Paladin Steel Storefront
Moderators: Immortals, Supreme Beings, Old Ones
- Veritas476
- Adventurer
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- Location: Oswego, NY, USA
- Contact:
Re: Paladin Steel Storefront
Blast it, DhAkael, you beat me to it.
- taalismn
- Priest
- Posts: 48692
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Yes, and for some beings with particularly exotic physiologies, yes, the only way they CAN get a buzz is to be smacked upside the head with a brick ingot of gold wrapped in lemon....
-------------
"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
------------
- Veritas476
- Adventurer
- Posts: 488
- Joined: Mon Jan 05, 2009 12:38 am
- Location: Oswego, NY, USA
- Contact:
Re: Paladin Steel Storefront
For those that are interested I've just backed up this entire thread. The file isn't pretty; its just a straight dump in to acrobat of this thread. So that means all of the board graphics are there. File size is around 110 MB for 3,525 pages in the pdf. Eventually I might get to cleaning it up in to a nicer looking file but I wanted to save the material first. If you want a copy PM me and we can talk.
- taalismn
- Priest
- Posts: 48692
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Veritas476 wrote:For those that are interested I've just backed up this entire thread. The file isn't pretty; its just a straight dump in to acrobat of this thread. So that means all of the board graphics are there. File size is around 110 MB for 3,525 pages in the pdf. Eventually I might get to cleaning it up in to a nicer looking file but I wanted to save the material first. If you want a copy PM me and we can talk.
You...honor me. good sir.
And no, I imagine it iSN'T pretty....My apologies to those of you out there for the disorganization and spelling mistakes.
-------------
"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
------------
- Veritas476
- Adventurer
- Posts: 488
- Joined: Mon Jan 05, 2009 12:38 am
- Location: Oswego, NY, USA
- Contact:
Re: Paladin Steel Storefront
taalismn wrote:You...honor me. good sir.
And no, I imagine it iSN'T pretty....My apologies to those of you out there for the disorganization and spelling mistakes.
You're most welcome, sir. I'm overlooking the ugliness of the thread dump because your material is to awesome not to back up. I was able to have acrobat turn the file in to plain text and it is not 1/10 the size it was.
Re: Paladin Steel Storefront
taalismn, Watering his squirrels.
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: 48692
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
abtex wrote:taalismn, Watering his squirrels.
Ouch...poor guy....and this morning on the news I saw footage of a squirrel rampaging around an upper story apartment before making a flying leap out the window...FROM THE FOURTH FLOOR....camera managed to pan down in tome to see the little bugger scampering away off a concrete courtyard, apparently none the worse for wear.
Tough little bastards...
-------------
"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: 48692
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Cyborg Smallkin(and others):
http://www.drollthings.com/?p=811
http://www.drollthings.com/?p=811
-------------
"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
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: 48692
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
The goats really make that picture.
-------------
"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
So you did not chop a Hwin up and try to make a hover mini or a hover-cycle out of the parts. These nice to know.
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: 48692
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
abtex wrote:So you did not chop a Hwin up and try to make a hover mini or a hover-cycle out of the parts. These nice to know.
No, but it's an idea! Thanks!
-------------
"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
------------
- Veritas476
- Adventurer
- Posts: 488
- Joined: Mon Jan 05, 2009 12:38 am
- Location: Oswego, NY, USA
- Contact:
Re: Paladin Steel Storefront
taalismn wrote:abtex wrote:So you did not chop a Hwin up and try to make a hover mini or a hover-cycle out of the parts. These nice to know.
No, but it's an idea! Thanks!
starts running for the nearest rift...
Dammit abtex you had to give him another idea...
- taalismn
- Priest
- Posts: 48692
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Veritas476 wrote:taalismn wrote:abtex wrote:So you did not chop a Hwin up and try to make a hover mini or a hover-cycle out of the parts. These nice to know.
No, but it's an idea! Thanks!
starts running for the nearest rift...
Dammit abtex you had to give him another idea...
Not to worry....my backlog of un(/to be)completed ideas is now about a city block long....
-------------
"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:Veritas476 wrote:taalismn wrote:abtex wrote:So you did not chop a Hwin up and try to make a hover mini or a hover-cycle out of the parts. These nice to know.
No, but it's an idea! Thanks!
starts running for the nearest rift...
