Paladin Steel Storefront
Moderators: Immortals, Supreme Beings, Old Ones
Re: Paladin Steel Storefront
Petty Silk things.
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...
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...
Re: Paladin Steel Storefront
abtex wrote:Petty Silk things.
Looks like someone is wearing them. Which one?
Something seen in Cambridge Jungle's genetic engineering area. Must be something in the local water.
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...
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...
Re: Paladin Steel Storefront
taalismn hope you are just in a power outrage. Do to snow and are all right.
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...
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...
- taalismn
- Priest
- Posts: 48664
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
abtex wrote:taalismn hope you are just in a power outrage. Do to snow and are all right.
First day back at work. Real mess in my state. Still don't have power at home, have been cooking/grilling on our front lawn(campfire cuisine in the middle of suburbia), cellphone towers were/are out, and just got telephones back today. Hometown was 99% OUT of power. Some towns nearby 100% outages. Mosquitoes of summer replaced with constant whine of chainsaws and portable generators. Trees and branches down everywhere after we got 11 inches of snow in about 10 hours(supposedly we haven't had this sort of weather since the Civil War). May take a while for me(and whole region) to get back to speed.
"Hey, nice Old Man Winter costume for Halloween!"
#"It's not a costume."#
-------------
"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
------------
"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
------------
- taalismn
- Priest
- Posts: 48664
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Possibly Air.
I'm also working on another set of Silks: Sun(Gold), and Moon(Silver). Which probably means there's a Stars(black and sequins) out there too.
Yeah, I should rework the TW Lingerie line too.
The upshot of all this; Fashion is Power, Power can be Fashion, Opulence Isn't Always Useless, and The Nearly Bare-Nekkid Lady Can Kick Your Arse.
What, you didn't learn already from getting stomped by all those Special Forces Squirrels that I happen to like rudely surprising those who see easy victims?
-------------
"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
------------
"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
------------
Re: Paladin Steel Storefront
Welcome back.
Any overdue books?
Sure the noise was not teeth?
taalismn wrote:First day back at work.
Any overdue books?
taalismn wrote:..replaced with constant whine of chainsaws and portable generators.
Sure the noise was not teeth?
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...
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...
Re: Paladin Steel Storefront
taalismn wrote:
Possibly Air.
I'm also working on another set of Silks: Sun(Gold), and Moon(Silver). Which probably means there's a Stars(black and sequins) out there too.
Yeah, I should rework the TW Lingerie line too.
Waiting to see them or is it see less of them?
Any weather based Silks in the works?
taalismn likes wrote:... getting stomped by all those Special Forces Squirrels that I happen to like rudely surprising those who see easy victims?
Your home life and all those small neighbors.
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...
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...
- taalismn
- Priest
- Posts: 48664
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
(apologies to Raven)
Heimdal ‘Kazooga’ Elemental Assault Wurlitzer
“Oh yes, it’s bright and shiny and loud, but it’s nothing more than a glorified boombox...no, if you want to do the concept right, you need The Art!”
---Domarg Longwind, Dwarven Warlock, on seeing the IAUDP-8 being demonstrated
“Okay, we’ve got over three thousand magic-enhanced barbarian warriors coming down on our position, howling for our blood. We’re obviously going to stay and fight them. We need some fighting tunes. Maestro, what have you got on tap?”
“Well, I was planning on Krakkerthral’s -Bloodfest Fanfare- to rally the troops, but I’m thinking now I should play something special for our enemy; I’ve got a little composition I’m calling -Disharmonika in ‘D’ Slaughter- that I’m itching to try out.”
“Sounds good. Hope I never hear it.”
“No worries. It’s for the enemy’s ears only.”
“Oh $#!+! It’s a Dwarven oohm-paah band, and they’re starting up the first strains of the National Anthem!!!... !RUN!!!!”
The Heimdal ‘Kazooga’ came about as a direct result of the Kera-Tech IAUDP-8 ‘Roadie’ contra-gravity pack. Dwarves have long had a love of good fighting music, and the prospect of going into heavy combat with some serious mood tunes was right up their alley(or down their mineshaft), so the IAUDP-8 caught on along famously with them. However, the more traditionally-minded Dwarven communities, particularly the elemental warlock enclaves, of the Cascade Mountains, thought the reliance on a high-tech wiz-bang device lacked any sense of heart or art. Why bother with pre-recorded crap played loud, when with the right spells, one could create music that would truly affect the enemy to one’s advantage?
Since Kera-Tech strenuously objected to the incorporation of magic in their designs, the Dwarven community/company of Heimdal Powerpoint( a techno-wizardry subcontractor to Paladin Steel West) pooh-poohed using a standard contra-gravity pack and designed their own unique gizmo...the battlefield magic-powered steam pipe organ, the Kazooga.
The Kazooga is more akin to an open-front light power armor than anything else. since it encloses the back, chest, and legs of the operator, typically a Dwarven Elemental Warlock with musical abilities. The Kazooga resembles an array of organ pipes, anywhere from eighteen to thirty-six, affixed to a frame, sitting atop what looks like a potbellied stove. This chamber is believed to hold a low-level(dumb) fire or air elemental or fragment of one, and provides the main power source, providing a steady source of steam and high pressure air. What looks like a large heavily-armored half-donut hinges closed around the waist of the operator, securing them to the pack, and providing an extra measure of armored protection. On the upper surface of this half-donut are arrayed the keys for the organ, within easy reach of the combat musician.
The operator also wears large, thick-soled boots, connected to the pack by heavy hoses. The soles are actually partially hollow, and act as bellows for the pipe organ. Rather than foot pedals, the heels of the boots are studded with large buttons; by clicking his heels or holding his feet together, the operator can further control the tones of the escaping air and steam. In an emergency, the pilot can also use a mouthpiece to blow air into the contraption.
The Kazooga lacks many of the technological sensory and accessory features of the standard GNE contra-grav Infantry Packs, but it makes up for it by sporting a potent arsenal of magic features. Rather than use a CG-drive to propel it through the air and keep it hovering, the Kazooga uses a combination of steam jets and magic Levitation to keep aloft. Rather than lasers or missiles, the Kazooga can inflict harm with a variety of air and fire elemental magic attacks, as well as eardrum-bursting sonic attacks. In a pinch, the Kazooga can even be used to launch projectiles, like a steam-powered howitzer.
Because of its exotic construction, Kazoogas are still fairly rare in the ranks of the Alliance’s military, and are currently limited in distribution to Dwarven units. Only about 20-35 are known to be in deployment with Dwarven regiments in the Washington Free State, with maybe about ten given to Dwarven units in the GNE, Another 10-50 are believed to be held in reserve, bending the formation of additional Dwarven Regiments, or the training of proper operator-players.
Type: PSW/HP-WURLP-01Kazooga
Class: Specialized Magic Pack(Uses Pilot Jetpack skill for flight)
Date of Introduction: 110 PA
Crew: One
MDC/Armor by Location
Pack 150
Organ Pipes(18-36) 3 each
Main Body---Body Armor of the wearer + 25 MDC from waist belt
Height: 48 inches
Width: 18 inches
Length: 12 inches
Weight: 180 lbs
Cargo: In addition to the weight of the wearer, the pack can support up to 100kg(220 lbs) in flight. Note that the user can still use handheld weapons with ease. There is also a large pocket mounted on the bottom of the pack for storage.
Powerplant: TW powerplant w/ 5 year energy lifespan(before needing spell renewal)
(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
Speed: 150 MPH with a maximum altitude of 500m(1,640 ft). Can be dropped from 5km(3.2 miles) with complete control over the descent.
Cost:800,000 credits or more.... The Kazoogas belonging to the Dwarven regiments are often heavily decorated and chased in silver and other precious metals, but their added value goes beyond that of their adornment; if lost or stolen, the Dwarves will go to great lengths to track down and recover missing Regmental Kazoogas.
Systems of Note:
*Loudspeaker/Amplifier---80 Decibels
*Sheet Music Stand
*Mini-Metronome
*Steam Gauge
*Self-cleaning Spit Valve
*Wire Cleaning and Brass Polishing Toolkit standard equipment
*Boot Bellows----Act as shock absorbers on jumps.
Weapons Systems:
1) Sonic Blaster---Cuts loose with a stone-shattering, bone-shaking howl that does serious damage.
Range: 1,000 ft to a 30 ft area
Damage: 2d6 MD per blast, plus does HALF that damage as SDC through body armor/EBA less than 100 MDC. Victims caught in the area of effect will also be deafened for 2d4 minutes; lose 2 APMs, -8 on initiative, -3 to parry and dodge, and -25% on skill performance. Also a 40% chance of being knocked off their feet by the blast(lose an APM getting back up)
Rate of Fire: ECHH
Payload: Effectively Unlimited
2) Magic Winds---The pipes can be used to summon up a variety of magical attacks from within their depths.
*Distant Voice---Used to communicate over long distances
Range: 16,000 ft line of sight
Duration: 40 minutes
Rate of Fire: ECHH
Payload: 5 PPE
*Magic Pigeon---A magical bird emerges from one of the larger pipes to carry a message(roughly equivalent to 8th level).
Range: Flies at 30 MPH, 720 miles every 24 hours
Duration: 16 months
Payload: 10 PPE per use
*Dissipate Gases
Range: 100 ft radius
Damage: Clears gases, including magic clouds/mists/flames, out of the radius of effect, for 8 melee rounds
Rate of Fire: Once per melee
Payload: 7 PPE per use
*Thunderclap
Range: 30 ft radius, but can be heard up to a mile away.
Damage: Gives player automatic Initiative, and +1 to strike, parry, and dodge for two melees, and a Horror Factor of 13.
Rate of Fire: ECHH
Payload: 1 PPE per use
*Wind Blast
Range: 5,000 ft
Damage: 2d4x10+30 MD per blast
Rate of Fire: ECHH
Payload: 40 PPE per blast
*Whirlwind
Range: 2,400 ft
Damage: 20 ft diameter, with 75 MPH winds sucking up everything in its path, throwing them about 40 ft, and doing 2d6+3 MD to them. Also, anybody not immediately killed by the windhandling, will be dazed(reduce APMs by HALF unless a successful Roll is made) for 1d4 melees.
The Kazooga operator can direct the course of the whirlwind, but must remain within 300 ft of it.
Rate of Fire:Once per melee; effects last 8 minutes
Payload: 15 PPE per use
*Firebolt
Range: 150 ft
Damage: 4d6 MD per bolt
Rate of Fire: ECHH
Payload: 2 PPE per use
3) Magic Mist(s)---Just like the Winds, the pipes can be used to spew a variety of magical mists for effect.
*Fear
Range: 100 ft, covers a 20 x 20 x 20 ft area. Cloud lasts for 8 minutes.
Damage:Those caught in the cloud must save vs Horror Factor 16.
Rate of Fire: Once per melee
Payload: 3 PPE per use
*Cloud of Steam
Range: 170 ft, covers a 30 ft area. Effects last 8 minutes
Damage: Victims without EBA/protection take 2d6 SDC per melee caught in the cloud; temporary blindness for 1d6 melees, and victims are unable to see in the steam; -10 to strike, parry, and dodge. A successful save HALVES penalties. Victims with protection are still blinded by the steam.
Rate of Fire: Once per melee
Payload: 2 PPE per use
*Cloud of Slumber
Range: 90 ft, covers a 20 x 20 x 20 ft area. Effects last 8 minutes
Damage: Those caught in the cloud must save vs magic or fall asleep for the duration. If pulled out of the area of effect, they awake in 1d4 melees
Rate of Fire: Once per melee
Payload: 2 PPE per use
*Cloud of Smoke
Range: 90 ft, 30 cubic ft area of effect, effects last 8 minutes
Damage: Victims caught in smoke are -10 to strike, parry, and dodge
Rate of Fire: Once per melee
Payload: 1 PPE per use
*Cloud of Ash
Range:90 ft, 30 cubic ft area of effect, effects last 8 minutes
Damage:Victims without EBA/protection take 2d6 SDC per melee caught in the cloud; temporary blindness for 1d6 melees, and victims are unable to see in the steam; -10 to strike, parry, and dodge. A successful save HALVES penalties.
Rate of Fire: Once per melee
Payload: 3 PPE per use
*Miasma
Range: 100 ft, 20 ft area, effects last 32 melees(8 minutes)
Damage: 1d4 SDC/Hit Points per melee, and are -3 to strike, parry, and dodge. Save as standard.
Not effective against MDC beings or EBA
Rate of Fire: Once per melee
Payload: 4 PPE per use
*Mist of Death
Range: 90 ft, 10 cubic ft area of effect, effects last 1 melee
Damage: 4d6 Hit Points/MDC to victims without environmental protection
Rate of Fire: Once per melee
Payload: 20 PPE per use
4)Steam Blaster---More powerful, but of narrower effect, is this steam blaster/steam whistle, which can blast a jet of live steam at an opponent
Range: 60 ft
Damage: 3d6 SDC per melee, and those not protected by environmental body armor or helmet are -9 to strike, parry, and dodge. Vehicle sensor systems are cut in range and effectiveness by HALF.
Note: Rather than spray hot steam, the pipes can spit hot water, which is more effective against vampires( 6d6 HP per blast)
Rate of Fire: Twice per melee
Payload: Effectively Unlimited
5) Steam Launcher---Rather than use magic or sonics, the pipes can be used in an emergency to propel projectiles, like a steam-powered cannon or mortar. The operator can throw in a rock, handful of gravel, or some metal scraps, and turn the pipes into a close range SDC shotgun(note, however, that this tends to scrape up the insides of the pipes, necessitating more frequent maintenance), or toss in a grenade or mortar shell for megadamage attacks.
Range:(Direct Fire Shotgun Blast) 150 ft
(Direct Fire Steam Rifle) 300 ft
(Mortar) Can fire a light object like a grenade up to 5,000 ft; a fusion block to about 1,000 ft
Damage:Direct Fire Shotgun Blast)(Gravel) 2d4 SDC to a 10 ft area
(Rock Slug) 3d6 SDC
(Direct Fire Steam Rifle)(Slug) 5d6 SDC
Note: Explosive shells can be used for more damage
(Mortar) Varies by type of projectile used...An average rock will just do 1d4 SDC on impact, while a fusion block can do full damage.
Rate of Fire: Direct Fire Shotgun Blast) Once per tube before needing reloading;
takes a melee action to reload.
(Direct Fire Steam Rifle)Once per tube before needing reloading;
takes a melee action to reload.
(Mortar) Once per melee
Payload: One projectile per tube
Note: Unless the operator has the W.P. Heavy Military Weapons, they will have NO bonuses to strike with steam-propelled projectiles.
Heimdal ‘Kazooga’ Elemental Assault Wurlitzer
“Oh yes, it’s bright and shiny and loud, but it’s nothing more than a glorified boombox...no, if you want to do the concept right, you need The Art!”
---Domarg Longwind, Dwarven Warlock, on seeing the IAUDP-8 being demonstrated
“Okay, we’ve got over three thousand magic-enhanced barbarian warriors coming down on our position, howling for our blood. We’re obviously going to stay and fight them. We need some fighting tunes. Maestro, what have you got on tap?”
“Well, I was planning on Krakkerthral’s -Bloodfest Fanfare- to rally the troops, but I’m thinking now I should play something special for our enemy; I’ve got a little composition I’m calling -Disharmonika in ‘D’ Slaughter- that I’m itching to try out.”
“Sounds good. Hope I never hear it.”
“No worries. It’s for the enemy’s ears only.”
“Oh $#!+! It’s a Dwarven oohm-paah band, and they’re starting up the first strains of the National Anthem!!!... !RUN!!!!”
The Heimdal ‘Kazooga’ came about as a direct result of the Kera-Tech IAUDP-8 ‘Roadie’ contra-gravity pack. Dwarves have long had a love of good fighting music, and the prospect of going into heavy combat with some serious mood tunes was right up their alley(or down their mineshaft), so the IAUDP-8 caught on along famously with them. However, the more traditionally-minded Dwarven communities, particularly the elemental warlock enclaves, of the Cascade Mountains, thought the reliance on a high-tech wiz-bang device lacked any sense of heart or art. Why bother with pre-recorded crap played loud, when with the right spells, one could create music that would truly affect the enemy to one’s advantage?
Since Kera-Tech strenuously objected to the incorporation of magic in their designs, the Dwarven community/company of Heimdal Powerpoint( a techno-wizardry subcontractor to Paladin Steel West) pooh-poohed using a standard contra-gravity pack and designed their own unique gizmo...the battlefield magic-powered steam pipe organ, the Kazooga.
The Kazooga is more akin to an open-front light power armor than anything else. since it encloses the back, chest, and legs of the operator, typically a Dwarven Elemental Warlock with musical abilities. The Kazooga resembles an array of organ pipes, anywhere from eighteen to thirty-six, affixed to a frame, sitting atop what looks like a potbellied stove. This chamber is believed to hold a low-level(dumb) fire or air elemental or fragment of one, and provides the main power source, providing a steady source of steam and high pressure air. What looks like a large heavily-armored half-donut hinges closed around the waist of the operator, securing them to the pack, and providing an extra measure of armored protection. On the upper surface of this half-donut are arrayed the keys for the organ, within easy reach of the combat musician.
The operator also wears large, thick-soled boots, connected to the pack by heavy hoses. The soles are actually partially hollow, and act as bellows for the pipe organ. Rather than foot pedals, the heels of the boots are studded with large buttons; by clicking his heels or holding his feet together, the operator can further control the tones of the escaping air and steam. In an emergency, the pilot can also use a mouthpiece to blow air into the contraption.
The Kazooga lacks many of the technological sensory and accessory features of the standard GNE contra-grav Infantry Packs, but it makes up for it by sporting a potent arsenal of magic features. Rather than use a CG-drive to propel it through the air and keep it hovering, the Kazooga uses a combination of steam jets and magic Levitation to keep aloft. Rather than lasers or missiles, the Kazooga can inflict harm with a variety of air and fire elemental magic attacks, as well as eardrum-bursting sonic attacks. In a pinch, the Kazooga can even be used to launch projectiles, like a steam-powered howitzer.
Because of its exotic construction, Kazoogas are still fairly rare in the ranks of the Alliance’s military, and are currently limited in distribution to Dwarven units. Only about 20-35 are known to be in deployment with Dwarven regiments in the Washington Free State, with maybe about ten given to Dwarven units in the GNE, Another 10-50 are believed to be held in reserve, bending the formation of additional Dwarven Regiments, or the training of proper operator-players.
Type: PSW/HP-WURLP-01Kazooga
Class: Specialized Magic Pack(Uses Pilot Jetpack skill for flight)
Date of Introduction: 110 PA
Crew: One
MDC/Armor by Location
Pack 150
Organ Pipes(18-36) 3 each
Main Body---Body Armor of the wearer + 25 MDC from waist belt
Height: 48 inches
Width: 18 inches
Length: 12 inches
Weight: 180 lbs
Cargo: In addition to the weight of the wearer, the pack can support up to 100kg(220 lbs) in flight. Note that the user can still use handheld weapons with ease. There is also a large pocket mounted on the bottom of the pack for storage.
