Paladin Steel Storefront

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Shark_Force
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Re: Paladin Steel Storefront

Unread post by Shark_Force »

Munchkin Slappin GM wrote:Number 7 on the weapon systems, the fletchette packs is a pretty cool idea.

it's also a real thing. if my memory serves correctly, (and google/wikipedia are showing a good likelihood of that) it's called reactive armor.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

ZINO wrote:is this a pre-rift tank????????????


Nope.... It's a post-Rifts 'Land-Battleship' concept MBT...The only things pre-Rifta about it are a general slowness and the name 'Von Stueben'---after the Prussian officer who virtually retrained George Washington's army to fight in the diciplined, fire-power concentrating, European fashion...
-------------
"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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ZINO
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Re: Paladin Steel Storefront

Unread post by ZINO »

something like this maybe
http://upload.wikimedia.org/wikipedia/en/7/7e/P68l.jpg


or

http://paradiselost522.250free.com/dora_color.jpg

is the design American , German , Russia?????
let your YES be YES and your NO be NO but plz no maybe
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

ZINO wrote:
is the design American , German , Russia?????


It's Paladin Steel....It's North America based...That technically makes it American...
-------------
"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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glitterboy2098
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Re: Paladin Steel Storefront

Unread post by glitterboy2098 »

Munchkin Slappin GM wrote:
Shark_Force wrote:
Munchkin Slappin GM wrote:Number 7 on the weapon systems, the fletchette packs is a pretty cool idea.

it's also a real thing. if my memory serves correctly, (and google/wikipedia are showing a good likelihood of that) it's called reactive armor.

I know what reactive armor is, and this is a little different.
My like of the weap. system is based more on the fact that taalismn didn't leave a modern defence system off of his creation, which Palladium has done.


yeah, this is sort of a hybrid between the Israeli Trophy and German AMAP_ADS Active Defense Systems.
it's an AMAP-ADS format arrangement, but using Trophy style cannister instead of concussive force.


to be honest, palladium neglects armor horribly in the setting. mainly because robots are "cool". using the same technologieis as the bots, tanks should be superior in virtually all forms of combat, at lower costs. but they're generally given "obsolete" tech (the only way to explain weaker armor, weaker guns, and lack of beneficial electronics) and grossly inflated prices.
Last edited by glitterboy2098 on Tue Nov 03, 2009 11:09 am, edited 1 time in total.
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Shark_Force
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Re: Paladin Steel Storefront

Unread post by Shark_Force »

Munchkin Slappin GM wrote:
Shark_Force wrote:
Munchkin Slappin GM wrote:Number 7 on the weapon systems, the fletchette packs is a pretty cool idea.

it's also a real thing. if my memory serves correctly, (and google/wikipedia are showing a good likelihood of that) it's called reactive armor.

I know what reactive armor is, and this is a little different.

My like of the weap. system is based more on the fact that taalismn didn't leave a modern defence system off of his creation, which Palladium has done.

hmmm... in that case, pretty sure i've seen this before in a short story... it was one of the hammer's slammers mercenary group stories. tank pilot goes nuts and solo assaults an enemy position. his tank has these things all over it.
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glitterboy2098
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Re: Paladin Steel Storefront

Unread post by glitterboy2098 »

the slammer's stories tend to predict future warfare (well, minus hovertanks and powerguns) approachs pretty well. an active defense system has been in a lot of military scifi long before we managed to actually build one. heck, when Bolo's were first dreamed up by Keith Laumer back in the 70's, they packed active defense systems out the wazoo from MK-I. (the MK-I was, IIRC, a 'stretched' abrams chassis packing a 120mm smoothbore, a number of remote operated machinegun turrets, clusters of claymore antipersonell mines, explosive reactive armor over Chobahm, twin 20mm PHALANX mounts, and battlefield networking systems, system automation so two people can run it...) basically all the capabilities we're now trying to cram onto modern tanks..we're just trying to do it with out building "land battleships" in the process.
later marks added more and more layers to all this.

heck, the Mk-II is basically a crewless version of the Von Stueben above, only more deadly....
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

glitterboy2098 wrote:heck, the Mk-II is basically a crewless version of the Von Stueben above, only more deadly....


"Night of the Trolls'...classic early Bolo marks up against each other...
-------------
"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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glitterboy2098
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Re: Paladin Steel Storefront

Unread post by glitterboy2098 »

taalismn wrote:
glitterboy2098 wrote:heck, the Mk-II is basically a crewless version of the Von Stueben above, only more deadly....


"Night of the Trolls'...classic early Bolo marks up against each other...

in a post-apoc setting way too like parts of RIFTS to be comfortable.
i also liked the stories about the american infatry unit in south america/mexico/the yucatan in some of the compliations i have. they're three stories. in the first, the unit, already weary and worn out after years of 'peacekeeping' in a country going increasingly mad, gets sent a brand new MK-III and a young, idealistic tank commander, and sent on a mission to take out a warlord. cue disaster, warlord dies, tank commander dies, but tank keeps up the illusion he's still there. second story the unit, still with the MK-III, on the path back 'home', runs across a mountain village run by a neo-aztec religious fanatic who can control volcanos. in the end the Mk-III gets covered in lava, but mr.fanatic is killed and his followers driven off. in the third story the now older troop and their kids are keeping the village safe, but a 'sales team' from a north american baron shows up and lets an anti-bolo railgun fall into the hands of the neo-aztec fanatics, who proceed to drag it over the mountains using human slaves in a bid to 'retake the holy city'.

great stories. :)
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

The first four Bolo compilations, plus the original collected stories, are the best...afterwards..well, some of the full-length novels lost some of the charm of Bolodom for some reason...But the shorter stories were the right combination of drama, wit, charm, hearbreak(hey, I wept for NIKE), and curbstomp....
-------------
"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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taalismn
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Re: Paladin Steel Storefront

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Paladin Steel ‘Buffalo’ Ordnance Disposal Vehicle
(aka ‘Toxic Buffalo’, ‘Boom-Van’)

“Yep....looks like some bright girl or boy in Prosek’s playpen dug up a set of schematics for the old Durandel anti-airfield munition! Same dimensions, same operation, but just to be certain...Simmons, activate the micro-radar? I wanna schotch the array a little closer to that thing and peer inside it...The Coalies might have figured to rig a few ‘dud’ crater-makers deliberately to kill bomb disposal crews...let’s disappoint them, shall we?”

“I really don’t like the looks of this...a black metal drum with a biohazard trefoil, in the middle of a rune pentacle, done in glowing green on the side? Retreat back to the Rolling Bunker....I think we’re gonna want to remote this...”

Although Paladin Steel already had an excellent special-duty HAZMAT vehicle in its ST-4 ‘Mauler’, it saw a need for a lighter, more mobile vehicle that was less expensive than the big treaded tank and other MBT-conversion engineering vehicles. Looking forward to growing its markets, PS looked back and resurrected a pre-Rifts design, the Force Protection ‘Buffalo’ Anti-Mine Vehicle, as the basis of its new vehicle. The original Buffalo was a heavily armored wheeled vehicle designed to roll into and over anti-personnel explosives and detonate them, and to investigate and remove larger suspicious devices with the use of a remote control armature. The vehicle design, among other similar APC and bomb disposal vehicles, pioneered the RCC(Reinforced Crew Compartment) design that would become common on later vehicles and robots.
However, the advance of technology and changes in the doctrines of mine warfare had progressed beyond what the original Buffalo was designed for. While improvized explosive devices were common enough, recovered and newly developed technologies were leading to a proliferation of advanced stand-off mines and weapons systems designed to take out vehicles well before they were even aware they had driven into a minefield. Paladin Steel engineers knew that simply replicating the original equipment wasn’t enough. As a result, the Buffalo was substantially upgraded, both in terms of armor and in equipment. The result is the PS-ST07 Buffalo, a hybrid of old and new technologies.
The PS-ST07 Buffalo bears a superficial resemblance to its ancestor; it is still a heavily armored six-wheeled vehicle with a boat-shaped angled undercarriage meant to deflect mine damage, but the original powerplant has been replaced by a hybrid flex-fuel and fuel-cell electric drive. Aware that many modern mine systems were designed to be triggered by the thermal and sonic profile of heavy diesel engines, and by the EM signature of nuclear engines, PS has heavily shielded the liquid-fuel engine, damping its accoustic and thermal signature. For operations in minefields, the crew switch over to the even more quiet fuel-cell electric ‘creeper’ drive.
A large compartment in the rear of the vehicle carries a variety of tools and equipment for its crew of bomb- and HAZMAT-specialists, and serves as the operations room for the large turret-mounted manipulator arm. The rear compartment can also serve as the operations center for a variety of robot drones and UAV decoys; many Buffalo teams operate with a small ‘flock’ of robot ‘assistants’ such as the ubiquitous PS ‘Handitrac’ robot.
Meant as a support vehicle rather than a front line combat vehicle, the Buffalo really isn’t armed and equipped for slugging it out with AFVs or dedicated infantry, but it is heavily armored and can be fitted with light weaponry, the better to survive urban guerrilla warfare and random monster attacks. Some vehicles have even seen magic modification with such features as Armour of Ithan shielding, Implosion Neutralization, and Sheltering Force, for added protection against bombs and other damage factors.
Since its introduction, the Buffalo has become a common sight in the GNE, serving with local police and security agencies, serving alongside its larger cousins, the ST-4 Mauler, PS-UBX-03/11 Mine Clearance Vehicle, and the Roebling Engineering Vehicle, in keeping the GNE territories free of explosive and toxic hazards. Outside the GNE, the Buffalo is selling very well, especially to ‘Tin Man’ mercenary HAZMAT specialists and bomb-disposal teams.
Type: PS-FP-ST(UBX)07 Buffalo
Class: Ordnance/HAZMAT Disposal Vehicle
Crew: 2+4
MDC/Armor by Location:
Main Body 300
Reinforced Crew Compartment 100
Wheels(6) 40 each
Robot Armature 80
Height: 13 ft (4.0 m)
Width: 8.5 ft (2.6 m)
Length: 27 ft (8.2 m)
Weight: 45,320 lb (20,560 kg)
Cargo: 38,680 lb
Powerplant: Hybrid Liquid-Fuel/Fuel-Cell Electric ---250 mile range
Speed: 65 MPH
Market Cost: 2.2 million credits
Systems of Note:
Basic Robot Features, plus:
*Run-Flat Tires---Designed to allow the vehicle to keep going, where other ‘soft-shoe’ vehicles would find themselves crippled with their tires shredded.
*Heavy Duty Air Filters--Great for filtering out concrete dust and asbestos fibers.
*Geiger Counter---Detects and identifies radiation
*NBC-Detector--A crude Molecular Analyzer-style warning device that samples air through a series of ‘litmus strip’ air filters---a positive reaction from any of the test strips, and an alert bell is sounded, warning the crew of possible chemical contamination, and engaging the life support and environmental lockout/seal systems.
*Trailer Hitch
*Fore and Aft Winch and Cable---This thing can pull up to 20 tons(provided the vehicle is adequately braced)
*Variable Ground Clearance---The suspension system can be raised or lowered, depending on what is needed; low target profile or high ground clearance...this system raises the height of the vehicle as much as 4 ft.

*Passive Stealth ----The Buffalo has a reduced accoustic/thermal signature, with sound and heat emanations cut by as much as 75%(has an effective Prowl roll with regards to these two sensor factors of 25%)

*Mine Resistant Hull---The slightly V-shaped underbody of the hull is designed to deflect damage from mines and other IEDs...Reduces damage from ground blasts by 1/4.

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

*Decoy Launchers(2)---These are essentially 30mm breechloading low-velocity mortars lobbing special decoy rounds that throw out a sustained thermal burst or a rhythmic sound/vibrational pulse, in an attempt to fool remote sensors of the presence of a vehicle or other attractive target(typically have a 50% chance of triggering ‘smart’ mines).
Range: 4,000 ft
Damage: None
Rate of Fire: EGCHH, typically fires bursts of 1-5 decoys
Payload: 50-60 disposable decoys carried as standard

Weapons Systems:
None standard, but PS engineers have recognized that any vehicle that goes unarmed on Rifts Earth is asking for trouble, so the Buffalo can be fitted with a cupola-mounted light weapon such as a rail gun, light energy cannon, light grenade launcher, or light mini-missile launcher. Also see Options, below:

Options:

*Applique Armor
Light: +80 MDC main body. Cost: 160,000 credits
Medium:+150 MDC main body. Cost: 280,000 credits
Heavy: +200 MDC main body. Cost: 360,000 credits

*Thermal Resistant Heat-Refractory Tile Armor(Option)---Special heat-resistant materials designed originally for reentry vehicle shielding. Heat and plasma-based attacks do 1/4 damage
Cost: 1 million credits

*Chemically Inert Body Armor---Covers the tank in the same jet-black, chemically-inert material as used by the Toxic Avenger Hazmat Cyborg. This material is slicker than Teflon, and resists chemical corrosion as well as adhesives. Paint, glue, and other chemicals simply refuse to stick to this stuff, and corrsoive chemicals just slide off, doing NO damage.
Cost: 1 million credits

*Advanced Radiation Shielding---The vehicle can be heavily insulated against radiation, since removing radioactive debris and breached fusion reactor vessels.
Cost: 1 million credits

*Hydro-Armor(aka ‘gunk plate’)---This special armor consists of hollow panels of composite plastic armor filled with a semi-liquid gel that absorbs impact damage and redistributes the energy to reduce overall effect. Northern Gun claims that Paladin Steel ripped the idea off from their recently introduced NG-A12 Ballistic Armor(it’s no secret that both companies have been engaged in a long-running corporate espionage war). However, PS claims a different technology, citing that the Hydro-Armor uses a specially formulated impact gel, rather than air pockets, to disipate kinetic shock. In any event, Hydro-Armor reduces damage from kinetic energy shocks such as from rail gun rounds and blast impacts by HALF, and reduces the damage to the vehicle’s occcupants from bleed-through impact damage to 1/10th normal.
The only real problem with the system, besides the expense, is that the armor is not all encompassing(vehicle has a armor-rating of 14...anything bypassing this will do damage as normal to the vehicle under the Hydro-Armor), nor is it particularly light(increase weight of vehicle by 20% and reduce maximum speed by 20%).
Cost: 1 million credits

*Fletchette Packs----Located around the hull are special ‘reactive armor’ panels that can be also be triggered as anti-personnel grenades.This is one of several similar systems currently in service/under development by PS.
Range: 100 ft
Damage: 5d6 MD to a cone swath roughly 50 ft long, by 10 ft wide.
Used as reactive armor against plasma and armor-piercing missiles, the computerized firing system acts as a PARRY, rolling to match or better the missile’s strike roll...a successful counter means that the missile damage is HALVED, while a failure means the tank takes full damage. Note: when dealing with volleys, one reactive armor pack can match TWO missiles in a volley, so in order to effectively counter a five missile volley, the tank must expend 3 reactive armor packs...two packs would roll twice to defeat their respective missiles, the third would only roll once. If the enemy missile launcher has a line of sight on the tank, they can target a spot on the hull which has no packs covering it (a called shot), in which case the remaining reactive armor is -4 to cover the gap.
Rate of Fire: One at a time or can be simultaneously fired in volleys of 1-10
Payload: Each side of the APC(sides, front, back) can be fitted with 10 fletchette packs each(40 total)
Cost: 200 credits per fletchette pack

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

*Chaff/Flare Launchers---For those of you afraid of eating a missile from your friendly Coalition Highway Patrol....
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is nuetralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 12 per launcher
Cost: 3,500 credits for the launchers

*EM Jammers---Great for blasting through radar traps. Radar-guided weapons are -6 to strike. Effective range of 500 ft
Cost: 50,000 credits

*Tear Gas/Smoke/Flare Launchers---Can be fitted just about anywhere on the vehicle. Each launcher has 10 shots, and a 100 ft range.
Cost: 600 credits each

*Gunports---Use your own handweapons to blast away at the bad guys outside, without compromising your own safety and the vehicle’s environmental integrity, with these special gunports with one-way locks(they let you shoot out, but keep the outside from getting in). Gunports impose a -1 to strike because of the limited field of fire. Heavy Weapons CANNOT fit in the gunports.
Cost: 1,000 credits each

*Splinter Shielding---This is a set of heavy mesh applique panels mounted on a vehicle and offset by 3-6 inches, ideally to trigger armor piercing warheads prematurely and keeping them from making a more lethal contact angle with the vehicle’s hull.
A Splintershield offers only modest protection against conventional attacks; a typical screen has only 30-45 MDC. However, it still has some effectiveness as defeating missile attacks; on a ‘To Strike’ roll of 6-7, Armor-Piercing missiles bash themselves on the cage bars, doing only 1d4 MD, and on a 8-10, do only HALF damage due to premature detonation or re-direct of their kinetic force. And, for additional cost, it can be ensorcelled with an Armor of Ithan(50 MDC, HALF damage from magic fire/lightning/cold, 5 PPE per 5 minutes, +28,000 credits). Energy Field(60 MDC, 5 PPE per 5 minutes, +12,000 credits), or Magic Shield(60 MDC, 3 PPE for 10 minutes, +25,000 credits) spell.
SplinterShielding is ONLY applicable to ground vehicles and watercraft, and ONLY to the Main Body and wheels/treads (turrets and other features can still be specifically targeted). It CANNOT be fitted to aircraft, robots, or power armor.
Cost: 10,000 credits per 10 ft x4 ft screen

*Mini-Phalanx Turret--Derived from the PSA-11 Power Armor, this system gives the Buffalo close-range anti-missile defense.
Turret Base Cost: 25,000 credits

*1A) Light Rail Gun---Based on PS’s STARifle:
Range: 2,000 ft
Damage: 1d6 MD per single shot, 5d6 MD on a 5 shot burst, 1d6x10 MD per 10 rd burst
Rate of Fire: Single shot or 5-shot burst, Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode.
Payload: 1,200 rd drum feeding both weapons(60 bursts per gun)
Cost: credits

*2A) Pulse Laser Turret: Paladin Steel also offers a lower-powered laser system, with capacitor battery and a longer range. The Pulse Laser is intended as an anti-aircraft/anti-missile system, and can be remote-linked to an air defense grid system, such as the Meles AAAV, Rattlesnake AAV, or the Vixen Fighter/Recon Pod, (Part of Paladin Steel's emerging BAMSP: Battlefield Asset Management System Package).
Range: 6,000 ft
Mega-Damage: 3D6 MD single blast, 6D6 MD double- barreled blast
Rate of Fire: Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode.
Payload: 200 shot batter
Bonuses: +2 to strike airborne targets like missiles and aircraft/flying opponents(must be traveling higher than 10 ft off the ground)
Cost: 45,000 credits

*3A) Light Plasma Cannon
Range: 1,800 ft
Damage: 6d6 MD single shot
Rate of Fire: Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode..
Payload: 120 shot battery
Cost: 30,000 credits

*4A) Light Ion Blasters:
Range: 1,600 ft
Damage: 3d6 MD single shot, 1d6x10 MD pulse burst
Rate of Fire: Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode..
Payload: 280 shot battery
Cost: 30,000 credits

*Chain Flail---Inspired by the anti-mine ‘flail tanks’ of WWII, this fits a powered sprocket armature ahead of the front bumper, to which multiple lengths of heavy chain are affixed. In action, these beat the ground ahead of the advancing vehicle, and can flay anything that gets too close. Roll to strike; a natural 20(critical strike) means that the victim is _entangled_ briefly in the chains for 1d4 melees, taking DOUBLE damage each melee as they are spun around and smashed about.
Range: Chains have a 10 ft reach
Damage: 1d6 MD per strike
Rate of Fire: Can be left on all melee; anyone caught in the path AUTOMATICALLY gets attacked. Any effort to DELIBERATELY ram someone counts as 1 attack action.
Cost: 30,000 credits

*Magnetometer---Detects disturbances in the local magnetic fields, signalling the presence of metal, active electronic hardware, or other EM-phenomenon.
Range: The magnetometer has a range of 4,000 ft and can detect vehicles and other metallic structures with 80% accuracy. Active fusion powerplant containment fields, energetic magnetic anomalies, and powered-up railguns can be detected at TWICE normal range.
Cost: 30,000 credits

*Advanced Molecular Analyzer---A more advanced chemical sampler and sniffer that includes a chemo-spectrograph...Useful for testing for the presence of trace radioactives(and what type), petrochemicals, explosives, and toxics. Includes a deployable ground probe for testing soil. It is typically hooked up to the security system to sound environmental alerts and auto-seal the vehicle in event that it detects an environmental hazard situation.
Cost: 30,000 credits

*Ground Radar---Useful for locating underground pipes, cables, hidden bunkers, basements, and for testing the stability of the ground(can determine if the underlying soil is sandy and soft, or hardpacked and firm). The ground radar has a range of 3,000 ft, and has a 90% chance of detecting metal-cased mines, 60% chance of detecting non-metallic ordinance.
Cost: 10,000 credits

*Mine Detector-----A detection coil can be installed on the prow, and uses a variety of magnetic, chemical, and ground sonar detection systems to sniff out mines and buried ordinance. 85% accuracy. Cost: 3,500 credits

*Sensory Cluster----MDC 80---Has the following sensors:
*Motion Detector--200 ft range
*Laser Illuminator-----6,000 ft range, Designates targets for laser-guided munnitions/weapons
*Laser targetting System(+1 to strike)
*Lance Scanner---Looks like a long lance protruding from the front of the craft. The Lance Scanner contains a magnetometer() and a short-range microwave radar for groundsearching minefields(in theory, the ground radar sound be able to detect even non-metallic mines, but takes twice as long). Range: The magnetometer has a range of 4,000 ft and can detect vehicles and other metallic structures with 80% accuracy
The ground radar has a range of 3,000 ft, and has a 90% chance of detecting metal-cased mines, 60% chance of detecting non-metallic ordinance.
*Aura Scanner---For detecting and identifying PPE concentrations
Range: 2000 ft
*Bio-Scanner---Has a molecular analyzer, enhanced radiation detector, high-powered accoustic ‘shotgun mike’(3,000 ft range), and thermo-imager optics.
* Optical Cluster--- Telescopic,IR/UV, Thermo-Imaging, Audio-Video-Survellance System
Cost: 80,000 credits

*Trailers---The Buffalo is able to haul, or push, a variety of trailers and flatbeds, which can range from simple flatbed platforms, to highly elaborate gyro-stabilized ‘eggholder’ beds, to massive, heavily shielded Hazmat and bomb-disposal drums(occasionally also used by police to contain violent superbeings).
Standard Flatbed-----Open cargo platform.
Cost: 500 credits
Enclosed Cargo Bed/Module
MDC: 20-200
Cost: 2,000 credits-12,000 credits
Tanker Module----For transporting liquid cargoes, be they water, petrochemicals, cryogenic fluids, corn syrup, distillated spirits, or hydrazine. 500 gallon capacity
MDC: Typically 100-200
Cost: 9,000 credits-100,000 credits depending on capacity, armor rating, and any other special features(cryogenic cooling, gyro-stabilization, radiation shielding, slosh baffling, etc.).
Bomb-Trailer----This is a 3-ton trailer assembly with a reinforced MDC drum-cannister, lined with removable/replacable MDC plates, designed to transport undetonated explosive devices, and safely re-direct the force of the blast upwards if the device should somehow go off. The drum can safely direct up to 6d6x10 MD in explosive force before the drum itself buckles, Of course, after each blast, its a wise idea to replace the MDC insert plates.
MDC: 250-300
Cost: 25,000 credits; more if specially fitted (cryogenic cooling, HAZMAT shielding, etc.)


