Paladin Steel ‘Dayshan’ Fire Emergency Land Roverhttp://www.yankodesign.com/images/design_news/2009/11/25/AMATOYA.jpghttp://www.yankodesign.com/2009/11/26/the-story-of-amatoya/ “Drat....assigned to doing community service on fire watch. It’s not like we MEANT to punch out the Mayor’s brat!”
“Hey, we got off light! I get the feeling the little hooligan isn’t particularly well liked around here, otherwise the town judge would ‘ave tossed us a stiffer sentence! T’is better than prison or breaking rocks! We get to move around and enjoy fresh air!”
“Yeah, in a tracker-equipped ride, with probation chips stuck in us! How degrading!”
“Buck up, Pierce, and enjoy the ride! Even if we are doing community service, it’s nice we at least got a sweet ride to do it in. This little car’s a beautiful little beast! I heard nice things about these little bushfire stompers!”
“Yeah, Pyro, but it still means driving around for the next six months in this dreary little ‘burg when we should be out pursuing that lead on the NEMA-”
That’s when the street in front of them exploded, a massive fireball lifting up over the neighborhood. Then it CHANGED.
The ball of blooming fire arced to the ground, almost like magma, touching the hardtop and igniting the asphalt before lifting again...but only to form great twining limbs of blazing flames. The column of combustion rose and grew, seemingly born from two solid pillars of incendiary destruction. Two bright points lit within the main body of flames, but rather than flare and subside, they continued to burn, and move from side to side...like eyes.
“I didn’t do it!”
“I didn’t accuse you of anything!”
“You seeing what I’m seeing?”
“I’m feeling it. Yeah, this is no ordinary fire.”
“Run for it?”
“You kidding? You wanted to see what this thing can do! Now’s the opportunity!”
The Dayshan is a collaboration between Paladin Steel and the City of Lazlo. Based on concept work by the pre-Rifts designer Liam Ferguson, and on the actually built Peugeot H20(records of both of which were mistakenly assumed to have been actual pre-Rifts production vehicles). Both pre-Rifts sources described light, fast, high-performance auxiliary firefighting vehicles (in the case of Liam Ferguson’s work, a ‘fire reconnaissance vehicle’ for fighting wild fires) that could speed firefighters around and to blazes to put them out with precision-directed equipment. Though PS immediately saw that the amount of firefighting gear, especially liquid tankage, that such small jeep- and pickup-truck-sized platforms could carry was extremely limited, especially in the face of large blazes, engineers and gizmoteers in both the GNE and Lazlo argued that advances in technology and technowizardry made the idea of small, but effective, fire trucks finally feasible and economically viable.
Paladin Steel would base its Dayshan on its proven Jeep Warrior chassis, known for rugged performance. However, instead of seating for four, the Dayshan seats two crewmen in a helicopter gunship-style tandem cockpit. The main hull and wheels would be produced of heat reflective/resistant materials, and the main body of the Dayshan would be further cooled by insulation and a ‘circulatory system’ containing coolant liquid. Exposed suspension and other mechanical parts would be fabricated of high-temperature-resistant alloys and ceramics. Mounted above and behind the crew compartment are two remote-controlled mini-turrets for firefighting projectors(or weapons), fed/powered by a central reservoir/battery/generator in the rear of the vehicle.
The major criticisms of the Dayshan are the same as the pre-Rifts arguments; the firefighting rover lacks the haulage and the manpower to be effective at combating serious blazes, and for smaller fires, existing firefighting hovervehicles, power armors, and even men in regular EBA, are more than sufficient. The Dayshan also lacks the ability to carry occupied stretchers for rescue work; the cockpit is too small to carry additional passengers, making the vehicle as useful in SAR extraction work ‘as a motorcycle’ in the words of one firefighter.
In its defense, the engineers cite that the Dayshan is less expensive and less technologically complicated than an equivalent power armor.
Lazlo and Paladin Steel use their Dayshans as urban rapid-response vehicles in their communities(the vehicles often serve as the command car of a firefighting unit, tied in to the transponder net of the firefighters, allowing their commander to track their movements.). They also employ them rurally to patrol both nations’ valuable stands of timber and forest reserves.
Type: PS/L-FF/ATRV-06 Dayshan
Class: Land Rover, Rapid Response Fire Reconnaissance
Crew: 2. One passenger can squeeze in behind the seats(or two can sit in the crew’s laps), but conditions will be cramped and uncomfortable.
