While the Coalition military officially frowns on any of their soldiers using any gear that is not official CS military standard, there has been a increasing allowance for soldiers (or the families of soldiers) purchasing limited equipment for use by soldiers in the field. While technically against regulations (CS soldiers are, as a rule, supposed to use only the equipment assigned to them), the purchasing of supplemental arms and equipment allows for the Coalition to increase the effectiveness of some of their soldiers at no additional cost to the CS military itself. The fact that many of the wealthy families in Chi-Town and other CS cities have family members currently serving in the Coalition military also helps the military overlook these technical infringements.
The sticking point is that the Coalition will only overlook equipment produced by CS businesses, and from allies who are already producing arms for the Coalition military. The equipment, though not official, has to meet certain political requirements, and ideally should fit the current look and stylings of the CS military.
Due to the sheer number of soldiers in the CS military, even though a relatively small percentage is able to benefit from this kind of supplemental armament, the demand is high enough that a number of small arms manufacturers have arisen to fill this new market, as well as to meet the growing demand for weapons and armor for use by off-duty soldiers and/or private citizens interested self-defense.
Patriot Arms Incorporated (PAI) is the foremost of these smaller arms manufacturers.
Here is a selection of some of their items:
(Note: Most kits require professional installation, or installation by a person with the appropriate skill, usually Armorer/Field Armorer, or Weapons Engineer.)
PAI C-12 Pulse Conversion Kit
Although the C-12 was officially replaced by the CP-40 and CP-50 rifles, it remains a sturdy and reliable weapon that is not only held in high regard as a weapon, but that also still has a fairly high demand due to sentimental reasons.The C-12 was originally designed as a high-ammo-capacity version of the C-10 Light Laser Rifle, holding more than twice as much ammunition as the previous rifle. It also included a pre-set burst option, so that instead of firing a single shot for 2d6 MD, the C-12 could fire a burst of five shots for 4d6 MD. While the damage was high enough to be effective, due to the growing number of powerful enemies, as well as the increasing number of rival nations/manufacturers producing weapons with better firepower, the C-12 was semi-retired, although Special Forces, the ISS, and other segments of the CS military still uses the weapon with regularity and pride.
PAI created the C-12 Pulse Conversion Kit in order to increase the firepower and efficiency of the weapon, making the weapon once again the lethal tool of war that it once was.
The Pulse Conversion Kit can be installed into a C-12 by PAI for a fee, or can be installed by an individual using the Armorer/Field Armorer skills, or with Weapons Engineer or other appropriate skills. With proper time and equipment, no skill check is needed.
Effect: The Pulse Conversion Kit replaces the original preset burst option with a 5-shot pulse option that is much more efficient (1d6x10 MD).
Cost: CR 12,500 for the kit itself, or CR 13,500 including installation.
PAI C-12 Spray Conversion Kit
Sometimes, a soldier is required not to put down a single powerful opponent, but to eliminate or pacify a large number of less-powerful foes. It is for this kind of circumstance that the C-12 Spray Conversion Kit was designed.
Effect:
The conversion kit replaces the standard 5-shot burst setting with setting which instead fires 10 shots at a rate slightly slower than normal, allowing the soldier firing the weapon to spray the shots across a small area instead of focusing them all on one target. Moreover, the conversion kit allows for sprays with even the SDC setting.
Damage:
2d6 MD to 1d4 targets for standard laser.
6d6 SDC to 1d4 targets for SDC laser setting.
Cost: CR 8,000
PAC-1 Armored Overcoat
Inspired by the Black Market's Branaghan EBA, PAI designed this armored overcoat to fit over standard Coalition armor for supplemental protection. The main modification from the original design is simply cosmetic- instead of resembling a Western-style overcoat, the PAC-1 more closely resembles the ISS Specter's coat (CWC 183) or a WWII-era military trench coat.
MDC by location:
Main Body: 28
Arms: 8 each
Legs: 12 each
Mobility: -5% climb/prowl/gymnastics/acrobatics and similar skills, in addition to the armor's normal penalties. There is an additional -5% penalty for using the coat with non-Coalition armor, or for using it with a significantly different CS armor than it was designed for (Light Deadboy armor instead of Heavy Deadboy armor, or vice-versa).
Cost: CR 12,000
PAC-2 Armored Overcoat
This is a larger, heavier version of the PAC-1, only designed for the CA-6C Cyborg armor or the CA-6EX Exoskeleton.
MDC by location:
Main Body: 55
Arms: 15 each
Legs: 22 each
Mobility: -10% climb/prowl/gymnastics/acrobatics and similar skills, in addition to the armor's normal penalties. There is an additional -10% penalty for using the coat with non-Coalition armor, or for using it with a significantly different CS armor than it was designed for (Light Deadboy armor instead of Heavy Deadboy armor, or vice-versa).
Cost: CR 23,000
Bone-Dri Spray-On Protectant
While all Environmental Body Armor is already waterproof when sealed, this does not mean that the armor of Coalition soldiers are completely unaffected by exposure to rains, bodies of water, mud, blood/ichor, and/or other fluids. Armor can get water-spots, blood-stains, and other ill effects that can pose problems for both aesthetics and even function.
Bone-Dri spray protectant provides a high-tech coating that is not only water-proof, but that actually repels liquids away from the coated substance with such efficiency that the item can be completely submerged in fluid for 2d6 hours and be perfectly dry when pulled back out.
A single can will coat one suit of light CS armor, or the equivalent surface area for non-porous gear. Porous gear (cloth, etc.) requires a double-coating.
Bone-Dri sets in 1d6 melees. The coating lasts indefinitely under normal circumstances, but needs to be reapplied every 1d4 days under heavy activity (such as adventuring).
The coating is also an SDC structure, so it can be damaged, destroyed, or removed by various attacks, especially area effect attacks such as fire. In such cases, the coating may be rendered ineffective or useless, and need to be reapplied.
C-18 Burst Conversion Kit
The C-18 has mostly been replaced by the C-20 and C-30 laser pistols, but is still used by many soldiers, and maintains a high level of respect as a sturdy and reliable weapon. There is also a certain nostalgia associated with the weapon, and associations of heroism and patriotism. For the most part, though, the C-18 is considered a backup weapon, and some owners would prefer some added firepower. This conversion kit effectively doubles the firepower of the weapon, though it burns through ammunition faster.
Effect: A selective fire option is added allowing the user to fire either a single shot (as normal) or a 3-shot burst that inflicts x2 damage (4d4 MD).