Sample Armature Fitouts----The following are a few of the devices that can be fitted to the robotic armature.
a)Hydro-Saw---An industrial tool, field-mounted. Rather than use a vibroblade or psuedo-diamond cutting edge, the Hydro-Saw uses high velocity water, pumped at near-supersonic velocity by a magnetic peristytic pump, then laced with fine ceramic grit, to rapidly cut through materials, acting as both blade and coolant at the same time. The cut is remarkably clean and quick. This device is devastating if used as a weapon, especially against vampires, but its extremely short range limits its effectiveness as a combat weapon.
MDC: 150
Range: 50 ft
Damage: 6d6 MD per burst, 1d6x10 MD for a full melee cutting burst.
Does 2d6x10 hit point damage to vampires
Rate of Fire: EPCHH
Payload: 300 full melee bursts
Cost: 30,000 credits

b)Spray Cannon
Range: 300 ft
Damage:Varies by chemical carried; Some examples:
(Water)None, if carrying water, but human-sized beings struck with the stream but roll versus the ‘cannon’s To Strike roll, or be bowled off their feet. Does 2d6x10 HP to vampires per blast

(Gloop) PS’s sticky goop---This material is used in constuction, 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)
Rate of Fire: ECHH
Payload: 200 gallon internal tank, or can be attached to a trailer holding up to 400 gallons
Cost: 10,000 credits

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

TechnoWizardry Features:
None are standard as yet, but as technology, magery, and technowizardry continue to develop apace, and ordnance disposal/HAZMAT crews are increasingly encountering new bomb techniques, ‘trap’ magic, and hybridizations of the two, ordnance disposal crews are increasingly fitting themselves and their vehicles with magic protections, PPE sensors, and other tools to compensate.
-------------
"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
------------
User avatar
taalismn
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Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Armongus-brand Megadamage Reinforcement Slime
“Hey...I love my little cottage...I want it to stick around for a while...”

“You might want to do some repainting after having your old place bio-armored; some paints crack and discolor from the starter enzyme and the slime underneath....I had a nice cream-beige go khaki once....made my den look like the inside of an ammo box.”

Armongus is the tradename given to a peculiar fiberous fungus developed by the tribes of the Cambridge Forest to reinforce wood structures into megadamage ones. It has recently been commercialized and offered for sale by Paladin Steel.
Armongus is sold/transported as a thick slime that is pumped(a simple hand pump and sprayer will do the trick) into the dead spaces of a structure or sprayed on its walls, after the areas have been ‘prepped’ with a nutrient(gaseous or liquid), then activated with another shot of a catalytic enzyme that starts the dormant spores germinating. Within minutes, the slime is expanding into a thick, mobile, foam that begins infiltrating the structure, permeating porous materials like wood and plaster, and forming a thick webbing structure of tough megadamage fibers networked throughout its mass, that remains even after the live fungus has stopped. When the armongus runs out of nutrient, it will stop its explosive growth and go dormant, so thorough and careful site preparation is a must for maximum protection. Subsequent shots of nutrient and activating catalyst can be pumped in later to re-activate the fungus and repair damage. Armongus also makes for excellent insulation. It also acts as a very effective air filter, filtering about 75% of airborne toxins and gases out of air passing through it.
Duration: It typically takes the Armongus about 15+5d6 minutes to completely do the walls and ceiling of the average four-room apartment or cabin. Effects are permament.
MDC: 20+4d6 MDC per 8 ft area
Cost: A ten-gallon drum of Armongus spores(enough to reinforce the walls of an average four-room apartment) costs 45,000 credits. Nutrient spray costs 50 credits per gallon container.

*Armongus-F
Armongus-F is a new strain of Armongus that releases fire-retardant chemicals into its surroundings when it senses fire and smoke combustion products. Tests have shown that it has a 75% chance of putting out most fires within 1d4 melees.
Cost: A ten-gallon drum of Armongus-F spores(enough to reinforce the walls of an average four-room apartment) costs 48,000 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
------------
User avatar
taalismn
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Posts: 48660
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Well, I figure it would make the job of anybody invading Greater New England all the harder...

"EVERY ^%^%&@G SHACK AND HOVEL'S A FORTRESS!!!!"
-------------
"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
------------
Shark_Force
Palladin
Posts: 7128
Joined: Fri Jun 26, 2009 4:11 pm

Re: Paladin Steel Storefront

Unread post by Shark_Force »

i'm envisioning it as a self-repairing tank armor (well... tank might be a bit of a strong word... but it would still turn a regular vehicle into a much tougher vehicle, and you could repair armor damage by spraying it and waiting... )
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taalismn
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Joined: Tue Sep 02, 2003 8:19 pm
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Re: Paladin Steel Storefront

Unread post by taalismn »

Shark_Force wrote:i'm envisioning it as a self-repairing tank armor (well... tank might be a bit of a strong word... but it would still turn a regular vehicle into a much tougher vehicle, and you could repair armor damage by spraying it and waiting... )


It really wouldn't make good vehicle armor, unless you had big double-layered hulls...Ideally, you use it on wooden structures, where the stuff would fill between the walls like foam insulation, and it would also permeate the wood itself, doing something akin to petrifying the stuff, or forming something akin to a coral skeleton(maybe you could use it on an old 'Woody' car? :-D )...For self-repairing vehicle armor, I'd go with the suggestion of MagePlate...it's more expensive, but lighter and can be repaired with a little PPE....

Already though, I could maybe see a 'smart' version of the Armongus that has something similar to the kinetic-energy-redistributing channels and capillaries as the 'bomb snot' or 'impact gel' applique available on the previously-posted Buffalo.....That way even if your house got bracketed by heavy bombs or caught in the overpressure blast zone of a tac-nuke, you could survive undisturbed...Maybe even a boron- or lead-impregnated version that would provide radiation shielding...

(In Splicers, there's a gunk that applied to leather, colonizes the stuff with scale-like barnacles and turns apparel like leather jackets into megadamage body armor...you imported stuff like that, or developed something similar, for sale on Rifts Earth....Well tan some cheap leather hides and stitch into a canopy for your vehicle, and then set this stuff on it, and presto! Armored roof/carapace for your passengers or cargo bed...)

All in all, it's part of Paladin Steel's emphasis on the 'steel'....providing that added protection for you hero types out there, even if you're staying at home and defending the homestead...and if we can't sell you a complete vehicle, we'll give you the armor plate to patch up and modify the one(s) you do have already....
-------------
"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
------------
User avatar
taalismn
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Posts: 48660
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel Silken-Swift Armored Limousine
*ZHIIISSTTT*THUDDATHUDDATHUDDA***
whhhhrrrrrrrrrr
“---what just happened---?!”
“Sorry, ma’am...we were briefly under attack. Ninjas. IED tire-shredder. The situation’s under control.”
“Ninjas? Who---? Oh, of course, HE wouldn’t live up to his word...Really, he just can’t accept that I won fair and square!”
“Indeed, ma’am? Shall we recover a survivor for questioning? I’m afraid the selection is rather limited however, thanks to the turret guns.”
“No, no need...any prisoner wouldn’t tell us anything we don’t already know. Bit of a relief, actually...He’s now handed me a perfect excuse to totally destroy him...”
“Ah, ma’am...Shall I tightbeam corporate HQ and have them launch a counterstrike?”
“No...just have them on standby and awaiting further orders...I’ll have a final target list by the time we get back in.”
“Very good, ma’am.”
whhhhrrrrrrrrrr
“Now, where were we? Oh yes...ahhh...now doesn’t that feel nice..?”
“..oooohhhh...”

Luxury vehicles are on few people’s agendas in the wild and still-wooly world of Rifts Earth(even the relatively ‘tame’ one Paladin Steel calls home), but there are a few nationalistic enclaves that are wealthy enough to support people who want rolling symbols of their wealth and power. Not willing to overlook a lucrative niche market, PS has constructed the Silken-Swift for those corporate executives, land-barons, aristocrats, government officials, and celebrities who want something roomier(or more pretentious) than a hopped-up sports car or a refitted military-surplus IFV.
The Silken Swift is a fairly conventional-layout wheeled vehicle with civilian styling. In size, the ‘Swift more closely approximates the pre-Rifts Zil 41047, at one time the largest and heaviest production car and a product of Soviet monolithic engineering. PS adopted a six wheel format however, that is slightly slower to steer, but more stable under heavy loading. A choice of various powerplants, from a rugged Omni-Fuel diesel(though range is rather limited, given that this is a vehicle for relatively short trips, rather than long range transport), to a heavy-duty micro-fusion reactor, provides plenty of power to speed the heavy weight vehicle through harsh weather, deteriorating road conditions, and freefire zones alike.
Under the sleek exterior, and hidden within the sybaritic furnishings, is a battle-rated armored superstructure, stress-tested frame, and advanced protective design meant to make sure the riders live to enjoy their acquisition. Then there’s the hulking catalogue of system and luxury options, that allow the Silken Swift to be customized for anything from the executive mobile office and field command post, to roadable pleasure-den(or maybe both; some people work better from a jacuzzi).
Ironically, while PS manufactures the Silken Swift, the company uses surprisingly few in its own corporate fleet. Most PS executives subscribe to the corporate image of a rough and ready self-reliant, no-nonsense industrial giant with a reputation for rugged engineering and a certain thriftiness, so it’s common to see the PS parking garages filled with boxy, utilitarian vehicles like VW SuperBugs, CamperVans, Jeeps, Arabian ATVs, and the like. PS Security and the GNE military operate a few as covert operations and security vehicles(as do a number of other buyers/operators). Outside PS, however, the Silken Swift is a hot seller among jetsetters and social elites with the credits to burn.
Type: PS-LGC-07
Class: Luxury Automobile
Crew: 1-2(driver, plus typically a bodyguard), +1-7 passengers
MDC/Armor by Location:
Main Body 250
Reinforced Interior Compartment 100
Wheels(6) 40 each
Height: 18 ft
Width: 7 ft
Length: 5 ft
Weight: 4 tons
Cargo: Trunk space of 6 ftx3 ftx3.5 ft
Powerplant: Conventional Liquid Fuel(250 mile range), Electric(300 mile range), or Nuclear Fusion (w/ 15 year energy life)
Speed: 135 MPH road, typically 35-45 MPH offroad.
Market Cost: 700,000 credits for liquid fuel, 900,000 credits for electric, 6.5 million credits for nuclear w/ 15 year energy life
Systems of Note:
Standard Power Armor Systems, plus:
*Advanced Radio Communications---100 mile range
*Radio Signal Scrambler---Encrypts those sensitive corporate (or personal) calls
*Run-Flat Tires
Weapons Systems: None standard, but can be fitted as Options:

Options: (Note: the following are among the most COMMON option requests and are considered ‘off the shelf’ catalogue items; we’ve gotten stranger or more exotic requests from customers)
*Gunports---Use your own handweapons to blast away at the bad guys outside, without compromising your own safety and the vehicle’s environmental integrity, with these special gunports with one-way locks(they let you shoot out, but keep the outside from getting in). Gunports impose a -1 to strike because of the limited field of fire. Heavy Weapons CANNOT fit in the gunports.
Cost: 1,000 credits each

*Aft Trunk Turret---At the expense of the rear cargo capacity, the space can be fitted with a retractable weapons turret
a)7.62mm LMG Machinegun--- This weapon can also fire riot rounds, silver bullets, and armor-piercing ramjet rounds.
Range: 3,000 ft
Damage: 6d6 SDC per single shot, 4d6x10 SDC(1d4 MD) per 10 rd burst
Rate of Fire: EGCHH
Payload: 2,300 rds per gun
Cost: 2,500 credits

b) Rail Gun---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.
MDC: 30
Weight: 50lbs
Range: 2000 ft
Damage: 1D6 MD single round, 1D6x10 MD per 10 round burst,
2D6x10 +60 per Full Melee Burst of 40 rounds
Rate of Fire: EGCHH
Payload: 700 rounds
Market Cost: 12,000 credits

c)Laser---PS-34L Laser Turret
Range: 4,000 ft
Damage: 6d6 MD per dual blast
Rate of Fire: six times per melee
Payload:1000 blasts battery, unlimited nuclear
Cost: 40,000 credits

d)KTR-42X Anti-Armor Directed ElectroMagnetic Pulse(DEMP)Cannon---The KTR-42X is an upgraded version of Kera-Tech’s KTR-40X EMP Rifle(popularly known as the ‘DEMP Gun’), commmissioned by Paladin Steel as a police weapon. Police and MilIntel like this weapon because it enables them to capture targets without blowing them to smithereens.
Range: 700 ft
Damage: Special. 4d6 EMP damage. The directed ElectroMagnetic Pulse (EMP) does NO obvious physical damage to the target(aside from Saint Elmo’s Fire-like electrical discharges), but attacks any electrical systems. Compare the damage inflicted to the MDC of the location being targeted. The resulting percentage is the chance the target has been disabled, due to its electrical system being shorted out. All damage is cumulative on the target, but at under 50% it leaves no permament damage to the systems.
Any damage in excess of 50% of the target’s MDC will result in damage to its electrical system that will need to be repaired(This damage effectively stays with the target until repairs are affected...damage is typically accompanied by electrical fires and short-outs), in addition to systems degradation setting in; -10% to skill rolls involving sensor, communications, and fly-by-wire systems, -1 to strike, parry, dodge, and reduce sensor ranges by 1/3.
Any damage in excess of 75% will result in the entire electrical system needing to be REPLACED due to irreparable damage. This is DEFINITELY accompanied by severe electrical fires and spectacular pyrotechnics from the electronics. Same damage penalties as above, and there’s a 30% chance of computer operating system files being wiped, requiring booting up the system again from shielded backups or discs.
Does double damage against non-military vehicles due to their not being hardened against EMP. Does NO damage to non-mechanical/electronic targets.
Bionics are affected slightly, suffering a decrease in mobility, response, and speed, until the internal systems reset themselves. This results in a -1 to dodge, roll, and strike for the affected limb. This effect lasts 1d4 melees, non-cumulative. per blast.
Rate of Fire: Single shots, ECHH
Payload: 50 shot battery if conventionally powered(a slot allows e-clips to be used in an emergency; 20 shots per long-e-clip). Effectively unlimited if nuclear powered
Cost: 65,000 credits

e) Plasma Gun(s)
Range: 1,000 ft
Damage: 4d6 MD single blast, 8d6 MD for both guns firing simultaneously
Rate of Fire: ECHH
Payload: 120 shots before the generator needs to recharge; takes 20 minutes to recharge. Unlimited linked to a powerplant.
Cost: 90,000 credits
Options:
*SprayFire Barrel Modification Kit--- This mod mounts a ‘watering can’ of multiple short projection coils on the barrel, splitting the plasma discharge into a dozen smaller plasma mini-bolts. Range drops to 500 ft, but the bolts do 3d6 MD to a 20 ft wide area.
Cost: +18,000 credits
*Plasma Bolt-exploder----Rather than a single plasma bolt, this mod supercharges the outgoing shot into a sort of freeform plasma ‘grenade’ whose cohesion deteriorates faster, resulting in shorter range, but which explodes with greater area of effect and intensity.
Reduce range by HALF, but the bolt now does 1d4x10 MD and explodes in a 5 ft blast radius . A single plasma ‘grenade’ costs two shots from the battery capacity.
Cost: +10,000 credits

f) Ion Cannon(s)
Range: 1,600 ft (1,000 ft underwater)
Damage: 5d6 MD single shot; 1d6x10 MD per dual simultaneous shot.
Rate of Fire: Standard
Payload: 100 **** battery. Effectively Unlimited linked to a powerplant.
Cost: 22,000 credits
Options:
*Ion Scatter-Shot Module---This is a barrel clip-on that turns the PSIR-6 into a short range shotgun with an area of effect blast. Reduce range to 400 ft, but does 4d6 MD to a 12 ft wide area. Cost: 6,000 credits
*Ion Step-Down Module---This barrel attachment, rather than increase range or power, actually ‘steps down’ the power of ion bolts into the SDC range, and modulates their effect, making the weapon in effect a ‘super-taser’(albeit it with flash-burns). An added power regulation chip allows the weapon to use less power in SDC mode. Switching between MD/SDC modes takes 2 actions. Popular with urban security and police units.
Range:(SDC shots) 600 ft
Damage: 1d6 SDC shock-burn. Plus, victims must make a save of 14 or better, or be -8 to strike, parry, and dodge for 2d6 melees. A savings throw versus non-lethal poison means the person is unimpaired. 25% chance of knocking out unshielded cybernetics for 1d4 melees.
Payload: 1 MD shot equals 10 SDC shots
Cost: 4,000 credits

g) Particle Beam
Range: 3,200 ft
Damage: 1d6x10 MD to an 8 ft wide swath
Rate of Fire: ECHH
Payload: 60 shot battery. Effectively Unlimited linked to a powerplant.
Cost: 150,000 credits

h) Sonic Cannon
Range:700 ft in air
Damage::Wide Beam: 4d6 MD to a 30 ft area
Concentrated Beam: 1d4x10 MD per blast
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor.
Unprotected personnel must save versus non-lethal poison (16 or higher) or be stunned for 1d4 melee rds. People in sealed power armor save at an 8 or higher for the wide area blast, but make a standard save for the concentrated blast.
Sonar Blast----This is an enormous ‘belch’ of sonic cacophony that can blind sonar systems within range with a mass of ‘white noise’, knocking them out for 1d4 melees. Sonar and acoustic homing systems will lose target lock, and sonar-using creatures will be stunned and ‘blind’ for 1d4 minutes.
Vibration Blast---This takes up ALL attacks per melee to initiate and maintain, and consists of focusing a low powered beam on a sealed ship(submarines are ideal), and gradually inducing an ultra-low frequency vibration throughout its structure. While this doesn’t do any damage per se, it does affect the hearing and inner ears of crewmembers, causing creeping disorientation and increasing unsettledness, leading up to nausea. After one melee people with unprotected hearing(or uninsulated contact with the ship’s hull structure) will be -1 to strike, parry, and dodge, and -5% to skills(they become easily distracted). After two melees they are -2 to strike, parry, and dodge, -10% to skills, and are -10% to their sense of balance...and so on...People with protected hearing are immune to the effect, but beings with enhanced hearing are TWICE as susceptible to the effects.
This setting is most effective against vessels 60 ft long or smaller...larger vessels will take an extra full melee per 50 ft of length for this to work...or several cannon working in concert, to be effective.
Rate of Fire:(Sonic Blast) ECHH
Payload:(Sonic Blast) 250 shot battery. Effectively unlimited linked to a powerplant
Cost: 70,000 credits

i) 30mm Grenade Launcher
Range:1,200 ft
Damage:
(SDC)* (Fragmentation) 2d6x10 SDC to 16 ft radius
(High Explosive) 6d6x10 SDC to 4 ft radius
(Armor Piercing) 1d4x100 SDC, no blast radius
(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

*(Yes, I know, why include SDC when it just as quickly becomes MDC? You’re still being hit with a pretty hefty shell)

(MD)(HE) 2d6(12 ft blast radius)
A 5 rd burst does 1d4x10 MD to an 20 ft area
(Armor-Piercing) 4d6(3 ft blast radius)
A 5 rd burst does 1d4x10 MD to an 9 ft area
(light micro-fusion) 6d6 MD (12 ft blast radius)
A 5 rd burst does 1d6x10 MD to an 25 ft area
(HESH (High Explosive Squash Head)) - Designed to ‘spald’ off armor on the interior of power armors and vehicles. Composite ‘chobham’(layered armor and nylon mesh) armor reduces this internal damage by HALF, by holding the armor together.
HESH rounds do NOT have a blast radius.
3D6 MD plus 4D6 SDC to the person(s) inside the object.
(Incendiary) 2d4 MD to a 12 ft blast radius, plus an additional 1d6 MD per melee for 1d6 melees.

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: ECHH
Payload: 80 shot magazine
Note: The Drum magazines are fully compatible with the PS ‘Drum Mine’ system that allows large-caliber ammunition drums to be converted into boobytraps/mines.
Cost: 19,000 credits; SDC rounds cost 40-60 credits each, Crowd Control rounds cost 20 credits each, standard 30mm HE grenades cost 400 credits each, armor-piercing cost 550 credits each, micro-fusion(rarely available on the open market) cost 1,500 credits each, Incendiary cost 600 credits each.

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: 60 rd drum
Cost: 50,000 credits for the launcher

k) Flamethrower
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: ECHH
Payload: 100 bursts
Cost: 9,000 credits


*Hood Guns---These are identical to the trunk turret guns, but are concealed under sliding hatches in the hood and are in a fixed forward position, with only 30-degree side-to-side and vertical arc of fire.

*Laser Headlights(2-4)
Range: 4,000 ft
Damage: Variable settings; 1d6, 2d6, 3d6, 4d6, or 6d6 MD per gun.
Rate of Fire: ECHH
Payload: 250 shot battery per gun. Effectively unlimited linked to a powerplant.
Cost: 30,000 credits per gun

* Extending Hub Spikes----Great for tearing out the tires of other vehicles, or mowing down people on foot.
Range: Can extend up to three feet from the hub.
Damage: 2d6 MD
Cost: 5,000 credits per wheel blade.

*Energy Spoke Jets----Plasma Jets firing from the wheel hubs that form a cutting torch.
Range: 5-20 ft
Damage: 4d6 MD per blast
Payload: 100 shot battery. Effectively unlimited linked to a powerplant.
Cost: 29,000 credits per wheel

4)Grenade Launchers(4)---Mounted on either side of the front and rear bumpers are several small smoke mortars/tear gas/grenade launchers
Range: 500 ft
Damage: Varies by warhead type
Rate of Fire: Volleys of 1,2,3,4, or 5(all)
Payload: 5 per launcher(20 total)
Cost: 1,800 credits per launcher

5) Chemical Sprayer---Built into the ‘trim lines’, and firing from four small nozzles in the front and rear bumpers, are a series of chemical sprayers that can be used to spray tear gas for riot control, or ooze fire retardant foam for damage control.
Range: 60 ft
Damage: Varies by chemical used
(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 travelling in ground contact across sufficently large patches of slipspray will be at -15% to their piloting rolls..failure means the vehicel goes out of control and takes on the chaarcteristics 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 Triax Devastator) will be uneffected, as they simply stomp the effected surface into the subterrean. Hovercraft are NOT effected 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: 50 shots of chemical; up to 4 different chemicals can be carried in internal reservoirs.
Cost: 10,000 credits

Luxury Car Option Packages:(These can be added to the vehicle options in Ninjas and Super Spies, Rifts Sourcebook One, Heros Unlimited(Robots and Vehicle sections)and Rifts: Mercenaries): These costs reflect prices within the GNE nations; outside GNE or at outlying outposts, costs may be 2-5 times more, depending on market location, availability of support, and the complexity of the system wanted.

