Karthok wrote:Thanks, abtex.
Sorry, Karthok. I'm not real good at overall organization(a problem, I'm afraid, extends to other aspects of my life as well), usually because I have a short attention span before I'm off on the next projec- SQUIRREL!
And with that in mind, here's the next heavy-on-repost material car for you adventurers out there...
Paladin Steel Checker Marathon II---The Megadamage Taxi Cabhttp://www.americandreamcars.com/1976checkermarathona110608.jpg http://www.vestaldesign.com/blog/wp-content/uploads/checker-sm.jpg“It doesn’t matter if you’ve got a robot, dragon, swamp thing, or a stark naked elven maiden in the back seat. As long as they ain’t threatening you, you take ‘em where they want to go.”
“You’re kidding me about the naked elf, aren’t you?”
“Had my third one this month yesterday.”
“...Can I borrow your route?”
“Of course, we had to lose the Splugorth Cultists after her. Something about an interrupted sacrifice.”
“....I don’t mind.”
“I can’t believe our entire invasion got defeated by....transportation workers!(grunt)”
“Shuddup you pointy-eared little imp, and get moving along to the lock-up with the rest of youse jack-booted murdering whoresons! And we’re not ‘transportation workers’ like that’s some sort of slur, we’re TEAMSTERS! You don’t pull anything in our territory without our approval!”
‘We Pick You Up and Get You Out!”---Danger Taxi Company Slogan
This decidedly retro vehicle is a post-Rifts remake of a pre-Rifts classic; the Checker Automotive ‘Marathon’, regarded as the iconic classic ‘yellow cab’. Though production of the Marathon ended in 1982 and Checker Motors Corporation went out of business in 2009 (Old Calendar), but the iconic Marathon cabs continued to motor along for decades afterwards in various communities, often refitted internally to keep up wit the times and whims of private owners. Popular company legend has it that the Paladin Steel version is based on an actual pre-Rifts megadamage ‘novelty’ version of the vehicle built as a joke by pre-Rifts Paladin Steel employees(the company was then a manufacturer of megadamage materials and doing some vehicular chassis assembly and prototyping work), and shipped to New York City to prove how resilient their engineering was(hah-hah, our armor can handle even New York City driving, haha). Centuries later, the story goes, the same vehicle, busted up and patched up, but still running, drove up to the main PS compound in Burlington, Vermont Free State, and the ape-like driver demanded the company make good on the warranty and fix his cab. Gobsmacked, PS complied, but not before digging deep into the company archives and updating their company records and repair manuals against the chance of any future repeats of the incident. It also got PS thinking about making more such vehicles to meet the growing demands of merchants and travelers in the GNE.
Paladin Steel now turns out new production Checker Marathon IIs with the full range and quality of post-Rifts protection and options. Basic construction is of megadamage light alloys and ceramic-composites, with a variety of different powerplants available, from omni-fuel internal combustion to power crystal systems. Naturally, most of them go to taxi services, but more than a few have been bought up by M.O.M. Crazies. The most visible user of the Marathon II is generally regarded as the Danger Taxi Company(DTC), a mercenary transportation firm with franchises in Greater New England, the Relic, Lazlo, New Lazlo, Merctown, and expanding into several other cities and communities. DTC’s distinctive bright yellow and toxic-green liveried cabs have been seen driving through those cities, occasionally in the surrounding wilderness regions, and have even been reported weaving in and out of traffic in Chi-Town and Splynn.
The Checker Marathon II is generally regarded as a good, basic, ‘stock’ urban vehicle, with blocky, utilitarian lines and a wheelbase better suited for paved surfaces than rugged offroading. However, its very plain construction also makes it amenable to extensive modification, ranging from simple utility accessories to full-out luxury refits, making the Marathon II a very popular ‘project car’ with Operators and Technowizards eager to trick out their own vehicles. In general though, most buyers/operators select options for convenience and survivability; those seeking a more luxurious ride will typically buy Peregrines or Silken Swifts.
Type: PS-GC1979 Checker Marathon II
Class: Taxi Cab, Sedan
Crew: One driver, plus seating for 4 passengers. An additional two passengers can be squeezed in, making for rather close quarters in the back.
MDC/Armor by Location:
Main Body 200
Windshield(fore/aft, 2) 50 each
Windows(4) 20 each
Side Doors(4) 80 each
Wheels(4) 8 each
Height: 62.6 inches
Width: 76 inches
Length: 204.8 inches
Weight: 3,760 lbs
Cargo: Trunk space for up to 800 lbs of luggage.
Most cabbies will have a concealed(but easily accessed) weapons rack in the front of the cab.
Powerplant: Liquid Fuel(roughly 120 mile range), Electric (180 mile range), Nuclear(10 year energy life), TechnoWizardry: PPE(1,000 mile range per 15 PPE), Steam(Maximum Speed 80 MPH, 500 mile range per 11 PPE ), TK( 150 mile range per 24 PPE/30 ISP ), or Powerstone(5 year energy life) and 100 PPE reserve( recharges at 10 PPE per hour, 20 PPE/hour at a leyline, 40 PPE/hour on a nexus)
Speed: (Ground) 90 MPH
(Flying) Not possible unless hoverjet conversion option has been taken
(Water) Not possible unless amphibious conversion option has been taken
Market Cost: 350,000 credits for Liquid Fuel, 380,000 credits for Electric, 6 million credits for Nuclear, 460,000 credits for TechnoWizardry PPE Battery, 400,000 credits for TW Steam, 400,000 credits for TW TK, or 650,000 credits for Powerstone
Systems of Note:
Tinted Windows(standard)
Dashboard Compass
Life Support w/ Full Air-Conditioning and Air Filtration(8 hour air supply)
Radio: 50 mile range
Stereo System
Normal Light/IR Headlights
Run-Flat Tires
Most Cabs will have a mileage counter/timer, credit-stick reader, armored change/cash box(60 MDC), and inertial compass. A roof-mounted lighted ‘taxi’ availability sign(or small holo-display) is also commonplace.