Dammit abtex you had to give him another idea...
Not to worry....my backlog of un(/to be)completed ideas is now about a city block long....
Sing it brother... *looks at nearly full dozen of half complete mini-fics, "C" words, and original stuff-in-progress*
Bind the body to the opened mind
Bind the body to the opened mind
I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise
~Dream Again By Miracle of Sound
Bind the body to the opened mind
I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise
~Dream Again By Miracle of Sound
Re: Paladin Steel Storefront
At least he stop looking at the goats not ask ing why
Looking for rift Veritas476 jumped into...
By the way. I am not sure what she has to do with Mechas, but can she do my next Mecha checkup?
Looking for rift Veritas476 jumped into...
By the way. I am not sure what she has to do with Mechas, but can she do my next Mecha checkup?
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: 48692
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
abtex wrote:At least he stop looking at the goats not ask ing why
Looking for rift Veritas476 jumped into...
By the way. I am not sure what she has to do with Mechas, but can she do my next Mecha checkup?
Ah! Sex and High-Tech. Hard and Soft, Power and Passion.
Not sure what the ugly hat signifies, but if it's the artist's excuse to draw the rest of it, well, it can be overlooked.
-------------
"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: 48692
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Paladin Steel All-Eye Remote Optical Probe (RTC-03)
(aka ‘Throw-Cam’, ‘Drop-Bug’, ‘Wobble’bot’)
“Light, cheap, easy to use, and easy to lose. Besides throwing these little buggers ahead of us when we go into unknown territory, we drop them behind like breadcrumbs to watch our backs as we advance. Because going seat of one’s pants when it comes to combat intel means more likely that something’s going to bite you in the @$$.”
A refinement of the pre-Rifts Dragon Egg Tactical Camera, the All-Eye is a roughly egg-shaped camera probe that can be thrown, catapulted, or otherwise launched into an area to remotely see what’s in the vicinity before troops set foot on that ground. The tactical camera’s egg-shaped casing, weighted on one end, insures that the camera wobbles into an upright position, and its cushioned rubber casing muffles the sound of it being dropped into place. Encrypted radio transmission goes to a handheld monitor , helmet HUD, or cyberlink set-up. Improvements over the original design include improved battery life, a megadamage casing, more reliable communications, and additional sensor options. If you can’t afford a Spider or Flying Probe, the All-Eye is a cheaper, disposable substitute that is proving quite popular with search and rescue responders, police, SWAT teams, assault squads, salvagers and explorers.
Weight: 8 ounces
MDC: 5
Sensors:
*Basic and Low-Lite Optics---360 degree arc of vision
*Basic Audio
Transmission Range: 1,000 ft
Battery Life: 4 hours(rechargeable)
Cost: 230 credits apiece. A none-MDC version with only 50 SDC, sells for 120 credits apiece.
Options:
*Extended Radio Range----Increases radio transmission power and range up to 4,000 ft, but reduce battery life to 3 hours. Cost: 60 credits.
*Motion Detector---Registers movement in its vicinity. Range: 50 ft. Cost: 80 credits
*Laser Mapping---A quick-scan laser or radar maps a 3-D image of objects in its vicinity. Especially good for planning indoor assaults. Range: 80 ft. Cost: 100 credits
*Chemical Sensors---Sniff the air for chemical concentrations. Up to 12 different chemicals can be selected for and added. Cost: 60 credits per chemical type.
*Radiation Detector---Detects radiation in the immediate area. Cost: 20 credits
(aka ‘Throw-Cam’, ‘Drop-Bug’, ‘Wobble’bot’)
“Light, cheap, easy to use, and easy to lose. Besides throwing these little buggers ahead of us when we go into unknown territory, we drop them behind like breadcrumbs to watch our backs as we advance. Because going seat of one’s pants when it comes to combat intel means more likely that something’s going to bite you in the @$$.”
