff that might drive others nuts or to anger, though there’s a lot of garbage that might be overlooked and passed over on land, but which will NOT be accepted aboard ship.”

GNE Naval Operations personnel training grew out of the Greater New England Navy and Coast Guard training programs. Though still found mainly on the GNE’s Rifts Earth homeworld, the training protocols are beginning to increasingly be found offworld on those GNE/USA colony worlds with substantial surface water coverage and boat/ship operations necessitating a ‘blue water’ naval presence. Worlds like Kaldia and Atium support defensive complements of GNEN to patrol their waters and protect settlements.
Like their land-based counterparts, GNE naval personnel share many similarities to Coalition States naval personnel, but have been trained longer and more exhaustively with exposure to a greater number of other cultures and technologies. On Rifts Earth, their areas of operation have been more limited and more pressurized in terms of risk by the offshore presence of the Splugorth, the Horune, and the Lord of the Deep, than the CSN in its relatively sheltered home waters in the Gulf of Mexico. However, the GNEN has risen to the occasion in protecting its commerce and keeping track of its maritime enemies.
A long tradition of seafaring and the necessity of having to extract a living from dangerous monster-infested coastal waters has given GNE seamen a hardened outlook, poised as they often are in fragile watercraft floating above dark abyssal depths.

Prerequisites: No physical stats less than 7
Bonuses: +1d4 PS and PE, +10 SDC, +1 on Initiative at levels 2, 6, 12, and 15, +1 to save vs Horror Factor at levels 1, 3, 6, 9, 12, and 15
O.C.C. Skills:
Language (English): 98%
Language (Dragonese): 80%
Literacy (English): 95%
Literacy (Dragonese): 80%
Math: Basic(+10%)
Radio: Basic(+10%)
Computer Operation(+10%)
General Repair & Maintenance(+10%)
Pilot: Boat, Motor, Race & Hydrofoil(+10%)
Pilot: Hovercraft(+10%)
Military Etiquette (+15%)
General Athletics
Bodybuilding
Climbing(+10%)
Swimming(+15%)
Lore: D-Bees
W.P. Knife
W.P. Energy Pistol
WP Energy Rifle (gets an extra +1 to strike)
WP of Choice
HtH Expert, can substituted for either Judo or Jujitsu, or by Martial Arts for 1 other skill

MOS Skill Packages: (Select one)
*Bridge Operations---These are the commanding officers and the bridge details coordinating operations for the rest of the ship.
- Naval History(+10%)
- Naval Tactics(+15%)
- Intelligence(+10%)
- Navigation(+15%)
- Pilot: Warships & Patrol Boats(+10%)
- Pilot: Ship or Submersible(+10%)
- Read Sensory Instruments(+10%)
-Communications: One of choice(+10%)

*Communications---Vital to coordinating naval actions, task groups, and ship small craft complements, commtechs are the all-important ship’s link to the outside world.
-Computer Operation(+15%)
- Radio: Scramblers(+15%)
- Cryptography(+10%)
-Communications: Three of choice(+10%)
-Electronic Countermeasures(+15%)
-Basic Electronics(+10%)

*Corpsman---Since maritime craft are typically too far from land-based medical facilities to evacuate the sick and wounded to, the Naval Corpsman is vital to maintaining and protecting the health of ship crews.
- Medical Doctor(+5%)
- Field Surgery(+15%)
- Chemistry: Pharmaceutical(+10%)
- Sea Holistic Medicine(+10%)
- Biology(+10%)
- Chemistry(+10%)
- Pathology(+10%)
- W.P. Knife
*Note: GNE military personnel suffer only HALF the usual penalties when using medical skills on members of species other than their own.

*Damage Control---These dedicated crewmen fight fires and leaks in close quarters, and fight to restore damaged ship’s systems and structural integrity.
- Fire Assessment & Response (50+5% per level of experience)
- Excavation & Rescue(+15%)
- NBC Warfare(+15%)
- Jury-Rig(+20%)
- Basic Electronics(+15%)
- Basic Mechanics(+15%)
- W.P. Blunt
- W.P. Axe

*Naval Aviation---These are the support craft pilots, such as ASW VTOLs, rescue helis, flying boat crews, COD transports, and the like.
- Pilot: Airplane(+10%)
- Pilot: Jet Aircraft(+10%)
- Pilot: Combat Helicopter(+15%)
-Pilot: Hovercraft(+15%)
-Navigation(+15%)
-Read Sensory Instruments(+10%)
-Weapons Systems(+10%)
-Aircraft Mechanics(+10%)

*Naval Engineering---The ‘Black Gang’ may have traded their coal-stoked boilers for gas turbines, electric fuel cells, and fusion powerplants, but they’re still the vital hands that keep the ship running smoothly.
- Math: Advanced(+15%)
- Mechanical Engineer(+15%)
- Electrical Engineer(+15%)
-Weapons Engineer(+15%)
-Submersible Vehicle Repair(+15%)
-Jury-Rig(+20%)
- Mechanical skill of choice(+10%)
- Electrical skill of choice(+10%)

*Naval Gunnery---These personnel operate and troubleshoot the big turret-mounted weapons and missile systems on a ship.
-Weapons Systems(+10%)
-Demolitions Disposal(+15%)
-Weapons Engineer(+5%)
-Read Sensory Instruments(+15%)
-Math: Advanced(+15%)
-Basic Electronics(+10%)
- W.P. Artillery
- W.P. Torpedo

*Naval Security--- These are shipboard security, charged with protecting the vessel against boarders/saboteurs and breaking up fights between high-strung crew members. When mutant frogmen swim into the harbor to chew on anchor cables, it’s Naval Security who get out the light depth charge launchers. When Marines aren’t available, it’s the Naval Security personnel who board suspect vessels and bring back the prisoners gift-wrapped for interrogation. When the giant squid tentacles start probing around the deck, it’s the Naval Securitymen who lead the axe-teams.
-Hojo-Jutsu(Binding)(+15%)
-Boxing or Wrestling (Pick one)
- Running
- Physical: One of choice(+10% where/if applicable)
- Surveillance Systems(+5%)
- W.P. Ancient of choice
- W.P. Modern, two of choice

*Salvage---Plumbing the depths for useful stuff is the stock and trade of the marine salvager, and the GNEN trains its well.
- Undersea Salvage(+15%)
- Underwater Demolitions(+15%)
- Advanced Deep Sea Diving(+15%)
- Submersible Vehicle Repair(+10%)
- Demolitions Disposal(+15%)
- Recycle(+10%)
-Jury-Rig(+15%)
- Pilot: Submersibles, Robots, or Power Armor(choose one)(+5%)

*Search and Rescue---This is the MOS most often associated with the Coast Guard. though the regular Navy also has SAR teams, especially operating in support of aircraft carriers.
-Pilot: One water/aircraft of choice(+10%)
-Read Sensory Instruments(+15%)
-Excavation & Rescue(+15%)
- Paramedic(+15%)
-Climbing/Rappelling(+15%)
-Physical: Two of choice(including Acrobatics)
-W.P. Pole Arm
- W.P. Grappling Hook

*Sensor Operations---When one is all alone out on the open ocean, it’s imperative that you know what’s happening around you, so you can spot trouble, ideally before it spots you. Sensor Operations are the eyes and ears of a warship. Sensor Operators learn to identify the sensor spoor of the various underwater creatures and phenomena.
- Read Sensory Instruments(+20%)
- Electronic Countermeasures(+15%)
- Intelligence(+10%)
- Electrical Engineer(+10%)
- Computer Operation(+15%)
- Computer Programming(+15%)
-Track & Hunt Sea Animals(+10%)
-Oceanographic Surveying(+10%)

*Submarine Operations---It’s a different world under the waves, and Submarine Operations personnel are trained to thrive in it.
- Pilot: Submersibles(+15%)
- Navigation: Underwater(+15%)
- Submersible Vehicle Repair(+10%)
- Oceanographic Surveying(+10%)
- Advanced Deep Sea Diving(+15%)
-Track & Hunt Sea Animals(+10%)
- Undersea & Sea Survival(+10%)
- W.P. Torpedo

Skills: Select 5 ‘other skills at Level One, plus an additional 1 at levels 2, 5 and 8.
Communications: None; only those with the Bridge Operations, Communications(+10%), or Sensor Operations MOSes can select from this category
Domestic: Any (+5%)
Electrical: Basic only. Naval Engineering MOSes can select any at +5%
Espionage: None. Those with the Naval Security MOS can select Sniper.
Mechanical: Automobile and Basic only. Naval Engineering MOSes can select any at +5%
Medical: First Aid (+5%) or Paramedic(the latter costs 2 skill selections). Those with the Corpsman MOS can select any with a +10% bonus.
Military: None. Those with the Naval Security MOS can select Find Contraband and Trap/Mine Detection at +5%
Physical: Any but Acrobatics. +5% to S.C.U.B.A.
Pilot: Any, non-aircraft or Spacecraft. Watercraft get a +5% bonus and those with the Naval Aviation MOS can select additional aircraft with a +5% bonus.
Pilot Related: Any
Rogue: None
Science: Advanced Math (+5%) and Astronomy & Navigation only
Technical: Any
Wilderness: Carpentry(Damage Control MOS gets a +10%), Hunting, Track & Hunt Sea Animals, Navigation, and Survival/Undersea & Sea Survival only
Weapons Proficiencies(W.P.): Any

Secondary Skills: Select 4 at level 1, gain 1 additional skill at levels 4, 8, and 12

Experience Tables: Use the CS Sailor.

Standard-Issue Equipment:
Standard issue uniform and Skinsuit, GNE Battle Armor (usually the VEBA-02N or VEBA-04N), GNE energy rifle and energy pistol, 4 long e-clips, 4 standard or short E-Clips, GNE kinetic weapons of choice with 4 clips, vibro-knife, utility knife, and equipment appropriate to their MOS. Assignment to a ship or port facility, the latter of which may include access to a light vehicle from the base motorpool.

Starting Money: 1D4x1,000 in savings, base salary is 2,000 credits per month. Sailors are provided with full room, board, and medical treatment.

Equipment Available Upon Assignment: Just about anything that their Commanding Officer deems suitable and they are trained with. The GNEAS’s infamous reputation of getting involved in bizarre and credibility-stretching ‘shenanigans’ means that it is not unusual for squads to be given equipment that would normally be reserved for a country’s elite forces, and veterans quickly become numb to constant stream of ‘Adventure-itus’ experiences. This gets only worse at sea.

Cybernetics:
Prosthetics have come a long way since hand-hooks, peg-legs and eye patches; as long as they’re waterproof and don’t interfere with the ability to swim or boat, most mariners have no objections to cybernetics.
Bio-Modification:
The growing field of bio-modding has given sailors the chance to get stronger stomachs, longer-lasting lungs, and the ability to most comfortably ‘swim with the fishes’.


Note: Naval vessels will also support a wide range of other personnel, such as Mess Officers, Body-Fixers, RPA/Aircraft Pilots, Field Scientists , Cyborgs TechnoWizards, Mages(Water and/or Air Elemental Warlocks especially),Special Forces,, and the larger vessels may have Combat Psychiatrists along to counsel crew members.

Of course, the Irregulars and ‘special contract workers’ can feature a wider range of regular seamen, ex-pirates, ex-CS naval personnel and the like, who have not benefitted from the long grind of the GNE naval academies.

_________________
-------------
"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 Aug 31, 2020 12:54 am
  

Wanderer

Joined: Mon Feb 04, 2019 10:55 pm
Posts: 74
How many firearms from PS have Polygonal rifling? Are they interested in gunpowder that reduces copper fouling and thus barrel erosion/corrosion?


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Unread postPosted: Mon Aug 31, 2020 2:50 am
  

Explorer

Joined: Thu May 08, 2008 11:04 pm
Posts: 146
Prole wrote:
How many firearms from PS have Polygonal rifling? Are they interested in gunpowder that reduces copper fouling and thus barrel erosion/corrosion?

We typically don't really pay attention to that level of detail. The primary damage method is explosive tips, so velocity for the conventional guns isn't that important for the non-sniping weapons. And really, energy weapons are more practical for a multitude of reasons.


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Unread postPosted: Mon Aug 31, 2020 7:37 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44142
Location: Somewhere between Heaven, Hell, and New England
Furthermore, Paladin Steel tends to use fullerene coatings on the inside of its gun barrels. Easy cleaning and very little erosion...and corrosion? "What's that?'

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

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


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Unread postPosted: Tue Sep 01, 2020 6:27 pm
  

Wanderer

Joined: Mon Feb 04, 2019 10:55 pm
Posts: 74
I did some math and some thinking, then some more math, and it turns out that .500 Magnum might be able to fit inside the Big Bore Revolver weapons. The weight seems to check out, there is no way the caliber is any bigger then 36 gauge.

Was hoping for derringer in .500 Magnum, but would likely have more recoil then firing Big Bore revolver somehow.


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Unread postPosted: Wed Sep 02, 2020 12:56 am
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44142
Location: Somewhere between Heaven, Hell, and New England
Prole wrote:
I

Was hoping for derringer in .500 Magnum, but would likely have more recoil then firing Big Bore revolver somehow.


"This is possibly going to hurt me more than it hurts you. I hate broken wrists."

_________________
-------------
"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 Sep 02, 2020 8:48 am
  

User avatar
Palladium Books® Freelance Writer

Joined: Wed Aug 22, 2001 1:01 am
Posts: 9757
Location: Houston, TX
Comment: My comments do not necessarily represent the views of Palladium Books.
taalismn wrote:
Prole wrote:
I

Was hoping for derringer in .500 Magnum, but would likely have more recoil then firing Big Bore revolver somehow.


"This is possibly going to hurt me more than it hurts you. I hate broken wrists."


"It's an .88 magnum. It shoots through schools."

_________________
When I see someone "fisking" these days my first inclination is to think "That person doesn't have much to say, and says it in volume." -John Scalzi
Whiskerbutt (n): homemade RPG materials found in secondhand RPG materials.
[T]he Republicans [are] unique relics of the past. - Sourcebook 1 (revised, p. 6)
All Palladium Articles
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Unread postPosted: Wed Sep 02, 2020 8:09 pm
  

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Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44142
Location: Somewhere between Heaven, Hell, and New England
Mark Hall wrote:


NOT the sort of terminology I'd want used in an endorsement.

_________________
-------------
"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 03, 2020 12:59 am
  

User avatar
Adventurer

Joined: Thu Aug 29, 2019 1:00 pm
Posts: 555
Location: a west coast
taalismn wrote:
Mark Hall wrote:


NOT the sort of terminology I'd want used in an endorsement.


well now THAT depends on your market segment, doesn't it?

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


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Unread postPosted: Thu Sep 03, 2020 2:28 am
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44142
Location: Somewhere between Heaven, Hell, and New England
Orin J. wrote:
[

well now THAT depends on your market segment, doesn't it?


Yep, and selling to gangsters would kinda contradict the 'Paladin' in 'Paladin Steel', wouldn't it?

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

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


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Unread postPosted: Thu Sep 03, 2020 8:15 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44142
Location: Somewhere between Heaven, Hell, and New England
Variants:
-PS-APC-03 ‘Rattlesnake’ Armored Personnel Carrier

*PS-HAPC-03GMR
----(aka ‘Gravsnake’) GMR Hover APC.
“E-yeah, it sounds pretty silly, making an attack VTOL out of a wheeled ground APC, but having cheap anti-grav available does funny things to designers. Well, silly-stupid as this may seem, this particular kludge WORKS. Not as roomy as Kerlun or an Arakeen, nor as fast or well-armed, but it’s small enough to fit through tight quarters and agile enough to turn in its own length and fly backwards as well as it does forwards. A lot of the lads have taken to the g-snake, especially as an urban patrol transport.”

It was inevitable that somebody would suggest making an antigravity hover model of the venerable Rattlesnake by taking off the wheels and sliding a truck-grade hoverplate under the armored body. The wheels have been replaced with gimbaled maneuvering thrusters(themselves forwarded from flying power armor designs) giving the HAPC both respectable speed and a good degree of agility. The variant also does away with the ram prow, instead adding extra sensory gear, and the driver compartment has been modified to better suit an airborne vehicle.
Changes/Modifications:
Maneuvering Jets(8 )*(replaces the wheels) 100 each

*Can lose up to HALF of these thrusters without losing speed or maneuverability. Destroying ALL of these thrusters causes subsequent piloting skill rolls to be at -25% and maximum speed is reduced to a mere 35 MPH.

Speed: (Flying) Hover to 320 MPH, maximum altitude of 6,000 ft.
Systems of Note:
*Radar---Nose-mounted radar set with terrain-following and look-down capability. Effective range of 50 miles.
*Lidar---Terrain-mapping laser scanner system. Effective range of 15 miles.
*Advanced Fly-By-Wire Systems---To aid transition of VTOL pilots to flying a ‘brick’, the G-snake has advanced controls and auto-stabilization that give a +5% to Pilot Hovercraft skill rolls for flying the HAPC-03GMR.
Weapons Systems:
1) Forward Turrets(3)---Adds a third turret identical in weapons compatibility under the nose.
2) Smoke/Countermeasure Launchers(4)---Adds a second set of smoke launchers, and upgrades all four to flare/countermeasure launchers.
4) Weapons Hardpoints(2)---Adds a pair of light weapons hardpoints to the nose, equivalent to those on light attack craft:

a) Micro-Missiles---3x25 shot cassette mounting(75 micro-missiles total)

b) Mini-Missiles----12 shot pod

c) 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 1,2,3, 4, or 6
Payload: 5 shot pod
Bonuses: +5 to strike
Cost: 70,000 credits

d) Heavy ATGM---a medium-range armor-piercing missile warhead on a foreshortened rocket booster, with command guidance, for making precise anti-armor kills.
Range: 1 mile
Damage: 3d6x10 MD to 20 ft blast radius
Payload: 1 per hardpoint
Bonuses: +5 to strike
Cost: 20,000 credits per missile

e) L-SAM ‘Black Talon’
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1,2, or 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: 90 ,000 credits per launcher, 10,000 credits per missile

f) MAULER Missile ---Essentially a long range missile warhead mated to a short-range booster. This system is perhaps best known for being used to deliver tactical WMDs of both nuclear and TW types.
Range: 2.5 miles
The MAULER-B system upgrades the booster system to a medium-range booster, with a range of 20 miles.
Damage:
Varies by Long Range Missile Warhead employed.
Payload: One per hardpoint

g) Bomb---Freefall bomb---1 per hardpoint
*250-lb Bomb----2d4x10 MD to 50 ft blast radius
*500-lb Bomb----4d4x10 MD to 60 ft blast radius
*Slammer Concussion Bomb---Knockoff Triax Weapon, acquired through industrial espionage. 1d4x10 MD to 90 ft blast radius. 88% chance of knockdown(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)

h) L-SAW Mine Dispenser
Weight: 500 lbs
Range: Effective freeflight range of 5 miles. Submunitions can be launched up to 300 ft out to either side of the SAW’s flight path.
Damage: (AP Grenade) 4d6 MD to 8 ft area
(Chemical Grenade) Varies by chemical type and atmospheric conditions. A chemical grenade will generally generate a cloud of aerosol 15 ft in radius.
(HE Shell) 5d6 MD to 20 ft area
(Fragmentation Mine) 4d6 MD to 12 ft area
(Incendiary Bomb) Does 4d6 MD to 40 ft area, does an additional 2d6 MD for 1d6 melees, and 1d6 MD per melee for an additional 2d4 melees
(Angel Hair)---Does NO damage, but against conventional power generators and uncovered power lines and distribution systems, it can short out power grids, clog generator air intakes(80% effectiveness against industrial generators and internal combustion engines), and be a general nuisance to clean up.
Rate of Fire: A SAW can volley its submunitions in any combination
Payload:(Typical loadouts)
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 filament

i) Torpedoes---Can carry the equivalent types of torpedoes as missiles.

j) .50 Caliber Machine Gun---The old reliable ‘Fifty’. An oldie, but still a goody.
Range: 6,000 ft
Damage: (SDC) 1d6x10 SDC single shot, 1d6 x100 SDC(1d6 MD) per 10 rd burst.
(Ramjets) 1d4 MD single shot, 1d4x10 MD per 10 rd burst.
(High Explosive)3d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 2d6 MD per rd, 2d6x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard
Payload: 300 rd box magazine
Cost: 8,000 credits

k) 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: 100 rds
Cost: 50,000 credits

l) Light Rail Gun(PS-RFG202)
Range: 4,000 ft
Damage: 1 MD single rd, 3d6 MD per 15 rd burst, 6d6 MD per 30 rd burst.
Rate of Fire: ECHH
Payload: 9,000 rd drum per cannon
Cost: 75,000 credits


m) 12.7mm PS-MRG03 Snub-nose Short Gatling Gun --- This high-powered four-barreled gatling rail cannon features enormous damage potential, and fair range in a small package. The MRG-03 trades range for blistering short-range fire power, and is frequently used as a ‘streetsweeper’ in built-up areas.
Range: 2,000 ft
Damage: 1D6 MD single round, 1D6x10 MD per 10 round burst,
2D6x10 +60 per Full Melee Burst of 40 rounds
Rate of Fire: Equal to the combined hand to hand attacks of the pilot
Payload: 1,000 rounds
Market Cost: 12,000 credits


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

o) 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. In the case of the G-snake, the feed can be blown through the jet wash of the lateral maneuvering thrusters for faster spreading.
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: 100 gallons
Cost: 10,000 credits

p) Beacon Launcher---This fires tracer beacon pod rocket-harpoons that have 4,000 ft range, do 1d4 MD on a strike, and have an active transmitter beacon with a 72 hour life, and can be traced from 8 miles away. The pod holds 12 tracer-harpoons.

q) Spotlight Pod---A high-powered directable searchlight: 9,000 ft range

r) ECM/Radar Jammer Pod---5 mile range. Jams radars and radar targeting systems with 60% effectiveness. Radar-guided weapons are -6 to strike. Note that this affects friendly systems as well unless they are set to specific, per-arranged, non-jammed frequencies(that it may be possible for the enemy to discover). Carrying extra jammer pods does NOT increase the range or effective bonuses of the system, but may provide redundancy and multi-wavelength coverage.
Cost: 50,000 credits

s) Plasma Machine Gun Pod----This is a limited payload plasma machine gun, using ‘light’ cadmium-telluride cartridges. Short range, but good damage.
Range:(Plasma)1,700 ft
Damage:(Plasma) 6d6 MD per shot
1d6x10+10 MD for a three-shot burst
Rate of Fire: Standard
Payload: 360 rd magazine
Cost: 40,000 credits. ‘Light’ cadmium-telluride cartridges cost 16 credits each.

t) Heavy Plasma Cannon---A heavier 40mm cadmium-telluride cartridge weapon with much better damage and range, but only capable of a dozen shots, due to its limited magazine capacity.
Range: 5,000 ft
Damage: 2d4x10 MD per shot
Rate of Fire: ECHH
Payload: 12 shot drum-clip.
Cost: 145,000 credits. 40mm cadmium-telluride cartridges cost 95 credits each.

u) Specialized Sensors---The lateral pods can be used to carry specialized sensors, such as side-looking optics, wide-angle cameras, chemical samplers, and the like.

Options:
Same as for the Rattlesnake APC.

Cost: 10.2 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: Fri Sep 04, 2020 3:29 am
  

Explorer

Joined: Thu May 08, 2008 11:04 pm
Posts: 146
It's a basic flying metal box. You get exactly what you pay for, and there are plenty of times when that's all that's needed.


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Unread postPosted: Fri Sep 04, 2020 8:33 pm
  

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Omegasgundam wrote:
It's a basic flying metal box. You get exactly what you pay for, and there are plenty of times when that's all that's needed.