Powerplant: TW powerplant w/ 5 year energy lifespan(before needing spell renewal)
(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
Speed: 150 MPH with a maximum altitude of 500m(1,640 ft). Can be dropped from 5km(3.2 miles) with complete control over the descent.
Cost:800,000 credits or more.... The Kazoogas belonging to the Dwarven regiments are often heavily decorated and chased in silver and other precious metals, but their added value goes beyond that of their adornment; if lost or stolen, the Dwarves will go to great lengths to track down and recover missing Regmental Kazoogas.
Systems of Note:
*Loudspeaker/Amplifier---80 Decibels
*Sheet Music Stand
*Mini-Metronome
*Steam Gauge
*Self-cleaning Spit Valve
*Wire Cleaning and Brass Polishing Toolkit standard equipment
*Boot Bellows----Act as shock absorbers on jumps.
Weapons Systems:
1) Sonic Blaster---Cuts loose with a stone-shattering, bone-shaking howl that does serious damage.
Range: 1,000 ft to a 30 ft area
Damage: 2d6 MD per blast, plus does HALF that damage as SDC through body armor/EBA less than 100 MDC. Victims caught in the area of effect will also be deafened for 2d4 minutes; lose 2 APMs, -8 on initiative, -3 to parry and dodge, and -25% on skill performance. Also a 40% chance of being knocked off their feet by the blast(lose an APM getting back up)
Rate of Fire: ECHH
Payload: Effectively Unlimited
2) Magic Winds---The pipes can be used to summon up a variety of magical attacks from within their depths.
*Distant Voice---Used to communicate over long distances
Range: 16,000 ft line of sight
Duration: 40 minutes
Rate of Fire: ECHH
Payload: 5 PPE
*Magic Pigeon---A magical bird emerges from one of the larger pipes to carry a message(roughly equivalent to 8th level).
Range: Flies at 30 MPH, 720 miles every 24 hours
Duration: 16 months
Payload: 10 PPE per use
*Dissipate Gases
Range: 100 ft radius
Damage: Clears gases, including magic clouds/mists/flames, out of the radius of effect, for 8 melee rounds
Rate of Fire: Once per melee
Payload: 7 PPE per use
*Thunderclap
Range: 30 ft radius, but can be heard up to a mile away.
Damage: Gives player automatic Initiative, and +1 to strike, parry, and dodge for two melees, and a Horror Factor of 13.
Rate of Fire: ECHH
Payload: 1 PPE per use
*Wind Blast
Range: 5,000 ft
Damage: 2d4x10+30 MD per blast
Rate of Fire: ECHH
Payload: 40 PPE per blast
*Whirlwind
Range: 2,400 ft
Damage: 20 ft diameter, with 75 MPH winds sucking up everything in its path, throwing them about 40 ft, and doing 2d6+3 MD to them. Also, anybody not immediately killed by the windhandling, will be dazed(reduce APMs by HALF unless a successful Roll is made) for 1d4 melees.
The Kazooga operator can direct the course of the whirlwind, but must remain within 300 ft of it.
Rate of Fire:Once per melee; effects last 8 minutes
Payload: 15 PPE per use
*Firebolt
Range: 150 ft
Damage: 4d6 MD per bolt
Rate of Fire: ECHH
Payload: 2 PPE per use
3) Magic Mist(s)---Just like the Winds, the pipes can be used to spew a variety of magical mists for effect.
*Fear
Range: 100 ft, covers a 20 x 20 x 20 ft area. Cloud lasts for 8 minutes.
Damage:Those caught in the cloud must save vs Horror Factor 16.
Rate of Fire: Once per melee
Payload: 3 PPE per use
*Cloud of Steam
Range: 170 ft, covers a 30 ft area. Effects last 8 minutes
Damage: Victims without EBA/protection take 2d6 SDC per melee caught in the cloud; temporary blindness for 1d6 melees, and victims are unable to see in the steam; -10 to strike, parry, and dodge. A successful save HALVES penalties. Victims with protection are still blinded by the steam.
Rate of Fire: Once per melee
Payload: 2 PPE per use
*Cloud of Slumber
Range: 90 ft, covers a 20 x 20 x 20 ft area. Effects last 8 minutes
Damage: Those caught in the cloud must save vs magic or fall asleep for the duration. If pulled out of the area of effect, they awake in 1d4 melees
Rate of Fire: Once per melee
Payload: 2 PPE per use
*Cloud of Smoke
Range: 90 ft, 30 cubic ft area of effect, effects last 8 minutes
Damage: Victims caught in smoke are -10 to strike, parry, and dodge
Rate of Fire: Once per melee
Payload: 1 PPE per use
*Cloud of Ash
Range:90 ft, 30 cubic ft area of effect, effects last 8 minutes
Damage:Victims without EBA/protection take 2d6 SDC per melee caught in the cloud; temporary blindness for 1d6 melees, and victims are unable to see in the steam; -10 to strike, parry, and dodge. A successful save HALVES penalties.
Rate of Fire: Once per melee
Payload: 3 PPE per use
*Miasma
Range: 100 ft, 20 ft area, effects last 32 melees(8 minutes)
Damage: 1d4 SDC/Hit Points per melee, and are -3 to strike, parry, and dodge. Save as standard.
Not effective against MDC beings or EBA
Rate of Fire: Once per melee
Payload: 4 PPE per use
*Mist of Death
Range: 90 ft, 10 cubic ft area of effect, effects last 1 melee
Damage: 4d6 Hit Points/MDC to victims without environmental protection
Rate of Fire: Once per melee
Payload: 20 PPE per use
4)Steam Blaster---More powerful, but of narrower effect, is this steam blaster/steam whistle, which can blast a jet of live steam at an opponent
Range: 60 ft
Damage: 3d6 SDC per melee, and those not protected by environmental body armor or helmet are -9 to strike, parry, and dodge. Vehicle sensor systems are cut in range and effectiveness by HALF.
Note: Rather than spray hot steam, the pipes can spit hot water, which is more effective against vampires( 6d6 HP per blast)
Rate of Fire: Twice per melee
Payload: Effectively Unlimited
5) Steam Launcher---Rather than use magic or sonics, the pipes can be used in an emergency to propel projectiles, like a steam-powered cannon or mortar. The operator can throw in a rock, handful of gravel, or some metal scraps, and turn the pipes into a close range SDC shotgun(note, however, that this tends to scrape up the insides of the pipes, necessitating more frequent maintenance), or toss in a grenade or mortar shell for megadamage attacks.
Range:(Direct Fire Shotgun Blast) 150 ft
(Direct Fire Steam Rifle) 300 ft
(Mortar) Can fire a light object like a grenade up to 5,000 ft; a fusion block to about 1,000 ft
Damage:Direct Fire Shotgun Blast)(Gravel) 2d4 SDC to a 10 ft area
(Rock Slug) 3d6 SDC
(Direct Fire Steam Rifle)(Slug) 5d6 SDC
Note: Explosive shells can be used for more damage
(Mortar) Varies by type of projectile used...An average rock will just do 1d4 SDC on impact, while a fusion block can do full damage.
Rate of Fire: Direct Fire Shotgun Blast) Once per tube before needing reloading;
takes a melee action to reload.
(Direct Fire Steam Rifle)Once per tube before needing reloading;
takes a melee action to reload.
(Mortar) Once per melee
Payload: One projectile per tube
Note: Unless the operator has the W.P. Heavy Military Weapons, they will have NO bonuses to strike with steam-propelled projectiles.
Last edited by taalismn on Sat Nov 05, 2011 7:28 pm, edited 1 time 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
------------
"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
------------
Re: Paladin Steel Storefront
taalismn wrote:(apologies to Raven)
Heimdal ‘Kazooga’ Elemental Assault Wurlitzer
Now that is different.
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...
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...
- taalismn
- Priest
- Posts: 48664
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
abtex wrote:taalismn wrote:(apologies to Raven)
Heimdal ‘Kazooga’ Elemental Assault Wurlitzer
Now that is different.
It's heavy metal music!
-------------
"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
------------
"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
------------
Re: Paladin Steel Storefront
taalismn wrote:(apologies to Raven)
Heimdal ‘Kazooga’ Elemental Assault Wurlitzer
...
...
Egads Talis.... Do not make me come down from atop this keg of Mega-Swish and smite you...
"Women and Cats will do as they please. Men and dogs had better get used to it."
-- Robert Heinlein, Time Enough for Love, Lazarus Long
-- Robert Heinlein, Time Enough for Love, Lazarus Long
Carl Gleba wrote:Well said Raven
- taalismn
- Priest
- Posts: 48664
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
The Raven wrote:taalismn wrote:(apologies to Raven)
Heimdal ‘Kazooga’ Elemental Assault Wurlitzer
...
...
Egads Talis.... Do not make me come down from atop this keg of Mega-Swish and smite you...
You know, you don't want to leave that stuff undrunk after all this time...it doesn't age in the keg well(or, if you have an interest in weapons of mass destruction, it ages VERY well). If and when you come down off it, try NOT to shake or disturb the keg in any way.
-------------
"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
------------
"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
------------
Re: Paladin Steel Storefront
taalismn wrote:abtex wrote:taalismn wrote:(apologies to Raven)
Heimdal ‘Kazooga’ Elemental Assault Wurlitzer
Now that is different.
It's heavy metal music!
Some Most of the Mist payloads are mist-ing their PPE cost.
When you two get through with your Keg-ger.
Or is Keg-ging each other?
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...
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...
- taalismn
- Priest
- Posts: 48664
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
abtex wrote:taalismn wrote:abtex wrote:taalismn wrote:(apologies to Raven)
Heimdal ‘Kazooga’ Elemental Assault Wurlitzer
Now that is different.
It's heavy metal music!
Some Most of the Mist payloads are mist-ing their PPE cost.
When you two get through with your Keg-ger.
Or is Keg-ging each other?
Right. I'll fix that this evening.
And a Keg of Mega-Swish...You know that description of a drink that's the equivalent of beinged concussed by the delivery to your head of a gold brick wrapped in a lemon? Mega-Swish is the equivalent of wrapping your mouth around the tail afterburner of an alcohol-fueled supersonic fighter...
It's not a question of can you survive it, it's more "are there any identifiable remains?'
-------------
"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
------------
"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
------------
- taalismn
- Priest
- Posts: 48664
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
PPE costs for the Kazooga's magic Mists are up.
-------------
"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
------------
"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
------------
Re: Paladin Steel Storefront
taalismn wrote:The Raven wrote:taalismn wrote:(apologies to Raven)
Heimdal ‘Kazooga’ Elemental Assault Wurlitzer
...
...
Egads Talis.... Do not make me come down from atop this keg of Mega-Swish and smite you...
You know, you don't want to leave that stuff undrunk after all this time...it doesn't age in the keg well(or, if you have an interest in weapons of mass destruction, it ages VERY well). If and when you come down off it, try NOT to shake or disturb the keg in any way.
All this time? I have the keys the brewery!
And yes, this stuff is aged to WMD levels...
And yes, Mega-Swish tends to have very bad effects on anything short of godlings when taken straight. Mixing it on the other hand makes it quite useful... for things other then stripping the armor off battleships.
"Women and Cats will do as they please. Men and dogs had better get used to it."
-- Robert Heinlein, Time Enough for Love, Lazarus Long
-- Robert Heinlein, Time Enough for Love, Lazarus Long
Carl Gleba wrote:Well said Raven
- taalismn
- Priest
- Posts: 48664
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
The Raven wrote:[
And yes, Mega-Swish tends to have very bad effects on anything short of godlings when taken straight. Mixing it on the other hand makes it quite useful... for things other then stripping the armor off battleships.
Yes, like growing hair on bowling balls, removing stumps, and as the part of a Chernobyl Cocktail that makes the plutonium look like a nutritional supplement...
With tomato juice it makes a Bloody Mess....
-------------
"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
------------
"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
------------
Re: Paladin Steel Storefront
taalismn wrote:The Raven wrote:Egads Talis.... Do not make me come down from atop this keg of Mega-Swish and smite you...
You know, you don't want to leave that stuff undrunk after all this time...it doesn't age in the keg well(or, if you have an interest in weapons of mass destruction, it ages VERY well). If and when you come down off it, try NOT to shake or disturb the keg in any way.
taalismn wrote:The Raven wrote:[
And yes, Mega-Swish tends to have very bad effects on anything short of godlings when taken straight. Mixing it on the other hand makes it quite useful... for things other then stripping the armor off battleships.
Yes, like growing hair on bowling balls, removing stumps, and as the part of a Chernobyl Cocktail that makes the plutonium look like a nutritional supplement...
With tomato juice it makes a Bloody Mess....
taalismn wrote:(apologies to Raven)
Heimdal ‘Kazooga’ Elemental Assault Wurlitzer
...Since Kera-Tech strenuously objected to the incorporation of magic in their designs, ...
....This chamber is believed to hold a low-level (dumb) fire or air elemental or fragment of one, and provides the main power source, providing a steady source of steam and high pressure air. ...
And you two were trying to make us believe it was powered by an elemental. Secretly working on a new source of power that can provide PPE for magical devices. Raven even if it's not truly magic, brewing PPE powering Mega-Swish. But the best part, it has man-dane, God-dane?, other insane uses as well. Good job.
More gear using it please.
I need more sleep.
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...
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...
- taalismn
- Priest
- Posts: 48664
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
abtex wrote:[
And you two were trying to make us believe it was powered by an elemental. Secretly working on a new source of power that can provide PPE for magical devices. Raven even if it's not truly magic, brewing PPE powering Mega-Swish. But the best part, it has man-dane, God-dane?, other insane uses as well. Good job.
More gear using it please.
I need more sleep.
Well, Elemental Magic in PS products thus far is nothing new...There's the animal-type Elementals used in Hangar-18B aircraft designs, there's the Elemental-themed Silks, there's the Elemental-themed superpowers used in Paragon Progress designs...all without summoning up a full-blown enraged Elemental Intelligence...
I'm leery of using Mega-Swish overly much, though, partly because it's the creation of a guy named Ruiner, who was to freeform RPG rave culture humor what a flamethrower is to a fireworks factory....and because Mega-Swish is, well...nitroglycerine in a blender with a cupful of nails and metal shards thrown in for seasoning....
-------------
"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
------------
"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
------------
Re: Paladin Steel Storefront
Great sadness!!! No Mega-Swish or getting to see a flamethrower used on a fireworks factory....
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...
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...
Re: Paladin Steel Storefront
abtex wrote:And you two were trying to make us believe it was powered by an elemental. Secretly working on a new source of power that can provide PPE for magical devices. Raven even if it's not truly magic, brewing PPE powering Mega-Swish. But the best part, it has man-dane, God-dane?, other insane uses as well. Good job.
More gear using it please.
I need more sleep.
Kera-Tech doesn't mix tech and magic. That is something from the backstory of Kera-Tech (that I need to rewrite) that is very defined.
As to Mega-Swish, that was mostly directed at Talis, wince he was one of the few online anymore who would remember the old days of 5ST and the origins of Paladin Steel, Kera-Tech, and the old-guard 5ST members. And attempting to power something with Mega-Swish? That is not recommended, unless you are powering a WMD, a disposable booster rocket, or some profound and farcical plot device...
"Women and Cats will do as they please. Men and dogs had better get used to it."
-- Robert Heinlein, Time Enough for Love, Lazarus Long
-- Robert Heinlein, Time Enough for Love, Lazarus Long
Carl Gleba wrote:Well said Raven
- taalismn
- Priest
- Posts: 48664
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
The Raven wrote:[
As to Mega-Swish, that was mostly directed at Talis, wince he was one of the few online anymore who would remember the old days of 5ST and the origins of Paladin Steel, Kera-Tech, and the old-guard 5ST members. And attempting to power something with Mega-Swish? That is not recommended, unless you are powering a WMD, a disposable booster rocket, or some profound and farcical plot device...
Usually at the expense of one or more of the 5ST members.
What happens in New Vegas STAYS in New Vegas...
-------------
"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
------------
"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
------------
- taalismn
- Priest
- Posts: 48664
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Paladin Steel DSEBA-02 ‘SuperNewt’ Dive Armor
http://www.divingheritage.com/images/newtsuit.jpg
“Okay, guys, looks like we found a wreck cluster down there under six thousand feet of water. Lots of metallics, many registering in the MD scale, so there’s a good chance of usable salvage. The bosses figure it’s time to get out the pickaxes and shovels and start wadding in. Remotes have done a rough survey and we think we chased most of the big predators out, but don’t count on it! We’re using the buddy system here, so pick your partner and keep them in sight! You lose track of them, even for a second, you sing out pronto! Overwatch subs will be overhead, ready to drop reinforcements to back you up or cut you out! Bottom’s not too soft, but there’s enough silt that we’ll likely run into visibility problems after we’ve churned it up some, so double check your lights and rig glow-lines! Charge your suits for maximum duration, but I don’t want anybody thinking they go for the full count! Eight hours max, and you come in on schedule to recharge and rest up! That goes for you too, ‘nami, no ‘I can work a little longer’! No bonus for overtime here, folks! And if you pick up anything for yourself out there, basket it and DECLARE it! For the love of sanity DON’T bring it inside a sub or habitat, don’t open it, don’t eat or drink it, until everything’s been scanned and cleared as safe! Let’s have a nice safe and hopefully profitable shipwreck crawl!”
The DSEBA-02 can be considered to be a heavy augmented EBA or light power armor. It is meant to fill the role between shallow-dive EBAs and deep dive power armors like the Stormalong. Superficially it looks much like the pre-Rifts ‘Newt Suit’ ADS(atmospheric diving suit) on which it is based, but the SuperNewt uses modern megadamage materials to considerably lighten overall weight, while increasing durability and pressure resistance. The design is a rigid, rotary-jointed full environment suit built strong to allow deep water/pressure dives without the need of exotic breathing mixtures or long decompression ascents. The helmet is mounted directly to the shoulders and lacks neck jointing, so the the wearer must constantly turn side to side to watch their flanks. A light exoskeletal augmentation frame adds strength to the suit’s movements. Modular hardpoints on the arms and back allow the suit to be quickly refitted for a variety of jobs(later crossover technologies from PS’s ASI spacesuit lines will further expand the options and capabilities of the suits). However, the suit is still very cumbersome on dry land, and is not recommended for surface use.
The SuperNewt is not meant for combat; it’s meant to provide underseas workers with relatively inexpensive, but still effective, protection from the elements, work hazards, and predators. Paladin Steel SeaCon uses the suits as a ‘hardhat’ armor for its underwater workers, and supplies the suits to its associated salvage and construction sub-contractor outfits.