A refinement of the pre-Rifts Dragon Egg Tactical Camera, the All-Eye is a roughly egg-shaped camera probe that can be thrown, catapulted, or otherwise launched into an area to remotely see what’s in the vicinity before troops set foot on that ground. The tactical camera’s egg-shaped casing, weighted on one end, insures that the camera wobbles into an upright position, and its cushioned rubber casing muffles the sound of it being dropped into place. Encrypted radio transmission goes to a handheld monitor , helmet HUD, or cyberlink set-up. Improvements over the original design include improved battery life, a megadamage casing, more reliable communications, and additional sensor options. If you can’t afford a Spider or Flying Probe, the All-Eye is a cheaper, disposable substitute that is proving quite popular with search and rescue responders, police, SWAT teams, assault squads, salvagers and explorers.
Weight: 8 ounces
MDC: 5
Sensors:
*Basic and Low-Lite Optics---360 degree arc of vision
*Basic Audio
Transmission Range: 1,000 ft
Battery Life: 4 hours(rechargeable)
Cost: 230 credits apiece. A none-MDC version with only 50 SDC, sells for 120 credits apiece.
Options:
*Extended Radio Range----Increases radio transmission power and range up to 4,000 ft, but reduce battery life to 3 hours. Cost: 60 credits.
*Motion Detector---Registers movement in its vicinity. Range: 50 ft. Cost: 80 credits
*Laser Mapping---A quick-scan laser or radar maps a 3-D image of objects in its vicinity. Especially good for planning indoor assaults. Range: 80 ft. Cost: 100 credits
*Chemical Sensors---Sniff the air for chemical concentrations. Up to 12 different chemicals can be selected for and added. Cost: 60 credits per chemical type.
*Radiation Detector---Detects radiation in the immediate area. Cost: 20 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
------------
- Veritas476
- Adventurer
- Posts: 488
- Joined: Mon Jan 05, 2009 12:38 am
- Location: Oswego, NY, USA
- Contact:
Re: Paladin Steel Storefront
Interesting piece of hardware here. I swear I've seen a Pre-Rifts version of this somewhere. Glad to have an update to it for after the fall of civilization.
- taalismn
- Priest
- Posts: 48692
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Veritas476 wrote:Interesting piece of hardware here. I swear I've seen a Pre-Rifts version of this somewhere. Glad to have an update to it for after the fall of civilization.
Probably have; it's not a terribly original, or sophisticated, idea, but VERY handy. I'd previously posted cyberoptics on the end of fiber optic fishlines cast like fishing rigs, for those deep dark shafts and elevator shafts that beg for some idiot to climb down into.
-------------
"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
------------
- Veritas476
- Adventurer
- Posts: 488
- Joined: Mon Jan 05, 2009 12:38 am
- Location: Oswego, NY, USA
- Contact:
Re: Paladin Steel Storefront
Still I like it.
- taalismn
- Priest
- Posts: 48692
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Veritas476 wrote:Still I like it.
Just responding to a request for more general use hardware.
And I figure at this point PS can make the electronics extremely cheaply, and the MDC composite body is molded Plastic-Man-EBA-style material. These things would make up in volume sales what they might otherwise lose from the low cost per unit.
-------------
"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: 48692
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Paladin Steel ‘Winsor’ Light Armored Vehicle
(aka ‘Pony’)
http://homepage.tinet.ie/~steven/images/bw-wiesel-tow_04.jpg
http://www.militaryaircraft.de/pictures/Airshow-Fritzlar2008/demo/Wiesel_2008-08-Fritzlar_634_800.jpg
http://www.military-today.com/apc/wiesel_2.jpg
http://2.bp.blogspot.com/-_g4Fg6YaldM/UDE1vvIQe6I/AAAAAAAAIwE/7sQo9pASD6w/s1600/bw_watr_wiesel_1_bmk_30mm_vt-002i.jpg
http://img846.imageshack.us/img846/8232/wiesel2radar.jpg
http://media.defenseindustrydaily.com/images/LAND_Wiesel-2_from_CH-53_lg.jpg
“Hey, guess what? Paladin Steel’s just started advertising YET ANOTHER light vehicle in their catalogue-”
“They’re going to #### us over by numbers, aren’t they?”
“Assembled by semiskilled labor in job-hungry regions offworld, and crewed by over-enthusiastic d-bees who breed like rats-”
“Some of them ARE rats.”
“-equipped with more heavy bang-bangs churned out by those same offworld factories. Yep!”
“Sarge? Can we maybe move the border post to a more easily defended position? Like maybe a hundred miles farther back? On the other side of the river there? Like, on top of the more easily defensible cliffs?”