Weapons Systems: None standard, but expect heavy armaments as Options(especially around Madhaven)
Options:
The following are just a few of the many Options available to the Marathon II:
(Auto enthusiasts may also consult Rifts Mercenaries and Triax 2 for additional vehicular options)
*Extra Armor---Additional armor plates can be built in for extra protection. This installation is not applique, but internal, to preserve the otherwise innocuous appearance of the vehicle, so it costs slightly more. For the sake of calculating movement penalties, three armor weight categories are used; Light, Medium, and Heavy, and several armor options are offered.
*Light----Adds 10-100 MDC main body, + 1 tons, without movement penalties. Note: This degree of armoring will NOT be obvious to observers.
----Cost: 18,000 credits per 10 MDC
*Medium---Adds 110-200 MDC main body, +2 tons, but with a reduction in top speed of 15%. Note: There’s a 40% chance of observers noticing that the car looks altered and uparmored.
----Cost: 21,000 credits per 10 MDC
*Heavy----Adds 210-360 MDC main body, +4 tons, but with a reduction in top speed of 25%. Note: this level of armoring will be MOST obvious to onlookers.
----Cost: 25,000 credits per 10 MDC
*Laser Ablative Armor(Option)--- Eight coats of wax not enough? Get your car refitted with PS’s laser ablative armor, available in just about any color(though metallic hues are most often requested). Reduces laser damage done to your vehicle by HALF. VFLs can NOT adjust to compensate. As an added bonus, Arkhon triphase weapons do 1/10 less damage.
----Cost:+500,000 credits(Rarely available to outsiders)
*Thermal Resistant Heat-Refractory Tile Armor(Option)---Special heat-resistant materials designed originally for reentry vehicle shielding. Heat and plasma-based attacks do 1/4 damage.
----Cost: +1 million credits
*Chemical Resistant Armor(Option)----PS’s patented chemically inert armor that sheds the effects of corrosive chemicals and stick’ums. Acids and chemical weapons do NO damage.
----Cost: +1.1 million credits
*Reinforced Floor---Armors the underside of the car against IEDs and landmines. These weapons now do HALF damage, and add 180 MDC (applicable to the UNDERSIDE only). But the vehicle is now 1,000 lbs heavier, and reduce maximum speed by 10%.
Cost: 25,000 credits
*Chameoline System---Special fiber optics in the hull can change the color scheme of the Arabian between any one of ten different schemes(programmed in at the time of purchase), including basic camouflage schemes.
Cost: 100,000 credits
*Variable Optical Camouflage Suite---Based on reverse-engineered Naruni and other alien ‘invisibility’ systems, this highly sophisticated system option renders the ATMV effectively invisible to eyeball and sensor detection.
Bonuses: -20% to opposition Detect Ambush and Detect Concealment rolls; heat sensors are useless
Cost: 1.2 million credits
Note: This system is not always available for sale; only approved affiliates of PS/GNE are allowed to purchase this stealth system
*Supercharger---(Available only to Liquid-Fuelled models)--This modifies the powerplant for greater speed(albeit at greater expense)
Cost: 9,000 credits for a 20% increase in speed
*Extra Battery Capacity(available only to Electrically-powered models)---Increases range by increasing battery capacity. Extends range by 90 miles. Can be taken up to four times. Cost: 17,000 credits per upgrade.
*Speed Boost/Engine Upgrade----A more powerful engine, more efficient power train, and improved transmission can be added, improving overall speed, but at greater expense;
Speed: Can improve top speed by up to 40%
Cost: 120,000 credits per 10% of improvement over base. 300,000 credits for nuclear upgrades.
*Mag Traction System-----The ‘economy’ version of the Virtual Tread Traction System, that allows a vehicle superior handling on wet ground and sloping surfaces by generating a short range ‘virtual surface’ directly under/in front of the wheels(not strong enough to appreciably levitate the vehicle, but enough to negate any skidding or miring). The downside of it is that in anything less than a nuclear-powered vehicle, the energy expenditure can quickly drain the truck’s batteries.
Bonuses:+15% to control rolls
Penalties: If driving with a liquid fuel or electric engine, reduce gas mileage/range by 10% per hour of activation that the MagTrac system is engaged.
Cost: 80,000 credits.
*Extending Axles---The Marathon can extend its wheels on ‘landing gear’-style axles, allowing the armored car to ‘walk’ over road debris and rubble. The ‘car can negotiate obstacles up to 4 ft tall in this manner.
Cost: 200,000 credits
*Walker Legs---Replaces the wheels with robotic legs. Each leg has 60 MDC, and the vehicle’s top speed is 60 MPH, but it has superior rough terrain handling. Cost: 1 million credits
*Hovercraft Conversion----Don’t like wheels? Another expensive conversion that trades the conventional wheeled propulsion for a hoverjet GEV system.
MDC of Hoverjets(8) 60 MDC each
Speed: 120 MPH maximum, 1-6 ft off the ground, and can skim above water(no more than 3 ft waves) at 80 MPH
Cost: 2.3 million credits...or 2.7 million to add to an existing wheeled chassis(wheels fold up and out of the way of the hoverjets)
*Anti-Gravity Propulsion(GMR or Contra-Gravity)--- Advanced flight capabilities. This is more common in the Three Galaxies and gives, for extra cost, true flight capabilities. PS’s Gravitic-Magnetic Repulsion(GMR) technology is a cruder form of Contra-Gravity, and as such is both less capable but less expensive. Both types are available to consumers.
Speed Modifier: (GMR) +25 MPH
(Contra-Gravity)+40 MPH
Maximum Altitude:(GMR) 5,000 ft
(Contra-Gravity) 30,000 ft
Cost: (GMR) 200,000 credits
(Contra-Gravity) 500,000 credits
*JATO(Hover and Flight capable models only)--- Applicable to nuclear and conventionally powered vehicles. This is essentially a Power Booster(nitrous oxide injection system, improved power delivery system, rocket booster, overcharger), and a tuned-up engine to attain higher performance, if only for a few minutes.
Speed: 350 MPH for 1d4 minutes, or adds 100 MPH to an existing flight system, for 1d4 minutes. Cannot be re-engaged for another 2d6 minutes after that(recharge period, cool-down, etc.).
Cost: 200,000 credits
*Super JATO---This feature essentially makes the vehicle into a supersonic-capable aircraft! Must have flight/hoverjet capabilities and a nuclear powerplant to take advantage of this option. Super JATO adds two massive long-endurance boosters to the back of the vehicle, a spoiler wing surface above, and (retractable) canards to the nose, effectively doubling the length of the vehicle.