Weight: 80 lbs
Size: Roughly 6.8 ft tall
MDC: 100
Speed: (Running) The stiff jointing of the armor imposes a -30% reduction in speed when moving on dry land, though the exoskeletal assist reduces fatigue by 10%. Underwater, supported by the water, movement is easier, but the denser medium imposes the same speed reduction.
(Underwater) The SuperNewt is weighted and balanced for neutral bouyancy in the water, but the suit is too stiff to swim in; it is reliant on external propulsion(mobility pack, water scooter, or submarine) to move around.
Maximum Depth: 1.3 miles
Bonuses: The exoskeleton adds +6 to P.S. and a +1 to roll with punch, fall, or impact.
Movement Penalties: Cumbersome; the suit imposes a -25% on physical skills and -30% to speed when out of the water.
Special Features:
Standard EBA Features, plus:
-Extended Life Support---48 hour breathable air supply, with a six hour reserve tank.
-Rear Hatch Entry---The wearer dons the suit through an opening in the back of the torso.
-Depth Gauge
-Shoulder Light Mounts---The shoulders can be fitted with lights
-Forearm Hardpoints(2)-The forearms can be fitted with any of the Mining Borg tool features.
-Modular Backpack--The rear hatch/life support module is further secured by a wrap-around modular casing for a systems backpack.
Cost: 56,000 credits
Options:
*Echo-Location System---Similar to the Triax bionic system, but not as compact and much less expensive. 78% efficiency in determining depth, distance, and shapes. Range of 2,000 ft. Cost: 40,000 credits.
*Underwater Mobility Pack(Backpack)---Mounts multiple gimballed ducted props that allow the suit to hover and move about at roughly 25 MPH(battery good for 48 hours of continuous use). The gimbal design gives the suit a +5% to piloting skill(underwater sleds), and +1 to dodge underwater. Cost: 40,000 credits.
*Underwater Speed Pack(Backpack)---The equivalent of an underwater jetpack, when speed is needed over maneuvarability. Speed: 40 MPH(battery good for 48 hours of continuous use). Cost: 80,000 credits.
*Extended Life Support Pack(Backpack)---A low cost duration extender that simply adds more gas bottles and batteries, DOUBLING the life support duration. Cost: 8,000 credits
*Power Tool Pack(Backpack)---This carries a larger battery or a micro-nuclear power charger and hookups to power heavy power tools such as laser/plasma/ion torches, vibro-cutters, heavy drills, and similar useful equipment. Cost: 20,000 credits for batteries(enough capacity to power typical MD tools for up to eight hours of continuous operation), 1 million credits for micro-nuclear w/ 5 year energy life.
*Sensor Pack(Backpack)---This backpack mounts extra lights and a number of extra sensor systems useful in underwater work;
-Mini-Sonar---2 mile range
-Metal Detector/ElectroMagnetic Sensor---Detects metal and active electrical systems by their magnetic fields. Range: 500 ft.
-Molecular Sniffer-----A single-space option package that gives the ADS ‘olfactory” senses.
Ideal for pinpointing chemical leaks, monitoring air quality, and guarding against chemical weapons
attacks. There’s also the possibility that the Sniffer can detect alien creatures with exotic or
unusual bio-chemistries.....The East Coast See-Bees have successfully used MS sensors to detect
marauding giant squid, by detecting the concentrations of ammonia ions exuded by the creatures.
Cost: 95,000 credits for the entire pack
* Weapons Pack(Backpack)---Rarely issued to workers, this pack has a servo-mount for a single heavy underwater weapons system.
a) Mini-Torpedo Launchers--- These are simply PA-mounted PS-CT24 Torpedo Rifles(100 MDC each, 20 mini-torpedoes, 1 mile range, plus mini-blue- green laser; 1000 ft, 2d6 MD, unlimited shots linked to PA’s power supply) Cost: 65,000 credits
b)Micro-Torpedo Launcher--- This drum-style(similar to that mounted on the Triax TXD-100 Ultra, but is a parallel development) weapon fires PS’s new PS Type 2 Micro-Torps, PS’s equivalent of the Triax micro-torpedoes and Kittani rocket-propelled grenades.
Range:1000 ft underwater, 500 ft in air
Damage: 1d4x10 MD High Explosive
Rate of Fire: Volleys of 1, 2,4, or 8
Payload: 54
Cost:300 credits per micro-torpedo; Launcher costs 20,000 credits
c) Rail Cannon
Range:2000 ft underwater, 3000 ft in air
Damage:4d6 MD per 20 rd burst
Rate of Fire: ECHH
Payload: 2000 rd(100 bursts) drum per cannon
Cost: 35,000 credits
d)Harpoon Pack--- These weapons can be tipped with an explosive head, armor-piercing hunting point, magnetic grapple, or tracking bug, and can be used to attach a 100-foot line of high strength braided mono-filament cabling.
Range: 200 ft
Damage:2d6 SDC standard harpoon, 1d6 MD armor-piercing harpoon, 5d6 MD explosive harpoon.
Rate of Fire: ECHH
Payload:Three harpoons per launcher. Up to ten extra harpoons can be carried, but must be manually reloaded(servo swings the weapon over the shoulder to be reloaded).
Cost: 20,000 credits
**Emergency Ascent System---A backpack mounted underwater ‘parachute’ that when triggered,
activates a gas cartridge, inflating a ballon, that rapidly pulls the suit to the surface. When
activated, the life support system will autiomatically go into decompression mode, to prevent the
pilot from suffering an attack of the ‘bends’ with the rapid ascent. The system can also inject
nitrogen-scavenging ‘nitronite’ nanotech into the pilot’s bloodstream, further reducing the risk of
decompression fatality. Cost: 4,000 credits
*Recycler---Advanced electrochemical filtration and recycling extends oxygen supply for as long as the suit has power. Cost: 1,800 credits in the Three Galaxies(18,000 credits on Rifts Earth).
*AutoDoc---Derived from the Juicer Harness, this mini-comp-controlled system is compatible with 25 different humanoid species, and uses a combination of compu-drug injectors, RMK/IRMSS dispensers, and a system of inflatible bladders in the limbs, tied to a biomonitor, to monitor the wearer’s health, dispense needed medications(including stimulants) as needed or requested, selectively apply pressure to punctures and wounds, treat external and internal injuries, and immobilize broken limbs. It has Paramedic programming equivalent to a skill of 90%. Cost: 50,000 credits
*Light Pads----Fits the armor with special fluorescent panels, bright enough to read by, for either utility or visibility purposes.
Cost: Depending on the extent of the pattern, this can cost 10 credits for a simple forearm or shoulder pad, to 700 credits for a full body light show.
*Liquid Support Breathing System---This is a specialized system that replaces air with a hyperoxygenated fluid that is breathed directly into the lungs, allowing the body to handle much deeper pressures than it normally can. Originally developed for normal ‘softsuit’ diving, it has been adapted to work with ADS systems as well. With the LSBS, the diver can now survive depths of down to 2 miles! Furthermore, while decompression is still required, the decompression time is HALVED for ascending from the depths.
The system is not without its drawbacks, however. The suit’s plumping and piping needs to be altered to accept the denser breathing medium, and adequate supplies of the liquid must be available. It takes about 5-10 minutes for the diver to first get used to breathing the liquid and suppressing their drowning reflex, the liquid interferes with speech(at best the person can manage a gargled garble) and perception is off(-1 to initiative). Coming out of the fluid also is no pleasant matter, requiring the user to vomit up any remaining fluid in their lungs before making the transition back to straight air breathing(the person will be disoriented and at HALF APMs and bonuses for 15 minutes, with a raw throat and spasms of coughing until they re-adjust.
LSBS conversion costs 45,000 credits.
http://www.divingheritage.com/images/newtsuit.jpg
“Okay, guys, looks like we found a wreck cluster down there under six thousand feet of water. Lots of metallics, many registering in the MD scale, so there’s a good chance of usable salvage. The bosses figure it’s time to get out the pickaxes and shovels and start wadding in. Remotes have done a rough survey and we think we chased most of the big predators out, but don’t count on it! We’re using the buddy system here, so pick your partner and keep them in sight! You lose track of them, even for a second, you sing out pronto! Overwatch subs will be overhead, ready to drop reinforcements to back you up or cut you out! Bottom’s not too soft, but there’s enough silt that we’ll likely run into visibility problems after we’ve churned it up some, so double check your lights and rig glow-lines! Charge your suits for maximum duration, but I don’t want anybody thinking they go for the full count! Eight hours max, and you come in on schedule to recharge and rest up! That goes for you too, ‘nami, no ‘I can work a little longer’! No bonus for overtime here, folks! And if you pick up anything for yourself out there, basket it and DECLARE it! For the love of sanity DON’T bring it inside a sub or habitat, don’t open it, don’t eat or drink it, until everything’s been scanned and cleared as safe! Let’s have a nice safe and hopefully profitable shipwreck crawl!”
The DSEBA-02 can be considered to be a heavy augmented EBA or light power armor. It is meant to fill the role between shallow-dive EBAs and deep dive power armors like the Stormalong. Superficially it looks much like the pre-Rifts ‘Newt Suit’ ADS(atmospheric diving suit) on which it is based, but the SuperNewt uses modern megadamage materials to considerably lighten overall weight, while increasing durability and pressure resistance. The design is a rigid, rotary-jointed full environment suit built strong to allow deep water/pressure dives without the need of exotic breathing mixtures or long decompression ascents. The helmet is mounted directly to the shoulders and lacks neck jointing, so the the wearer must constantly turn side to side to watch their flanks. A light exoskeletal augmentation frame adds strength to the suit’s movements. Modular hardpoints on the arms and back allow the suit to be quickly refitted for a variety of jobs(later crossover technologies from PS’s ASI spacesuit lines will further expand the options and capabilities of the suits). However, the suit is still very cumbersome on dry land, and is not recommended for surface use.
The SuperNewt is not meant for combat; it’s meant to provide underseas workers with relatively inexpensive, but still effective, protection from the elements, work hazards, and predators. Paladin Steel SeaCon uses the suits as a ‘hardhat’ armor for its underwater workers, and supplies the suits to its associated salvage and construction sub-contractor outfits.
Weight: 80 lbs
Size: Roughly 6.8 ft tall
MDC: 100
Speed: (Running) The stiff jointing of the armor imposes a -30% reduction in speed when moving on dry land, though the exoskeletal assist reduces fatigue by 10%. Underwater, supported by the water, movement is easier, but the denser medium imposes the same speed reduction.
(Underwater) The SuperNewt is weighted and balanced for neutral bouyancy in the water, but the suit is too stiff to swim in; it is reliant on external propulsion(mobility pack, water scooter, or submarine) to move around.
Maximum Depth: 1.3 miles
Bonuses: The exoskeleton adds +6 to P.S. and a +1 to roll with punch, fall, or impact.
Movement Penalties: Cumbersome; the suit imposes a -25% on physical skills and -30% to speed when out of the water.
Special Features:
Standard EBA Features, plus:
-Extended Life Support---48 hour breathable air supply, with a six hour reserve tank.
-Rear Hatch Entry---The wearer dons the suit through an opening in the back of the torso.
-Depth Gauge
-Shoulder Light Mounts---The shoulders can be fitted with lights
-Forearm Hardpoints(2)-The forearms can be fitted with any of the Mining Borg tool features.
-Modular Backpack--The rear hatch/life support module is further secured by a wrap-around modular casing for a systems backpack.
Cost: 56,000 credits
Options:
*Echo-Location System---Similar to the Triax bionic system, but not as compact and much less expensive. 78% efficiency in determining depth, distance, and shapes. Range of 2,000 ft. Cost: 40,000 credits.
*Underwater Mobility Pack(Backpack)---Mounts multiple gimballed ducted props that allow the suit to hover and move about at roughly 25 MPH(battery good for 48 hours of continuous use). The gimbal design gives the suit a +5% to piloting skill(underwater sleds), and +1 to dodge underwater. Cost: 40,000 credits.
*Underwater Speed Pack(Backpack)---The equivalent of an underwater jetpack, when speed is needed over maneuvarability. Speed: 40 MPH(battery good for 48 hours of continuous use). Cost: 80,000 credits.
*Extended Life Support Pack(Backpack)---A low cost duration extender that simply adds more gas bottles and batteries, DOUBLING the life support duration. Cost: 8,000 credits
*Power Tool Pack(Backpack)---This carries a larger battery or a micro-nuclear power charger and hookups to power heavy power tools such as laser/plasma/ion torches, vibro-cutters, heavy drills, and similar useful equipment. Cost: 20,000 credits for batteries(enough capacity to power typical MD tools for up to eight hours of continuous operation), 1 million credits for micro-nuclear w/ 5 year energy life.
*Sensor Pack(Backpack)---This backpack mounts extra lights and a number of extra sensor systems useful in underwater work;
-Mini-Sonar---2 mile range
-Metal Detector/ElectroMagnetic Sensor---Detects metal and active electrical systems by their magnetic fields. Range: 500 ft.
-Molecular Sniffer-----A single-space option package that gives the ADS ‘olfactory” senses.
Ideal for pinpointing chemical leaks, monitoring air quality, and guarding against chemical weapons
attacks. There’s also the possibility that the Sniffer can detect alien creatures with exotic or
unusual bio-chemistries.....The East Coast See-Bees have successfully used MS sensors to detect
marauding giant squid, by detecting the concentrations of ammonia ions exuded by the creatures.
Cost: 95,000 credits for the entire pack
* Weapons Pack(Backpack)---Rarely issued to workers, this pack has a servo-mount for a single heavy underwater weapons system.
a) Mini-Torpedo Launchers--- These are simply PA-mounted PS-CT24 Torpedo Rifles(100 MDC each, 20 mini-torpedoes, 1 mile range, plus mini-blue- green laser; 1000 ft, 2d6 MD, unlimited shots linked to PA’s power supply) Cost: 65,000 credits
b)Micro-Torpedo Launcher--- This drum-style(similar to that mounted on the Triax TXD-100 Ultra, but is a parallel development) weapon fires PS’s new PS Type 2 Micro-Torps, PS’s equivalent of the Triax micro-torpedoes and Kittani rocket-propelled grenades.
Range:1000 ft underwater, 500 ft in air
Damage: 1d4x10 MD High Explosive
Rate of Fire: Volleys of 1, 2,4, or 8
Payload: 54
Cost:300 credits per micro-torpedo; Launcher costs 20,000 credits
c) Rail Cannon
Range:2000 ft underwater, 3000 ft in air
Damage:4d6 MD per 20 rd burst
Rate of Fire: ECHH
Payload: 2000 rd(100 bursts) drum per cannon
Cost: 35,000 credits
d)Harpoon Pack--- These weapons can be tipped with an explosive head, armor-piercing hunting point, magnetic grapple, or tracking bug, and can be used to attach a 100-foot line of high strength braided mono-filament cabling.
Range: 200 ft
Damage:2d6 SDC standard harpoon, 1d6 MD armor-piercing harpoon, 5d6 MD explosive harpoon.
Rate of Fire: ECHH
Payload:Three harpoons per launcher. Up to ten extra harpoons can be carried, but must be manually reloaded(servo swings the weapon over the shoulder to be reloaded).
Cost: 20,000 credits
**Emergency Ascent System---A backpack mounted underwater ‘parachute’ that when triggered,
activates a gas cartridge, inflating a ballon, that rapidly pulls the suit to the surface. When
activated, the life support system will autiomatically go into decompression mode, to prevent the
pilot from suffering an attack of the ‘bends’ with the rapid ascent. The system can also inject
nitrogen-scavenging ‘nitronite’ nanotech into the pilot’s bloodstream, further reducing the risk of
decompression fatality. Cost: 4,000 credits
*Recycler---Advanced electrochemical filtration and recycling extends oxygen supply for as long as the suit has power. Cost: 1,800 credits in the Three Galaxies(18,000 credits on Rifts Earth).
*AutoDoc---Derived from the Juicer Harness, this mini-comp-controlled system is compatible with 25 different humanoid species, and uses a combination of compu-drug injectors, RMK/IRMSS dispensers, and a system of inflatible bladders in the limbs, tied to a biomonitor, to monitor the wearer’s health, dispense needed medications(including stimulants) as needed or requested, selectively apply pressure to punctures and wounds, treat external and internal injuries, and immobilize broken limbs. It has Paramedic programming equivalent to a skill of 90%. Cost: 50,000 credits
*Light Pads----Fits the armor with special fluorescent panels, bright enough to read by, for either utility or visibility purposes.
Cost: Depending on the extent of the pattern, this can cost 10 credits for a simple forearm or shoulder pad, to 700 credits for a full body light show.
*Liquid Support Breathing System---This is a specialized system that replaces air with a hyperoxygenated fluid that is breathed directly into the lungs, allowing the body to handle much deeper pressures than it normally can. Originally developed for normal ‘softsuit’ diving, it has been adapted to work with ADS systems as well. With the LSBS, the diver can now survive depths of down to 2 miles! Furthermore, while decompression is still required, the decompression time is HALVED for ascending from the depths.
The system is not without its drawbacks, however. The suit’s plumping and piping needs to be altered to accept the denser breathing medium, and adequate supplies of the liquid must be available. It takes about 5-10 minutes for the diver to first get used to breathing the liquid and suppressing their drowning reflex, the liquid interferes with speech(at best the person can manage a gargled garble) and perception is off(-1 to initiative). Coming out of the fluid also is no pleasant matter, requiring the user to vomit up any remaining fluid in their lungs before making the transition back to straight air breathing(the person will be disoriented and at HALF APMs and bonuses for 15 minutes, with a raw throat and spasms of coughing until they re-adjust.
LSBS conversion costs 45,000 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
------------
"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
------------
Re: Paladin Steel Storefront
The Raven wrote:abtex wrote:And you two were trying to make us believe it was powered by an elemental. Secretly working on a new source of power that can provide PPE for magical devices. Raven even if it's not truly magic, brewing PPE powering Mega-Swish. But the best part, it has man-dane, God-dane?, other insane uses as well. Good job.
More gear using it please.
I need more sleep.
Kera-Tech doesn't mix tech and magic. That is something from the backstory of Kera-Tech (that I need to rewrite) that is very defined.
That I have gather, from taalismn writing.
The Raven wrote:As to Mega-Swish, that was mostly directed at Talis, wince he was one of the few online anymore who would remember the old days of 5ST and the origins of Paladin Steel, Kera-Tech, and the old-guard 5ST members. And attempting to power something with Mega-Swish? That is not recommended, unless you are powering a WMD, a disposable booster rocket, or some profound and farcical plot device...
The true Mega-Swish and the other Mega-Swishs.
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...
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...