Cost: CR 10,000
C-18 Light Laser Conversion Kit
Having been mostly replaced by the C-20 and C-30 laser pistols in basic military service, the C-18 currently sees limited use. One of the main functions of the weapon today is to serve as a weapon for Dog Boys, ISS Peacekeepers, and soldiers in low-threat areas. Although the weapon is seen as being not powerful enough to be used as a general weapon in an active war zone, it is ironically too powerful for many situation in which the weapon is used today. A blast with enough force to level a brick wall is often more than is required to stop a fleeing d-bee pick-pocket, or to administer a coup-de-grace to some captured d-bee bandits, or to pacify farmers and villagers. Using the weapon in these circumstances is, if nothing else, often a waste of energy.
For this reason, PAI has created a conversion kit that allows the C-18 to operate at reduced firepower.
Effect: A Light Laser option is added to the weapon, allowing the user to switch from a normal blast (2d4 MD) to an SDC setting (5d6 SDC) that is generally sufficient to quell most low-powered resistance.
Each 5d6 SDC blast uses 1/6 the energy of a normal MD blast.
Cost: CR 5,000
C-10 Pulse Conversion Kit
An earlier version of the C-12, the C-10 is largely reduced to use as a sniper weapon in the modern military, due to the impressive targeting system. Although most of the use of the weapon includes attacking lightly armored targets in controlled situations, there are still times where the user of a C-10 might wish to have more impressive firepower and less accuracy. It is for these situations that the C-10 Pulse Conversion Kit was created.
Effect: A selective fire option has been added to the weapon that allows the user to switch from a standard single-shot (2d6 MD) blast to a 3-shot pulse (6d6 MD).
Note: The targeting system is only effective for Aimed shots, and cannot be used with the pulse setting.
Cost: CR 14,000
C-10 Full Customization
Any legal owner of a C-10 Light Assault Laser Rifle may bring their rifle to the PAI factory and purchase a full customization.
This includes specialty paint jobs, full cosmetic restoration, and a retooling and re-balancing of the weapon for the specific grip and idiosyncrasies of the weapon's owner.
Effects: In addition to the cosmetic benefits, the customization and re-balancing provides a +2 Natural strike bonus on aimed shots, for the owner. All others receive a -1 penalty to strike.
Cost: CR 8,000
How about this:
C-10 Sniper Conversion
The C-10 is still favored as a sniper weapon, due to its light weight and high accuracy, but the damage output is only that of a standard laser rifle, and many snipers prefer something with higher penetration. For a fee, the techs at PAI can take your C-10, and replace much of the internal workings with the workings of a C-14 Firebreather, resulting in a more powerful laser that can match the range of the normal C-10.
The techs will also customize your C-10 to your grip and idiosyncrasies, as well as re-balance the weapon for better effect, resulting in a more accurate weapon (+2 Natural bonus to strike).
Range: 2,000'
Damage: 3d6 MD
Cost: CR 30,000 (not including the cost of the original rifle)
C-14 Pulse Conversion Kit
The C-14 "Fire Breather" is another old and reliable weapon that is being phased out in favor of newer, more effective weapons. While the grenade launcher remains as effective as ever, as it can use the Coalition's new micro-fusion grenades, the damage output of the laser is currently lacking in comparison to the CP-40 and CP-50. For those soldiers and collectors who would prefer to update their classic weapon rather than (or in addition to) using one of the newer models, this pulse conversion kit is essential.
Effect: The C-14 Pulse Conversion Kit adds a selective fire feature to the C-14, allowing the user to switch from a standard single shot (3d6 MD) to a 2-shot pulse that inflicts double damage (6d6 MD).
Cost: CR 15,000
C-14 Sniper Conversion Kit
While the C-14 is a larger, heavier weapon than the C-10, it is sometimes preferred by snipers and sharpshooters due to the 50% greater firepower. While not normally geared for precision, the weapon can be modified for greater accuracy with relative ease.
Effect: The main addition is that the kit allows for the C-14 to be fitted with the same laser targeting system that comes standard with the C-10 Light Assault Laser Rifle, providing a +3 to strike on Called Shots.
The price also includes removal of the grenade launcher to reduce bulk and weight, along with basic re-balancing of the weapon that provides an additional +1 to strike. This removal and re-balancing is optional, as some users prefer the firepower from the grenade launcher over the additional accuracy.
Cost: CR 6,000
C-14 Shotgun Conversion Kit
This kit allows for the standard grenade launcher to be replaced with a specially designed 12-gauge shotgun. This is often done for soldiers stationed in zones where either lower (SDC) firepower is more commonly needed than the devastation of a grenade launcher, or where specialty rounds (iron shot, silver shot, wood shot, etc.) are useful for dealing with local menaces and monsters.
Effect: The shotgun replacement for the grenade launcher can hold up to 12 rounds, and can use any shells that can be used in a standard shotgun.
Cost: CR 3,000
C-14 HEC Conversion Kit
This kit allows for the standard grenade launcher to be modified to use the same High Explosive Cartridges used in the C-5 Pump Pistol, instead of using standard grenades. The HEC rounds have lower firepower than micro-fusion grenades, but still inflict respectable damage (4d6 MD), and the lower area of effect (1') makes them more usable in a number of situations where large explosions are undesirable.
Effect: Instead of firing standard grenades, the grenade launcher can now fire HEC rounds.
Range is 1,600'. Payload is 16.
Cost: CR 27,500 for the conversion kit. CR 300 per round. An 8-round speedloader costs CR 2000 (one action to use).
C-14 Ion Conversion Kit
For extra firepower, as well as an additional weapon against laser-resistant foes, this conversion kit allows for replacement of the standard grenade launcher with a powerful ion blaster (range 1,500') that taps into the rifle's E-Clip for its ammunition needs.
Damage: 3d6 MD per ion blast.
The laser beam and the ion beam can be fired simultaneously, inflicting a combined 6d6 MD, and taking two charges from the E-Clip.
Cost: CR 24,000
Vibro-Bayonet Kit
This kit (bayonet included) allows for a vibro-bayonet to be mounted on the end of almost any CS standard energy rifle or pistol that does not come with a grenade launcher located under the barrel, to serve as a backup weapon or simply to conserve on ammunition. While there are official CS bayonets, they were never produced in sufficient supply to meet the current demand. Also, PAI includes a variety of cosmetic options, including color, messages engraved on the side of the blade, decorations on the hilt of the bayonet, etc.
Damage: 1d6+1 MD
Cost: CR 7,500
Ballistic Bayonet Kit
This bayonet can be attached to any CS rifle or pistol with the proper mountings. In addition to normal usage, the kit can be used to install a button is added to the side of the weapon that can be used to fire the bayonet's blade up to 16', inflicting normal damage. If the blade is able to be recovered (its energy field ceases after it strikes the target), it can be reattached, or a new blade can be purchased.