*Variable Opacity Windows---Tune the windows from crystal-clear to impenetrable mirror/black.
Cost: 300 credits

*Video Windows---These special three layer windows can be used to project a 3-D false image of what’s in the car, visible only to those outside. Your choice, from a library of CDs and tapes, or video camera mounts inside the vehicle(make it look like the vehicle is occupied, even when it isn’t!).
Cost: 1,000 credits

*Skylight---Look up and away in perfect safety, from under this armor-plas roof-panel.
Cost: 6,000 credits

*Sound Insulation: Keeps people from eavesdropping on anything being said inside the vehicle; can be combined with a ‘white noise’ generator to defeat electronic bugs.
Cost: 500 credits, 900 credits for ‘white noise’.

*Electronic Bug Sweeper---Detects the telltale EM signature of electronic trackers and listening devices on or inside the vehicle.
Cost: 2,000 credits

*PPE Detector---Detects the presence of PPE concentrations(including magically-concealed beings) in and around the vehicle(25 ft radius)
Cost: 9,000 credits

*Mini-Bar w/ Ice Maker---Ah! One for the road! Two spigots, attachments for beer or soda, and carbonation tanks.
Cost: 450 credits for basic setup; liquid contents cost extra

*Refrigerator----Because your life wouldn’t be complete without one, am I right? 12-inch capacity( can be bought several times, to reflect larger coolers)
Cost: 200 credits

*MicroWave Toaster--Because adventuring is tough and hungry work, and you can’t always wait until you can get out of your vehicle and try to start a fire to make one lousy hot-pocket....
Cost: 200 credits

*Fold-Out Bed---Converts the back seats into a comfortable bed for 1-3 people; great for camping out or that romantic rendevouz(satin sheets optional)
Cost: 500 credits

*Leaper Leather Upholstery---This is typical of many specialized luxury options(others include Dire Wolf Fur, Tyrannosaur leather, and Chimaera pelt) offered for the more exotic-minded. This came about as a result of a skinner who found a way to render Gring Leaper hide(see Rifts: New West) soft and supple(it takes several hours of soaking in varying concentrations of acids and bleaching agents), while still retaining its megadamage properties(though it’s too soft to make good armor). When the man moved to Paladin Steel West, he sold the proccess to PS, who started industrial-scale harvesting and proccessing, in an effort to clear western lands of the mosntrousities. The leather produced has a rich, iridescent dark green color, and a soft pliability that is resistant to scuffing, water, and fire damage.
Upholstering the interior of a standard -sized car will cost roughly 8,000 credits.

*Stereo System---What’s a luxury car without a really decent sound system? Pretty pathetic, that’s what! Pre-Rifts folks wouldn’t recognize the name of the stereo system, but it’s top of the line for the post-Rifts world.
Cost: 400-800 credits

*TV/Video System---Installs a 7-inch fold-out mini-television video flat-screen, that can display transmissions, or CD/tapes.
Cost: 200 credits

*Holographic Entertainment System---Full 3-D display and entertainment center...comes with Surroundsound. Not advised for the front seat or easily distracted drivers(certainly no monster movies!).
Cost: 900 credits

*Hot Tub---Takes up the space of four passengers with a heated bath tub and jacuzzi that can seat two people
Cost: 18,000 credits

*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 controling 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...).
Cost: Vehicle installation is 10,000 credits, the cybervehicle link(implant) costs 120,000 credits

*Autopilot---Available in both a ‘dumb’ and a ‘smart’ version. Dumb versions will basically just keep the vehicle going straight and level on a pre-set course, never deviating from said course...the ‘dumb’ system will alert the crew if anything trips the sensors or gets in the way, and it can be programmed to stop, or deviate a set distance from course in such events, until the crew can regain/resume control.
A ‘smart’ system is actually an onboard Artificial Intelligence(AI) using PS’s new microtronics AI chips. The ‘smart’ system can actually evade and maneuvar to avoid obstacles, and even anticipate trouble, while remaining on the general course. The ‘smart system’ has a +1 to dodge
Cost: 7,000 credits for the ‘dumb’ version, 12,000 credits for the ‘smart’ Auto-Pilot
For an additional 8,000 credits, this can be modified with a remote start(triggered by a remote control in the keycard) and a remote ‘recall’ that allows the owner to summon the car to him, and for another 8,000 credits, even command its functions by remote control.

*Onboard Artificial Intelligence---This installs a micro-computer AI that, in addition to monitoring the vehicle’s functions, can also actively scan for problems outside itself, anticipate problems, advise the driver. The OAI is much more responisve than a ‘smart’ autopilot, and is able to plot far more extensive course deviations, even take independant action as it falls within its orders and program parameters. An OAI, for instance, can determine that its operator/passengers are hurt and unable to help themselves(critically wounded by a passing SAMAS, for instance), and the car will begin looking for medical assistance. Most OAIs have a verbal interface, pleasant synthesized voice, and a psuedo-personality, giving them the illusion of ‘life’. An OAI has an IQ-equivalent of 10, and comes with Navigation: Land, Automotive Mechanics, Read Sensory Instruments, Weapons Systems, and Radio: Basic, all at 98%, has 3 actions/attacks per melee . Additional specialized programming may be added as the buyer/owner specifies...many owners program theiir cars to be able to sing or read.
Anything more sophisticated than this, and the buyer is best off using the Robot Creation Tables from Rifts Sourcebook One or Heroes Unlimited.
Cost: 500,000 credits

*Enhanced Sensors---Extends the range of the onboard standard sensors by 50%.
Cost: 250,000 credits

*Mine Detector-----A detection coil can be installed on the prow, and uses a variety of magnetic, chemical, and ground sonar detection systems to sniff out mines and buried ordinance. 85% accuracy. Cost: 3,500 credits

*Sensory Cluster----MDC 80---Has the following sensors:
*Motion Detector--200 ft range
*Laser Illuminator-----6,000 ft range, Designates targets for laser-guided munnitions/weapons
*Laser targeting System(+1 to strike)
*Lance Scanner---Looks like a long lance protruding from the front of the craft. The Lance Scanner contains a magnetometer() and a short-range microwave radar for groundsearching minefields(in theory, the ground radar sound be able to detect even non-metallic mines, but takes twice as long). Range: The magnetometer has a range of 4,000 ft and can detect vehicles and other metallic structures with 80% accuracy
The ground radar has a range of 3,000 ft, and has a 90% chance of detecting metal-cased mines, 60% chance of detecting non-metallic ordinance.
*Aura Scanner---For detecting and identifying PPE concentrations
Range: 2000 ft
*Bio-Scanner---Has a molecular analyzer, enhanced radiation detector, high-powered accoustic ‘shotgun mike’(3,000 ft range), and thermo-imager optics.
* Optical Cluster--- Telescopic,IR/UV, Thermo-Imaging, Audio-Video-Survellance System
Cost: 80,000 credits

*Enhanced Communications System-----Extends radio communications out to 300 miles with a retractable antennae.
Cost: 300,000 credits

*Auto-Doc---An onboard medical system that can be quickly hooked up to a passenger to monitor and diagnose life signs, and administer common medications and broad-spectrum drugs. +10% to medical rolls when used by a competent medical technician, or can be considered to have a First Aid skill of 40%.
Cost: 40,000 credits. Drug refills cost extra

*Enhanced Life Support---This feature installs a robot-quality life support system that can recycle air for up to a week
Cost: 500,000 credits

*Crash Control/Safety Restraints/Fire Control System---Reduces the damage that passengers take in a crash by HALF. PS actually offers a 10% discount on other options if this option is taken(hey, auto insurance is sorta ridiculous in monster infested Rifts Earth, but there should be some economic incentives for safety devices...).
Cost: 10,000 credits

*Ejection Seats---Great for last minute bailouts, or, if one decides to take the ‘master control’ option built into a secret control, ejecting unwelcome passengers from the vehicle. Includes auto-deploy restraints and head protector. Typically fire the seat up to 250 ft away; comes standard with zero-altitude capability, so if you leave the kids in the car, folks, while you pick up some groceries, disable the seats first....
Cost: 6,000 credits per chair
(Master Control): 1,000 credits

*Security/Ambush Restraints---These are designed not to hold people in a crash, but to hold them, period. Specially reinforced shackle-mounts and lock-braces make sure that anyone locked into them ain’t going anywhere until you unlock them.
Ambush retraints deploy instantly from concealment, at a signal(secret control or verbal command)(+4 Entangle strike roll). Combined with an Auto-Doc, this system can be used to administer sedation drugs and keep prisoners from injuring themselves, or calling attention to themselves.
Restraints hold with a PS of 30
Cost: 8,000 credits

*Smuggling Compartments---special sensor-screened(acoustic, thermal-imaging, magnetic) smuggling compartments built into false floors, hollows in the engine spaces, or hollowed out(reinforced) structural members for concealing those special cargoes from prying eyes and cursory probings. Most smuggling compartments are only large enough to hide a small bundle in small cars, but some compartments can hold fairly large contents(one covert operations team fitted their hovercar with a special soundproofed compartment with its own life support and medi-doc system, and used it to smuggle a kidnapped Coalition scientist out of Chi-Town).
Cost:(Small-glove compartment) 8,000 credits
(Medium--Suitcase) 100,000 credits
(Large--Trunk) 500,000 credits

*MagTread Traction System--A new innovation for conventional wheeled vehicles, this system creates a virtual tread surface under the vehicle’s tires, giving greater control over wet or slippery surfaces, greater speed over soft terrain, and better handling at high speed. This system also allows for shorter braking distances, tighter turns at high speed, and even allow the vehicle to ride up on steep embankments if the surface is smooth enough.
Bonus:+10% to control rolls
Cost: Vehicle installation is 10,000 credits

*Parasail System---Great for driving off cliffs, parking garages, and out of aircraft. Automatically stows/packs itself on command.
Cost: 20,000 credits

*Submersible---Fits the vehicle for amphibious and underwater operation; watersealing, reinforced hull, sonar, depth guage, and a small hydrojet thruster are all standard with this package.
Speed: 20 MPH, maximum depth of 1,000 ft
Cost: 200,000 credits

*Walker Legs---Replaces the wheels with robotic legs. Each leg has 60 MDC, and the vehicle’s top speed is 60 MPH, but it has superior rough terrain handling.Cost: 1 million credits

*Hovercraft Conversion----Don’t like wheels? Another expensive conversion that trades the conventional wheeled propulsion for a hoverjet GEV system.
MDC of Hoverjets(8) 60 MDC each
Speed: 120 MPH maximum, 1-6 ft off the ground, and can skim above water(no more than 3 ft waves) at 80 MPH
Cost: 2.5 million credits...or 2.9 million to add to an existing wheeled chassis(wheels fold up and out of the way of the hoverjets)

*Stabilization Jacks---Tired of being knocked over by concussion blasts, or being rolled over by a giant’s kick? This interesting little system uses Glitterboy-style pylon technology to las and hydraulically drive six stabilizer jacks up to 5 ft into the ground, even through concrete and metal gratings, within 5 seconds, affixing you like a barnacle, and able to stay upright in even hurricane-force winds. System can disengage in 2 seconds, for that speedy getaway.
Cost: 80,000 credits

*Extending Axles---The Limo can extend its wheels on ‘landing gear’--style axles, allowing the armored car to ‘walk’ over road debris and rubble. The ‘car can negotiate obstacles up to 4 ft tall in this manner.
Cost: 280,000 credits

*JATO--- Applicable to nuclear and conventionally powered vehicles. This is essentially a Power Booster(nitrous oxide injection system, improved power delivery system, rocket booster, overcharger), and a tuned-up engine to attain higher performance, if only for a few minutes.
Speed: 350 MPH for 1d4 minutes, or adds 100 MPH to an existing flight system, for 1d4 minutes. Cannot be re-engaged for another 2d6 minutes after that(recharge period, cool-down, etc.).
Cost: 200,000 credits

*Super JATO---This feature essentially makes the vehicle into a supersonic-capable aircraft! Must have flight/hoverjet capabilities and a nuclear powerplant to take advantage of this option. Super JATO adds two massive long-endurance boosters to the back of the vehicle, a spoiler wing surface above, and a forward spoiler/canard to the nose, effectively doubling the length of the vehicle.
Speed: The vehicle can now attain Mach 1(680 MPH) for 2d6 minutes, or subsonic speeds near indefinitely
Cost: 400,000 credits

*Stealthing--Fits the car with radar absorbant/invisible materials. Vehicle is now -20% to detect on a Read Sensory Instruments roll with radar. Great when you’re expecting to be speedchecked by the ‘bears’! CANNOT be combined with Chameleon Body or Laser Ablative Armor.
Cost: 1 million credits

*Chameleon Body---One color scheme not enough for you? Want to blend into the crowd or stand out to suit your mood? This nifty little addition fits your car with a series of embedded holoprojector elements and chromo-morph body panels. It’s not as powerful as the Thermo-Optic Camou used by GNE’s military-grade vehicles, but it’s still a rather decent thing to have. Can be programmed with up to eight(8) different pre-selected color-schemes, or a mimic-program that tries to match the surrounding terrain;. Most effective when parked and standing still.
Cost:300,000 credits

*Applique Armor---Additional armor plates can be hooked, welded, or epoxied on. For the sake of calculating movement penalties, three armor weight categories are used; Light, Medium, and Heavy, and several armor options are offered.
*Light----Adds 10-100 MDC main body, + 1-2 tons, without movement penalties. Note: This degree of armoring will NOT be obvious to observers.
----Cost: 15,000 credits per 10 MDC
*Medium---Adds 110-200 MDC main body, +2-4 tons, but with a reduction in top speed of 15%. Note: There’s a 40% chance of observers noticing that the car looks altered and uparmored.
----Cost: 16,000 credits per 10 MDC
*Heavy----Adds 210-360 MDC main body, +4-6 tons, but with a reduction in top speed of 25%. Note: this level of armoring will be MOST obvious to onlookers.
----Cost:18,000 credits per 10 MDC
*Laser Ablative Armor(Option)--- Eight coats of wax not enough? Get your car refitted with PS’s laser ablative armor, available in just about any color(though metallic hues are most often requested). Reduces laser damage done to your vehicle by HALF. VFLs can NOT adjust to compensate. As an added bonus, Arkhon triphase weapons do 1/10 less damage.
----Cost:+500,000 credits(Rarely available to outsiders)
*Thermal Resistant Heat-Refractory Tile Armor(Option)---Special heat-resistant materials designed originally for reentry vehicle shielding. Heat and plasma-based attacks do 1/4 damage
----Cost: +1 million credits
*Chemical Resistant Armor(Option)----PS’s patented chemically inert armor that sheds the effects of corrosive chemicals and stick’ums. Acids and chemical weapons do NO damage.
----Cost: +1.1 million credits
*Jettisonable Armor(Option)---Special pre-cut division channels, break points, and integral explosive bolts allow the vehicle crew to jettison the applique armor, shedding it, usually to restore mobility(in the case of medium- and heavy-armors), lose contaminated outer plates, or shed unwanted riders. Once jettisoned, the applique armor CANNOT be re-attached without extensive reconstruction and refurbishment(if anything is left at all of the original material)....Essentially, one has to re-buy the applique and/or jettisonable armor option to regain its benefitts.
OPTIONAL: The explosive bolts, at the GM’s discretion, can explode off with enough force to do 1d6 MD to an 15 ft radius around the vehicle, due to flying armor fragments.
----Cost: +4,000 credits+cost of armor

*Morphing ‘Armadillo’ Armor---Enfolds the ENTIRE limo in articulated armor plates, increasing armor protection, but effectively immobilizing the car. Can only be openned 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)

*Shock Blaster Security System---This addition to the standard anti-theft locks and alarms BLASTS the miscreant with bullhorns and industrial-strength strobelights that override passersbys’ normal apathy about car alarms, and limelights the thieving bastards like jack-lit deer, as well as chiseling their eardrums and optical nerves. Imagine a flash-bang grenade going off in your face while you’re trying to coathangar the door-lock.....
Range: 10 ft radius
Effects: Targets without ear and eye protection are temporarily blinded and deafened; -5 to strike, -10 parry/dodge, and 40% chance of stumbling and falling per 10 ft of movement. Has a Horror Factor of 8 to anyone else standing nearby, who think the car just exploded. Effects last 1d4 melees
Cost: 700 credits

*Shocker Security System---Scaring them not enough? This system feeds them a charge of electricity that’s sure to curl their toes.
Range: 3 ft
Damage: 3d6 SDC plus Humanoids struck with this weapon must save
vs. coma or be shocked unconscious for 1D6 minutes.
Payload: 10 charge battery, or unlimited if linked to a nuclear powerplant.
Cost: 1,000 credits

*Auto-Shooter Security System--Scaring them or shocking them doesn’t do it for ya, no? You take your private property rights SERIOUS? With this little baby, anyone trying to break in will find themselves targeted by whatever weaponry your ride’s toting. A five-second warning gives them enough time to back off if they’re smart. This system is NOT recommended if you’re in the habit of locking your keys in your car.
Bonus: +3 to strike(targeting bonus), 2 Attacks per Melee until the target leaves the area of alert(typical 10-20 ft from the car), then resets itself.
Cost: 10,000 credits

*Fryolater Shock Security System---Screw mercy; they’re messing with your car! This system blasts them with megadamage electrical force; enough to reduce the average carjacker or burglar into a puff of ionized plasma and some easily swept aside ash on the ground.
Range: 3 ft
Damage: 3d6 MDC plus Humanoids struck with this weapon must save
vs. coma or be shocked unconscious for 1D6 minutes.
Payload: 10 charge battery, or unlimited if linked to a nuclear powerplant.
Cost: 20,000 credits

*Mine Detector-----A detection coil can be installed in the ram prow, and uses a variety of magnetic, chemical, and ground sonar detection systems to sniff out mines and buried ordinance. 85% accuracy. Cost: 3,500 credits

*Chemical Sprayer System---For wiping paparuzzi or those equally obnoxious vampires off the car.
Range: 50 ft
Damage: Varies by the chemical agent used. If using water, does 4d6 HP to vampires
Rate of Fire: ECHH
Payload: 50 blasts of chemical/liquid
Cost: 200,000 credits

*Smoke Screen Generator---Generates a thick, obscuring cloud of dense smoke. Each blast covers a 60 ft area and anyone caught in the cloud of thick, obscuring smoke is. Has enough smoke-matrix for 12 clouds.
Cost: 10,000 credits

*Accoustic Baffling---This difficult modification requires insulating the engine and passenger compartments, wrapping joints in special muffling, and fine-tuning the propulsion to make a minimum of noise. Because of the wear and tear this modification must endure in the course of vehicle operations, it requires CONSTANT upkeep(2-4 times more maintenance and tune-up time) to keep it effective. On the plus side, when it’s working, the vehicle has an 80% Prowl skill at speeds of 10 MPH or less, 60% at speeds up to 40 MPH. and 40% up to 80 MPH. Tracking the car at night by sound alone becomes near impossible, and anyone inside the vehhicle will have to open a window in order to be heard outside.
Cost: 90,000 credits

*Chaff/Flare Launchers---For those of you afraid of eating a missile from your friendly Coalition Highway Patrol....
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is nuetralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 12 per launcher
Cost: 3,500 credits for the launchers

*EM Jammers---Great for blasting through radar traps. Radar-guided weapons are -6 to strike. Effective range of 500 ft
Cost: 50,000 credits

*Reinforced Floor---Armors the underside of the car against IEDs and landmines. These weapons now do HALF damage, and add 180 MDC (applicable to the UNDERSIDE only). But the vehicle is now 1,000 lbs heavier, and reduce maximum speed by 10%.
Cost: 25,000 credits

*Stretch-Limo---It IS possible to have the body of the Silken Swift lengthened by as much as an additional eight feet, adding an additional 2,000 lbs of weight, 100 MDC to the main body, as well as another pair of wheels, and providing space for an addition 8 passengers, but reduce maximum speed by 20%, and the added encumberance imposes a -10% to Piloting rolls.
-------------
"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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taalismn
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Re: Paladin Steel Storefront

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Paladin Steel ‘Stratos’ Scout Car

“Oh....look at her...those lines, those curves...she’s so sexy....”
“Yeah, and that mini-missile launcher packs a punch like my old girlfriend’s!”
---Overhead at a Paladin Steel showroom.

“My name is Bond...James Bond.”
“No it’s NOT!!! It’s Jo-Jo Bongo and you ain’t fooling anyone with that fake accent and zootsuit! Jeez...guy gets a fancy car and it all goes to his head!”
---Overheard at the 110 P.A. Headhunters’ Open, Relic.

“Destroy the enemy, crush their troops, kill their dependants...BUT DON’T SCRATCH THAT CAR!! I want that car!!!”
----Kittani Slaver-Centurion Aghani-Korda.

The Paladin Steel Stratos has its origins in the now defunct Tetrarac Corp., an attempted splinter group of StormSpire , whose archaeologists were searching the area around Las Vegas for pre-Rifts artifacts and technology. Early on, they discovered a series of subterranean caverns near the city ruins that looked extremely promising, but upon entry into the reinforced, hermitically sealed bunkers, they found, not the expected pre-Rifts military equipment, but the carefully preserved stock of a car collector and dealer. The vintage automobiles, of SDC construction, were of little interest to most of the TC engineers, save as curios, but a few nostalgia-minded technowizards and engineers couldn’t help but wonder if something of value could be made of them.... in particular, the Lancia Fulvia HF “Stratos”(http://www.lotusespritturbo.com/Concept ... atos_1.jpg) , a rare ‘dream car’ design found among the carefully preserved treasures caught the eyes of the engineers with its sleek, futuristic lines. Unfortunately, proposals to produce a line of MDC replica vehicles met with little interest on the part of TC’s management, who had more important programs on their agenda. The impromptu TW-Auto Club found itself on its own, with few resources.
Enter Paladin Steel. Early on, while trying to make strategic alliances, Paladin Steel sent several teams of engineers out to Tetrarac Corps’ factory works with a mind to study possible applications of their new partners’ technology to upgrade existing older PS designs. One such team had high hopes of using techno-wizardry to upgrade the old Grey Wolf scout car. Unfortunately, the team arrived to find itself the victim of one of TC’s many re-organizations, and the engineers found themselves hanging around waiting for someone to tell them what to do, their equipment still crated up. The TW-Auto-Club found the PS team waiting around in the Tetraracs’ cafeteria, looking lost, surrounded the hapless New Englanders, and dragooned them into the Club.
The Stratos rolled out a month later, just before the senior leadership, and main facilities of Tetrerac Corp disappeared. While the disappearance of the intended main production facility was a bitter blow, enough of the engineering team, and their prototypes, had returned to the VFS to begin limited production of the vehicles for special clientele.
The Stratos has a low profile, ultra-streamlined body that has earned it such nicknames as “Rolling Speedbump” and “Road Torpedo”. The vehicle rides on four MagTech-enchanced wheels, but it can be fitted with a hoverjet system. Its biggest draw, however, is the integral TW systems. Mages who drive the Stratos, comment that the mystically-augmented vehicle feels ’alive’(and, indeed, especially if they take the Monstrex option, it does seem that way).
Since its unveiling at the Pierre Tech Fair, the Stratos has become something of a status symbol among the very well-heeled TW set(those who can’t afford to build or buy something better). Despite their expense, several magic-intensive mercenary units have seen fit to outfit several elite recon units with Stratos Scout Cars.
Type: PS HF1.6
Class: Advanced Mystech Scout Vehicle
Date of Introduction: 106 PA.
Crew: One, plus 1-2 passengers
MDC/Armor by Location:
Main Body 180
Wheels(4) 30 each
Height:4 ft(may prove impossible for tall or oversized characters)
Width: 6 ft
Length: 10 ft, 10 in.
Weight: 1.2 tons
Cargo: Glove compartment, trunk space(2x1.5x3 ft)
Powerplant: Nuclear w/ 15 year energy life
w/ PPE Generator Auxiliary (150 PPE storage capacity)
Recharges 10 PPE per hour, 20 PPE on a leyline, and 40 PPE at a nexus.
Speed:(Road): 120 MPH
(Ley Line Flying): 300 MPH!
Market Cost: 5 million credits
Systems of Note:
*Tinted Windows---Standard(no cost)
*Full Air-Conditioning and Air Filtration
*Reclining Bucket Seats w/ Auto-Adjust(for maximum comfort)
*Radio----80 mile range
*EasyRide Virtual Tread Generation System---A late(but welcome) add-on, this system creates a virtual tread surface under the vehicle’s tires, giving greater control over wet or slippery surfaces, greater speed over soft terrain, and better handling at high speed.
Bonus:+15% to control rolls

Magic Systems(Standard)
*Protective Energy Field---That extra layer of protection, against energy blasts or collisons/impacts. 10 PPE(20 ISP) to activate, lasts 10 minutes per energization, and provides 50 MDC per 10 PPE(20 ISP) pumped into the system.