Speed: The vehicle can now attain Mach 1(680 MPH) for 2d6 minutes, or subsonic speeds near indefinitely
Cost: 400,000 credits
Note: PS/ASI will ONLY install this option on vehicles with a full flight system.
*Parasail System---Great for driving off cliffs, parking garages, and out of aircraft. Also ideal for those occasions if you lose power at altitude(for full flight-capable vehicles). Mounted on a standard hovervehicle, it gives limited flight capabilites, allowing for altitudes of up to 200 ft, thanks to aerodynamic lift. Automatically stows/packs itself on command.
Cost: 20,000 credits
*Submersible---Fits the vehicle for amphibious and underwater operation; watersealing, reinforced hull, sonar, depth gauge, and a small hydrojet thruster are all standard with this package.
Speed: 20 MPH, maximum depth of 1,000 ft
Cost: 200,000 credits
*Stabilization Jacks---Tired of being knocked over by concussion blasts, or being rolled over by a giant’s kick? This interesting little system uses Glitterboy-style pylon technology to las and hydraulically drive six stabilizer jacks up to 5 ft into the ground, even through concrete and metal gratings, within 5 seconds, affixing you like a barnacle, and able to stay upright in even hurricane-force winds. System can disengage in 2 seconds, for that speedy getaway.
Cost: 80,000 credits
*Sensory Cluster----MDC 80---Has the following sensors:
*Motion Detector--200 ft range
*Laser Illuminator-----6,000 ft range, Designates targets for laser-guided munitions/weapons
*Laser targeting System(+1 to strike)
*Lance Scanner---Looks like a long lance protruding from the front of the craft. The Lance Scanner contains a magnetometer() and a short-range microwave radar for groundsearching minefields(in theory, the ground radar sound be able to detect even non-metallic mines, but takes twice as long). Range: The magnetometer has a range of 4,000 ft and can detect vehicles and other metallic structures with 80% accuracy
The ground radar has a range of 3,000 ft, and has a 90% chance of detecting metal-cased mines, 60% chance of detecting non-metallic ordinance.
*Aura Scanner---For detecting and identifying PPE concentrations
Range: 2000 ft
*Bio-Scanner---Has a molecular analyzer, enhanced radiation detector, high-powered accoustic ‘shotgun mike’(3,000 ft range), and thermo-imager optics.
* Optical Cluster--- Telescopic,IR/UV, Thermo-Imaging, Audio-Video-Survellance System
Cost: 80,000 credits
*Small Sensor Cluster--Small sensor dish on a turntable
MDC: 25
Sensors: Mini-Radar--5 mile range
Motion Detector--200 ft range
Laser Illuminator-----6,000 ft range, Designates targets for laser-guided munitions/weapons
Laser targeting System(+1 to strike)
Cost: 18,000 credits
*Variable Opacity Windows---Tune the windows from crystal-clear to impenetrable mirror/black.
Cost: 300 credits
*Video Windows---These special three layer windows can be used to project a 3-D false image of what’s in the car, visible only to those outside. Your choice, from a library of CDs and tapes, or video camera mounts inside the vehicle(make it look like the vehicle is occupied, even when it isn’t!).
Cost: 1,000 credits
*Skylight---Look up and away in perfect safety, from under this armor-plas roof-panel.
Cost: 6,000 credits, 24,000 credits for MDC model(100 MDC)
*Sound Insulation: Keeps people from eavesdropping on anything being said inside the vehicle; can be combined with a ‘white noise’ generator to defeat electronic bugs.
Cost: 500 credits, 900 credits for ‘white noise’.
*Electronic Bug Sweeper---Detects the telltale EM signature of electronic trackers and listening devices on or inside the vehicle.
Cost: 2,000 credits
*PPE Detector---Detects the presence of PPE concentrations(including magically-concealed beings) in and around the vehicle(25 ft radius)
Cost: 9,000 credits
*Enhanced Communications System-----Extends radio communications out to 300 miles with a retractable antennae.
Cost: 5,000 credits
*Auto-Doc---An onboard medical system that can be quickly hooked up to a passenger to monitor and diagnose life signs, and administer common medications and broad-spectrum drugs. +10% to medical rolls when used by a competent medical technician, or can be considered to have a First Aid skill of 40%.
Cost: 40,000 credits. Drug refills cost extra
*Enhanced Life Support---This feature installs a robot-quality life support system that can recycle air for up to a week
Cost: 500,000 credits
*Crash Control/Safety Restraints/Fire Control System---Reduces the damage that passengers take in a crash by HALF. PS actually offers a 10% discount on other options if this option is taken(hey, auto insurance is sorta ridiculous in monster infested Rifts Earth, but there should be some economic incentives for safety devices...).
Cost: 10,000 credits
*Ejection Seats---Great for last minute bailouts, or, if one decides to take the ‘master control’ option built into a secret control, ejecting unwelcome passengers from the vehicle. Includes auto-deploy restraints and head protector. Typically fire the seat up to 250 ft away; comes standard with zero-altitude capability, so if you leave the kids in the car, folks, while you pick up some groceries, disable the seats first....
Cost: 6,000 credits per chair
(Master Control): 1,000 credits
*Security/Ambush Restraints---These are designed not to hold people in a crash, but to hold them, period. Specially reinforced shackle-mounts and lock-braces make sure that anyone locked into them ain’t going anywhere until you unlock them.
Ambush restraints deploy instantly from concealment, at a signal(secret control or verbal command)(+4 Entangle strike roll). Combined with an Auto-Doc, this system can be used to administer sedation drugs and keep prisoners from injuring themselves, or calling attention to themselves.
Restraints hold with a PS of 30
Cost: 8,000 credits
*Internal Roll Cage---Car takes HALF damage on a roll-over and occupants of the cab will take only 1/3 normal damage from such crashes. Cost: 10,000 credits.
*Internal Compartmentalization---Puts an armored ‘chicken plate’(100 MDC) between the driver and the rear seats. Sliding and lockable window port optional. This is especially popular with taxi cabs.