Yep. Cheap enough with enough commonality of off-the-shelf parts that the tinkers will go to town with them. Expect to see drone versions and flying claymore variants on the battlefield. Cheap AG will do that to mechanics.

_________________
-------------
"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 05, 2020 1:19 am
  

Explorer

Joined: Thu May 08, 2008 11:04 pm
Posts: 146
taalismn wrote:
Omegasgundam wrote:
It's a basic flying metal box. You get exactly what you pay for, and there are plenty of times when that's all that's needed.


Yep. Cheap enough with enough commonality of off-the-shelf parts that the tinkers will go to town with them. Expect to see drone versions and flying claymore variants on the battlefield. Cheap AG will do that to mechanics.

Considering that GMR is mechanically simpler than just about any other form of propulsion, so it has fundamental advantages over all the alternatives even without the mobility.


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Unread postPosted: Sat Sep 05, 2020 1:45 am
  

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Omegasgundam wrote:
[
Considering that GMR is mechanically simpler than just about any other form of propulsion, so it has fundamental advantages over all the alternatives even without the mobility.


Trust me....there are enough mechanics obsessed with bolting on overkill amounts of thruster to overcome the mobility issue.
Whether this is practical or even sane, is the real question.

"Well, with the weight of the mega turbine and the nuclear reactor effectively negated we can now direct all the potential thrust to forward motion...ah, you might want to be taking cover behind the outer walls for this...."

_________________
-------------
"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 05, 2020 1:49 am
  

Explorer

Joined: Thu May 08, 2008 11:04 pm
Posts: 146
taalismn wrote:
Omegasgundam wrote:
[
Considering that GMR is mechanically simpler than just about any other form of propulsion, so it has fundamental advantages over all the alternatives even without the mobility.


Trust me....there are enough mechanics obsessed with bolting on overkill amounts of thruster to overcome the mobility issue.
Whether this is practical or even sane, is the real question.

It was more that even without the mobility factors, its superior, and with them included its head and shoulders above nearly all ground bound motive options outside of niche circumstances.


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Unread postPosted: Sat Sep 05, 2020 8:20 pm
  

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Though contra-gravity does have the advantage that it's self-adjusting, and can work in open space as a reaction-less drive, while GMR requires a local magnetic field to work off of. Though most terrestrial CG vehicles aren't going to be able to take advantage of that because they lack the power and specific adjustment systems that allow for spaceflight(not to mention all the rest of the necessary systems like airtight fittings, pressurized life support, radiation shielding, reentry systems, etc...).

_________________
-------------
"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 05, 2020 9:05 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1126
taalismn wrote:
Though contra-gravity does have the advantage that it's self-adjusting, and can work in open space as a reaction-less drive, while GMR requires a local magnetic field to work off of. Though most terrestrial CG vehicles aren't going to be able to take advantage of that because they lack the power and specific adjustment systems that allow for spaceflight(not to mention all the rest of the necessary systems like airtight fittings, pressurized life support, radiation shielding, reentry systems, etc...).


I doubt that won't stop PS engineers from making an orbital drop version...


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Unread postPosted: Sat Sep 05, 2020 9:37 pm
  

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kronos wrote:
taalismn wrote:
Though contra-gravity does have the advantage that it's self-adjusting, and can work in open space as a reaction-less drive, while GMR requires a local magnetic field to work off of. Though most terrestrial CG vehicles aren't going to be able to take advantage of that because they lack the power and specific adjustment systems that allow for spaceflight(not to mention all the rest of the necessary systems like airtight fittings, pressurized life support, radiation shielding, reentry systems, etc...).


I doubt that won't stop PS engineers from making an orbital drop version...



Oh, it's a given and standard practice that if they have the specifics of a planet's magnetic field in advance, PS/ASI engineers can pre-adjust GMR units so they can make drops easy enough, without having tp land first, then adjust the equipment.

On the other hand, if you're referring to CG CARS made spaceworthy, then I point you at the Civics-Class stellacommuttas. and there's probably some Flash Gordon'ed Hwins out there as well. And let's not forget the CG-GAAB. :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: Thu Sep 10, 2020 11:06 am
  

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Alright, I tackle PS/ASI space OOCs, with a general(but varied) SpaceForce OCC that borrows heavily from Omegasgundam’s formating, Mutants in Orbit, 2ed Robotech Southern Cross, and a number of other sources.

Greater New England/United Systems Alliance Space Forces Officer O.C.C.
(aka ‘Sofas’)

“For some of our personnel, just getting into space is the achievement of their planet or species. Some of them were using chemical thrusters a decade or so ago....some were worshipping the skies a generation ago. And glad we are to have’em! You can’t always use heavy weapons inside a ship, especially your own, but some of the backwater system recruits still know how to swing a mean ax, even in close quarters!””

“Don’t think we don’t know you call us ‘sofas’ behind our backs with the implication that we sit around on our ships all day and push buttons! Our physical training is every bit as rigorous as any ground-pounders’! It comes in handy when you’re trying to move around under ten hard gees of acceleration or working a patch into position on a hole in the hull without getting sucked out.”

The Space Forces Officer is the product of the GNE’s growing cooperation with the USA’s various space arms and the emergence of common training programs. Many of the constituent worlds of the USA lacked space programs, especially military ones, or have had to reinvent them from observations of the CAF and the Golgan Argosy, but a few members, such as Eugenia and the Tmelain Republic, had robust and well-organized military space forces. with experience in deep space operations
Many SFOs on the Rim come from backgrounds in the civilian sector, having served aboard civilian transports or space stations before joining the military. Some actually served as pirates from the more desperate worlds before coming around(and being thoroughly vetted, including by psionic means, by the GNEAS/AJC). The Rims worlds’ AJC takes what it can get and tries to standardize where possible, but even with the new training programs, there’s a virtual circus of occupational classes.
SFOs may lack many of the CAF Fleet’s out-of-the-gate physical bonuses and general overall jack-of-all-trades training, instead focusing on specific military occupational specialty roles , but they are balanced by having a more diverse vocational range and access to the GNE’s physical enhancement technology.

Prerequisites: I.Q. of 12 , ME 13. High physical attributes are recommended but not mandatory.
Bonuses: +1d4 to M.E., +1 on Initiative at levels 2, 6, 12, and 15, +1 to save vs Horror Factor at levels 1, 3, 6, 9, 12, and 15
O.C.C. Skills:
Language (Trade Four/English): 98
Language (Dragonese): 80
Language (One of Choice)(+15%)
Literacy (Trade Four/English): 95
Literacy (Dragonese): 80
Literacy (One of Choice)(+15%)
Military Etiquette(+20%)
Math: Basic(+10%)
Radio: Basic(+10%)
Computer Operation(+15%)
Read Sensory Instruments(+10%)
Basic Maintenance & Repair(+15%)
General Athletics
Movement: Zero Gravity
EVA(+10%)
Vacuum Survival
W.P. Knife
W.P. Energy Pistol
HtH Basic, can substituted for either Judo or Jujitsu, or Expert for 1 other

MOS Skill Packages: (Select one)
*Bridge/Command---- Bridge Officers are trained in how to fight their ships and navigate galactic diplomacy.
- Intelligence(+15%)
- Ship to Ship Combat(+15%)
- Navigation: Space(+15%)
- Detect Ambush(+15%)
- Lore: Galactic(+15%)
- Law: Galactic(+15%)
- Read Sensory Instruments(+15%)
- Communications: Two of choice(+10%)

*Communications----Communications take on a whole new degree of importance when the next nearest friendly presence could be light years away.
- Radio: Scramblers(+20%)
- Cryptography(+20%)
-Radio: Satellite Relay(+15%)
-Radio: Deep Space/FTL(+15%)
-Laser(+15%)
-Electronic Countermeasures(+20%)
-Basic Electronics(+10%)
-Communications (one of choice; +15%)

*Corpsman----Like their wet navy counterparts, Fleet Corpsmen provide on the spot emergency medical assistance. Their training includes familiarity with alien physiologies, environments, and pathogens, and they also learn out to conduct emergency medical care through such impediments as environmental suits.
- Medical Doctor(+5%)
- Field Surgery(+15%)
- Chemistry: Pharmaceutical(+10%)
- Stasis System Operation (+10%)
- Biology(+10%)
- Chemistry(+10%)
- Pathology(+10%)
- W.P. Knife
*Note: GNE military personnel suffer only HALF the usual penalties when using medical skills on members of species other than their own.

*Damage Control----While most every crew member is expected to know how to patch a leak and seal a compartment, these personnel are experts at on the spot repairs and in-hull rescue work.
- Fire Assessment & Response (50+5% per level of experience)
- Excavation & Rescue(+15%)
- Paramedic(+15%)
- Jury-Rig(+20%)
- Basic Electronics(+15%)
- Basic Mechanics(+15%)
- W.P. Blunt
- W.P. Ax

*Engineering---- Fleet Engineers will typically tell you that they’re the ones who really own and know the ships; all others just borrow them. And never compare their ships to garbage scows. Never.
- Math: Advanced(+15%)
- Spaceship Mechanics(+20%)
- Mechanical Engineer(+20%)
- Electrical Engineer(+20%)
- Weapons Engineer(+20%)
- Computer Repair(+15%)
- Jury-Rig(+20%)
- W.P. Blunt

*EVA Specialist---- EVAspecs are trained in operating around and on the hulls of spaceships and space stations, doing repair and construction work.
- Navigation: Orbital(+20%)
- Pilot: Jet Pack/Grav-Pack(+20%)
- Pilot: Small Spacecraft(EVA Pod)(+15%)
- Pilot: Robot(EVA Pod)(+15%)
- Robot Combat: Basic
- EVA(+20%)
- Oxygen Conservation(+15%)
- Spaceship Mechanics(+15%)
- Electrical Engineer(+15%)

*Hangar Bay Operations---- More commonly found on larger ships with large small craft bay facilities, HBO personnel handle the duties of preparing small craft, especially fighters, for launch, overseeing recovering, and mounting and repairing weaponry and ordnance on turnaround. They are also frequently responsible for cargo handling and transfer between ships.
- Vehicle Armorer(+15%)
-Spaceship Mechanics(+15%)
- Field Armorer & Munitions Expert (+15%)
- Basic Electronics(+15%)
- Basic Mechanics(+15%)
- Optics Systems(+15%)
- Pilot: Power Armor(Powerlifters/Industrial Exoskeletons)(+5%)
- Physical Labor
-(Optional) Tractor Beam Operations(50%+5% ple, +15%)

*Helm---- These are the effective navigators and pilots of larger spacecraft, transports, and warships.
-Pilot Starship(Large)(+20%)
-Pilot Spacecraft: Advanced (+15%)
- Navigation: Space(+20%)
- Math: Advanced(+15%)
- Astrophysics(+15%)
- Ship to Ship Combat(+10%)
- Computer Programming(+15%)
- Weapons Systems(+15%)

*Life Support Technician----LStecs make sure that everybody aboard ship keeps breathing the right gases at the right temperatures, and that everything else that makes life possible and comfortable in space keeps functioning. They are also by default experts on how various hazards in space affect life.
- Hydroponics(+15%)
- Biology(+15%)
- Botany(+15%)
- Chemistry(+15%)
- Oxygen Systems(+20%)
- Recycle(+15%)
- NBC Warfare(+15%)
-Jury-Rig(+15%)

*Salvager----Arguably a variant of the EVA Specialist, Salvagers are experts in decommissioning spacecraft and space structures, recognizing and recovering equipment of value, and disposing of hazardous materials and derelicts.
- Salvage(+20%)
- Recycle(+20%)
- Demolitions(+15%)
- Demolitions Disposal(+15%)
- Chemistry(+15%)
- EVA(+20%)
- Appraise Goods(+10%)
-Spaceship Mechanics(+15%)
- One Mechanical or Electrical skill of choice(+15%)

*Security--- These are shipboard security, charged with protecting the vessel against boarders/saboteurs and protecting vital parts of the ship. Like their wet-navy counterparts, Security personnel are trained in shipboard combat. Occasionally, when Stelmarines aren’t available, they are used to board other vessels and secure space stations and port installations.
- Zero Gravity Combat
-Boxing or Wrestling (Pick one)
-Physical: One of choice(+10% where/if applicable)
-Surveillance Systems(+5%)
-HtH Expert, can substituted for either Judo or Jujitsu, or by Martial Arts for 1 other skill
-Hojo-Jutsu(Binding)(+15%)
-W.P. Ancient, two of choice
- W.P. Modern of choice
- Physical: One of choice(+10% where/if applicable)

*Sensor Operations---- The eyes and ears of starships, sensor operators are tasked with finding enemies, gathering detailed astronomical data, and charting planets from orbit.
- Read Sensory Instruments(+20%)
- Astrophysics(+15%)
- Electronic Countermeasures(+15%)
- Espionage: Choose either Detect Ambush or Detect Concealment(+15%)
- Computer Programming(+15%)
- Intelligence(+10%)
- Electrical Engineer(+10%)
- Optic Systems(+20%)

*Small Craft Operations----These are expert pilots of small craft such as shuttles, lighters, patrolcraft and small transports, with experience in both in-atmosphere and interplanetary operations.
-Pilot Jet Aircraft(+15%)
-Pilot Yacht: Space(+15%)
-Pilot Small Spacecraft(+20%)
- Navigation: Space(+15%)
- Navigation: ALW(+20%)
- Weapons Systems(+15%)
- Wilderness Survival(+5%)
- Oxygen Conservation(+15%)

*Starship Gunnery----These personnel man some of the most powerful weaponry in the GNE/USA arsenal. These are the people who can make those one-in-a-million long range coasting cruise missile bulls-eye strikes from halfway across the solar system.
- Weapons Systems (+20%)
- Math: Advanced(+15%)
- Demolitions(+15%)
- Demolitions Disposal(+15%)
- Weapons Engineer(+15%)
- W.P. Heavy Megadamage Weaponry
- W.P. Starship Weapons
- W.P. Starship Artillery

*Technical----These personnel see to the accessory systems and functions aboard ship.
-Basic Electronics(+15%)
-Basic Mechanics(+15%)
-Two Mechanical or Electrical skills of choice(+15%)
-Technical: Four of choice(+15%)

Skills: Select 4 ‘other skills at Level One, plus an 2 additional skills at levels 2, 5, 8, +1 at levels 10, 12, and 15.
Communications: None; only those with the Bridge Operations, Communications(+10%), or Sensor Operations MOSes can select from this category
Domestic: Any. Life Support MOSes get a bonus of +10%.
Electrical: Basic only. Engineering, EVA, and Technical MOSes can select any at +5%
Espionage: None. Those with the Security MOS can select Detect Ambush/Concealment at +10%. Bridge MOses can select at +5%.
Mechanical: Automobile and Basic only. Technical and Engineering MOSes can select any at +5%
Medical: First Aid (+5%) or Paramedic(the latter costs 2 skill selections). Those with the Corpsman MOS can select any with a +10% bonus.
Military: None. Those with the Bridge and Security MOS can select Find Contraband and Trap/Mine Detection at +5%
Physical: Any
Pilot: Any(+5%)
Pilot Related: Any(+5%)
Rogue: Any(+7%)
Science: Any. Sensor Operations and Technical MOSes get a +10% bonus
Technical: Any. Technical MOSes get a +10% bonus
Wilderness: Any(+5%)
Weapons Proficiencies(W.P.): Any

Secondary Skills: Select 4 at level 1, gain 1 additional skill at levels 4, 8, and 12

Experience Tables: Use the CAF Fleet Officer exp. tables

Standard Equipment:
Standard issue uniform, EVA-capable skinsuit, armored EBA, deck-grip boots/footwear, personal communicator/comp and environmental monitor. Multi-tool and patch kit. Under combat condotions, will have access to appropriate weapons matching their W.P.s.

Starting Money: 1D4x1,000 in savings, base salary is 2,000 credits per month. Soldiers are provided with full room, board, and medical treatment.

Equipment Available Upon Assignment: Just about anything that their Commanding Officer deems suitable and they are trained with. The GNEAS’s infamous reputation of getting involved in bizarre and credibility-stretching ‘shenanigans’ means that it is not unusual for personnel to be given equipment that would normally be reserved for a country’s elite forces, and veterans quickly become numb to constant stream of ‘Adventure-itus’ experiences. This gets only worse in space where ‘bold new worlds, alternate dimensions, and weird new civilizations’ beckon.

Cybernetics: None to start, but sees little to no reason to avoid getting them.

Bio-Modification:
The growing field of applied bio-modification has introduced a new realm of performance enhancement to the GNEAS and AJC. Many personnel anticipating long careers in space operations will seek, and be provided with, the opportunity to get a bo-mod package, typically one of the environmental adaptation/survival mods.

Like their wet-navy counterparts, the Space Forces will also have complements of other OCCs aboard, such as Operators, Body Fixers, magic-uses, diplomats, psychics, cyborgs, special forces, technical officers, combat psychiatrists, scientists, and the like, many of who may have one or more space-related skills as part of long-term shipboard or space-based deployments(but not always). And of course Irregulars and those seconded from other nations’ space programs(these can be OCCs from any other Palladium space-based settings, including Aliens Unlimited, Robotech, Manhunter, or even Ninjas & Superspies).

_________________
-------------
"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 17, 2020 11:40 pm
  

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Location: Somewhere between Heaven, Hell, and New England
PS-FCMcCFCR-04 ‘Pixen’ Smallkin Cyborg Frame Combat Robot
(aka ‘Assassin Bug’)
“We’ve been getting an increasing amount of faerie gold in from our regional outlets in the northeast. Admittedly, we’re getting some faux stuff, but our screeners pick that up fast enough to reject payment, but the rest is real enough. Somebody’s buying up smallkin-compatible hardware, especially mobile armaments, in company-strength allotments.”

The ‘Pixen’ is yet another in a series of cyborg-based robot vehicles meant for Smallkin-operation. The Pixen was designed with stealth operations in mind.
The Pixen is lower profile than its sister designs, in order to present a smaller target. It lacks a proper head, instead having a streamlined canopy atop its torso, and a ring of sensors. It is slower than the other cyborg-’bots, but only because it is meant to be stealthier. The Pixen has benefitted from PS’s experience with its PS-R-SOG-04 Shadowbot Espionage/Special Operations Robot(and a Smallkin-piloted version of that machine was originally planned, but for an executive order calling for alternative designs to be submitted).
Pixens are typically deployed as scout ‘mechs(their laser designators make them good forward spotters for units with laser-guided artillery), and sometimes as headhunters, picking off enemies and targets of opportunity.
Pixens have found a ready market among the smallkin of Canada’s ’faerie coast’; with the possible collapse of the Grand Banks Accord looming, and the threat of the Faerie Harvest resuming, many of the more liberal and less technophobic fay are investing in defenses.

Type: PS-FCMcCFCR-04 ‘Pixen’
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
Pulse Laser 100
Micro-Missile Launchers(2) 30 each
Legs(2) 85 each
Feet(2) 25 each
Height: 5 ft
Width: 2 ft
Length: 2 ft
Weight: 300 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) 100 MPH
(Leaping) 12 ft up/22 ft across; increase by 50% with running start
Cyberjet-boost allows for leaps of 25 ft 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: 1.1 million 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
*Head-mounted IR/Normal Light 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) .

*PPE Sensor---Thanks to micro-chip engineering expertise, PS has managed to get the size of the system down to compact enough to fit into the scope module. The sensor has a 200 ft range(out to 400 ft with 50% error in determination), 60-degree arc, and can detect invisible entities. Other penalties similar to the Japanese SNARLS system(on which it is based.....see Rifts: Japan, pg. 116).

*Laser Designator---- The Pixen mounts a laser designator concealed atop its main body. This allows the ‘bot to ‘paint’ targets for laser-guided weaponry. Range: 50,000 ft.

*Stealth Armor----The Pixen is clad in a skinning of material reverse-engineered from Naruni Enterprise’s thermal-stealth armor. The robot’s infrared and thermal emissions are masked, with only a 25% chance of showing up on thermal sensors. MD fire/heat attacks do HALF damage, and high speed impact damage attacks(bullets, rail guns, grenades, missiles, explosions, falls, and collisions) do HALF damage.

*Prowl Capability----The Pixen’s legs are padded for edxtra soft and dispersed ground pressure, and its actuators insulated to muffle the sound of their operation. The ‘bot can Prowl at 75%.

Weapons Systems:
1) Forearm Laser---One arm carries a powerful x-ray pulse laser
Range:(Pulse Laser) 3,000 ft
Damage:(Pulse Laser) 4d4 MD single shot, 1d4x10 +10 MD per triple shot burst
Can also perform a spray attack doing 3d6 MD to a 30 ft wide area
X-ray feature aspect means laser-reflective armors are ineffective.
Rate of Fire:(Pulse Laser) ECHH
Payload: Effectively Unlimited

In the alternative, the Pixen can mount a modified PSLR-50 ‘Widower’ Laser Rifle. This has similar range and damage, but drops the x-ray armor-penetration and sprayfire capabilities for a second laser designator and a grenade launcher.
Range:(Laser Designator) 50,000 ft
(Pulse Laser) 3,000 ft
(Grenade Launcher) 1,200 ft
Damage:(Laser Designator) None
(Pulse Laser) 4d4 MD single shot, 1d4x10 +10 MD per triple shot burst
(Grenade Launcher) 2d6(12 ft blast radius)/4d6(10 ft blast radius) for standard HE,
6d6 MD light micro-fusion(12 ft blast radius)
The GL can also be used to fire radio beacon adhesion heads, flare rounds, paint shells, EMP grenades, flash-bangs, and, it’s rumored, TW grenades like the feared ‘Snuffers’ and Aura of Doom curse grenades.
Rate of Fire:(Laser Designator) ECHH
(Pulse Laser) ECHH
(Grenade Launcher) ECHH
Payload:(Laser Designator) Effectively Unlimited
(Pulse Laser) Effectively Unlimited
(Grenade Launcher) 12 shot clip magazine, but the ‘bot mounting adds a 50 shot drum magazine
Bonuses: Laser Targeting gives a +1 to strike
Special Features:
*Variable Frequency Capability---This is less to defeat laser-resistant armors, and more to allow multiple designators to paint different targets for different weapons...A special integral chip can adjust the combat frequency to do maximum damage within 1d4 melees, or the designator laser can be manually set to pre-determined weapons-band frequencies.

*Optional Flash Suppressor---A screw-in cylinder containing special baffles and extra focusing elements, that allows for a tighter beam and less peripheral flash leakage from the combat laser---Greatly reduces the already slim chance of anyone seeing the laser flash(except under very dusty conditions) unless the person is looking directly down the barrel. However, it also reduces the range of the laser to about 1,800 ft.


2) MicroMissile Launchers(2)---Mounted on both sides of the torso is a modular micromissile launcher. The launchers give the ‘bot equivalent firepower to the ‘Farlane’, but the torso mounting is less obvious and frees up the arms for heavier direct-fire or melee weaponry.
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 launcher.
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

In the alternative, 18-shot 20mm- or 8-shot 20mm MicroMissile launchers can be substituted instead:

3) Vibroblade---The forearm not mounting a laser carries instead a retractable vibrosword blade
Range: Melee
Damage: 2d6 MD

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

Options:
*Alternate Melee Weapon---Some blade arms replace the vibroblade with a PSPSR-1 ‘Saber Rifle’ Multi-Mode Plasma Carbine, TW Ice Saber, TW Combat Gauntlet, or TWMBW11 ‘SebaKatar’ TW Melee Weapon.

* *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.

* Cargo Compartment: Shoe box-sized space in the torso. Replaces one MicroMissile Launcher.