MDC/Armor by Location:
Main Body 175
Reinforced Crew Compartment 60
Wheels(4) 55 each
Projector Mounts(2) 40 each
Height: 5 ft at roller bar
Width: 6 ft
Length: 9 ft
Weight: 1.6 tons
Cargo: Glove compartment, plus up to 300 lbs of gear behind seats
Powerplant: Liquid Fuel(300 mile range), Hydrogen-Electric Fuel Cell(360 mile range), Electric Battery(380 mile range), or Nuclear Mini-Pack(w/ 5 year life span)
Speed: 140 MPH
Market Cost: 22,000 credits for the basic vehicle, 36,000 credits for fuel cell, 48,000 credits for electric, and 2.2 million credits for nuclear.
Systems of Note:
*Automatic Transmission
*Four-Wheel Drive
*Variable Suspension---Can raise or lower itself up to 10 inches to clear obstacles
*Dashboard Radio(25 mile range)
*Roller Bar Assembly---Crew takes 1/3 normal damage and the vehicle HALF damage on a roll-over.
*IR/Normal Light Headlights
*Powered Winch and 60 ft of cable
*Towing Mount---Can haul up to 3 tons without problem, 5 tons at 1/4 speed
*Molecular Analyzer. ---Allows for rapid identification of smoke chemical components
*Inertial Compass---Allows firefighters to find their way around and retrace their steps in the thickest smoke.
*Environmentally-Sealed Crew Compartment---Air conditioned and airsealed with its own independent life support, similar to EBA(2 hour air supply, and 12 hour filtration/recycling)
*Thermal Resistant Armor---A combination of special heat reflective and rapid-radiating ceramics(derived from PS’s early work on space shuttle heat shielding) and a more advanced cooling system reduce the effectiveness of heat-based attacks, including plasma weapons, by HALF. Magic fires still do FULL damage, however.
*Thermo-Shelters---Developed from space program ‘rescue balls’, these are sturdy sacks of insulated megadamage(5 MDC) fabric that have an airtight seal and their own self-contained oxygen system(good for about twenty minutes). Folded up, they take up a forearm or shoulder hardpoint. When encountering a smoke inhalation victim or other person in a dangerous fire situation, and if the victim attempting to move out under their own power would be too dangerous, the firefighter rolls them into the sack, zips it up, flushes the inside out of smoke with a quick blast of air, takes hold of the carrying handles, and carries the victim out of the danger zone. The Dayshan typically carries a dozen of these shelters, folded up and ready to use.
Weapons Systems:
1) Mini-Turrets(2)---Located above and behind the crew compartment are two remote-operated gyro-stabilized powered turret-armatures, that can be fitted with a variety of systems. The turrets have 240-degree rotation, allowing them to rotate to cover most arcs of fire. Targeting systems allow for a +2 to strike, and the turrets can be fire-linked to fire in concert, or can operate independently of each other.
a) Water Cannon(2)---Remote-controlled lateral nozzle mounts feeding from a central tank in the main body.
Range: 500 ft
Damage: None usually, but if used to throw water at vampires, does 1d4x10 H.P. per blast. Used against a human-sized being, it has a 50% chance of bowling them over from the water pressure(lose initiative and 1 APM while getting back up)
Payload: Has about 100 blasts worth of water capacity. Includes a mini-pump to allow the Dayshan to tank up from an external source, or hook up to a fire hydrant system.