*Eyes of the Wolf---Built into a small HUD(Head Up Display) in the windshield. 10 PPE(20 ISP) to activate, lasts 20 minutes per energization, and confers Nightvision, See the Invisible, Identify Tracks, and Track---range of 80 ft.

*Ward Security System--Costs 45 PPE to activate, but the car is now protected from thieves by a Ward spell. Users may select any THREE of the Ward spell options(see RMB, pg. 184). When activating the system, they may select ONE of those effects to be activated by the security system.

*Time Slip Driver Safety System---Ever wish you had seven extra seconds to react to an emergency? With this system, if the driver sees a bad situation in the process of happening(like say a truck squeezing them into the guardrail), he can activate this system and buy himself seven extra seconds of reaction time. Because this PERSONAL spell is applied to a full-size vehicle, it takes 30 PPE to actuivate; during those seven seconds, the driver has HALF his APMs, and the vehicle only moves at HALF speed, and seems to react sluggishly at the controls. Still, it’s usually enough to get out of the way and avert disaster. PPE Cost: 30. Duration: 1/2 melee(7 seconds).

Weapons Systems:
1)Mage-Pod System---Advancements in TW engineering since the first Mage-Pod system came out on the lumbering Minotaur Infantry Robot have allowed a weapon of comparable power, but smaller size, to be mounted on the smaller Stratos.
Range: Varies by spell, plus increase spell range by 25%(more efficient design)
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 vehicle’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: 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.

2)Laser Headlights(Front and rear)---These are actually mini-turrets that pop out behind the headlights...each mini-turret has 45-degree elevation, and 180-degree traverse.
Range: 4,000 ft
Damage: 6d6 MD per blast, 1d6x10 MD per simultaneous blast from both headlights/tail lights.
Rate of Fire: Six times per melee
Payload: Effectively unlimited
Option: For an additional 20,000 credits, these can be replaced/upgraded with TW Sun Lasers that do DOUBLE damage to vampires.

3)Mini-Missile Launcher---A retracting forward-mounted mini-missile launcher rack.
Range: Varies by Missile Type
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1, 2, 3, 4, or 6
Payload: 12

Options:
(Note) Any of the TW systems listed in the Rifts Main Book and in Coalition Wars: Seige on Tolkeen, can be added to the Stratos(and other GNE vehicles).

*Heavy 30mm Gatling Cannon---This snub-nosed weapon takes up the entire front trunk-space of the Stratos. Problem is, this thing is so heavy that when driving and firing at the same time all control rolls are made at -15%, and reduce speed by 20%.
Range:3,000 ft
Damage: 4d6 MD single rd, 1d6x10 MD two rd burst(20 mm), 6d6x10 MD per 10 rd burst, plus 4d6 MD to a 6 ft radius(burst does tend to ‘spatter’)
Rate of Fire: Single shot or 50 rd burst(2 per melee)
Payload: 500 rds(50 bursts)
Cost: 500,000 credits

*Rear Trunk Vertical Micro-Missile System---This is a concealed vertical launch system(VLS) using PS’s 30mm micro-missiles. The micro-missiles launch vertically from upright launch cells, then self-guide to the target. It is meant primarily for air defense, but has some limited surface attack capability.
Range: 11,000 ft
Damage: (Pattern-3a) 4d6 MD single rd to 5 ft blast radius
(Pattern-3b) 1d4x10 MD to a 5 ft blast radius, or 3d6 MDC out to a 20 ft blast radius in fragmentation mode
(Pattern-3c)(Incendiary)2d6 MD to 5 ft blast radius, does an additional 1d4 burn damage for 2d4 melees
Rate of Fire: Volleys of 1-6
Bonuses:(All Patterns)(+3 to strike airborne targets, +1 to strike ground targets) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
Special Features:
*Sensor Package---The sensor package includes an IR/Thermal sight, laser rangefinder(2 mile range) and directional mini-radar(2 mile range) with audio-alarm to notify the gunner of target-lock.
Payload: 24 rds
Cost: 40,000 credits for the launcher assembly
(Pattern-3a) 90 credits each
(Pattern-3b)150 credits each
(Pattern-3c) 180 credits each

*Flight System---Though not originally designed for flying(except on a Ley Line) the Stratos can be refitted as a full-blown hybrid hovercar.
Speed: 400 MPH, Maximum Altitude of 8,000 ft
Range: Effectively unlimited
Cost: 600,000 credits

*Monstrex Conversion---This incredibly rare and expensive experimental TW conversion uses a powerful combination of Stone to Flesh, and Animal Metamorphosis, combined/modified by several other spells, to change the machine temporarily into a psuedo-living supernatural juggernaut! The wheels become massive clawed legs, the front hood opens to reveal gaping jaws, and the car takes on the personality of a giant predator(though it is completely loyal to its owner/operator)!
In Monster Form, the car can run at 100 MPH, Climb at 80%, Swim at 80%, Prowl at 80%, Track by Smell 55%, Supernatural Physical Strength of 50 , and four actions/attacks per melee(in addition to its driver using built-in weapons systems).The transformed car also gets +1 to strike, +3 dodge, parry, roll, +3 to initiative, and a Horror Factor of 12. A claw-swipe does 3d6 MD, while a bite does 2d6 MD . As a creature of magic, these attacks do full damage to vampires. The beast has full access to any built-in weapons systems, but only gets a +1 to strike with the ranged weapons. The car heals damage at 2d4 MD every 5 minutes.
PPE Cost(to initiate): 50
Duration: 2 hours per activation
Cost: 15 million credits


Luxury Car Option Packages:(These can be added to the vehicle options in Ninjas and Super Spies, Rifts Sourcebook One, Heros Unlimited(Robots and Vehicele sections)and Rifts: Mercenaries): These costs reflect prices within the GNE nations; outside GNE or at outlying outposts, costs may be 2-5 times more, depending on market location, availability of support, and the complexity of the system wanted.

*Variable Opacity Windows---Tune the windows from crystal-clear to impenetrable mirror/black.
Cost: 300 credits

*Video Windows---These special three layer windows can be used to project a 3-D false image of what’s in the car, visible only to those outside. Your choice, from a library of CDs and tapes, or video camera mounts inside the vehicle(make it look like the vehicle is occupied, even when it isn’t!).
Cost: 1,000 credits

*Sound Insulation: Keeps people from eavesdropping on anything being said inside the vehicle; can be combined with a ‘white noise’ generator to defeat electronic bugs.
Cost: 500 credits, 900 credits for ‘white noise’.

*Mini-Bar w/ Ice Maker---Ah! One for the road! Two spigots, attachments for beer or soda, and carbonation tanks.
Cost: 450 credits for basic setup; liquid contents cost extra

*Refrigerator----Because your life wouldn’t be complete without one, am I right? 12-inch capacity( can be bought several times, to reflect larger coolers)
Cost: 200 credits

*MicroWave Toaster--Because adventuring is tough and hungry work, and you can’t always wait until you can get out of your vehicle and try to start a fire to make one lousy hot-pocket....
Cost: 200 credits

*Fold-Out Bed---Converts the back seats into a comfortable bed for 1-3 people; great for camping out or that romantic rendevouz(satin sheets optional)
Cost: 400 credits

*Leaper Leather Upholstery---This is typical of many specialized luxury options(others include Dire Wolf Fur, Tyrannosaur leather, and Chimaera pelt) offered for the more exotic-minded. This came about as a result of a skinner who found a way to render Gring Leaper hide(see Rifts: New West) soft and supple(it takes several hours of soaking in varying concentrations of acids and bleaching agents), while still retaining its megadamage properties(though it’s too soft to make good armor). When the man moved to Paladin Steel West, he sold the proccess to PS, who started industrial scale harvesting and proccessing, in an effort to clear western lands of the mosntrousities. The leather produced has a rich, iridescent dark green color, and a soft pliability that is resistant to scuffing, water, and fire damage.
Upholstering the interior of a standard -sized car will cost roughly 8,000 credits.

*Stereo System---What’s a luxury car without a really decent sound system? Pretty pathetic, that’s what! Pre-Rifts folks wouldn’t recognize the name of the stereo system, but it’s top of the line for the post-Rifts world.
Cost: 400-800 credits

*TV/Video System---Installs a 7-inch fold-out mini-television video flat-screen, that can display transmissions, or CD/tapes.
Cost: 200 credits

*Holographic Entertainment System---Full 3-D display and entertainment center...comes with Surroundsound. Not advised for the front seat or easily distracted drivers(certainly no monster movies!).
Cost: 900 credits

*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 controling 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...).
Cost: Vehicle installation is 10,000 credits, the cybervehicle link(implant) costs 120,000 credits

*Autopilot---Available in both a ‘dumb’ and a ‘smart’ version. Dumb versions will basically just keep the vehicle going straight and level on a pre-set course, never deviating from said course...the ‘dumb’ system will alert the crew if anything trips the sensors or gets in the way, and it can be programmed to stop, or deviate a set distance from course in such events, until the crew can regain/resume control.
A ‘smart’ system is actually an onboard Artificial Intelligence(AI) using PS’s new microtronics AI chips. The ‘smart’ system can actually evade and maneuvar to avoid obstacles, and even anticipate trouble, while remaining on the general course. The ‘smart system’ has a +1 to dodge
Cost: 7,000 credits for the ‘dumb’ version, 12,000 credits for the ‘smart’ Auto-Pilot
For an additional 8,000 credits, this can be modified with a remote start(triggered by a remote control in the keycard) and a remote ‘recall’ that allows the owner to summon the car to him, and for another 8,000 credits, even command its functions by remote control.

*Onboard Artificial Intelligence---This installs a micro-computer AI that, in addition to monitoring the vehicle’s functions, can also actively scan for problems outside itself, anticipate problems, advise the driver. The OAI is much more responisve than a ‘smart’ autopilot, and is able to plot far more extensive course deviations, even take independant action as it falls within its orders and program parameters. An OAI, for instance, can determine that its operator/passengers are hurt and unable to help themselves(critically wounded by a passing SAMAS, for instance), and the car will begin looking for medical assistance. Most OAIs have a verbal interface, pleasant synthesized voice, and a psuedo-personality, giving them the illusion of ‘life’. An OAI has an IQ-equivalent of 10, and comes with Navigation: Land, Automotive Mechanics, Read Sensory Instruments, Weapons Systems, and Radio: Basic, all at 98%, has 3 actions/attacks per melee . Additional specialized programming may be added as the buyer/owner specifies...many owners program theiir cars to be able to sing or read.
Anything more sophisticated than this, and the buyer is best off using the Robot Creation Tables from Rifts Sourcebook One or Heroes Unlimited.
Cost: 500,000 credits

*Enhanced Sensors---Extends the range of the onboard standard sensors by 50%.
Cost: 250,000 credits

*Enhanced Communications System-----Extends radio communications out to 300 miles with a retractable antennae.
Cost: 36,000 credits

*Auto-Doc---An onboard medical system that can be quickly hooked up to a passenger to monitor and diagnose life signs, and administer common medications and broad-spectrum drugs. +10% to medical rolls when used by a competent medical technician, or can be considered to have a First Aid skill of 40%.
Cost: 40,000 credits. Drug refills cost extra

*Enhanced Life Support---This feature installs a robot-quality life support system that can recycle air for up to a week
Cost: 500,000 credits

*Crash Control/Safety Restraints/Fire Control System---Reduces the damage that passengers take in a crash by HALF. PS actually offers a 10% discount on other options if this option is taken(hey, auto insurance is sorta ridiculous in monster infested Rifts Earth, but there should be some economic incentives for safety devices...).
Cost: 10,000 credits

*Ejection Seats---Great for last minute bailouts, or, if one decides to take the ‘master control’ option built into a secret control, ejecting unwelcome passengers from the vehicle. Includes auto-deploy restraints and head protector. Typically fire the seat up to 250 ft away; comes standard with zero-altitude capability, so if you leave the kids in the car, folks, while you pick up some groceries, disable the seats first....
Cost: 6,000 credits per chair
(Master Control): 1,000 credits

*Security/Ambush Restraints---These are designed not to hold people in a crash, but to hold them, period. Specially reinforced shackle-mounts and lock-braces make sure that anyone locked into them ain’t going anywhere until you unlock them.
Ambush retraints deploy instantly from concealment, at a signal(secret control or verbal command)(+4 Entangle strike roll). Combined with an Auto-Doc, this system can be used to administer sedation drugs and keep prisoners from injuring themselves, or calling attention to themselves.
Restraints hold with a PS of 30
Cost: 8,000 credits

*Smuggling Compartments---special sensor-screened(acoustic, thermal-imaging, magnetic) smuggling compartments built into false floors, hollows in the engine spaces, or hollowed out(reinforced) structural members for concealing those special cargoes from prying eyes and cursory probings. Most smuggling compartments are only large enough to hide a small bundle in small cars, but some compartments can hold fairly large contents(one covert operations team fitted their hovercar with a special soundproofed compartment with its own life support and medi-doc system, and used it to smuggle a kidnapped Coalition scientist out of Chi-Town).
Cost:(Small-glove compartment) 8,000 credits
(Medium--Suitcase) 100,000 credits
(Large--Trunk) 500,000 credits

*Parasail System---Great for driving off cliffs, parking garages, and out of aircraft. Automatically stows/packs itself on command.
Cost: 10,000 credits

*Submersible---Fits the vehicle for amphibious and underwater operation; watersealing, reinforced hull, sonar, depth guage, and a small hydrojet thruster are all standard with this package.
Speed: 20 MPH, maximum depth of 1,000 ft
Cost: 200,000 credits

*JATO--- Applicable to nuclear and conventionally powered vehicles. This is essentially a Power Booster(nitrous oxide injection system, improved power delivery system, rocket booster, overcharger), and a tuned-up engine to attain higher performance, if only for a few minutes.
Speed: 350 MPH for 1d4 minutes, or adds 100 MPH to an existing flight system, for 1d4 minutes. Cannot be re-engaged for another 2d6 minutes after that(recharge period, cool-down, etc.).
Cost: 200,000 credits

*Super JATO---This feature essentially makes the vehicle into a supersonic-capable aircraft! Must have flight/hoverjet capabilities and a nuclear powerplant to take advantage of this option. Super JATO adds two massive long-endurance boosters to the back of the vehicle, a spoiler wing surface above, and a forward spoiler/canard to the nose, effectively doubling the length of the vehicle.
Speed: The vehicle can now attain Mach 1(680 MPH) for 2d6 minutes, or subsonic speeds near indefinitely
Cost: 400,000 credits

*Stealthing--Fits the car with radar absorbant/invisible materials. Vehicle is now -25% to detect on a Read Sensory Instruments roll with radar. Great when you’re expecting to be speedchecked by the ‘bears’! CANNOT be combined with Chameleon Body or Laser Ablative Armor.
Cost: 1 million credits

*Chameleon Body---One color scheme not enough for you? Want to blend into the crowd or stand out to suit your mood? This nifty little addition fits your car with a series of embedded holoprojector elements and chromo-morph body panels. It’s not as powerful as the Thermo-Optic Camou used by GNE’s military-grade vehicles, but it’s still a rather decent thing to have. Can be programmed with up to eight(8) different pre-selected color-schemes, or a mimic-program that tries to match the surrounding terrain;. Most effective when parked and standing still.
Cost:300,000 credits

*Laser Ablative Armor---Eight coats of wax not enough? Get your car refitted with PS’s laser ablative armor, available in just about any color(though metallic hues are most often requested). Reduces laser damage done to your vehicle by HALF.
Cost: 100,000 credits

*Shock Blaster Security System---This addition to the standard anti-theft locks and alarms BLASTS the miscreant with bullhorns and industrial-strength strobelights that override passersbys’ normal apathy about car alarms, and limelights the thieving bastards like jack-lit deer, as well as chiseling their eardrums and optical nerves. Imagine a flash-bang grenade going off in your face while you’re trying to coathangar the door-lock.....
Range: 10 ft radius
Effects: Targets without ear and eye protection are temporarily blinded and deafened; -5 to strike, -10 parry/dodge, and 40% chance of stumbling and falling per 10 ft of movement. Has a Horror Factor of 8 to anyone else standing nearby, who think the car just exploded. Effects last 1d4 melees
Cost: 700 credits

*Shocker Security System---Scaring them not enough? This system feeds them a charge of electricity that’s sure to curl their toes.
Range: 3 ft
Damage: 3d6 SDC plus Humanoids struck with this weapon must save
vs. coma or be shocked unconscious for 1D6 minutes.
Payload: 10 charge battery, or unlimited if linked to a nuclear powerplant.
Cost: 1,000 credits

*Auto-Shooter Security System--Scaring them or shocking them doesn’t do it for ya, no? You take your private property rights SERIOUS? With this little baby, anyone trying to break in will find themselves targetted by whatever weaponry your ride’s toting. A five-second warning gives them enough time to back off if they’re smart. This system is NOT recommended if you’re in the habit of locking your keys in your car.
Bonus: +3 to strike(targeting bonus), 2 Attacks per Melee until the target leaves the area of alert(typical 10-20 ft from the car), then resets itself.
Cost: 10,000 credits

*Chemical Sprayer System---For wiping paparuzzi or those equally obnoxious vampires off the car.
Range: 50 ft
Damage: Varies by the chemical agent used. If using water, does 4d6 HP to vampires
Rate of Fire: ECHH
Payload: 50 blasts of chemical/liquid
Cost: 200,000 credits

*Smoke Screen Generator---Generates a thick, obscuring cloud of dense smoke. Each blast covers a 60 ft area and anyone caught in the cloud of thick, obscuring smoke is. Has enough smoke-matrix for 12 clouds.
Cost: 10,000 credits

*Accoustic Baffling---This difficult modification requires insulating the engine and passenger compartments, wrapping joints in special muffling, and fine-tuning the propulsion to make a minimum of noise. Because of the wear and tear this modification must endure in the course of vehicle operations, it requires CONSTANT upkeep(2-4 times more maintenance and tune-up time) to keep it effective. On the plus side, when it’s working, the vehicle has an 80% Prowl skill at speeds of 10 MPH or less, 60% at speeds up to 40 MPH. and 40% up to 80 MPH. Tracking the car at night by sound alone becomes near impossible, and anyone inside the vehhicle will have to open a window in order to be heard outside.
Cost: 90,000 credits

*Chaff/Flare Launchers---For those of you afraid of eating a missile from your friendly Coalition Highway Patrol....
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is nuetralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 12 per launcher
Cost: 3,500 credits for the launchers

*EM Jammers---Great for blasting through radar traps. Radar-guided weapons are -6 to strike. Effective range of 500 ft
Cost: 50,000 credits

*Gunports---Use your own handweapons to blast away at the bad guys outside, without compromising your own safety and the vehicle’s environmental integrity, with these special gunports with one-way locks(they let you shoot out, but keep the outside from getting in). Gunports impose a -1 to strike because of the limited field of fire. Heavy Weapons CANNOT fit in the gunports.
Cost: 1,000 credits each


* Nezzi TW Loveseats---The only notable invention of Louis “Loser’ Gallespie, mediocre TechnoWizard and self-appointed God’s Gift to Women. After trying unsuccessfully for years to get the attention of the opposite sex, Louis bought a Stratos car and went cruisin’ through New Burlington, certain that Hot Car=Hot Guy=Chick Magnet=Hot Scoring Action!. Unfortunately, in a town of engineers, he discovered that while he attracted women in droves, they were ALL more interested in his car than his rather unappealing self. After weeks of frustration, and a rapidly emptying wallet(paying for a succession of disasterous dinners and un-used love hotel reservations), Gallespie was getting more than a little desperate.
In a great (and for him, uncharacteristic)surge of inspiration and innovation, Gallespie got ahold of several texts(the illustrated editions) of the Magica Erotica(a guide on the creative use of magic to spice up carnal pleasures) and tried to apply the sex-magic suggestions to his own TW creations. The one application that he was able to devise that showed promise was a TW Seat Massager powered by an internal PPE battery, and imbued with combination of Befuddle, Domination, and Compulsion spells. After several dry tests in the privacy of his apartment, Louis installed his ‘Action-Chairs’ in his Stratos, and went out on a mission.
Catching the eye of the most attractive single woman he could find, he managed to persuade her to get in his car(flashing a copy of the latest Paladin Steel Gizmo Guide as incentive...he’d learned), got her seated, and threw a switch.
Unfortunately, he completely forgot about disengaging the rear seats’ power...and the additional passenger he’d agreed to take in...
After Lifestar paramedics pulled the woman’s amorous Dragonsaur pet off him(after police frantically pried open/apart his car in response to his piteous screams), stabilized Louis’s injuries, and ambulanced him off, the young woman, another TechnoWizard by the name of Rebecca Nezzi, after coming to on a sidewalk curb after the most AMAZING sensations she’d ever experienced in a car, waved off her concerned attendants, wandered back to the parked Stratos, took a look at the seats, and quickly figured out what had happened. Quickly removing the seat, going back to her shop, and spending the next few days experimenting, she soon duplicated Gallespie’s design, even improving on it(a species-specific discriminator circuit, for instance), and shortly thereafter made a small fortune selling “Nezzi Fashion Love Seats and Furniture” to married couples, marriage counselors, and PS.
Gallespie, upon being released from the hospital, has discovered the idea-theft and the fortune he’s missed making. However, suing Nezzi is likely to prove fruitless, since he didn’t patent the idea, and, if pressed, he’d have to admitt the purpose for which he lured Nezzi into his car(plus the law has caught on...*). Worse yet, everytime he tries to tell the truth to his fellow Techno-Wizards, he’s usually laughed out of the bar....oh, the perils of genius!
PPE Activation Cost: 10 PPE per 10 minutes
Powercell---Comes with a slot for a replaceable 30 PPE battery
Effects: Whoever’s sitting in the chair at the time of activation must make a save versus magic or has their higher mental functions momentarily suspended as the lower torso takes over.....while the brain’s jello, the victim is sexually aroused and distracted; -20% to any non-sex related skill rolls, HALF APMs(unless they’re related to sex), -5 strike/parry/dodge, -4 to initiative. 75% chance of enthusiastically responding to an offer to have sex....
Duration: 10 minutes per activation.
Cost: Nezzi Love Seats cost 10,000 credits per person that they can accomodate. Special coverings(satin, fur, leather, etc.) cost extra. Most buyers select waterproofing for quick clean-up.
*Note: Greater New England law regards the use of Nezzi Love Seats and other magic means of coercion in unsolicited, unconsensual, sex as illegal, and tantamount to rape, and penalties increase accordingly. If both parties are willing, and of age, however, it’s all perfectly legal...