- ZINO
- Knight
- Posts: 4097
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: Paladin Steel Storefront
Paladin Steel DSEBA-02 ‘SuperNewt’ Dive Armor
nice!!!!!!!!!!!!!
nice!!!!!!!!!!!!!
let your YES be YES and your NO be NO but plz no maybe
- taalismn
- Priest
- Posts: 48664
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Paladin Steel ASEVAM(Mc)-11 ‘Lange’ EVA Pod
http://i408.photobucket.com/albums/pp164/taalismn/img169.jpg
“Don’t like having to chase down every loose pen, nut, bolt, or glove the big guys drop off the rig? Think it’s scutwork assigned to us because we’re ‘small’? Brisby, you should be feeling HONORED, not complaining; every piece of loose debris you police up means one less piece of high speed orbital shrapnel smacking into the colony, ablating the hull, shattering a viewport, and maybe decompressing a section! You got assigned to collection duty because you got high marks in spacial aptittude and EVA piloting! The rest of the guys? I gotta have them tethered to the hull, doing welds or attaching wires, but I don’t have to have a hard watch on you every time you fly free! You can range far and maneuver, and go after stuff, unlike a lot of the workers up here. So back to work!”
Though sometimes referred to as a ‘hardsuit’ EBA, the ASEVAM(Mc)-11 is actually a miniature EVA pod, rather than a suit of body armor. Designed with Fraanid help, the ASEVAM(Mc)-11 resembles in general shape and dimensions a large cylinderical institutional coffee maker/urn. Multiple jet verniers stud the surface, and a thruster pad is located on the bottom. The propulsion system gives the pod limited flight abilities in an atmosphere, but they are really designed to propel the small craft through space in micro-gravity. An armored viewport visor allows the pilot to look out, while HUDs provide relevant sensor data. Two flat ‘multi-arms’ are set flush in the front sides of the upright cylinder when not in use; they swivel and extend out, and open up Swiss Army Knife-style to reveal an array of multi-tools. An array of sensors and lights adorn the top end of the pod. The EVA pod is stoutly constructed, and can take considerable punishment for its size.
The ASEVAM(Mc)-11 is meant for repair and construction work, though it has been used in a pinch for combat and exploration.
Type: ASEVAM(Mc)-11 ‘Lange’
Class: ExtraVehicular Activity Module/ Hazardous Environment Work Pod
Crew: One, Size Level 1-3 sentient
MDC/Armor by Location:
Main Body 90
Arms(2) 15 each
Height: 3. 2 ft
Width: 1.2 ft
Length: 1.2 ft
Weight: 55 lbs
Cargo: Small internal space for a crew survival ‘flatpack’: pocketed survival vest with a small survival kit, nanite injector pen, folding thermal foil mini-tent/airtight survival bubble, water, one week of pill rations, and patching kit.
Physical Strength: Robotic P.S. of 9
Powerplant: Long Duration Isotope Power Cell(LDIPC) w/ 2 year energy life
Speed:
(Atmosphere) The thruster jets can loft the pod under terrestrial conditions, allowing it to hover in place, or fly at up to 35 MPH, maximum altitude of 800 ft.
(Space) 140 MPH
(Underwater) Limited; can move at 15 MPH, maximum depth of 800 ft
Market Cost: 78,000 Credits
Systems of Note:
Standard Power Armor Systems, plus:
*Extended Life Support---120 hours
*Radiation Shielding---Has radiation protection at least twice more effective than standard EBA.
*Molecular or Magnetic ‘Lamprey’ Grip Pads---For anchoring to a structure or celestial body.
*Top Spotlights
*Extendable Whip Antennae
*Tool Arms---The folding arms open up like a Swiss Army Knife, to reveal a multi-tool selection:
-Mini-Gripper---An extended slender arm ending a thin-fingered robotic grasper, for fine manipulation. Has a Robotic P.S. of 9 and can lift about 90 lbs
- Vibroblade---1d6 MD
- Laser Wand---1d4, 1d6,2d6, or 3d6 SDC, or 1 MD. Range: 10 ft.
- Power Drill(3d6 SDC or 1d6 MD)
- Soldering Iron(1d4 SDC)
- Vise Grips
- File
- Snips
- Powered Screw Driver
Weapons Systems: None standard(see options)
Options:
*Auto-Doc ---Derived from the Juicer Harness, this mini-comp-controlled system uses a combination of compu-drug injectors, RMK/IRMSS dispensers, and a system of inflatible bladders in the cabin, tied to a biomonitor, to monitor the wearer’s health, dispense needed medications(including stimulants) as needed or requested, selectively apply pressure to punctures and wounds, treat external and internal injuries, and immobilize broken limbs. It has Paramedic programming equivalent to a skill of 90%. Cost: 50,000 credits
*Solar Power---Adds folding photovoltaic ‘wings’(10 MDC each) that help supplement the power and extend energy life. Has a two-hour battery reserve for periods of darkness(can be stretched out as much as 8 hours with minimization of demand on suit systems). Cost: 15,000 credits
*Recycler---Advanced electrochemical filtration and recycling extends oxygen supply for as long as the suit has power. Cost: 3,000 credits
*Chemical Sprayer---Normally used to apply paint and other chemical coatings, it can also be used to spray war gases, tear gas, and fire extinguishing chemicals
Range: 50 ft
Damage: Varies by chemical used
Rate of Fire: ECHH
Payload: 50 shot reservoir
Cost: 8,000 credits
*Cutting Laser(Based on the cyperoptic laser eye, and mounted on top above the visor slit)
Range: 1,000 ft in atmosphere, 2,000 ft in space
(Kitsune Values: 1,000 ft in atmosphere, 10 miles in space)
Damage: 2d6 MD per shot
Rate of Fire: ECHH
Payload: Effectively Unlimited
Bonus: +1 to strike
Cost: 35,000 credits
Variants:
*ASEVAM(Mc)-11(Mc)DSV[url]
http://i408.photobucket.com/albums/pp16 ... img166.jpg[/url]---Aquatic version, reminiscent of the WASP diving suit. The DSV replaces the thrusters with ducted props and hydrojets(it cannot fly), reinforces the hull for deep water pressure resistance(+10 MD), beefs up the armor on the arms(+4 MD), and adds a sonar system(3 mile range). Can ‘swim’ at 20 MPH, and dive to a maximum depth of 2 miles. Cost: 98,000 credits
http://i408.photobucket.com/albums/pp164/taalismn/img169.jpg
“Don’t like having to chase down every loose pen, nut, bolt, or glove the big guys drop off the rig? Think it’s scutwork assigned to us because we’re ‘small’? Brisby, you should be feeling HONORED, not complaining; every piece of loose debris you police up means one less piece of high speed orbital shrapnel smacking into the colony, ablating the hull, shattering a viewport, and maybe decompressing a section! You got assigned to collection duty because you got high marks in spacial aptittude and EVA piloting! The rest of the guys? I gotta have them tethered to the hull, doing welds or attaching wires, but I don’t have to have a hard watch on you every time you fly free! You can range far and maneuver, and go after stuff, unlike a lot of the workers up here. So back to work!”
Though sometimes referred to as a ‘hardsuit’ EBA, the ASEVAM(Mc)-11 is actually a miniature EVA pod, rather than a suit of body armor. Designed with Fraanid help, the ASEVAM(Mc)-11 resembles in general shape and dimensions a large cylinderical institutional coffee maker/urn. Multiple jet verniers stud the surface, and a thruster pad is located on the bottom. The propulsion system gives the pod limited flight abilities in an atmosphere, but they are really designed to propel the small craft through space in micro-gravity. An armored viewport visor allows the pilot to look out, while HUDs provide relevant sensor data. Two flat ‘multi-arms’ are set flush in the front sides of the upright cylinder when not in use; they swivel and extend out, and open up Swiss Army Knife-style to reveal an array of multi-tools. An array of sensors and lights adorn the top end of the pod. The EVA pod is stoutly constructed, and can take considerable punishment for its size.
The ASEVAM(Mc)-11 is meant for repair and construction work, though it has been used in a pinch for combat and exploration.
Type: ASEVAM(Mc)-11 ‘Lange’
Class: ExtraVehicular Activity Module/ Hazardous Environment Work Pod
Crew: One, Size Level 1-3 sentient
MDC/Armor by Location:
Main Body 90
Arms(2) 15 each
Height: 3. 2 ft
Width: 1.2 ft
Length: 1.2 ft
Weight: 55 lbs
Cargo: Small internal space for a crew survival ‘flatpack’: pocketed survival vest with a small survival kit, nanite injector pen, folding thermal foil mini-tent/airtight survival bubble, water, one week of pill rations, and patching kit.
Physical Strength: Robotic P.S. of 9
Powerplant: Long Duration Isotope Power Cell(LDIPC) w/ 2 year energy life
Speed:
(Atmosphere) The thruster jets can loft the pod under terrestrial conditions, allowing it to hover in place, or fly at up to 35 MPH, maximum altitude of 800 ft.
(Space) 140 MPH
(Underwater) Limited; can move at 15 MPH, maximum depth of 800 ft
Market Cost: 78,000 Credits
Systems of Note:
Standard Power Armor Systems, plus:
*Extended Life Support---120 hours
*Radiation Shielding---Has radiation protection at least twice more effective than standard EBA.
*Molecular or Magnetic ‘Lamprey’ Grip Pads---For anchoring to a structure or celestial body.
*Top Spotlights
*Extendable Whip Antennae
*Tool Arms---The folding arms open up like a Swiss Army Knife, to reveal a multi-tool selection:
-Mini-Gripper---An extended slender arm ending a thin-fingered robotic grasper, for fine manipulation. Has a Robotic P.S. of 9 and can lift about 90 lbs
- Vibroblade---1d6 MD
- Laser Wand---1d4, 1d6,2d6, or 3d6 SDC, or 1 MD. Range: 10 ft.
- Power Drill(3d6 SDC or 1d6 MD)
- Soldering Iron(1d4 SDC)
- Vise Grips
- File
- Snips
- Powered Screw Driver
Weapons Systems: None standard(see options)
Options:
*Auto-Doc ---Derived from the Juicer Harness, this mini-comp-controlled system uses a combination of compu-drug injectors, RMK/IRMSS dispensers, and a system of inflatible bladders in the cabin, tied to a biomonitor, to monitor the wearer’s health, dispense needed medications(including stimulants) as needed or requested, selectively apply pressure to punctures and wounds, treat external and internal injuries, and immobilize broken limbs. It has Paramedic programming equivalent to a skill of 90%. Cost: 50,000 credits
*Solar Power---Adds folding photovoltaic ‘wings’(10 MDC each) that help supplement the power and extend energy life. Has a two-hour battery reserve for periods of darkness(can be stretched out as much as 8 hours with minimization of demand on suit systems). Cost: 15,000 credits
*Recycler---Advanced electrochemical filtration and recycling extends oxygen supply for as long as the suit has power. Cost: 3,000 credits
*Chemical Sprayer---Normally used to apply paint and other chemical coatings, it can also be used to spray war gases, tear gas, and fire extinguishing chemicals
Range: 50 ft
Damage: Varies by chemical used
Rate of Fire: ECHH
Payload: 50 shot reservoir
Cost: 8,000 credits
*Cutting Laser(Based on the cyperoptic laser eye, and mounted on top above the visor slit)
Range: 1,000 ft in atmosphere, 2,000 ft in space
(Kitsune Values: 1,000 ft in atmosphere, 10 miles in space)
Damage: 2d6 MD per shot
Rate of Fire: ECHH
Payload: Effectively Unlimited
Bonus: +1 to strike
Cost: 35,000 credits
Variants:
*ASEVAM(Mc)-11(Mc)DSV[url]
http://i408.photobucket.com/albums/pp16 ... img166.jpg[/url]---Aquatic version, reminiscent of the WASP diving suit. The DSV replaces the thrusters with ducted props and hydrojets(it cannot fly), reinforces the hull for deep water pressure resistance(+10 MD), beefs up the armor on the arms(+4 MD), and adds a sonar system(3 mile range). Can ‘swim’ at 20 MPH, and dive to a maximum depth of 2 miles. Cost: 98,000 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
------------
"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
------------
- ZINO
- Knight
- Posts: 4097
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: Paladin Steel Storefront
Paladin Steel ASEVAM(Mc)-11 ‘Lange’ EVA Pod
NICE!!!!!!!!!!!!
NICE!!!!!!!!!!!!
let your YES be YES and your NO be NO but plz no maybe
- taalismn
- Priest
- Posts: 48664
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Some art for the Pinscher Mini-Robot:
http://i408.photobucket.com/albums/pp164/taalismn/img170.jpg
http://i408.photobucket.com/albums/pp164/taalismn/img170.jpg
-------------
"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
------------
"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
------------
Re: Paladin Steel Storefront
taalismn wrote:Some art for the Pinscher Mini-Robot:
http://i408.photobucket.com/albums/pp164/taalismn/img170.jpg
What is this one?
http://i408.photobucket.com/albums/pp164/taalismn/img177.jpg
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...
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...
- taalismn
- Priest
- Posts: 48664
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
abtex wrote:taalismn wrote:Some art for the Pinscher Mini-Robot:
http://i408.photobucket.com/albums/pp164/taalismn/img170.jpg
What is this one?
http://i408.photobucket.com/albums/pp164/taalismn/img177.jpg
That's the SAMAS version of the 'Scamper'....Posted it a page or two back.
-------------
"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
------------
"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
------------
Re: Paladin Steel Storefront
Thank you, missed it the first time I guess.
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...
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...
- taalismn
- Priest
- Posts: 48664
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Paladin Steel Katir Variable Wheelbase Truck/Transporter
http://www.fnss.com.tr/v1.6/conimages/image/FNSS%20Mildesign%202011_KNGL169%20(2).jpg
http://www.fnss.com.tr/v1.6/conimages/image/FNSS%20Mildesign%202011_KNGL169%20(1).jpg
http://www.fnss.com.tr/v1.6/conimages/image/FNSS%20Mildesign%202011_KNGL169%20(4).jpg
http://www.turkmilitary.com/kategori-il ... tm?page=16
“Yes, I know you went after ‘vital targets’ first---the powerplant, the airfield, the communications center, the town hall, but you forgot to hit the truckstop on the edge of town in your initial sweep! Damn it, don’t you know that when you invade Greater New England territory YOU COUNT THE TEAMSTERS AS COMBAT TROOPS?! Now we have an entire mobile mechanized brigade surrounding us, knocking down our airborne relief, and picking us off!”
The PS ‘Katir’( Turkish for “Mule”) is a design that has its origins in pre-Rifts Turkish armored vehicle concepts by the FNSS corporation. How PS got ahold of it is unknown, but it is possible that they acquired the data in information exchanges with the New Roman Republic, whose own engineers have been scouring academic and industrial sites for surviving data. This rumor has been given more credence after PS shared the first production runs of the Katir with the NRR.
The Katir is a squarish, heavily-armored, landrover-style truck that is normally carried on four fully-powered wheels. What makes the design interesting, however, is the third set of slightly smaller wheels that are mounted at the back, pivoted at the second set of wheels. In quad landrover mode, the extra set of wheels are lifted up and attached against the rear of the main cab-body. This gives the vehicle a slightly higher center of gravity, but imposes less drag and allows for more manueverability in the four-wheel mode(+5% to Pilot Automobile). However, for cargo hauling, the rear set of wheels can be dropped down, extending the wheel base and turning the four-wheeler into a six-wheeler. The extra length of frame can be used to attach a trailer, or can be used to hold a drop-in cargo bed(similar to a pickup truck’s) or any one of a number of modules, including passenger compartments, electronics, firefighting gear, or fighting compartments.
The Katir is built sturdy and armored heavily to survive the rigors of wild weather, random super-powerful predators, and bandit attacks. Although not meant for front-line combat, the Katir can survive a firefight and, like most Paladin Steel civil and commercial vehicles, can be quickly ‘technical’ed’ into an APC, artillery prime mover, or weapons carrier. PS facilities and GNE communities typically have emergency caches of gear and auxiliary garages with modular armored compartments and combat equipment that can be quickly mounted on a commercial vehicle frame and turn it into an adhoc armored car or National Guard transport.
Since its introduction, the Katir is becoming popular with GNE commercial trucking and mercantile concerns, as well as mercenary and paramilitary organizations doing business with the GNE. The GNE Armed Services also make use of a large number of the vehicles, especially as artillery haulers and cargo transports.
Type: PS-TT-14 Katir
Class: Variable Wheelbase Transport Tactical Truck
Crew: 1+ room for 4 in the cab
MDC/Armor by Location:
Main Body 300
Wheels(6) 45 each
Height: 7.9 ft
Width: 9.5 ft
Length: 14 ft, 28 ft with rear wheels lowered
Weight: 13 tons
Cargo: Space in the cabin for about 600 lbs of gear.
Oufitted with a cargo bed on the rear frame, the Katir can hold 2 tons of cargo in an open deck.
As a tractor-trailer, the Katir can haul up to 50 tons
Powerplant: Liquid Fuel(650 miles), Electric(680 miles), or Nuclear Fusion(w/ 10 year energy life)
Speed: 75 MPH as a four-wheeler, 65 MPH as a six-wheeler.
Typically moves at HALF that speed, when pulling maximum trailer loads.
Market Cost: 400,000 credits for liquid fuel, 450,000 credits for electric, 1 million for nuclear
Systems of Note:
Standard Truck Systems, plus:
*Air Conditioning/Air Filtration(70% effectiveness at filtering out airborne toxins)
*Internal Fire Extinguisher System
Weapons Systems: None standard, but has provision for a pintle-mounted weapon atop the cab.
Options:
*Cargo Bed---Standard open cargo bed for carrying loads.
*Troop Compartment---Armored (200 MDC) compartment with rear ramp-hatch and accommodation for up to 10 troops. Cost: 250,000 credits
*Fighting Compartment---Mounts a turret ring for a light turret atop the compartment/module. The turret ring can accommodate a light tank turret(the complete turret from the PS Damnthing robotank is a favorite). The compartment below holds 5 passengers(one of them the gunner) and additional ammunition. Cost: 300,000 credits+ cost of turret and gun
*Gun Carriage Deck----Typically mounts an open-shield gun mount, such as a 30mm cannon, AC4-30 30mm Quad-Cannon, T-210, T-310, or T-410 micro-missile cannons, 40mm ‘pom-pom’, 3-Inch(76mm) Gun, PS-HSGC-AAM-11 20mm Six-Barrel Super Vulcan Cannon, or 40mm ‘Vesuivius’ Plasma Gatler. Cost: 50,000 credits+ cost of gun
*Mini-Missile Launcher---Vertical Launch System-style launcher, with 192 missiles ready to fire. MDC: 200 Cost: 2 million credits
*Short Range Missile Launcher---Vertical Launch System-style launcher, with 96 missiles ready to fire. MDC: 200 Cost: 3 million credits
*Tractor-Trailer---Essentially a PS Type 6 45 ft Heavy Container ((8 ft x45 ft x9 ft) 10,000 lbs, 250 MDC, 20,000 credits) with a four wheel rear suspension.
*Sensor Cluster--Small sensor dish on a turntable, available as a backup sensor system.