b)Spray Cannon
Range: 300 ft
Damage: Varies by chemical carried; Some examples:
(Gloop) PS’s sticky goop---This material is used in construction, as well as to firm up the walls of tunnels and damaged structures. It is also used to cocoon valuable and delicate objects for moving. Each half-gallon application of this quick-set plastic covers about 5 cubic feet, and to cover a human sized target completely, the attacker must roll a 12 or better on the Strike roll. Anyone caught in the goo must have a supernatural or robotic P.S. of 30 or better to escape; otherwise, the target is stuck until released by an outside agency. Gloop has 2d4 MDC per application, and breaks down after 1d4 days of exposure, unless treated with a special binder chemical, and allowed to cure for 1d4 hours, in which case it stabilizes and has an MDC of 2d6+1. Gloop costs 70 credits per half gallon(single application)
A variant of this gunk, ‘Boro-Slime’, is a quick-setting slurry of lead-powder and boro-silicate glass suspension, which is sprayed on leaking radiation sources, forming a thick crust to simultaneously trap radioactive materials and seal it inside a crusting shell for later safe removal. Best used to contain small (power armor and vehicle) reactor breaches and water leaks; larger reactor leaks will require more drastic measures. ‘Boro-Slime’ is otherwise identical to standard Gloop, and costs 120 credits per half gallon(single application)
(Kera-Tech Riot Foam) Alternatively, the cannon can be filled with Kera-Tech’s patented KTX-17 Riot Foam, which is stronger, but more expensive, than the Gloop. This stuff takes a robotic or supernatural PS of 40 or greater to break free. Creatures with a greater strength can break free in 1d4 melees. The foam hardens in less than 2 seconds, and can take 30 MDC per cubic meter(a humanoid typically needs at least two meters to be totally enveloped). A special enzyme spray will dissolve the foam in 1d4 melees. This stuff costs about 800 credits per pound of the stuff, which is enough to fill a 4m( roughly 12 square ft) area to a height of 1.8 m(6 ft)
(Slip Spray)---rather than trap, this makes it impossible for people and many vehicles to gain purchase. A single application(a tablespoon) will cover nearly four square feet. Slipspray is very nearly water-resistant----it takes ALOT of water, roughly 6-10 gallons, to wash away an ounce of slipspray---or regular industrial solvents will do the trick. Slipspray breaks down after 1d4 hours of exposure to air.
Effects: Anyone trying to move across slipspray must make a roll under their Physical Prowess at -8 or go out of control at full speed. Vehicles, power armors, and light robot vehicles traveling in ground contact across sufficiently large patches of slipspray will be at -15% to their piloting rolls..failure means the vehicle goes out of control and takes on the characteristics of a giant hockey puck. Depending on the hardness of the surface(must be a hard surface, not a permeable surface like dirt or gravel), certain heavy vehicles and robots(like the CS Skullcrusher) will be unaffected, as they simply stomp the effected surface into the subterranean. Hovercraft are NOT affected either. Cost: 40 credits per ounce(covers 8 square ft...so a gallon’s worth will cover 1,024 ft! Instant ice rink anyone?)
Rate of Fire: ECHH
Payload: 100 gallon internal tank, or can be attached to a trailer holding up to 200 gallons
Cost: 10,000 credits
c) *0-C CryoLaser(‘Oh-Cee’)---Developed from a shoulder-mounted option for the ‘FireDog’ power armor. The CryoLaser is a derivation of a new technology (Bose-Einstein Condensate ---BEC technology) currently under development by Paladin Steel, based on recovered pre-Rifts files attributed to the eccentric Elliot Group, a secretive think-tank that was working with the US government during the Golden Age. The 0-C is a low-powered model, considerably scaled back from the first giant-scaled ‘atom laser’, intended not as a weapons system, but as a firefighting tool, for putting out chemical fires and exotic material combustion by literally stopping their molecular activity. The ‘Oh-Cee’ has two modes of operation; a narrow-focus ‘Beam Mode’ that stops molecular motion dead, and a shorter-ranged, wide-area ‘spray; typically used for freezing pools of liquids and cooling down hot objects. The current model is fairly bulky and energy-intensive, but is remarkably effective. It is currently considered EXPERIMENTAL, and only an elite few firefighting units have been issued it for testing, under the ‘Inferno Initiative’
(Some of the cold-attack stats courtesy of Aliens Unlimited, pg. 173)
Range:(Beam Mode)1,500 ft
(Spray Mode) 700 ft
Damage: (Beam Mode) This slows down molecular motion in a relatively tight area(1-2 ft wide area), lowering the temperature to almost absolute zero... fabrics like nylon and polyester shatter like glass, electromagnetic superconductivity jumps, and liquids crystallize instantly. Ideal for cold-welding materials, freezing mechanical joints, and snuffing out plasma torches. Does 1d4 MD to structures and 2d4 MD to MDC plastics and organics.
(Spray Mode) Lowers mean temperature by 500 degrees over a 20 ft wide area of effect---This means that it may take several applications to bring a burning pool of jet fuel down to freezing, for example, or cool an glowing hot section of plating. After reaching zero degrees Celsius, it only reduces temperature in increments of 250 degrees, then 100 degrees, then 50, and so on...