The ‘Winsor’ is a Paladin Steel design for an even smaller tracked combat vehicle than the Zerkat. The Winsor bears a superficial resemblance to the pre-Rifts ‘Wiesel’ AFV, meant to provide armor support for airborne forces. The Winsor, however, is more heavily armored and amphibious. The Winsor is sometimes confused with a ‘tankette’, although it is more properly referred to as a Light Armored Fighting Vehicle.
The Winsor is a basic ‘stock’ vehicle; it shares many parts in common with other PS vehicles; the treads are abbreviated (or lengthened) basic treads used on a variety of other vehicles, and the catalogue of options is familiar to Paladin Steel customers, allowing for streamlined logistics and lower overall cost. Its basic design and large parts commonality means also that it can be readily modified and adapted to a variety of functions and duties.
The Winsor is typically used for recon work, infantry support, urban patrol, and utility work. Its small size and light weight allow it to be easily transported slung under many helicopters/VTOLs, or carried aboard such aircraft as the Caribou II, C-130/2, Dragonfly, Vanstar, or Arakeen. Though sometimes derided as little more than a ‘mobile foxhole’ or ‘rolling gun mount’, the Winsor is regarded as a good, affordable, durable, armored asset for communities without a whole lot of money to spend on more expensive and mechanically complex defensive hardware.
Type: PS-LAFV027 Winsor
Class: Light Armored Fighting Vehicle, Tracked
Crew: 2, +1 passenger
MDC/Armor by Location:
Main Body 200
Reinforced Crew Compartment 75
Treads(2) 60 each
(optional) Light Turret(1) 65
Height: 6.2 ft
Width: 5.97 ft
Length: 10.7 ft
Weight: 6,065 lbs
Cargo: Minimal storage space inside main cabin for survival packs and sidearms.
Powerplant: Liquid Fuel(w/ 140 mile range), Electric Power Cell(w/ 200 mile range), or Nuclear(10 year power supply)
Speed: (Ground) 50 MPH, can climb a 60 percent gradient, negotiate 1.3 ft vertical obstacles, and cross 5.9 ft trenches.
(Water) Can paddle along at 3 MPH.
Market Cost: 70,000 credits for the liquid-fueled model
90,000 credits for electric
800,000 credits for nuclear
Systems of Note:
*Power Armor-style life support and electronics
*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
Weapons Systems: None standard, but a small turret can be fitted carrying a missile launcher or 1-2 light weapons(see Options)
Options:
*Turret-Mounting---A light turret can mounted on the Winsor, the turret typically holding the equivalent of a single heavy infantry/cyborg weapon. The following is just a sampling of the commonly available/requested weapons:
a) 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: 250 round box magazine
Special Features: None
Cost: 50,000 credits
b)PS-M136 7.62mm caliber Minigun
Range: 10,000 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst, 8d6x10 SDC per 20 rd burst, 1d4 MD per 40 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst, 2d10 MD per 20 rd burst, 1d4x10 MD per 40 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst, 2d6 MD per 20 rd burst, 4d6 MD per 40 rd burst.
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst, 2d4x10 MD per 20 rd burst, 4d4x10 MD per 40 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 6,000 rpm(or 1,500 rounds per melee)
Payload: 4,000-rd belt
Cost: 27,000 credits
c)OCSW-2 25mm Light Autocannon
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. The Winsor mounting feeds from a 500 rd magazine.
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;
d)IH-100 Rail Gun (PS-100)
Weight: 300 lbs
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: 90,000 credits.
e)12.7mm PS-MRG03 Snub-nose Short Gatling Gun ( Single or double mount): This high-powered four-barreled gatling rail cannon features enormous damage potential, and fair range in a small package.