Damage: 1d6+1 MD
Cost: CR 8,500
Neural Defense Option Kit
This kit replaces the standard rifle-butt with one that is equipped with the same technology that powers neural maces, as an aid in close-quarters combat. The weapon has a safety mechanism to prevent accidental triggering while the rifle is in normal use.
Effects: Same as standard neural mace. Damage is 1d6+1 SDC, plus neural effect.
Costs: CR 8,500
C-27 Burst Conversion Kit
Having been replaced by the superior C-20 Heavy Plasma Canon, with firepower easily matched by the new CP-40 and CP-50 laser assault rifles, the C-27 has waned in popularity and use in recent years, having been downgraded to the status of "light" plasma canon. Its chief use today is in situations where the enemy is particularly vulnerable to fire, or when the enemy is laser resistant, and even then it is outmatched by the C-29 in every area except for ammunition capacity, where the C-27 holds two extra shots over the C-29.
But the elegant design of the C-27 has leeway in its internal components that allows for a surprising customization option, the ability to be modified to fire bursts.
Effect: The C-27 Burst Conversion Kit allows for the addition of a selective fire option so that the weapon can be switched from a standard single shot (6d6 MD) to a 5-shot burst (1d6x10+10). The powerful recoil of the weapon imposes a -2 strike penalty when firing bursts.
Cost: CR 15,000
E-Clip Adapter Canister
For larger, more powerful weapons such as the C-27 and C-29, the sheer amount of energy required to fire the weapon is more than an E-Clip can provide. However, there are times in the field where a soldier might find himself in a situation where there are still plenty of E-Clips, but his E-Canisters are all depleted. In such situations, the PAI E-Clip Adapter Canister is a must-have.
Effects: The adapter is contained in the shell identical to that of an E-Canister, one that fits into CS weapons in the same manner. The internal workings, however, are not geared for power storage, but rather contain a system for pulling the energy from E-Clips for use by the weapon. On each side of the Canister Adapter is a normal E-Clip port, as well as one located on the underside. Each time the weapon is fired, one normal shot worth of energy is drawn from the E-Clips into the weapon to provide energy for the shot.
So if three standard E-Clips are used (20 standard blasts each) are used, then they combine to provide 20 shots total to a powerful weapon like the C-27 or C-29. If three Long E-Clips are used (30 shots each), then they combine to provide 30 shots total to to a powerful weapon like the C-27 or C-29. In cases of weapons like the C-12, where the E-Canister is used in a normal power weapon, each shot only requires one shot from one E-Clip, effectively tripling the ammunition gained from the Canister: a C-12 would have up to 90 shots at 2d6 MD from three long E-Clips in the Adapter Canister, as well as 30 more shots from a long E-Clip in the weapon itself, for a grand total of 120 shots.
The E-Clips sticking out of the sides and/or bottom of the Adapter Canister, though, make any weapon relying it rather bulky and unwieldy, providing a -1 to strike on all attacks with the weapon.
Cost: CR 20,000
Nuclear Adapter Canister
This adapter allows weapons that rely on a Coaltion E-Canister to plug into any nuclear power supply/generator with the appropriate ports. Several power cords are included with each NAC purchase: 3', 5', 10', and 20' (5 MDC each). The Adapter Canister holds no energy itself, so if the power cord is severed, the weapon will need to be reloaded with a standard E-Cannister in order to be fired (except in cases like the C-12, where the standard E-Clip can be used as normal until empty).
Effects: Provides effectively unlimited ammunition to the weapon in question.
Cost: CR 40,000 for the Nuclear Adapter Canister
PAI Mega-Colt Automatic Pistol
This is a mega-damage (6 MDC) version of the M1911 automatic pistol, made from a high-tech ceramic/metal hybrid, with some plastic parts, but using the same basic design as the original. It is gaining popularity as a showpiece, and as a reliable backup weapon in areas where solid specialty rounds are more effective than energy weapons (i.e., areas with vampires, werewolves, etc.).
The MDC construction allows for much easier maintenance, and makes the weapon impervious to conventional rust and corrosion. It also allows for the firing of iron or silver rounds without any damage to the barrel.
All PAI Mega-Colts are in excellent condition from the factory come standard with improved balance, providing a +2 to strike on all attacks.
Weight: 2 lbs.
Range: 135'
Payload: 7 rounds.
Damage: 4d6 SDC per standard .45 ACP round.
Double damage for a 3-round burst (semi-automatic)
Cost: CR 7,500
Special modifications, as detailed on p. 127 of RGMG are also available at 10x the normal cost, except for Improved Balance, which is standard)
.45 Caliber "Decapitator" Ammunition
The superior (MDC) construction of the PAI Mega-Colt, the firearm is able to easily handle much more powerful ammunition than a standard .45 pistol. Mega-Shot ammunition uses explosives that are significantly more powerful than standard gunpowder can provide (though it is still ignited by primer, and can be fired as normal), and can project the bullets with greater force than standard ACP rounds. The increased recoil makes this ammunition less popular with characters with PS scores under 17.
Damage: 1d4x10 SDC
Range: 275'
Cost: CR 75 for a box of 48 rounds.
.45 Caliber "Dyno-Shot" Light Explosive Ammunition
PAI's improvement on standard explosive rounds, created specially for the Mega-Colt. These rounds are capable of damaging a MDC target on a lucky (critical) shot or a burst (if the damage is high enough). These rounds are illegal for civilian use in the Coalition States.
Damage: 2d4x10 SDC
Cost: CR 150 for a box of 48 rounds.
.45 Caliber "LAWman" Medium Explosive Ammunition
A combination of both the Decapitator rounds' enhanced firepower, with the Dyno-Shot's explosives (okay, and a bit extra!). These explosive rounds are potentially capable of damaging Mega-Damage targets on either a single shot or a burst, if the damage is high enough: Every 100 SDC inflicted counts as 1 MD against Mega-Damage targets. These rounds are illegal for civilian use in the Coalition States.
The increased recoil makes this ammunition less popular with characters with PS scores under 15.
Damage: 3d4x10+20 SDC per single shot, or 6d6x10 SDC per 3-round burst.
Cost: CR 300 for a box of 48 rounds.
.45 Caliber "Mega-Shot" Heavy Explosive Ammunition
These .45 caliber explosive rounds provide mega-damage firepower with no increase in recoil. These rounds are illegal for civilian use in the Coalition States.