Unprotected flesh hit by the beam takes 6d6 SDC in Spray Mode. Must also roll save versus non-lethal poison(12 or better) or temporarily succumb to cold.
A victim who loses all SDC(but NOT Hit Points) to a cold attack lapses into a coma...still alive, but frozen stiff. They can be revived with even heat in 3d4 minutes. Those who lose both SDC and Hit Points are +25% to save versus coma/death, and get 3d4 Hit Points back when revived, but still suffer some cellular damage.
Beings vulnerable to cold-based attacks take DOUBLE damage, while fire elementals and fire-based beings take TRIPLE damage! Water Elementals will lose 2 APMs and cut their speed by HALF for 1d4 melees, while Ice Elementals actually HEAL 1d4 MD of damage.
Rate of Fire: ECHH
Payload: Conditionally Unlimited; the capacitor has enough power for 20 shots, and recharges at 1 shot every ten minutes. A special ‘freon battery’ can be clipped in, for an extra ten shots in an emergency.
d) Cold Gun---After experiments with the Cryo-Lasers led to a high risk of collateral fatalities in urban firefighting situations, PS engaged the services of the think-tank Paragon Progress to come up with a ‘superpower’ alternative. They delivered with the ‘freeze ray’. It is not known what the exact nature of this device is, but it is based on a cyclotron-style generator. Though less effective as a weapon, the Cold Gun has proven effective in icing down situations and cooling down heated environs just as effectively as the Cryo-Lasers.
Range: 200 ft
Damage: Can cover/encase a 20 ft wide area in six inches of ice per shot. Layering ice , the ice has 200 lbs of weight, 100 SDC, and an A.R. of 10, plus 200 lbs, 100 SDC, and +2 A.R. for every additional six inches of ice added on after that. If used as a weapon, encasing somebody in ice does 4d6 points of SDC damage to unprotected flesh per melee of exposure, or 4d6 points per minute for protected skin. Hypothermic or frostbitten beings are -10% to skills, and -2 to strike, parry, and dodge for 2d6 minutes after being freed. Breaking free requires an intense heat source or a P.S. of 25 or higher, or Supernatural P.S. of 16 or better 1 minute per six inches of ice to break free.
(See Heroes Unlimited, page 245, for additional notes on trapping people in ice).
Used against Water Elementals, it can slow down the beings by 25% for 1 melee, or, if the entire being can be frozen, stop them for 1 melee per successful hit.
Rate of Fire: EGCHH
Payload: Conditionally Unlimited; the ‘cold generator’ holds enough capacity to deliver 30 shots, then takes 5 minutes to regenerate one shot.
Options:
You didn’t think we’d shirk the options, did you?
Of course, depending on what options you select, your accessorization may cost you more than the baseline vehicle.
*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
*Cyberlink Drive System--Allows a driver with a headjack to ‘jack in’ to the vehicle for more responsive control. This allows the driver to drive without their hands on the wheel(“Look, Mom, no hands!”), and/or to respond with greater speed to road situations. Similar to the system presented in Rifts: Russia, but GNE makes them less expensive(the real expense is in the implant end).
Bonuses: For anyone with the CyberVehicle Link, the following bonuses apply: +1 to initiative, +1 to strike using the vehicle or vehicle-mount weapons, +1 to Dodge, +1 Action/Attack per Melee, Base Driving skill of 45%, or +10% to existing driving skill. Driver can also ‘tweak’ the vehicle’s maximum speed by 1% per I.q. point. Note that the operator can only be controling the vehicle while doing this....no other relevant actions(can carry on light conversation, or take a quick bite/drink, but can’t disassemble their weapons or whittle a wooden toy .
To anyone lacking the CVL, there are no bonuses to vehicle operation, but they CAN make minor adjustments to vehicle peripherals’ without using their hands(turning on/off headlights, booting up the stereo, rolling down the electric windows, adjusting the AC, etc...).
Cost: Vehicle installation is 10,000 credits, the cybervehicle link(implant) costs 120,000 credits
*Appliqué Armor---Adds additional protection(and weight) to the main body. Up to 100 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.
*Advanced Radiation Shielding---The vehicle can be heavily insulated against radiation.
