Paladin Steel ‘Tsen’ Combat Grav-Cycle(aka ‘Zip-flit’, ‘Hell-Swallow’)
http://i408.photobucket.com/albums/pp164/taalismn/Image-Tsencopy_zps84fc798b.jpg “If you’re going to pull a heist in any of the cities of Greater New England, once you get out of your target, possibly WITHOUT taking too many casualties dealing with the locals, don’t bother trying to make a run for it. The security-flits will be on top of you before you know it, and that’s when your pain really begins.”
---Yegbern Manosett, Professional Bandit
“The GNErs have air support waiting on them in virtually every neighborhood. Taking out their main bases will not help any invasion effort, because they have dispersed light air support elements that are just as capable as, if not more so than, their larger aircraft assets, waiting in bunkers and militia fields all over their territories. Any open space capable of landing a hovercycle is a potential airfield for them, any barn or warehouse a potential hangar. If they cannot call up big aircraft to take out a problem, they will call upon swarms of smaller aircraft to harry and wear down any attacker. Any force trying to deal with air defense will be at the very least distracted from ground trap detection and anti-partisan operations...both of which the GNE is ALSO fond of.”
----Major Marjorie Lawrence, Coalition States Military Intelligence, in an annual assessment report on the ‘Greater New England Problem”.
“It’s vehicles like this that blur the line between a rocket-cycle and a proper light combat aircraft. Any intercepted intelligence on the disposition of GNEAS forces must be evaluated with this in mind. What may be listed as a ‘light aircraft’ may be a simple lightly-armed observation aerodyne, while a ‘light hover combatant’ may be an advanced high speed ground attack vehicle with an ordnance throw-weight nearly as great as its own weight. Don’t rely on standardized descriptions or categories of reported opposition hardware when planning actions; get hard intel, if you can, on what the enemy is packing before giving the operational go-ahead, so your troops know what they’ll likely be facing.”
----Colonel Daryl Dusqune, Free Quebec Armed Services, memo on intelligence-gathering along the FQ/GNE border.
The ‘Tsen’ is PS’s latest venture into contra-gravity vehicle design, in an effort both to advance their understanding of CG technology and to firm up their product appeal in the higher-end markets of the Three Galaxies.
The Tsen can be thought of as a fully-enclosed rocket-cycle or small high-performance aircraft, only using contra-gravity propulsion in place of directed thrust. Indeed, the Tsen resembles a long, streamlined, attenuated small racing plane without wings(one wag called it a ‘racing pigeon flying with its wings folded’). The pilot’s canopy is barely visible above the twin lobes of the antigravity system, and a high single vertical stabilizer graces the tail. Performance is comparable to the Coalition’s Sky- and rocket-cycles.
The Tsen is used like a light fighter/skirmisher, scout, and patrol aircraft, single vehicles or pairs patrolling GNE territories looking for trouble. Their silent antigravity propulsion makes them excellent surveillance craft for creeping up on suspicious activity. Larger squadrons are also deployed en masse against heavier opposition forces, attacking directly, or acting as spotters for artillery.
The Tsen is being distributed throughout the GNEAS, and is available to approved affiliates and vetted mercenary/adventurer groups.
Type: PS-CGC-03 Tsen
Class: Grav-Cycle, Heavy, Combat
Crew: One
MDC/Armor by Location:
Main Body 220
Windshield Canopy 60
Headlights(2, front, small) 2 each
Tail Fin 90
Undercarriage Weapons Pod 100
Height: 5 ft overall, tail adds an additional 3 ft
Width: 7.6 ft
Length: 16 ft
Weight: 1.4 tons
Cargo: Minimal; only enough to stow a sidearm and survival pack. If the weapons pod is deleted, an additional 110 lbs of payload can be carried in a ventral pod. Additional cargo can be carried in external panniers in place of the two ventral hardpoints, each ‘saddlebag’ holding an extra 50 lbs, but reduce maximum speed by 10% due to drag.