*EW Suite---A fairly basic radio jammer that can jam civilian band radio communications with 70% efficiency, military communications with 50%. Range: 1 mile. Replaces one MicroMissile Launcher.



PS-FCMcCFCR-05 ‘Pug’ Smallkin Cyborg Frame Combat Robot
(aka ‘Pug-Ugly’)
“I hate pugs. I hate the dogs and I hate the ‘bots. They’re both ugly. The dog is pretentious, useless, and looks like an overgrown gnat with bug eyes that look ready to pop out. The ‘bot is ugly, looks like a bug made out of metal scraps, and is deadly effective at keeping my warriors pinned down before ripping them up. The dog I can kick. The ‘bot takes way too much killing for my peace of mind. If I ever discover I am facing pugs piloted by pugs, I will know I have truly discovered hell.”
--- Warpack Leader Osmar Fourteen

The ‘Pug’ is another new Smallkin humanoid battle robot based on cyborg frames.
The Pug attempts to combine the ranged firepower of the -02 ‘Duelist’ with melee capabilities. Thus, one entire arm is taken up by a general purpose machine gun for long range suppression fire, while the other arm features an articulated hand and retractable vibro claws. A shoulder-mounted cluster of short range lasers gives the ‘bot a powerful mid-range weapon without an ammunition dependency.
The Pug uses slightly modified actuators for greater strength, but this also leads to a slower running speed. The Pug’s smaller size and more rounded armor make it both harder to hit and more difficult to put down, as it can more easily deflect projectile and melee hits.
A favorite tactic of Pug teams, if they have the time to scout out the terrain, is to split up into two groups. One group uses ranged fire to herd enemy into cover and keep them pinned down, while the other group slips in close to savage them at close quarters.

Type: PS-FCMcCFCR-05 ‘Pug’
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
Machine Gun Arm(1) 70
Upper Arms(1) 60 each
Grasper Hand(1) 25 each
Laser Shoulder Pod(1) 60
Legs(2) 85 each
Feet(2) 25 each
Height: 5.5 ft
Width: 2.1 ft
Length: 2 ft
Weight: 360 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) 90 MPH
(Leaping) 12 ft up/22 ft across; increase by 50% with running start
(Flying) Not possible
(Underwater) Can run along the bottom at about 7 MPH, maximum depth of 1,000 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
*Head-mounted 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) .

*Kinetic-Dissipation Armor---A derivation of work to develop a knockoff of Naruni Enterprise’s Thermal-Kinetic armor. High speed impact damage attacks(bullets, rail guns, grenades, missiles, explosions, falls, and collisions) do HALF damage.

Weapons Systems:
1) Machine Gun Arm---One arm mounts a rapid fire general purpose machine gun. Though ammunition-dependent, the GPMG is mechanically reliable, possesses excellent range, and both rate of fire and ammunition type can be varied.
Range: 10,000 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 600 rpm
Payload: 250-rd belt drum
Cost: 8,000 credits

As an alternative, a 20mm ‘Taskin’ light infantry autocannon can be carried instead.
Weight: 25 lbs (cannon and backpack)
MDC of Weapon: The actual Taskin Rifle has 70 MDC, while the backpack has 40 MDC.
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 rds,
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


2) Shoulder Lasers(3x1)---The shoulder opposite the machine gun arm holds a pod with a triple-barreled laser array. The standard-issue weapon(s) are modified versions of PS’s ‘Luzi’ laser SMG, which can fire devastating bursts at relatively short ranges.
Range: 900 ft
Damage: 2d6 MD single shot, or 1d6x10 MD per 5 shot burst per barrel, 3d6x10 MD for a simultaneous burst from all three weapons(counts as one attack)
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 11,000 credits)
Options:
*Blue-Green Frequency Kit---This modifies the ‘Luzi’ to fire more effectively underwater, down to 1,000 ft. Cost: 6,000 credits

*Flash-Blinder---This adds a special power-stepdown chip to the weapon’s power regulation/draw system, and a scattering optic to the barrel. allowing the weapon to produce blinding flashes of light that can temporarily blind those with unprotected optics/eyes. Effects are roughly equal to a Blinding Flash spell. One MD shot equals 200 ‘flash’ shots.
Cost: 4,000 credits

*Scatter-Laser Kit---This conversion adds what looks like a round-tipped air-cooled muzzle or perforated silencer to the end of the muzzle. In reality, it is a beam-splitter that converts the PSLR-7 into a short ranged ‘laser shotgun’, doing 2d4 MD to an 9 ft-wide area, at about 400 ft range, with a single shot, and 4d6 MD to a 10 ft area with a burst shot. Cost: 7,000 credits

In the alternative, a pair of longer-ranged ‘Bushmaster’ laser pistol-based weapons can be mounted. Less damage, but better range.
Weight: 4.5 lbs
Range: 1,500 ft
Damage: 2d6 MD per single shot, 6d6 MD per 3-shot burst per barrel, 1d6x10+10 MD for a simultaneous burst from both weapons(counts as one attack)
Rate of Fire: Standard
Payload: Effectively Unlimited
Bonuses: +1 to strike from the weapon’s superior balance and design
Cost: 18,000 credits
Options:
*Blue-Green Frequency Kit---This modifies the ‘Bushmaster’ to fire more effectively underwater, down to 1,000 ft. Cost: 6,000 credits

*Fan-Scatter-Laser Kit---This conversion adds what looks like a round-tipped air-cooled muzzle or perforated silencer to the end of the muzzle. In reality, it is a beam-splitter that converts the PSLP into a short ranged ‘fan laser’, doing 1d6 MD to an 10 ft-wide area, at about 300 ft range, with a single shot, and 3d6 MD to a 12 ft area with a burst shot.
Sometimes called a ‘paint stripper’. Cost: 5,000 credits

3) Vibroclaws---The free arm/hand sports a triple set of retractable vibroblades. Silver-plated and ‘ripper’ types are favored as upgrades.
Range: Melee
Damage: 3d6 MD

4)(Optional) Use of Handheld Weapons---The free grasping hand can pick up and use infantry-scale hand weapons, as long as they can be used one-handed.

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

Options:
*Palm Blaster---The free hand can be modified to house a palm-mounted blaster as a backup weapon or utility welder/cutter.
Range:(Laser) 500 ft
(Ion) 300 ft
(Plasma) 200 ft
Damage:(Laser) (Variable) 1d6-1d6x10 SDC, or 1d6 MD per blast
(Ion) 2d6 MD per blast
(Plasma) 4d6 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: (Laser) 25,000 credits
(Ion) 20,000 credits
(Plasma) 35,000 credits

*Blast Plates---Some Smallkin operators make the Pug an even more lethal close quarters fighter by hanging claymore directional mines off parts of the ‘bot. This may have been suggested by Greater New England’s Shemarrian-tribe-in-residence, as it emulates their ‘blastron’ armor.
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 charges act 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 armor 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 Shemarrian must expend 3 reactive armor packs...two packs would roll twice to defeat their respective missiles, the third would only roll once.
Rate of Fire: One at a time or can be simultaneously fired in volleys of 1-3
Payload: The Pug can carry three on the front(one on the chest and one on each knee) and two on the back.

Variants:
*PS-FCMcCFCR-05B----(aka ‘Cyberkappa’) Amphibious variant developed at the request of the Anowak turtle-Smallkin. The variant adds extra environmental sealing for prolonged underwater immersion, installs neutral bouyancy cells in the armor, and hydrothruster units on the back and in the legs. The weapon arm is replaced with a bundled package of underwater weapons. The -B variant trades long range firepower for underwater combat capability.
Changes/Modifications:
Speed:
(Underwater) 35 MPH. maximum depth tolerance of 2,000 ft.
Systems of Note:
*Mini-Sonar---- 15 mile range
Weapons Systems.
1) Underwater Weapons Arm----Replaces the machine cannon arm with a bundle of underwater-capable weapons;
a) Speargun/Needle Rifle/Blue-Green Laser
Range:(Spears) 200 ft underwater, 350 ft in air.
(Needles)(5.56mm, 120mm-long darts) 360 ft in air.
180 ft at depths of about 16 ft
120 ft at depths of about 66 ft
72 ft at depths of about 130 ft
(Laser) 1,200 ft
Damage:(Spears)These weapons can be tipped with an explosive head(2d6 SDC or 5d6 MD exploding head), armor-piercing hunting point(1d6 MD), magnetic grapple, or tracking bug, and can be used to attach a 100-foot line of high strength braided mono-filament cabling.
(Needles)3d6 SDC single round, 6d6 SDC per three round burst.
*Poison Darts---These have a small internal reservoir for holding drugs or toxins, to be dispersed inside a living target. PS itself doesn’t sell any poisons, but a variety are available on the open market(and it’s said the Cambridge Jungle tribes have a number of nifty drugs and poisons available). Cost: 75 credits per 100 basic, unfilled, venom rounds.
*MDC Penetrators---These use a more powerful propellant to fire the projectile that much harder, to the point that they each do 1 MD(range is unchanged). Cost: 500 credits per 100 rds
(Laser) 3d6 MD single shot, 4d6 MD pulse burst
Rate of Fire:(Spears) Volleys of 1-3(all)
(Needles) Single shot or 3-shot bursts
(Laser) ECHH
Payload:(Spears) 3
(Needles) 30-rd box magazine
(Laser) Effectively Unlimited
Cost: 21,000 credits


b) MTR-01 ‘SeaHammer’ Micro-Torpedo Launcher
Range: 2,500 ft underwater, 500 ft in air
Damage: (Pattern -T1) 6d6 MD to 3 ft radius per torpedo
Rate of Fire: Standard(Yes, bursts are possible)
Payload: 12 rds
Cost: 5,000 credits. Each micro-torp costs 250 credits, a magazine drum holding 12 costs 100 credits(2,100 credits full)
Note: As later MT-1 series micro-torpedoes become available, the SeaHammer can use them as well.

c) USR-11 Strakker Sonic Rifle
Range: 1,200 ft in water, 200 ft in air
Damage: (Variable power settings) 4d6 SDC, or 4d6 MD per blast
Area of effect ‘shotgun’ blast: Half damage to a 10 ft wide area.
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor.
The sonic vibrations can also be used to set up a resonance in hard armor that can stun or disorient living beings. Humans(and those most like them) will find these subsonic vibrations particularly irritating, the barely audible buzzing setting up painful discordance in their eardrums and auditory apparatus. Beings with enhanced hearing are particularly vulnerable to this attack(DOUBLE penalties and duration of effects). Cyborgs and those with baffled hearing implants will NOT be affected by this.
Save versus psionic attack(12 or better) or be -1d4 to initiative, HALF all bonuses to strike/parry/dodge, and -1d4 to Maintain Balance for 1d6 melees. Roll under P.E. or fall unconscious for 1d6 melees.
Power Armor and EBA-wearers will be more susceptible to the effects of resonance, owing to their close proximity to the materials being affected. The effects are greatly diminished to occupants on a vehicle owing to the many interior structures that serve to disipate and insulate the sound waves.

Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 80,0000 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: Sun Sep 20, 2020 7:31 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44142
Location: Somewhere between Heaven, Hell, and New England
Using some inspiration from Omegasgundam's formats.

Greater New England/United Systems Alliance Stelmarines O.C.C.
(aka ‘Ship-crackers’)
“Last mission I was on, we had to go ee-vee-ay to deal with some deep galactic abyss emissary’s offspring who’d accidentally ingested something wrong and had undergone an unchecked explosive cellular metastis...kid was growing massive amounts of nondifferential protoplasm, had expanded to fill the spacestation it was staying on, and was threatening to both crush the other occupants of the station and bust it open into vacuum. We had to cut our way in, butcher our way through tumor-growth, find the kid’s alimentary channel, and deliver a big dose of mineral salts that we were told would stop the condition. Only, the stuff we had didn’t work completely the way the parents said it would, and we had to hold position while the xeno-docs came up with something ELSE. Fortunately we were able to rescue the station personnel who’d managed to hole up behind some sturdy bulkheads, because it took three tries before they found something that did the trick and cured the cancer. The emissaries thanked us for our work saving their kid, but I still can’t look at pudding without having some bad moments. But that’s in a day’s work in the Stelmarines.”

“I HATE boarding derelicts; there’s no telling WHAT you might come face to face with opening a door, turning a corner, or coming near a duct or hall panel. Might be a pirate, might be a macro-parasite, a mutated crewmember, crazed ship’bot, or alien predator. So why am I in the Stelmarines, where most of what we do is board other ships? Making damn sure that everybody in my fire teams follows the RIGHT protocols and doesn’t overlook anything. Doesn’t completely eliminate the possibility that somebody’s going to die on our side, but it weights the odds a lot better that it’s going to be the OTHER side that gets vapped.”

“There’s two modes of combat in the Stelmarines; extremely long range and extremely short range. In both, you have little time to respond at the speed things move, and you have to be extremely accurate in the application of a maximum amount of force, if you’re to survive.”

To many the GNE Stelmarines are the most visible in-person arm of the United Systems Alliance military they’re likely to encounter, usually in the course of boarding and securing a spacecraft or spacestation. They are trained in deep space combat, boarding actions, and, to a lesser extent, planetary combat, especially in hostile environments like ice moons and gas giant atmospheres. Stelmarines are trained in marksmanship with ranged weapons, but are also expected to be adapt at close quarters combat, where most shipboard combat takes place.
While the Stelmarine core originated with the Greater New England Armed Services’ aerospace arm, taking on hostile Orbitals, Arkhons, and mutant insects, the USA expansion of the Corps has benefitted from the swordsmanship skills of the Skensi Royal Commandos and the experience of the Grendlesec Bashers. They are regarded as one of the elite services of the GNEAS, protecting the far-flung outposts of the United Systems Alliance
Many of the Stelmarines’ MOSes are little different from those of their planetary counterparts, but the focus is on equipment, tactics, and performance in microgravity, shipboard operations, and exotic alien environs.

Prerequisites:IQ 10, ME 12, P.S. 12, P.P. 14, P.E. 12
Bonuses: +1D4 to M.E., P.P. and P.E., +25 SDC, +1 on Initiative at levels 1, 4, 9, and 13, +1 to save vs Horror Factor at levels 1, 3, 6, 9, 12, and 15, +3 vs Possession
O.C.C. Skills:
Language (Trade Four/English): 98%
Language (Dragonese): 80%
Language (One of Choice)(+15%)
Literacy (Trade Four/English): 95%
Literacy (Dragonese): 80%
Literacy (One of Choice)(+15%)
Military Etiquette(+20%)
Math: Basic(+10%)
Radio: Basic(+15%)
Computer Operation(+10%)
Read Sensory Instruments(+15%)
Weapons Systems(+15%)
Military Etiquette(+20%)
Pilot: Jetpack (+20%)
Pilot: Grav Pack(+20%)
Navigation: Orbital(+10%)
Movement: Zero Gravity
General Athletics
EVA(+20%)
Vacuum Survival
Boarding Spaceships(+20%)
W.P. Knife or Sword
W.P. Energy Pistol
W.P. Energy Rifle
Hand to Hand: Expert or Martial Art, may upgrade to Assassin (if anarchist or evil) for 1 other skill, or Commando for 2 other skills

MOS Skill Packages: (Select one)
*EOD/Demolitions Expert---Whether it’s blasting a hole through Nuk Rek Nuss armor, napalming a Necron ship’s ‘heart room’, or overloading a space fortress’s reactor, Stelmarine demo-men show an affinity inherited from their Marine predecessors for blowing crap up.
-Basic Electronics: (+20%)
-Basic Mechanics: (+10%)
-Demolitions: (+10%)
-Demolitions Disposal: (+15%)
-Demolitions Underwater: (+8%)
-Trap Construction or NBC Warfare: (+5%)
-Advanced Math: (+15%)
-WP Heavy Energy Weapons

*Heavy Weapons---These soldiers are trained in the use of heavy anti-armor, specialized antipersonnel, or bunker-busting ranged weaponry.
-Recognize Weapon Quality: (+25%)
-Field Armorer & Munitions Expert(+15%)
- Basic Mechanics(+10%)
-Sniper or Sharpshooting
-Weapon Systems (+10%)
-WP Heavy Weapons
-WP Heavy Energy Weapons
-WP Two of Choice

*Planet Ranger---These are the first ones down on a planet, scouting the terrain
- Land Navigation (+20%)
- Camouflage (+20%)
- Wilderness Survival (+15%)
- Sniper or Sharpshooting
- Prowl: (+15%)
- Surveillance Systems or Laser Systems(+10%)
- Parachuting(+10%)
- Climbing(+15%)
- W.P. Rifle

*Point Man---Typically the first Stelmarines to have the honor of entering another spacecraft, and also often the first to get killed, point men have to have nerves of steel, near-omniscent senses, and hair-trigger reflexes. The Stelmarine Corps gets plenty of volunteers.
-Detect Ambush (+15%)
-Detect Concealment: (+10%)
-Find Contraband: (+10%)
-Prowl: (+10%)
-Trap/Mine Detection (+15%)
-Physical: Two of choice(+10% where applicable)
-W.P. Paired Weapons


*Power Armor/Robots ---Power armor are such an integral part of Stelmarine operations they’ve enfolded it ito the standard Stelmarine training path, rather than form a separate RPA OCC.
-Navigation: Land(+15%)
-Navigation: Orbital (+20%)
-Pilot: Jet/Grav Pack: (+20%)
-Pilot RPA: (+20%)
-RPA Combat Basic
-RPA Combat Elite (‘Fury’ Power Armor)
-RPA Combat Elite (PSA-11B ‘Star Guard” Space Power Armor)
-RPA Combat Elite (Choice)

*Vehicle Crew---Sometimes the Stelmarines need to use specialized vehicles, especially planetside. For these, the Stelmarine Corps has its own in-house MOS.
-Basic Mechanics (+10%)
-Pilot Tanks & APCs: (+20%)
-Pilot Hovercraft or Shuttlecraft: (+15%)
-Pilot RPA: (+5%)
-RPA Combat Basic
-Navigation: (+15%)
-Sensory Equipment: (+15%)
-Weapon Systems: (+15%)

Skills: Select 5 ‘other skills at Level One, plus an additional 2 at levels 3 and 6, and +1 at levels 9 and 12..
Communications: Any(+5%)
Domestic: Any
Electrical: Any
Espionage: Sniper, Tracking, and Wilderness Survival only
Mechanical: Any
Medical: First Aid or Paramedic (the latter is two skill selections)
Military: Any(+5%)
Physical: Any
Pilot: Any(Those with the Vehicle Pilot MOS get a +10%)
Pilot Related: Any(Those with the Vehicle Pilot MOS get a +5%)
Rogue: Any
Science: Basic and Advanced Math only
Technical: Any(+5%)
Wilderness: Any(Those with the Planetary Ranger MOS get a +10%)
Weapons Proficiencies(W.P.): Any

Secondary Skills: Select 4 at first level, plus an additional +1 at levels 2, 5, 8, and 13

Experience Tables: Use the CAF Trooper OCC exp. tables.

Standard Equipment:
Standard issue uniform, EVA-capable skinsuit, armored EBA(typically VEBA-06 ‘Starman’ or VEBA-00X/2A) , personal communicator and environmental monitor. One weapon for each W.P. and four clips for each of those that require one.

Equipment Available Upon Assignment: Just about anything that their Commanding Officer deems suitable and they are trained with. The Stelmarines have an even more pronounced tendency to become involved in ‘interesting’ situations requiring special equipment so that it is not unusual for squads to be given equipment that would normally be reserved for a country’s elite forces, and veterans quickly become numb to constant stream of ‘Adventure-itus’ experiences.

Starting Money: 1D6x1000 in savings, base salary is 2200 credits per month. Soldiers are provided with full room, board, and medical treatment.

Cybernetics: Have no objection to cybernetics or bionics. Many start out with up to 3 implants or 1 cyberlimb.
Bio-Modification: Stelmarines can be expected to be offered Class IV bio-modification fairly early in their careers, and most take the offer

_________________
-------------
"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 Sat Oct 31, 2020 12:27 am, edited 1 time in total.

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Unread postPosted: Mon Sep 21, 2020 8:27 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44142
Location: Somewhere between Heaven, Hell, and New England
Paladin Steel/Aegis Stellar Industries PS-A-21S ‘Kimat’ Deep Space Combat Robot
(aka ‘Sirius-B’, ‘Dogstar’, ‘Canis Major’)

“Time to rip.”
The two ‘bot-jock Stelmarines turned their Dogstars’ heavy p-spitters on the hull, invisible atomic fire tearing into the armor and blasting out chunks. Then the chunks became a storm of flakes and fine particles, then a billowing cloud of exploding vapor. With a shudder, the entire section of structure the two ‘bots were on seperated from the rest of the hull, carrying them, the last survivors of the hijacked starliner Vardigar Voyager, and their Stelmarine rescuers free of the pirate warship. Behind them, the gaping hole in the hull continued to spew atmosphere, debris, and the flailing dying forms of Sorm into open space as the entire hull section vented. Flashes along other lobes of hull told of other Stelmarines unleashing the fury of their weapons to cover the boarding team’s retreat. Other Canises darted by, unloading volleys of missiles at Sorm weapons emplacements as they tried to track the annoying vermin that had just stole a section of their ship and badly wounded them in the process-


“I hear that ‘Canis, gonna kick uranus’ once more I’m going to take that advice and put my boot up somebody’s-”
“Actually it’s not ‘kick’, it’s ‘lick ur-*GYAHHH!*”

“We’ll be coming in ballistically behind dark-shrouds; those are carbon-fiber umbrellas that helps hide our heat signatures and absorb radar beams. Of course, when we get close enough, somebodu might notice some stars being occulted, but by the time we get THAT close, it should be too late for the folks we’re sneaking up on.”

The ‘Kimat’ is a development of the PS-A-18S ‘Sirius’ (aka ‘AstroDog’) experimental space version of the PS-A-18 Mongrel, and studies of the d-bee MUTT(Military Universal Tactical Team) power armor,(See Rifts Manhunter pgs 159-160 for details on the MUTT) the latter of which had been copied and modified as the PS-MUERV03 Multi-Environment Utility and Exploration Robot Vehicle. Much as PS engineers loved the MUTT, and some wanted to do a point to point copy of it, the fixed configuration of the MUTT didn’t appeal to the versatility-minded GNEAS command. The PS-A-18S ‘Sirius’ had proven a hit with the Stelmarines in the RE Solar System, but the design suffered when imported to the wider theaters of the United Systems Alliance. The decision was made, therefore, to import the winning aspects of the Sirius to the larger frame of the MUTT and update the design with a range of options.
The Kimat(named for the animal companion of a Phillipine god of thunder) is based on the larger MUTT, but resembles a scaled-up PS-A-18S. Rather than retain the gun-arms of the MUTT, the Kimat keeps the Sirius’s hand-and-underslung-forearm gun mounts for versatility, and upgrades the actuators to keep the Mongrel’s enhanced strength.
The armor composition has been upgraded to the MUTT’s level, making it over over twice as tough as the Sirius-A, and the addition of an integral forcefield generator adds additional protection.
The more powerful propulsion system of the MUTT, laid over with the armaments range of the Sirius, give the Kimat a virtually unmatched degree of manueverability in both atmosphere and in space. Only its relatively slow speed and acceleration prevents it from competing with true aerospace fighters. The CG drive also makes the Kimat well-suited to orbital drop operations, and the same contragravity systems allow the ‘bot to self-extract, being able to make orbit on its own, albeit slowly(most Stelmarine operations in all but the weakest gravity fields have the robots recovered by faster and more reliable transport craft).
Since its introduction, the Kimat has caught on with the GNE/USA’s Stelmarine Corps like wildfire, becoming their preferred heavy support element in assault teams. Besides providing fire support for Stelmarine infantry, both in zero-gee and in gravity, the Kimat backs up formations of smaller power armors such as the Fury. Though currently exclusive to the Stelmarines, there have been more than a few requests from other USA AJC robot-using military branches for Kimat assignments.