Cost: 1.3 million credits
*Morphing Armor---Enfolds the ENTIRE Dayshan in articulated armor plates, ala “Bat Man”, increasing armor protection, but effectively immobilizing the car. Can only be openned from the outside by special electronic passcode(included in cost)
MDC: +200 MDC when deployed
Cost: 300,000 credits; 100,000 credits for four Glitterboy-style laser pylons that drive into the ground and anchor the vehicle to the ground(takes a Robotic PS of 40 or greater to uproot the vehicle)
*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 munnitions/weapons
Laser targeting System(+1 to strike)
Cost: 18,000 credits
*Aura Scanner---For detecting and identifying PPE concentrations
Range: 2000 ft
Cost: 35,000 credits
*Bio-Scanner---Has a molecular analyzer, enhanced radiation detector, high-powered accoustic ‘shotgun mike’(3,000 ft range), and thermo-imager optics(3,000 ft).
Cost: 10,000 credits
*Variable Opacity Windows---Tune the windows from crystal-clear to impenetrable mirror/black.
Cost: 300 credits
*Oversized Mud Tires---These oversized wheels allow the ATV to practically ‘float’ over soft ground, reducing any penalties for traveling over soft mud/bog/snow/marsh by HALF. Cost: 1,800 credits per tire
*MagTread Traction System--A new innovation for conventional wheeled vehicles, this system creates a virtual tread surface under the vehicle’s tires, giving greater control over wet or slippery surfaces, greater speed over soft terrain, and better handling at high speed. This system also allows for shorter braking distances, tighter turns at high speed, and even allow the vehicle to ride up on steep embankments if the surface is smooth enough.
Bonus:+10% to control rolls
Cost: Vehicle installation is 10,000 credits
*Amphibious Operation---Can be fitted for flotation for 4,000 credits. A small outboard motor or hydrojet can be added for an additional 800 credits and can propel the jeep at a leisurely 5 MPH.
*High-Mobility Axel Modification(HMAM Hurricane)----This modifies the suspension system so that all
four wheels can be steered independently and turned in opposite directions to each other...This
allows the vehicle to spin on its own axis for truly amazing turns, and gives a +10% to trick driving
maneuvers. Needless to say, this option is VERY popular with Juicers and Crazies.
Cost: 4,000 credits
*Smoke/Grenade Launcher Clusters--- These mini-multi-tube grenade/smoke launcher clusters can be added to the turret. Up to 2 can be added.
Range: 1,200 ft
Damage: Varies by Grenade Type
Rate of Fire: Volleys of 1-3
Payload: Each launcher has 12 30mm grenades or smoke shells
Cost: 2,000 credits per launcher
*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 flame-throwers 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 Jeep into a mini-land clearance vehicle. Very popular in winter for snow removal.
MDC of Blade: 80
Cost: 3,000 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: 5,000 credits per 10% of improvement over base.
*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 nonmetallic 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 nonmetallic ordinance.
Cost: 40,000 credits
Variants:
*PS/L-FF/ATRV-06TW---Technowizardry version, with a TW PPE Powerstone generator, and twin TW projection systems:
*(‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus (2 million credits)
*Vehicular Enhancements:
-Forcefield---Provides 50 MDC per 10 PPE/20 ISP pumped into the system; lasts 10 minutes per 10 PPE/20 ISP.
-Impervious to Fire---Renders the vehicle immune to heat-based attacks; lasts 10 minutes per 5 PPE/10 ISP.
a)Twin TW Multiplexors -----These are three-card systems, so each TW system can cast three different kinds of spell.
Range: Varies by spell
Damage/Duration: Varies by spell
Rate of Fire: EPCHH
PPE Cost per Use: Varies by spell. However, the use of focusing elements and activator spells effectively reduces spell PPE cost by HALF.
(So you Technowizards aren’t flummoxed by PPE costs in a long-running battle, while the still relatively high PPE costs for the high-end spells keeps someone from using Sphere of Annihilation in every battle).
Payload: Draws from the main PPE Battery. In an emergency, the pilot, if they are a mage or psychic, can kick in their own PPE.