Cost: 8,000 credits. For an additional 5,000 credits, the two compartments can be made environmentally separate as well.
*Sealed Gunports----The sides of the Marathon can be fitted with up to four(two each side) NBC-sealed/locked gunports, allowing passengers using specially modified sidearms to fire at targets(-1 to strike due to the awkward angle)
Cost: 4,000 credits each
*Cyberlink Drive System--Allows a driver with a headjack to ‘jack in’ to the vehicle for more responsive control. This allows the driver to drive without their hands on the wheel(“Look, Mom, no hands!”), and/or to respond with greater speed to road situations. Similar to the system presented in Rifts: Russia, but GNE makes them less expensive(the real expense is in the implant end).
Bonuses: For anyone with the CyberVehicle Link, the following bonuses apply: +1 to initiative, +1 to strike using the vehicle or vehicle-mount weapons, +1 to Dodge, +1 Action/Attack per Melee, Base Driving skill of 45%, or +10% to existing driving skill. Driver can also ‘tweak’ the vehicle’s maximum speed by 1% per I.q. point. Note that the operator can only be controlling the vehicle while doing this....no other relevant actions(can carry on light conversation, or take a quick bite/drink, but can’t disassemble their weapons or whittle a wooden toy .
To anyone lacking the CVL, there are no bonuses to vehicle operation, but they CAN make minor adjustments to vehicle peripherals’ without using their hands(turning on/off headlights, booting up the stereo, rolling down the electric windows, adjusting the AC, etc...).
Cost: Vehicle installation is 10,000 credits, the cybervehicle link(implant) costs 120,000 credits
*Autopilot---Available in both a ‘dumb’ and a ‘smart’ version. Dumb versions will basically just keep the vehicle going straight and level on a pre-set course, never deviating from said course...the ‘dumb’ system will alert the crew if anything trips the sensors or gets in the way, and it can be programmed to stop, or deviate a set distance from course in such events, until the crew can regain/resume control.
A ‘smart’ system is actually an onboard Artificial Intelligence(AI) using PS’s new microtronics AI chips. The ‘smart’ system can actually evade and maneuver to avoid obstacles, and even anticipate trouble, while remaining on the general course. The ‘smart system’ has a +1 to dodge
Cost: 7,000 credits for the ‘dumb’ version, 12,000 credits for the ‘smart’ Auto-Pilot
For an additional 8,000 credits, this can be modified with a remote start(triggered by a remote control in the keycard) and a remote ‘recall’ that allows the owner to summon the car to him, and for another 8,000 credits, even command its functions by remote control.
*Onboard Artificial Intelligence---This installs a micro-computer AI that, in addition to monitoring the vehicle’s functions, can also actively scan for problems outside itself, anticipate problems, advise the driver. The OAI is much more responsive than a ‘smart’ autopilot, and is able to plot far more extensive course deviations, even take independent action as it falls within its orders and program parameters. An OAI, for instance, can determine that its operator/passengers are hurt and unable to help themselves(critically wounded by a passing SAMAS, for instance), and the car will begin looking for medical assistance. Most OAIs have a verbal interface, pleasant synthesized voice, and a psuedo-personality, giving them the illusion of ‘life’. An OAI has an IQ-equivalent of 10, and comes with Navigation: Land, Automotive Mechanics, Read Sensory Instruments, Weapons Systems, and Radio: Basic, all at 98%, has 3 actions/attacks per melee. Additional specialized programming may be added as the buyer/owner specifies...many owners program their cars to be able to sing or read.
Anything more sophisticated than this, and the buyer is best off using the Robot Creation Tables from Rifts Sourcebook One or Heroes Unlimited.
Cost: 500,000 credits
*Morphing ‘Armadillo’ Armor---Enfolds the ENTIRE vehicle in articulated armor plates, increasing armor protection, but effectively immobilizing the car. Can only be opened from the outside by special electronic passcode(included in cost).
Note: This can only be effectively deployed when the vehicle is landed; deployment in flight will cause the hovervehicle to drop like stone.
MDC: +200 MDC when deployed
Cost: 300,000 credits; 100,000 credits for four Glitterboy-style laser pylons that drive into the ground and anchor the vehicle to the ground(takes a Robotic PS of 40 or greater to uproot the vehicle)
*Shock Blaster Security System---This addition to the standard anti-theft locks and alarms BLASTS the miscreant with bullhorns and industrial-strength strobelights that override passersbys’ normal apathy about car alarms, and limelights the thieving bastards like jack-lit deer, as well as chiseling their eardrums and optical nerves. Imagine a flash-bang grenade going off in your face while you’re trying to coat-hangar the door-lock.....
Range: 10 ft radius
Effects: Targets without ear and eye protection are temporarily blinded and deafened; -5 to strike, -10 parry/dodge, and 40% chance of stumbling and falling per 10 ft of movement. Has a Horror Factor of 8 to anyone else standing nearby, who think the car just exploded. Effects last 1d4 melees
Cost: 700 credits
*Shocker Security System---Scaring them not enough? This system feeds them a charge of electricity that’s sure to curl their toes.
Range: 3 ft
Damage: 3d6 SDC plus Humanoids struck with this weapon must save
vs. coma or be shocked unconscious for 1D6 minutes.
Payload: 10 charge battery, or unlimited if linked to a nuclear powerplant.
Cost: 1,000 credits
*Auto-Shooter Security System--Scaring them or shocking them doesn’t do it for ya, no? You take your private property rights SERIOUS? With this little baby, anyone trying to break in will find themselves targeted by whatever weaponry your ride’s toting. A five-second warning gives them enough time to back off if they’re smart. This system is NOT recommended if you’re in the habit of locking your keys in your car.
Bonus: +3 to strike(targeting bonus), 2 Attacks per Melee until the target leaves the area of alert(typical 10-20 ft from the car), then resets itself.
Cost: 10,000 credits
*Fryolater Shock Security System---Screw mercy; they’re messing with your car! This system blasts them with megadamage electrical force; enough to reduce the average carjacker or burglar into a puff of ionized plasma and some easily swept aside ash on the ground.
Range: 3 ft
Damage: 3d6 MDC plus Humanoids struck with this weapon must save
vs. coma or be shocked unconscious for 1D6 minutes.