MDC: 25
Sensors: Mini-Radar--5 mile range
Motion Detector--200 ft range
Laser Illuminator-----6,000 ft range, Designates targets for laser-guided munnitions/weapons
Laser targeting System(+1 to strike)
Cost: 12,000 credits
*Deep Water Fording Kit---This kit adds watersealing to parts of the hull, and an extendable escape tower (10 ft tall) and snorkel to the main top hatch, allowing the truck to cross bodies of water up to 18 ft deep(reduce speed to 4 MH driving on the river bottom). The kit takes a competent mechanic or tank crew about 30 minutes to fit. Cost: 50,000 credits.
*Engine Upgrade----A more powerful engine and more efficient power train can be added, improving overall speed, but at greater expense;
Speed: Can improve top speed by up to 50%
Cost: 7,000 credits per 10% of improvement over base.
*Mini-Radar----8 mile range
Cost: 2,000 credits
*Radar Detector----A dashboard ‘fuzzbuster’ for detecting other folk’s radar sensors.
Cost: 200 credits
*Motion Detector----In addition to alerting the driver of approaching objects, it can also tell them from what direction a projectile attack came from. 50 ft range
Cost: 500 credits
*Stabilization Jacks---Tired of being knocked over by concussion blasts, or being rolled over by mobs of zombies before your flamethrowers can get to work? This interesting little system uses Glitterboy-style pylon technology to las and hydraulically drive four 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: 9,000 credits
*Dozer Blade---This is a mini-bulldozer/payloader blade that can be attached to the front, and raised up to 7 ft high by hydraulics, turning the truck into a land clearance vehicle. Very popular in winter for snow removal.
MDC of Blade: 90
Cost: 5,000 credits
*Extra-Wide ‘Corncob’ Tires---These allow the vehicle to wallow effectively through swamp and soft terrain. Effectively DOUBLES the width of the vehicle, but reduces the speed by only 25% when crossing muck that would otherwise stop the vehicle cold. 7,500 credits per set.
*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
*Chemical Sprayer System---For wiping vermin, mobs, 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: 100 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
*Applique Armor---Adds additional protection(and weight) to the main body. Up to 200 additional MDC can be added, at 7 lbs, and 150 credits, per 1 MDC point. Lighter armor can be substituted, at 1 lb per MDC point, but the stronger polycarbonate armor costs 400 credits per MDC point.
*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 bus in articulated armor plates, increasing armor protection, but effectively immobilizing the vehicle. Can only be opened from the outside by special electronic passcode(included in cost)
MDC: +200 MDC when deployed
Cost: 500,000 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
*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, The back only if a hard-shell module is fitted) can be fitted with 6 fletchette packs each(40 total)
Cost: 200 credits per fletchette pack
http://www.fnss.com.tr/v1.6/conimages/image/FNSS%20Mildesign%202011_KNGL169%20(2).jpg
http://www.fnss.com.tr/v1.6/conimages/image/FNSS%20Mildesign%202011_KNGL169%20(1).jpg
http://www.fnss.com.tr/v1.6/conimages/image/FNSS%20Mildesign%202011_KNGL169%20(4).jpg
http://www.turkmilitary.com/kategori-il ... tm?page=16
“Yes, I know you went after ‘vital targets’ first---the powerplant, the airfield, the communications center, the town hall, but you forgot to hit the truckstop on the edge of town in your initial sweep! Damn it, don’t you know that when you invade Greater New England territory YOU COUNT THE TEAMSTERS AS COMBAT TROOPS?! Now we have an entire mobile mechanized brigade surrounding us, knocking down our airborne relief, and picking us off!”
The PS ‘Katir’( Turkish for “Mule”) is a design that has its origins in pre-Rifts Turkish armored vehicle concepts by the FNSS corporation. How PS got ahold of it is unknown, but it is possible that they acquired the data in information exchanges with the New Roman Republic, whose own engineers have been scouring academic and industrial sites for surviving data. This rumor has been given more credence after PS shared the first production runs of the Katir with the NRR.
The Katir is a squarish, heavily-armored, landrover-style truck that is normally carried on four fully-powered wheels. What makes the design interesting, however, is the third set of slightly smaller wheels that are mounted at the back, pivoted at the second set of wheels. In quad landrover mode, the extra set of wheels are lifted up and attached against the rear of the main cab-body. This gives the vehicle a slightly higher center of gravity, but imposes less drag and allows for more manueverability in the four-wheel mode(+5% to Pilot Automobile). However, for cargo hauling, the rear set of wheels can be dropped down, extending the wheel base and turning the four-wheeler into a six-wheeler. The extra length of frame can be used to attach a trailer, or can be used to hold a drop-in cargo bed(similar to a pickup truck’s) or any one of a number of modules, including passenger compartments, electronics, firefighting gear, or fighting compartments.
The Katir is built sturdy and armored heavily to survive the rigors of wild weather, random super-powerful predators, and bandit attacks. Although not meant for front-line combat, the Katir can survive a firefight and, like most Paladin Steel civil and commercial vehicles, can be quickly ‘technical’ed’ into an APC, artillery prime mover, or weapons carrier. PS facilities and GNE communities typically have emergency caches of gear and auxiliary garages with modular armored compartments and combat equipment that can be quickly mounted on a commercial vehicle frame and turn it into an adhoc armored car or National Guard transport.
Since its introduction, the Katir is becoming popular with GNE commercial trucking and mercantile concerns, as well as mercenary and paramilitary organizations doing business with the GNE. The GNE Armed Services also make use of a large number of the vehicles, especially as artillery haulers and cargo transports.
Type: PS-TT-14 Katir
Class: Variable Wheelbase Transport Tactical Truck
Crew: 1+ room for 4 in the cab
MDC/Armor by Location:
Main Body 300
Wheels(6) 45 each
Height: 7.9 ft
Width: 9.5 ft
Length: 14 ft, 28 ft with rear wheels lowered
Weight: 13 tons
Cargo: Space in the cabin for about 600 lbs of gear.
Oufitted with a cargo bed on the rear frame, the Katir can hold 2 tons of cargo in an open deck.
As a tractor-trailer, the Katir can haul up to 50 tons
Powerplant: Liquid Fuel(650 miles), Electric(680 miles), or Nuclear Fusion(w/ 10 year energy life)
Speed: 75 MPH as a four-wheeler, 65 MPH as a six-wheeler.
Typically moves at HALF that speed, when pulling maximum trailer loads.
Market Cost: 400,000 credits for liquid fuel, 450,000 credits for electric, 1 million for nuclear
Systems of Note:
Standard Truck Systems, plus:
*Air Conditioning/Air Filtration(70% effectiveness at filtering out airborne toxins)
*Internal Fire Extinguisher System
Weapons Systems: None standard, but has provision for a pintle-mounted weapon atop the cab.
Options:
*Cargo Bed---Standard open cargo bed for carrying loads.
*Troop Compartment---Armored (200 MDC) compartment with rear ramp-hatch and accommodation for up to 10 troops. Cost: 250,000 credits
*Fighting Compartment---Mounts a turret ring for a light turret atop the compartment/module. The turret ring can accommodate a light tank turret(the complete turret from the PS Damnthing robotank is a favorite). The compartment below holds 5 passengers(one of them the gunner) and additional ammunition. Cost: 300,000 credits+ cost of turret and gun
*Gun Carriage Deck----Typically mounts an open-shield gun mount, such as a 30mm cannon, AC4-30 30mm Quad-Cannon, T-210, T-310, or T-410 micro-missile cannons, 40mm ‘pom-pom’, 3-Inch(76mm) Gun, PS-HSGC-AAM-11 20mm Six-Barrel Super Vulcan Cannon, or 40mm ‘Vesuivius’ Plasma Gatler. Cost: 50,000 credits+ cost of gun
*Mini-Missile Launcher---Vertical Launch System-style launcher, with 192 missiles ready to fire. MDC: 200 Cost: 2 million credits
*Short Range Missile Launcher---Vertical Launch System-style launcher, with 96 missiles ready to fire. MDC: 200 Cost: 3 million credits
*Tractor-Trailer---Essentially a PS Type 6 45 ft Heavy Container ((8 ft x45 ft x9 ft) 10,000 lbs, 250 MDC, 20,000 credits) with a four wheel rear suspension.
*Sensor Cluster--Small sensor dish on a turntable, available as a backup sensor system.
MDC: 25
Sensors: Mini-Radar--5 mile range
Motion Detector--200 ft range
Laser Illuminator-----6,000 ft range, Designates targets for laser-guided munnitions/weapons
Laser targeting System(+1 to strike)
Cost: 12,000 credits
*Deep Water Fording Kit---This kit adds watersealing to parts of the hull, and an extendable escape tower (10 ft tall) and snorkel to the main top hatch, allowing the truck to cross bodies of water up to 18 ft deep(reduce speed to 4 MH driving on the river bottom). The kit takes a competent mechanic or tank crew about 30 minutes to fit. Cost: 50,000 credits.
*Engine Upgrade----A more powerful engine and more efficient power train can be added, improving overall speed, but at greater expense;
Speed: Can improve top speed by up to 50%
Cost: 7,000 credits per 10% of improvement over base.
*Mini-Radar----8 mile range
Cost: 2,000 credits
*Radar Detector----A dashboard ‘fuzzbuster’ for detecting other folk’s radar sensors.
Cost: 200 credits
*Motion Detector----In addition to alerting the driver of approaching objects, it can also tell them from what direction a projectile attack came from. 50 ft range
Cost: 500 credits
*Stabilization Jacks---Tired of being knocked over by concussion blasts, or being rolled over by mobs of zombies before your flamethrowers can get to work? This interesting little system uses Glitterboy-style pylon technology to las and hydraulically drive four 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: 9,000 credits
*Dozer Blade---This is a mini-bulldozer/payloader blade that can be attached to the front, and raised up to 7 ft high by hydraulics, turning the truck into a land clearance vehicle. Very popular in winter for snow removal.
MDC of Blade: 90
Cost: 5,000 credits
*Extra-Wide ‘Corncob’ Tires---These allow the vehicle to wallow effectively through swamp and soft terrain. Effectively DOUBLES the width of the vehicle, but reduces the speed by only 25% when crossing muck that would otherwise stop the vehicle cold. 7,500 credits per set.
*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
*Chemical Sprayer System---For wiping vermin, mobs, 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: 100 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
*Applique Armor---Adds additional protection(and weight) to the main body. Up to 200 additional MDC can be added, at 7 lbs, and 150 credits, per 1 MDC point. Lighter armor can be substituted, at 1 lb per MDC point, but the stronger polycarbonate armor costs 400 credits per MDC point.
*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 bus in articulated armor plates, increasing armor protection, but effectively immobilizing the vehicle. Can only be opened from the outside by special electronic passcode(included in cost)
MDC: +200 MDC when deployed
Cost: 500,000 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
*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, The back only if a hard-shell module is fitted) can be fitted with 6 fletchette packs each(40 total)
Cost: 200 credits per fletchette pack
-------------
"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
------------
"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
------------
Re: Paladin Steel Storefront
taalismn wrote:Paladin Steel Katir Variable Wheelbase Truck/Transporter
Simple design idea. Made real in the future and by you today.
taalismn wrote:*Dozer Blade---This is a mini-bulldozer/payloader blade that can be attached to the front, and raised up to 7 ft high by hydraulics, turning the truck into a land clearance vehicle. Very popular in winter for snow removal.
I wonder where that came from? Works in fall as well, Right?
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...
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...
- taalismn
- Priest
- Posts: 48664
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
abtex wrote:taalismn wrote:Paladin Steel Katir Variable Wheelbase Truck/Transporter
Simple design idea. Made real in the future and by you today.taalismn wrote:*Dozer Blade---This is a mini-bulldozer/payloader blade that can be attached to the front, and raised up to 7 ft high by hydraulics, turning the truck into a land clearance vehicle. Very popular in winter for snow removal.
I wonder where that came from? Works in fall as well, Right?
It was a neat looking design, so I figured it fit with my product lines.
And yeah, the GNE's power grid is much better prepared than present day networks against bad weather, monsters crashing through the neighborhood, bomb and artillery strikes, and dimensional turbulence. And having so many all terrain vehicles makes getting around a snap. So many vibroblades makes cutting up fallen trees a simple matter. And full conversion cyborgs can shovel a lot of snow fast.
-------------
"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
------------
"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
------------
Re: Paladin Steel Storefront
taalismn wrote:... full conversion cyborgs can shovel a lot of snow fast.
Fully armed cyborgs do not shovel snow. They would just make it go away. "Zap!!! Bang!! BOOOMmm!!! Job done. Mr. T That's 25 credits plus ammo used. We also do landscaping, you know. Bye."
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...
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...
- ZINO
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Re: Paladin Steel Storefront
Paladin Steel Katir Variable Wheelbase Truck/Transporter
N1
N1
let your YES be YES and your NO be NO but plz no maybe
- taalismn
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Re: Paladin Steel Storefront
I've been trying to balance my creation posts in three general categories:
Adventurer-class: This is the sort of low-end nuts and bolts stuff that PCs are most likely to use/be able to afford; weapons, vehicles, armor, up to transport aircraft and patrol boats.
Campaign-class: This is the sort of more powerful stuff that PCs aspire to one day acquire/be able to afford, but which they're more likely to be allowed to borrow, be assigned to, or spend a campaign involved with. Like being the security team on a naval destroyer, given special mission command of a transatmospheric heavy shuttle, or getting to use that giant robot. If they're lucky, it's a big ticket item they can use without a big supporting crew, and the GM lets them keep it, but not every PC is going to get one.
Background-class: These are the big items that set the backdrop, that the average PC is NEVER going to own or command; battleships, supertanks, giant starships, asteroid fortresses, and the like, unless the GM is running a VERY powerful campaign and handing out munchkiness. PCs are likely to serve on a battleship or maybe try to blow one up, but aren't going to be owning one. However, in the games of empire, these items are essential to the big picture of which the PCs are working on a small part of.
Adventurer-class: This is the sort of low-end nuts and bolts stuff that PCs are most likely to use/be able to afford; weapons, vehicles, armor, up to transport aircraft and patrol boats.
Campaign-class: This is the sort of more powerful stuff that PCs aspire to one day acquire/be able to afford, but which they're more likely to be allowed to borrow, be assigned to, or spend a campaign involved with. Like being the security team on a naval destroyer, given special mission command of a transatmospheric heavy shuttle, or getting to use that giant robot. If they're lucky, it's a big ticket item they can use without a big supporting crew, and the GM lets them keep it, but not every PC is going to get one.
Background-class: These are the big items that set the backdrop, that the average PC is NEVER going to own or command; battleships, supertanks, giant starships, asteroid fortresses, and the like, unless the GM is running a VERY powerful campaign and handing out munchkiness. PCs are likely to serve on a battleship or maybe try to blow one up, but aren't going to be owning one. However, in the games of empire, these items are essential to the big picture of which the PCs are working on a small part of.
-------------
"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
------------
"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
------------
Re: Paladin Steel Storefront
Sounds good.
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...
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...
- taalismn
- Priest
- Posts: 48664
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Of course, bribing the GM helps to move equipment availability up a category.
-------------
"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
------------
"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
------------
Re: Paladin Steel Storefront
taalismn wrote:Of course, bribing the GM helps to move equipment availability up a category.
Is up Adventurer-class:, Campaign-class:, Background-class:
or the reverse order?
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...
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...
- taalismn
- Priest
- Posts: 48664
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
abtex wrote:taalismn wrote:Of course, bribing the GM helps to move equipment availability up a category.
Is up Adventurer-class:, Campaign-class:, Background-class:
or the reverse order?
Smallest to highest: Adventurer-, Campaign, Background-, with the cost of the bribe increasing exponentially.
-------------
"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
------------
"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
------------
- taalismn
- Priest
- Posts: 48664
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Paladin Steel ‘Kepler’ Intersystem Light Transport
http://i408.photobucket.com/albums/pp164/taalismn/Kepler.jpg
“Doesn’t look like much, but she’ll get you to Mars and back a helluva lot faster than any Hohlman Transfer!”
The captain of the tug Vulture Seven was still panting hoarsely as he hard-landed in the helmsman’s chair and slapped his hands across the helm controls, setting off a chorus of electronic protests as he overrode several dozen procedural protocols and safety checklists. The screaming memories of what he’s just experienced and the cries of fear of his crewmen ringing over the ship-comm, however, made the tinny whines of annoyed electronic systems an insignificance.
“Cast off! Now! Now!”
Beside him he could hear the medical officer chanting under his breath.
“-I-toldyouthatshipwasbadnews!-I-toldyouthatshipwasbadnews!-I-toldyouthatshipwasbadnews!”
The mass of the giant derelict space cruiser loomed large in the screens of the little salvage tug, slowly moving away from the camera point of view as the two ships drifted apart after the hard disconnect. As the captain watched horrified, the ancient ship’s hull began to twist and deform, portions of it cracking, stretching and moving like iron filings in a magnetic field, moving TOWARDS the tug, seeking to make contact again, to take hold of his ship in tentacles of tainted metal...
“-thatshipisEVILcan’tyousee?!EVIL!PUREEVIL!!!Didjalisten?NO!It’s EVI-”
“GUNS!!! DON’T LET THAT THING TOUCH US!!!!”
Through the hull structure the captain could hear the sudden hammering of the rail gun turrets and the hum of the lasers discharging. He could see parts of the demon-ship’s deformed hull glow and shatter, but the tendrils kept on their advance on the tug. At their current speed, those abominations would make contact well before the -Vulture Seven’s- main drives could kick in.
“--it’sgointocatchuseatuseatoursoulslikeitdidalltheothersbeforeus-”
In desperation the captain reached over and threw the switches on the docking mags, reversing their function.
When the ring of powerful electromagnets around the spherical ship’s equator went active, the tendrils of animated metal fragments suddenly dispersed, blown away as if by a strong wind. The two metal ships fairly flew apart in a show of mutual repulsion, the salvage tug thrown starward, the haunted space cruiser tumbling towards the gas giant.
“Gears! Give me full engine power before that damn thing gets its legs under it!!! We need immediate boost NOW!!!”
Some days it was just better to stay home.
The ‘Kepler’-class ILT is a scaled-up long-range space-capable derivation of the Paladin Steel ‘Cavorite’ GMR Aerodyne. The Kepler shares the same spheroid hull, but is considerably larger, and propelled wholly by contragravity drive(its station-keeping thrusters are too small and weak to provide anything other than orbital maneuvering). Aside from a few obvious station-keeping and attitude thrusters, and possible glowing bands around the hull, the ships have no obvious engines; the contra-gravity generators allow them to move without obvious reaction efflux, and in any direction. This makes the ships very easy to handle, especially during hovering and docking/landing maneuvering, though the internalized CG system is not capable of the same high speeds as more conventional lay-out vessels with exposed external CG drive emitters. The ships are fully at home in space and in atmosphere, as long as the CG-field is operating.