Bonuses: As per spell(if any)
Cost: Spell Cards cost (as per Jason Richards’ guidelines in Rifter #2) 5,000 credits per PPE cost of main spell plus an additional cost (as per following modifiers)
*500 credits per level of the creating caster(Mages’ time and PPE are money, so expect to pay more for the longer duration/higher power spells)
*Warlock spells cost 20% more, in addition to above modifiers, owing to the difficulties of adapting Elemental Magic to ‘conventional” magic systems.
Alternatively, firefighter Dayshans can carry:
b) TW Water Cannons
Range: 300 ft
Damage: 3d6x10 HP to vampires
Rate of Fire: ECHH
Payload: 10 PPE/20 ISP per 20 blasts
*PS-ATRV-06B---PS produces a crowd-control version of the Dayshan. Features a close-proximity motion detection system that alerts the crew to the likely source of incoming fire(especially important to know in built-up urban areas). Loudspeakers and flashing strobe lights(effects equivalent to a Blinding Flash spell) are also standard equipment.
-Chemical Sprayer---Built into the ‘trim lines’, and firing from four small nozzles in the front bumper, as well as two similar sprayers on either side of the main body, are a series of chemical sprayers that can be used to spray tear gas for riot control, or ooze fire retardant foam for damage control
Range: 50 ft
Damage: Varies by the chemical agent used. If using water, does 4d6 HP to vampires
Rate of Fire: ECHH
Payload: 50 blasts of chemical/liquid
Cost: 200,000 credits
-In addition to the regular range of optional weapons to replace the Cold Guns on the lateral mounts, the ATRV-06B can be fitted with the following:
a)PS Rip-Zapper Ion Cannon
Range:(Ion Beam Mode) 1,700 ft
(SDC Beam) 2,000 ft
(Ion Bolt Mode) 3,000 ft
(Lightning Zapper Mode) 500 ft
(Shock-Zap Mode) 1-3 ft
Damage:(Ion Beam Mode) 4d6+2 MD per single shot
(SDC Beam)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, and a 75% chance of permanently frying nanotech devices(like Armor-dissolving nanites or RMK/IRMSS systems).
(Ion Bolt Mode) 2d4 MD to 5 ft radius, 55% chance of knocking out unshielded cybernetics for 1d4 melees.
(Lightning Zapper Mode) Does stun damage similar to SDC beam through metal armor and light power armor.
On an unmodified roll of 18-20, it causes unshielded BIONICS and robots to spasm for 1d4 melees(Cyborg is at HALF bonuses to strike, parry, dodge, roll, and is -3 to initiative. Reduce speed by HALF).
This weapon does 1d4x10 EMP damage(no physical damage) to a 10 ft radius. The resulting percentage of the target location MDC is the chance of shutdown/disablement. All damage is cumulative. Damage in excess of 50% target MDC will require repair to make it functional; 75% or more damage will require replacement of the entire electrical system. Does double damage to non-shielded civilian systems. Bionics are -1 to dodge, roll, and strike for the affected limb/system, lasting 1d4 melees, non-cumulative, before the system resets itself.
(Shock-Zap Mode) Similar to a Shock Rod; 5d6 SDC, plus 55% chance of stunning humans, d-bees, and small animals for 1d4 melees, 15% against large or inhumanly powerful beings. Cumulative effects same as for Electro-Stunner(see pg 50 of Coalition: Lone Star).
Rate of Fire:(Ion Beam Mode)Standard
(SDC Beam) Standard
(Ion Bolt Mode) Four times per melee
(Lightning Zapper Mode) Can fire only one Zap every melee(takes fifteen seconds to power up)
(Shock-Zap Mode) ECHH
Payload:
(Ion Beam Mode) 300 shot battery for conventionally-powered models, Effectively Unlimited if nuclear powered.
(SDC Beam)One MD shot equals 10 SDC shots
(Ion Bolt Mode) Same as for Ion Beam mode
(Lightning Zapper Mode) Same as for Ion Beam mode
(Shock-Zap Mode) 20 zaps equals 1 MD shot
Cost: 36,000 Credits
b) 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
*PS-AFV/ATRV-06--As can be expected, PS also produces a fully militarized version of the Dayshan, replacing the thermal-resistant materials with regular armor(but increase overall MDC by 25%), and fitting the twin spray cannons with weapons turrets.