Payload: 10 charge battery, or unlimited if linked to a nuclear powerplant.
Cost: 20,000 credits
*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
*Oil Slick Sprayer
Range: 60 ft
Damage: (Slip Spray)---Rather than trap, this makes it impossible for people and many vehicles to gain purchase. A single application(a tablespoon) will cover nearly four square feet. Slipspray is very nearly water-resistant----it takes ALOT of water, roughly 6-10 gallons, to wash away an ounce of slipspray---or regular industrial solvents will do the trick. Slipspray breaks down after 1d4 hours of exposure to air.
Effects: Anyone trying to move across slipspray must make a roll under their Physical Prowess at -8 or go out of control at full speed. Vehicles, power armors, and light robot vehicles travelling in ground contact across sufficently large patches of slipspray will be at -15% to their piloting rolls..failure means the vehicle goes out of control and takes on the characteristics of a giant hockey puck. Depending on the hardness of the surface(must be a hard surface, not a permeable surface like dirt or gravel), certain heavy vehicles and robots(like the Triax Devastator) will be unaffected, as they simply stomp the effected surface into the subterranean. Hovercraft are NOT affected either. Cost: 40 credits per ounce(covers 8 square ft...so a gallon’s worth will cover 1,024 ft! Instant ice rink anyone?)
Rate of Fire: ECHH
Payload: 50 applications
Cost: 10,000 credits
*Acoustic Baffling---This difficult modification requires insulating the engine and passenger compartments, wrapping joints in special muffling, and fine-tuning the propulsion to make a minimum of noise. Because of the wear and tear this modification must endure in the course of vehicle operations, it requires CONSTANT upkeep(2-4 times more maintenance and tune-up time) to keep it effective. On the plus side, when it’s working, the vehicle has an 80% Prowl skill at speeds of 10 MPH or less, 60% at speeds up to 40 MPH. and 40% up to 80 MPH. Tracking the car at night by sound alone becomes near impossible, and anyone inside the vehicle will have to open a window in order to be heard outside.
Cost: 90,000 credits
*Chaff/Flare Launchers---For those of you afraid of eating a missile from your friendly Coalition Highway Patrol....
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 12 per launcher
Cost: 3,500 credits for the launchers
*EM Jammers---Great for blasting through radar traps. Radar-guided weapons are -6 to strike. Effective range of 500 ft
Cost: 50,000 credits
Weapons Options:
*Smoke/Grenade Launcher Clusters---These mini-multi-tube grenade/smoke launcher clusters can be added to the sides of the vehicle. Up to 4 can be added...two forward and two aft.
Range: (light) 1,200 ft (heavy) 2,000 ft.
Damage: Varies by Grenade Type (heavy)
Rate of Fire: Volleys of 1-3
Payload: Each launcher has 12 light or 6 heavy grenades each, for a total of 36 light grenades or 18 heavy grenades
Cost: 28,000 credits for both light and heavy varieties(grenades cost extra)
*Laser Headlights(2-4)
Range: 4,000 ft
Damage: Variable settings; 1d6, 2d6, 3d6, 4d6, or 6d6 MD per gun.
Rate of Fire: ECHH
Payload: 250 shot battery per gun. Effectively unlimited linked to a powerplant.
Cost: 30,000 credits per gun
*Hood Guns(1-2)
a) Light Pulse Laser
Range: 2,000 ft
Damage: 4d6 MD per burst
Rate of Fire: ECHH
Payload: 200 shot battery conventionally powered models(Recharges 5 shots per hour). Effectively Unlimited w/ Nuclear Powerplant
Cost: 20,000 credits
b) Light Plasma Cannon
Range: 1,500 ft
Damage: 5d6 MD per blast
Rate of Fire: ECHH
Payload: 60 shot battery conventionally powered models(Recharges 5 shots per hour).Effectively Unlimited w/ Nuclear Powerplant
Cost: 30,000 credits
c) Particle Beam Rifle
Range: 3,000 ft
Damage: 1d6x10 MD per blast
Rate of Fire: Twice per melee
Payload: 40 shot battery conventionally powered models(Recharges 5 shots per hour).Effectively Unlimited w/ Nuclear Powerplant
Cost: 40,000 credits
e) MagTech Magpulse Cannon---Fires an electromagnetic ‘vortex’ that hits with serious kinetic force.
Range: 1500ft
Damage: 3d10 MD, and, being unseen, and very fast, the force bullet imposes dodge penalties. A target is at -8 to dodge the magnetic ‘bullet’, which appears only as a heat-shimmer-like ripple in the air.
Rate of Fire: EPCHH
Payload: 100 shot battery conventionally powered models(Recharges 20 shots per hour).Effectively unlimited w/ Nuclear Powerplant
Cost: 29,000 credits
f) Light Rail Gun--A copy of the Coalition’s own C-200 ‘Dead Man’ rail gun.
Range: 4,000 ft
Damage: 1d4 MD single rd, 4d6 MD per 20 rd burst
Rate of Fire: ECHH
Payload:600 rd drum(30 bursts)
Cost: 60,000 credits
g) Light Autocannon---Essentially a vehicle-mounted ‘Taskin’ Cannon. Can also fire crowd-control rounds.
Range: 3,000 ft
Damage:(20 mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(PSX 20mm)4d4 MD per shell
1d6x10 MD per 5 rd burst
2d6x10+4 MD per 10 rd burst
Airburst does 4d4 MD to 2 ft blast radius(single shot)
(Wood rds) 6d6 SDC per shell(1d6x10 HP to vampires)
2d4x10 SDC per 5 rd burst(2d4x10 HP to vampires)
2d4 MD per 10 rd burst (3d6x10 HP to vampires)
(Crowd Control rds)humans and human-sized D-Bees must roll a D20 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174)
Rate of Fire: ECHH
Payload: 400 rds
Cost: 20,000 credits
A box of 100 20mm ‘smart’ rds costs 800 credits. A box of 100 20mm ‘smart’ Super-HEX rds costs 3000 credits
h) Light 7.62 mm Machine Gun---An SDC weapon. Can also fire rubber crowd-control bullets or silver bullets
Range: 3,000 ft
Damage: 5d6 SDC per rd
(Rubber Bullets)1D6 per three round burst. Bruises badly, but does very little damage.