Internally, the Kepler has ten decks around a central lift/service trunk. The bridge is typically located near the top of the sphere, though some buyers route the controls to a lower deck position for improved visibility during planetary operations. The payload decks are modular and reconfigurable for passengers(mass transit seating or cabins) or cargo( standardized containers or bulk items). Many passenger- and yacht-conversions use the lower decks as large lounges, with wraparound holodisplays or armored window-ports.
Keplers are NOT meant for combat operations(the standard model comes without any sort of forceshielding), but having been designed by Rifts Earth engineers, the Keplers have been provided with at least a basic self-defense capability and fairly heavy armor, plus upgradeable with additional weaponry and shield generators. Of course, more than a few have been called upon to serve as gunships and light combatants.
Keplers were designed from the onset to be compatible with the Brunel Heavy Transport, the latter vessel being able to carry five Keplers in place of its heavy cargo pods. This allows the Kepler to be carried via interstellar FTL to other star systems for sale or work by a Brunel ‘drayhorse’ or mothership.
Keplers are quickly becoming a common sight around PS/ASI interstellar facilities, becoming the interplanetary workhorse of choice for many duties. They are used for interplanetary/interorbital shuttling, light transport, scientific monitoring, prospecting, and other similar duties. They have acquired something of a reputation as ‘spacegoing Liberty Ships’ or ‘system trampers’ among PS/ASI/GNE crews, given their growing popularity and ease of operation.
Against existing designs in the Three Galaxies, such as the Bullock-class orbital tug, ASI has an uphill battle selling the Kepler, but a low price, high degree of modification, and a range of options are begining to pull sales up.
Type: PS-CGILT-C400 Kepler
Class: Intersystem Light Transport
Crew: 5, plus 1-20 passengers in cargo mode, 1-180 passengers in ‘bus’ mode.
MDC/Armor by Location:
Main Body 4,000
Bridge 800
Point Defense Laser Turrets(8) 100 each
Height: 180 ft in diameter
Width: 180 ft in diameter
Length: 180 ft in diameter
Weight: 1,000 tons
Cargo: If configured for cargo, can carry up to 800 tons
If configured for passengers, can still carry 120 tons of cargo(dedicated space)
Powerplant: Nuclear Fusion w/ 25 year energy life
Speed:(Atmosphere) Hover to Mach 3, transatmospheric
(Sublight) Mach 4
(Kitsune Values: 20% of light speed; Accelerates/decelerates at 0.4% of light speed per melee)
(FTL) Not possible(see Variants)
(Underwater)---The Kepler CAN be equipped to travel underwater, for an extra 24 million credits. Underwater speed of 15 MPH, maximum depth of 4,000 ft
Bonus: The Kepler is agile enough that it has a +1 to Dodge, and stable enough that it gets a +5% to piloting rolls in normal space and atmospheric maneuvering.
Cost: 15 million credits in the Three Galaxies, 2-5 times that in the Rifts Earth solar system.
Systems of Note:
Standard Spacecraft Systems, plus:
*Full Sensor Suite---Specialized sensor pallets include radiation detectors and counters, spectrographic analysis devices, gravitic sensors, electromagnetic activity readers, and optics packages.
*Long Range Radar---Phased Array Search and Early Warning Radars---Maximum Resolution Range of 300,000 miles. Navigational array has a range of 1 million 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.
Weapons Systems:
1)Point Defense Lasers(8)---- Four PDLs can be mounted on the Kepler’s ‘equator’ and two at each ‘pole’ in rings around them.
Range: 5,000 ft in atmosphere, 4 miles in space.
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
Damage: 2d6x10 MD per blast
Rate of Fire: 4 times per melee
Payload: Effectively unlimited
Options:
*Weapons Turrets----The Kepler can be equipped with up to ten weapons turrets...a heavy turret mounted axially at each ‘pole’ of the sphere, and four smaller turrets mounted on each hemisphere of the main body.
What follows is just a sampling of the many different available configurations available; many Keplers get customized to customer special orders before even leaving the factory, while others have been extensively ‘kitbashed’ by enterprising mechanics and TWizards after purchase.
Polar Turret(Lower hull, retractable)---This turret deploys out of a central well at the poles of the ship, and has a full 360-degree arc of fire. Costs 60,000 credits each turret and has 200 MDC. Can accommodate ONE weapon up to Medium Class.
Alternatively:
a) Mini-Missile Launcher---50 MMs
b) Short Range Missile Pod----24 SRMs
c) Medium Range Missile Pod---12 MRMs
d) Long Range Missiles---4 LRMs may be carried
e) Forcefield Generator---+400 MDC
Light Turrets(1-8)--- These are smaller weapons turrets, mounted around the equator and hemispheres of the ship, each with 100 MDC, and costing about 10,000 credits each. Can accommodate ONE weapon up to Light Class.
Alternatively:
a) Mini-Missile Launcher---24 MMs
b) Short Range Missile Pod----12 SRMs
c) Medium Range Missile Pod---6 MRMs
d) Long Range Missiles---1 LRM may be carried
e) Forcefield Generator---+100 MDC
Options:
*Additional Armor--Up to 600 MDC of additional armor can be added; 10,000 credits per 10 MDC.
Laser Ablative armor is also available at TWICE normal armor cost. This material is ceramic-based, and lasers do HALF damage; variable-frequency lasers do NOT readjust to compensate on this stuff.
*Forcefield Generator---Standard Naruni-style knockoff Forcefields:
a)Light Forcefield---- 100 MDC--- 800 credits
b) Medium Forcefield---- 150 MDC--- 1.2 million credits
c) Heavy Forcefield---- 240 MDC--- 2.4 million credits
d) Superheavy Forcefield---- 320 MDC--- 3 million credits
Note: All forcefields regenerate at 5% per melee
Additional forcefield generators can be added, taking up a weapons turret slot OR 10 tons of cargo space/capacity.
*Enhanced Sensors---The sensor range can be beefed up to 50% in terms of range and effectiveness for 100,000 credits
*Heavy Sensor Array---This adds a large two- or four-vaned radar array to the upper polar end of the Kepler. These arrays can detect incoming ships at 400,000 miles and can pick up FTL wakes as far away as 13 light years.
Cost: 13 million credits
TW Options
Like the Cavorite before it, the Kepler has caught the affection of the Techno-Wizardry community, who have suggested a variety of different modifications for it. Though no formal TW modifications have yet been offered for the Kepler, PS has made provision for their later addition, offering TW PPE Generators/Accumulators against future need.
In addition to the features below, I suggest looking at Coalition Wars One: Siege on Tolkeen, pgs 68-72, for other systems that can be added. Stealth features are particularly popular, as well as LeyLine Engines(wizards love to ‘float’ these things along ley-lines).
*PPE Battery and Generator---Stores and recovers PPE from the environment, and keeps all your TW gadgetry powered up!
PPE Capacity:(Light)----200 PPE battery capacity; recharges at 10 PPE per hour, 20PPE/hour at a leyline, 40 PPE/hour on a nexus
(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
(‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
(‘Sorcerer’)--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus
Cost:(Light)----500,000 credits
(Medium)-----1 million credits
(‘Wizard’)----2 million credits
(‘Sorcerer’)---- 3 million credits
*Spell Shield---This weaves a network of PS’s new EctoFiber Magic Superconductor in and around the Kepler’s hull, producing a sort of magic ‘Faraday Cage’ that shields it from most magic attacks. This is ALWAYS on; a permanent feature of the craft.
Effects: Effectively INVULNERABLE to Magic energy attacks and mind control spells. All crew are +6 to save versus possession, and magic sensors are -2 to spot/detect/discern the craft
The ship can, however, still be affected by indirect attacks like magically summoned wind to blow it around, meteorites, and other natural forces that are summoned, then directed at or near the protected vessel.
Cost: Currently available ONLY to PS/GNE and its allies; costs 12 million credits to produce.
Variants:
*PS-CGATF-C400---Tug conversion, sporting a thickened ring around the sphere hull’s waist/equator, holding shock-absorbing panels and electromagnetic clamps. The upper polar mount carries a large gantry crane-arm(250 MDC, Robotic P.S. of 50, and a 200 ft extension reach), while the lower polar station holds a short range tractor beam emitter(----Effectively rated for 1,000 tons dead weight, but can be used for imparting small changes in momentum/direction to ships/structures several times that mass. Range: 15,000 ft, usable in space only). Provision is made for up to 25 passengers under normal conditions(typically construction/repair techs, or hazmat technicians), 200 under rescue cramming. Cargo is typically given over to spare parts, rescue gear, tools, and repair robots. Usually unarmed, but can be fitted with the full complement of PDS and secondary turrets, especially when engaged in battlefield salvage operations or when operating in warzones/pirate-infested space. The ‘Ringmaster’ or ‘MiniSaturn’ is a common sight in Paladin Steel/Aegis Stellar Industries’ larger shipyards and asteroid mining operations.
* PS-CGFTLT-C420---FTL version of the Kepler, capable of making 2 light years per hour. Costs 30 million credits
* PS-CGFTLT-C430---An FTL ‘yacht’ conversion of the Kepler with both an improved FTL and normal space drive. It can be distinguished immediately from its stablemates by the ‘fan’ of eight drive vanes around its larger drive system(the focal array has 1,000 MDC). It sacrifices about a third of its cargo/passenger capacity for the larger drive systems, but can now hit normal space speeds of Mach 7, and 5 light years per hour. Costs 44 million credits
* PS-CGM-M410----A handful of Keplers were converted into ‘system monitors’ for the defense of the Ambercirn facilities. These ships were essentially cored, the axial heavy turrets replaced entirely by the mounting for a massive Eight-Inch Six-Barrel Rail Gun Gatling. This massive weapon was first fitted as the main armament of the Sangu-class destroyers, and earned a reputation as a ‘Kitty Spanker’ for its ability to shatter Arkhon vessels. The Kepler’s cargo holds were converted to magazine stowage for the massive weapons.
Range: 20 miles in atmosphere, 40 miles in space
(Kitsune Values: 20 miles in atmosphere, 20,000 miles in space)
Damage:(Armor-Piercing Long Rod Penetrator)---- 5d6x10 MD to 40 ft radius per single shot
(High Explosive)---4d6x10 MD to 50 ft blast radius
(Plasma)-----2d4x 50+30 MD to 80 ft radius
Rate of Fire: Six shots per melee
Payload: Has 1,200 rds ready to fire
* PS-CGAAE-M412--- Anti-missile/fighter picket intended for convoy escort and space station protection. In addition to a full complement of PDLs, all eight weapons stations fitted with rapid-fire guns, the CGAAE-M412 has had its cargo bays outfitted as missile launch batteries, carrying Short or Medium Range Missiles.
-Missile Launchers(4)---SRM or MRM:
(Short Range Missiles)Volleys of 1-20, payload of 800(!) missiles per launch bay
(Medium Range Missiles) Volleys of 1-10, payload of 400(!) missiles per launch bay
-Decoy Launchers(4)----Launches releases a nanotech swarm of active jamming pods and decoys that are programmed to emulate a spacecraft’s sensor signature, or, at the very least, bury enemy tactical communications in ‘white noise’.
Effective Range: 25 mile jamming radius
Duration: 5 minutes per pod-spray
Effects: Jams radio signals(75% chance of jamming military band command-guidance ordnance), and 60% chance of deflecting ordinary missiles.
Payload: 18 swarm packs per launcher
-Anti-Missile Chaff Launchers(4)----Launch canisters of metal chaff or laser reflective ‘sand’: chaff has a 50% chance of distracting standard missiles, reducing laser damage by HALF, and doing 2d6 MD damage to any ships flying through the cloud, the cloud covering a 500 ft area and lasting 75 seconds(5 melee rounds), while the sand covers a 660 ft wide area fir 5 melee rounds, reduces laser damage by HALF, and does 4d6 MD to anything flying at high speed through it. Launchers have a range of 8,000 ft in space, and have 50 canisters each.
* PS-CGM-PM411---A variant rumored to have been created as part of a special ops mission, meant to bait an alien battleship that had been raiding convoys into a trap. The Keplers in question were fitted with concealed racks for heavy nuclear torpedoes intended to give enemy vessels a ‘faceful of blam’(in the words of one engineer).
-Heavy Nuclear Torpedoes --- PS Long Lance II Nuclear Missile---This is an SLBM-sized nuclear weapon that takes up the same space as SIX smaller LRMs.
NOTE: PS combat doctrine FORBIDS the use of strategic nuclear devices against planetary targets, without full authorization and coded permission from the top echelons of High Command(fortunately, as few ships carry Long Lances or strategic nuclear weapons, there have been few chances to test this doctrine).
Range: 1,000 miles(4,000 miles in space)
Damage: 2d4 x 1,000 MD to a 4.6 mile destruction radius
Rate of Fire: Volleys of 1,2,3,4, or 5
Payload: 18 missiles
(Option) PS Long Lance IV---The Long Lance IV is the next generation heavy anti-spacecraft missile from PS, and was developed after the abysmal failure of most of the launched Long Lance IIs to reach the target during the Dreadnought Crisis . This SLBM-sized weapon is smarter, heavier, and carries its own ECM and countermeasures decoy launchers to give it a better chance of penetrating a target’s defenses.
Range: 1500 miles(6,000 miles in space)
Damage: 2d4 x 1,000 MD to a 4.6 mile destruction radius
Bonuses/Special:
*ECM----The missile has its own expert system and EW transmitters for jamming enemy radar, as well as evading their sensors. The missile is -6 for guided weapons to strike. 60% chance of evading radar detection to begin with.
*Flare/Chaff Launchers(1, 6 bundles)
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 16 missiles
http://i408.photobucket.com/albums/pp164/taalismn/Kepler.jpg
“Doesn’t look like much, but she’ll get you to Mars and back a helluva lot faster than any Hohlman Transfer!”
The captain of the tug Vulture Seven was still panting hoarsely as he hard-landed in the helmsman’s chair and slapped his hands across the helm controls, setting off a chorus of electronic protests as he overrode several dozen procedural protocols and safety checklists. The screaming memories of what he’s just experienced and the cries of fear of his crewmen ringing over the ship-comm, however, made the tinny whines of annoyed electronic systems an insignificance.
“Cast off! Now! Now!”
Beside him he could hear the medical officer chanting under his breath.
“-I-toldyouthatshipwasbadnews!-I-toldyouthatshipwasbadnews!-I-toldyouthatshipwasbadnews!”
The mass of the giant derelict space cruiser loomed large in the screens of the little salvage tug, slowly moving away from the camera point of view as the two ships drifted apart after the hard disconnect. As the captain watched horrified, the ancient ship’s hull began to twist and deform, portions of it cracking, stretching and moving like iron filings in a magnetic field, moving TOWARDS the tug, seeking to make contact again, to take hold of his ship in tentacles of tainted metal...
“-thatshipisEVILcan’tyousee?!EVIL!PUREEVIL!!!Didjalisten?NO!It’s EVI-”
“GUNS!!! DON’T LET THAT THING TOUCH US!!!!”
Through the hull structure the captain could hear the sudden hammering of the rail gun turrets and the hum of the lasers discharging. He could see parts of the demon-ship’s deformed hull glow and shatter, but the tendrils kept on their advance on the tug. At their current speed, those abominations would make contact well before the -Vulture Seven’s- main drives could kick in.
“--it’sgointocatchuseatuseatoursoulslikeitdidalltheothersbeforeus-”
In desperation the captain reached over and threw the switches on the docking mags, reversing their function.
When the ring of powerful electromagnets around the spherical ship’s equator went active, the tendrils of animated metal fragments suddenly dispersed, blown away as if by a strong wind. The two metal ships fairly flew apart in a show of mutual repulsion, the salvage tug thrown starward, the haunted space cruiser tumbling towards the gas giant.
“Gears! Give me full engine power before that damn thing gets its legs under it!!! We need immediate boost NOW!!!”
Some days it was just better to stay home.
The ‘Kepler’-class ILT is a scaled-up long-range space-capable derivation of the Paladin Steel ‘Cavorite’ GMR Aerodyne. The Kepler shares the same spheroid hull, but is considerably larger, and propelled wholly by contragravity drive(its station-keeping thrusters are too small and weak to provide anything other than orbital maneuvering). Aside from a few obvious station-keeping and attitude thrusters, and possible glowing bands around the hull, the ships have no obvious engines; the contra-gravity generators allow them to move without obvious reaction efflux, and in any direction. This makes the ships very easy to handle, especially during hovering and docking/landing maneuvering, though the internalized CG system is not capable of the same high speeds as more conventional lay-out vessels with exposed external CG drive emitters. The ships are fully at home in space and in atmosphere, as long as the CG-field is operating.
Internally, the Kepler has ten decks around a central lift/service trunk. The bridge is typically located near the top of the sphere, though some buyers route the controls to a lower deck position for improved visibility during planetary operations. The payload decks are modular and reconfigurable for passengers(mass transit seating or cabins) or cargo( standardized containers or bulk items). Many passenger- and yacht-conversions use the lower decks as large lounges, with wraparound holodisplays or armored window-ports.
Keplers are NOT meant for combat operations(the standard model comes without any sort of forceshielding), but having been designed by Rifts Earth engineers, the Keplers have been provided with at least a basic self-defense capability and fairly heavy armor, plus upgradeable with additional weaponry and shield generators. Of course, more than a few have been called upon to serve as gunships and light combatants.
Keplers were designed from the onset to be compatible with the Brunel Heavy Transport, the latter vessel being able to carry five Keplers in place of its heavy cargo pods. This allows the Kepler to be carried via interstellar FTL to other star systems for sale or work by a Brunel ‘drayhorse’ or mothership.
Keplers are quickly becoming a common sight around PS/ASI interstellar facilities, becoming the interplanetary workhorse of choice for many duties. They are used for interplanetary/interorbital shuttling, light transport, scientific monitoring, prospecting, and other similar duties. They have acquired something of a reputation as ‘spacegoing Liberty Ships’ or ‘system trampers’ among PS/ASI/GNE crews, given their growing popularity and ease of operation.
Against existing designs in the Three Galaxies, such as the Bullock-class orbital tug, ASI has an uphill battle selling the Kepler, but a low price, high degree of modification, and a range of options are begining to pull sales up.
Type: PS-CGILT-C400 Kepler
Class: Intersystem Light Transport
Crew: 5, plus 1-20 passengers in cargo mode, 1-180 passengers in ‘bus’ mode.
MDC/Armor by Location:
Main Body 4,000
Bridge 800
Point Defense Laser Turrets(8) 100 each
Height: 180 ft in diameter
Width: 180 ft in diameter
Length: 180 ft in diameter
Weight: 1,000 tons
Cargo: If configured for cargo, can carry up to 800 tons
If configured for passengers, can still carry 120 tons of cargo(dedicated space)
Powerplant: Nuclear Fusion w/ 25 year energy life
Speed:(Atmosphere) Hover to Mach 3, transatmospheric
(Sublight) Mach 4
(Kitsune Values: 20% of light speed; Accelerates/decelerates at 0.4% of light speed per melee)
(FTL) Not possible(see Variants)
(Underwater)---The Kepler CAN be equipped to travel underwater, for an extra 24 million credits. Underwater speed of 15 MPH, maximum depth of 4,000 ft
Bonus: The Kepler is agile enough that it has a +1 to Dodge, and stable enough that it gets a +5% to piloting rolls in normal space and atmospheric maneuvering.