Powerplant: Nuclear Fusion, w/ 20 energy life
Speed: (Flying) Hover to 640 MPH, maximum altitude of 19,000 ft.
Bonuses: +1 initiative, +4 dodge
Market Cost: 1.9 million credits
Systems of Note:
Standard Power Armor Systems, plus:
*Enhanced Radar---25 mile range
Weapons Systems:
1)Undercarriage Gun Mount(1)---The Tsen can carry a single gun recessed under the main hull. The weapon is normally carried tucked up under the main hull, with a fixed-forward firing position, but at lower speeds(60 MPH or less) the gun mount can extend downwards and rotate a full 360-degrees/60-degree depression, with a sensor-feed to the pilot’s HUD/helmet displays.
a)Light Machine Gun(5.56mm) ---This is an adapted version of the P-631 Series modular automatic weapon, firing caseless ammunition. 15 inch barrel.
Range:
Effective Range: 3,300 ft, maximum range 8,000 ft
Damage:(5.56mm) 5d6 +3 SDC single shot or 2d4x10+9 SDC per 3 shot burst at ranges under 3,300 ft, 3d6+1 SDC or 6d6+3 SDC per 3 rd burst beyond 3,300 ft .
(PSX-1) 1d6 MD per single shot or 3d6 MD per 3 shot burst(no damage reduction)
Can use any standard 5.56 mm-format specialized munitions, including explosive rounds and megadamage armor-piercers.
Rate of Fire: Selective fire; bursts of 5, 10, 20, 30, or 50 rds.
Payload: 3,000-rd Belt
Cost: 7,000 credits
b) Medium Machine Gun(7.62mm) ---Adapted version of the PS GMG M43, with a 20 inch barrel
Range: 7,500 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 800 rpm
Payload: 2,500-rd belt
Cost: 8,000 credits
c) Heavy Machine Gun(.50 caliber)---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: 1,000 rd drum magazine
Cost: 8,000 credits
d) Mini-Gun(7.62mm PS-M136)---Multi-barrel weapon with a faster rate of fire.
Range: 10,000 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst, 8d6x10 SDC per 20 rd burst, 1d4 MD per 40 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst, 2d10 MD per 20 rd burst, 1d4x10 MD per 40 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst, 2d6 MD per 20 rd burst, 4d6 MD per 40 rd burst.
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst, 2d4x10 MD per 20 rd burst, 4d4x10 MD per 40 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 6,000 rpm(or 1,500 rounds per melee)
Payload: 4,000-rd belt
Cost: 27,000 credits
e) 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: 3,000 rd drum per cannon
Cost: 75,000 credits
f) Heavy Rail Gun(KTH-65 32mm Assault Rail Gun) (Raven)----Designed with the needs of a heavy infantry squad in mind, Kera-Tech Industries developed the KTH-65 for long range combat in both atmosphere and in space. the KTH-65 can penetrate most any known armor with ease with a high-velocity burst. With the enhanced capability of variable rounds, numerous different combat roles can be filled by the KTH-65. The weapon is manufactured under license by Paladin Steel on the East Coast.
Mega-Damage: Varies by shell type
Shell Types:
APFS-DU (Armor Piercing Fin Stabilized, Depleted Uranium) - 5D6x10, no
blast radius
HESH (High Explosive Squash Head) - 5D6 MD plus 5D6 SDC to the person(s) inside the object.
HE (High Explosive) 1D6x10 to a 5 (16ft) radius
HEG (High Explosive, Guided) - 2D6x10 to a 2m (7ft) radius
Rate of Fire: Single shots, ECHH
Maximum Effective Range: 1600m (1 mile) in atmosphere
Payload: 60 rds
Cost: 100,000 credits
g) Mini-Missile Launcher/Laser Pod(PS-MMLR-14 Mini-Missile Launcher) ---A knockoff of the Coalition’s CCT-M20 Missile Rifle,complete down to the light laser, but modified to take advantage of PS’s advancements in lighter weight composites and ceramics. Has the advantage of having a light laser for additional firepower.