Rate of Fire:Standard; single shot, burst, or wild
Payload: 500 rd drum
Cost:3,000 credits
i) Micro-Missile Launcher--- Paladin Steel’s 15mm mighty mite micro-missile launcher system.
Range:
Pattern-1A 5,700 ft
Pattern-1B 6,000 ft
Pattern-1C 6,000 ft
Pattern-1D 7,000 ft
Pattern-1E 7,500 ft
Damage/Bonuses:
Pattern-1A---1d4 MD to 2 ft blast radius
Pattern-1B---1d6 MD to 5 ft blast radius
Pattern-1C---4d6 MD to 4 ft blast radius, or 1d4 MD to a 10 ft blast radius in fragmentation mode
Pattern-1D----6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
Pattern-1E---1d4x10 MD to 3 ft blast radius
Bonuses:
Pattern-1A (None) Spin-Stabilized
Pattern-1B (None) Gyro-Compass Chip
Pattern-1C (+1 to strike, in addition to W.P. Heavy bonuses. The Pattern-1C can also be set to be a ‘beam rider’, following a laser illuminator ‘painted’ on the target for an extra +2 to strike. However, this requires expenditure of an extra attack per melee on the part of the gunner to keep the laser illuminator on target) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip.
Pattern-1D (+2 to strike, in addition to W.P. Heavy bonuses. Like the Pattern-1C, the Pattern-1D can ‘beam-ride’...again, this requires the gunner to maintain target-lock at the cost of an additional APM, but the -1D is better able to remain on target if the lock is broken. Furthermore, the missile can be keyed to lock on to the laser illuminator of other gunners...done with a pre-determined key-chip...allowing squadmates to ‘paint’ targets for fellow soldiers with micro-missile launchers). Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip.
Pattern-1E(+4 to strike, in addition to W.P. Heavy bonuses, Same ‘beamrider’ capability as with Pattern-1D. ) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
Rate of Fire: Volleys of 1, 2, 3, or 5.
Payload: 10 missiles per launcher
Cost: The Launchers cost 10,000 credits each; missiles cost extra
Pattern-1A 25 credits per McM
Pattern-1B 32 credits per McM
Pattern-1C 60 credits per McM
Pattern-1D 95 credits per McM
Pattern-1E 220 credits per McM
j)Mini-Missile Launcher---Range and damage varies by missile type, 5 missiles per hardpoint
Cost: The Launchers cost 20,000 credits each; missiles cost extra
k) Short Range Missile Launcher--1 per hardpoint
Cost: The Launchers cost 25,000 credits each; missiles cost extra
l) Flare/Chaff Launcher----6 bundles/flares per hardpoint---3,000 credits
m) Stun Gun---An electrical zap-arc that works similar to a taser, but based on a design acquired from Japan, via PS’s limited trade with that island-nation. (Stats from Rifts: japan, pg. 124)
Range: 800 ft
Damage: Setting One: (Weak Stun--Children, elderly, pregnant women, disabled)1d6 SDC
Setting Two: (Light Stun--elderly, teenagers, weak adults, small to medium animals)2d5 SDC
Setting Three: (Moderate Stun---Adults)3d6 SDC
Setting Four: (Heavy Stun---Adults in superior condition, drug-addicts, PR-Borgs, augmented humans, large animals)6d6 SDC
Setting Five:(Super-Shock---superhumans, augments, partial conversion Borgs, monsters) 1d6 MD
Stun Damage: On _correct_ setting, adults must save at 14 or higher(children and animals save at 18 or higher) or be -9 on initiative, -7 to strike/parry/dodge/roll, reduce speed/melee actions/and skill performance by HALF for 2d4 melee rounds. Additional strikes are cumulative. A successful save means the target takes damage, and loses 1 APM, but is otherwise fine.
Cumulative 15% chance per subsequent stun blast that the target will be knocked unconscious for 1d4 minutes.
Penalties: If setting is too low, the target can more easily shrug off the effects. Targets are +4 to save per each level that the blast is too low.
If setting is too high, target is +15% to lose consciousness .
Ineffective against EBA, robots, full conversion Borgs, vampires, androids, and the more powerful creatures of magic.
PR Borgs, Juicers , and Crazies are only really susceptible to Settings 4 and 5, and are +1 to save
FC Borgs are only affected by Setting 5, and are +4 to save, penalties and duration are HALF.
Young supernatural beings and lesser demons can be affected by Setting 5, but are +3 to save.
Rate of Fire: ECHH
Payload: 400 shot battery conventionally powered models(Recharges 20 shots per hour). Effectively unlimited w/ Nuclear Powerplant
Cost: 29,000 credits
n) Taser Bead Gun---A more powerful version of the S-9 ‘Sandman’ that fires an electrically-charged silicon bead that delivers an incapacitating charge on impact, while powdering in the process.
Range: 300 ft
Damage: None: Humanoids struck with this weapon must save
vs. coma or be shocked unconscious for 1D6 minutes.
Cyborgs have a 75% chance of having their cybernetics
disrupted for 1D10 minutes, and a 30% chance of a
non-vital system being permanently shorted out.
Rate of Fire: ECHH
Payload: 600 shot magazine
Cost: 6,000 credits
o)Flamethrower
Range: 300 ft for napalm gels
Damage:
(Wellington plasma napalm) 3d6 MD burst
(MD Gel)4D6 MD Upon contact, burning for 1D6 rounds doing 2D6 MD per round. Anything that the character touches also starts on fire. Any combustible materials within touching distance, clothes, brush, etc. also ignite.
Rate of Fire: Standard
Payload: Enough fuel for 35 blasts
Special Features: *Multi-Fuel Capacity
Cost: 10,000 credits
*Rear Tail Guns(1-2)---Same as for the hood guns
*Aft Trunk Turret---At the expense of the rear cargo capacity, the space can be fitted with a retractable weapons turret
a)7.62mm LMG Machinegun--- This weapon can also fire riot rounds, silver bullets, and armor-piercing ramjet rounds.