Damage: 1d4 MD
Cost: CR 300 per bullet
.45 Caliber "Ares" Ammunition
PAI has their own version of Wellington Arm's ramjet rounds. Like Wellington's ammunition, these are illegal in the Coalition States for civilian use. The Military and ISS do allow for their own soldiers/operatives to use these rounds, though. They are also popular with CS sympathizers and operatives located outside of official CS jurisdiction.
Damage: 1 MD to Mega-Damage targets, or 3d6x10 SDC to "soft" targets.
A burst of three rounds inflicts 2 MD to Mega-Damage targets, or 6d6x10 SDC to "soft" targets.
Cost: CR 250 per box.
Vampkiller Dog Pack Spikes
This variation of the standard Dog Pack Spikes includes spikes coated with silver, for damaging vampires or other creatures damaged by silver.
Damage: Standard against most enemies.
Against vampires: 2d6+2 HP damage for a punch, 2d6 HP to a knee attack, and 2d4 HP for all other spike attacks.
Cost: CR 350
Iron Guard Dog Pack Spikes
These spikes are made with iron, to exploit certain monsters' weaknesses, as well as to disrupt illusions.
Damage Standard.
Cost: CR 200.
Thornypup Dog Pack Spikes
These spikes are made out of wood, in order to damage vampires or other creatures vulnerable to wood. They are more susceptible to breakage during combat, and so are designed for easy replacement. Each set of Thornypup spikes comes with one full replacement set of spikes.
Damage: +1d6 SDC per punch, +1d4 SDC per knee attack, and 1d4-1 SDC for all other attacks.
Against vampires: 2d6 HP damage for a punch, 1d6 HP from a knee attack, and 1d6 HP for all other spike attacks.
Cost: CR 55
"Jeremy" Dog Pack Low-Frequency Vibro-Spikes
One of the reason why vibro-spikes are unpopular on armor is due to the high chance of the wearer damaging his own armor, or himself, or a friend. For this reason, these vibro-spikes have been reduced in power to the point where there is little chance of significantly damaging any mega-damage structure. A Dog Pack member wearing MDC armor, surrounded by similarly armored comrades, can tear soft enemies into shreds without fear of self-injury or friendly-fire. They are illegal for use against humans, except for mages, juicers, or for psychics who are actively engaged in a psionic attack.
The spikes are powered by a standard E-Clip (not included), which provides up to 48 hours of continued use (each time the field is activated, it subtracts at least one minute worth of time). For each hour that the spikes are activated, there is a 5% chance that the wearer will inflict the equivalent of 1 MD to his own armor.
Damage: +2d6x10 SDC to punch damage, +2d4x10+10 SDC per knee attack, and 2d4x10 SDC for all other attacks. Damage over 100 SDC can inflict 1 MD to MDC structures.
Cost: CR 15,000
Ballistic Neural Mace
This variation on the standard neural mace includes a special surprise for enemies of the Coalition! When a concealed button is pressed, the head of the mace launches toward the enemy with tremendous force. This not only increases the range of the weapon, it also can act as a surprise attack, catching the enemy unawares. The head of the mace remains attached to the handle by a sturdy (3 MDC) 15' tether, and can retract with another touch of the button. This retraction can be a full retraction, which takes some time (1 attack) but allows the mace to be fired again, OR the retraction can be a partial retraction that transforms the weapon into an effective neural flail (WP Chain). This partial retraction is faster (no action needed).
Range: 15'
Damage: 2d6 SDC for a normal strike as a mace. 2d6+2 SDC for a normal strike as a flail. 5d6 SDC for a ballistic strike.
Plus standard neural effect.
Cost: CR 15,000
Blaster Neural Mace
This variation on the standard neural mace incorporates into the handle a standard stun blaster, allowing blasts to be fired out of the top of the mace at an enemy.
Effect: A person struck by the blast must save versus non-lethal poison or become dazed, suffering penalties of -10 to strike, parry, and dodge for 2d4 melees. The range is 100'.
Cost: CR 13,500
Multi-Optic Helmet Conversion Kit
This kit allows for the installation of Multi-Optic features in a standard Coalition helmet.
Effects: As per Multi-Optics Helmet (RUE 264)
Cost: CR 4,000
PAI-30 Particle Beam Pistol
Although all is officially well between the Coalition and Free Quebec, there are still some among the Coalition who are looking to expand their arsenal of weapons that will affect laser-resistant enemies. Moreover, there are certain supernatural foes who are impervious to lasers or plasma, but that are still affected by particle beam weapons. This pistol is essentially a reconfiguration of the particle beam built into the Coalition FIWS, turning the weapon into a pistol instead of a gauntlet. The pistol includes a laser targeting feature (+1 to strike), and is designed for superior balance (another +1 to strike).
Damage: 5d6 MD per blast.
Range: 500'
Payload: 20 blasts per standard E-Clip, or 30 blasts per long E-Clip.
Cost: CR 20,000
PAI-NPG-1 Napalm Grenade
This weapon is derived from Wellington's Napalm-P technology, which allows for long-burning plasma. PAI has not yet been able to perfect the formula, but has still come up with a useful weapon against fire-vulnerable foes.
Damage: Everybody in the 15' radius is covered with plasma that inflicts 2d4 MD every melee round, for 2d6 melees. The plasma/fire can be extinguished by rolling in dirt or sane for one entire melee round, to rub off the plasma.
Cost: CR 400 for standard grenade, CR 900 for rifle-launched grenades suitable for use in the C-14 or CP-50 or other such weapons.
PAI Portable Laser Torch
A knockoff of the famous Wilk's brand. Functions essentially the same, though the PAI version is not as good.
Damage: Has settings for 1d6, 2d4, or 3d6 MD, or SDC settings for 1d6, 3d6, 6d6, and 2d4x10 SDC.
Cost: CR 7,500
PAI Laser Wand
Another knockoff of a reliable Wilk's tool. Function is the same.
Damage: Increments of 1d6 SDC up to 10d6, or a 1 MD setting.
Cost: CR 2,500, plus CR 300 for a small energy cell.
PAI Laser Scalpel
The PAI version of a Wilk's classic medical tool.
Damage: Same as the Wilk's version.
Cost: CR 3,000
PAI Portable Language Translator
Unlike most of PAI's creations, this device is geared toward the population in general, not specifically toward soldiers and CS personnel.
Also unlike most of PAI's creations, this device has been heavily subsidized by the Coalition States as part of a covert program intended to subvert non-Coalition powers in North America, as well as secure the Coalition's authority, by encouraging the creation and proliferation of Portable Language Translators that only translate one way, into American. This is an attempt to subvert other languages and cultures by encouraging the use of the CS's native tongue over other languages.