Range:(Mini-Missiles) Varies by Missile Type(usually about 1 mile)
(Laser) 2,000 ft
Damage:(Mini-Missiles)Varies by Missile Type
(Laser) 2d6 MD per blast
Rate of Fire:(Mini-Missiles) Volleys of 1, 2, or 4
(Laser) ECHH
Payload:(Mini-Missiles)20 per launcher(10 per launch tube)
(Laser) Effectively Unlimited attached to an external generator, or 20 shots per standard E-clip/30 per long E-clip as backup.
Cost: 36,000 credits per launcher
h) 20 mm Rapid-fire Cannon---A modified “Taskin” Rifle.
Range:(20mm)4,000 ft
Damage:(20mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm PSX-1) 4d4 MD single rd
1d6x10 MD per 5 rd burst
Airburst does 4d4 MD to 2 ft blast radius
Rate of Fire: Standard
Payload: 300 rd drum
Cost: 40,000 credits.
i) 23mm Arden Light Autocannon---The 23mm ‘Arden’ is a favorite because it has both range and damage comparable to heavier ramjet and rail cannon. The light cannon is often nicknamed the ‘Gimlet’ after the large hole-making tool used by carpenters. With high explosive shells, it can rival a tank gun at full auto.
Range: (Effective Range)2,000 meters (6,000 ft)
(Maximum Range)(-3 to strike)3,600 meters (roughly 10,000 ft)
Damage:(MD)(Fragmentation)1d6 MD to 7 ft radius
4d6 MD per 5 rd burst, 10 ft blast radius
2d4 x10 per 10 rd burst, 15 ft blast radius
(High Explosive) 3d6 MD single shot, 5 ft blast radius
1d4x10 per 5 rd burst, 8 ft blast radius
2d4 x10 per 10 rd burst, 12 ft blast radius
(Armor Piercing)4d6 MD single shot, no blast radius
2d4x10 per 5 rd burst, 1 ft blast radius
3d4 x10 per 10 rd burst, 2 ft blast radius
*Note that beyond the accurate range of 6,000 ft, AP rounds lose some of their effective penetrating power due to diminishing velocity; reduce damage by 20%
(Crowd Control rds)---Essentially an expanding plastic ‘flyswatter’ that delivers a bruising knockdown punch. Cut effective range to 200 ft. Does 2d4 SDC per rd, humans and human-sized D-Bees must roll a D20-5 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174). Human-sized light power armors(500-800 lbs) also roll on a D20, but are +2 to save versus knockdown
(Wood Rounds) 7d6 SDC single shot (1d4x10+5 HP to vampires), no blast radius
2d4x10+10 SDC per 5 rd burst (2d4x10+10 HP to vampires), 2 ft blast radius
6d6 MD per 10 rd burst (3d6x10+10 HP to vampires), 3 ft blast radius
Rate of Fire: Rated at 260 Rounds per minute...Can fire single shot, or in bursts of 3-10 rounds per melee( a 60-rd burst capability was tested, but it tended to wear out the gun barrel in two or three melees of continuous fire).
Payload: 100 rd magazine
Bonuses: From any sensor package fitted
Special Features:
*Air Burst ‘smart’ munition capability---Shells can be set to explode on contact or proximity fuze.
Cost: 8,000 credits
j) 40mm Grenade Launcher
Range: 7,000 ft
Damage: Fragmentation: 4d6 MD to 12 ft area, 2d6x10 MD to a 40 ft area for a 10 rd burst.
Armor-Piercing: 1d4x10 MD to 3 ft area, 3d6x10 MD to a 8 ft area for a 10 rd burst.
Rate of Fire: Standard
Payload: 100 rd drum
Special Features: None
Cost: 50,000 credits for the launcher
k) PS-RL-210 Fragmentation Rocket Launcher( a copy of an imported Russian design). Note that PS has also been experimenting with an incendiary variant using a magnesium mixture.