Range: 3,000 ft
Damage: 6d6 SDC per single shot, 4d6x10 SDC(1d4 MD) per 10 rd burst
Rate of Fire: EGCHH
Payload: 2,300 rds per gun
Cost: 2,500 credits
b) Rail Gun---12.7mm PS-MRG03 Snub-nose Short Gatling Gun : This high-powered four-barreled gatling rail cannon features enormous damage potential, and fair range in a small package. The MRG-03 trades range for blistering short-range fire power, and is frequently used as a ‘streetsweeper’ in built-up areas.
MDC: 30
Weight: 50lbs
Range: 2000 ft
Damage: 1D6 MD single round, 1D6x10 MD per 10 round burst,
2D6x10 +60 per Full Melee Burst of 40 rounds
Rate of Fire: EGCHH
Payload: 700 rounds
Market Cost: 12,000 credits
c)Laser---PS-34L Laser Turret
Range: 4,000 ft
Damage: 6d6 MD per dual blast
Rate of Fire: six times per melee
Payload:1000 blasts battery, unlimited nuclear
Cost: 40,000 credits
d)KTR-42X Anti-Armor Directed ElectroMagnetic Pulse(DEMP)Cannon---The KTR-42X is an upgraded version of Kera-Tech’s KTR-40X EMP Rifle(popularly known as the ‘DEMP Gun’), commissioned by Paladin Steel as a police weapon. Police and MilIntel like this weapon because it enables them to capture targets without blowing them to smithereens.
Range: 700 ft
Damage: Special. 4d6 EMP damage. The directed ElectroMagnetic Pulse (EMP) does NO obvious physical damage to the target(aside from Saint Elmo’s Fire-like electrical discharges), but attacks any electrical systems. Compare the damage inflicted to the MDC of the location being targeted. The resulting percentage is the chance the target has been disabled, due to its electrical system being shorted out. All damage is cumulative on the target, but at under 50% it leaves no permanent damage to the systems.
Any damage in excess of 50% of the target’s MDC will result in damage to its electrical system that will need to be repaired(This damage effectively stays with the target until repairs are affected...damage is typically accompanied by electrical fires and short-outs), in addition to systems degradation setting in; -10% to skill rolls involving sensor, communications, and fly-by-wire systems, -1 to strike, parry, dodge, and reduce sensor ranges by 1/3.
Any damage in excess of 75% will result in the entire electrical system needing to be REPLACED due to irreparable damage. This is DEFINITELY accompanied by severe electrical fires and spectacular pyrotechnics from the electronics. Same damage penalties as above, and there’s a 30% chance of computer operating system files being wiped, requiring booting up the system again from shielded backups or discs.
Does double damage against non-military vehicles due to their not being hardened against EMP. Does NO damage to non-mechanical/electronic targets.
Bionics are affected slightly, suffering a decrease in mobility, response, and speed, until the internal systems reset themselves. This results in a -1 to dodge, roll, and strike for the affected limb. This effect lasts 1d4 melees, non-cumulative. per blast.
Rate of Fire: Single shots, ECHH
Payload: 50 shot battery if conventionally powered(a slot allows e-clips to be used in an emergency; 20 shots per long-e-clip). Effectively unlimited if nuclear powered
Cost: 65,000 credits
e) Plasma Gun(s)
Range: 1,000 ft
Damage: 4d6 MD single blast, 8d6 MD for both guns firing simultaneously
Rate of Fire: ECHH
Payload: 120 shots before the generator needs to recharge; takes 20 minutes to recharge. Unlimited linked to a powerplant.
Cost: 90,000 credits
Options:
*SprayFire Barrel Modification Kit--- This mod mounts a ‘watering can’ of multiple short projection coils on the barrel, splitting the plasma discharge into a dozen smaller plasma mini-bolts. Range drops to 500 ft, but the bolts do 3d6 MD to a 20 ft wide area.
Cost: +18,000 credits
*Plasma Bolt-exploder----Rather than a single plasma bolt, this mod supercharges the outgoing shot into a sort of freeform plasma ‘grenade’ whose cohesion deteriorates faster, resulting in shorter range, but which explodes with greater area of effect and intensity.
Reduce range by HALF, but the bolt now does 1d4x10 MD and explodes in a 5 ft blast radius . A single plasma ‘grenade’ costs two shots from the battery capacity.
Cost: +10,000 credits
f) Ion Cannon(s)
Range: 1,600 ft (1,000 ft underwater)
Damage: 5d6 MD single shot; 1d6x10 MD per dual simultaneous shot.
Rate of Fire: Standard
Payload: 100 **** battery. Effectively Unlimited linked to a powerplant.
Cost: 22,000 credits
Options:
*Ion Scatter-Shot Module---This is a barrel clip-on that turns the PSIR-6 into a short range shotgun with an area of effect blast. Reduce range to 400 ft, but does 4d6 MD to a 12 ft wide area. Cost: 6,000 credits
*Ion Step-Down Module---This barrel attachment, rather than increase range or power, actually ‘steps down’ the power of ion bolts into the SDC range, and modulates their effect, making the weapon in effect a ‘super-taser’(albeit it with flash-burns). An added power regulation chip allows the weapon to use less power in SDC mode. Switching between MD/SDC modes takes 2 actions. Popular with urban security and police units.
Range:(SDC shots) 600 ft
Damage: 1d6 SDC shock-burn. Plus, victims must make a save of 14 or better, or be -8 to strike, parry, and dodge for 2d6 melees. A savings throw versus non-lethal poison means the person is unimpaired. 25% chance of knocking out unshielded cybernetics for 1d4 melees.
Payload: 1 MD shot equals 10 SDC shots
Cost: 4,000 credits
g) Particle Beam
Range: 3,200 ft
Damage: 1d6x10 MD to an 8 ft wide swath
Rate of Fire: ECHH
Payload: 60 shot battery. Effectively Unlimited linked to a powerplant.
Cost: 150,000 credits
h) Sonic Cannon
Range:700 ft in air
Damage::Wide Beam: 4d6 MD to a 30 ft area
Concentrated Beam: 1d4x10 MD per blast
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor.
Unprotected personnel must save versus non-lethal poison (16 or higher) or be stunned for 1d4 melee rds. People in sealed power armor save at an 8 or higher for the wide area blast, but make a standard save for the concentrated blast.