As another part of this program, the Coalition has been covertly sabotaging and eliminating manufacturers of the standard Language Translators. The CS is also considering as a next step passing laws banning the use or possession of any translation device that translates into any language other than American.
PAI has an exchange program where anybody can bring in any other brand of portable language translator in virtually any condition, and receive either a significant discount or a free PAI translator.
Effect: Will translate any of the 9 standard languages of North America, and up to 12 other languages, into American.
Cost: CR 5,000
PAI-FL6 Laser Flashlight
Like Wilk's versions, the PAI-FL6 can work on either the visible spectrum of light, or an infrared setting. It can easily be mounted onto most CS weapons for ease of spotting targets, or for use in blinding opponents and disorienting them.
A built-in re-chargable battery provides up to 600 hours of continual use.
Range: 800'
MDC: 1
Effect: Pointing this light directly into somebody's face (in the dark) requires them to make a save vs. non-lethal poison or to be temporarily impaired, suffering a -5 penalty to strike, parry, or dodge for 1d6 seconds. This effect can safely be ignored by anybody with polarized vision.
Cost: CR 2,200
PAI Laser Brush
This handy little gadget fires a set of low-powered lasers from the handle instead of using bristles! At point blank range (3 inches), it can be dangerous to human flesh as well as many conventional structures, but beyond that range the beams become harmless light, and swiftly fade away. The device is the size of a hair brush, and is popular in cleaning mega-damage armor, weapons, and vehicles. Even Borgs use them!
Range: 3 inches, though some light continues after that point, providing about as much area light as a cell phone.
Effect: The damage is 1 SDC, which is enough to dislodge or disintegrate most forms of dust, dirt, mud, blood, bugs, grime, liquids, and other matter that might be dirtying up your armor or other MDC material.
Cost: CR 500
PAI AU-1 Armored Uniform
This is a modified version of the standard CS military uniform that has been reinforced by high-tech fabrics that turn it into an effective light armor against conventional weaponry. This uniform fits the standards set by the CS military for official use.
Effects: A.R. 15, and 175 SDC
Cost: CR 5,000
PAI AU-2 Armored Uniform
This is a modified version of the standard CS military uniform that has been reinforced by high-tech fabrics that turn it into a highly effective light armor against conventional weaponry. This uniform fits the standards set by the CS military for official use.
Effects: A.R. 16, and 250 SDC
Mobility: -1% prowl penalty
Cost: CR 10,000
PAI AU-3 Armored Uniform
This is a modified version of the standard CS military uniform that has been reinforced by high-tech fabrics and lightweight ceramic fibers and plates that turn it into an effective light armor against conventional weaponry. This uniform fits the standards set by the CS military for official use.
Effects: A.R. 17, and 450 SDC.
Mobility: -2% prowl penalty
Cost: CR 20,000
PAI AU-4 Armored Uniform
This uniform is made from mega-damage polycarbonate fibers, allowing the wearer to survive most conventional attacks. There are some strategic, light-weight ceramic plates as well, hidden in the fabric, for additional support.
Effects: AR: 18, and 7 MDC.
Weight: 10 lbs
Mobility: -3% prowl
Cost: CR 50,000
PAI AV-1 Armored Vest
This light armored vest can be worn under a uniform or street clothes, although it is more comfortable when worn on the outside. It cannot be worn underneath conventional body armor. It can be worn over light armor, but the combination is bulky and cumbersome.
Effects: A.R. 12, and 110 SDC
-3% prowl, acrobatics, gymnastics, climbing, swimming, and other physical skills when worn over body armor.
Cost: CR 500
PAI AV-2 Armored Vest
This light armored vest can be worn under a uniform or street clothes, although it is more comfortable when worn on the outside. It cannot be worn underneath conventional body armor. It can be worn over light armor, but the combination is bulky and cumbersome.
Effects: Covers the torso so effectively that a Called Shot is needed to bypass the armor directly.
The vest has 1 MDC
-3% prowl, acrobatics, gymnastics, climbing, swimming, and other physical skills when worn over body armor.
Cost: CR 5,000
PAI AV-3 Armored Vest
This medium armored vest can be worn over a uniform or street clothes. It cannot be worn underneath conventional body armor. It can be worn over light armor, but the combination is bulky and cumbersome.
Effects: Covers the torso so effectively that a Called Shot is needed to bypass the armor directly.
The vest has 10 MDC
-5% prowl, acrobatics, gymnastics, climbing, swimming, and other physical skills when worn over body armor.
Cost: CR 15,000
PAI AV-3 Armored Vest
This heavy armored vest can be worn over a uniform or street clothes. It cannot be worn underneath conventional body armor. It can be worn over light armor, but the combination is very bulky and cumbersome.
Effects: Covers the torso so effectively that a Called Shot is needed to bypass the armor directly.
The vest has 30 MDC
-15% prowl, acrobatics, gymnastics, climbing, swimming, and other physical skills when worn over body armor.
-1 on all combat rolls.
Cost: CR 20,000
PAI PFF-1 Personal Force Field Generator
Since the release of the Triax Ulti-Max in North America, technicians in North America have been impressed with the technology in the machine that creates a powerful regenerating force field. Many have tried to replicate the technology, but so far none have truly met with any success that could be considered cost-effective.
This is not to say that there has been NO success, however. The techs at PAI have developed their own regenerating force field, small enough to protect a single human soldier, along with their equipment and body armor. Although it is nowhere near as powerful as the Triax force field, it is fairly affordable and provides some minor protection from attacks.
The personal force field generator is a small box that can be worn as part of a harness, or can be built into body armor or robots.
Effects: The PFF-1 is powerful enough that the force field instantly re-engages as soon as the field is destroyed, immediately creating a new force field to replace the old one.
The force field provides 55 SDC, and has a Natural Armor Rating of 15 (SDC strike rolls under 15 inflict no damage to the force field. Mega-Damage attacks ignore this Natural Armor Rating, inflicting damage directly to the force field. Any left-over damage after the field is depleted carries over to the wearer or his/her armor.)
A single E-Clip can provide constant power to the force field for up to 120 hours, 180 hours for a long E-Clip.
Cost: CR 12,000
Edit (5/6/13): in a recent conversation with Kevin, I asked if the CS had the capability to make any force fields, and he said that No, they currently do not.
So while this item will be left in this post, it is less compatible with the official setting than the other stuff.
CA-1R Replica Body Armor
This is an inexpensive replica of the famous EBA that protected the brave solders of the Coalition States for many years, and that remains in limited service today. While unsuitable for real combat, this replica body armor is sought by collectors, as well as seeing use in TV, Films, war re-enactments, parades, and other functions.
It has all the standard features of the original CA-1 Body Armor, except for the durability.