Range: 4,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
At 3,500 ft, the rds go ‘grapeshot’, doing 3d6 MD(1 MD for a single shot) in a 12 ft wide area.
(Incendiary “Hot-Grape” Version)---Do an additional +2 MD per rd, and 1 MD of damage for 1d4 melees as the flare portion burns down.
Rate of Fire: EGCHH
Payload: 1,000 rd drum
Cost: 100,000 credits
l) 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
m) ATHW02 Anti-Theron Heavy Projector
Range: 2,000 ft, and affects a 20 ft wide area. In focused mode, it has a 3,000 ft range, and a 5 ft spread.
Damage: Does 5d6 HP/MDC damage(modified effects based on what the creature is). In focused mode it does 6d6 HP/MDC.
Techno-Wizardry Devices(including TW generators), enchanted objects, rune weapons, and other magically-infused(but INANIMATE) objects are NOT affected and take no damage.
Non-magical beings. psychics, and ‘mundanes’ are unaffected and experience nothing aside from a slight tingling sensation, mild sunburn-like symptoms, and a passing feeling of nausea from a Disruptor strike.
Magic Users and other beings who have ‘learned’ or artificially acquired magical abilities(including tattoos and bioborg implants), but who can otherwise survive without magic present are affected, but the effects aren’t as dramatic. They do NOT get a save versus the disruption because all of their effort has gone into OPENING themselves to the supernatural and embracing their magical potential. They take normal damage as for the weapon’s damage rating.
Supernatural Creatures who possess some small measure of magical ability will suffer a greater degree of damage/injury. ...normal damage x1.5. Gargoyles, Brodkil, Lycanthropes, Shapeshifters(including Nightspawn), Possessees, Shifters, and Witches, are all examples of beings in this category. Note that if these beings were to possess bionics or other conditions that NEGATE their magical abilities(like Brodkil bionics) they lose this vulnerability, and are NOT affected, taking damage only as normal. These beings do NOT get a saving roll versus the PPE disruption.
‘High’ Supernatural Beings with a high level of, and reliance on, PPE will suffer greatly, taking DOUBLE damage. This includes Dragons, Angels, Demons, Splugorth, Faerie Folk, Demi-Gods. However, these beings DO get a roll to SAVE(same as save vs magic) versus their own PPE backfiring on them. A successful roll to save HALVES the damage done to them.
Creatures of Pure Magic that cannot survive without magic are the most seriously affected, and take TRIPLE damage. This covers ghosts, possessing entities, Undead, Elemental Beings, Alien Intelligences, and god-beings. However, these beings DO get a roll to SAVE(same as save vs magic) versus their own PPE backfiring on them. A successful roll to save NEGATES the damage done to them.
Golems, Iron Juggernauts, and other magically-powered automatons/automations will be effectively STUNNED, being paralyzed for 1d4 melees per shot, and will be unable to move or defend themselves, as magical energy shorts out and storms over them.
Other Effects:
*Magic Disruption----Each blast NEUTRALIZES HALF the number of PPE points that it does damage...these points are temporarily lost to the magic user/creature until it can regain them normally(by rest or drawing on other sources).
*Magical Forcefields take 1.5 normal damage.
*Invisible beings will be revealed by an anti-theron burst and will remain visible for 2d4 melees(gradually fading) as a result of residual anti-therons causing them to fluoresce and become visible to the naked eye.
Rate of Fire: Standard, ECHH
Payload: 20 shots per EE-Canister
It can also use a gallon-sized EE-Drum, providing it with 300 shots.
Bonuses: +1 to strike from laser/scanner targeting system
Special Features:
*Integral mini-SNARLS PPE Sensor System with flip-up video flatscreen display. Thanks to PS’s microchip engineering expertise, PS has managed to get the size of the system down to compact enough to fit into the scope module. The sensor has a 200 ft range(out to 400 ft with 50% error in determination), 60-degree arc, and can detect invisible entities. Other penalties similar to the Japanese SNARLS system(on which it is based.....see Rifts: Japan, pg. 116).