a)OCSW 25mm Heavy Machine Gun
Range: (Effective Range)2,000 meters (6,000 ft)
(Maximum Range)(-3 to strike)3,600 meters
Damage:(SDC)* (Fragmentation) 2d6x10 SDC to 10 ft radius**
4d6x10 SDC per 5 rd burst, 8 ft blast radius
1d4 MD per 10 rd burst, 14 ft blast radius
4d6 MD per 60 rd burst! 25 ft blast radius(takes ALL attacks that melee and is -2 to strike)
(High Explosive) 6d6x10 SDC to 4 ft radius
1d4 MD per 5 rd burst, 8 ft blast radius
2d4 MD per 10 rd burst, 12 ft blast radius
6d6 MD per 60 rd burst! 20 ft blast radius(takes ALL attacks that melee and is -2 to strike)
(Armor Piercing) 1d4x100 SDC, no blast radius
1d6 MD per 5 rd burst, 1 ft blast radius
2d6 MD per 10 rd burst, 2 ft blast radius
1d6x10 MD per 60 rd burst! 4 ft blast radius(takes ALL attacks that melee and is -2 to strike)
*Note that beyond the accurate range of 6,000 ft, AP rounds lose some of their effective penetrating power due to diminishing velocity; reduce damage by 20%
*(Yes, I know, why include SDC when it just as quickly becomes MDC? You’re still being hit with a pretty hefty shell)
**(Note that SDC weapons enjoy a slightly larger blast radius than that of MDC weapons, owing to the lower damage potential)
(MD)(Fragmentation)1d6 MD to 7 ft radius
4d6 MD per 5 rd burst, 10 ft blast radius
2d4 x10 per 10 rd burst, 14 ft blast radius
4d6x10 per 60 rd burst! 22 ft blast radius(takes ALL attacks that melee and is -2 to strike)
(High Explosive) 3d6 MD single shot, 5 ft blast radius
1d4x10 per 5 rd burst, 8 ft blast radius
2d4 x10 per 10 rd burst, 12 ft blast radius
5d6x10 per 60 rd burst! 20 ft blast radius(takes ALL attacks that melee and is -2 to strike)
(Armor Piercing)4d6 MD single shot, no blast radius
2d4x10 per 5 rd burst, 1 ft blast radius
3d4 x10 per 10 rd burst, 2 ft blast radius
6d6x10 per 60 rd burst!, 3 ft blast radius(takes ALL attacks that melee and is -2 to strike)
*Note that beyond the accurate range of 6,000 ft, AP rounds lose some of their effective penetrating power due to diminishing velocity; reduce damage by 20%
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.
1d4x10 per 5 rd burst,4 ft blast radius----plus 4D6+2 SDC to the person(s) inside the object
2d4 x10 per 10 rd burst, 6 ft blast radius----plus 5d6 SDC to the person(s) inside the object
5d6x10 per 60 rd burst! 10 ft blast radius----plus 1d4x10 SDC to the person(s) inside the object(takes ALL attacks that melee and is -2 to strike)
(Crowd Control rds)---Essentially an expanding plastic ‘flyswatter’ that delivers a bruising knockdown punch. Cut effective range to 200 ft. Does 2d4 SDC per rd, humans and human-sized D-Bees must roll a D20-5 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174). Human-sized light power armors(500-800 lbs) also roll on a D20, but are +2 to save versus knockdown
(Wood Rounds) 7d6 SDC single shot (1d4x10+5 HP to vampires), no blast radius
2d4x10+10 SDC per 5 rd burst (2d4x10+10 HP to vampires), 2 ft blast radius
6d6 MD per 10 rd burst (3d6x10+10 HP to vampires), 3 ft blast radius
Rate of Fire: Rated at 260 Rounds per minute...Can fire single shot, or in bursts of 3-60 rounds per melee
Payload: The OCSW typically comes with two 37 round box-magazines(total of 74 rounds) or can be belt- or drum-fed.
Bonuses: From any sensor package fitted
Bonuses from Sensor Package:
*Laser Range-finding and Targeting(6,000 ft range)
*Thermographic Imaging----5,000 ft
*Passive Nightvision---5,000 ft
*Ultrasonic Scanning----1,500 ft range
*Microwave Radar Motion Tracking--160 degree arc, out to 1,000 ft
*Remote Video Feed Capability
*Combat Algorithms----Correct for weapon bouncing and target movement. Give bonuses of +3 to strike on normal shots, +4 to strike with called shots. +2 initiative thanks to target prioritizing
Cost: 8,000 credits for the basic weapon, plus 32,000 credits for the sensor package.(yep!) Shells cost 10(SDC Fragmentation) 20(High Explosive) 28 (SDC Armor Piercing)- 100 (MD Fragmentation) 200 ( MD High Explosive) 350(MD Armor Piercing) credits each
b)PSAGL-40B 40mm Automatic Grenade Launcher
Range: 7,000 ft
Damage: Identical to the WI-GL20;
Frag rounds do 4d6 MD to a 12-foot radius.