Cost: 15 million credits in the Three Galaxies, 2-5 times that in the Rifts Earth solar system.
Systems of Note:
Standard Spacecraft Systems, plus:
*Full Sensor Suite---Specialized sensor pallets include radiation detectors and counters, spectrographic analysis devices, gravitic sensors, electromagnetic activity readers, and optics packages.
*Long Range Radar---Phased Array Search and Early Warning Radars---Maximum Resolution Range of 300,000 miles. Navigational array has a range of 1 million 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.
Weapons Systems:
1)Point Defense Lasers(8)---- Four PDLs can be mounted on the Kepler’s ‘equator’ and two at each ‘pole’ in rings around them.
Range: 5,000 ft in atmosphere, 4 miles in space.
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
Damage: 2d6x10 MD per blast
Rate of Fire: 4 times per melee
Payload: Effectively unlimited
Options:
*Weapons Turrets----The Kepler can be equipped with up to ten weapons turrets...a heavy turret mounted axially at each ‘pole’ of the sphere, and four smaller turrets mounted on each hemisphere of the main body.
What follows is just a sampling of the many different available configurations available; many Keplers get customized to customer special orders before even leaving the factory, while others have been extensively ‘kitbashed’ by enterprising mechanics and TWizards after purchase.
Polar Turret(Lower hull, retractable)---This turret deploys out of a central well at the poles of the ship, and has a full 360-degree arc of fire. Costs 60,000 credits each turret and has 200 MDC. Can accommodate ONE weapon up to Medium Class.
Alternatively:
a) Mini-Missile Launcher---50 MMs
b) Short Range Missile Pod----24 SRMs
c) Medium Range Missile Pod---12 MRMs
d) Long Range Missiles---4 LRMs may be carried
e) Forcefield Generator---+400 MDC
Light Turrets(1-8)--- These are smaller weapons turrets, mounted around the equator and hemispheres of the ship, each with 100 MDC, and costing about 10,000 credits each. Can accommodate ONE weapon up to Light Class.
Alternatively:
a) Mini-Missile Launcher---24 MMs
b) Short Range Missile Pod----12 SRMs
c) Medium Range Missile Pod---6 MRMs
d) Long Range Missiles---1 LRM may be carried
e) Forcefield Generator---+100 MDC
Options:
*Additional Armor--Up to 600 MDC of additional armor can be added; 10,000 credits per 10 MDC.
Laser Ablative armor is also available at TWICE normal armor cost. This material is ceramic-based, and lasers do HALF damage; variable-frequency lasers do NOT readjust to compensate on this stuff.
*Forcefield Generator---Standard Naruni-style knockoff Forcefields:
a)Light Forcefield---- 100 MDC--- 800 credits
b) Medium Forcefield---- 150 MDC--- 1.2 million credits
c) Heavy Forcefield---- 240 MDC--- 2.4 million credits
d) Superheavy Forcefield---- 320 MDC--- 3 million credits
Note: All forcefields regenerate at 5% per melee
Additional forcefield generators can be added, taking up a weapons turret slot OR 10 tons of cargo space/capacity.
*Enhanced Sensors---The sensor range can be beefed up to 50% in terms of range and effectiveness for 100,000 credits
*Heavy Sensor Array---This adds a large two- or four-vaned radar array to the upper polar end of the Kepler. These arrays can detect incoming ships at 400,000 miles and can pick up FTL wakes as far away as 13 light years.
Cost: 13 million credits
TW Options
Like the Cavorite before it, the Kepler has caught the affection of the Techno-Wizardry community, who have suggested a variety of different modifications for it. Though no formal TW modifications have yet been offered for the Kepler, PS has made provision for their later addition, offering TW PPE Generators/Accumulators against future need.
In addition to the features below, I suggest looking at Coalition Wars One: Siege on Tolkeen, pgs 68-72, for other systems that can be added. Stealth features are particularly popular, as well as LeyLine Engines(wizards love to ‘float’ these things along ley-lines).
*PPE Battery and Generator---Stores and recovers PPE from the environment, and keeps all your TW gadgetry powered up!
PPE Capacity:(Light)----200 PPE battery capacity; recharges at 10 PPE per hour, 20PPE/hour at a leyline, 40 PPE/hour on a nexus
(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
(‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
(‘Sorcerer’)--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus
Cost:(Light)----500,000 credits
(Medium)-----1 million credits
(‘Wizard’)----2 million credits
(‘Sorcerer’)---- 3 million credits
*Spell Shield---This weaves a network of PS’s new EctoFiber Magic Superconductor in and around the Kepler’s hull, producing a sort of magic ‘Faraday Cage’ that shields it from most magic attacks. This is ALWAYS on; a permanent feature of the craft.
Effects: Effectively INVULNERABLE to Magic energy attacks and mind control spells. All crew are +6 to save versus possession, and magic sensors are -2 to spot/detect/discern the craft
The ship can, however, still be affected by indirect attacks like magically summoned wind to blow it around, meteorites, and other natural forces that are summoned, then directed at or near the protected vessel.
Cost: Currently available ONLY to PS/GNE and its allies; costs 12 million credits to produce.
Variants:
*PS-CGATF-C400---Tug conversion, sporting a thickened ring around the sphere hull’s waist/equator, holding shock-absorbing panels and electromagnetic clamps. The upper polar mount carries a large gantry crane-arm(250 MDC, Robotic P.S. of 50, and a 200 ft extension reach), while the lower polar station holds a short range tractor beam emitter(----Effectively rated for 1,000 tons dead weight, but can be used for imparting small changes in momentum/direction to ships/structures several times that mass. Range: 15,000 ft, usable in space only). Provision is made for up to 25 passengers under normal conditions(typically construction/repair techs, or hazmat technicians), 200 under rescue cramming. Cargo is typically given over to spare parts, rescue gear, tools, and repair robots. Usually unarmed, but can be fitted with the full complement of PDS and secondary turrets, especially when engaged in battlefield salvage operations or when operating in warzones/pirate-infested space. The ‘Ringmaster’ or ‘MiniSaturn’ is a common sight in Paladin Steel/Aegis Stellar Industries’ larger shipyards and asteroid mining operations.
* PS-CGFTLT-C420---FTL version of the Kepler, capable of making 2 light years per hour. Costs 30 million credits
* PS-CGFTLT-C430---An FTL ‘yacht’ conversion of the Kepler with both an improved FTL and normal space drive. It can be distinguished immediately from its stablemates by the ‘fan’ of eight drive vanes around its larger drive system(the focal array has 1,000 MDC). It sacrifices about a third of its cargo/passenger capacity for the larger drive systems, but can now hit normal space speeds of Mach 7, and 5 light years per hour. Costs 44 million credits
* PS-CGM-M410----A handful of Keplers were converted into ‘system monitors’ for the defense of the Ambercirn facilities. These ships were essentially cored, the axial heavy turrets replaced entirely by the mounting for a massive Eight-Inch Six-Barrel Rail Gun Gatling. This massive weapon was first fitted as the main armament of the Sangu-class destroyers, and earned a reputation as a ‘Kitty Spanker’ for its ability to shatter Arkhon vessels. The Kepler’s cargo holds were converted to magazine stowage for the massive weapons.
Range: 20 miles in atmosphere, 40 miles in space
(Kitsune Values: 20 miles in atmosphere, 20,000 miles in space)
Damage:(Armor-Piercing Long Rod Penetrator)---- 5d6x10 MD to 40 ft radius per single shot
(High Explosive)---4d6x10 MD to 50 ft blast radius
(Plasma)-----2d4x 50+30 MD to 80 ft radius
Rate of Fire: Six shots per melee
Payload: Has 1,200 rds ready to fire
* PS-CGAAE-M412--- Anti-missile/fighter picket intended for convoy escort and space station protection. In addition to a full complement of PDLs, all eight weapons stations fitted with rapid-fire guns, the CGAAE-M412 has had its cargo bays outfitted as missile launch batteries, carrying Short or Medium Range Missiles.
-Missile Launchers(4)---SRM or MRM:
(Short Range Missiles)Volleys of 1-20, payload of 800(!) missiles per launch bay
(Medium Range Missiles) Volleys of 1-10, payload of 400(!) missiles per launch bay
-Decoy Launchers(4)----Launches releases a nanotech swarm of active jamming pods and decoys that are programmed to emulate a spacecraft’s sensor signature, or, at the very least, bury enemy tactical communications in ‘white noise’.
Effective Range: 25 mile jamming radius
Duration: 5 minutes per pod-spray
Effects: Jams radio signals(75% chance of jamming military band command-guidance ordnance), and 60% chance of deflecting ordinary missiles.
Payload: 18 swarm packs per launcher
-Anti-Missile Chaff Launchers(4)----Launch canisters of metal chaff or laser reflective ‘sand’: chaff has a 50% chance of distracting standard missiles, reducing laser damage by HALF, and doing 2d6 MD damage to any ships flying through the cloud, the cloud covering a 500 ft area and lasting 75 seconds(5 melee rounds), while the sand covers a 660 ft wide area fir 5 melee rounds, reduces laser damage by HALF, and does 4d6 MD to anything flying at high speed through it. Launchers have a range of 8,000 ft in space, and have 50 canisters each.
* PS-CGM-PM411---A variant rumored to have been created as part of a special ops mission, meant to bait an alien battleship that had been raiding convoys into a trap. The Keplers in question were fitted with concealed racks for heavy nuclear torpedoes intended to give enemy vessels a ‘faceful of blam’(in the words of one engineer).
-Heavy Nuclear Torpedoes --- PS Long Lance II Nuclear Missile---This is an SLBM-sized nuclear weapon that takes up the same space as SIX smaller LRMs.
NOTE: PS combat doctrine FORBIDS the use of strategic nuclear devices against planetary targets, without full authorization and coded permission from the top echelons of High Command(fortunately, as few ships carry Long Lances or strategic nuclear weapons, there have been few chances to test this doctrine).
Range: 1,000 miles(4,000 miles in space)
Damage: 2d4 x 1,000 MD to a 4.6 mile destruction radius
Rate of Fire: Volleys of 1,2,3,4, or 5
Payload: 18 missiles
(Option) PS Long Lance IV---The Long Lance IV is the next generation heavy anti-spacecraft missile from PS, and was developed after the abysmal failure of most of the launched Long Lance IIs to reach the target during the Dreadnought Crisis . This SLBM-sized weapon is smarter, heavier, and carries its own ECM and countermeasures decoy launchers to give it a better chance of penetrating a target’s defenses.
Range: 1500 miles(6,000 miles in space)
Damage: 2d4 x 1,000 MD to a 4.6 mile destruction radius
Bonuses/Special:
*ECM----The missile has its own expert system and EW transmitters for jamming enemy radar, as well as evading their sensors. The missile is -6 for guided weapons to strike. 60% chance of evading radar detection to begin with.
*Flare/Chaff Launchers(1, 6 bundles)
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 16 missiles
Last edited by taalismn on Tue Nov 15, 2011 7:02 pm, edited 1 time 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
------------
"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
------------
- ZINO
- Knight
- Posts: 4097
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: Paladin Steel Storefront
Paladin Steel ‘Kepler’ Intersystem Light Transport
nice 1
nice 1
let your YES be YES and your NO be NO but plz no maybe
- taalismn
- Priest
- Posts: 48664
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Fixed the spelling and corrected the obvious glaring errors.
-------------
"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
------------
"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
------------
- taalismn
- Priest
- Posts: 48664
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
BLACK GRAVEL Augmentation Package:
(PU2 budget of 5 million per operative)
(aka ‘Space Monkey Gland Grafts’)
“Yeah, it was a hassle, saving up ice and metal to trade for the procedure---yeah, I know I could have bought two or three power armors for the same price--- at Valiant Station , then the whole procedure itself, multiple surgeries for the feet, tail, and internals, weeks of floating gukked to the eyebrows with retroviral reconstructors pumped through my body, growing me new skin and blood vessels, and the rehab thing, but after all that, it was worth it! Especially with the increase in piracy around the old System, the Arkies and the Kithians, my ship and hab have taken more than their share of hits, including two total blowouts. The mods helped me survive, and kept me quick and able to render assistance to more than a few of my fellow Belters when theirs git decomped. A lot of ‘em used to rib me about the tingers and the tail; now some of them can’t wait to have the mod done themselves.”
Developed by the GNE military under the codename BLACK GRAVEL, this biomod is an augmentation package meant for long term deep space workers(and combat personnel). The biotech aims to better adapt terrestrial beings for working in microgravity space habitats, with alterations to counter hypoxia, radiation, and the decalicifying effects of zero gravity. The most radical features include longer, more agile toes and a long prehensile tail, giving the recipient extra ‘hands’ in zero gravity and marking them as serious spacers. Other gross changes include a tougher, leathery skin that can act as insulation against decompression, folds of skin protecting sensitive body parts(like the testicles) from extremes of cold and radiation for short periods of time, and extra eyelids that protect the eyes from pressure loss and airborne irritants. With the right training, the recipient can survive short stints exposed to hard vacuum without a spacesuit in an emergency.
BLACK GRAVEL is becoming popular with PS/ASI spacers, asteroid miners, Stelmarines, and outposters, especially deep space. This biomod is one of the few PS genie-mods that is available to the general populace(albeit at its full price) for diehard spacers(and there are many takers), although it is frequently offered as an incentive package for indie spacers to join the GNE/PS/ASI under contract. The downside of the gene-mode, besides the fact that the modifications(especially the tail) may lead to the recipient being mistaken as a d-bee or mutant, and the feet and tail require refitting of the spacer’s spacesuits and clothing to accommodate the new appendages.
-Ambidextrous---+1 APM, +1 parry, +5% to Climbing, Pick Locks, Palming, Concealment, and Mechanical/Electrical repair.
-Prehensile Feet---While not agile enough to accurately hold and shoot weapons(-6 to strike), this adaptation does give the recipient a +15% to climbing/rappeling, and a +1 to dodge when in a position where having an extra handhold is a bonus(like swinging between lines or scrabbling around a gravity-less compartment). +1 APM(with feet).
-Prehensile Tail----Length is 1d4 feet longer than the person’s height, adds +1 APM, is +5 to dodge and +1 to strike/parry. Can carry 1/3 the character’s P.S. weight amount, and haul HALF it.
-Armored Eyes---(Protect against loss of pressure)
-Radiation Resistance---Thickened cell walls and extra layers of skin provide some added protection from the increased levels of radiation found in space. Can handle ten times the normal safe rad limits for their species.
-Circadian Rhythms--Since space habitats and spacecraft can have wildly varying ‘days’, when a regular day/night cycle cannot be maintained for psychological and physiological well being, this adaptation comes in handy.
-Lungs: Enhanced---The lungs are modified to handle changes in air pressure, allowing the recipient to go between various habitats and environmental situations without suffering from the equivalent of altitude sickness. Can hold breath for about 10 minutes, and fatigues at half the normal rate.
-Lungs: Filtration---The recipient can now breath tainted air; +5 save versus gases
-Lungs: Third Lung---Extra lung capacity---Combined with the Enhanced Lungs, the recipient can effectively hold their breath for 2d6+12 minutes. Can also breath carbon dioxide if necessary.
-Calcifier----(toughens the skeleton, but also prevents bone loss in microgravity). A single attack must do 70 or more points of damage before it can break a bone.
-Increased Armor Rating(this reflects subdermal ‘skinweave’ that both protects from shrapnel, but also contracts to serve as a sort of pressure girdle against pressure loss(and explosive decompression). A.R. 14.
-Increased SDC--- This gives the recipient tougher skin than some old-style spacesuits, and further helps the epidermis serve as an enhanced survival suit in decompression situations. (100 SDC)
-Heightened Sense of Balance---Adapted to better adapt the person to living without a definite up-and-down. The vagris nerve is modified to control the urge to vomit under disorientation, and such cues as inner ear signals can be consciously ‘overriden’ with less difficulty. +2 roll, +5 to maintain balance, +10% to Acrobatics, Gymnastics, Climbing, and Movement: Zero Gravity, and the recipient can fire an aimed, Called Shot or burst without penalty while moving, tumbling, or spinning in zero gravity.
Total bonuses:
+3 APM( 1 with feet, 1 with tail)
+1 to dodge(using feet)
+5 to dodge and +1 to strike/parry(w/tail)
+1 parry
+2 roll
+5 to maintain balance
+5% to Climbing, Pick Locks, Palming, Concealment, and Mechanical/Electrical repair
+15% to climbing/rappeling
+10% to Acrobatics, Gymnastics, Climbing, and Movement: Zero Gravity(so, whopping +30% to Climbing)
+5 save versus gases
+100 SDC
COLD GRAVEL
COLD GRAVEL is an upgrade package to the BLACK GRAVEL biomod package, costing an extra 700,000 credits. COLD GRAVEL is aimed at deep space survival when immediate rescue isn’t possible.
-Cold Insulation---Extra layers of modified fat cells provide insulation against the cold of space. Normal freezing temperatures do NO damage, and cold-based attacks(including magic) do only HALF damage.
-Hibernation---This ability allows the recipient to go into a state of torpor for up to a year, with as little as four hours preparation. During this time the biomodded person is in a mild coma and uses only 1/10 the normal amount of air and other consumables as a fully awake person would.
-Energy Reserve:(Fatty Bladder)---An extra energy-storage organ that stores water and nutrients, allowing the person to last one day per P.E. point without food or water. Used in combination with the Hibernation ability, this allows a torpored space traveller to live off stored fat and water while awaiting rescue.
(PU2 budget of 5 million per operative)
(aka ‘Space Monkey Gland Grafts’)
“Yeah, it was a hassle, saving up ice and metal to trade for the procedure---yeah, I know I could have bought two or three power armors for the same price--- at Valiant Station , then the whole procedure itself, multiple surgeries for the feet, tail, and internals, weeks of floating gukked to the eyebrows with retroviral reconstructors pumped through my body, growing me new skin and blood vessels, and the rehab thing, but after all that, it was worth it! Especially with the increase in piracy around the old System, the Arkies and the Kithians, my ship and hab have taken more than their share of hits, including two total blowouts. The mods helped me survive, and kept me quick and able to render assistance to more than a few of my fellow Belters when theirs git decomped. A lot of ‘em used to rib me about the tingers and the tail; now some of them can’t wait to have the mod done themselves.”