MDC: 30
Weight: 50 lbs
Range: 2,000 ft
Damage: 1D6 MD single round, 1D6x10 MD per 10 round burst,
2D6x10 +60 per Full Melee Burst of 40 rounds
Rate of Fire: Equal to the combined hand to hand attacks of the pilot
Payload: 700 rounds
Market Cost: 12,000 credits
f)Long-Barrel 20mm Cannon
Range: 7,200 ft
Damage:(20mm) 1d4 MD single shot
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 5 ft blast radius(single shot)
(PSX 20mm) 4d4 MD single shot
2d4x10 MD per 5 rd burst
4d4x10 MD per 10 rd burst
Airburst does 4d4 MD to 5 ft blast radius(single shot)
(Wood Rounds) 6d6 SDC single shot (1d4x10 HP to vampires)
2d4x10 SDC MD per 5 rd burst (2d4x10 HP to vampires)
6d6 MD per 10 rd burst (3d6x10 HP to vampires)
Rate of Fire: Standard
Payload: 1,000 rds per gun
Cost: 28,000 credits
g)PS-RG-60 Heavy Rail Gun( a copy of an imported Russian design)
Range: 5,000 ft
Damage: 1d6x10 per 20 rd burst
Rate of Fire: EGCHH
Payload: 3,000 rd drum
Cost: 100,000 credits
h) Air Defense Cannon Mount 1---PS-862 AC 30mm Anti-Aircraft Flak Cannon(Paladin Steel knockoff of the Triax TX-862FC). Single mount.
Range: 10,000 ft
Damage: 4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD six-round burst
Rate of Fire: EPCHH
Payload: 800 rds, 400 rds per cannon. Additional ammunition can be carried in the APC if troops are not being carried.
Bonuses: Independent laser and radar tracking system(range: 11,000 ft). +1 strike set on automatic against aerial attack(5 Attacks Per Melee), +2 strike fired by gunner
Cost: 500,000 credits
i)45mm PS-HRG05 'Hellshot' Rail Cannon: (1) An attempt to equal the power of the infamous "Boom Gun" carried by the Glitterboy, these fearsome weapons fire a much larger heavy metal kinetic energy penetrator with a massive punch. Unfortunately, the engineers were unable to equal the Boom Gun's long range or build the projectiles any smaller, limiting the payload.
MDC: 50
Range: 3,300 ft
Damage: 3D6x10 MD
Rate of Fire: Single shot only; equal to the combined hand to hand attacks of the pilot
Payload: 25 shots
Market Cost: 120,000 credits, 800 credits per penetrator round
j)PS PTT-M20 Missile Rifle---Combination mini-missile and light laser weapon.
Range: Usually about a mile for the missiles, 2,000 feet for the laser
Damage: Depends on missile type. The Laser does 2d6 MDC
Rate of Fire: Volleys of 1, 2, or 4 for the missiles, Single shots with laser.
Payload: 20 missiles total (10 per tube), laser has 20 blasts on a short clip, 30 on a long, 200 shot battery for liquid fuel/electric versions, effectively unlimited hooked to an external nuclear power source.
Bonuses: +1 to strike from laser targeting
Cost: 120,000 credits.
k)IH-34L Laser Turret (PS-34L)
Range: 4,000 ft
Damage: 6d6 MD per dual blast
Rate of Fire: Six times per melee
Payload: 1,000 shot battery, unlimited nuclear
Cost: 80,000 credits.
l)Laser Cannon Pod---A heavier single-barrel laser cannon, based on a weapon acquired from South America(the ATL-7 Anti-Tank Laser)
Range: 3,000 ft
Damage: 3d6x10+10 MD per single shot
Rate of Fire: Four shots per melee
Payload: 100 shot battery. Effectively Unlimited if nuclear powered.
Cost: 180,000 credits
m) Rapid-Fire Plasma Cannon
Range: 1,200 ft
Damage: 1d6x10 MD per single blast, 2d6x10 MD per double blast
Rate of Fire: Four times per melee
Payload: 200 shot battery. Effectively Unlimited if nuclear powered.
Cost: 60,000 credits for one, 120, 00 credits for dual mounting
n) Ion Cannon
Range: 4,000 ft
Damage: 1d6x10+10 MD per blast
Rate of Fire: EGCHH
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 230,000 credits
o) Particle Beam Cannon---PS-AWD-DBPBC-2; based on the Mechanoid Exterminator Double-Barreled Particle Beam Cannon
Range: 4,000 ft
Damage: 1d4x 10 MD single blast
2d4x10 MD double blast
Rate of Fire: EGCHH
Payload: 200 shot battery. Effectively unlimited linked to nuclear power source.