______________________________________________________________________________
*Tetrerac Corp.
TC was a brief-lived splinter company of Storm Spire that attempted to go it alone. Consisting mainly of maverick TechnoWizards with a predilection for ‘resurrecting’ old tech in the same stream as Golden Age Weaponsmiths, TC spent much of its founding capital unearthing old industrial sites out west and accumulating ancient treasures.
TC’s big problem, though, was the technology end; TC’s engineers lacked both the experience and facilities to engage in much wholly new design and production, so the company was shopping around for allies with the industrial muscle to help them out. Tetrerac Corp. entertained alliances with Northern Gun, Wilks/Bandito Arms, and the Native Americans, but seemed to be finalizing a deal with newcomer Paladin Steel.
Despite its promising start, and several lucrative deals being signed for some of their exciting new designs, TC would come to a tragic and mysterious end. On October 17th, in 107 P.A., the TC corporate headquarters was obliterated during an unusually fierce thunderstorm...Over eighty percent of the senior TC personnel just vanished overnight and their main facility reduced to a smoking hole in the ground. Unable to sustain itself after such losses, TC folded.
Some blame a magic experiment gone wrong, that unleashed powers the TC mages couldn’t control or demonic beings that couldn’t be stopped. Others blame Storm Spire. Other rumored culprits include the Coalition(since TC was openly dealing with Tolkeen), the mysterious Vanguard, Naruni Enterprises, and even Paladin Steel(who subsequently absorbed much of the remaining TC staff and designs, much as they had assimilated the remanents of Trinitus Robotics a few years before).
It is rumored still that Tetrerac Corp. left a number of caches of salvaged pre-Rifts tech from their extensive exploration efforts behind...supposedly, not all their dig sites have been rediscovered, and the best of their uncovered treasures have yet to be re-found.
-------------
"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
------------
User avatar
taalismn
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Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Borrowing 89er's Paragon Progress for the subcontractor on this one....

Paladin Steel/Paragon Progress ADLBA-1 Dropsuit Glide Armor
“Once you don a suit of this stuff, you’ll never go back to packing a chute-bag ever again! It’s like trading in your training wheels and getting a real bike. The degree of control you get from working through the in-seam chip-comps is incredible...any more responsiveness and you’d have to direct-linked...it’s that good!”

ADLBA-1 Glide Armor is a set of full-body coveralls devised specifically for aerial infiltration and parachute operations in mind. The suit itself is made of lightweight megadamage fabrics with light padding for insulation and protection, and reinforced kneesand elbows. It can be made airtight with a universal lock-seal collar that fits most makes of helmets. The real innovation, however, is a series of extendable gathers between the legs and upper arms that deploy like the airscoops of pre-Rifts ‘batsuits’ used by skydivers. A set of advanced micro-computers sewn into the fabric of the suit itself monitors airflow and angle, and adjusts the angle, surface area, and permeability of the air-gathers, to maximize control. With the ADBA-1, the wearer can control their skydive and glide with incredible control...even indoors, wherever there’s enough room to get a good jump, or enough airflow to catch a breeze. When not in use, the airscoops fold up into the suit seams and back, so they don’t impede mobility.
ADLBA-1 suits have caught on like wildfire with paratroopers, infiltration agents, tech-ninja, and sports skydivers alike. Perhaps the most impressive use of the technology has been by the mercenary commando outfit the Star Commandoes, whose signature outfits, consisting of medium EBA, fitted with sensor scramblers, molecular gripper knee, elbow, and foot pads, jet boots, weapons vambraces(Paragon's Warrior Sleeves), and ADBA wings, have made them the airborne terror of many a corporate and military nightwatchman.....
Weight: 8 lbs
MDC: 35
Special Features:
* Glide Abilities----Gives the wearer ablities equivalent to the Heroes Unlimited Minor Superpower: Glide! The wearer can fly up to 50 MPH under normal conditions, HALF that indoors, and can dive from great heights up to 120 MPH, and still be able to flare out and make pinpoint landings! While gliding, the wearer is +1 on initiative, +1 to strike hand to hand, +1 to parry, and +2 to dodge.
Movement Penalties: None!
Cost: 38,000 Credits. The glide-system can be incorporated into light or medium body armors(up to 60 MDC) at DOUBLE the cost.
Last edited by taalismn on Thu Nov 19, 2009 4:13 pm, edited 3 times in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
Priest
Posts: 48660
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Yeah...once you start combining existing systems and superpowers.....the Cool Gadget Factor goes right up... :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
------------
User avatar
Arnie100
Knight
Posts: 4473
Joined: Tue Jun 12, 2007 4:09 am

Re: Paladin Steel Storefront

Unread post by Arnie100 »

:D More toys, please!
They can't see me...Right!?
User avatar
taalismn
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Posts: 48660
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

My apologies to 89er....I mistakenly refered to his thinktank as 'Pandora Innovations'...It's 'Paragon Progress'....
The error has been corrected, the copyboy responsble for the typo flogged...
-------------
"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
------------
User avatar
taalismn
Priest
Posts: 48660
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel/Paragon Progress ‘Avalanche’ Earth Elemental Emulation Assault Cyborg
(With thanks to 89er for Paragon Progress)

“Hi, I’m Rocky, from Boulder, Colorado....first guy to laugh at that gets a piledriver in the face.”

“I don’t think they ever caught on that their defenses had ALREADY been penetrated well before we smashed them...I mean, the freakin’ lord of the manor was staring at me straight for three days and didn’t notice anything....there I was, sitting in the middle of their blimey rock garden, right under their noses, while they zenned out, all the while I was checkin’ out the dispositions of their house guards and inner defenses....I tell you, ‘whacking’ the meditation boulder and substituting myself was one of my craziest, and best, ideas to date.”

The Avalanche is one of a number of startling new ‘superpowered’ creations from Martha’s Vineyard-based Paragon Progress, a subsidiary affiliate of Paladin Steel. The company specializes in exotic, bleeding-edge, arcanotechnology, especially with its S.A.M. line...Super Ability Modification...that blurs the lines between advanced tech and hypertech.
The Avalanche looks like it was pieced together from a mix of rubble, preformed concrete slabs, reinforced concrete, crystals, and mineral nodules. The arms and legs are plated in slabs of stony armor, while the head is a rock dome on the shoulders, broken only by slit sensor ports. It can come in any number of earth tones, but those in GNEAS service are slate grey-green. It can easily be mistaken for an Earth Elemental or Tectonic Entity, but it is, in reality, a cyborg. Whether it’s nanotechnology, ‘smart silica’, or even a low-powered link to the Earth Elemental Plane, the Avalanche draws its strength from the earth, can self-repair, and even reconfigure itself in limited fashion. While being a full conversion cyborg has been compared to being a machine, Avalanche convertees experience something akin to being a supernatural creature of the Earth. In fact, most Avalanche convertees typically take on personality aspects associated with stone; stoic, patient, long-suffering, and outright blunt and forceful when moved to action. Others are quiet, brooding, enduring sorts who become merciless berserkers in combat.
The Avalanche carries a general fitout of weapons for the short- to medium-range. Its heaviest weaponry is a brace of small missile launchers for anti-armor work, backed by a pair of short range pulse lasers and rock-spitting autocannon. For melee combat, the Avalanche can stab and punch with its incredible strength. Of course, the cyborg can also pick up and use infantry- and power-armor-scaled hand weapons; Avalanches are fond of automatic grenade launchers, light autocannon, large projectile weapons like PS’s 80mm ‘Pulverizer’ super-shotgun, blast-maces, and heavy blunt weapons. Many Avalanche convertees have become very profficient at ambush tactics...establishing themselves in a position at and near where an enemy is likely to come, disguising themselves as part of the landscape, sometimes for days in advance, and striking suddenly from close quarters. In mountainous, close, terrain, the unexpected attack of these cyborgs can bring literal meaning to their name of ‘Avalanche’.
Compared to conventional technology full conversion cyborgs, the Avalanche is heavy, plodding, and expensive as hell, but its sheer toughness and variety of unexpected abilities, have made it a big seller in the first year after its introduction.

Type:PS/PI--FC-25
Class: Full Conversion Borg - Combat
Crew: One volunteer
M.D.C. By Location:
Hands(2) 80 each
Arms(2) 120 each
Forearm Rock Shields(2) 200 each
Shoulder Missile Launchers(2) each
Legs(2) 250 each
Feet (& Foot Pads)(2) 150 each .
*Head 250 .
**Main Body 500 .
*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 Avalanche CANNOT be fitted with additional armor; it does, however, have its own ‘armor-up’ capabilities(see below)
Speed:
Running: 60 mph max . However the act of running does not tire the operator out and the maximum speed can be maintained indefinitely.
Jumping: The powerful robotic legs are strong and capable of leaping 10 feet high or 18 ft lengthwise. A running leap adds 50% to distance/height.
Flying: Not possible without a jet pack(a BIG jet pack)
Underwater: The Avalanche CANNOT swim, but sinks like...well..like a rock. It CAN run along the bottom of bodies of water, at about 7 MPH, and survive depths of down to 1.5 miles(!)

Statistical Data:
Average Height: 9 feet
Width: 4.5 feet
Length: 4 feet ,
Weight: 1.2 tons
Power System: Nuclear, w/ an estimated energy life between recharging of 20 years
Physical Attributes: Equal to Robotic PS. 50, PP. 20,.
Bonuses: Standard cyborg bonuses of +3 save vs magic, impervious to
bio-manipulation
+2 initiative
+3 strike/parry
+3 dodge
+3 Roll with fall or impact
+3 Pull Punch
Penalties: Touch/tactile sense is 60% of human norm.
Prowl penalty: -20%

Special Skills/Training---Use standard 'Borg, Salvage Expert, or Headhunter OCC.
Black Market Cost: 10 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:

*Earth Anchors--- This interesting little system punches retractably barbed anchor spikes up to 5 ft into the ground, even through concrete and metal gratings, within 5 seconds, affixing the cyborg like a barnacle, and able to stay upright in even hurricane-force winds. System can disengage in 2 seconds, for that speedy getaway.

*Stealth---The stony exterior of the Avalanche masks its internal workings; by standing still, the cyborg can easily be mistaken for a boulder or rock outcropping(even more so if any of the stealth options are taken). -20% to Detect Ambush/Detect Concealment rolls.

*Rock-Up Armor---By standing on or against a rock surface, the Avalanche can add applique armor of rock or gravel. It can increase the MDC per location by up to 100%, but for every 25% of increased MDC, increase the weight by 20%, and decrease speed by 10%. For every 25% of added MDC, the cyborg is also -1 to Dodge, and -1 to Initiative rolls.

*Self-Repair Capability---By standing on or against a rock surface, the Avalanche can repair its external armor by 1d4x10 MD per melee(takes 3 APM).

Weapons Systems:
1) Missile Launchers(2)---The shoulders of the Avalanche open up to reveal modular missile launchers...The Avalanche has been seen fitted with either PS-supplied micro-missiles(any type) or mini-missiles, but other types are possible.
Range: Varies by Missile Type
Damage: Varies by Missile Type
Rate of Fire: Varies
Payload: 24 micromissiles OR 8 mini-missiles OR 4 short range missiles OR 2 medium range missiles per launcher.

*Copperhead Anti-Tank Missiles(available for the Avalanche)
Range: 1 mile,
Damage: High Explosive 2d4x10 MD,
Rate of Fire: Volleys of 1-4
Payload: 4
Bonuses: +5 to strike
Cost: 60,000 Cr, missiles cost 600 credits each

2) Forearm Light Pulse Lasers(2)---These are small rapid-fire pulse lasers adapted from the PS PSLR-7 ‘Rattler’ Rapid-Fire Light Laser Rifle---The ‘Luzi’ submachine gun. They are carried stowed and retracted in the forearms, but when cleared for action, the muzzles emerge as a cluster of crystals. It has been modified to incorporate to additional modes as standard; a flash-blinding ‘strobe’ mode, and a laser ‘shotgun blast’ mode. Short range, but very dangerous.
Range: 900 ft
Damage: 2d6 MD single shot, or 1d6x10 MD per 5 shot burst
*Flash-Blinder Mode---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.

*Scatter-Laser Mode---This is a beam-splitter mode that acts as 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.
Rate of Fire: Standard
Payload: Effectively Unlimited, linked to the cyborg’s powerplant

3)Forearm Matter Expulsion Gravel Launchers(2)---The Avalanche can fire gravel projectiles from its arms or upper shoulders, either one at a time, a rail gun-like burst, or a shotgun spread of sharp stones. By itself, this weapon has a finite ammunition capacity, by by standing on or against a rock or concrete surface, the Avalanche can recharge its ammunition supply instantly.
Range: 3,000 ft
Damage:1d6 MD single shot, 1d6x10 MD for a ten-shot burst
‘Shotgun’ mode does 4d6 MD to a 12 ft-wide area, at about 1,000 ft range
Rate of Fire: ECHH
Payload: 300 shot magazine

4) Extendable Claws---These are superhard obsidian blades with edges honed to a molecular scalpel sharpness
Range: Melee
Damage: 3d6+2 MD + Robot P.S. damage

Hand to Hand Combat
Restrained Punch 1d6 MD
Full Strength Punch 4d6 MD
Power Punch( 2 attacks) 2d4x10 MD
Kick 3d6 MD
Judo-Style Throw/Flip 1d10 MD
Body Block/Ram: (2 attacks) 6d6 MD

Options:
The Avalanche can be fitted with any of the standard cybernetic and bionic features in the Rifts books. Favorite options include fitting the 'borg with additional concealed weaponry like forearm blasters, backpack heavy weapons mount, or additional sensor/communications gear. Cyborg TW Multiplexor/Amulet systems are also popular, especially loaded with Earth Elemental magic spells, because they further confuse the identity of the cyborgs with true Earth Elementals
A few options have been developed especially for the Avalanche:

*Chameleon---This is a more radical color and pattern shifting that allows the Avalanche to change colors to match its surroundings. -25% to Detect Ambush/Detect Concealment rolls using visual and thermal-optical sensors.
Cost: 400,000 credits

*Topography Shifter---Similar to the facial disguises of cyberhumanoids, this system consists of a flexible outer skin layer, internal reservoirs of malleable clay-like polymer, and shifting armor plates that can change the outline and apparent configuration of the ‘borg, so it really can look like just another boulder or rock outcropping. Combined with accessories like camouflage netting, local plants(some Avalanche warriors have been known to plant small trees on themselves for particularly long emplacements), and/or an accomplice with the Camouflage skill and an artistic bent, the cyborg can virtually disappear. If the system takes more than 50 MDC of damage, the system is disabled until it can be repaired. -30% to Detect Ambush/Detect Concealment rolls. The automatic system typically takes 4 melees/1 minute to work, sometimes longer, depending on the degree of topographic modification.
Cost: 800,000 credits

*Laser Ablative Armor---The Avalanche can be plated with laser-ablative armor in one of two forms; passive and active. Both systems reduce laser damage by HALF. Passive looks like shiny rock or mica, and is permanently installed on the exterior of the ‘borg. It cannot be combined with stealth systems like Chameleon or Topography Shifter, but it IS comparatively cheap.
Active LAA lies dormant until needed, when it activates, causing the ‘borg to apparently break out in a covering of iron pyrite or quartz crystals. It takes a full melee(15 seconds) to deploy, but CAN be combined with the stealth options(they’re simply negated while the crystal armor is up).
Cost: 800,000 credits for Passive LAA, 1.3 million for Active LAA.

*Piledriver Sledge---Adapted from engineering power armors, this massive device takes up all three option spaces on one arm, and is so heavy and unwieldy that it imposes a -2 to strike/parry with the arm. The Piledriver consists of an enormous hardened armor striking head and driving pistons, anchored to the arm and powered by powerful rail gun-style solenoids. The ‘borg charges the solenoids, points the Piledriver, and WHAM! Then pull the Piledriver back and lock it in for the next shot. A great tool for breaking boulders, structures, and Earth Elementals. Sometimes called the “Blasting Point Technique” by anime fans .
MDC: The Piledriver has 100 MDC
Weight: 400 lbs
Range: 10 ft
Damage: 4d4x10 MD!
Rate of Fire: Once per melee
Payload: Effectively unlimited
Cost: 150,000 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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abtex
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Re: Paladin Steel Storefront

Unread post by abtex »

Nice new tools taalismn.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel/Hangar-18B/Grumman F9F-8 ‘Sea Cougar’ (TW)
“See? It was worth sitting underwater for three hours! Those slavers weren’t expecting three entire squadrons to pop off outa the water just as they were about to hit that resort! Just about every one of us made ace with what we bagged!”

Paladin Steel’s line-up of rebuilt naval aircraft was already full up when it was suggested that they do the F9F ‘Panther’ naval aircraft. The Hangar-18B division decided that the idea had some merit, but decided that they wanted to do something entirely different and new with it. Instead of producing a replica of the F9F-5, they decided to produce a new Techno-Wizardry aircraft based on the later F9F-8 ‘Cougar’. The Cougar was an attempt by Grumman to extend the lifespan of the straight-winged F9F-5 Panther design by incorporating the new swept-wing architecture that was becoming the standard of jet fighter designs. Sadly, however, Grumman’s effort was too little, too late(too late for Korea and too old for Vietnam), and the F9F-8 only enjoyed a very brief(compared to its predecessor) deployment period before being overtaken by more advanced designs, and the Cougar was kicked back to training and recon roles.
Hangar-18B, however, thought that the thick swept wing and bullet-like body were perfect for a dual air-water submersible fighter, and worked to adapt the Cougar into the Sea Cougar. This required some innovative re-design of the Air Eliminal powerplant to accommodate both air- and water-propulsion, resulting in the advanced ‘Water Spout’ cyclonic propulsion unit. The airframe also had to be substantially reinforced for handle water pressure and abrupt air-water transitions. A slick new hull skinning of synthetic ‘sharkskin’ had to be developed and applied to maximize air/fluid flow over the fuselage. The new F9F-8 adopts the wingtip fuel tank pods of the straight-winged F9F-5, but not as fuel tanks; instead they hold a set of powerful sonar transducers and spotlights for underwater operations, as well as further streamline the wings in the denser marine medium.
Though arguably not as versatile as the other rebuilds, the Sea Cougar has proven a good seller to naval concerns looking for a good dual-mode fighter. As word of the New Navy and its flying submarine fighters spreads, there is word-of-mouth identification between the New Navy and the new ‘retrotech’ submersible fighter with the old U.S. Empire design lineage, which has only helped sales(PS is doing little to discourage this association, seeing the publicity as good for business). Innovative users have found ways to use the multi-environment performance of the Sea Cougar to best advantage; one notable example used by PS’s public relations for the Sea Cougar was the use, out-dimension, of several squadrons of Sea Cougars to surprise an airborne slave raid on a coastal resort. The Sea Cougars prepositioned themselves in shallow waters near the resort and, when alerted by a nearby lookout posing as a sport fisherman, jumped up out of the water to surprise the incoming slavers.
Type: PS/H18B/G-F9F-8 Sea Cougar (TW)
Class: Multi-Environment Submersible Naval Fighter
Crew: One
MDC/Armor by Location:
Main Body 200
Reinforced Cockpit 90
Wings(2) 95 each
Tail 95
Height: 12 ft
Width: 34 ft
Length: 44 ft
Weight: 12,250 lbs empty, 18,390 lbs fully loaded
Cargo: Survival pack in ejection seat
Powerplant: Captive Air ‘Eleminal’---The containment spells need to be renewed every six months or the critter will escape.
---150 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
Bonuses: The use of the Air Eleminal powerplant means that the aircraft has NO foul weather penalties for flying in windy conditions, nor does it suffer icing.
Speed: (Flying) 704 MPH, maximum altitude 50,000 ft
(Underwater) 95 MPH, maximum depth 500 ft
Market Cost: 24 million credits
Systems of Note:
*Ejection Seat
*HUD-Head Up Display
*Environmental Protection/Life Support---Pressurized cabin(though pilot typically wears pressure suit/EBA for additional protection).
*Long Range Radio----500 mile range
*Long Range Radar---100 mile range
*Radar Detector---Picks up enemy radar emissions and weapons locks
*Laser Rangefinding/Targeting----+1 to strike with cannon and rockets
*Arrestor Hook---For carrier landings
*Folding Wings
*Sonar---50 mile range
*Emergency Flotation Bags---Gas-cartridge inflated float bags go into operation in an emergency, keeping the aircraft afloat, or carrying it to the surface from underwater.
Weapons Systems:
1)20mm Cannon(4)---Four nose-mounted autocannons.
Range: 9,000 ft (supercavitation rounds have a 3,600 ft range underwater)
Damage:(Proximity-fuzed High-Explosive) 4d4 MD single shot (2 ft blast radius)
1d6x10 MD per 5 rd burst
2d6x10 MD per 10 rd burst
4d6x10 MD per 20 rd burst
Rate of Fire: EPCHH
Payload: 150 rds per gun
b) Alternately, some buyers elect to have the PS-ammo-specific 20mm cannon replaced with TK cannon that can operate equally well in air or underwater;
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. Damage x4 for the synchronized fire from all four guns)
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
c) Blue-Green Laser Cannons(4)
Range: 5,000 ft in air and underwater
Damage:4d6+2 per single shot, 2d4x10 for a triple pulse.
Rate of Fire: EGCHH
Payload: 200 shot battery per gun
Cost: 650,000 credits