Developed by the GNE military under the codename BLACK GRAVEL, this biomod is an augmentation package meant for long term deep space workers(and combat personnel). The biotech aims to better adapt terrestrial beings for working in microgravity space habitats, with alterations to counter hypoxia, radiation, and the decalicifying effects of zero gravity. The most radical features include longer, more agile toes and a long prehensile tail, giving the recipient extra ‘hands’ in zero gravity and marking them as serious spacers. Other gross changes include a tougher, leathery skin that can act as insulation against decompression, folds of skin protecting sensitive body parts(like the testicles) from extremes of cold and radiation for short periods of time, and extra eyelids that protect the eyes from pressure loss and airborne irritants. With the right training, the recipient can survive short stints exposed to hard vacuum without a spacesuit in an emergency.
BLACK GRAVEL is becoming popular with PS/ASI spacers, asteroid miners, Stelmarines, and outposters, especially deep space. This biomod is one of the few PS genie-mods that is available to the general populace(albeit at its full price) for diehard spacers(and there are many takers), although it is frequently offered as an incentive package for indie spacers to join the GNE/PS/ASI under contract. The downside of the gene-mode, besides the fact that the modifications(especially the tail) may lead to the recipient being mistaken as a d-bee or mutant, and the feet and tail require refitting of the spacer’s spacesuits and clothing to accommodate the new appendages.
-Ambidextrous---+1 APM, +1 parry, +5% to Climbing, Pick Locks, Palming, Concealment, and Mechanical/Electrical repair.
-Prehensile Feet---While not agile enough to accurately hold and shoot weapons(-6 to strike), this adaptation does give the recipient a +15% to climbing/rappeling, and a +1 to dodge when in a position where having an extra handhold is a bonus(like swinging between lines or scrabbling around a gravity-less compartment). +1 APM(with feet).
-Prehensile Tail----Length is 1d4 feet longer than the person’s height, adds +1 APM, is +5 to dodge and +1 to strike/parry. Can carry 1/3 the character’s P.S. weight amount, and haul HALF it.
-Armored Eyes---(Protect against loss of pressure)
-Radiation Resistance---Thickened cell walls and extra layers of skin provide some added protection from the increased levels of radiation found in space. Can handle ten times the normal safe rad limits for their species.
-Circadian Rhythms--Since space habitats and spacecraft can have wildly varying ‘days’, when a regular day/night cycle cannot be maintained for psychological and physiological well being, this adaptation comes in handy.
-Lungs: Enhanced---The lungs are modified to handle changes in air pressure, allowing the recipient to go between various habitats and environmental situations without suffering from the equivalent of altitude sickness. Can hold breath for about 10 minutes, and fatigues at half the normal rate.
-Lungs: Filtration---The recipient can now breath tainted air; +5 save versus gases
-Lungs: Third Lung---Extra lung capacity---Combined with the Enhanced Lungs, the recipient can effectively hold their breath for 2d6+12 minutes. Can also breath carbon dioxide if necessary.
-Calcifier----(toughens the skeleton, but also prevents bone loss in microgravity). A single attack must do 70 or more points of damage before it can break a bone.
-Increased Armor Rating(this reflects subdermal ‘skinweave’ that both protects from shrapnel, but also contracts to serve as a sort of pressure girdle against pressure loss(and explosive decompression). A.R. 14.
-Increased SDC--- This gives the recipient tougher skin than some old-style spacesuits, and further helps the epidermis serve as an enhanced survival suit in decompression situations. (100 SDC)
-Heightened Sense of Balance---Adapted to better adapt the person to living without a definite up-and-down. The vagris nerve is modified to control the urge to vomit under disorientation, and such cues as inner ear signals can be consciously ‘overriden’ with less difficulty. +2 roll, +5 to maintain balance, +10% to Acrobatics, Gymnastics, Climbing, and Movement: Zero Gravity, and the recipient can fire an aimed, Called Shot or burst without penalty while moving, tumbling, or spinning in zero gravity.
Total bonuses:
+3 APM( 1 with feet, 1 with tail)
+1 to dodge(using feet)
+5 to dodge and +1 to strike/parry(w/tail)
+1 parry
+2 roll
+5 to maintain balance
+5% to Climbing, Pick Locks, Palming, Concealment, and Mechanical/Electrical repair
+15% to climbing/rappeling
+10% to Acrobatics, Gymnastics, Climbing, and Movement: Zero Gravity(so, whopping +30% to Climbing)
+5 save versus gases
+100 SDC
COLD GRAVEL
COLD GRAVEL is an upgrade package to the BLACK GRAVEL biomod package, costing an extra 700,000 credits. COLD GRAVEL is aimed at deep space survival when immediate rescue isn’t possible.
-Cold Insulation---Extra layers of modified fat cells provide insulation against the cold of space. Normal freezing temperatures do NO damage, and cold-based attacks(including magic) do only HALF damage.
-Hibernation---This ability allows the recipient to go into a state of torpor for up to a year, with as little as four hours preparation. During this time the biomodded person is in a mild coma and uses only 1/10 the normal amount of air and other consumables as a fully awake person would.
-Energy Reserve:(Fatty Bladder)---An extra energy-storage organ that stores water and nutrients, allowing the person to last one day per P.E. point without food or water. Used in combination with the Hibernation ability, this allows a torpored space traveller to live off stored fat and water while awaiting rescue.
-------------
"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
------------
"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
------------
- taalismn
- Priest
- Posts: 48664
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
LATE OMEGA Augmentation Package:
(PU2 budget of 7,640,000 per operative)
“Is that bite supposed to infect me, change me, alter me, mutate me, or make me one of you? Because it’s not! All it’s doing is annoying me and making me wish I wasn’t looking up so close at you, because you are one UGLY zombie, or berserker, or freak of science, or whatever the hell you are...and you’re still gnawing on my arm. So I’m going to have to ask you to stop. Only I don’t think you understand a damn thing that I’m saying, do you? Well, I guess that just leaves this.” (sound of gun cocking)
The LATE OMEGA bio-mod package is designed to allow soldiers(and explorers) to survive harsh conditions expected to be found in many post-apocalyptic ruins and alternate dimensions. Emphasis is on sheer physical toughness and immunity to as many detrimental environmental factors as possible. LATE OMEGA recipients tend to have ‘pudgy’ builds, leathery skin, dark complexions, and dark eyes. Because of their digestive adaptations, many LATE OMEGA bio-mods become either fanatical samplers of various foodstuffs because they can handle them, or else become blaise about whatever they eat, seeing it only as fuel to stoke their bodies. Besides the aforementioned explorers and soldiers, LATE OMEGA is also offered to Paladin Steel’s itinerant interdimensional workers(especially senior engineers and troubleshooters).
-Armored Eyes---Provides protection against sand and other airborne irritants.
-Polarized Vision---Built-in glare protection; also protects against UV.
-Radiation Resistance---Thickened cell walls and extra layers of skin provide some added protection from the increased levels of radiation found in space. Can handle ten times the normal safe rad limits for their species.
-Lungs: Enhanced---The lungs are modified to handle changes in air pressure, allowing the recipient to go between various habitats and environmental situations without suffering from the equivalent of altitude sickness. Can hold breath for about 10 minutes, and fatigues at half the normal rate.
-Lungs: Filtration---The recipient can now breath tainted air; +5 save versus gases
-Lungs: Third Lung---Extra lung capacity---Combined with the Enhanced Lungs, the recipient can effectively hold their breath for 2d6+12 minutes. Can also breath carbon dioxide if necessary.
-Enhanced Immune System----Effectively impervious to disease, and +1 save vs poisons and toxins
-Modified Appendix---+5 save versus poisons, +3 save versus drugs and other toxins. Damage and penalties from toxins are HALVED, and duration is only 25% of normal.
-Modified Stomach--Reduced fatigue rate, +1 save vs poison, +6 to save versus food poisoning and stomach illnesses. Also gets a +1 to initiative and +1d6+1 to Speed for 1 hour after eating.
-Enhanced Kidneys---+2 save versus poisons, +1 save versus drugs and other toxins. Damage and penalties from toxins are HALVED, and duration is only 50% of normal.
-Pre-Stomach---Can digest grass and other nutrient-poor foodstuffs.
-Electrical Resistance---Takes HALF damage from electrical attacks, and can take up to 200 volts of charge without adverse effect.
-Cold Resistance---Takes HALF damage from cold-based attacks, and temperatures as low as freezing have no adverse effects.
-Bio-Regeneration: Healing Factor---+1d6+6 Hit Points, +25 SDC, +3 save versus magic, poison, and toxins, +3 save versus psionic attacks, heals 3 SDC every 10 minutes, 1 Hit Point every 15 minutes, can instantly regenerate 4d6 HP twice per 24 hours.
-Armor Rating Increase(A.R. 13)
-SDC Augmentation---+240 SDC
-Heat Resistance---Takes HALF damage from heat-based attacks, can tolerate temperatures as high as 130 degrees without adverse effect, and hold objects as hot as 200 degrees F without problem.
-Butcher’s Gland---The recipient can eat raw, spoiled, or alien meat without ill effect.
-Energy Reserve:(Fatty Bladder)---An extra energy-storage organ that stores water and nutrients, allowing the person to last one day per P.E. point without food or water.
-Gland: Melatonin---Not as advanced as the PU2 gland, but still impressive: the recipient tans easily, adapting to local UV and harsh sunlight quickly. Never suffers from sunburn or skin cancers.(
Total bonuses:
+3 save versus magic
+3 save versus psionic attacks
+5 save versus gases
+12 save versus poisons
+8 save versus drugs and other toxins
Damage and penalties from toxins are 25% of normal, and duration is only 25% of normal.
+1d6+6 Hit Points
+265 SDC
LEAD MONGOOSE Augmentation Package:
(PU2 budget of 10 million per operative)
*GWUNCH*
###”......”###
#”That looked like it hurt. How are you feeling down there?”#
##”....zzurgggghhh...considering I just landed full on my back, my gyrostabilizer’s temporarily offline, my pain receptors on full-fire mode...after being thrown by a meatbody in hand to hand sparring...I don’t know rightly if I should kill the guy or kiss him.”##
#”Why not both? You Blood Riders are into that sort of thing, right?”#
##”You Darkwaters are such cold fish....tell you what; YOU get the next round of training these meatbags our Elders agreed to assist.”##
LEAD MONGOOSE is the project code given to a eugenic enhancement package in the GNE that is aimed at creating a tougher anti-robot soldier. Unlike TUNGSTEN CREED, the emphasis is more on brute strength and staying power, allowing a soldier to carry heavy anti-armor weaponry and match robots like the Coalition Skelebot in hand to hand combat. Troops with the Robot Hunter occupational training or heavy weapons special operations are the intended recipients of LEAD MONGOOSE augmentation. LEAD MONGOOSE soldiers tend to heavy musculature, yet they are surprisingly fast and agile in melee combat.
-Ambidextrous---+1 APM, +1 parry, +5% to Climbing, Pick Locks, Palming, Concealment, and Mechanical/Electrical repair.
-Bioregeneration(Chimera)---Heals 1d6 HP or 1d6+3 SDC per melee of rest or sleep.
-Strength: Supernatural(!)
-Enhanced Strength---+1d6+1 to P.S.
-Reinforced Skeleton---+2d6+10 SDC, +3 to roll with punch, +2 damage bonus to punches, elbow strikes, and kicks. Can also head-butt for 2d6+ P.S. bonuses.
-Reinforced Spinal Cord---+3 roll, and takes only 1/3 normal damage on a successful roll.
-SDC Augmentation---+240 SDC
-Improved Physical Endurance--+1 P.E., +2d6 SDC
Total bonuses:
+1 APM
Supernatural P.S.
+1d6+1 to P.S.
+1 P.E.
+1 parry
+6 roll
+2 damage
+250 SDC+4d6 SDC
+5% to Climbing, Pick Locks, Palming, Concealment, and Mechanical/Electrical repair
(PU2 budget of 7,640,000 per operative)
“Is that bite supposed to infect me, change me, alter me, mutate me, or make me one of you? Because it’s not! All it’s doing is annoying me and making me wish I wasn’t looking up so close at you, because you are one UGLY zombie, or berserker, or freak of science, or whatever the hell you are...and you’re still gnawing on my arm. So I’m going to have to ask you to stop. Only I don’t think you understand a damn thing that I’m saying, do you? Well, I guess that just leaves this.” (sound of gun cocking)
The LATE OMEGA bio-mod package is designed to allow soldiers(and explorers) to survive harsh conditions expected to be found in many post-apocalyptic ruins and alternate dimensions. Emphasis is on sheer physical toughness and immunity to as many detrimental environmental factors as possible. LATE OMEGA recipients tend to have ‘pudgy’ builds, leathery skin, dark complexions, and dark eyes. Because of their digestive adaptations, many LATE OMEGA bio-mods become either fanatical samplers of various foodstuffs because they can handle them, or else become blaise about whatever they eat, seeing it only as fuel to stoke their bodies. Besides the aforementioned explorers and soldiers, LATE OMEGA is also offered to Paladin Steel’s itinerant interdimensional workers(especially senior engineers and troubleshooters).
-Armored Eyes---Provides protection against sand and other airborne irritants.
-Polarized Vision---Built-in glare protection; also protects against UV.
-Radiation Resistance---Thickened cell walls and extra layers of skin provide some added protection from the increased levels of radiation found in space. Can handle ten times the normal safe rad limits for their species.
-Lungs: Enhanced---The lungs are modified to handle changes in air pressure, allowing the recipient to go between various habitats and environmental situations without suffering from the equivalent of altitude sickness. Can hold breath for about 10 minutes, and fatigues at half the normal rate.
-Lungs: Filtration---The recipient can now breath tainted air; +5 save versus gases
-Lungs: Third Lung---Extra lung capacity---Combined with the Enhanced Lungs, the recipient can effectively hold their breath for 2d6+12 minutes. Can also breath carbon dioxide if necessary.
-Enhanced Immune System----Effectively impervious to disease, and +1 save vs poisons and toxins
-Modified Appendix---+5 save versus poisons, +3 save versus drugs and other toxins. Damage and penalties from toxins are HALVED, and duration is only 25% of normal.
-Modified Stomach--Reduced fatigue rate, +1 save vs poison, +6 to save versus food poisoning and stomach illnesses. Also gets a +1 to initiative and +1d6+1 to Speed for 1 hour after eating.
-Enhanced Kidneys---+2 save versus poisons, +1 save versus drugs and other toxins. Damage and penalties from toxins are HALVED, and duration is only 50% of normal.
-Pre-Stomach---Can digest grass and other nutrient-poor foodstuffs.
-Electrical Resistance---Takes HALF damage from electrical attacks, and can take up to 200 volts of charge without adverse effect.
-Cold Resistance---Takes HALF damage from cold-based attacks, and temperatures as low as freezing have no adverse effects.
-Bio-Regeneration: Healing Factor---+1d6+6 Hit Points, +25 SDC, +3 save versus magic, poison, and toxins, +3 save versus psionic attacks, heals 3 SDC every 10 minutes, 1 Hit Point every 15 minutes, can instantly regenerate 4d6 HP twice per 24 hours.
-Armor Rating Increase(A.R. 13)
-SDC Augmentation---+240 SDC
-Heat Resistance---Takes HALF damage from heat-based attacks, can tolerate temperatures as high as 130 degrees without adverse effect, and hold objects as hot as 200 degrees F without problem.
-Butcher’s Gland---The recipient can eat raw, spoiled, or alien meat without ill effect.
-Energy Reserve:(Fatty Bladder)---An extra energy-storage organ that stores water and nutrients, allowing the person to last one day per P.E. point without food or water.
-Gland: Melatonin---Not as advanced as the PU2 gland, but still impressive: the recipient tans easily, adapting to local UV and harsh sunlight quickly. Never suffers from sunburn or skin cancers.(
Total bonuses:
+3 save versus magic
+3 save versus psionic attacks
+5 save versus gases
+12 save versus poisons
+8 save versus drugs and other toxins
Damage and penalties from toxins are 25% of normal, and duration is only 25% of normal.
+1d6+6 Hit Points
+265 SDC
LEAD MONGOOSE Augmentation Package:
(PU2 budget of 10 million per operative)
*GWUNCH*
###”......”###
#”That looked like it hurt. How are you feeling down there?”#
##”....zzurgggghhh...considering I just landed full on my back, my gyrostabilizer’s temporarily offline, my pain receptors on full-fire mode...after being thrown by a meatbody in hand to hand sparring...I don’t know rightly if I should kill the guy or kiss him.”##
#”Why not both? You Blood Riders are into that sort of thing, right?”#
##”You Darkwaters are such cold fish....tell you what; YOU get the next round of training these meatbags our Elders agreed to assist.”##
LEAD MONGOOSE is the project code given to a eugenic enhancement package in the GNE that is aimed at creating a tougher anti-robot soldier. Unlike TUNGSTEN CREED, the emphasis is more on brute strength and staying power, allowing a soldier to carry heavy anti-armor weaponry and match robots like the Coalition Skelebot in hand to hand combat. Troops with the Robot Hunter occupational training or heavy weapons special operations are the intended recipients of LEAD MONGOOSE augmentation. LEAD MONGOOSE soldiers tend to heavy musculature, yet they are surprisingly fast and agile in melee combat.
-Ambidextrous---+1 APM, +1 parry, +5% to Climbing, Pick Locks, Palming, Concealment, and Mechanical/Electrical repair.
-Bioregeneration(Chimera)---Heals 1d6 HP or 1d6+3 SDC per melee of rest or sleep.
-Strength: Supernatural(!)
-Enhanced Strength---+1d6+1 to P.S.
-Reinforced Skeleton---+2d6+10 SDC, +3 to roll with punch, +2 damage bonus to punches, elbow strikes, and kicks. Can also head-butt for 2d6+ P.S. bonuses.
-Reinforced Spinal Cord---+3 roll, and takes only 1/3 normal damage on a successful roll.
-SDC Augmentation---+240 SDC
-Improved Physical Endurance--+1 P.E., +2d6 SDC
Total bonuses:
+1 APM
Supernatural P.S.
+1d6+1 to P.S.
+1 P.E.
+1 parry
+6 roll
+2 damage
+250 SDC+4d6 SDC
+5% to Climbing, Pick Locks, Palming, Concealment, and Mechanical/Electrical repair
-------------
"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
------------
"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
------------
Re: Paladin Steel Storefront
You are on a roll.
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...
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...
- taalismn
- Priest
- Posts: 48664
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
abtex wrote:You are on a roll.
Well, I'd have to be, considering we ran out of doughnuts at my house..
-------------
"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
------------
"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
------------
- ZINO
- Knight
- Posts: 4097
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: Paladin Steel Storefront
LATE OMEGA Augmentation Package:
nice1
nice1
let your YES be YES and your NO be NO but plz no maybe
- taalismn
- Priest
- Posts: 48664
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
LEAD MONGOOSE would have been even more formidable, but Supernatural Strength is EXPENSIVE(I'm trying to keep the budget cap below 10 million credits; otherwise the bean-counters in Accounting will argue it's cheaper to buy MDC power armors that can be more easily upgraded, shared, and reused, rather than spend the same amount on a seingle SDC-grade supersoldier who'd still need MDC armor).
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"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
------------