Cost: 3.8 million credits(yes, it IS possible to pay more for the weapon than for the vehicle!)
p) Heavy Particle Beam Cannon---PS-HPBC-8; a knockoff of Triax’s TX-843CP
Range: 3,000 ft
Damage: 2d4x10 MD single blast
Rate of Fire: EGCHH
Payload: 120 shot battery. Effectively unlimited linked to nuclear power source.
Cost: 3.8 million credits
q)Micro-Missile Launcher----Uses the same ‘cassette’ system as the McML-08 ‘BoomBox’----three cassettes, each with 25 shots, for a total per side of 75 shots
r) Mini-Missile Launcher----20 MMs in 2x10 launch boxes
s) Short Range Missile Launcher-----8 SRMs in 2x4 launch boxes
t)Hellfire/Copperhead Missiles
Range: 1 mile
Damage: High Explosive 2d4x10 MD
Rate of Fire: Volleys of 1, 2, or 4
Payload: 8 SRMs in 2x4 launch boxes
Bonuses: +5 to strike
Market Cost: 50,000 credits for the launcher, 10,000 credits per missile
u)Heavy ATGMs---a medium-range armor-piercing missile warhead on a foreshortened rocket booster, with command guidance, for making precise anti-armor kills.
Range: 1 mile
Damage: 3d6x10 MD to 20 ft blast radius
Payload: 6 SRMs in 2x3 launch boxes
Bonuses: +5 to strike
Cost: 100,000 credits for the launcher, 20,000 credits per missile
v)L-SAM Launcher----Paladin Steel’s infamous ‘Black Talon’ super-agile ‘Stinger’.
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1,2,3, or 4(all)
Payload: 8 L-SAMs in 2x4 launch boxes
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)
Cost: 200,000 credits per launcher, 10,000 credits per missile
w)Multiplexor Cannon---A slightly modified version of the system originally mounted on the old PS-IR-8 Minotaur.
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, but can also draw upon the Type-8’s own PPE reserves. In an emergency, the pilot, if they are a mage or psychic, can kick in their own PPE.
Bonuses: As per spell(if any)
Cost: The basic mage Pod system costs about 1.2 million credits
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.
x)Heavy L-CIWS Vulcan Chain Gun--- The PS-L-CIWS is often called the “Button Gun” because of its squat, flattened dome-like turret.
Weight: 1,000 lbs
Range: 4,000 ft
Damage: 1d4x10 MD per 20 rd burst(can only fire bursts)
Rate of Fire: EPCHH, as an automated defense system linked to a radar/sensor system, the “Button Gun” has 3 attacks per melee
Payload: 8,000 rd magazine(200 bursts)
Cost: 200,000 credits
y)Flamethrower
Range: 300 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.
Note: The flame-thrower can also be used to cover an area with fluid: up to 10 ft per attack used. Used with Super-Napalm, this does 1d4 MD, Incendi-Gel does 1d6 MD, and with Napalm-P, this does 2d6 MD.
Rate of Fire: ECHH
Payload: 100 bursts
Cost: 17,000 credits
z) Water/Spray Cannon---High-pressure pump projector, typically used for firefighting, but occasionally for riot control and specialized work, like anti-vampire duty.
Range: 400 ft
Damage: Varies by liquid sprayed, Loaded with water, it does 1d4x10 HP per blast.
Due to its high pressure, at ranges of 100 ft or less, it can do 1d8 SD to people, and has a 50% chance of knocking human-sized targets off their feet(lose initiative and 1 APM getting back up).
Rate of Fire: ECHH
Payload: 180 blasts. A trailer with a larger water tank(200 gallons, 720 blasts) can also be attached.
Cost: 22,000 credits
Other Options:
*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 vehicle 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: 7,000 credits per 10% of improvement over base.
*SpeedTracs---This is an expensive and elaborate conversion that upgrades the engine, and replaces the track system with a faster, smoother-running ‘float’-suspension system. This permits the normally slow APC to hit speeds of up to 65 MPH(50 MPH w/ trailer module) on level, paved, surfaces. Cost: 200,000 credits
*Extendable Grousers---Extendable/retractable extensions to the outside edge of the tracks, expanding the surface contact area, and improving traction over soft earth and snow(no movement penalties for traveling over either surface). A flip of a dashboard switch deploys/deactivates them. Compatible with Heavy Tracks and Speedtracs. Cost: 80,000 credits
*Appliqué Armor
Light: +80 MDC main body. Cost: 160,000 credits
Medium:+150 MDC main body. Cost: 280,000 credits
Heavy: +200 MDC main body. Cost: 360,000 credits
*Laser Ablative Armor(Option)---PS laser-ablative ceramic, based on alien materials. Lasers do HALF damage. VFLs can NOT adjust to compensate. As an added bonus, Arkhon triphase weapons do 1/10 less damage.