Type: PS-A-21S Kimat
Class: Space Infantry Assault Robot
Crew: One
MDC/Armor by Location:
Main Body 800
Reinforced Crew Compartment 150
Hands(2) 50 each
Arms(2) 180 each
Legs(2) 450 each
Forearm Guns(2) 100 each
Shoulder Laser Turrets(2) 75 each
Mini-Missile Launchers(6, chest) 55 each
Sensor Head 320
Propulsion Vanes(4, back) 45 each
Cameras and Electronic Eyes(17) 8 each
Forcefield 200
Height: 14 ft
Width: 7 ft
Length: 6 ft, 12 ft w/ jet vanes extended
Weight: 13 tons
Cargo: Small space inside cabin for a backpack and sidearms
Physical Strength: Robot P.S. of 35
Powerplant: Nuclear Fusion, w/ 20 year energy life
Speed:(Running) 135 MPH
(Leaping) 32 ft up/across standing leap, 195 ft across/100 ft up w/ jet assist
(Underwater) Run along bottom at 18 MPH. Maximum Depth of 6,000 ft.
(Flying) 450 MPH, no altitude limit
(Space) Mach 7
Market Cost: 27 million credits
Systems of Note:
Standard Robot Systems, plus:
*Long Range Radar----(effective range of 100 miles in open space)
*LiDar Array----(effective range of 100 miles in open space)
*Communications Laser(effective range of 10,000 miles)
*Magnetic/Molecular Adhesion Clamps---Points on the feet and legs for anchoring the ‘bot to a hull or other structure.

Weapons Systems:
1) Shoulder Laser Turrets(2)---The Mongrel’s shoulder lasers, based on the original BDR-22 Laser Turrets that graced the NEMA machine’s shoulders, have been retained on the larger Kimat/Sirius-B, but replaced with even more powerful systems. In this case, the decision was made to ‘port over the long-ranged point defense lasers and fire control systems first debuted on the PSA-11 Gendarme. The autofire PDS mode has proven especially useful in suppressing missile barrages and dealing with swarm enemies, both of which the Stelmarines see to much action with.
Range: 6,000 ft in atmosphere, 12,000 ft in space
(Kitsune values: 6,000 ft in atmosphere, 48,000 ft in space)
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: Effectively Unlimited
Bonuses: +2 to strike airborne targets like missiles and aircraft/flying opponents(must be traveling higher than 10 ft off the ground)


2) Forearm Hardpoints(2, 1 each forearm)----The under-slung forearm hardpoints have been retained, but Paladin Steel, already very familiar with modular design, have modified them to be capable of accepting a wider range of optional armaments. The Kimat is fully compatible with the Mongrel’s weapons options, and the larger size of the Kimat has allowed for slightly larger and more powerful weapons to be mounted. Each hardpoint can be fitted with ONE of the following:
a) Heavy 45 mm Autocannon---Originally mounted in a dedicated twin over-and-under gun arm on the PS-A-18G(aka ‘GunMoll’) variant of the Mongrel, the 45mm autocannon proved versatile enough that one was fitted under the Kimat’s forearms.
Range: 6,000 ft in atmosphere, 12,000 ft in space
(Kitsune values: 6,000 ft in atmosphere, 48,000 ft in space)
Damage:(High Explosive) 7d6x5 MD, no blast radius(Cost: 400 Credits/rd)
(Fragmentation) 5d6 MD to 15 ft blast radius(Cost: 200 Credits/rd)
(Plasma) 2d6x10 MD to 7 ft blast radius(Cost: 900 Credits/rd)
(Hellfire)6d6 MD on impact, does 4d6 MD per melee. burns for 2d4 melees(Cost: 700 Credits/rd)
Rate of Fire: ECHH
Payload: 25 rds

b) Laser Cannon---Based on the new PS-RFL2-33D ‘Blazer’ Rapid-Fire Infantry Laser
Range: 5,000 ft in atmosphere, 10,000 ft in space
(Kitsune values: 5,000 ft in atmosphere, 40,000 ft in space)
Damage: 4d6 MD single shot, 8d6 MD short burst, 2d4x10 MD medium burst, 3d6x10 MD long burst(40 shots, 2 attacks), 6d6x10 MD full melee burst(80 shots, no bonuses to strike...does 4d6 MD to 4d4 targets if in a spray attack).
Rate of Fire: ECHH
Payload: Effectively Unlimited

c) Ion Cannon(PSIC-03)---This is a heavy duty light ion cannon/ heavy rifle based on the M-80 “Stormbringer’, but modified through the incorporation of Paladin Steel-manufactured superconductors and ‘Series-2098’ ion technology. It trades range for greater damage and a spray mode.
Range: (Ion Bolt) 3,000 ft atmosphere, 6,000 ft in space
(Kitsune values: 3,000 ft in atmosphere, 24,000 ft in space)
(Spray Bolt)1,500 ft and affects a 15 ft wide area atmosphere, 3,000 ft in space
(Kitsune values: 1,500 ft in atmosphere, 12,000 ft in space)
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

d) Ion Cannon-Adapted form of the PSIC-02 Infantry Ion Cannon
Range: 2,000 ft in atmosphere, 4,000 ft in space
(Kitsune values: 2,000 ft in atmosphere, 16,000 ft in space)
Damage: 1d6x10 MD per bolt to primary target.
Furthermore, a secondary bolt will jump to 1d6 targets in the vicinity of the main target, starting with the nearest target(or the nearest metallic target) as long as they are within 6 ft(10 ft for metal targets) of the initial target/point of impact, then jumping to the next one until the ball lightning dissipates. Secondary targets can attempt to dodge the energy ball as standard.
Secondary targets will take HALF damage(4d6 MD).
Does only 1/4 of the original damage if the secondary targets are nonmetallic or grounded
Organic targets roll for Stun; save at 16 or better or be -8 to strike, dodge, parry, roll, and initiative, reduce APMs and Spd by HALF, for 2d4 melee rds. A successful save means lose only initiative and 1 APM for 1 melee round.
50% chance of knocking out unshielded electronics(or 1d4 subsystems like radio, electronic image amplification, cybernetic sensory implant, or the like) for 1d4 melees.
Beings susceptible to electricity take DOUBLE damage.
Rate of Fire: Standard
Payload: Effectively Unlimited

e) Advanced Plasma Cannon-Adapted form of the PS PPR-4B ‘Comet Rifle” plasma cannon
Range: (Plasma) 3,500 ft in atmosphere, 7,000 ft in space
(Kitsune values: 3,500 ft in atmosphere, 28,000 ft in space)
(Plasma Bolt) 2,000 ft in atmosphere, 4,000 ft in space
(Kitsune values: 2,000 ft in atmosphere, 16,000 ft in space)
(Magnetic Vortices) 2,000 ft
Damage: (Plasma)1d4x10 MD per plasma blast, 3d4x10 MD for a 3-shot rapid-fire burst
(Plasma Bolt) 1d4x10 MD to 15 ft blast radius
(Magnetic Vortices-SDC) 2d8 SDC per vortex, plus 60% chance of knocking down human-sized targets, and affects a 10 ft radius
(MDC) 2d8 MD per vortex, 3 ft radius
Rate of Fire: ECHH
Payload: Effectively Unlimited; each deuterium tank has enough gas for 75 shots each.
Options:
“Hot Shotting”---This system augments the normal 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 weapon , 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).

f) Particle Beam Cannon A---- Though lacking the damage of the original spec PBC, this adaptation of the PSPBW-10 ‘Flarehammer’ has both superior range and area of effect, both good for dealing with swarm attacks.
Range: 3,200 ft in atmosphere, 6.500 ft in space
(Kitsune values: 3,200 ft in atmosphere, 25,600 ft in space)
Damage: 1d6x10 MD to an 8 ft wide swath
Rate of Fire: ECHH
Payload: Effectively Unlimited

g) Particle Beam Cannon B----When range AND damage are needed, the PSPBW-8 Bluebolt can be mounted(and the Stelmarines can get ready supplies of the vitallium-cored weapons by request).
Range: 4,000 ft in atmosphere, 8,000 ft in space
(Kitsune values: 4,000 ft in atmosphere, 32,000 ft in space)
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

h) 12.7mm PS-MRG03 Snub-nose Short Rail Gun
Range: 2,000 ft in atmosphere, 4,000 ft in space
(Kitsune values: 2,000 ft in atmosphere, 16,000 ft in space)
Damage: 1D6 MD single round, 1D6x10 MD per 10 round burst,
2D6x10 +60 per Full Melee Burst of 40 rounds
Rate of Fire: EGCHH
Payload: 700 rounds

i) Vibro-Chainsaw
Range: Melee(5 ft long)
Damage: +3d6 MD to punch or 5d6 MD sustained cut
Rate of Fire: ECHH


3) Chest Missile Launchers(6)--- The Mongrel’s missile launchers have been retained, but a greater range of options have been made available
a) Mini-Missiles---The chest mini-missile launchers have gone largely unchanged.
Range: Varies by Missile Type(mini) Range x2 in space(Kitsune Range value is 100 miles)
Damage: Varies by Missile Type(mini)
Rate of Fire: Volleys of 1-6
Payload: 6 each launcher

b) ‘Copperhead’ AT Mini-Missiles
Range: 1 mile. Range x2 in space(Kitsune Range value is 100 miles)
Damage: High Explosive 2d4x10 MD, (6 ft blast radius)
Rate of Fire: Volleys of 1, 2, or 4
Payload: 6 per launch box
Bonuses: +5 to strike

c) “S-Sting” ‘Smart Mini-Missile Launcher-----The S-Sting(for ‘Space Stinger’) is essentially a small, ‘smart’ short-range, hypervelocity, anti-air/spacecraft missile.
Note that the ‘S-Sting’ has only limited effectiveness in an atmosphere....HALF bonuses in a thin atmosphere and weak gravity well like Mars’, and NO bonuses, and HALF range in a thick atmosphere and standard gravity like Earth’s.
Range: 4 miles in atmosphere, 32 miles in space. (Kitsune Range value is 100 miles)
Damage: 2d6x10 MD to a 15 ft blast radius
Rate of Fire: Volleys of 1-3
Payload: 3 per launch box
Bonuses: +7 to strike

d) 15mm Micro-Missiles---25 missiles per pod
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
Range x2 in space(Kitsune Range value is x100), but outside an atmsphere, micro-missiles lose their self-guiding accuracy bonus)
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 expenditure of an extra attack per melee on the part of the gunner to keep the laser illuminator on target) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip.
Pattern-1D (+2 to strike, in addition to W.P. Heavy bonuses. Like the Pattern-1C, the Pattern-1D can ‘beam-ride’...again, this requires the gunner to maintain target-lock at the cost of an additional APM, but the -1D is better able to remain on target if the lock is broken. Furthermore, the missile can be keyed to lock on to the laser illuminator of other gunners...done with a predetermined key-chip...allowing squadmates to ‘paint’ targets for fellow soldiers with micro-missile launchers). Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip.
Pattern-1E(+4 to strike, in addition to W.P. Heavy bonuses, Same ‘beamrider’ capability as with Pattern-1D. ) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
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

e) 20mm Micro-Missiles---9 shot cassette per pod
Range: 8,000 ft for all types
Range x2 in space(Kitsune Range value is x100), but outside an atmsphere, micro-missiles lose their self-guiding accuracy bonus)
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

f) Short Range Missiles---One per launcher

g) Medium Range Missiles---One per launcher

h) MXLCMM01 X-Ray Laser Grenade Air/Space Countermeasure Mine Delivery System---’Lite’ version using 40mm rifle grenades. The ‘bot can use them as missile countermeasures or deploy them as flying mines.
Weight: 2.5 lbs per grenade
Range:(Grenade phase) 2,000 ft in atmosphere, 4,000 ft in space(active burn/boost phase---some operators have managed to delay detonation to allow for timed or command-detonations). (Kitsune values: 16,000 ft in space)
(Laser) 2,000 ft in atmosphere, 6,000 ft in space
(Kitsune values: 2,000 ft in atmosphere, 40 miles in space, though sensor range and accuracy limit effective accurate range to 10 miles)
Damage:(Grenade phase) 1d6x10 MD to 8 ft blast radius
(Laser) 1d4x10 MD
Laser-reflective armors take FULL damage from the x-ray component of the laser strike.
Rate of Fire: Volleys of 1-5
Bonus: +1 to strike
Special Features:
Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infrared Sensing Chip.
Payload: 5 per launch box

4) Countermeasure Launchers(2, one each leg)---Mounted on the outside of each lower leg is a small countermeasures launcher, identical to those carried by PS/ASI aerospacecraft:
a)Chaff/Flare Launchers---Standard radar-reflective strips and thermal flares
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

b) Nano-Pods-----The second system releases a nanotech swarm of active jamming pods and decoys that are programmed to emulate a spacecraft’s sensor signature, or, at the very least, bury enemy tactical communications in ‘white noise’.
Effective Range: 25 mile jamming radius
Duration: 5 minutes per pod-spray
Effects: Jams radio signals(75% chance of jamming military band command-guidance ordnance), and 60% chance of deflecting ordinary missiles.
Payload: 6 swarm packs

c) Grav-Pack Decoy---The third system uses modified grav-pack drives and signal projectors to create a moving pattern of sensor signatures. The grav-pack mini-missile drives can go for 10 minutes before self-destructing, and can either be remotely directed or run a preset pattern.
Effective Speed: Mach 6
Duration: 10 minutes per pod
Effects: The decoys have a 70% chance of fooling enemy sensor operators and expert systems. They are are also +2 to enemy sensor-guided munitions to strike, increasing the chance that the missiles will elect to pursue the ‘louder’ sensor signature(the missile rolls to strike for both the original ship and each decoy deployed....highest to strike roll determines which target the missile(s) go after).
Payload: 6 decoys are carried, and can be deployed singly, or in ‘packs’ of 1-3.

d)X-Ray Laser Air/Space Countermeasure Mines
Payload: 6 per launcher

5) (Optional)---Can pick up and use power-armor scaled hand weapons, like the PSA-11 series’ 20mm autocannon-and -heavy cannon- launcher rifle pod, missile launcher rifle, or other weaponry. The KTH-65 32mm Assault Rail Gun and the GrHW-01 ‘Flamma’ Heavy Gravitonic Rail Gun are favorites.(Also see Options, below)

5)Hand to Hand Combat
Restrained Punch 1d4 MD
Full Strength Punch 1d6 MD
Power Punch(2 attacks) 4d4 MD
Tear/Pry 1d6 MD
Kick 2d4 MD
Power Kick(2 attacks) 3d6 MD
Body Block/Ram 2d4 MD
Full Strength Running Ram: (3 attacks) 4d6 MD
Stomp(effective against objects 5 ft tall or smaller) 1d6 MD

Combat Training: Use the training fr Light Ground Robots, with the following changes:
+2 Dodge in Flight
+2 Roll in Flight
+3 Dodge in Zero Gee
+3 Roll in Zero Gee

Options:
Because the situations that the Stelmarines are constantly getting into, both official and field improvised options have been devised. A few of the options considered certified for operational use:


*Variable Optical Camouflage Suite---Based on reverse-engineered Naruni and other alien ‘invisibility’ systems, this highly sophisticated system option renders the ‘bot effectively invisible to eyeball and sensor detection.
Bonuses: -20% to opposition Detect Ambush and Detect Concealment rolls; heat sensors are useless
Cost: 1.2 million credits

*Cold Gas Propulsion/Maneuvering System----For some operations, roaring in with the throttle wide open and the contra-gravity powered up is a really bad idea, especially against opponents with advanced sensors. This alternate propulsion system consists of a series of tack-on reaction thrusters and reaction mass tanks that allow the ‘bot to maneuver in zero-gee using spurts of inert gas(usually nitrogen) that are less likely to be detected. Speed is severely limited to Mach 2 and acceleration/deceleration a mere 0.02% of light per melee. There’s enough re-mass tankage for 4 hours of continuous thrust.

*Sensor Jammers---Takes the place of three missile launch boxes. but jams enemy sensors; -5 to strike. Note that these are ACTIVE jammers, not stealth, and their activity in itself will attract attention.

*Forcefield Booster---An additional supplemental power cell and forcefield booster that takes up 3 missile launch box spaces. The power cell is only good for 2 years’ operation, but boosts shield strength by an additional +160 MDC.

*Multiplexor Pack(s)----Similar to the ‘MetalMage’ TW Cyborg, this option replaces one or BOTH chest mini-missile arrays with Techno-Wizard MultiPlexor Projection Systems, spell card tray, and independent Power Stone PPE Battery or PPE Generator/Accumulator.
Each Pack has provision for 4 spellcards---that’s four different spell types the Multiplexor can cast.
Range: Varies by spell
Damage/Duration: Varies by spell
Rate of Fire: EPCHH
PPE Cost per Use: Varies by spell. However, the use of focusing elements and activator spells effectively reduces spell PPE cost by HALF.
(So you Technowizards aren’t flummoxed by PPE costs in a long-running battle, while the still relatively high PPE costs for the high-end spells keeps someone from using Sphere of Annihilation in every battle).
Payload: Draws from the main PPE Battery, but can also draw upon the Mongrel’s own PPE reserves. In an emergency, the pilot, if they are a mage or psychic, can kick in their own PPE.
Bonuses: As per spell(if any)
Cost: The basic mage Pod system costs about 1.2 million credits
Spell Cards cost (as per Jason Richards’ guidelines in Rifter #2) 5,000 credits per PPE cost of main spell plus an additional cost (as per following modifiers)
*500 credits per level of the creating caster(Mages’ time and PPE are money, so expect to pay more for the longer duration/higher power spells)
*Warlock spells cost 20% more, in addition to above modifiers, owing to the difficulties of adapting Elemental Magic to ‘conventional” magic systems.

*PSMBL-5000S Laser Cannon(handheld)---This is the equivalent of the NEMA Bulldog’s BDR-202 long range laser sniper rifle-cannon, and is a PSMBL-5000B pulse laser cannon upgraded with Three Galaxies adapative optics to produce starfighter-style range.
Range: 6,000 ft in atmosphere, 12,000 ft in space
(Kitsune values: 6,000 ft in atmosphere, 600,000 ft/120 miles in space)
Damage: 4d6 MD double blast, 1d4x10+8 MD quad blast, 1d6x10 MD full 5-shot blast
Rate of Fire: ECHH
Payload: Effectively Unlimited linked to the Kimat’s powerplant. Also has a 50 shot back-up battery.

*GrHW-01 ‘Flamma’ Heavy Gravitonic Rail Gun---- Because it uses gravotic pulses to drive its projectiles, the ‘Flamma’ is especially effective in deep space combat, with exceptional range, making it a favorite with Stelmarines, who like being able to snipe at starfighters on an equal footing.
Range: 4,000 ft in atmosphere, 8,000 ft in space
(Kitsune values: 4,000 ft in atmosphere, 80 miles in space)
Damage: 1d4x10 MD single shot, 2d6x10+10 MD for a 10 shot burst.
Rate of Fire: Standard
Payload: 30 rd drum or 200 rd belts

*PS-LGCGL03 Gravitic Grenade Launcher---This is a tech-up of the venerable 40mm automatic grenade launcher to use gravitic pulses, instead of chemical charges or electromagnetism, to throw the grenade-shells. The selection of munitions has been expanded to include fusion. anti-theron, repulsor and collapsar-grenades. It too benefits from having exceptional range in space, making it a favored weapon for those who like harkening back to the ‘marines’ history as sharpshooters.
Range: 7,000 ft in atmosphere, 14,000 ft in space
(Kitsune values: 7,000 ft in atmosphere, 140 miles in space)
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
(Fusion) 6d6 MD to blast area of 12 ft
3d6x10 MD to blast area of 40 ft w/ 10-rd burst
(Collapsar) 2d4x10 MD to a 5 ft radius
4d6x10 MD to blast area of 16 ft w/ 10-rd burst
(Repulsor) 2d4x10 MD to an 8 ft radius
2d6x10 MD to blast area of 25 ft w/ 10-rd burst
There is also an extended ring-radius of lateral gravitic force that extends out an additional 12 ft. sending objects and people caught in it flying(2d4x10 ft): 90% chance of knock-down(lose 1 APM and Initiative), 80% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees).
Note that the gravitic waves work THROUGH armor, but NOT forcefields and other energy barriers.
(Anti-Theron) No damage to mundane material foes (acts like a flash-bang) but does 6d6 HP/MDC damage(based on what the creature is) to 24 ft blast area. The dispersal charge does 1d6 SDC.
2d6x10 HP/MDC to blast area of 75 ft w/ 10-rd burst
-Magic Modifiers:
*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 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.
*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, and Demi-Gods. However, these beings DO get a roll to SAVE 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 versus their own PPE backfiring on them. A successful roll to save HALVES 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 flouresce and become visible to the naked eye.

Rate of Fire: Single shot or selective bursts of 3-10 shots, ECHH
Payload: 250 rds



Variants:
The Kimat is still too new to have inspired any major variants, though rumors persist of a lucerin-augmented powered test-bed that reportedly has been hitting speeds of Mach 10 in trials.

_________________
-------------
"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 26, 2020 7:39 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44142
Location: Somewhere between Heaven, Hell, and New England
(Inspired by a remark by Vincent Takeda)
PS-TAA03G ‘Gunnar’ Semi-Autonomous Android, Cybernetic Intelligence Life Assistant
(aka ‘Arms Master’)

“We sell enough firearms to people. Why can’t we sell them something to take care of those firearms? I think we’re long overdue for something like that, don’t you think?”
---Charlie Katana, Paladin Steel Vice-President.