Effects: Identical to the armor featured on p. 261 of RUE, except the MDC is replaces with 400 SDC, with an Armor Rating of 20.
Cost: CR 4,500
CA-2R Replica Body Armor
This is an inexpensive replica of the famous EBA that protected the brave solders of the Coalition States for many years, and that remains in limited service today. While unsuitable for real combat, this replica body armor is sought by collectors, as well as seeing use in TV, Films, war re-enactments, parades, and other functions.
It has all the standard features of the original CA-2 Body Armor, except for the durability.
Effects: Identical to the armor featured on p. 261 of RUE, except the MDC is replaces with 300 SDC, with an Armor Rating of 20.
Cost: CR 3,500
CA-3R Replica Body Armor
This is an inexpensive replica of the famous EBA that protects the brave soldiers of the Coalition States today, and that became famous during the Tolkeen war. While unsuitable for real combat, this replica body armor is sought by collectors, as well as seeing use in TV, Films, war re-enactments, training exercises, parades, and other functions.
It has all the standard features of the original CA-3 Body Armor, except for the durability.
Effects: Identical to the armor featured on p. 100 of CWC, except the MDC is replaces with 400 SDC, with an Armor Rating of 20.
Cost: CR 5,000
CA-4R Replica Body Armor
This is an inexpensive replica of the famous EBA that protects the brave soldiers of the Coalition States today, and that became famous during the Tolkeen war. While unsuitable for real combat, this replica body armor is sought by collectors, as well as seeing use in TV, Films, war re-enactments, training exercises, parades, and other functions.
It has all the standard features of the original CA-4 Body Armor, except for the durability.
Effects: Identical to the armor featured on p. 100 of CWC, except the MDC is replaces with 500 SDC, with an Armor Rating of 21.
Cost: CR 7,500
CAJR Junior Replica Armor
This replica armor comes in a variety of sizes, designed specifically to fit children. It can be customized to look like a smaller version of any of the above replica armors, and is suitable for use in parades, costume parties, or as a training aid to prepare your child for the day when he/she may have to defend the Coalition from un-Earthly evils attacking our cities!
Effects: Same as the replica armors listed above, only 1/2 weight and SDC.
Costs: Same as the adult versions.
PAI Neural Staff
This variation on the standard neural mace provides a better reach, as well as being a sturdier weapon that is more easily disguised when traveling.
Effects: As a standard neural mace, only is more durable (45 MDC). The entire length of the staff can transfer the neural charge; the weapon is assumed to be used by people with mega-damage gloves and/or armor.
Cost: CR 9,000
PAI Neural Nunchucks
This variation on the neural mace provides a more exotic weapon that can be used to restrain the enemy as well as bludgeon and stun them. They are gaining popularity among ISS Peacekeepers.
Effects: As a standard neural mace, only slightly more durable. Each section of the neural nunchucks has 15 MDC, and the flexible cable connecting the two sections has 10 MDC.
Cost: CR 8,500
PAI Super Tape
This superior version of common duct tape is made with high-tech glue and fabrics that make the product incredibly more effective than conventional versions. It is 5x more waterproof and weather-resistant as normal duct tape, as well as having a better grip. PAI Super Tape comes in a variety of colors and patterns, with flat black, classic grey, and camouflage being the most popular.
Effects: Requires a PS of 10 to peel off of a normal structure once stuck. Each 1' section of tape has 50 SDC, and a strip requires at least 10 points of SDC damage to be inflicted in order to cut.
Cost: A 3"x50' roll costs CR 60. A 3"x100' roll costs CR 100.
PAI Super Sandbags
These durable 14"x26" plastic bags have all the utility of standard sandbags, with much greater durability. Packed with sand, dirt, rocks, or debris, they can provide reliable cover against conventional weaponry, as well as light protection against military grade weapons. These bags are also fire resistant (1/2 damage from conventional fire, full damage from mega-damage fires and plasma).
Effects: Each sand bag has 100 SDC. When filled with sand, clay, or packed soil, this SDC is increased to 150. When filled with conventional concrete and allowed to set, the total SDC is increased to 200. The sandbags can also be filled with mega-damage debris, in which case they can provide significant mega-damage protection, although the SDC bags can be worn away by conventional weapons and/or explosives, leaving the debris as a loose heap. The amount of mega-damage varies depending on what kind of debris is used, but a general rule of thumb is that each bag filled with MDC debris would effectively have 5 MDC.
Cost: CR 50 each, or 100 Super Sandbags for 4,500.
PAI CS-1 Combat Shield
This round, skull-shaped shield can be used to parry incoming melee attacks, or it can simply be held in front of the torso as additional protection against ranged attacks (requiring attackers from the front to either shoot through the shield, or to attempt so shoot around it with a Called Shot).
While this 2' diameter shield is lightweight (5 lbs), the nature of it is to act as a wall between the defender and the attacker, which means that when it is in position to protect the torso from incoming gunfire and ranged attacks, it is also in position to interfere with outgoing attacks as well. Only one-handed weapons are able to be used by the defender to shoot around the shield, and there is a -1 penalty to strike on Aimed Shots.
Damage Capacity: 50 MDC
Cost: CR 2,000
PAI CS-2 Combat Shield
This heavy, rectangular shield is black, with the standard CS skull emblem on the front. It measures 2' wide by 3' tall, and weighs 12.5 lbs. There is a small, 4"x16" window in the front of the shield, so that view is not obstructed while the shield is being used as portable cover. This window is equipped with special polarizing technology that makes it impenetrable to lasers (i.e., they damage the window instead of passing through), as well as protecting somebody looking through it from bright lights that might otherwise interfere with their vision. The slight curve of the shield allows for the shield to be set on the ground and used as protection with the soldier kneeling behind it to fire a rifle or other two-handed weapon without compromising aim, although the head, arms, and weapon are unprotected by the shield in this situation.
Damage Capacity: 75 MDC
Cost: CR 3,000
PAI CS-3 Combat Shield
This shield is too cumbersome for most human soldiers, but has quite a bit of popularity among Borgs and Dog Pack members. It is similar to the CS-2 Combat Shield, but is even larger, 26"x70", and weighs 45 lbs. The shield is too tall to kneel behind as cover, though a tall enough person might be able to fire over the top of it in a similar fashion. Generally, somebody wishing to shoot from behind the shield must shoot from around the side of it, which would allow an enemy to make a Called Shot in order to hit their torso, arm, and/or leg, depending on how the person is placed behind the shield, and the vantage point of the shooter.