AP rounds do 1d4x10 to a 3-foot blast radius,
and Plasma rounds do 1d4x10+10 to a 5-foot radius.
A 3 round burst of frag shells does 1d4x10 to a 15 foot radius,
a burst of 3 AP shells does 2d4x10 to a 5 foot radius,
and a burst of 3 plasma shells does 3d4x10 to an 8 foot blast radius
A 5 round burst of frag shells does 1d6x10 to a 20 foot radius,
a burst of 5 AP shells does 2d6x10 to a 6 foot area,
and a burst of 5 plasma shells does 3d6x10 to a 10 foot radius.
A 10 round burst of frag shells does 2d6x10 to a 40-foot radius.
A 10 round AP burst does 3d6x10 to an 8-foot area,
and a 10 round plasma burst does 4d6x10+10 to a 15-foot radius!!
Rate of Fire: Standard
Payload: Belt or box magazine
Cost: 50,000 credits
c) PS-100 Rail Gun
Range: 4,000 ft
Damage: 1d4 MD single rd, 1d6x10 MD 60 rd burst
Rate of Fire: EPCHH
Payload: 12,000 rd drum(200 bursts)
Cost: 100,000 credits
d) Mini-Missile Launcher---PS PTT-M20 Missile Rifle
Range:(Mini-Missiles) Varies by Missile Type(usually about 1 mile)
(Laser) 2,000 ft
Damage:(Mini-Missiles)Varies by Missile Type
(Laser) 2d6 MD per blast
Rate of Fire:(Mini-Missiles) Volleys of 1, 2, or 4
(Laser) ECHH
Payload:(Mini-Missiles)20 per launcher(10 per launch tube)
(Laser) Effectively Unlimited attached to an external generator, or 20 shots per standard E-clip/30 per long E-clip as backup.
Cost: 36,000 credits per launcher
e)Pulse Laser----Adapted ‘Blazer’ Laser MG.
Range: 4,000 ft
Damage: 3d6 MD single shot. 1d4x10+6 MD per triple-shot burst
Rate of Fire: EGCHH
Payload: 300 shot battery per gun for conventionally powered models, Effectively Unlimited w/ nuclear powerplant
Cost: 30,000 credits
f) Ion Cannon---1,600 ft, 3d6 MD per shot, ECHH,160 shot battery, Effectively unlimited if nuclear powered. 22,000 credits
g) Light Plasma Cannon--1600 ft, 5d6 MD per shot, ECHH, Payload: 120 shot battery, Effectively unlimited if nuclear powered. 25,000 credits
h) Light Particle Beam Cannon-----1200 ft, 6d6 MD per shot, ECHH, 100 shot battery, Effectively unlimited if nuclear powered. 35,000 credits
i)PS-DL-110 Razor-Frizzer( a copy of an imported Russian design). The PS version uses ceramic and light alloy discs that, either by accident or deliberate design, give off a very audible high-pitched shrieking or buzzing noise when fired.
Range: 2,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
Rate of Fire: EGCHH
Payload: 2,000 rd drum
Cost: 80,000 credits
j) 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
*PS-UGVATRV-06R ----(Robotic Conversion)---This incorporates an adapted form of the software from the AT-LABT-07 ‘Damnthing’ AutoTank. The drone IFV is typically used to patrol high-risk areas, work as a ‘moving roadblock’, draw fire from invaders and bandits, and bolster urban defenses in seige situations.
Systems of Note:
Basic Robot Optical and Audio
Short Range Radar---10 mile range
External Audio/Video Surveillance System
Passive Nightvision
Thermo-Imager
Motion Detector---200 ft
Actions/Attacks per Melee: 4
+2 strike to w/ all ranged attacks
+3 to strike w/ main cannon/direct fire weapon
Cost: 200,000 credits