<“The target guarding this hole may be sporting anti-energy protection. May I suggest the Triax Assault Rifle with armor piercing rounds, sah?”>

#”STOP! HOLD IT RIGHT THERE!!! DID YOU SAFE THAT GUN BEFORE PUTTING IT DOWN?! IS THE SAFETY ON? IS THERE STILL A CHARGE IN THE PRIMING CHAMBER? IS THE E-CLIP STILL HOOKED IN? I KNOW YOU WERE PRESENT AT MY INSTRUCTION ON FIREARM SAFETY! I HAVE THREE DIFFERENT SENSOR SYSTEMS CONFIRMING THAT! DO YOU HAVE AN ORGANIC SENSORY OR MENTAL DEFFICIENCY THAT MAKES YOU UNABLE TO UNDERSTAND MY INSTRUCTIONS?! IF SO, WHY DIDN’T YOU INFORM ME SOONER?! WHICH IS IT? IS IT A MEDICAL CONDITION YOU CAN’T HELP OR ARE YOU A MEATBAG WHO CAN’T BE TRUSTED WITH A WEAPON?!”#

Paladin Steel Robotics has gotten diverse enough in its product lines that it can increasingly take on the development of niche designs for fairly small customer bases and limited markets. Some of those niche designs, however, take off in unexpected ways, thus validating the decision to develop them in the first place. Such is the case with the TAA03G ‘Gunnar’, a robot drone originally developed as a personal gun-steward for dedicated (and wealthy) sportsmen.
The ‘Gunnar’ is based on the earlier TAA02 Cyberspinne , but has been modified with a redesigned head and upper torso. The body now supports SIX arms. The legs have a ‘jodhpur’ look, with wide hips holding internal compartments for holding e-clip rechargers, spare ammunition clips, and gun cleaning and repair kits. The frame is flexible and rugged enough to allow the ‘bot to be able to accompany its master across rough and wild terrain. The ‘bot’s actuators are strong enough to carry gun lockers, spare ammunition, large kills, and be able to punch with armor-piercing and bone-snapping power in defense of its masters. It’s also fast and agile enough to avoid being zeked by a novice’s misfire(though it will block a weapon’s path if the discharge would harm somebody else) or a charging rhino-buffalo.
The Gunnar is programmed and equipped to be an expert in firearms maintenance and repair, including sights and scopes. Sensors in its head and hands check the quality and state of the weapons in its care, an integral e-clip slot recharges depleted e-clips, and tools in its forearms help maintain the weapons in perfect working order. The Gunnar can instruct in proper firearm maintenance, protocols, and safety. It is also armored enough to survive range accidents, misfires, and blowbacks. The personality of the Gunnar is lacking in some human nuances, but is considered appropriately attention-commanding, in its strict, efficient, no-nonsense vocal delivery and manner, without being neglectful or rude(as one owner stated: “It doesn’t care that you have hurt feelings. It DOES care about you blowing holes in yourself.”). The Gunnar can also conduct drills and trials, and can serve as an impartial judge in shooting competitions. Database expansion updates can make the ‘bot a walking encyclopedia of information about local hunting conditions.
Though originally marketed with (obscenely)wealthy gun enthusiasts and firearm-oriented combat athletes in mind, the Gunnar has since gotten attention from bodyguard concerns, professional duelists, and big game hunters . A few paramilitary units and regular militaries have found the Gunnar handy as armory laborers, gunnery range managers, and firearms instructors. A few law enforcement organizations use them as forensic investigations assistants, as their knowledge of firearms and ability to examine weapons in minute detail can prove extremely useful in crime investigations. Interestingly enough, after the Battle of Altess Prime, PS/Aegis Stellar Industries received the largest individual order for Gunnars from the Altess Armoria. The ‘niche-bot’ is showing signs of expanding its market appeal, which makes Paladin Steel most happy to have its foray and investment in an initially small market pay off with greater than anticipated sales.

Type: PS-TAA03G Gunnar
Class: Semi-Autonomous Android, Cybernetic Intelligence Technical Assistant
Crew: None; Robot- Intelligence
MDC/Armor by Location:
Main Body 60
Head 25
Arms(6) 30 each
Hands(6) 20 each
Legs(2) 35 each
Feet(2) 16 each
Height: 7 ft
Width: 2.8 ft
Length: 1 ft
Weight: 300 lbs
Cargo: Small compartment in the chest for tools and accessories, two larger compartments in the legs(can each hold 6 pistol e-clips or 4 long e-clips, plus a gun-cleaning kit), otherwise only what can carried in the arms or strapped to the body.
Powerplant:
-MicroCell Nuclear----15 year energy life

Physical Attributes: Equal to I.Q. 18, PS. 16, PP. 18, SPD. 58 .
Speed: (Running) 40 MPH
(Leaping) Can leap 12 ft up/across, while a full speed running leap(at 40 MPH) will add +10 ft to height/length of the jump.
(Flying) Not possible without a jetpack or vehicle.
(Space) Not needing to breath, most TAAs can operate in a vacuum, but CANNOT fly in space without the use of EVA gear.
(Underwater) Most TAAs are waterproofed and can handle depths of down to 800 ft, but most are limited to walking along the bottom at 5 MPH, unless specially programmed and equipped for swimming.

Market Cost: 4.3 million credits

Systems of Note:
*Standard Robot Optical and Audio

*Wireless Modem and Short Range Radio(5 miles)

*Zoom/Macro Lens---Can magnify up to 80x.

*Laser Range Finding--- 7,000 ft range

*Laser Targeting----4,000 ft range. +1 to strike

*Radiation Detector----Typically used to troubleshoot weapons such as particle beams, and the integrity of nuclear powerpack systems for weapons such as railguns. On some hunt worlds, the radiation detector can help the ‘bot and its party avoid radiation ‘hot spots’ and/or track radioactive prey.

*Explosives Detector---Uses vapor analysis to check for the presence of explosive materials such as gunpowder and other propellants. It can also check for the presence of burn residues of such materials.

*E-Clip Charger---Mounted in the upper thigh are two slots for charging e-clips. Generally takes 15 minutes to recharge a pistol e-clip, 30 minutes to recharge a long e-clip.

*Basic Voice Synthesizer(voice sounds obviously artificially and deliberately robotic)

*Locking Joints---Can freeze or brace in place(it’s joked the Gunnar can transform into a gun rack).

*360-degree Waist Rotation

*2x Extra Pairs of Arms---+2 APM

*Tool Arms(4)---Typically four are fitted with tools(can use the standard Mining Borg tool-arms, though precision tools are the usual fit), while the other two are fitted with sensors;
a) Ultrasound---Contact device for doing ‘echo’ soundings of materials
b) Mini-Magnetoscope---An EM device useful for checking metal materials for rust infiltration and stress fractures.
c) Circuit Scanner---Senses EM activity such as electrical flow; good also for tracing live wires and detecting active electronic surveillance bugs.
d) Laser Imager---Does a detailed surface scan and measurement of a surface or object. Typically the ‘bot will have to wave the scanner around the object to get the data for a full 3-D digital model.

Weapons Systems: None standard
Hand to Hand Combat:
Actions Per Melee: 6
Initiative +1
Strike+6 (+6 w/ranged attacks)
Parry+8
Dodge +5/+6 running
Pull Punch +2
Roll +2
Critical Strike on Unmodified 19-20
Restrained Punch 2d6 SDC
Full Strength Punch 1d6 MD
Power Punch( 2 attacks) 2d4 MD

Programming:
TAA03Gs have basic military programming
Mathematics Basic 98%
Military Etiquette 96%
Climb 96%/86%
Field Armorer 90%
General Repair & Maintenance 80%
Intelligence 80%
Land Navigation 94%
Language(Four of choice at 94%)
Pilot Automobile 92%
Pilot: Boat(Motor Type) 86%
Pilot Hovercraft 92%
Radio: Basic 94%
Weapons Systems 90%
W.P. Paired Weapons
W.P. Blunt
W.P. Knife
W.P. Rifle
W.P. Energy Rifle
Hand to Hand: Expert(6th level)
-Recognize Weapon Quality 90%
W.P. Handguns
W.P. Submachine Gun
W.P. Shotgun
W.P. Energy Pistol
-Basic Electronics 80%
Optics Systems 80%
Gun-Smithing 80%

Options:
*Programming Expansion---The available skill programs of the Gunnar can be expanded, typically with customized databases. Up to two additional programs can be added without additional changes to the CPU. (a third may be added, but costs an additional 250,000 credits to expand the memory capability of the ‘bot). Some specialized skill programs are as follows:
-Hunting---Updateable database of prey and predator species in a given area. Hunting, Track & Trap Animals(88%), Wilderness Survival(88%), and Skin & Prepare Animal Hides(88%) . Cost: + 170,000 credits
- Military Weapons: Adds expertise in the use of four additional modern W.P.s , all at 6th level. Cost: + 400,000 credits
- Game Camp Assistant: Adds Cooking(88%),Preserve Food(90%), First Aid(90%), Carpentry(85%), Sewing(88%), Wardrobe & Grooming(92%), and Taxidermy(75%). Cost: + 40,000 credits

*Frame Reinforcement---The durability of the TAA03G can be increased, albeit at the possible risk of bulking the robot out(preventing it from easily fitting inside standard body armor types). +10 MDC, +5 MDC per limb, per reinforcement, up to a maximum of +100 MDC, but add 20 lbs per reinforcement
Cost: + 30,000 credits per reinforcement

*Strength Enhancement---More powerful actuators and myomers can be added, increasing the robot’s strength to a maximum Robotic P.S. of 35
Cost: + 8,000 credits per point of enhanced strength

*Increased Speed---Running speed can be jacked up to a maximum of 125 MPH.
Cost: + 9,000 credits per extra 1 MPH of enhanced speed

*Environmental Sealing---Can be sealed for deep sea work, deep space work, and the like. Cost: + 280,000 credits

*Skeet Launcher----A shoulder-mounted launcher for ceramic or plastic discs(5 SDC each) used for target practice. Though the Gunnar can throw skeet-targets manually, this device allows for faster and farther throws. The speed of launch, and the angle of the launch and of the disc can be tweaked to provide for different flight speeds and patterns, and the Gunnar is programmed to be able to provide a mix of patterns so as to challenge the shooters. The Skeet Launcher can be used as a weapon, though each disk does relatively little damage.
Range: 2,000 ft
Damage: 1 SDC single projectile, 1d10 SDC per 10 rd burst/volley
Rate of Fire: ECHH
Payload: 1,000 rd drum
Cost: 7,000 credits, Plastic targets cost 2 credits each

* Supplemental Powerplant----The Gunnar’s internal powerplant by itself isn’t enough to power any handheld weapons via power linkage, but an additional power unit can be added. This power pack looks like a backpack and provides extra power, able to provide unlimited shots to handheld energy weapons via power links, or it can reduce the amount of time needed to recharge e-clips by HALF. . The power unit is good for 1 year. Cost: 180,000 credits

*HazMat Sealing---- Designed to operate in toxic environs. Sealed chassis and covered in Hazmat-K composite armor(Corrosives such as acids and alkaline solutions do NO damage). Cost: +140,000 credits

*Amphibious Operations Kit----This waterproofs the whole ‘bot and fits it with a ‘life preserver’ flotation pack, that allows the ‘bot to float and swim(Spd of 5 MPH).
For an additional 4,000 credits, the vest can be fitted with special neutral buoyancy packs and a mini-thruster, allowing the ‘bot to dive and swim faster underwater(moves at a speed of 10 MPH)
Cost: 7,000 credits

*Zero-Gee Maneuvering Pack---This requires the JetPack and EVA skill slots(part of the package) and fits the TAA02 with a mini-MMU for jetting around space stations and spacecraft. Has 8 hours of fuel/reaction mass, and allows the robot to reach speeds of 20 MPH.
Cost: 10,000 credits

Variants:
Though already considered a variant of the Cyberspinne technical robot, the Gunnar is rumored to have spawned a full combat variant with upgraded combat programming, and the ability to wield six firearms in each hand, and use them independentally to engage up to six different targets at once, with an astonishing total actions/attacks per melee of 14(!). This variant has been variously rumored to have been ordered by the Altess and/or field-trialed against ‘swarm’ opponents like the Sorm front. If such a model exists, it would be banned in the CCW worlds.

_________________
-------------
"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 Oct 12, 2020 10:07 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44142
Location: Somewhere between Heaven, Hell, and New England
Feeding the Masses with Magic.

“Stone soup today, stone soup tomorrow, stone soup all week! When will it end?”
“As long as we got rocks, water, and magic. it beats drawing straws.”


One of the great benefits of offworld Crystal Trade(including asteroid mining) is the greater availability of crystals and gemstones for magic applications. Combined with other advances, such as mass-production ectofiber wiring, this has led to a lower overall cost for TW devices, which, in some cases, have dropped low enough in cost that many households can afford to have some of the more handy TW devices in the home. The discovery and application of a number of spells to the creation of foodstuffs has helped feed the GNE(and, increasingly, the less well-off worlds of the United Systems Alliance), though the GNE network still retains redundancy in maintaining a robust food distribution system and encourages self-reliance(such as greenhouses, ‘victory gardens’, and communal gardens) where possible to insure food security.
A few of these devices follow:


(based on a long ago creation of Galahad-Knight)
PS-3MTW ‘MystiMeat-Maker’ TW Matter Conversion Device
(aka ‘Stone Soup Maker’, ‘Gravel Graviator’)

“Stone. What doesn’t go in the GNErs’ roads and buildings goes in their stomachs. Those people eat rocks!”

The PS-3MTW resembles a large pressure cooker or crock pot with a TW crystal(rose quartz) array mounted on the inside of its lid, and a cover covering inscribed with mystic symbols.
The -3M is easy to use; load the pit with small rocks and minerals, seal the lid, supply a little PPE, and the device uses a modified Stone to Flesh spell to convert the rocks into nuggets of what looks and tastes like meat.
PS wizards have found ways to ‘imprint’ the spells involved with the texture and taste patterns of various meats, so different crystal arrays can be bought simulating beef, pork, chicken, veal, and other forms of poultry. The TW section of PS Culinary is constantly researching new meat simulations, including other animals(they’ve reported great success of late with mussels and clams).
The ‘meat’ itself looks rather nondescript and lacks bones, skin, or other hints as its origins, but it has a suggestive texture and close taste to what it’s supposed to be. The meat itself lacks DNA, but contains the appropriate nutrients of meat, though some consumers may want/need to add in supplemental vitamins and minerals to the conversion process. It is also non-allergenic, and the lack of origins in a living creature means that it is considered safe for vegetarians to consume.
The PS-3MTW is simply the smallest and most portable of the meat-mass converters produced by PS/ASI and is sold openly on the market(and is actually a slightly ‘dumbed-down’ version of the standard spell with regards to productivity). Most households in the GNE have one.
Naturally PS/ASI is researching more specialized applications as more spells become available; the ultimate goal of many culinary TWizards is to produce ‘instant T-bone steak’.
Weight: 5 lb.
MDC: 5
Spells:
-Generates 10 lb. of meat from 10 lb. of rock, for 15 PPE/30 ISP.
Special Features:
*Nonstick Surfacing---Makes cleaning up a snap!
Cost: 2,000 credits

Options:
*Battery-powered/Plug-in Heating Coil ---Standard technological heating system with attachable/rechargeable battery good for 24 hours continuous heating. Can also be plugged into outside power grids or powered by E-clips. Cost: +500 credits

*Magic Heating--Don’t like having your magically-created meat cooked with mundane technology? This add-on, for the cost of 4 PPE/8 ISP, will magically heat up your food(choice of boiling or roasting). Cost: +800 credits

*“Flavor’ Crystals---These are agate crystals that are imprinted with specific ‘flavors’ of animal tissue, and can be plugged into the matter-conversion device to reconfigure the basic pork/beef simulation to a more flavorful /textured style. Cost: 100 credits for common animal types like fowl(ducks, geese), pigs(boar), cattle(like buffalo), fish(like tuna or salmon), and game animals(venison) trending upwards in cost for more exotic animal types(though the GNE state police are reportedly VERY interested in investigating who the hell on the Black Market is selling ‘human’-, ‘dragon’-, ‘unicorn’ and other sophont-flavor agates).

*PPE Battery---Don’t have the mana or the psi-power to activate the meat-maker? No problem, PS can provide a regenerating PPE power cell (75 PPE capacity) for as low as 9,000 credits.

Variants:
Larger models are available that can convert 50 lb., 100 lb., up to 750 lb. at a go, at the same PPE cost, but greater mass of apparatus and material cost. The GNE employs MASSIVE static convertor banks in its ‘food factories’ and asteroid miner ‘meat mines’.


TW BreakfastBox
This simple device, looking like a microwave- or toaster oven, is a straightforward application of the Create Bread & Milk spell(PFRPG). Again, rose quartz is the active crystal element in the device. For the expenditure of 8 PPE/16 ISP, it will create a dozen loaves of bread and a gallon jug of milk. It’s a commonplace device in GNE households.
Cost: 1,900 credits

TW Breadbox
Modification of the TW BreakfastBox, the core spell edited to leave out the milk and create more bread instead; 16 loaves for the same expenditure of 8 PPE/16 ISP.
Cost: 2,000 credits

TW Salad Ball
This is a TW device supposedly inspired by a low-key pre-Rifts fad called ‘Chia Pets’, and indeed the device resembles a basketball-sized ceramic ball or animal figurine with multiple holes molded into it, the interior packed with spongy organic material, around a piece of amber and a nodule of clear quartz. Though the exact spells involved in the TWSB are classified, it’s rumored to be a combination of rare Biomancy spells, nutrition spells(here it’s rumored that Paladin Steel tortured an Aerobic Exorcist with being force-fed Twinkies for the AE’s secret magic) and possibly Cambridge Forest genetic engineering. In any case, applying 11 PP/22 ISP to instantly create the equivalent of a head’s worth of lettuce, or 13 PP/26 ISP to create a bushel’s worth of edible greens, sprouting from the ceramic ball. The greens will be rich in dietary fiber and contains enough vitamin C to hold off scurvy.
For best results, users are advised to occasionally water and fertilize(PS Agriculture sells convenient fertilizer spikes/tabs at a reasonable 5 credits each) the porous organic sponge-material inside the Salad Ball, and occasionally leave it in open sunlight.
PSAgri is currently trying to produce variants on this device that will insta-grow other useful plants, such as herbs(garlic is a favorite), citrus, medicinal plants such as quinine, and handy plants such as wolfsbane and mandrake root.
Cost: 3,250 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 Oct 15, 2020 1:31 am
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44142
Location: Somewhere between Heaven, Hell, and New England
Cultural Notes: Greater New England Retrovilles (aka ‘Retroplexes’, ‘Fauxtons’, ‘Frillvilles’)
“We got an open porch for the summer days, and an enclosed porch section for the winter months...we have a good ocean view here, so we can watch the local squibird migrations...they’re spectacular, especially at night when they bio-glow and interchange between the water and the air. Armored shutters and quick-tint windows, of course, for when we get solar flares and follow-up thunderstorms...and they come strong and nasty here...and we’re far enough back from the water so storm surge and erosion isn’t an issue. Our bunker’s fully submergence-proofed, though, just in case.”

Retrovilles are residential development settlements established by Greater New England in their offworld/crossdimensional colonies where they intend to stay for awhile(i.e., permanent settlements). Unless local conditions/traditions dictate otherwise, the GNErs like to model their new colonies, especially those with waterfronts, on pre-Rifts New England architecture, so it is not unknown to find Cape Cod Saltboxes and gingerbreaded seaside cottages fronting ports servicing GMR- and contra-gravity vessels, or find Olde New England-style church steeples arrowing out of clusters of brownstone businesses under binary stars. The retro-design adds a touch of warmth of neighborhood to what might be otherwise depressingly mass-produced prefab housing.
Of course, the ‘hand-hewn’ wood and stone is computer-designed, laser-measured and cut, and put together with molecular annealing, the whole ‘historical look’ being a skillful phony. Under the wooden clapboard siding and painted-lady flourishes is most likely a webbing of hardened armongus reinforcing fibers, an inner bastion of M-factor ceramic armor plating, and an NBC-rated environmental saferoom, with a bombproof bunker-shelter in the basement, with coordinated line of sight with their neighbors, and patrolled streets and mapped-out evacuation routes to nearby security shelters, but that’s the ‘new normal’ of the ever-prepared Greater New Englander.
Other common features(or options, since a lot of them are available at a standardized cost from the Paladin Steel Civil Engineering section of their Master Catalogue) include stone walls(laser-cut local stone or artificially-weathered megadamage concrete), town greens(perfect for militia assemblies or VTOL landings), commemorative statues( genuine generic ‘period’ pieces in faux-aged bronze or stone, and with interchangeable features...though some towns have managed to acquire actual rune statues looted from Atlantis, or custom golems), antique cannon(these can range from being concealed TW types to being ‘antique’ pre-Golden Age M1A1 pack howitzers, 90mm M1s, or M198s), bandstands(concealing communications nodes), and town halls with classic Greek pillars fronting them. Coastal communities will feature the odd landlocked boat or fish sculpture, and possibly even a lighthouse(more often than not concealing a powerful laser cannon).

On Rifts Earth, fragile pre-Rifts construction is so out of place that it’s an immediate warning to genre-savvy strangers that Something Is Up(like finding your terrestrial hometown on Mars), which helps keep troublemakers away. Elsewhere in the megaverse, the GNE retrovilles are a comfort to Greater New Englanders abroad and a reminder of a continuation of happy traditions in strange new lands.

_________________
-------------
"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 Oct 16, 2020 10:02 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44142
Location: Somewhere between Heaven, Hell, and New England
“Magic is no longer about digging through dusty tomes and tattered scrolls for ancient secrets these days; it’s in ultra-clean and shielded research labs and warded garages, using computer-scanned grimoires, laser-etched crystals and silver-lined chemical reactor vats. It’s about high-level diplomacy with Elemental realms and high-energy multidimensional physics. It’s no longer about it being either this or that when it comes to its relationship with science and technology, it’s about what they can do together. It’s as cutting edge and state of the art as the latest power armor or zero-point energy extractor.”

Paladin Steel and War Magic
(Essay inspired by/based on Kevin Christensen’s ‘ The Magic of War’ in Rifter #29)

“They spy on us from the shadows, they raise obstacles in our way overnight, and they don’t seem to care about losing people in fighting us! Why can’t these geeners fight us and die like proper slave-cattle?!”

“That was cruel, putting up a temp-fort right across the pass, letting those barbarians take it over for their own, then canceling the spell to leave them exposed out in the open to our artillery. Cruel, but effective...and we got drone footage of their expressions when the fortifications evaporated. Good job!”

Paladin Steel’s growing reputation as a technowizardry power, along with some very lucrative contracts and deals with the United Worlds of Warlock, has led to a flood of research projects by Paladin Steel MageWorks (PSMW), PS’s magic division, with increased access to a greater range of magic lore and tomes. One field of magic which held immediate interest was War Magic, said to be practiced by the ancient Arken Warriors. Though the UWW had themselves long looked at the school with hopes of developing it into something usable by the Warlock Marines, they’d been stymied, much as research into Temporal Magic had run into roadblocks. Though some in the UWW wanted to keep the War Magic information part of their classified grimoires, others felt that an outside perspective might yield better results, so several spell books on the subject were traded to PS/ASI.
The mages of Paladin Steel were just as intrigued, but quickly ran into the same problems as their more experienced UWW colleagues; War Magic was just chaotic and damaging to anybody not of the Arken bloodlines. The Warlock Marines have been studying thaumo-chemical means or magic therapies to negate the premature aging effects of non-Arkens using War Magic, and PSMW has been looking at similar gene-modding to block the damage(hopes that Smoker and Combat Mages might be able to use the War Magic without harm thus far proving inconclusive), but both organizations have yet to produce anything definite and reliable.
In the meantime, PSMW has identified a few spells that can be worked around as technowizardry applications, brave volunteers working to learn the spells, then embed them in crystalline matrixes that can serve as master copies for replication in TW equipment(such as spell cards).