Damage Capacity 150 MDC
Cost: 5,000
PAI Mega-Hood
This armored headpiece is made of a ballistic smart-fabric that turns rigid when hit by fast-moving projectiles, as well as being incredibly strong. It resembles a ski-mask, with a collar that pulls down to protect the neck.
Effects: The ski-mask has 1 MDC.
Cost: CR 2,000
PAI Mega-Jacket
Made of the same fabric as the Mega-Hood, this hooded jacket provides the same level of reliable protection.
Effects: The jacket has 1 MDC for the torso, 1 MDC per arm, and 1 MDC for the hood itself (does not adequately protect the face, only the back and sides of the head).
Cost: CR 8,000
PAI Mega-Suit
This jumpsuit is made of the same fabric as the other Mega-clothing, and covers the body from ankles to wrists to neck. It can be worn underneath the Mega-Jacket with no penalty.
Effects: The Mega-Suit has 1 MDC of protection per body location (torso, each arm, each leg).
Cost: CR 10,000
PAI Mega-Gloves
These gloves are made of the same material as the other Mega-clothing, and can protect the hands from most forms of damage.
Effects: Each glove has 1 MDC.
Cost: CR 4,500
PAI Mega-Boots
These boots are made of the same material as the other Mega-clothing, along with hard rubber soles. They can protect the feet and ankles from most injuries. When fully zipped and tied, they are waterproof.
Effects: Each boot has 1 MDC
Cost: CR 3,750
PAI Boot Spike
These boots are identical to the PAI Mega-Boots, but with an added feature. When a concealed button is pressed on the boot, a vibro-spike comes out of the tip of the boot, allowing the wearer to kick the spike into opponents. These boots are illegal for civilian use with the CS.
Effects: Each boot has 1 MDC. The vibro-spike inflicts 1d4-1 MD.
Cost: CR 9,000
PAI Chain Knife
This handy tool/weapon is part combat knife, part chainsaw. The blade of the weapon has no edge, instead using a small, toothed cutting chain to slice the target. While nowhere near as powerful as a vibro-blade, these weapons are much more effective than conventional knives, both in hand to hand combat, and as cutting tools (though nowhere near as precise!). Unlike conventional chainsaws, the mega-damage construction of the chain knife prevents the chain from slipping off of the guide bar, allowing it to be used much more effectively in combat.
Effects: Damage: 1d4x10 SDC
The knife itself has 12 MDC.
The knife is powered by an internal, rechargeable battery that can hold up to 100 hours worth of power. Each activation uses 1 minute of power as a minimum.
Cost: CR 750
PAI Chain Machete
This handy tool/weapon is a larger version of the Chain Knife.
Effects: Damage: 1d6x10 SDC
MDC: 17
The machete is powered by an internal, rechargeable battery that can hold up to 75 hours worth of power. Each activation uses 1 minute of power as a minimum.
Cost: 1,500
PAI Chain Sword
A larger, more combat-oriented version of the Chain Machete.
Effects: Damage: 2d4x10 SDC
MDC: 20 MDC
The sword is powered by an internal, rechargeable battery that can hold up to 50 hours worth of power. Each activation uses 1 minute of power as a minimum.
Cost: CR 2,000
PAI Chain Mega-Sword
This 4'6" long weapon can only be used as a two-handed sword by most humans, but can be used effectively with one hand by borgs or lager and stronger Dog Pack members.
Effects: Damage: 2d4+1 MD
MDC: 50
The mega-sword is powered by an internal battery twice the size of that in the other PAI chain blades previously listed, but the power requirements of this weapon are so high that the weapon can only store enough power for 1 hour of use. Each activation uses 1 minute of power as a minimum.
Alternatively, the sword comes with a power cord that can plug in to an E-clip strapped to the wrist (or other location) of the weilder. A standard E-Clip can power the weapon for up to 2 hours, a long E-Clip can power the weapon for up to three.
Cost: CR 3,500
PAI DNA Kit
This handheld computer is a compact (cell phone sized) analysis machine that is used to test DNA, with the sole purpose of determining whether or not the subject is a human being. A small blood sample must be taken.
Effects: If the sample has solely human DNA, the test returns results unerringly. If the target has mutated human DNA, there is an 80% chance of detecting the sample as being from a human mutant. If the sample contains both human and foreign DNA, the test kit has a 75% chance of detecting the foreign DNA. If the target has no human DNA, the test kit is once again infallible.
Note that this kit only measures DNA. It will not detect the presence of psychic powers, nor magical abilities, nor even superhuman abilities. It will not even be able to differentiate between a vampire and a normal human being, as they both have human DNA.
Cost: CR 500
PAI Super Zip-Ties
Useful in securing cargo or prisoners, these thick and sturdy zip-ties are far stronger than average.
Effects: 100 SDC each.
They are effectively unbreakable by prisoners with normal Physical Strength levels.
In order to break a zip-tie, a prisoner must make a successful Tear/Pry attack at 1/2 normal punch damage. If the damage inflicted by the attack is greater than the combined SDC from all of the zip-ties on the limbs in question, then the target will have broken free. If not, then the target remains bound. If, for example, a character with Supernatural PS of 20 had his arms bound by 4 Super Zip-Ties, that would mean that he would not be able to inflict enough damage to break free, as his punch damage (1d6 MD), reduced by half for the Tear/Pry attack, would leave a maximum damage of 3 MD, lower than the required 400 SDC needed to break free. Since the ties combined would be stronger than the character, the ties would not even suffer damage from his escape attempts.
However, individual ties are still vulnerable to attack. So if the captured character could reach one with his mouth, he could bite (1d6/2 MD) through the tie in a single action. Even a normal strength character could eventually chew (1-2 SDC) through one of these ties, in fact. They are also susceptible to fire (1/2 damage) and conventional cutting devices.
Cost: CR 50 each.
PAI Mega Zip-Ties
Even sturdier than the Super Zip-Ties, these slightly larger versions are more expensive, but much more durable.
Effects: As above, only each tie has 1 MDC, making it impervious to conventional weapons/tools.
Cost: CR 150 each.
CS Army Knife
Modeled after the original, ancient Swiss Army Knives of the pre-Rifts Era, this handy pocket knife comes with a variety of tools. As with the original knives, these knives come in a variety of options. The only available color, though, is black, with the CS logo on the side.
Cost: CR 20-200, depending on the model.
+ CR 2,000 for a mega-damage version of any model (1 MDC)
PAI Double-Colt Automatic Pistol
This is a mega-damage (7 MDC) version of the Arsenal Firearms AF2011 automatic pistol, made from a high-tech ceramic/metal hybrid, with some plastic parts, but using the same basic design as the original. It is gaining popularity as a showpiece, and as a reliable backup weapon in areas where solid specialty rounds are more effective than energy weapons (i.e., areas with vampires, werewolves, etc.).