Cost: Currently available only to GNE military units; but could be expected to fetch 90,000+ credits if a fully charged example were made available to the Black Market
n)Pulse Laser
Range: 4,000 ft
Damage: 3d6 MD single shot, 6d6 MD short burst, 1d6x10 MD medium burst( 20 shots, 2 attacks), 2d6x10 MD long burst(40 shots, 2 attacks), 4d6x10 MD full magazine burst(80 shots, no bonuses to strike...does 3d6 MD in a 30-degree arc if in a spray attack).
Rate of Fire: Standard
Payload: Effectively Unlimited
Cost: 78,000 credits
o)Ion Blaster
Range: 4,000 ft
Damage: 1d6x10 +7 MD per energy burst
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: 60,000 credits
Option: 2098-series Enhancement: On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage. Cost: Increase cost of the weapon by 50%.
p)Particle Beam Cannon
Range: 2,000 ft
Damage: 1d6x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: 120,000 credits
q)Laser Cannon Pod---A heavier single-barrel laser cannon, based on a weapon acquired from South America(the ATL-7 Anti-Tank Laser). The downside is that the weapon is limited to four shots per melee, due to the cooling and capacitor cycle.
Range: 3,000 ft
Damage: 3d6x10+10 MD per single shot
Rate of Fire: Four shots per melee
Payload: Effectively Unlimited
Cost: 180,000 credits
r)Neural Disrupter Blaster---A knockoff of a Northern Gun weapon(industrial espionage being alive and well), but tweaked for greater efficiency and range. Nicknamed the ‘nerve blaster’ and the ‘brain sandblaster’ for its brute force approach to taking people down. NOT recommended for gentle persuasion or use on children, elders, or other innocent bystanders.
Weight: 30 lbs
Range: 1,400 ft
Damage: (Setting One) 2d6 SDC and victim must roll versus non-lethal poison(16 or better). On a successful save the target is -3 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A FAILED save means the target is -7 to all actions, loses initiative, reduce APMs to ONE, skill performance is -60%, -90% to Speed, and suffers convulsions that do 1d6 SDC per round for 2d4 melee rounds.
(Setting Two) Does 2d6x10 SDC(or 1 MD), and victim must roll versus non-lethal poison(16 or better). On a successful save an augmented human(oid) is -5 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A successful save by UNaugmented human(oid)s results in -10 to strike, parry, dodge, lose initiative and is reduced to 1 APM, skill performance is -80%, speed reduced 95%, and suffer painful convulsions doing 1d6 SDC per melee for 2d4 MINUTES.
A FAILED save by augmented human(oid)s means the target is -7 to all actions, loses initiative, reduce APMs to TWO, skill performance is -60%, -80% to Speed, and suffers convulsions that do 4d6 SDC per round for 2d4 melee rounds.
Note: Works through most body armor up to 50 MDC. Those in armor protection of 51-80 MDC are +6 to save. Those in heavier armor, power armor, full conversion cyborgs, vehicles, robots, or who are MegaJuicers or Dragons are impervious.
Rate of Fire: ECHH
Payload: 18 shots standard E-clip, 24 shots long e-clip, 50 shots canister-clip. Effectively unlimited hitched up to a nuclear power plant.
Cost: 55,000 credits
s) Mini-Missile Pod---19 shot pod
t) Short Range Missile Pod---Four shot SRM pod
u) Medium Range Missile---One
v) Torpedoes---16 mini-torps OR 4 short range torpedoes OR 1 heavy torpedo.