PS/ASI TW Field Mage-Mini-Kitchen(Model 01)
This is a scaled-up version of the TW Breakfast Box using the Troop Supply/Create Bread & Milk Superior) spell. This is a truck-mounted unit, the size of an industrial oven, often bundled with the larger Rock-to-Meat conversion and Insta-Salad appliances, along with a PPE battery-generator to power them. For 50 PPE, the device will instantly create 180 loaves of bread, 20 gallons of milk, 75 lb. of jerked meat, and 28 wedges of cheese. While not recommended as a long-term staple diet for people, the output of the TW-FMMK is still welcome to the hungry; the United Systems Alliance has a lot of these units stockpiled for disaster relief operations.
Cost: 12,000 credits

PS/ASI TW Insta-Bunker Activator(Model 01)
This is a small garnet- or onyx-centered handheld TW projector incorporating the Raise Fortress spell. It’s rumored that PSMW found a workaround for this spell by linking it to Earth Elementalism. For the expenditure of 188 PPE, the user can create a fortification of 10,000 sq. ft(100 x100 x20 ft), with 20 SDC/MDC(depending on the environment)per sq. ft, that lasts 12 weeks. Unlike the cast spell, the TW version CANNOT be made permanent.
The TW-IBA has proven a hit with field units creating temporary field encampments or outposts.
Paladin Steel has been experimenting with varying the design of the created fortification, allowing users to choose between a simple bunker or garage, or a tower,
Cost: 550,000 credits

-Raise Tower Spellcard
The simpler Raise Tower spell has been made available as a spell card; the garnet- or onyx-centered card creating a 40 ft tower, with 20 SDC/MDC(depending on the environment)per sq. ft, that lasts 13 days. Unlike the cast spell, the TW version CANNOT be made permanent.
(Note: advances in spellcard production, plus the fact that the card doesn’t contain active projection elements, has slashed the original costs by 30%)
Cost: 160,000 credits

-Fortify Spellcard
The simpler Fortify spell has been made available as a spell card. For 8 PPE it creates a simple earthwork with raised wooden stakes that lasts 13 hours. Unlike the cast spell, the TW version CANNOT be made permanent.
(Note: advances in spellcard production, plus the fact that the card doesn’t contain active projection elements, has slashed the original costs by 30%)
Cost: 34,000 credits

PS/ASI TW Spectral Ranger Helmet
This is a TW application of the Spectral Scout spell, incorporated into a headset/helmet. The user operates it just like a field teleoperated drone HUD control interface, only the ‘drone’ in this case is a ghostly apparition. For 20 PPE, the headset creates a Spectral Scout that lasts 390 minutes. As per the original spell in Rifter #29, the Spectral Scout apparition is semitransparent, has an A.R. of 10 and 30 Hit Points, immune to normal material and energy attacks(but susceptible to magic). Has a P.P. of 20, P.S. of 10, can pick up 100 lb., and run at 80 MPH through solid matter, but cannot carry anything it has lifted through the solid matter with it. It has an ‘autopilot’ similar to modern drones, allowing it to conduct simple actions(allowing the operator to take brief breaks), but it is quite dumb. Has 2 APMs, +3 on initiative, +5 parry, +10 dodge, and strikes for 1d6+3(SDC or MDC, depending on the setting).
The current Model 01 is limited to a 390 minute duration and only responds to the same operator who triggered the spell, but PS/ASI is working on an improved model that would allow for remote ‘refueling’ with the expenditure of additional PPE to extend the duration of the scout apparition, and would also allow for different operators to use the same in-place scout.
Cost: 165,000 credits

PS/ASI TW Astral Projection Headset(Model 01)
This is a TW application of the more commonly known Astral Projection spell, incorporated into a headset/helmet. 5 PPE gets 1 hour of ‘ghost time ’ for the wearer, and the headset increases the Astral SDC of the operator’s ‘silver cord’ by x3, rather than the normal x2(or the combined SDC+ Hit Points). In operation, the operator falls into a trance-state, and must be hidden or otherwise protected, as they are unaware of what is happening with their physical body while astrally projecting. Yanking the headset from the wearer’s head while they’re still projecting will result in their astral self instantly snapping back to their body, and leave them stunned and disoriented(lose initiative, and HALF all hand to hand bonuses and skill proficiencies for 1d4 melees).
Despite some difficulties in training non-psychics to astrally-navigate, the TW AstPH is proving a hit with recon scouts and surveillance specialists, much as the TW Spectral Ranger Helmet is.
Cost: 148,000 credits


PS/ASI TW Silent Escort Service Amulet
This is an amulet or collar that generates a Battle Rager Escort; a phantom warrior-style companion to the amulet’s wearer. For 33 PPE, the wearer gets a phantasmal sidekick for 65 minutes, one that looks and fights like a berserker. As per the original spell in Rifter #29, the Escort phantom has an A.R. of 16, 60 Hit Points(counts as normal damage or MDC depending on setting), regenerates 1d6 HP per melee round, Horror Factor 15, IQ 13, P.S. 20. P.P. 20, and Speed of 20 MPH. Can See the Invisible out to 100 ft, has 4 APMs, +3 on initiative, +5 parry, +4 dodge, and strikes for 2d6+5(SDC or MDC, depending on the setting). Unlike the Spectral Scout, the Rager Escort IS affected by material attacks, and cannot move more than 200 ft away from its casting apparatus.
All this makes the RW-SESA very popular as a personal force multiplier with special operatives, and as an added layer of protection for VIPs, but the current requirement for hard to obtain pearls(also used in the TW Spectral Ranger Helmet and Magic Warrior applications) limits the availability of the device.
Cost: 245,000 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: Sat Oct 17, 2020 1:28 am
  

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Joined: Wed Nov 12, 2008 8:33 pm
Posts: 544
We need to keep this TW food truck moving. More ideas...

+Mass canning and jarring, from soups and beans to peanut butter equivalents.

+Mobile root garden golem.


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Unread postPosted: Sat Oct 17, 2020 12:16 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44142
Location: Somewhere between Heaven, Hell, and New England
89er wrote:

+Mobile root garden golem.



That last one's pretty easy because in the Invented Spells thread in the Magic forums I have a 'planter' augmentation for stone/ceramic golems. :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: Thu Oct 22, 2020 8:21 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44142
Location: Somewhere between Heaven, Hell, and New England
“Paladin Steel’s Domestic Wares division’s recent output of technowizardry cookery items shows how far down industrialized magic has percolated that it’s showing up in the households. The fact that so much of it has military applications, especially in logistics and against the supernatural also shows that PS is willing to take their wars to the kitchens.”

PS/ASI TW Sun-Dew Maker(Model 01)
(aka ‘Sun-flour Maker’)

“All I have to do is set this contraption in the sun, let it run all day, and at the end of the day, check the collection trap, tap this button here, and pour the result into ectoglass preserve jars. Whether I’m making burn salves, daylight candles, exorcism potions, or just whipping up a nice dessert, it’s so very convenient!”

A very specialized piece of culinary apparatus developed by Paladin Steel’s oft-overlooked(but arguably just as financially important) Domestic Wares division, at the behest of a group of Sisters of the Hearth. The Sun-Dew Maker is a technowizardry device that combines the spells Liquify Sunlight with Polymerize Liquids to turn collected sunlight into a translucent gelatin-like substance that can be used as a basis in cooking and safely consumed like a pudding or jelly. Plain gelatinized sunlight has a faint glow to it and has been described as tasting light and tingly, like ginger-ale. It can also be burned with a floating wick, acting just like a six-level Globe of Daylight spell with regards to effects in creatures susceptible to sunlight. If splashed/spattered/rubbed on vampires, the liquid/gelid sunlight has the same effects as holy water.,
The Sun-Dew Maker resembles a folding-panel collander-strainer attached to a large glass and metal vacuum jar, with six carets each of clear quartz and aquamarine incorporated into the device. The SDew can be set out in the sun, with a small solar-powered optic system aiming the dish, to collect sunlight which is then converted into a liquid that drains down to the collection reservoir, where it is then solidified into a clear jelly-like substance. Flavorings can then be added to the jelly-base.
Besides Sisters of the Hearth and Culinary Mages, TW Sun-Dew Makers are, despite their cost, proving popular with Mystic Herbalists and potion-makers, who are finding the liquified/polymerized sunlight useful as a base in various alchemic concoctions.
Spells: *Liquify Sunlight---10 PPE allows 12 hours’ worth of sunshine to be collected and liquified into six gallons of champagne-colored liquid.
*Solidify Liquids---5 PPE converts six gallons of liquid into gelatin. Normally lasts 12 hours before reverting, unless stored in special containers or used/stabilized in a compound/mixture.
Special Features:
*Ectoglass-lined Reservoir---Keeps the liquified sunshine fresh and prevents it from evaporating until enough has been collected to polymerize it.
*Sun-Tracker---Optical sensors and small solar-electrically-powered actuators track the sun and reposition the collection dish for optimum exposure and collection time.
Cost: 21,000 credits


This TW creation uses a piece of Bakery Magic created by Stone Gargoyle(link to the original spell in the following text)

TW Holy Bake Oven(Model 01)
Back, back I say, you creatures of the night, or taste death by pastry!
A specialized piece of technowizardry bakery equipment that is becoming very popular in the New West. This holy symbol-adorned toaster oven-sized apparatus, with the application of 28 PPE or 56 ISP, will create 6 Hot Cross Buns (http://wiki.thedeificnmi.com/index.php?title=Hot_Cross_Buns) that last 12 hours.
Building a TW Holy Bake Oven requires 12 carats of clear quartz, a small amount of nearly(98% or better) pure silver and blessing by a Priest or Priestess of the Light. The Oven features a PPE input link , allowing a mage or psychic to input their own PPE/ISP, attach a PPE-clip, or other PPE source to power the Oven. The Oven also has a more mundane heating coil system, allowing it to serve double duty as a regular oven.
Since its introduction, the Holy Bake Oven has become wildly popular in the New West, with owners frequently making up several batches of HCBs just before nightfall, and having them for breakfast the following morning.
Features:
*Battery-Powered Heating Coil---The Holy Bake Oven doubles as a regular portable bread oven, and can be used to bake more mundane items(like angel-food cake or garlic knots) as well(it’s often disguised as a regular oven). Can be battery-powered or hooked up to a regular power grid.

*Easy-Clean Surfacing---Stainless steel surfacing and no-stick coatings makes cleanups a simple matter.

*Daylight Oven Light----The oven lights can be made to glow with a Globe of Daylight spell, illuminating an 84 ft area around it, for 21 minutes per single PPE. Great for keeping back the ghoulies while whipping up a late night snack or baked counterattack.

Cost: 68,000 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: Sat Oct 24, 2020 11:20 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
Paladin Steel ‘Robard’ Dual-Mode Robot Armored Vehicle
(aka ‘Roadbard’)

“There’s plenty of worlds where you can’t use aircraft or hovercraft to get around, but still need a good solid scout unit for. The Robard’s designed with those conditions in mind.”

“The Robard’s a clear case of a derivative improving on the original; better armor, faster speed, more versatility. True, it’s more expensive, but quality typically is.”

“Heavy combat robots are all very fine and impressive, but like the tanks they ape, they still need good scouts to tell them where to go. The Roadbard’s a fine vehicle with a foot in both categories.”

“Great thing about the Robard is that if you lose a wheel you can go to ‘biped mode and either walk back to base or you reach down and clap on a new wheel without any trouble. Convenient!”

“The Travies really came to hate us rangers because, though they liked terrorizing their targets, they were open shallow sadistic thugs about it. They never met anybody who knew how to fight dirty -technically-. We’d draw off their heavies on one side, and arc-bomb their support vehicles from the other. We’d set up monowire at knee and neck level across the path of their troops, or at ankle level for their ‘bots. We’d set off decoys to send their units running all over chasing phantoms. Those big armored chest and forearm plates on their combat ‘bots might bounce most weapons fire that a ‘dolph or a ‘bard might mount, but they’re useless against the missile mines we hid along our retreat paths and reprogrammed to shoot at the Travies’ backsides. And even without augs and t-wizardry, our wilderness scouts are second to none at slitting throats.”

The Robard started out as a testbed for a multimode transformational-frame robot vehicle, and was based on the ‘Bardolph’ medium military robot supplied(and manufactured under license) from the Corianus-Typhen-Rosette League. The testbed proved so promising in trials, that Paladin Steel finalized it as a production machine. The Robard has benefitted from advancements in technology since the original Bardolph came out, and problems that stymied the CTRL engineers were handily solved by the PS/ASI team.
The Robard looks like a modified Bardolph, but in vehicle mode seems to lay on its back and runs on four ‘run-flat’ tires, with powered linkages giving four-wheel drive. While the original testbed suffered from having a speed little better than a civilian ground car, the production model has a very respectable ground speed and all-terrain performance. This is very welcome, as the Robard’s robot mode suffers from the same mediocre running speed as the Bardolph.
The use of more advanced materials than were available to the original Bardolph design have allowed PS/ASI engineers to improve the armored protection. Reverse-engineering of Naruni stealth systems have also made available the same variable optical camouflage skinning as is incorporated into the Naruni Nomad Scout(regarded by many as the Robard’s ‘opposite number’). The Robard has another advantage over the Bardolph in that it can carry a small team, making it a good choice for scout units.
The Robard is most often used as a counterinsurgency and ground scout vehicle on the wild worlds of the frontier. It typically operates in vehicle mode to cover more ground and uses its lower profile to use ground cover to conceal its presence. It rises to robot mode to clear particularly rugged terrain, to carry out utility work, or to engage oversized opponents such as gigants, gargoyles, and other robots.
The Robard got its combat debut during the Travesdeen Campaign, mixed units of Robards and Airsharks being deployed across the worlds of the dimensional ‘lanes’ the Travesdeen were suspected of exploiting in their wars of conquest. These scout units would detect, report, and harass Travesdeen incursions until AJC reinforcements could respond. Though too lightly armed to do much in open combat against the heavily armored ‘Brug’ mecha of the Travesdeen, the Robards and their accompanying scout squads still managed to prove a nasty surprise to the ‘Travies’, especially when the latter arrived expecting helpless low-tech or pacifistic local cultures.
Besides the GNE Regular Army, the Stelmarines employ Robards, many modified for operations on airless or exotic-atmosphered moons and planets. The United Systems Alliance Marshals’ Service also uses a few for policing on the far-flung worlds of the Alliance.

Type: PS/ASI-IR-RBD-08 ‘Robard’
Class: Infantry Robot, Transformable Frame
Crew: 1+1-3 passengers/crew
MDC/Armor by Location:
Wheels(4) 80 each
Main Body 500
Crew Compartment 125
Head 130
Comm Dish 30
Lance Scanner 100
Arms(2) 140 each
Hands(2) 60 each
Legs(2) 200 each

Height:(Vehicle) 9 ft
(Robot) 18 ft
Width:(Vehicle) 10 ft
(Robot) 12 ft at shoulders
Length:(Vehicle) 16 ft
(Robot) 8 ft
Weight: 20 tons
Cargo: Minimal space; about 5 ft for survival packs, sidearms, and personal possessions.
Powerplant: Nuclear Fusion w/ 20 year energy life
Speed:(Vehicle) 165 MPH
(Underwater) Can run along the bottom at 20 MPH. Can survive depths of 1,000 ft.
(Robot)
(Running) 45 MPH
(Leaping) 12 ft up/ft across standing jump, 30 ft up/ft across with running start
Jet Boosted Leap of 200 ft up/ ft across
(Flying) Not Possible
(Underwater) Can run along the bottom at 12 MPH. Can survive depths of 1,000 ft.
Market Cost: 16 million credits
Systems of Note:
Standard Robot Systems, plus:
* Extended Communications----The Robard has a small extending folding-dish radio and laser antenna that can be used to beam directional radio or laser signals to relays or even orbit. 250,000 mile range narrow-beam directional comm.
*Laser Designator---------10 mile range. Designates targets for laser-guided munitions/weapons.
*Laser Targeting System(+1 to strike)
*Lance Scanner---Looks like a long lance protruding over one shoulder. The Lance Scanner contains a magnetometer and a short-range microwave radar for ground-searching minefields(in theory, the ground radar sound be able to detect even nonmetallic mines, but takes twice as long). Range: The magnetometer has a range of 4,000 ft and can detect vehicles and other metallic structures with 80% accuracy
The ground radar has a range of 3,000 ft, and has a 90% chance of detecting metal-cased mines, 60% chance of detecting nonmetallic ordinance.
*Aura Scanner---For detecting and identifying PPE concentrations
Range: 2,000 ft
*Bio-Scanner---Has a molecular analyzer, enhanced radiation detector, high-powered acoustic ‘shotgun mike’(3,000 ft range), and thermo-imager optics.
* Optical Cluster--- Telescopic, IR/UV, Thermo-Imaging, Audio-Video-Survellance System

*NBC Sensor System Cluster---Small compact mini-lab pod that has the following:
---Geiger Counter---Detects radiation, type, and levels.
---Molecular Analyzer---A flow-through air sampler that tests for various common airborne contaminants and toxins, and determines air quality.
---Pathogen Screener---Another air sampler that looks for dust particles and spores, and the enzyme/molecular interactions of organic pathogens

*Motion Detector--200 ft range

*IR Baffling---A passive stealth system that uses special exhausts for the engine and crew compartment, as well as insulation and heatsink systems, to alter and lower the tank’s thermal signature. -20% to detect/target the tank using thermal imaging.

*Cyberlink Drive System--Allows a driver with a headjack to ‘jack in’ to the vehicle for more responsive control. This allows the driver to drive without their hands on the wheel(“Look, Mom, no hands!”), and/or to respond with greater speed to road situations. Similar to the system presented in Rifts: Russia, but GNE makes them less expensive(the real expense is in the implant end).
Bonuses: For anyone with the CyberVehicle Link, the following bonuses apply: +1 to initiative, +1 to strike using the vehicle or vehicle-mount weapons, +1 to Dodge, +1 Action/Attack per Melee, Base Driving skill of 45%, or +10% to existing driving skill. Driver can also ‘tweak’ the vehicle’s maximum speed by 1% per I.Q. point. Note that the operator can only be controlling the vehicle while doing this....no other relevant actions(can carry on light conversation, or take a quick bite/drink, but can’t disassemble their weapons or whittle a wooden toy .
To anyone lacking the CVL, there are no bonuses to vehicle operation, but they CAN make minor adjustments to vehicle peripherals’ without using their hands(turning on/off headlights, booting up the stereo, rolling down the electric windows, adjusting the AC, etc...).

*Hot Water Dispenser---The cabin has been outfitted with extended missions in mind; the Robard carries a water filtration/condenser system with hot water dispenser and hot plate for preparing field rations.

Weapons Systems:
1) Forearm Hardpoints(2)----Each forearm mounts a hardpoint. In vehicle mode these are fixed-forward-firing weapons.
a) Pulse Laser
Range: 4,000 ft
Damage: 4d6 MD single shot, 1d6x10 MD per pulse burst
Rate of Fire: EGCHH
Payload: Effectively Unlimited

b) 2x Light Machine Guns
Range: 10,000 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 600 rpm
Payload: 250-rd belt drum per gun
Cost: 8,000 credits

c) 1x Heavy Machine Gun
Range: 10,000 ft
Damage:(SDC) 7d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst, 8d6x10 SDC per 20 rd burst, 1d4 MD per 40 rd burst.
(Ramjets) 1d4 MD single shot, 5d6 MD per 40 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst, 2d6 MD per 20 rd burst, 4d6 MD per 40 rd burst.
(PSX-2) 1d6 MD per rd, 1d6x10 MD per 10 rd burst, 2d6x10 MD per 20 rd burst, 4d6x10 MD per 40 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 6,000 rpm(or 1,500 rounds per melee)
Payload: 2,000-rd belt
Cost: 8,000 credits

d) 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

e) Plasma Projector---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, EGCHH
Payload: Effectively Unlimited
Deuterium Gas Reservoir has enough gas under pressure for 45 shots.

f) Heavy Flame-thrower
Range: 800 ft
Damage:(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.
Rate of Fire: EGCHH
Payload: 100 bursts
Note: The fuel supply for this weapon is in an ejectable tank that can be thrown clear of the vehicle in the event of a tank-breach.

g) 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

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) Particle Beam Cannon
Range: 3,200 ft
Damage: 1d6x10 MD to an 8 ft wide swath
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: 150,000 credits

j) .50 caliber Gunpod/MML---Combines a fifty-caliber heavy machine gun and ramjet ammunition with a four-shot mini-missile launcher
Range:(Machine Gun) 19,000 ft, 38,000 ft in space
(Kitsune Values: 380 miles in space)
(Mini-Missiles) Varies by Missile Type(x4 in space)
(Kitsune Values: 100 miles in space)
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
(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.
(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

k) GrHW-01 ‘Flamma’ Heavy Gravitonic Rail Gun
Range: 4,000 ft in atmosphere, 8,000 ft in space
(Kitsune values: 4,000 ft in atmosphere, 80 miles in space)
Damage: 1d4x10 MD single shot, 2d6x10+10 MD for a 10 shot burst.
Rate of Fire: Standard
Payload: 200 rd belt

l) Laser Cannon---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

m) 45mm PS-HRG05B 'Hellshot' Rail Cannons: (Hand-Held-1Hand) An attempt to equal the power of the infamous "Boom Gun" carried by the Glitterboy, these fearsome handheld weapons fire a much larger heavy metal kinetic energy penetrator with a massive punch.
Range: 3,300 ft
Damage: 3D6x10 MD
Rate of Fire: ECHH
Payload: 25 shots
Market Cost: 120,000 credits, 800 credits per penetrator round

n)Vibro-Chainsaw
Range: Melee(5 ft long)
Damage: +3d6 MD to punch or 5d6 MD sustained cut
Rate of Fire: ECHH

2) Shoulder Hardpoint(1)---This is a heavy turret mounted on a pivot over one shoulder in robot mode. In vehicle mode it swings forward over the chest behind the cockpit. The turret can be fitted with ballistic or energy weaponry. Though energy weapons provide limitless shots, ballistic projectile weaponry is favored by scouts/harassers for its ability to shoot from behind cover. The Robard can also mount missile pods compatible with the many aerodyne close air support vehicles deployed by GNEAS units, though these armaments are typically used only by Robards with specific missions in mind, such as armor-hunting; other units find the limited payload of missile pods limits their time in the field.