2) Underwing Hardpoints(6)---The Sea Cougar can carry up to 3990 lbs of ordnance under its wings.
a) Mini-Missiles---19 shot pod
b) Short Range Missiles---2 per pylon
c) Medium Range Missiles---1 per pylon
Can accommodate the Harpoon III Missile----Harpoon IIIs are medium-range, plasma-explosive, wave-skimming, “smart” missiles designed to close with an enemy vessel under effective radar coverage, then jink up and dive, so as to penetrate the thinner upper works armor, or else can be set to penetrate below the waterline armor belt.
Range: 40 miles
Damage: 2d6x10 MD to 40 ft blast radius
Bonuses: +5 to strike
d) ‘Sea Comet’ Air/Sea Missiles---1 per pylon
PS Sea Comets are an adaptation of the ‘Sea Fire’ Sea/Air attack projectile, modified for the ASM role. Like the Sea Fire, the Sea Comet can be launch-dropped like a normal torpedo to perform a subsurface run-in, popping up at the last moment to bypass torpedo nets and other countermeasures, or it be set to be air launched, then plunge below the water to attack as a super-cavitating torpedo. The Sea Comet is lighter than the larger SEa Fire, and does less damage, but shares most of the same performance characteristics, and is more easily adapted to smaller launch platforms like helicopters and fighters. The Sea Cougar was the first combat-line aircraft to be approved for use of this new system.
The Sea Comet is actually based on a pre-Rifts Russian design for a rocket-powered torpedo, the ‘Shklav’, which used a special ‘shockwave conduit’ to produce a ‘water vacuum’ or ‘air skin’ along the body of the torpedo, thus streamlining its movements. The major problem with the torpedo was, at least initially, that the high speed and ‘air skin’ prevented the effective use of a conventional homing sensor head...a problem that was solved by giving the torpedo the ability to slow down periodically, take sensor readings, and re-orient itself on the target.
PS modified the design with data they reverse engineered from study of captured Kittani weapons to incorporate a low power Magfield ‘skin’, double the speed of the weapon, and allow the Sea Fire/Comet to also be used in an SSM mode. This was extremely difficult, as the handling characteristics with regard to control surfaces and thrust ratios between missiles and torpedoes are rather different, but PS has managed to give the Sea Fire/Comet a fair degree of accuracy both in and above the water. Of course, the weapon is twice as expensive as a normal MRM, but now has the option of being used as either a sea-skimming weapon, or a deep-diving attack projectile.
Range:(Underwater) 20 miles
(Air) 75 miles
Speed:(Underwater) 400 MPH
(Air) Mach 3
Damage: (High Explosive) 3d6x10 MD to 15 ft radius
Bonuses: (Torpedo)Because of the weapons’ higher speed and advanced targeting systems, the Sea Comet doesn’t suffer the same range and accuracy penalties as conventional torpedoes. The Sea Comet has a +1 to strike, and a +3 to strike within 3,000 ft of the target.
(Missile)---Not quite as accurate as a Harpoon III, but more powerful. +3 to strike

e) Bombs/Mines---Up to a 500 lb bomb can be slung from a hardpoint
*250-lb Bomb----2d4x10 MD to 50 ft blast radius
*500-lb Bomb----4d4x10 MD to 60 ft blast radius
f) Torpedoes---6 mini-torpedoes OR 2 short range torpedoes OR 1 medium range torpedo per hardpoint.
g) TK Heavy Machine Gun Pod
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. Damage x2 for synchronized fire from TWO mounted pods)
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
h) USC-05 ‘Growler’ Sonic Cannon----An experimental sonic weapon. Lousy range in air, but excellent range and damage underwater.
Range:(Sonic Blast) 5,000 ft underwater, 2,000 ft in air
Damage::Wide Beam: 4d6 MD to a 30 ft area
Concentrated Beam: 1d4x10 MD per blast
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor.
Unprotected personnel must save versus non-lethal poison (16 or higher) or be stunned for 1d4 melee rds. People in sealed power armor save at an 8 or higher for the wide area blast, but make a standard save for the concentrated blast.
Sonar Blast----This is an enormous ‘belch’ of sonic cacophony that can blind sonar systems within range with a mass of ‘white noise’, knocking them out for 1d4 melees. Sonar and acoustic homing systems will lose target lock, and sonar-using creatures will be stunned and ‘blind’ for 1d4 minutes.
Vibration Blast---This takes up ALL attacks per melee to initiate and maintain, and consists of focusing a low powered beam on a sealed ship(submarines are ideal), and gradually inducing an ultra-low frequency vibration throughout its structure. While this doesn’t do any damage per se, it does affect the hearing and inner ears of crewmembers, causing creeping disorientation and increasing unsettledness, leading up to nausea. After one melee people with unprotected hearing(or uninsulated contact with the ship’s hull structure) will be -1 to strike, parry, and dodge, and -5% to skills(they become easily distracted). After two melees they are -2 to strike, parry, and dodge, -10% to skills, and are -10% to their sense of balance...and so on...People with protected hearing are immune to the effect, but beings with enhanced hearing are TWICE as susceptible to the effects.
This setting is most effective against vessels 60 ft long or smaller...larger vessels will take an extra full melee per 50 ft of length for this to work...or several cannon working in concert, to be effective.
Rate of Fire: ECHH
Payload: 100 shot energy capacitor


TechnoWizardry Systems:
*Levitation----A low-powered Levitation spell allows the aircraft to make STOL takeoffs and landings, especially important when using unimproved fields or when heavily laden. Can also be used by ground crews to taxi and move landed aircraft for servicing and repair. 30 minutes per 5 PPE.
*Impervious to Energy( 5 minutes per 20 PPE)
*Protective Energy Field(50 MDC per 10 PPE, 10 minutes per 10 PPE)
*Leyline Booster(Accelerates the jet up to 50% greater top speed when on a leyline, -10% to pilot skill when engaged)
*Senses of the Shark---(1 hour per 15 PPE)---Engages only underwater.
*Sound Sponge---(30 minutes per 30 PPE)---Masks the sea/aircraft’s mechanical noises underwater.
*Sense Direction Underwater---Integral part of the navigation system; no PPE cost, though the system must be recharged every six months.
*Underwater Communications---Known as a ‘Gertrude’ in submariner parlance, this is an encrypted and boosted form of the Speak Underwater spell that uses ultra-low frequency signals to communicate underwater. Effective range 3,000 ft.
-------------
"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
------------
User avatar
abtex
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Re: Paladin Steel Storefront

Unread post by abtex »

copyied from Veritas476's Wildstorm Industries Catalog thread, So more bad ideas could be posted here.

abtex wrote:Russian Arms Museum there are some strange versions of Russian firearms in these pictures. You might be able to base something on them.
taalismn wrote:Yeah...saw some of those 'Russian Rayguns' earlier.... 8) :lol:

Veritas476 wrote:He's welcome to all the 'Russian Rayguns' that he wants.

For other weapon nuts, here is the following:
Info on the Museum:
The Museum of weapon has a large collection of sporting, hunting and decorated arms. The true masterpieces are guns, which were produced and finished in commemoration of the Tsars` visits to the factory. Some of them were displayed at the World Exhibition in Paris in 1900 and were marked with a Big Gold medal.

Among the modern pieces the special fire-arms are of the most interest. They are small-sized submachine-guns, soundless assault-rifles and pistols, underwater weapons, a shooting knife for a scout.

The museum also exhibits cannons and machine-guns for air-crafts, helicopters, ships and armed-vehicles.


one of the 'Russian Rayguns' a true work of art, still looking for better pictures of the other ones.
Found this one here.

Found some and more
Some from Here
Other things that are:
Pistol specials. liquid PSG (Special liquid firing pistol PSZh)
APS (Underwater APS)

Prototypes automaton TKB-011 (experimental rifles TKB-011) from here
Just a Revolver something called Revolver official blow-C (Udar-S)

Mess of more of them. Better pictures of the 'Russian Rayguns' and other ones as well.

more pictures of the 'Russian Rayguns', search for TKB-022. Works like the modern Kel-Tec RFB 7.62mm bullpup rifle but from 1947 1962. Watch the video.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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abtex
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Re: Paladin Steel Storefront

Unread post by abtex »

abtex wrote:How long behind the Hangar-18B start adding MagePlate armor material to their aircraft designs?
Ever bomb loads, 100 lb bomb that only weights 25 or 50 lb till the plane gets near the target, then 'repair' it to full weight.

taalismn wrote:As for lighter bombs? Not going to happen...the bulk of weight in bombs is the explosive filling, and that just can't be made of the new TW armor materials...If one was making a solid kinetic penetrator that relied entirely on its weight for kinetic umphf, the idea MIGHT work, but MagePlate isn't really a good material for making penetrators...depleted uranium and the like for THAT(and we all know how well DU and magic get along together)...

Finely found it, lost link in hard drive crash and could not remember the right search phase. But here it is In Next-Gen Bullets and Bombs, Even the Casing Explodes. This could be made by adding an Explosive or like spell to MagePlate material, maybe.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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abtex
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Re: Paladin Steel Storefront

Unread post by abtex »

taalismn wrote:Paladin Steel Cybermals

Some wonders about the Cybermals.
They use Magic in a way, but no meat eater has the 'Stone to Flesh' Spell.

A snake Cybermal could have a Flexbarrel type weapon system installed. Solid when needed but flexible when moving. Would a idea design for building and open spaces. Some researchers are looking into the form for fire and police robots.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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Re: Paladin Steel Storefront

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abtex wrote:
abtex wrote:How long behind the Hangar-18B start adding MagePlate armor material to their aircraft designs?
Ever bomb loads, 100 lb bomb that only weights 25 or 50 lb till the plane gets near the target, then 'repair' it to full weight.

taalismn wrote:As for lighter bombs? Not going to happen...the bulk of weight in bombs is the explosive filling, and that just can't be made of the new TW armor materials...If one was making a solid kinetic penetrator that relied entirely on its weight for kinetic umphf, the idea MIGHT work, but MagePlate isn't really a good material for making penetrators...depleted uranium and the like for THAT(and we all know how well DU and magic get along together)...

Finely found it, lost link in hard drive crash and could not remember the right search phase. But here it is In Next-Gen Bullets and Bombs, Even the Casing Explodes. This could be made by adding an Explosive or like spell to MagePlate material, maybe.



Possible...I've been looking at the training bomb dispensers available for some aircraft for practice runs...they typically carry 2-4 25-lb dummy bombs on pylons rated for up to 2,000 or more lbs of ordnance....Charging up special materials with PPE and spells to create an explosive effect like that makes sense...

I'd been thinking along somewhat similar lines with a TW ordnance I'd come up earlier...

Meteor Bombs---The equivalent of a rocket-propelled bunker-buster missile, this munition in its inert state resembles a stone ball or roughly oval boulder wrapped in a lattice-work Christmas ornament of brass or other light-colored metal(actually a 200-250 lb stone wrapped in salvaged brass tubing and copper wiring). When dropped, though, the bomb bursts into flames and suddenly begins accelerating to supersonic speed, to hit its target with a massive kinetic and magical energy jolt. Because of the uniform material components used, the TW Meteor Bomb has a higher damage curve then the basic spell. It was originally developed in Great Britain by an FA TechnoWizard hoping to create a less expensive magic alternative to high-tech munitions, but the manufacture has since spread west across the Atlantic
Range: 2,000 ft effective accurate bombing range
Damage: 1d6x10+25 to a 50 ft radius


Obviously, more work is needed on this concept given the 2,000 ft(rooftop!) range...like maybe a timed delay until the weapon falls to within 2,00 ft of its target, then 'lights off'....

As for Cybermals with Stone to Flesh?
I've toyed with idea...back in the day some of my friends liked the idea of 'meat grenades' and 'rock-stew pots' that made meat from rock using the spell...Most people, however, assume that the spell only works on previously enchanted flesh-to-rock, and discount the effect, but unofficially and off-camera I've made it a major source of protein in the GNE continua to feed the working masses and space workers...Not sure if it would really work with cybermals, but I'll consider it as a programmed 'last resort' in event the animal is cut off from re-supply ...a micro-AI 'keeper' would start looking for suitable rock to convert to keep the critter fed until it could re-establish contact with a handler...
-------------
"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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Re: Paladin Steel Storefront

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taalismn wrote:As for Cybermals with Stone to Flesh?
I've toyed with idea...back in the day some of my friends liked the idea of 'meat grenades' and 'rock-stew pots' that made meat from rock using the spell...Most people, however, assume that the spell only works on previously enchanted flesh-to-rock, and discount the effect, but unofficially and off-camera I've made it a major source of protein in the GNE continua to feed the working masses and space workers...Not sure if it would really work with cybermals, but I'll consider it as a programmed 'last resort' in event the animal is cut off from re-supply ...a micro-AI 'keeper' would start looking for suitable rock to convert to keep the critter fed until it could re-establish contact with a handler...

taalismn wrote:Kera-Tech/Paladin Steel KT-IPXP-7 ‘Refresher’ Logistical Contra-Gravity Jump Pack
(Raven...don’t kill me...but it had to be done in my opinion)

(IPXP-7 TW only)
<snip>
* Multi-Dimensional Pocket Refrigerator---Looks no larger than a large toaster, but its dimensional pocket actually has about 6 cubic feet of space

*(Options) Replace the Refrigerator with TW Tuberware containers
-TW Meat Grinder---Uses the Stone to Flesh spell to convert rock, sand, and gravel to edible meat.

Just wondering you used on your portable 'Mess Hall' Grav-Pack and was curiosity.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:
taalismn wrote:As for Cybermals with Stone to Flesh?
I've toyed with idea...back in the day some of my friends liked the idea of 'meat grenades' and 'rock-stew pots' that made meat from rock using the spell...Most people, however, assume that the spell only works on previously enchanted flesh-to-rock, and discount the effect, but unofficially and off-camera I've made it a major source of protein in the GNE continua to feed the working masses and space workers...Not sure if it would really work with cybermals, but I'll consider it as a programmed 'last resort' in event the animal is cut off from re-supply ...a micro-AI 'keeper' would start looking for suitable rock to convert to keep the critter fed until it could re-establish contact with a handler...

taalismn wrote:Kera-Tech/Paladin Steel KT-IPXP-7 ‘Refresher’ Logistical Contra-Gravity Jump Pack
(Raven...don’t kill me...but it had to be done in my opinion)

(IPXP-7 TW only)
<snip>
* Multi-Dimensional Pocket Refrigerator---Looks no larger than a large toaster, but its dimensional pocket actually has about 6 cubic feet of space

*(Options) Replace the Refrigerator with TW Tuberware containers
-TW Meat Grinder---Uses the Stone to Flesh spell to convert rock, sand, and gravel to edible meat.

Just wondering you used on your portable 'Mess Hall' Grav-Pack and was curiosity.



Yep...."We're having a nice mudstone soup tonight!"
"Oh boy!!!!" :fl: :fl: :fl:
-------------
"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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Re: Paladin Steel Storefront

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FIRST NICE
TWO LOOK BELOW
http://upload.wikimedia.org/wikipedia/c ... CVA-60.jpg


taalismn wrote:Paladin Steel/Hangar-18B/Grumman F9F-8 ‘Sea Cougar’ (TW)
“See? It was worth sitting underwater for three hours! Those slavers weren’t expecting three entire squadrons to pop off outa the water just as they were about to hit that resort! Just about every one of us made ace with what we bagged!”

Paladin Steel’s line-up of rebuilt naval aircraft was already full up when it was suggested that they do the F9F ‘Panther’ naval aircraft. The Hangar-18B division decided that the idea had some merit, but decided that they wanted to do something entirely different and new with it. Instead of producing a replica of the F9F-5, they decided to produce a new Techno-Wizardry aircraft based on the later F9F-8 ‘Cougar’. The Cougar was an attempt by Grumman to extend the lifespan of the straight-winged F9F-5 Panther design by incorporating the new swept-wing architecture that was becoming the standard of jet fighter designs. Sadly, however, Grumman’s effort was too little, too late(too late for Korea and too old for Vietnam), and the F9F-8 only enjoyed a very brief(compared to its predecessor) deployment period before being overtaken by more advanced designs, and the Cougar was kicked back to training and recon roles.
Hangar-18B, however, thought that the thick swept wing and bullet-like body were perfect for a dual air-water submersible fighter, and worked to adapt the Cougar into the Sea Cougar. This required some innovative re-design of the Air Eliminal powerplant to accommodate both air- and water-propulsion, resulting in the advanced ‘Water Spout’ cyclonic propulsion unit. The airframe also had to be substantially reinforced for handle water pressure and abrupt air-water transitions. A slick new hull skinning of synthetic ‘sharkskin’ had to be developed and applied to maximize air/fluid flow over the fuselage. The new F9F-8 adopts the wingtip fuel tank pods of the straight-winged F9F-5, but not as fuel tanks; instead they hold a set of powerful sonar transducers and spotlights for underwater operations, as well as further streamline the wings in the denser marine medium.
Though arguably not as versatile as the other rebuilds, the Sea Cougar has proven a good seller to naval concerns looking for a good dual-mode fighter. As word of the New Navy and its flying submarine fighters spreads, there is word-of-mouth identification between the New Navy and the new ‘retrotech’ submersible fighter with the old U.S. Empire design lineage, which has only helped sales(PS is doing little to discourage this association, seeing the publicity as good for business). Innovative users have found ways to use the multi-environment performance of the Sea Cougar to best advantage; one notable example used by PS’s public relations for the Sea Cougar was the use, out-dimension, of several squadrons of Sea Cougars to surprise an airborne slave raid on a coastal resort. The Sea Cougars prepositioned themselves in shallow waters near the resort and, when alerted by a nearby lookout posing as a sport fisherman, jumped up out of the water to surprise the incoming slavers.
Type: PS/H18B/G-F9F-8 Sea Cougar (TW)
Class: Multi-Environment Submersible Naval Fighter
Crew: One
MDC/Armor by Location:
Main Body 200
Reinforced Cockpit 90
Wings(2) 95 each
Tail 95
Height: 12 ft
Width: 34 ft
Length: 44 ft
Weight: 12,250 lbs empty, 18,390 lbs fully loaded
Cargo: Survival pack in ejection seat
Powerplant: Captive Air ‘Eleminal’---The containment spells need to be renewed every six months or the critter will escape.
---150 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
Bonuses: The use of the Air Eleminal powerplant means that the aircraft has NO foul weather penalties for flying in windy conditions, nor does it suffer icing.
Speed: (Flying) 704 MPH, maximum altitude 50,000 ft
(Underwater) 95 MPH, maximum depth 500 ft
Market Cost: 24 million credits
Systems of Note:
*Ejection Seat
*HUD-Head Up Display
*Environmental Protection/Life Support---Pressurized cabin(though pilot typically wears pressure suit/EBA for additional protection).
*Long Range Radio----500 mile range
*Long Range Radar---100 mile range
*Radar Detector---Picks up enemy radar emissions and weapons locks
*Laser Rangefinding/Targeting----+1 to strike with cannon and rockets
*Arrestor Hook---For carrier landings
*Folding Wings
*Sonar---50 mile range
*Emergency Flotation Bags---Gas-cartridge inflated float bags go into operation in an emergency, keeping the aircraft afloat, or carrying it to the surface from underwater.
Weapons Systems:
1)20mm Cannon(4)---Four nose-mounted autocannons.
Range: 9,000 ft (supercavitation rounds have a 3,600 ft range underwater)
Damage:(Proximity-fuzed High-Explosive) 4d4 MD single shot (2 ft blast radius)
1d6x10 MD per 5 rd burst
2d6x10 MD per 10 rd burst
4d6x10 MD per 20 rd burst
Rate of Fire: EPCHH
Payload: 150 rds per gun
b) Alternately, some buyers elect to have the PS-ammo-specific 20mm cannon replaced with TK cannon that can operate equally well in air or underwater;
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. Damage x4 for the synchronized fire from all four guns)
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
c) Blue-Green Laser Cannons(4)
Range: 5,000 ft in air and underwater
Damage:4d6+2 per single shot, 2d4x10 for a triple pulse.
Rate of Fire: EGCHH
Payload: 200 shot battery per gun
Cost: 650,000 credits

2) Underwing Hardpoints(6)---The Sea Cougar can carry up to 3990 lbs of ordnance under its wings.
a) Mini-Missiles---19 shot pod
b) Short Range Missiles---2 per pylon
c) Medium Range Missiles---1 per pylon
Can accommodate the Harpoon III Missile----Harpoon IIIs are medium-range, plasma-explosive, wave-skimming, “smart” missiles designed to close with an enemy vessel under effective radar coverage, then jink up and dive, so as to penetrate the thinner upper works armor, or else can be set to penetrate below the waterline armor belt.
Range: 40 miles
Damage: 2d6x10 MD to 40 ft blast radius
Bonuses: +5 to strike
d) ‘Sea Comet’ Air/Sea Missiles---1 per pylon
PS Sea Comets are an adaptation of the ‘Sea Fire’ Sea/Air attack projectile, modified for the ASM role. Like the Sea Fire, the Sea Comet can be launch-dropped like a normal torpedo to perform a subsurface run-in, popping up at the last moment to bypass torpedo nets and other countermeasures, or it be set to be air launched, then plunge below the water to attack as a super-cavitating torpedo. The Sea Comet is lighter than the larger SEa Fire, and does less damage, but shares most of the same performance characteristics, and is more easily adapted to smaller launch platforms like helicopters and fighters. The Sea Cougar was the first combat-line aircraft to be approved for use of this new system.
The Sea Comet is actually based on a pre-Rifts Russian design for a rocket-powered torpedo, the ‘Shklav’, which used a special ‘shockwave conduit’ to produce a ‘water vacuum’ or ‘air skin’ along the body of the torpedo, thus streamlining its movements. The major problem with the torpedo was, at least initially, that the high speed and ‘air skin’ prevented the effective use of a conventional homing sensor head...a problem that was solved by giving the torpedo the ability to slow down periodically, take sensor readings, and re-orient itself on the target.
PS modified the design with data they reverse engineered from study of captured Kittani weapons to incorporate a low power Magfield ‘skin’, double the speed of the weapon, and allow the Sea Fire/Comet to also be used in an SSM mode. This was extremely difficult, as the handling characteristics with regard to control surfaces and thrust ratios between missiles and torpedoes are rather different, but PS has managed to give the Sea Fire/Comet a fair degree of accuracy both in and above the water. Of course, the weapon is twice as expensive as a normal MRM, but now has the option of being used as either a sea-skimming weapon, or a deep-diving attack projectile.
Range:(Underwater) 20 miles
(Air) 75 miles
Speed:(Underwater) 400 MPH
(Air) Mach 3
Damage: (High Explosive) 3d6x10 MD to 15 ft radius
Bonuses: (Torpedo)Because of the weapons’ higher speed and advanced targeting systems, the Sea Comet doesn’t suffer the same range and accuracy penalties as conventional torpedoes. The Sea Comet has a +1 to strike, and a +3 to strike within 3,000 ft of the target.
(Missile)---Not quite as accurate as a Harpoon III, but more powerful. +3 to strike

e) Bombs/Mines---Up to a 500 lb bomb can be slung from a hardpoint
*250-lb Bomb----2d4x10 MD to 50 ft blast radius
*500-lb Bomb----4d4x10 MD to 60 ft blast radius
f) Torpedoes---6 mini-torpedoes OR 2 short range torpedoes OR 1 medium range torpedo per hardpoint.
g) TK Heavy Machine Gun Pod
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. Damage x2 for synchronized fire from TWO mounted pods)
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
h) USC-05 ‘Growler’ Sonic Cannon----An experimental sonic weapon. Lousy range in air, but excellent range and damage underwater.
Range:(Sonic Blast) 5,000 ft underwater, 2,000 ft in air
Damage::Wide Beam: 4d6 MD to a 30 ft area
Concentrated Beam: 1d4x10 MD per blast
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor.
Unprotected personnel must save versus non-lethal poison (16 or higher) or be stunned for 1d4 melee rds. People in sealed power armor save at an 8 or higher for the wide area blast, but make a standard save for the concentrated blast.
Sonar Blast----This is an enormous ‘belch’ of sonic cacophony that can blind sonar systems within range with a mass of ‘white noise’, knocking them out for 1d4 melees. Sonar and acoustic homing systems will lose target lock, and sonar-using creatures will be stunned and ‘blind’ for 1d4 minutes.
Vibration Blast---This takes up ALL attacks per melee to initiate and maintain, and consists of focusing a low powered beam on a sealed ship(submarines are ideal), and gradually inducing an ultra-low frequency vibration throughout its structure. While this doesn’t do any damage per se, it does affect the hearing and inner ears of crewmembers, causing creeping disorientation and increasing unsettledness, leading up to nausea. After one melee people with unprotected hearing(or uninsulated contact with the ship’s hull structure) will be -1 to strike, parry, and dodge, and -5% to skills(they become easily distracted). After two melees they are -2 to strike, parry, and dodge, -10% to skills, and are -10% to their sense of balance...and so on...People with protected hearing are immune to the effect, but beings with enhanced hearing are TWICE as susceptible to the effects.
This setting is most effective against vessels 60 ft long or smaller...larger vessels will take an extra full melee per 50 ft of length for this to work...or several cannon working in concert, to be effective.
Rate of Fire: ECHH
Payload: 100 shot energy capacitor


TechnoWizardry Systems:
*Levitation----A low-powered Levitation spell allows the aircraft to make STOL takeoffs and landings, especially important when using unimproved fields or when heavily laden. Can also be used by ground crews to taxi and move landed aircraft for servicing and repair. 30 minutes per 5 PPE.
*Impervious to Energy( 5 minutes per 20 PPE)
*Protective Energy Field(50 MDC per 10 PPE, 10 minutes per 10 PPE)
*Leyline Booster(Accelerates the jet up to 50% greater top speed when on a leyline, -10% to pilot skill when engaged)
*Senses of the Shark---(1 hour per 15 PPE)---Engages only underwater.
*Sound Sponge---(30 minutes per 30 PPE)---Masks the sea/aircraft’s mechanical noises underwater.
*Sense Direction Underwater---Integral part of the navigation system; no PPE cost, though the system must be recharged every six months.
*Underwater Communications---Known as a ‘Gertrude’ in submariner parlance, this is an encrypted and boosted form of the Speak Underwater spell that uses ultra-low frequency signals to communicate underwater. Effective range 3,000 ft.
let your YES be YES and your NO be NO but plz no maybe
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abtex
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Re: Paladin Steel Storefront

Unread post by abtex »

taalismn wrote:Yep...."We're having a nice mudstone soup tonight!"
"Oh boy!!!!" :fl: :fl: :fl:

Stonemaster don't live on just stone and gold. You know. They must a cookbook with spells other than just 'Stone to Flesh'. Need to get out Rift's Spell book warp a few of them.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel Bat Light Hover Jet

“I feel like I’m flying an oversized paper plane!”
---Anonymous cadet, during flight training, Fort Ti, Vermont Free State.