The MDC construction allows for much easier maintenance, and makes the weapon impervious to conventional rust and corrosion. It also allows for the firing of iron or silver rounds without any damage to the barrel.
All PAI Double-Colts are in excellent condition from the factory come standard with improved balance, providing a +1 to strike on all attacks.
Weight: 3.0 lbs.
Range: 135'
Payload: 7 rounds per magazine. Holds two magazines, one for each barrel.
Damage: 4d6 SDC per standard .45 ACP round. Each pull of the trigger fires two rounds, one from each barrel. Both hit the same target, provided that the target is at least the size of an orange, resulting in double damage.
A 3-round burst (semi-automatic) inflicts x4 damage.
Cost: CR 12,000
Special modifications, as detailed on p. 127 of RGMG are also available at 10x the normal cost, except for Improved Balance, which is standard)
PAI-1400 Laser Gatling Gun
The PAI-1400 is created by using stripped-down C-14 Firebreather rifles to create a 10-barrel gatling gun for use as a vehicle-mounted weapon. The recent surplus of this reliable weapon, created by it's replacement with the CP-50 for official Coalition use, has allowed PAI to obtain a very large number of used and damaged C-14s at reduced cost, and to retool them for a newer, deadlier purpose.
By rotating a series of rifles, a high rate of laser fire is able to be achieved without using expensive pulse technology, and without risking a melt-down of the barrels or other crucial components of the weapons. Combined with a nuclear power supply, a special cooling system, and an electric motor for faster rotation speed, the result is a powerful weapon with a high rate of fire and significant range.
As a vehicle-mounted weapon, there is no strike penalty. A hand-held weapon for borgs/bots is also made, but there is a -3 strike penalty for robotic PS of 20 or higher, and a -6 strike penalty for anything less than 20.
Damage: A single shot inflicts 3d6 MD. A short burst of 10 rounds inflicts 1d6x10 MD. A long burst of 40 rounds inflicts 2d6x10 MD (takes two attacks). A short Spray of 10 rounds inflicts 3d6 MD to 1d4 targets. A long Spray of 20 rounds inflicts 3d6 MD to 1d8 targets (counts as two attacks).
Rate Of Fire: Single Shot, Burst or Spray.
Weight: 140 lbs.
Cost: CR 420,000
PAI L-08 "Pale Horse" Machine Pistol
Modeled after the Luger Pistole 01, this improved version (10 MDC) is chambered to fire .45 ACP rounds.
It can be used as a conventional semi-automatic pistol, or it can utilize the selective fire option in order to fire bursts.
It is fully compatible with all PAI .45 caliber ammunition. The PAI L-01 comes with a detachable wooden stock.
Weight: 1.9 lbs.
Range: 135', or 150' with the stock attached.
Payload: 8-round detachable box magazine, or a 32-round detachable drum.
Damage: 4d6 SDC per standard .45 ACP round. Double damage for a 3-round burst (semi-automatic), or triple damage for a long burst (8 shots, fully automatic).
Cost: CR 8,500
(Special modifications, as detailed on p. 127 of RGMG are also available at 10x the normal cost, except for Improved Balance, which is standard)
PAI CV Pulse Conversion Kit
This kit allows for the conversion of a CV-212 or CV-213 from a three-shot burst to a three-shot pulse, allowing for more accuracy and damage. Although the war with Free Quebec is over, some soldiers fear that it may return, and want more weapons that will help them compensate for the Glitterboy's laser-resistant armor. Even if the CS never again faces off against Quebec, there are always other troublemakers out there in Glitterboys, looking to start trouble.
Effect: Switches the burst setting to a pulse setting, changing the damage from 4d6 MD to 6d6 MD.
Cost: CR 12,500 for the kit itself, or CR 13,500 including installation.
PAI CV-213 Combat-Master Conversion Kit
The CV-213 is the standard weapon for the infamous Coalition skelebots, but there has been a surplus of these weapons since the Siege on Tolkeen, where many of those brave robot warriors were destroyed or damaged. PAI is providing soldiers with the means to turn these surplus rifles into effective combat tools for human soldiers.
Effects: The kit includes a football-sized nuclear power supply (1 year) that is designed to connect with the weapon's power connection cable, providing the weapon with unlimited ammunition until the power supply's lifespan is up. These power supplies have been scavenged or bought second-hand, and fully refurbished. They have also been placed inside a protective casing (30 MDC) in order to prevent breaches during firefights.
The kit also includes the components for upgrading the gun's internal computer, reducing the time it takes to analyze an opponent's armor down to 4 attacks (from 1 melee round).
An improved laser targeting system is also included, providing +3 to strike on Aimed Shots, instead of the previous +1 to strike.
For no extra charge, a PAI-FL6 Laser Flashlight is provided, along with the necessary attachments for mounting it under the barrel of the gun, as well as for tying the flashlight into the weapon's main power system. With the nuclear power pack, this allows the flashlight to run indefinitely. When the gun is powered entirely by an E-Clip (or E-Cannister), the flashlight drains one shot's worth of energy per week of use.
Cost: CR 1,000,000 (Same price if installed at a PAI factory)
PAI VBS-1 Vehicular Laser Burst/Spray Conversion Kit
One of the mightiest features of Coalition war vehicles is the existence of energy weapons that are tied directly into the vehicle's nuclear power supply. This allows for the soldiers of the Coalition to overwhelm their enemies through sheer high-energy erosion by firing blast, after blast, after blast.
While the older vehicles of the Coalition certainly stand up to the test of time, one of the limitations of their weapon systems is that very often the built-in laser turrets and weapons are single-shot only, which is less useful in the thick of battle, when one needs to lay down a barrage of suppressive fire, or when one is confronted with a powerful enemy that requires a large number of hits in order to destroy.
With this in mind, the techs at PAI have come up with a conversation kit that allows for some of these laser systems to be upgraded with burst and spray capability, allowing for the gunner to choose between hosing down a single enemy with multiple blasts, or sweeping multiple enemies out of the path using a wide-area spray of laser fire.
Effect:
The conversion kit adds two additional selective fire options to any Coalition vehicle that uses built-in laser weapons tied which use the nuclear power supply for ammunition, as long as the laser inflicts 3d6 MD or less.
Damage:
Additional Setting 1: Burst Fire. A burst of 5 shots is fired, inflicting x2 normal damage.
Additional setting 2: Spray fire. A burst of 10 shots is fired, hitting 1d8 targets, inflicting x1 normal damage to each.
Cost: CR 20,000