a) PS-862 AC 30mm Anti-Aircraft Flak Cannon(Paladin Steel knockoff of the TriaxTX-862FC), Dual-mount turret.
Range: 10,000 ft
Damage: 4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD six-round burst per single gun. 6d6x10 MD for both cannons firing simultaneously at maximum(12 rounds total)
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

b) FA-A9 2-pounder (40mm)Autocannon
Range:(High Velocity Round)5,000 yards(15,000 ft)
Maximum AA altitude w/ HV shells: 13,300 ft
(Low Velocity Round) 3,800 yards(11,400 ft)
Damage:(Fragmentation) 4d6 MD to 6 ft blast radius
(High Explosive) (HV) 1d4x10+3 MD to 1.5 ft blast radius
(LV)1d4x10 MD to 1.5 ft blast radius
Rate of Fire: 120 rounds per minute(or up to 30 rds per melee)
Payload: 400 rounds(x2 200 rd box magazines)
Cost: 150,000 credits
High Velocity(Fragmentation) shells cost 200 credits apiece, 245 credits for HE
Low Velocity(Fragmentation) shells cost 180 credits apiece, 200 credits for HE

c) M-61 60mm ‘Snapfire’ Mass Driver Cannon
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: 120 rds
Bonuses/Penalties: +1 strike in direct fire mode. -2 to strike in Artillery mode.
Cost: 250,000 credits


d) 80mm MB Gauss Cannon(PS-MDJ80M)
Weight: 5,800 lbs (2.9 tons)
Range: (Direct Fire)25,000 ft (5 miles)
(Indirect Fire) 62,500 ft (12.5 miles)
‘Damage: High Explosive(HE)----1d4x10 MD to 15 ft radius
High Explosive Anti-Tank(HEAT)---- 3d4x10 MD to 5 ft radius
Fragmentation--- 5d6 MD to 30 ft radius
Plasma----- 1d6x10 MD to 20 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 3d6x10 MD out to 6,600 ft, 2d4x10 MD out to maximum range
Rate of Fire: 5 shots per melee
Payload: 80 rds
Cost: 500,000 credits

e) 81mm Breech-Loading Auto-Mortar----A modification of a low tech artillery piece that has the advantage over mini-missiles of leaving no incriminating smoke trail. It can be used for ‘over the hill’ plunging fire attacks, and does tremendous damage. An automatic loader allows for a faster rate of fire and shell selection. On the minus side, it’s terribly inaccurate unless the crew has a forward spotter feeding them targeting data, it cannot be used in a direct attack, and it cannot be fired on the move due to recoil.
Range: 18,000 ft (over 3 miles!) Minimum range of 5,000 ft
Damage: (PSE-3 High Explosive) 2d4x10 MD to 35 ft blast radius.
Cost per shell: 970 credits
(Fragmentation) 6d6 MD to 60 ft blast radius. Cost per shell: 680 credits
(Incendiary) 4d6 MD to 40 ft blast radius, does an additional 1d4 MD for 1d6 melees, plus 80% chance of setting combustible materials aflame. Cost per shell: 760 credits
(Armor-Piercing Self-Forging)----This is a 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+5 MD; no blast radius.
Note: This munition does NOT suffer from the indirect fire penalty; roll to strike as normal, but without bonuses. PS is working on a micro- guidance system that would allow these munitions to home in on laser-’painted’ targets, as via a forward observer....as well as better target discrimination(the current model has a tendency to be distracted by flaming wrecks in the vicinity of the ‘live’ target.
Cost per shell: 5,000 credits
(Plasma) 2d6x10 MD to 13 ft blast radius. Cost per shell: 3,600 credits
(Smoke/Chemical) Varies by chemical type. Typically covers a 25 ft area. Cost per shell: 110 credits apiece
(Illumination) Fires a high altitude illumination flare that burns brightly for 3 minutes. The flare also has a 40% chance of decoying/confusing heat- seeking sensors/weapons systems.
Cost per shell: 550 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 spring-loaded ‘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. The shell carries up to two decoys
Cost per shell: 800 credits
Noisemaker decoys are similar, but they emit random amplified ‘soldier noises’...footfalls, clinking of weapons, gunshots, muffled voices, etc., but are otherwise similar to the thermal-decoys.
Cost per shell: 400 credits
Rate of Fire: Up to six times per melee
Payload: 100 rds
Cost: 250,000 credits

f) PS McML-08 ‘BoomBox’ Micro-Missile Launch System(x2)----The McMLR-05 taken to an extreme, this is a heavy weapon that consists of five disposable plastic cassette-style launch ‘boxes’ stacked turntable. Bringing to mind the ‘Metalstorm’ guns of the past, each box-cassette had 25 micro-missiles(5 rows of 5) for a total of 125 projectiles, and can fire them in volleys of 5 to all 125 at once. It uses Pattern 1A -1C micro-missiles, but is problematic in laser-guidance mode due to frequent inadvertent missile fratricide when all 125 micro-missiles were trying to hope on the same target(volleys of 5-20 are recommended instead).
The Robard mounts a ‘calliope’-style arrangement of two of these mini-monsters, with ten cassettes and a total of 250 micro-missiles between them. Additional (ten) cassettes can be carried in an armored (100 MDC) pannier, but the cassettes must be manually reloaded, meaning somebody will have to exit the vehicle and swap in the loaded cassettes by hand. A trained crew can swap out expended cassettes in 3 actions(typically takes 30-45 seconds to reload the entire weapon with new magazines).
Cost: 160,000 credits.

g) Mini-Missile Launcher Pod---1x20 per Hardpoint

h) Short Range Missile Launcher Pod--- 1x10 per Hardpoint

i) ‘Copperhead’ Heavy Anti-Armor Missile Launcher Pod
Range: 1 mile(5,000 ft)
Damage: 2d4x10 MD
Rate of Fire: Volleys of 1,2,3,or 4
Payload: 6 shot pod per hardpoint
Bonus: +5 to strike ground targets(Aircraft are only +2 to strike)
Cost: 20,000 credits. 6,000 credits per missile

j)‘Black Talon’ LAAM Pod---These are light ‘smart’ antiaircraft missiles with enhanced warheads, similar in concept to the pre-Rifts ‘Stinger’ SAMs.
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1,2,3, or 4(all)
Payload: 8 per pod
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)
Cost: 60 ,000 credits per launcher, 10,000 credits per missile

k) PS-VM109 ‘ Martel’ Heavy Hitter Missile Launcher---This is an adaptation of the Paladin Steel M108 ‘Superzooka’ , a heavy long range missile warhead mounted on a shorter ranged propellant casing. Three launch racks are mounted in an armored housing on a turntable carried on the shoulder mount. An effort has been made to mate the Superzooka’s throw-weight of warhead with the ‘Copperhead’ ATM’s line of sight guidance system. Though the heavier missiles are not as accurate as the smaller weapons, they still have good target contact, and can take advantage of forward spotters.
The limited number of shots available to this weapon make it suited only for specific strike missions and targets, such as destroying structures or heavy armor that a MAULER would be overkill to use on; it is not popular with recon units.
Weight: 210 lbs per missile
Range: 4 miles
Damage: Equivalent to LRM warhead
(Standard): 3d6x10 MD to 50 ft area
Depending on the mission, other warhead types may be issued; TW warheads are especially popular and requested when available.
Rate of Fire: Single shot
Payload: 3 missiles
Bonus: +4 to strike ground targets(Aircraft are only +1 to strike). and can take advantage of laser designator systems.
Cost: 120,000 credits

l)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

m) EMVC-07 ‘MagStorm’ ElectroMagnetic Vortex Cannon ----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 linked to a suitable powerplant.
Bonus: Laser targeting add +1 to strike. EM bolts are -6 to dodge.
Cost: 120,000 credits

n) Ion Cannon---This heavy weapon uses a coaxial laser to ‘prepare’ a pathway for the ion stream, allowing for longer range in the subsequent shot.
Range: 5,000 ft
Damage: 1d6x10+8 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

o) Heavy Plasma Cannon
Range: 4,000 ft
Damage: 1d4x10 MD per blast
Rate of Fire: EPCHH
Payload: Effectively Unlimited
Cost: 280,000 credits

p) 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.
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(Unlimited linked to nuclear power source) though smaller vehicles(such as the ‘Vader) have a battery capacitor with a limited number of shots(20 typically) with a recharge rate of one blast per minute.
(Laser) Effectively Unlimited
Cost: 4.2 million credits

q)PS-HPBC-21 Heavy Particle Beam Cannon----This weapon started out as the same as was mounted on the Megabago HRV as a main weapon. It was in this form that the HPBC-21 was introduced, thoroughly field-tested, and earned notoriety from its use in the hands of hundreds of adventuring parties that bought/were issued the Megabago and its ‘stupidly powerful’ BFG armament.
The PS-HPBC-21 has been around long enough that PS has had time to tinker further with it. While the six-barrel gatling version originally proposed for the Megabago has been superseded as an idea by more powerful realized hardware, the PS-HPBC-21 has benefitted from input on Naruni and Three Galaxies particle beam systems, and a newer Model B version with most of the bugs of the original issuance weapons fixed has been rolled out. It was considered a natural fit for the scout Robard.
Though lacking the range of Naruni HPBCs, the PS-HPBC-21 is more compact, and that’s pushing sales of the weapon.
Range: 8,000 ft in atmosphere, 16,000 ft in space
(Kitsune values: 8,000 ft in atmosphere, 800,000 ft/160 miles in space )
Damage: 5d6x10 M.D. per shot
Rate of Fire:(Model A) Once every five seconds (3 times per round)
(Model B) EGCHH
Payload: Effectively unlimited.
(Model A) Tied directly into the nuclear power supply, but can only fire 30 times an hour before needing time to cool down (otherwise the barrel overheats and begins to warp, reducing damage by 1d6x10 per five shots until the barrel collapses).

(Model B) Effectively unlimited. hooked into military-spec powerplants. Improved heat dissipation materials and systems eliminate the overheating problem.

Cost: (Model A) 4.8 million credits
(Model B) 5 million credits

3) Laser Headlights(4)----Mounted in the chest and lower torso in robot mode, these high-powered photonic emitters swivel to mount down/forward in vehicle mode. Can also project normal light, as well as radiate infrared and ultraviolet.
Range: 1,600 ft
Damage: 2d6 MD single shot, 4d6 MD double shot blast. 8d6 MD for all four headlights convergence-firing on the same target.
Rate of Fire: EPCHH
Payload: Effectively unlimited

4) Smoke Mortars(2)---Mountable gas grenade launchers for providing smoke or antipersonnel cover.
Range: 500 ft
Damage: None, smoke(chemical agents such as tear gas can be substituted) in 10 ft radius.
Rate of Fire: Volleys of 1,2,3, 4, or 6
Payload: 6 smoke grenades per launcher, 12 total

5) (Optional)---Can pick up and use power-armor scaled hand weapons, such as gun pods and melee weapons.


Hand to Hand Combat
(Use the Basic and Elite Robot Combat Training for the bonuses; no other adjustments)
Restrained Punch 1d4 MD
Full Strength Punch 2d6 MD
Power Punch(2 attacks) 4d6 MD
Tear/Pry with Hands 1d6 MD
Body Block/Tackle 5d6 MD
Stomp 2d4 MD
Kick 2d4 MD

Options:

*ECM Suite--Advances in compact electronics means a small, but comprehensive, EW suite can be squeezed into the Robard’s frame. One of the passengers must be dedicated to operating the system, however. The ECM add-on provides the Robard with greatly enhanced EW counter abilities, signal detection, location, decryption, de-scrambling, and secured communications, and frequency scanning, as well as limited range jamming and ground-level electronic cloaking.
Decryption Bonuses: +10% to Cryptography Skill
+15% to Radio skill rolls to defeat jamming
Jamming Range: 20 miles
EW Cloaking: -15% to enemy Read Sensory Instruments rolls using ground search radar(NOT optical and thermographic systems)


*EM Jammers---Great for blasting through radar traps. Radar-guided weapons are -6 to strike.
Cost: 50,000 credits


*Climber Tires---Huge oversized tires covered with spikes, mag-grips, and suction cups, to allow the vehicle to scale vertical surfaces.
Can climb an up to 90 degree vertical surface at 1/4 speed. Roll piloting skill at a -15% penalty per 50 ft traversed. If roll fails, roll again, again with penalty; if second roll succeeds, the vehicle only slides back 1d4x10 ft. If second roll fails; vehicle has fallen off climbing surface; brace for impact!
Penalties: Reduce normal road speed by half
Cost: 35,000 credits

*Buzzsaw Rims---Some of the more maniac scouts during the Travesdeen War came up with this one. Besides proving useful in clearing brush in vehicle mode, in robot mode it turns the otherwise useless wheels into terrifying melee weapons.
MDC per Blade: 55
Damage: 6d6 MD per slash, 1d6x10+12 MD per full melee cut
Cost: 150,000 credits

*Sensor/Mine Racks(1-2)---These are shoulder-mounted in robot mode, and tail-mounted in vehicle configuration. Each rack can hold sensor pods or mines. This option was the result of improvisation during the Travesdeen War, when scout units devised ways of quick-deploying sensor fields and setting ambush traps.
The racks can hold sensor pods or mines. The favored type are modified ‘badger’ grenades that can bury and conceal themselves in the ground. Another favorite is missile-mines patterned on Northern Gun and Wellington designs, because they could be programmed to fire on enemy units from unexpected angles, giving the impression of more active shooters on the GNE’s side than there really are.
Each rack has 60 MDC and can hold 20 sensor pods/Badger grenades, OR 12 light mines/6 Light SAWs, or 8 medium mines/4 Medium SAWs, or 2 heavy mines/1 Heavy SAW.
Cost: 9,000 credits each

*Drone Racks(1-2)---Can be fitted with 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, or PS-LIRPV-02 ‘’Frisbees’. Each rack has six drone stations with recharge sockets.
Cost: 15,000 credits each

*Variable Optical Camouflage Suite---Based on reverse-engineered Naruni and other alien ‘invisibility’ systems, this highly sophisticated system option renders the Peregrine effectively invisible to eyeball and sensor detection.
Bonuses: -20% to opposition Detect Ambush and Detect Concealment rolls; heat sensors are useless
Cost: 1.2 million credits
Note: This system is not always available for sale; only approved affiliates of PS are allowed to purchase this stealth system

*Camou-Shroud---A variant of PS’s portable ‘scrambler’ shelter, only larger to cover the vehicle. This is a portable folding shelter that can be erected in minutes, providing protection from the elements, limited megadamage protection, as well as concealment from electronic and infrared/thermographic detection. It has been improved with the incorporation of variable camouflage skinning.
The ‘Shelter’ consists of a yard-long ‘can’ that looks like a large drum. When activated, about a dozen articulated ‘spider leg’ structural members of carbon composite branch out, anchor themselves in the ground, and form the skeleton of a dome- or longhouse-shaped igloo roughly 10 ft tall by 20 ft in diameter. The pod then deploys a cover sheet of special plastics, with a camouflage print, and integral sensor-baffling elements.
The Camouflage pattern sheet can be chemo-switched to any one of seven different configurations. The support elements create a degaussing ‘bubble’ that scrambles radar signals(incoming and outgoing), as well as disrupting magnetic resonances(fouling Magnetic Anomaly Detectors), while the fabric itself insulates and dissipates the infrared and thermal emissions and signatures of the occupants, rendering those means of detection less effective.
Care must be taken in setting up the Shelter---The igloo is not not entirely invisible to naked eyeball optical searches, so ‘blending’ the shelter into the natural landscape contours is essential for best results. For maximum comfort, a ground sheet or surfacing can be put down first.
The entire shelter can deploy/retract for stowage in 1 melee
MDC: The tent provides about 60 MDC of protection, however, against explosions, it is less effective(being non-rigid, shockwaves pass through its fabric), so explosives will do HALF damage to the occupants, regardless of how much MDC is left in the tent.
Special Features:
*Waterproofing
*Fire Proofing---Can handle temperatures up to 300 degrees centigrade. Normal fires do NO damage
*Minimal Radiation Shielding--The fabric shell provides some protection against radiation(such as that from expended U-rounds laying nearby, or fallout), but is not recommended for protection in ‘hot’ zones (good for maybe 5-6 minutes of exposure).
*Chameleon-cloth Fabric---Can assume one of seven preset color configurations. Some more advanced versions actually emulate the surrounding terrain coloration.
*Thermal Insulation-Infrared and Thermographic sensors are -20% to detect the shelter.
*Electronic Insulation- Radar, MAD, and EM sensors are -15% to detect the shelter
*Extendable Fiber-optic Periscope
Cost: 80,000 credits; currently unavailable outside GNE military forces and approved affiliates.

*Chaff/Flare Launchers---For those of you afraid of eating a missile from your friendly Coalition Highway Patrol....
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is 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: 3,500 credits for the launchers

*Smoke Screen---Equal to a Smoke Mini-missile; uses same warheads. Can hold up to 5 charges. Cost: 10,000 credits

*Morphing Armor---Enfolds the ENTIRE vehicle in articulated armor plates, increasing armor protection, but effectively immobilizing the car. Can only be opened from the outside by special electronic passcode(included in cost)
MDC: +200 MDC when deployed
Cost: 300,000 credits; 100,000 credits for four Glitterboy-style laser pylons that drive into the ground and anchor the vehicle to the ground(takes a Robotic PS of 40 or greater to uproot the vehicle)

*Appliqué Armor---Adds additional protection(and weight) to the main body. Up to 100 additional MDC can be added, at 7 lbs, and 150 credits, per 1 MDC point. Lighter armor can be substituted, at 1 lb per MDC point, but the stronger polycarbonate armor costs 400 credits per MDC point.

* Heavy Energy Blade---Enhanced plasma-conduit energy blade, patterned after the original K-TRF-M weaponry.
Damage: 1d6 MD used un-powered, 1d4x10 MD with plasma field up.
Cost: 35,000 credits
Options: *TW Spinning Blades Enhancement---Powered by a TW powerplant, PPE battery, or the pilot’s own PPE.
Range:(Spinning Blades)Melee when just the vibroblades are in use. When activated, the Spinning Blades spell can reach 300 ft away, used offensively. If ejected as projectiles, the blades can reach 700 ft.
Damage:(Spinning Blades)When activated, the Spinning Blades spell produces 7 blades that each do 1d6 MD each(regardless of what the blade was/does originally) in defensive mode(+6 to parry, +2 to parry energy attacks) or 2d6x7 MD in offensive ‘buzzsaw’ mode(enemy CANNOT parry).
Can also fire the magical blades like projectiles, 1-2 at a time, each doing 1d6 MD on impact, and +3 to strike. The blades disappear on impact.
Rate of Fire: ECHH
Payload: 10 PPE for 7 melee rounds
Cost: 103,500 credits

*Mage Pod----The model described is a MagePod Model 0.1D, a refinement over the original model, and featuring a barrel extension/TW booster holding a set of aligned crystals inside its length that DOUBLES the effective range of spells, and a three-slot Spell Card ‘magazine’, allowing the operators to click between three spells with the flip of a switch. The Robard typically carries at least one spell for assisting in traversing rough terrain, such as a Levitation spell , Path of Green, or Mystic Bridge.
Range: Varies by spell(x2)
Damage/Duration: Varies by spell
Rate of Fire: EGCHH
PPE Cost per Use: Varies by spell. However, the use of focusing elements and activator spells effectively reduces spell PPE cost by HALF.
(So you Technowizards aren’t flummoxed by PPE costs in a long-running battle, while the still relatively high PPE costs for the high-end spells keeps someone from using Sphere of Annihilation in every battle).
Payload: Draws from the main PPE Battery, but can also draw upon the robot’s/vehicle’s other PPE reserves/batteries(if any have been fitted). In an emergency, the pilot, if they are a mage or psychic, can kick in their own PPE.
Bonuses: As per spell(if any)
Cost: The basic Mage Pod system costs about 1 million credits
Spell Cards cost (as per Jason Richards’ guidelines in Rifter #2) 5,000 credits per PPE cost of main spell plus an additional cost (as per following modifiers)
*500 credits per level of the creating caster(Mages’ time and PPE are money, so expect to pay more for the longer duration/higher power spells)
*Warlock spells cost 20% more, in addition to above modifiers, owing to the difficulties of adapting Elemental Magic to ‘conventional” magic systems.
PPE Generators:
PPE Capacity:(Light)----200 PPE battery capacity; recharges at 10 PPE per hour, 20 PPE/hour at a leyline, 40 PPE/hour on a nexus
(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
(‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
(‘Sorcerer’)--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus
Cost:(Light)----500,000 credits
(Medium)-----1 million credits
(‘Wizard’)----2 million credits
(‘Sorcerer’)---- 3 million credits


Variants:
* PS/ASI-RBD-08B--Alternate wheel configuration version. Instead of four wheels, the -08B has four wheel units(each with 80 MDC), each holding two smaller wheels(each with 50 MDC) for a total of eight wheels. Sometimes mistaken for a Paladin Steel revival of the pre-Rifts Lockheed XM-808 ‘Twister’ concept. Slightly better handling on rough terrain(+5% against piloting penalties on rough terrain) and slightly more resistant to damage(can lose more wheels without diminishing performance, unless the entire wheel unit gets blown off), but maximum road speed drops to 130 MPH. Cannot be fitted with extendable razor-rims. Still, a number of units operate the -08B with good results.

* PS/ASI-RBD-08F--Firefighting variant. The Robard is clad in thermal-resistant surfacing. The arm hardpoint weapons have been replaced with various firefighting and rescue tools, and the main weapons turret is fitted with either a spray cannon or a cryo-projector.
Changes/Modifications:
Systems of Note:
*Thermal Resistant Heat-Refractory Tile Armor---Special heat-resistant materials designed originally for reentry vehicle shielding. Heat and plasma-based attacks do 1/4 damage.

Weapons Systems:
1) Forearm Mounts:
These are typically not used to mount weapons, but instead carry various cutting, lifting, and extraction tools, or spray cannons.

2) Shoulder Hardpoint(1)
The shoulder mount is typically used to carry spray cannons or cryolasers. If missile launchers are carried, they are loaded with fire retardant warheads.
a) Spray Cannon
Range: 800 ft
Damage: Varies by chemical type. Some examples:
(Water)None, if carrying water, but human-sized beings struck with the stream but roll versus the ‘cannon’s To Strike roll, or be bowled off their feet(lose 1 APM and initiative that melee for getting back up). Does 2d6x10 HP to vampires per blast
(Gloop) PS’s sticky goop---This quick-setting polymer 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 per cubic foot. 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)
(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 10-50 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 Behemoth Explorer) will be unaffected, as they simply stomp the effected surface into the subterrane. 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: 120 blasts
An attachable trailer(100 MDC, but towing it reduces maximum speed by 30%) can hold an additional 250 blasts.

b) Cryo-Laser---This compact, but incredibly sophisticated, device uses a laser to counter, slow down, and even stop molecular motion, resulting in dramatic drops in temperature in the target area.
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: Effectively Unlimited.

3) Laser Headlights---Unchanged. TYpically used for cutting through obstacles.


* PS/ASI-IR-RBD-08HMX-- Experimental high-mobility variant replacing the wheels with hover systems, including GMR panels. Though there has been early criticism that such a variant cannot do, with regards to maneuver-recon and -combat, what the existing and well-proven Zephyr cannot already do, the ability to transform has been cited as valuable in smash-and-grab missions, as evidenced by what the Free Worlds Council has been doing with its GMR vehicles.
Changes/Modifications:
MDC/Armor by Location:
Hoverpods(4) 90 each
Speed:(Vehicle) 225 MPH, flying up to 15 ft above the ground.
(Robot)
(Leaping) 12 ft up/ft across standing jump, 35 ft up/ft across with running start
Jet Boosted Leap of 250 ft up/ ft across
Cost: 19 million credits


* PS/ASI-IR-RBD-08S- Stelmarine variant. It differs from the standard models mainly in having additional environmental insulation, extra radiation shielding and life support, and a series of small gas jets mounted around the frame to allow the machine to hold on course when driving in microgravity conditions(as might be be experienced on a moon or large asteroid). The Stelmarines frequently mount the PS-LGCGL03 Gravitic Grenade Launcher (often bundled with an eight-shot ‘S-Sting’ missile launcher) as a shoulder-turret weapon on the RBD-08S.

_________________
-------------
"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 Oct 30, 2020 12:18 am
  

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Location: Somewhere between Heaven, Hell, and New England
Emergency Medical Equipment: Field Stasis(Various)

“Yeah, yeah, I know you think you wasted a tearful death scene, but we saw it as a temporary inconvenience. Easy enough to put you on the shelf until we had all the means to revive and restore you successfully. Not our fault your friends thought you were totally dead, somebody had lost the body, and so they held a funeral and erected a grave marker to you. Well, surprise!”

The organizations of Greater New England regard their personnel as among their most important assets, so preserving them for further employment takes priority. Also, too, is their commitment to the lives of their citizens. To that end, Paladin Steel(and Aegis Stellar Industries) have developed a number of parallel means of preserving terminally injured or ill beings, or even the recently dead, for future healing and revivification, by whatever appropriate means, be it bionic, magical, or biotech. Though readily available to the civilian sector, these devices see the most use with the Greater New England Armed Services, where fallen soldiers can be quickly stabilized, or preserved, for transfer to advanced medical care. Together with rumors that PS/ASI have produced low-cost TW resurrection, the GNEAS’s ability to salvage fallen personnel has become legendary.

Paladin Steel PCryoSU-03 Cryo-Stasis Transport Sack
(aka ‘Chill Bag’)
“Bag them all; we’ll sort them out and triage later.”