“Oh, sure, those wide triangular wings and twin circular air scoops and engine nacelles look so retro, but it’s a damn sight easier to work on a ‘Bat than a Bobcat or a Rocket Cycle, what with the air intakes and engine practically wrapped around the pilot....I’m tempted to say that if one engine went out on a ‘Bat in flight, the passenger could crawl out onto the wing, pop the coverings, and fix the thing in flight...it’s that stable...And if that don’t do the trick, the ‘Bat’s got enough aerodynamic lift that it can GLIDE to a safe landing, if it’s up high enough...brick like a Bobcat just builds up terminal velocity to bury itself if the engine stalls out...”
-----Zee Ratcliffe, Mechanic

The Bat is another lightweight aircraft originally designed for planetary outpost exploration and defense, but has since caught on as a light assault aircraft, trainer, and shipboard liaison aircraft. Sometimes likened to a ‘bat-winged air jeep’, the Bat is a fairly simple, basic, fan-powered high-performance hovercraft/jumpjet, smaller than than the larger ‘Skimmer’ and the ‘Flitter’ hoverjets. The design is, overall, robust, uncomplicated, and reliable, with no unfamiliar systems, technology, or features of real distinction. The fuselage resembles a cross between the Rutan ‘Spaceship One’ and an oversized paperplane with a central hull, blunt pointed nose, broad, swept-back wings, down-turned scoop ends, and a rocket thruster tail. Customers more familiar with PS’s more extensive lines of option-laden vehicles are likely to find the Bat rather drab, in fact, but as the production-design team put it; “Sometimes knowing when to stop is the most important skill in design!”. This hasn’t prevented after-purchase modifications, however, and thus Bats have been seen with everything from fully-enclosed bubble canopies to extra JATO-boosters welded to the tail.
The Bat is produced in large numbers by PS for both the civilian market and the Explorer Corps. The Vermont Free State Civil Air Patrol and Regular Army have also begun using this vehicle as a counter against such vehicles as the Coalition’s Rocket Cycles and Free Quebec’s Bobcats, replacing the older GyreFalcon light fighters in this role. The GNE Navy and Marine Corps use Bats in some limited capacity as a light shipboard spotter plane, these models being fitted with flotation bags in event of emergency ditching.
Type:PS-S-LAUV-02 ‘Bat’
Class: Light Aerial Utility Vehicle
Date of Introduction: 104 PA
Crew: One, with room in the rear cargo bed for another passenger
MDC/Armor By Location
Main Body 250
Engines(2) 50 each
Rail Cannon(2) 60 each
Length: 12 ft
Width: 10.3 ft
Height: 4 ft
Weight: 3,500 lbs
Cargo:Small space behind the pilot, large enough for a survival pack, several sidearms, and some personal possessions. If not carrying a passenger/crew member, the rear seating area can hold up to 550 lbs of gear(or an passenger and the difference in weight in cargo).
Powerplant: Liquid Fuel, Battery, or Nuclear(w/ 7 year energy life)
Range: Liquid- and Battery-powered models have a range of 600 miles
Speed: (Flying) 480 MPH. Max Altitude: 6,000 ft
Market Cost: The stripped down Civilian model(no weapons and no advanced sensors) sells for about 200,000 credits; a nuclear-powered model costs 800,000 credits. A military version, with complete avionics and weaponry would cost about 1 million credits.
Systems of Note:
Standard Robot Sensors & Features
Weapons Systems:
1) Light Rail Cannon (2)----As originally designed, the Bat mounts two PS-100 rail guns under the wings, firing forward.
Weight: 300 lbs
Range: 4,000 ft
Damage: 1d4 MD single rd, 1d6x10 MD 60 rd burst per single gun
Rate of Fire:EPCHH
Payload:12,000 rd drum(200 bursts)

In the alternative, the rail guns can be replaced with the following:
a) 20mm Taskin Cannon
Range: 3,000 ft
Damage:(20 mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm PSX-1)4d4 MD per shell
1d6x10 MD per 5 rd burst
2d6x10+4 MD per 10 rd burst
Airburst does 4d4 MD to 2 ft blast radius(single shot)
(Wood rds) 6d6 SDC per shell(1d6x10 HP to vampires)
2d4x10 SDC per 5 rd burst(2d4x10 HP to vampires)
2d4 MD per 10 rd burst (3d6x10 HP to vampires)
(Crowd Control rds)humans and human-sized D-Bees must roll a D20 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174)
*Note: DOUBLE damage for BOTH cannons firing in tandem, so, yes, a 10/20-rd burst of PSX-1 does 4d6x10 MD!
Rate of Fire:ECHH
Payload: 400 rds per gun

b) Pulse Lasers
Range: 4,000 ft
Damage: 3d6 MD single shot, 6d6 MD short burst, 1d6x10 MD medium burst( 20 shots, 2 attacks), 2d6x10 MD long burst(40 shots, 2 attacks), 4d6x10 MD full magazine burst(80 shots, no bonuses to strike...does 3d6 MD to 4d4 targets if in a spray attack).
Rate of Fire: Standard
Payload: 25 shots from the standard e-clip in the forward holder, 70 shots from a regenerating canister e-clip. Regenerates 5 shots per hour, and can self-renew four times before needing to be overhauled. E-clip adaptors allow the Blazer to use conventional e-clips and CS canisters in a pinch. Or can be linked to a nuclear powerplant for unlimited shots.
Cost: 78,000 credits

c) Ion Cannon---A copy of the ion weapon in the M-90 “Beach Stormer”, samples of which were acquired by Paladin Steel West, though with slightly less damage due to differing production methods.
Range: 4,000 ft
Damage: 1d6x10 +7 MD per energy burst
Rate of Fire: EGCHH
Payload: 50 shot battery. Effectively Unlimited if nuclear powered
Cost: 60,000 credits

2)Underwing Hardpoints(2)---The Bat has 2 hardpoints under the wings. Each hardpoint can carry ONE of the following configurations:
a) Can carry pods for any of PS’s 15mm, 20mm, and 30mm format micromissiles; (15mm) 24 shot pod, (20mm) 20 shot pod, (30mm) 18 shot pod.

b)Mini-Missile Pod---10 shots per hardpoint

c) Short Range Missiles---4 per hardpoint

d) ‘Black Talon’ L-SAMs
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1,2,3, or 4(all)
Payload: 4 per hardpoint
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)

e)Medium Range Missiles---1 per hardpoint

f)Hellfire Anti-armor Missiles---4 per Hardpoint
Range: 1 mile
Damage: 2d4x10 MD
Rate of Fire: Volleys of 1, 2, or 4
Payload: 4 per pylon
Bonuses: +5 to strike

g)Bombs------Can carry warhead equivalents of missiles, but DOUBLE the respective number, or retain the same number, and DOUBLE the damage.

h) Light Gunpod----Light Rail Gun---A copy of the Coalition’s own C-200 ‘Dead Man’ rail gun.
Range: 4,000 ft
Damage: 1d4 MD single rd, 4d6 MD per 20 rd burst
Rate of Fire: ECHH
Payload:400 rd drum(20 bursts)

i) Sensor Pod--- A variety of photo-optical and specialized sensor pods can be mounted.

Options:
*Bubble Canopy---This affords the pilot an extra 15 MDC of protection. Cost: 15,000 credits

*Jet Boosters----Applicable to nuclear and conventionally powered vehicles. This is essentially a Power Booster(nitrous oxide injection system, improved power delivery system, rocket booster, overcharger), and a tuned-up engine to attain higher performance, if only for a few minutes.
Speed: 580 MPH for 1d4 minutes. Cannot be re-engaged for another 2d6 minutes after that(recharge period, cool-down, etc.).
Cost: 200,000 credits

*JATO Units---Jet Assisted TakeOff bottles, that allow the aircraft to take off in less than 500 ft of runway...Essentially modified short range missile engines, up to 6 JATO units can be mounted on the undercarriage(uses two in each use). JATO units can be made from modified SRMs(-10% to Armorer roll to adapt them) but PS sells units for 800 credits apiece.

Variants:
*LAUV-02D ‘GunBat’
The VFS quickly saw the opportunity to make the Bat into their own copy of the Coalition’s pesky Rocket Cycles.
The standard ‘GunBat’ is slightly heavier(+600 lbs), mounts a longer nose(+3 ft), slightly more armor(+20 MDC), but can only get up to 360 MPH on account of the added weight. The nose now fairly bristles with firepower. In addition to the standard rail guns and missiles, the GunBat now carries a powerful PSEP-37B Particle Beam Cannon and a fire-linked pair of 20 mm Taskin-C Cannons. The cargo bed is fitted with an optional pintle mount for a second crew member/gunner.
Cost: The ‘Gunbat’ costs about 1.8 million credits
Weapons Systems:
a)PSEP-40B Particle Beam Cannon
Range: 4,000 ft
Damage: 1d4x10 MD per blast
Rate of Fire: 4 times per melee
Payload: 30 shot battery if conventionally powered. Effectively Unlimited if nuclear powered
b) 20 mm Taskin-C Cannon
Range: 5,000 ft
Damage:(20 mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm PSX-1)4d4 MD per shell
1d6x10 MD per 5 rd burst
2d6x10+4 MD per 10 rd burst
Airburst does 4d4 MD to 2 ft blast radius(single shot)
(Wood rds) 6d6 SDC per shell(1d6x10 HP to vampires)
2d4x10 SDC per 5 rd burst(2d4x10 HP to vampires)
2d4 MD per 10 rd burst (3d6x10 HP to vampires)
(Crowd Control rds)humans and human-sized D-Bees must roll a D20 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174)
*Note: DOUBLE damage for BOTH cannons firing in tandem, so, yes, a 10/20-rd burst of PSX-1 does 4d6x10 MD!
Rate of Fire:ECHH
Payload: 400 rds per gun
-------------
"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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Re: Paladin Steel Storefront

Unread post by abe »

Ever conceder a trash bomb,geranty a LARGE area covered in "trash" with the opposition in the middle?
howdey folks!!!!!!!!
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Re: Paladin Steel Storefront

Unread post by abtex »

abtex wrote:
taalismn wrote:Paladin Steel Cybermals


A snake Cybermal could have a Flexbarrel type weapon system installed. Solid when needed but flexible when moving. Would a idea design for building and open spaces. Some researchers are looking into the form for fire and police robots.

Was not looking for it but came across an article on Rescue Snakes. Here is the Page.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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Re: Paladin Steel Storefront

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PS Holland-class Patrol Submarine


“The Hollands were stopgaps, marginally larger and more heavily armed than the more readily available BottomFeeders and Clymenes, and often that much slower....on the plus side, they were AVAILABLE, and PS could get them in the water when they needed them, rather than wait for the New Navy or Black Market factories producing other designs to free up their backlog of orders for other buyers, or for PS to retool and produce their own knockoffs. Coastal patrol subs are of no use if they exist only on paper....”
-----Y’Tz Mureee, Naval Systems Architect, Paladin Steel West

“I’ll take the Hol up against any Coalition Orca pig-boat any day....”


The Holland-class Light Patrol Submarine was designed to meet the needs for a lightweight, easily-constructed, inexpensive, coastal patrol submarine that could be produced even more quickly than larger classes like the Hippocampus-class. With the Pacific War winding down, and the need to replace large numbers of lost ships, as well as the securing of large areas of ‘safed’ coastline and island territories, a new class of simple, but well-armed, submersible patrol craft was an attractive solution to PSW’s pressing maritime security needs.
The Holland is a straightout basic double-hulled small submarine with much in common with the smaller coastal patrol submarines that were typical of pre-Rifts European navies of the Golden Age. The freeflooding outer hull is made of tough corrosion-proof high-density ceramic composites, while the inner pressure hull is composite-glass reinforced metal alloy, providing a fair degree of both environmental resilience and battle-protection. Weaponry is fairly heavy, consisting of several batteries of medium range missiles, and an array of torpedo tubes. A large streamlined hull housing conceals a powerful blue-green pulse laser that can be used for both underwater combat and surface assaults. The use of a micro-pac fusion nuclear generator over the earlier proposed diesel-electric and hydrogen-peroxide cycle internal combustion engines, while more expensive, frees up more space for internal cargo and ammunition, as well as making the submarine quieter and more stealthy, accoustically.
Since its introduction in 109 PA, the Holland has had its share of supporters and critics. Most of the criticism concerns the small size and low weight of the class; many naval personnel contend that the ship is simply too small and undergunned to be an effective combatant. It also lacks the utility of the Hippocampus class, further limiting its usefulness. Its small crew means that that the sub cannot engage in boarding, exploration, or rescue actions, as the cramped and close quarters aboard ship make adding additional personnel nearly impossible, and under crisis conditions, the six-man crew can find itself overworked and overstressed. Also, the comparatively large size of the Holland prevents it from operating in the same roles as much smaller, and more sophisticated, mini-subs and robots.
Lastly, the introduction of more advanced designs has rendered noisy ‘gas tanks’ like the Holland obsolete.
Proponents of the design counter that the sub’s design is far tougher and more reliable than the critics contend, and in defense of the design, they cite the virtually spotless maintenance history of the class. The powerful weapons fitout has proven itself time and time again, with the long range laser being an unexpected attack, and the large ammunition supply allowing the ships to remain in combat for extended periods.
In the end, however, PS would end up building nearly a hundred Hollands, most of which would be sold or given to small coastal navies and coast guard forces. Many of these ships were subsequently converted into cargo vessels as more powerful and sophisticated designs began to emerge from PSW and GNE slipways. A number of these craft have also been sold/transferred to the New Roman Republic, for its own growing Navy. PS maintains the templates and tools, and can resume production of the Holland SSN-8 whenever needed.
Type:PS-SSN-8 Holland
Class: Light Patrol Submarine
Date of Introduction: 109 PA
Crew: Six, with room for 1-10 passengers
MDC/Armor by Location:
Main Body 850
Conning Tower 200
Reinforced Crew Compartment 250
Heavy Laser Blister 120
Light CIDS Turret 150
Medium Range Missile Launcher Array 100
Heavy Torpedo Tubes(4, forward) 120 each
Short Range Torpedo Tubes(6, 3 each side) 60 each
Height: 32 ft
Width/Beam: 20 ft
Length: 200 ft
Weight: 460 tons
Cargo: 15 tons
Powerplant: Nuclear Fusion w/ 15 year energy life.
Speed:(Surface) 20 MPH
(Submerged) 35 MPH
Maximum Depth: 1 mile
Market Cost: 11 million credits
Systems of Note:
Standard Ship Systems, plus:
*Long-Range Sonar----(Passive) 10 miles, (Active) 100 miles
*Magnetic Anomaly Detector----Mounted in the tail is a passive magnetic anomaly detector(MAD) for locating other submarines and ships. ----60 mile range
*Communications---Long Range Radio: 100 miles
*Periscope System w/ full optics, including pasive nightvision, telescopic, and laser range finding. Also includes a mast-mounted radar system(100 mile range) and radar detectors.
*Full Environmental System---Can sustain a breathable atmosphere for up to 75 days.

*Transmitter Buoys---The sub crew can encrypt and record messages into these disposable floater pods, which then float to the surface, extend an antennae, ‘burp’-transmitt their scrambled message, then self-destruct. This allows the submarine to transmitt information without giving away their exact position, but they can’t recieve messages either.

*Desalination System---The ship can make its own fresh water from salt water, up to 100 gallons a day

Weapons Systems:
1) Heavy Blue-Green Laser(1)---Mounted in a nose turret is a heavy pulse laser for engaging both underwater and surface targets
Range: 6,000 ft
Damage: 2d6x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited

2) Heavy Torpedo Tubes(4)---Mounted in the nose is an array of four heavy torpedo launchers. These are conventional weapons, to take advantage of off-the-shelf technology and the more readily available munitions.
Range: 20 miles
Damage: 4d6x10 MD per torpedo
Rate of Fire: Volleys of 1-4(all four tubes firing at once), reloads in one melee
Payload: 60 long range torpedoes

3) Short Range Torpedo Tubes(6)---Mounted in lateral tube-mounts are launchers for SRTs for self-defense, three each side.
Range: 5 miles
Damage: 2d4x10 MD per torpedo
Rate of Fire: Volleys of 1-6, reloads in 1 melee
Payload: 144 short range torpedoes

4) Medium Range Missile Tubes---Mounted in the upper slope of the forward hull are eight launch tubes for firing encapsulated medium range anti-ship missiles, such as the PS Harpoon III.
Range: Varies by Missile Type
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-8, reloads in 1 melee
Payload: 72 MRMs

*Harpoon III Missiles
Harpoon IIIs are medium-range, plasma-explosive, wave-skimming, “smart” missiles designed to close with an enemy vessel under effective radar coverage, then jink up and dive, so as to penetrate the thinner upper works armor, or else can be set to penetrate below the waterline armor belt.
Range: 40 miles
Damage: 2d6x10 MD to 40 ft blast radius
Bonuses: +5 to strike
Cost:(Surface/air launched): 18,000 credits(Sub-launched) 20,000 credits

5)PS-L-CIWS Vulcan Chain Gun(aka “Button Gun”)(1, mounted in a well in the mast)---This installation, introduced on the Minotaur Battle Robot, then adapted as an air defense weapon option for the VW Camper Gunship, has been adapted for shipboard use as PS’s standard light maritime weapons system. The system is a very compact and neat installation that takes up little space, and has been compared to the pre-Rifts Russian ADMG-630 30mm Gatling CIWS that saw extensive service aboard Russian warships. The PS-L-CIWS is often called the “Button Gun” because of its squat, flattened dome-like turret.
The Holland carries a retracting L-CIWS in its mast for close-in defense when on the surface.
Range: 4,000 ft
Damage: 1d4x10 MD per 20 rd burst(can only fire bursts)
Rate of Fire: EGCHH, as an automated defense system linked to a radar/sensor system, the “Button Gun” has a +2 to strike, and four attacks per melee.
Payload:8,000 rd drum(200 bursts)

Variants:
*Holland-C--- A commercial model, running on liquid-fuel(diesel-electric) or fuel cell(hydrogen) engines, and able to make 30 MPH(range is roughly 4,000 miles before needing refueling). This model also has the option of conversion to the popular ‘C-C’ model, which removes the MRT and LRT launch systems in favor of dedicated cargo space....room for 50 tons of cargo or 16 passengers(35 under cramped conditions).
Market Cost: 9 million credits

*Holland-D-----An experimental model designed to test copies of the Kittani dual-mode
‘Sea-Fire’ torpedo-missiles. This variant is really the prototype for the Holland’s probable replacement, the Albacore-class light patrol submarine, the so-called ‘Cement Sea-Pig”, and only about two Holland-Ds were constructed/converted, and used in the test programme.

*Holland-E---Another experimental model, meant to test the feasibility of ship/submarine-mounted MageProjector systems. The Holland-Es were fitted with heavy-duty PPE Generators. In order to mask their magic radiation from being detected by predators that homed in on the same, the ships were fitted with PPE masker systems.
Auxiliary Powerplant:(TW) (‘Sorcerer’)--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus
MageProjector:
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. In an emergency, the pilot, if they are a mage or psychic, can kick in their own PPE. The Holland-E’s installation had a 6-spellcard ‘magazine’ allowing it to potentially fire off six different kinds of spell.
Bonuses: As per spell(if any)
Typical Spells included:
*Whirlpool
*Waterspout
*Water Wall
*Calm Waters
*Change Current

*Holland-F---The Holland-F variant replaces the medium-range missile launchers with launch cells for cruise missile-style long range missiles.
Range: Varies by Missile Type
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-6, reloads in 1 melee
Payload: 36 LRMs
-------------
"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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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:
abtex wrote:
taalismn wrote:Paladin Steel Cybermals


A snake Cybermal could have a Flexbarrel type weapon system installed. Solid when needed but flexible when moving. Would a idea design for building and open spaces. Some researchers are looking into the form for fire and police robots.

Was not looking for it but came across an article on Rescue Snakes. Here is the Page.



I'm already getting ideas fro adapting the tentacle limbs off the PS 'Flexman' cyborg for this sort of thing....Thanks! :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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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

abe wrote:Ever conceder a trash bomb,geranty a LARGE area covered in "trash" with the opposition in the middle?


Define 'trash', Abe....one man's trash is another man's treasure...
In the GNE, landfills are kept small for many reasons....Unwelcome scavengers and predators get attracted by rotting food, PS and the GNE can't afford to throw away resources, and even slag and construction debris can be used to build up earthern berms and fortification fill...Metal is re-melted or reclaimed by magic...Toxic wastes are subjected to incineration by plasma arc, or converted INTO plasma and separated into constituent elements for reclamation.....
In communities that the GNE has touched, they promote a similar thriftiness and recycling infrastructure(and sell the equipment to facilitate it)...
There just isn't that much garbage laying around to make garbage bombs a viable weapons system...(shrug)

Heck, even if PS was able to open a regular d-gate to the Garbage Dimension mentioned in the Megaversal Builder, they'd run through conveyor belts, send over stripminers, and start shoveling material to their factories and processors, rather than throw the stuff at other people... :-)
-------------
"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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abtex
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Re: Paladin Steel Storefront

Unread post by abtex »

taalismn wrote:
abtex wrote:
taalismn wrote:Paladin Steel Cybermals

A snake Cybermal could have a Flexbarrel type weapon system installed. Solid when needed but flexible when moving. Would a idea design for building and open spaces. Some researchers are looking into the form for fire and police robots.