w) Spray Cannon
Range: 300 ft
Damage: Varies by chemical carried; Some examples:
(Gloop) PS’s sticky goop---This material is used in construction, as well as to firm up the walls of tunnels and damaged structures. It is also used to cocoon valuable and delicate objects for moving. Each half-gallon application of this quick-set plastic covers about 5 cubic feet, and to cover a human sized target completely, the attacker must roll a 12 or better on the Strike roll. Anyone caught in the goo must have a supernatural or robotic P.S. of 30 or better to escape; otherwise, the target is stuck until released by an outside agency. Gloop has 2d4 MDC per application, and breaks down after 1d4 days of exposure, unless treated with a special binder chemical, and allowed to cure for 1d4 hours, in which case it stabilizes and has an MDC of 2d6+1. Gloop costs 70 credits per half gallon(single application)
A variant of this gunk, ‘Boro-Slime’, is a quick-setting slurry of lead-powder and boro-silicate glass suspension, which is sprayed on leaking radiation sources, forming a thick crust to simultaneously trap radioactive materials and seal it inside a crusting shell for later safe removal. Best used to contain small (power armor and vehicle) reactor breaches and water leaks; larger reactor leaks will require more drastic measures. ‘Boro-Slime’ is otherwise identical to standard Gloop, and costs 120 credits per half gallon(single application)
(Kera-Tech Riot Foam) Alternatively, the cannon can be filled with Kera-Tech’s patented KTX-17 Riot Foam, which is stronger, but more expensive, than the Gloop. This stuff takes a robotic or supernatural PS of 40 or greater to break free. Creatures with a greater strength can break free in 1d4 melees. The foam hardens in less than 2 seconds, and can take 30 MDC per cubic meter(a humanoid typically needs at least two meters to be totally enveloped). A special enzyme spray will dissolve the foam in 1d4 melees. This stuff costs about 800 credits per pound of the stuff, which is enough to fill a 4m( roughly 12 square ft) area to a height of 1.8 m(6 ft)
(Slip Spray)---rather than trap, this makes it impossible for people and many vehicles to gain purchase. A single application(a tablespoon) will cover nearly four square feet. Slipspray is very nearly water-resistant----it takes ALOT of water, roughly 6-10 gallons, to wash away an ounce of slipspray---or regular industrial solvents will do the trick. Slipspray breaks down after 1d4 hours of exposure to air.
Effects: Anyone trying to move across slipspray must make a roll under their Physical Prowess at -8 or go out of control at full speed. Vehicles, power armors, and light robot vehicles traveling in ground contact across sufficiently large patches of slipspray will be at -15% to their piloting rolls..failure means the vehicle goes out of control and takes on the characteristics of a giant hockey puck. Depending on the hardness of the surface(must be a hard surface, not a permeable surface like dirt or gravel), certain heavy vehicles and robots(like the CS Skullcrusher) will be unaffected, as they simply stomp the effected surface into the subterranean. Hovercraft are NOT affected either. Cost: 40 credits per ounce(covers 8 square ft...so a gallon’s worth will cover 1,024 ft! Instant ice rink anyone?)
Rate of Fire: ECHH
Payload: 100 gallon internal tank, or can be attached to a trailer holding up to 200 gallons
Cost: 10,000 credits
x) Heavy TK Machine Gun
Range: 4,000 ft(double on ley lines)
Damage: 2d4 MD single shot, 3d6 MD short(5 shot) burst, 5d6 MD long (10 shot) burst, 2d6x10 MD full melee (50 shot) burst.
Rate of Fire: EGCHH
Payload: Effectively Unlimited; powering spells must be re-cast every six months. 200 shot ‘back-up’ PPE clip
Cost: 600,000 credits
2)(Optional) Lateral Hardpoints(2)---Two hardpoints on the sides can be used to mount additional weaponry, such as light gun pods or missile/rocket launchers. However, the added drag from these mountings does cut down on performance(reduce maximum speed by 20%), so this option is rarely exercised. These hardpoints were meant for missiles, but have been deliberately made compatible with the sort of accessory weapons pods introduced by Northern Gun for their hovercycles, and since copied by others.
Each hardpoint can accommodate ONE of the following:
a) Micro-Missile Launcher---25 shot pod.
b) Mini-Missile Launcher---2 shot rail or 12-shot pod
c)L-SAM ‘Black Talon’
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
R ate of Fire: Volleys of 1-3(all)
Payload: 3 per launcher
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)
Cost: 70,000 credits per launcher, 10,000 credits per missile
d)Copperhead Anti-Tank Missile Pod---Uses PS ‘smart’ armor killers for more accurate fire.