The ‘Chill Bag’ is an emergency medical cryogenic suspension device that resembles a dull-silver (medamage) plastic body bag. Wrapped around a body or body part and activated, it assumes a mirror finish and becomes cold to the touch. Internally, microtubules perfuse the contents full of antifreeze substrates as advanced heatsink techology and embedded ectofiber magic flash-freezes the contents.
The combination of cryogenic cold and magic insulation keeps a body viable for resurrection or a body part viable for reattachment.
MDC: 26
Effects: Can keep a body or body part viable for resurrection or reattachment for up to 12 days without external support; longer if hooked up to an external supplemental power and cryogen supply.
Cost: 17,000 credits

PS/ASI TW PChroSU-04 Chrono-Stasis Bag
(aka ‘Soul-Catcher Bag’, ‘Soul-Freezer’)
“Okay, besides the obvious gaping hole in the lower abdomen, we’ve got a prosthetic arm that could do with replacing, tar-clogged lungs from a smoking habit, liver damage from hard drinking, a pre-existing resistance to magic healing, and an order from on high not to go with bionic conversion, whatever for.. This one’s going to take some careful planning to revive and repair , so it’s a good thing we can put her on the back shelf until we can pull together the spare parts and equipment for the operation. Right. What do we have our next triage case?”

An emergency medical device that goes beyond simply safely cryogenically suspending life functions; it uses temporal magic to stop degeneration, decay, and loss of viability dead in its tracks, expanding the window of opportunity for emergency medical measures to be applied. Besides the terminally injured/ill, the freshly dead can be stasis-locked and kept ‘fresh’ for revivication. Because th PChroSU develops more than just a suspended animaltion field, but actually creates a region of stopped(or at least VERY slowed) time within its ectofiber-caged area of effect, it can also be used to store perishables, specimens, and time-sensitive materials, bypassing the normal limitations of possible magic resistance.
The Chrono-Stasis Bag resembles a thick pleated megadamage plastic sack with several plates, roughly approximating a humanoid head and shoulders, set into the fabric. Embedded in the plates is a scarab made of black tourmaline, accented with insets of rose quartz. It can be attached to a PPE clip or other PPE source for activation. The limitations of the system are a vulnerability to magic disruption, a telltale magic signature, and the fact that it can be detected asa space/time anomaly by those with the right equipment or fey senses.
The following is a field unit for emergency medical stabilization. More sophisticated stasis systems based on the same spell are also available, for use in deep catastrophe shelters and starship lifeboats. These systems can safely store people for up to 150 years, and are correspondingly more expensive.
MDC: 26
Effects: Activating the device with 15 PPE puts living subject into a deep, restful state of suspended animation, and unanimate materials(including the recently dead) into a time-locked state, that lasts up to 10 years
Cost: 18,000 credits


PS/ASI TW PLithSU-05 Lifelock Applicator
(aka ‘Stoner’, ‘Petri-shot’, ‘Life-Rock’)
“Favorite gag these parts is to send the newbie med student in to do an assessment of a patient, without telling them the patient’s stone-locked and awaiting spare parts. We take bets on how long it takes the medie to bother reading the complete patient record. We;ve ad some who immediately assume basilisk attack, or that they’re treating an Earth Elemental or silciate.”

Another handy emergency medical device that uses the Earth Elemental magic spell Petrification to turn patients into megadamage stone. Locked as they are in a state of pretification, patients can be safely kept ‘on the shelf’ until appropriate medical treatment is assembled or even developed.
The proliferation of this device might be seen by many as a hazard with considerable potential for abuse, but for Greater New England, a society that already is armed to the teeth, being turned to stone is among the least of citizens’ worries, especially when the curative spell Stone to Flesh is equally as common and easily applied.
A well-equipped GNE medical unit or crisis responder will typically Chrono-stasis-bag disaster victms if medical care is shortly coming, or Lifelock-petrify them if emergency relief is not readily available. In some cases, trapped victims may be ‘stoned’ in situ until emergency equipment can be brought up and they can be safely extracted.
The Lifelock Applicator resembles a drug injector with its drug reservoir filled with an array of rose quartz crystals. It can be attached to a PPE clip or other PPE source. As a safety feature against abuse, it only works on contact.
Range: Touch/Contact
Effects: The expenditure of 20 PPE turns the subject into stone, permanently. The petrified subject has 100 MDC.
Cost: 6,350 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: Sat Oct 31, 2020 12:29 am
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44142
Location: Somewhere between Heaven, Hell, and New England
Fixed and added the missing Prerequisites and Bonuses for the PS/GNE Stelmarines OCC.

_________________
-------------
"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 Nov 01, 2020 11:53 pm
  

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Joined: Wed Nov 12, 2008 8:33 pm
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Great now M3S is going to have to play keep up. They have been making strides with successful head transplants.
The real trick is keeping the brains feed oxygen and nutrients, which is why some volunteers have had special implants in the head and neck that keeps the noggin going longer after the body gives up.
Works well for emergency decapitation or regular beheading. Problem is there still needs to be a head and mostly intact, not pulped or cooked off by directed energy.


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Unread postPosted: Mon Nov 02, 2020 9:27 pm
  

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89er wrote:
Great now M3S is going to have to play keep up. They have been making strides with successful head transplants.
The real trick is keeping the brains feed oxygen and nutrients, which is why some volunteers have had special implants in the head and neck that keeps the noggin going longer after the body gives up.
Works well for emergency decapitation or regular beheading. Problem is there still needs to be a head and mostly intact, not pulped or cooked off by directed energy.


Well, in some cases it's a relief that the brain can't be saved.
Imagine the legal angles of that sort of ilongevity/immortality.
Swift had some hints when he wrote of the Strudlebrugs in Gulliver's Travels(the immortals kept their lives, but not their youth; their society essentially stripped them of their material possessions and turned them out on the street, in order to keep money circulating).

The virally-created near-immortal Hoopers of Spatterjay in the Skinner-series of novels were virtually indestructible by anything less than total body immolation or the use of a toxin called sprine, which was a VERY god thing, because a major problem for them was immortality-induced ennui.
If course the same series also had refs, which were essentially uploaded personas living on AI units installed in their own mummified and roboticized corpses. The thought being that as long as you had your original body, you were still technically you, and not some electronic copy.*turns out in the novels there's a very risky way of actually changing refs back into flesh and blood without downloading into a cloned body, which again would be interpreted as. copying, not transformation).

_________________
-------------
"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 03, 2020 11:35 pm
  

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Joined: Mon Jul 23, 2001 1:01 am
Posts: 1062
Location: auburn
Have you ever considered making a tw bagpipe set?

_________________
howdey folks!!!!!!!!


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Unread postPosted: Wed Nov 04, 2020 2:40 am
  

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Location: Somewhere between Heaven, Hell, and New England
abe wrote:
Have you ever considered making a tw bagpipe set?


Actually I did, many years ago, for somebody else. It didn't fit the Paladin Steel product layout, so I didn't recreate it for posting here. Nor will I as I already have in the posted inventory a portable wearable TW Wurlitzer organ which fulfills the need for a pneumatic instrument with both sonic, projectile, and Elemental spell capabilities.

_________________
-------------
"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 Nov 05, 2020 9:03 pm
  

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Location: Somewhere between Heaven, Hell, and New England
*PS-FIM100G Manportable Anti-Aircraft Missile/Light Surface-to-Air Missile
(Aka ‘Black Hole Talon’ , ‘Grav-Arrow’)

“Works just like the old ones with regards to target acquisition and missile release. Proximity kills aren’t as great anymore, but an aircraft’s less likely to survive the damage these things do when they DO get close enough. The gravity yank’s also been known to pulp power armor pilots in their suits. One or two examples of that tends to put the flyboys in fear of PBI with manpads.”

The FIM100G is simply the ‘Black Talon’ LSAM revamped with a g-clip-based Gravitic Collapsar Munition in place of the long rod explosive filling. Though the effective radius of damage is smaller, the damage is far more destructive, and the greater accuracy of the missile allows it to get closer to the target to deliver that damage.
Though gravitic counter-baffling has begun to spread as a defence against gravitic munitions, the warheads can still interfere with contragravity lift-and-drives, and remains absolutely devastating against opponents unfamiliar with g-bombs. Despite being surprised by the appearance of the Travesdeens’ previously unsuspected heavy armored flying mecha gunships, United Systems Alliance infantry armed with FIM100Gs still reaped a brutally crippling toll on their opponents’ air support in hte Travesdeen theatre of operations.
Range: 3 miles
Damage: (Collapsar)---Collapsars PULL, like a miniature black hole, crushing materials in a temporary gravitic sinkhole.
(Heavy) 5d6x10 MD to a 8 ft radius
Note that the gravitic waves work THROUGH armor, but NOT forcefields and other energy barriers.
Against contragravitypropelled vehicles, the collapsar pulse will cause disruptions in the lift field; pilots/operators must make an appropriate piloting roll at -15% or lose control of their vehicle that melee.
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)
Cost: 11,000 credits per missile

Variants:
*PS-FIM100GH---While the PS-FIM100G took advantage of the small size of the g-cilip-based heavy gravitic grenade compared to the larger and massier long-rod conventional explosive filling usually carried, the -FIM100GH ‘Gripping Hand’ used a specially-developed heavier gravitic warhead to address the problem of a reduced radius of effect. While more expensive to produce, the GvM100GH munition does have a greater area of effect, making proximity kills more likely, and does greater damage. Like the -FIM100G, the -GH became ineffective as soon as nations like the TransGalactic Empire and Golgan Republik started issuing contra-gravitic baffling upgrades on their equipment. However, the -FIM100GH continues to reap a fearsome toll of opponents such as the Sorm, tearing their fliers from the sky.
Due to the specialized manufacturing processes needed to produce the more powerful warhead, the -FIM100GH has primarily been available in the Three Galaxies and other PS/GNE offworld territories; none are known yet to be in the inventory of Rifts Earth forces.
Damage: 6d6x10 MD to a 25 ft radius.
All other gravitic munition side-notes apply to the -FIM100GH.
Cost: 14,000 credits per missile

_________________
-------------
"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 Nov 14, 2020 12:24 am
  

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Joined: Tue May 22, 2007 1:33 am
Posts: 466
Location: My Own Astral Kingdom
Been a long long time since I last posted. So, I'm just saying hello and Taalismn, your creations are amazing as always :) Bump and keep up the great job!!!


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Unread postPosted: Sat Nov 14, 2020 1:27 am
  

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Astral Pantheon wrote:
Been a long long time since I last posted. So, I'm just saying hello and Taalismn, your creations are amazing as always :) Bump and keep up the great job!!!


Thank you. It's a labor of love and boredom, and I thank the folks who comment on, use my stuff and even add to it from time to time. :wink: :bandit:

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

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


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Unread postPosted: Sat Nov 14, 2020 12:43 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
(For details on Ungersoll, see Rifts Dimension Book Five: Anvil Galaxy, pg. 122)


Paladin Steel PS-FC-61 ‘Turin’ Combat Cyborg
(aka ‘Lunger’)
“Those Travee ‘mechs may have really heavy armor , especially those shields, on their fronts, but their backsides are kinda open. The local resistance with their jetpackin’ guerillas have the right idea bombing them on the shoulders and head, but they haven’t mastered the art of toss-bombing and they lack the high velocity firepower for penetrating strikes. You come in low and fast in a Turin, you can deliver a full salvo right through the back armor...take out the knees from behind at the least, or rattle the pilot something bad in his cockpit. Taking out two of them oversized pillbugs in one pass is a cinch if you know what you’re doing, and me and my squad knew what we were doing. And Travee infantry? Pah, they never saw anything like us and it showed! Earned us lots of awe from the local resistance, who frankly were as surprised as the Travees to see us.” -Sergeant Solas Crestwec, Central Alliance-bonded mercenary(and Turin-frame conversion) attached to the United Systems Alliance Joint Command, Travesdeen Campaign

The Turin is a fast strike flight-capable heavy full conversion cyborg that has been described as an ‘economy Aries ‘borg’ and as a ‘humanoid Xaos’. The Turin was chosen as the flagship design to be produced at Paladin Steel/Aegis Stellar Industries’ new cyber/bionics production facility opened on Ungersoll in the Central Alliance, as part of the USA’s deal with General Noldek. Ungersoll was chosen because of its depressed economy in the wake of the Ungersoll Motors bionics debacle. General Noldek felt that PS/ASI’s establishment of their bionics factory on the impoverished world would be a test of the USA’s stated public commitment to ‘uplifting’ worlds with depressed economies, and, if successful, would give the planet a much-needed financial and morale shot in the arm. It would also give the increasingly bitter rivalry between his personal stable of cyber-designers and the ‘gearheads’ of Cybernary a third party to worry about and spur their creativity.
The Turin is designed around a full-body flight system with integral(but swappable) flight pack and maneuvering thrusters on the limbs. Most notable is the pair of shoulder-mounted missile launcher pods, lifted from combat aviation designs, that give the flying ‘borg a projectile warload comparable to some light attack aerodynes. Backing this primary armament is a pair of standard forearm hardpoints(typically a ranged and a melee weapon are fitted), a set of highly accurate head lasers, and possible handheld infantry long arms. Armor is lighter than the Aries, but still substantial, and flying capability is still impressive for an airbreathing turbojet system(though contragravity upgrades are already being discussed).
Since its introduction, the Turin has caught on like hot cakes with the cyberwarriors of the Central Alliance. Though some more conservative ‘borg-warriors bemoan the mass-produced standardization of the frame over the handcrafted individuality of most CA ‘borgs, the Little Machines love having an advanced and affordable design to fill out their ranks. The Turin has also begun appearing in the ranks of Central Alliance-based cybermercs, many of who have flocked to service with the USA as Irregulars. The success of the Turin is also rejuvenating by association Ungersoll’s tainted reputation, which bodes well for the planet.

Type: PS-FC-61 Turin
Class: Full Conversion Borg - Heavy Machine, Heavy Combat/Strike
Crew: One volunteer
M.D.C. By Location:
Hands(2) 30 each
Arms(2) 100 each
Legs(2) 125 each
Feet (& Foot Pads)(2) 45 each
Jet Propulsion Unit 100
*Head 90
**Main Body 250 .
*Destroying the head of a Cyborg will kill the character!
However, the head is a small and difficult target to hit. The attacker
must make a called shot and even then he is -3 to strike. The hands, and
forearms are also difficult targets to hit and are -4 to strike on a
called shot.
**Depleting the M.D.C. of the main body will effectively
destroy the artificial body, but emergency systems will keep the brain and
vital organs alive for 36 hours. Recovery of the severely damaged body
will enable doctors to place the character on life support systems that
will keep him alive until a new bionic body (same style or other) is
available, for full conversion. Failure to find the damaged Borg within 36
hours means the character dies.

Note: The Turin can take advantage of additional armor appliqué plates to increase its protection values. Treat accordingly as Light, Medium, or Heavy ‘Borg Armor with regard to cost, MDC, and imposed penalties.

Speed:
Running: 100 mph max . However the act of running does
not tire the operator out and the maximum speed can be maintained
indefinitely.
Jumping: The powerful robotic legs are strong and capable
of leaping 10 feet high or 18 ft lengthwise. A running leap adds 50% to
distance/height.
Flying: The Turin, thanks to its integral jet pack, can hover and can reach speeds of up to 240 MPH, maximum altitude of 2,000 ft. It can sustain speed for up to four hours, before needing to shut down and allow the jets to cool down for an hour. Unloaded, it can hit speeds of 270 MPH, and maximum altitude is increased to 2,300 ft.
Underwater: The Turin CANNOT swim, but sinks like a rock(See Options)

Statistical Data:
Average Height: 8 ft, plus the shoulder launcher pods add an additional 12 inches.
Width: 4 ft
Length: 3.5 ft
Weight: 1,400 lbs. fully loaded, 800 lbs unloaded
Power System: Nuclear
Physical Attributes: Equal to Robotic PS. 35, PP. 24.
Bonuses: Standard cyborg bonuses of +3 save vs magic, +5 vs possession, impervious to Bio-Manipulation, Telemechanics(all), See Aura, and any attacks that do damage directly to Hit Points.
+4 initiative
+5 strike/parry
+6 dodge, +8 dodge in flight
+3 Pull Punch
Penalties: Touch/tactile sense is 70% of human norm.
Prowl penalty: -10%

Special Skills/Training---Use standard ‘Borg, Cyborg Soldier, or Headhunter OCC. Turin conversions receive special training in Pilot Jet pack(+10%)
Black Market Cost: 6 million credits with all standard features, weapons, and sensors.

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

Special Features:
*Hardened Circuits---A feature growing to be standard in Paladin Steel-made combat cyborgs. Shields the ‘borg’s systems against EMP and other electrical-disruption attacks.

*Integral Jet Pack---Airbreathing turbojet is currently the standard, but contragravity units are expected to become available.

*Robotic Strength Enhancement---Special hydraulics and servomotors give the Turin Robotic Strength with respect to damage.

* Hip Compartments(2)---Can store personal possessions or additional ammunition/small pieces of equipment in two leg compartments.

Weapons Systems:
1) Shoulder Missile Pods----The Turin was designed to accommodate modular missile pods on the shoulders. The PSTT-M19 ‘Slammer’ Mini-Missile Launcher was chosen as standard, because of its simple easily produced design and low cost, well within the ability of most Central Alliance industry to manufacture. The missile pod is also compatible with standardized hardpoints on a number of light combat vehicles, simplifying logistics.
Though the siting of the missile pods does interfere with the sensory arc of the cyborg, especially to the back and sides(at least until the introduction of the sensor mast option), most Turin-users LOVE the firepower the twin launchers afford them, and in any case the launchers are cheap enough that once their payload is expended, the pods can be jettisoned, freeing up the cyborg’s full peripheral vision.
Weight: 45 lbs unloaded, 120 lbs fully loaded
Size: Roughly 6 ft long and 1.4 ft in diameter
Range: Varies by Missile Type(Mini-Missile)
Damage: Varies by Missile Type(Mini-Missile)
Rate of Fire: Volleys of 1-19(all)
Payload: 19 mini-missiles
Cost: 20,000 credits (mini-missiles cost extra)

In the alternative, the Turn’s shoulder mounts can accept the following:
b)Cyborg Machine Gun
Range: 2,000 ft
Damage:(SDC) 1d6x10 SDC per 10 rd burst
(MD) 1 MD single rd, 2d4 MD per 10 rd burst
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst.
Rate of Fire: ECHH
Payload: 600 rd drum
Cost: 18,000 credits

c) Copperhead Anti-Tank Missile Pod---Uses PS ‘smart’ armor killers for more accurate fire. Being an older technology, PS felt secure in licensing manufacture to Central Alliance companies.
Range: 1 mile
Damage: Armor-piercing: 2d4x10 MD, no blast radius
Rate of Fire: Volleys of 1,2,3, 4, or 6
Payload: 5 shot pod
Bonuses: +5 to strike
Cost: 70,000 credits

d) Heavy ATGM---a medium-range armor-piercing missile warhead
on a foreshortened rocket booster, with command guidance, for
making precise anti-armor kills. Another weapon PS/ASI felt was well within the ability of Noldek’s less advanced industries to produce.
Range: 1 mile
Damage: 3d6x10 MD to 20 ft blast radius
Payload: 1 per hardpoint
Bonuses: +5 to strike
Cost: 20,000 credits per missile

e) .50 Caliber Machine Gun---The old reliable ‘Fifty’. An oldie, but
still a goody. Though considered archaic by most modern militaries, this weapon is well within the capabilities of the Central Alliance’s poorer worlds to manufacture and supply.
Range: 6,000 ft
Damage: (SDC) 1d6x10 SDC single shot, 1d6 x100 SDC(1d6 MD)
per 10 rd burst.
(Ramjets) 1d4 MD single shot, 1d4x10 MD per 10 rd
burst.
(High Explosive) 3d6x10 SDC single shot, 1d6 MD per
10 rd burst.
(PSX-2) 2d6 MD per rd, 2d6x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to
strike with bursts. However, the tracer stream also makes it that
much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard
Payload: 300 rd box magazine
Cost: 8,000 credits

f) 40mm Grenade Launcher---Another ‘archaic’ weapons system improved with more reliable wear-proof materials and streamlined mechanics.
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: 100 rds
Cost: 50,000 credits

g) TW Missile Launcher---Can fire either 19 Light or 6 Heavy TW Rockets. Though magic is for the most part dismissed(or, for anybody familiar with the rebellion on Shallow Hope, distrusted), Central Alliance merc Turin converts learned to love some of the spectacular effects possible with TW weaponry, especially Negate Mechanics or Engine Flame-Out warheads, against combat mecha on the Travesdeen front.

h) Micro-Missile Launchers---Though not yet availabe in the Central Alliance, the Uited Systems Alliance DOES make use of micro-missiles, and Turins in USA service can carry launchers for up to 50 20-30mm micro-missiles each pod.


2) Forearm Hardpoints(2)----Can be fitted with any arm-mounted bionic weapons system of the cyborg’s choice----Forearm blasters, retractable vibro-blades, or a mini-missile launcher.

3) Head Laser---The head mounts a ‘see and shoot’ optically-aligned light laser, allowing it to engage targets handsfree. Lock, lock, and shoot.
Range: 1,500 ft
Damage: 2d6 MD single blast
Rate of Fire: ECHH
Bonus: +1 to strike
Payload: Effectively Unlimited

4) Optional use of hand-held weapons. ----The Turin can use its hands to pick up additional human- or ‘borg-scaled weaponry and use them.

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

Options:
The Turin can be fitted with any of the standard cybernetic and bionic features in the Rifts books. Favorite options include fitting the 'borg with improved sensors. communications, and targeting gear.

*Mini-Radar---This takes the form of a head vane or crest(40 MDC) that can be raised above the obstruction of the ready-position missile pods, giving the ‘borg some warning to approaching dangers from the back and sides. 5 mile range.
Includes an EM deetctor for detecting other radars.
Cost: 230,000 credits


*Extra Sensor/Multi-Optic Mount---The Turin can be fitted with an additional sensor mount in the back of its large head, giving it a full 360-degree field of vision. However, long-term users of this option report that the constant sensory input gives them headaches and strains their mental endurance, leading to long-term mental problems. Some users attempt to avoid this by switching off the ‘third eye’, turning it on only when absolutely necessary, but this practice negates the bonuses from the mounting.
Bonuses:(Do not apply to part-time users) Cannot be surprised when awake, +2 to initiative, +3 to dodge, +1 to disarm, +5% to Detect Ambush, Detect Concealment, Detect Traps, and Intelligence, +10% to Cardsharp, and can pick up one Trick Shooting skill
Penalties: Pick up a random phobia at levels 3,7, and 12.
Cost: 10,000 credits

*Leg Grenade Racks(1-2)---These are racks on the outside of each lower leg that can each hold 4 Light or 3 Heavy Grenades or Fusion Blocks. The cyborg can command-drop them like bombs(no bonus to strike unless possessing W.P. Thrown), or manually detached and thrown or placed. Though not everybody is comfortable carrying explosives strapped to their legs, a number of armor-hunter Turin operatives have become quite adept at doing ‘touch and go’ sabotage strikes, landing on a target vehicle, such as a combat robot, and dropping adhesive charges on them before flying off before the charges go off.
Cost: 800 credits + cost of grenades/explosives

Variants:
As with the Aries, PS/ASI is experimenting with replacing the jet pack with a contragravity(CG) propulsion unit, which would greatly improve performance. Rumor has it, Noldek’s elite CyberHawks are already fielding such units.
.
*PS-FC-61N---Navalized Turin, with water-seaking on all joints, and a hybrid air/water thruster system replacing the jetpack. It can still fly, albeit at a much slower 190 MPH, but can also power underwater at 35 MPH, maximum depth of 3,000 ft. A mini-sonar system is fitted, with a range of 5 miles, the head laser modified with a blue-green frequency adaptive optic, and the missile pods can be swapped for mini-torpedoes. Surprisingly, General Noldek bought up most of the first run of this specialist cyborg frame, leading to speculation that he is either equipping his neglected wet worlds, or contemplating punitive action against the amphibious Golgans.

_________________
-------------
"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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Last edited by taalismn on Fri Nov 20, 2020 11:14 pm, edited 1 time in total.

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