I'm already getting ideas fro adapting the tentacle limbs off the PS 'Flexman' cyborg for this sort of thing....Thanks! :D

Cybermuscles and Snakes [and their like] just seem to go together. As does other not standard ways of using the Muscles.

Hot cyborg babes with Cybermal [BionicRep(tiles)?] playmates? :-D
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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Re: Paladin Steel Storefront

Unread post by taalismn »

Sadly, the babes usually have 'borged-up boyfriends looking to squash anybody who gets too close... :shock:
-------------
"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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Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel ‘Spamfac’ Semi-Mobile Asteroid Miner

“Working a Spamfac is alternately some of the most boring, tedious, and nervewracking work imaginable....You are either bored senseless, sitting in a small metal and ceramic bubble at the bottom of the universe, with no sense that you’re actually moving, sharing the same hydro, ohtwo, and cubic with a bunch of other guys that you’re beginning to dislike...or else you’re swearing and cursing, because there’s fractures in your goldmine rock, threatening to crack it open underneath your ‘rig, a microwave cutter lost stability in a bore and just cooked the guy next to you, or there’s a big blip that’s nosing about the edges of your scanning range, that won’t identify itself....Mining’s grotty, thankless work, without a speck of dignity or glamour...but it’s hard work, it’s good work, and it’s steady...someone’s ALWAYS looking for miners for a job...”
---”AstroGopher’ Gonzalez, Indie SpaceMiner

“Being sent to a Miner on a conviction might as well be a life sentence...some platforms are little more than penal colonies, and just as deadly...you’re slow, vulnerable, on a two-to-six year tour, hardly any privacy, no luxuries except for that ‘mystery meat’ they make from slag, you gotta work for every bite of food, every drink of water, and every lung of air. There’s no place to escape to, and plenty of ways to die trying...Meanwhile the Company’s getting fat off of squeezing free labor out of its troublemakers...even if the lifers took over the platform, those serving limited sentences would turn on them, or the cops would send in a team to turn off the power, or blow the ‘fac up..they can still mine the fragments!”
----Rod Sergal, convicted for life support theft, serving a five-year sentence on the Penal Platform Locker #3. in an interview for Jan Denweddey’s ‘Zero-Gee and Scales of Justice: The Law and the Final Frontier’, Sanctuary Press, Haven, 153 PA(Earth-Time)

“With the Multiplexors converting all that slag to meat, you’d think it would be easy, right, like scooping up spam or ground chuck? Nope, that stuff freezes up hard as diamond in open-space cold and vacuum....you can wear out rock drills damn fast cutting through all that hamburger...But the stuff has water and calories ready to use, and it’s damn nearly fat-free, too!....though months of the stuff can dull your pallet unless you’re careful...that’s where a good cook is essential, one who can liven up the stuff with some hydroponic tomato sauce or bubble-basil...out here a pint of tabasco sauce or a pound of pepper are worth their weight in Earth-side gold!”
--Arthur Chaminsky, Driller, Paladin Steel Resource Development Division, Contract-Engineering, Space

The dream of most of the Paladin Steel corporation, in their participation in the deep space venture, has been to be able to exploit the vast amounts of mineral wealth present in the form of asteroids. Once the initial beachhead was secured by the warships and exploration craft of PS, the grungy grunt work of exploiting the High Frontier could begin in earnest. The ‘Belter’ Mass Driver Asteroid Tug and processing facility is a perfect example of the sort of heavy duty industrial hardware that announces that PS has made it into space as an industrial power.
Part spacecraft, part space station, part drilling rig, the massive Asteroid Tug is neither fast nor beautiful; it’s a pure industrial powerhouse. The standard ‘Belter’ design is a massive cylinder, with a multi-gantried anchor and drilling/cutting face assembly on one end, a half-mile long mass-driver acceleration coil boom, flanked by wing-like solar cell assemblies, trailing out behind. Various sensor and communications assemblies, command/control, and habitat modules attached to the main tug housing.
The Tug moves to its assigned ‘rock’ under the power of an ion drive. Once attached to the asteroid, the Tug sinks its drill bits and cutting platforms deep into the rock face, and gets to work.
Primary propulsion is by mass-driver; small bucketloads of the asteroid’s mass are cut off, proccessed for any valuable minerals, and the useless slag ejected at high speed by the mass-driver, imparting a small amount of cumulative momentum to the whole assembly. Speed and acceleration aren’t terribly great, and moving a rock to the orbit of an inhabited world may take months or years, but the fuel(slag and solar power) are cheap, and the threat of a vessel being clogged by random mass-driver loads negligable. In the meantime, during the long journey, the Tug/Fac can process small amounts of ore and minerals for pick-up by faster resupply vessels, so they don’t return home empty-handed. Most of the functions of a ‘Tug are automated, but a small crew is stationed aboard to handle repairs and replacement of worn out parts, as well as to conduct research and protect the tagged rock from claim-jumpers. Some ‘facs have complete ore proccessing and manufacturing facilities aboard, using botth solar and fusion power to smelt ores and produce proccessed ores, that are then shaped into rolls or ingots, that can then be picked up by visiting spacecraft, or ‘slung’ for pickup several months later by orbital catchnets. Valuable water-ice and ‘cookable’ rocks are proccessed for their water and oxyen, for fuel, breathing, and consumption, and either used locally, or stored for transshipment later. Other mining ‘fac missions are small, self-contained colonies, with several family groups communing on the rock, with added hydroponics modules, while conducting mining operations(this is one way that Independants can make a good living, as well as acquiring a rock as a grubstake, by working it for PS). Sometimes assignment to a ‘Tug is used as a form of punishment, as the duty tends to be rather dull and boring when everything goes right. However, some spacers will tell you that NOTHING goes all right on a ‘Tug mission, and a level head and cool attitude is needed when an undetected ice pocket subliminates, blasting a drill head back up the bore into the reactor cooling jacket, something of unknown origin hatches in the ore bins and starts foraging for food, or Chin pirates come a’calling.
Asteroid Tugs carry a fair amount of armor, but aren’t designed for combat. Most mount only minimal weaponry, mostly high-powered cutting lasers , but the larger ‘Tugs may sport additional missile launchers and heavier weapons(mounted in the four observation blisters/turrets), as well as their own flotillas of armed shuttlecraft, power armors, or robot vehicles.
Asteroid Tugs and ‘Miners got the nickname ‘Spamfacs’ from the widespread use of TW cooking gear(powered by PPE batteries in areas of space low in ambient magic) to convert some of the slag to meat, using the Stone to Flesh spell. Since carniculture is difficult to sustain in space, being prohibitively expensive and energy intensive, meat of any sort is a commodity hard to come by. This makes the ‘Tugs, with their plentiful supplies of mystically-converted ground chuck, profitable places to visit and trade with. Of course, the miners tend to get sick of the stuff, and have come up with an amazing number of ways to flavor and serve the stuff. This has led in turn to a rather interesting twist on the solar economy, where the more enterprising ‘Tugs set up restaurants and grills to attract visiting spacecraft to do the ‘Skyburger Circuit’...trading such luxuries as spices in return for ‘Astro-Chili’, ‘starsauge’, ‘Trojan Tacos’, or other savory fare...a far cry from the grubby, depressing visions of pre-Rifts sci-fi!
Type: PS-SMP-2
Class: Asteroid Miner/Tug
Crew: 80
MDC/Armor by Location:
Main Body/Skyfac 4,000
Mass-Driver Boom 2,000
Solar Wing Assemblies(2) 900 each
Command Module 800
Habitat Modules(1-6) 3,000 each
Main Communications Array 600
Anchor Gantries(3) 500 each
Main Engines(4) 200 each
Hangar Bay 900
Weapons/Observation Turrets(4) 200 each
Point Defense Lasers(8) 80 each

Width:108m in diameter
Length:368m
Weight:300,000 tons
Cargo: Not counting any attached asteroid, the Spamfac has anywhere from 1,000-10,000 tons of cargo space(internal bays and external racks)
Powerplant: Nuclear Fusion w/ solar-electric supplementary systems
PPE Generator to power ‘special systems’(typically has 500-2,000 PPE storage capacity and recharges at 14 PPE per hour in open space, 50 PPE per hour on a Ley Line---some platforms will have multiple PPE generators of varying classes)
Speed:(Independent operation---Ion-electric drive)
---Great fuel economy, low cost, lousy acceleration
Acceleration: .03 gs
Reaction Mass Reserve: 500 tons
Fuel Usage: 5 tons/ burn-day(24 hours of continous acceleration)
Note: Spamfacs are completely spaceborne constructions....they can NEVER enter a gravity well/atmosphere and survive(essentially becomes a giant meteorite)
Market Cost: A standard Spamfac ‘rig will cost about 400 million credits on Rifts Earth
Systems of Note:
*Full Sensor Suite---Specialized sensor pallets include radiation detectors and counters, spectrographic analysis devices, gravitic sensors, electromagnetic activity readers, and optics packages.
*Long Range Radar---Phased Array Search and Early Warning Radars---Maximum Resolution Range of 300,000 miles
*Laser Targeting-------100,000 miles
*Communications Suite:---Long Range Radio and Video
*Laser Communications ---Tactical (i.e. ship-to fighter/shuttle)Range: 50,000 miles
*Optical Tracking Clusters----These are transparent blisters fitted with gimbal-mounted high-resolution visible-light/IR/UV optical telescopes that continually scan the arc of sky before them. Linked to the navigational arrays and other tracking sensors, and to a series of highly-sophisticated near-AI search and discrimination software systems, these sensors attempt to detect objects that have low radar returns/sensor signatures, such as stealthed vehicles, iceballs, or asteroids. The high-tech equivalent of the man in the crow’s nest with a pair of binoculars.

*Magnetic Forcefield Radiation Shielding

*Internal Gravity Centrifuge---The main hull conceals a habitat centrifuge, to keep gravity-adapted crew members healthy in the long hauls.

*Docking Bay---A Spamfac has a small shuttlebay next to the external docking ports and ore-transfer chutes. This bay is large enough to accomodate a medium shuttle and several workpods, and is surprisingly well-stocked; virtually a mini-shipyard...a necessity given that Spamfacs are often far from support...as was the case of the Iron Joe #48 Platform which was knocked off course and lost its drives as a result of an Arkhon attack. Though the Arkhons failed to destroy the complex, they did damage the Spamfac’s life support and facilities beyond the ability of the surviving crew to repair. Fortunately, the crew were able to modify their sole surviving short-range shuttle with cannibalized thrusters from several wrecked work pods, and improvized extra fuel tankage, allowing them to convert the short-haul craft into a high-acceleration, sustained-burn ‘torchship’ lifeboat that was able to carry the survivors to safety after they abandoned their platform.

*”SpamCutters”---These nifty devices give the Spamfacs their name...based on a Stone-to-Flesh spell to turn stone to animal protein, these drill-like devices use PPE flow from a generator(typically a ‘Wizard’-class----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus) to convert worthless silicaeous stone to mystery meat and locked-in water, ready for harvesting and consumption..yum!

Weapons Systems:
1)Point Defense Lasers(8)
Range:(Palladium Values) 4 miles
(KItsune Values) 400 miles
Damage: 2d6x10 MD per blast
Rate of Fire: ECHH, or six times per melee
Payload: Effectively unlimited

Aux. Craft:
Typically 1-4 small shuttles, 4-5 workpods, and 10-20 zero-gee sleds
-------------
"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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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Munchkin Slappin GM wrote:I like it , but isn't astroid eater a huge jump forward for a small company like PS.


Yep...but PS belongs to a Rifts Earth contiuum which is a few decades in advance of the regular timeline and has had a few events that have allowed for a push in technology...
PS also shamelessly copies alien technology, acquires public access technologies(their agents in the Three Galaxies, for instance, would be sending home the plans for HI lasers), and uses their corporate clout to recruit locals into their organization....
The SkyFac is about what I see as a large corporate effort from the Golden Age...It's likely PS got the plans from some pre-Rifts data base or cooperated with a Indie space station to upgrade their shipbuilding capabilities to Laika-like levels in return for partial ownership of the resulting production line...

Compared to Wildstorm Industries, which is an offworld company trying to squeeze itself into the Rifts Earth market, Paladin Steel is a local company trying to carve a niche in the greater dimensional markets....selling Earth-brand...exploiting Earth's position as a dimensional nexus to sell Earth goods, rather than outsiders like Naruni or the Splugorth monopolizing the nexus....


Of course, if you're uncomfortable with the idea of PS advancing fast, stick with the lower-tech stuff...or PS space systems belong to a branch of the company that started out small in an out-dimension outpost, got cut off from the rest of the Rifts Earth offices, and now working on its own, or with only intermittant contact with the home offices(this will be the case with any branch products that start appearing in the THree Galaxies)....
-------------
"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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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel Autonomous Benthic Assistants(ABA)
The ABA line came from PS’s need for aquatic robots to assist in deep water exploration and labor. As the deep waters of Rifts Earth hold even more terrors than the land, low cost, expendable, robot labor units are most desirable for anyone contemplating a deepwater salvage or construction project.
The ABA lines currently consist of two main types; the small manportable ‘Wrasse’ mini-robot, and the larger and more robust ‘Cudda’ robot. Both vehicles resemble torpedoes, with gimbaled propulsion, a sensor nose, and tool ‘collar’.

ABA Type-1 Wrasse

“We keep a few ABA-minis aboard ship for rough water work...We hear something scrapping along the bottom of the trawler in a determined manner, I just pick up and toss a Wrasse overborad to see what it is...you can hand-carry one of these things...If whatever’s down there alive and hostile, I can toss the rest of the Abas down with weapons to try to drive the whatever off before it wrecks the ship...Any of the ‘bots survive, I can scoop them up with a landing net, easy enough, and recharge them. And it’s a lot cheaper than losing crewmen.”

The Wrasse is a small robotic torpedo-like vehicle that can be easily hand-carried, launched, and recovered. A lightweight megadamage plastic body and small powerful room-temperature superconductor-tech battery packs give the Wrasse reliable performance under tough conditions.
The Wrasse can be fitted with a variety of sensors and tools, most based on existing cybernetic and bionic systems(saving on cost and developmet time). Its size and battery power limit the hardware that can be loaded on it, however, and the most appendages it can be fitted with are a single cybernetic arm or tentacle. Armed versions are essentially a waterproofed or blue-green version of a market-available weapons type, such as a laser or ion rifle, mounted to the Wrasse ‘bus’ with attached targeting gear.
The Wrasse is typically used as a diver assistant and companion robot, to reconnoiter dangerous waters, perform inspections on underwater objects, and to track sea life. It is also occasionally used as an underwater security vehicle and, when armed, to ‘hull scrape’ the underside and outside of marine craft of dangerous sea creatures and limpet mines. It operate autonomusly, under remote control from a portable laptop control station, or can be cabled by a metal or fiber-optic hardwire link to its control station.
Type: PS-ABA-1 Wrasse
Class:Autonomous Benthic Assistant
Crew:None; Robot AI
MDC/Armor by Location:
Main Body 40
Height: 7 in
Width: 7 in
Length: 5 ft
Weight: 60 lbs
Cargo: None
Powerplant: Electric Battery(12 hour endurance)
Speed: 10 MPH. Maximum depth of 18,000 ft
Market Cost: 20,000 credits; 19,000 credits for separate combat programming.
Systems of Note:
*Mini-Sonar---3 mile range
*Depth Gauge
*Basic Optical Sensor
*Low-Lite Optics
*Spotlight(equivalent to a good flashlight)
*Hull-Sucker---A suction cup device that allows the Wrasse to be attached externally to a boat or sled hull. Ideal for tracking other boats with.
Weapons Systems: None standard, but the Wrasse can be fitted with a single cybernetic/bionic appendage, or dedicated weapons station. Because of the size of the drone, weapons must have their own power source(clip or magazine-fed). Weapons are limited in size and damage to available Energy Pistol and Rifle types(blue-green lasers or ion blasters are the most common), or pistols/rifles firing supercavitating ammunition.

Programming:
Radio: Basic 90%
Underwater Navigation 85%
Actions/Attacks Per Melee: 2(5 From Combat Program*)
Initiative +1*
Strike +2 to strike w/ ranged weapons*
Dodge +1(+2*)
Option Systems:
*Bundling----Wrasses can be ‘bundled’; 2-4 ABAs can be attached to a common harness and effectively operated as a single vehicle. While this may make them harder to launch/recover, it also allows the conglomerate vehicle to extend its range(+30% for every additional ABA in the bundle) and capabilities. Bundling, however, loses any Dodge bonuses, as the resultant conglomerate vehicle is larger and more cumbersome.

ABA Type-2 Cudda

“After seeing that giant tentacle whip across the video field, I’m rather glad I’m on dry land watching this and not down there at four thousand feet welding those pipes by hand.”

The Type-2 ABA Cudda is based on pre-Rifts light torpedos, and thus can be stored and deployed like a standard torpedo.
Being larger than the ABA-1 Wrasse, the Cudda is faster, more robust, enjoys longer range, can carry more systems, and is more capable, albeit at greater overall expense. It is routinely used for deep ocean reconnaissance, harbor patrol, and underwater maintenance duties. Like its smaller cousin, it can be programmed for combat missions, but given its expense, it is almost NEVER used to deliver warheads as a torpedo.
Type: PS-ABA-2 Cudda
Class: Autonomous Benthic Assistant
Crew: None; Robot AI
MDC/Armor by Location:
Main Body 100
Height: 12.7 in.
Width: 12.7 in.
Length: 8 ft 6 in.
Weight: 500 lbs
Cargo: If not carrying a special functions head, can carry up to 95 lbs in a hollow cargo pod.
Powerplant: Electric Battery (48 hour endurance) or Mini-Nuclear
Speed: 45 MPH, maximum depth of 8,000 ft
Market Cost: 195,000 credits; 25,000 credits for separate combat programming.
Systems of Note:
*Depth Gauge
*Mini-Sonar--5 mile range
*Basic Optics
*Low-Lite Optics
*Spotlight
Weapons Systems: None standard, but the forward hull can be fitted with up to FOUR bionic armatures, appendages, or dedicated weapons stations, similar to the Wrasse, but including the following:
a)PS SeaHammer MicroTorpedo Launcher---Vehicle-mounted version of the PS underwater infantry weapon.
Range: 2500 ft underwater, 500 ft in air
Damage: 6d6 MD per torpedo
Rate of Fire: Standard(Yes, bursts are possible)
Payload: 12 rds
Cost: 5,000 credits. Each micro-torp costs 250 credits

b) Harpoon Launcher
Range: 500 ft in air, 380 ft underwater
Damage: Standard steelhead does 2d6+4 SDC/Hit Points, High Explosive does 4d6 MD, flare, transmitter, and cable-hook as usual.
Rate of Fire: 1-3
Payload: 18 per gun
Cost: 5,000 credits

c) Ion Blasters
Range: 800 ft in air/ 500 ft underwater
Damage: 4d6 MD single shot
1d4x10 MD per three-shot burst
Rate of Fire: Standard
Payload: 60 shots long-eclip, 100 shot battery
Cost: 10,000 credits each

Programming:
Radio: Basic 90%
Underwater Navigation 85%

-Maintenance Program
General Repair & Maintenance 80%
Electronics: Basic 80%
Mechanics: Basic 80%
Submersible Vehicle Mechanics 75%

-Combat Program(see Combat Bonuses)
Actions/Attacks Per Melee: 3 (5 From Combat Program*)
Initiative +2*
Strike+3*
Parry +3(if fitted with appendages)*
Dodge +1(+2*)
Option Systems:
Besides the aforementioned weapons/limb/tool sockets, the Cudda can be fitted with the following systems:
*Deep Dive Reinforcement---Reinforces the hull for dives down to 3 miles. Cost: 500,000 credits
*Bundling----Cuddas can be ‘bundled’; 2-4 ABAs can be attached to a common harness and effectively operated as a single vehicle. While this may make them harder to launch/recover, it also allows the conglomerate vehicle to extend its range(+30% for every additional ABA in the bundle) and capabilities. Bundling, however, loses any Dodge bonuses, as the resultant conglomerate vehicle is larger and more cumbersome.

Variants:
*PS-ABA-2S ‘Dark’Cudda’---Stealth recon version fitted with a silent prop motor, sound insulation, radar/sonar-stealthed composite hull, and a stealth recon package, including a masked periscope and high-resolution optics. Can be programmed to run a mission or can be controlled by an ultra-fine fiber-optic command line. Typically used to recon enemy harbors and shadow enemy ships(some models may be fitted with molecular ‘limpet’ pads to attach to the hull of a vessel). Overall, the stealthing gives the ‘Dark’Cudda’ only a 15% chance of being detected by enemy sensor systems. The type also reportedly has a self-destruct package, varying from a straight conventional plasma warhead to a powerful molecular acid or thermite charge. Reportedly, examples of this variant have been used to recon Atlantis’s coast and keep tabs on developments in Splugorth ports.
-------------
"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
------------
Shark_Force
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Re: Paladin Steel Storefront

Unread post by Shark_Force »

shouldn't there be a stated number of attacks (or at least actions) per melee for these autonomous drones?
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Shark_Force wrote:shouldn't there be a stated number of attacks (or at least actions) per melee for these autonomous drones?


It's in there....

Actions/Attacks Per Melee: 2(5 From Combat Program*)
-------------
"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
------------
Shark_Force
Palladin
Posts: 7128
Joined: Fri Jun 26, 2009 4:11 pm

Re: Paladin Steel Storefront

Unread post by Shark_Force »

ah, ok... hidden in amongst the programming options =P
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Shark_Force wrote:ah, ok... hidden in amongst the programming options =P


Yep...I'm a tricky bastard, ain't I? :-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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abtex
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Re: Paladin Steel Storefront

Unread post by abtex »

taalismn wrote:Sadly, the babes usually have 'borged-up boyfriends looking to squash anybody who gets too close... :shock:

...that would stop you from writing up it up. PS sales the chassis for the babes and their cyber-pets.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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abtex
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Re: Paladin Steel Storefront

Unread post by abtex »

taalismn wrote:Paladin Steel New Colt ‘Thunderbunny’ MegaRevolver

Wonder?
Using the Thunderbunny system for delivering other things that 8 inch shell, maybe hot food and supply delivery. Long range over 3 miles. Link it with your Limo for idea meals on wheels for the too rich.
Last edited by abtex on Mon Nov 30, 2009 12:02 am, edited 1 time in total.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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taalismn
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Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:
taalismn wrote:Paladin Steel New Colt ‘Thunderbunny’ MegaRevolver/quote]
Wonder?
Using the Thunderbunny system for delivering other things that 8 inch shell, maybe hot food and supply delivery. Long range over 3 miles. Link it with your Limo for idea meals on wheels for the too rich.


Trust me...when you see what else I got in mind for the system..
you will pass bricks.... :twisted:
-------------
"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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