Range: 1 mile
Damage: Armor-piercing:2d4x10 MD, no blast radius
Rate of Fire: Volleys of 1-4
Payload: 4
Bonuses: +5 to strike
Cost: 400,000 credits
e)Bomb Deployment System---A modified L-SAW ordnance dispenser which consists of multiple launch tubes on both sides(25-100 tubes per side) of the aircraft’s airframe. Each tube ejects/launches a submunition. The Tsen cannot thus accurately bomb targets on a direct line below it, but can launch a ‘broadside’ from an angle. These submunitions can range from golf-ball-sized antipersonnel grenades, runway cratering shells, area denial mines, chemical shells, or even carbon-fiber ‘angel hair’ electrical disruption spools. PS is also working on using SAWs to deploy Kera-Tech style EMP weapons and other specialized munitions.
Range: 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 L-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
f) Machine Gun Pod
Range: 2,000 ft
Damage: 1d4 MD (2d4 MD if using PX-1 rounds)per burst of 50 rds.
Rate of Fire: ECHH
Payload: 1,200 rds(24 bursts)
Cost: 5,000 credits
Options:
*Enhanced Control---Adds additional tail fins for extra control. Reduce maximum speed by 10%, but adds a +5% to Piloting rolls and +1 to Dodge/Roll. Cost: +15,000 credits.
*Aerogel Safety System----In place of airbags, the vehicle can be fitted with a sprayer system that when activated instantly engulfs the rider in shock-absorbing, fire-retardant, but air permeable, aerogel. Inside the foam bubble, the person is cushioned from shock(takes only 1/8 normal damage from kinetic shock, punches, falls, and blows), floats like a pool toy, and is reasonably safe from fire(takes 1/8 normal damage from heat and smoke). The foam easily tears away with slow deliberate motions. The system has enough aerogel matrix for four uses before needing replacement. Cost: 4,000 credits for the base system, 500 credits per system refill(4 uses).
*Laser Reflective Armor---Gives the Tsen an overall coating of laser-reflective mirror-chrome. Reduces laser damage by HALF. Like Glitterboy Chrome, variable lasers DO work against this material. Cost: 150,000 credits.
*Flare/Chaff Launcher
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 6
*Laser Designator---Mounted in a rotating disc body atop the vertical stabilizer, this laser ‘paints’ targets for laser-guided ordnance, allowing the Tsen to act as an artillery spotter. Range: 3 miles. Cost: 7,000 credits.
Variants:
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PS-CGC-03TW---TechnoWizardry variant
-PPE Powerstone: ’Heavy’---200 PPE capacity, recharges at 2 PPE per hour, 10 PPE/hour at a leyline, 20 PPE/hour on a nexus or in a dimensional pyramid.
Note: The user can pump his or her own PPE or ISP into the system to recharge it an emergency, but at DOUBLE the above listed PPE cost(x4 if ISP; so 10 PPE battery shot takes 20 PPE/40 ISP to manually recharge)
-Ley Line Booster---DOUBLE speed on a leyline
-Full Throttle Overdrive---Ups maximum speed by 40%, but -5% Piloting tolls for basic maneuvering, and -20% for trick maneuvering. Costs 10 PPE for 10 melee rounds’ duration.
*Forcefield---Provides 50 MDC per 10 PPE/20 ISP pumped into the system; lasts 10 minutes per 10 PPE/20 ISP.
*TW Invisibility----Renders the aircraft silent and invisible, even during the day. Great for evading detection, surveillance, and tailing, but the moment the aircraft takes any sort of aggressive maneuver, the stealth drops and the aircraft can be readily detected. Costs 20 PPE per 3 minutes of activation.
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PS-CGC-03(Mc)---Variant modified to be piloted by a Smallkin crew. Can be piloted by 1-2 Smallkin, plus can carry an 8-person Smallkin commando squad.