Sonar Blast----This is an enormous ‘belch’ of sonic cacophony that can blind sonar systems within range with a mass of ‘white noise’, knocking them out for 1d4 melees. Sonar and acoustic homing systems will lose target lock, and sonar-using creatures will be stunned and ‘blind’ for 1d4 minutes.
Vibration Blast---This takes up ALL attacks per melee to initiate and maintain, and consists of focusing a low powered beam on a sealed ship(submarines are ideal), and gradually inducing an ultra-low frequency vibration throughout its structure. While this doesn’t do any damage per se, it does affect the hearing and inner ears of crewmembers, causing creeping disorientation and increasing unsettledness, leading up to nausea. After one melee people with unprotected hearing(or un-insulated contact with the ship’s hull structure) will be -1 to strike, parry, and dodge, and -5% to skills(they become easily distracted). After two melees they are -2 to strike, parry, and dodge, -10% to skills, and are -10% to their sense of balance...and so on...People with protected hearing are immune to the effect, but beings with enhanced hearing are TWICE as susceptible to the effects.
This setting is most effective against vessels 60 ft long or smaller...larger vessels will take an extra full melee per 50 ft of length for this to work...or several cannon working in concert, to be effective.
Rate of Fire:(Sonic Blast) ECHH
Payload:(Sonic Blast) 250 shot battery. Effectively unlimited linked to a powerplant
Cost: 70,000 credits
i) 30mm Grenade Launcher
Range:1,200 ft
Damage:
(SDC)* (Fragmentation) 2d6x10 SDC to 16 ft radius
(High Explosive) 6d6x10 SDC to 4 ft radius
(Armor Piercing) 1d4x100 SDC, no blast radius
(Crowd Control rds)---Essentially an expanding plastic ‘flyswatter’ that delivers a bruising knockdown punch. Cut effective range to 200 ft. Does 2d4 SDC per rd, humans and human-sized D-Bees must roll a D20-5 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174). Human-sized light power armors(500-800 lbs) also roll on a D20, but are +2 to save versus knockdown
(Wood Rounds) 7d6 SDC single shot (1d4x10+5 HP to vampires), no blast radius
*(Yes, I know, why include SDC when it just as quickly becomes MDC? You’re still being hit with a pretty hefty shell)
(MD)(HE) 2d6(12 ft blast radius)
A 5 rd burst does 1d4x10 MD to an 20 ft area
(Armor-Piercing) 4d6(3 ft blast radius)
A 5 rd burst does 1d4x10 MD to an 9 ft area
(light micro-fusion) 6d6 MD (12 ft blast radius)
A 5 rd burst does 1d6x10 MD to an 25 ft area
(HESH (High Explosive Squash Head)) - Designed to ‘spald’ off armor on the interior of power armors and vehicles. Composite ‘chobham’(layered armor and nylon mesh) armor reduces this internal damage by HALF, by holding the armor together.
HESH rounds do NOT have a blast radius.
3D6 MD plus 4D6 SDC to the person(s) inside the object.
(Incendiary) 2d4 MD to a 12 ft blast radius, plus an additional 1d6 MD per melee for 1d6 melees.
The GL can also be used to fire radio beacon adhesion heads, flare rounds, paint shells, EMP grenades, flash-bangs, and, it’s rumored, TW grenades like the feared ‘Snuffers’ and Aura of Doom curse grenades.
Rate of Fire: ECHH
Payload: 80 shot magazine
Note: The Drum magazines are fully compatible with the PS ‘Drum Mine’ system that allows large-caliber ammunition drums to be converted into boobytraps/mines.
Cost: 19,000 credits; SDC rounds cost 40-60 credits each, Crowd Control rounds cost 20 credits each, standard 30mm HE grenades cost 400 credits each, armor-piercing cost 550 credits each, micro-fusion(rarely available on the open market) cost 1,500 credits each, Incendiary cost 600 credits each.
j) 40mm Grenade Launcher
Range:7,000 ft
Damage: Fragmentation: 4d6 MD to 12 ft area, 2d6x10 MD to a 40 ft area for a 10 rd burst.
Armor-Piercing: 1d4x10 MD to 3 ft area, 3d6x10 MD to a 8 ft area for a 10 rd burst.
Rate of Fire: Standard
Payload: 60 rd drum
Cost: 50,000 credits for the launcher
k) Flamethrower
Range: 800 ft
Damage:(Gasoline/Alcohol) 1d4x10 SDC
(Napalm) 1d6x10 SDC, plus does 5d6 SDC per melee for 1d4 minutes
(MD Fluid) 1d4 MD per blast, 1d4 MD per melee for 2d4 minutes
(Incendi-Gel)2d6 MD, 2d6 MD per melee for 1d6 minutes
(WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Rate of Fire: ECHH
Payload: 100 bursts
Cost: 9,000 credits
*Ram Grill w/ Retractable Vibrospikes-A semi-articulated reinforced ram prow that can serve as a ramming ‘beak’ or can be lifted and lowered for debris clearance.
MDC: 75
Damage: 2d6 MD from a ram, 6d6 MD from a full speed ram, 1d4x10 MD w/ vibrospikes/blades deployed
Cost: 15,000 credits. Vibrospikes/blades add 10,000 credits
*Gunports---Use your own hand weapons 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
*Hood Guns---These are identical to the trunk turret guns, but are concealed under sliding hatches in the hood and are in a fixed forward position, with only 30-degree side-to-side and vertical arc of fire.
* Extending Hub Spikes----Great for tearing out the tires of other vehicles, or mowing down people on foot.
Range: Can extend up to three feet from the hub.
Damage: 2d6 MD
Cost: 5,000 credits per wheel blade.
*Energy Spoke Jets----Plasma Jets firing from the wheel hubs that form a cutting torch.
Range: 5-20 ft
Damage: 4d6 MD per blast
Payload: 100 shot battery. Effectively unlimited linked to a nuclear powerplant.
Cost: 29,000 credits per wheel
*TechnoWizardry Modifications: Note: TW additions will cost 10% less with a TW Powerstone powerplant already installed.
Variants:
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Checker Marathon II Station Wagon---This is merely the standard Marathon with an extended cab, and rear hatch, to accommodate more and bulkier luggage(up to an additional 200 lbs worth). Cost: +1,000 credits to base cost.