----Cost:+800,000 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
*Electro-Shock Security System----Special contacts in the skin of the vehicle can be electrically charged to deliver a taser-like shock to anyone attempting to break into the vehicle. Alternatively, the system can be set to dump most of its power into a vaporizing megadamage shock blast, though this tends to drain the batteries far faster. CANNOT be mounted on top of Appliqué Armor.
Range: 3 ft
Damage: 3d6 SDC plus Humanoids struck with this weapon must save
vs. coma or be shocked unconscious for 1D6 minutes.
(MD ) The higher end setting does 1d6 MD per shock
Payload: 20 SDC (2 Megadamage charges) charge battery(recharges off the conventional powerplant at one SDC blast per 5 minutes), or unlimited if linked to a nuclear powerplant.
Cost: 3,000 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
*Fletchette Packs----Located around the hull are special ‘reactive armor’ panels that can be also be triggered as antipersonnel 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 mini-tank(sides, front, back) can be fitted with 5 fletchette packs each(20 total)
Cost: 200 credits per fletchette pack
* Smoke Mortars---Mountable gas grenade launchers for providing covering smoke. 1-4 clusters are typically mounted.
Range: 500 ft
Damage: None, smoke(chemical agents such as tear gas can be substituted) in 10 ft radius.
Rate of Fire: Volleys of 1,2,3, 4, or 6
Payload: 6 smoke grenades per launcher, 12 total
Cost: 3,500 credits for the launchers
*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 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.
*Aura Scanner---For detecting and identifying PPE concentrations
Range: 2000 ft
*Bio-Scanner---Has a molecular analyzer, enhanced radiation detector, high-powered acoustic ‘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
*NBC Sensor System Cluster---Small compact mini-lab pod that has the following:
---Geiger Counter---Detects radiation, type, and levels.
---Molecular Analyzer---A flow-through air sampler that tests for various common airborne contaminants and toxins, and determines air quality.
---Pathogen Screener---Another air sampler that looks for dust particles and spores, and the enzyme/molecular interactions of organic pathogens
Cost: 80,000 credits
*Hedgerow Cutters---A classic and simple device inspired by accounts of the Second World War, this device simply consists of sharpened blades of megadamage armor mounted to the front of the AFV, and used for assisting in getting the vehicle through dense underbrush, though it can also aide in ramming doors and vehicles. Adds +1d4 MD to a ram attack. Cost: 1,000 credits
A vibroblade version is also available; it does 3d6 MD and costs 15,000 credits.
*Automation----This is a rebuild of the interior that allows a single driver to manage driving and weapons systems at the same time, using an ergonomically more efficient cockpit layout, VR HUD, and voice command system, similar to those used aboard robot vehicles. A driver versed in Pilot: Tank and Weapons Systems will have their full APMs, +1 APM at levels
Cost: 120,000 credits
*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 siege situations. Frequently used as a recon(especially in hazardous environs) or decoy vehicle.
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
*Hood Mount Weapons Rack----Again, for extra cost, a reinforced weapons rack can be added to the forward glacis plate of the Winsor. Among some of the favorites mounted on the rack, and controlled by a dashboard firing control are:
a) Light 20mm Autocannon
Range: 3,000 ft
Damage:(20 mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm TX-1)4d4 MD per shell
1d6x10 MD per 5 rd burst
2d6x10+4 MD per 10 rd burst
Airburst does 4d4 MD to 2 ft blast radius(single shot)
(Wood rds) 6d6 SDC per shell(1d6x10 HP to vampires)
2d4x10 SDC per 5 rd burst(2d4x10 HP to vampires)
2d4 MD per 10 rd burst (3d6x10 HP to vampires)
(Crowd Control rds) humans and human-sized D-Bees must roll a D20 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174)
Rate of Fire: ECHH
Payload: 400 rds
Cost: 20,000 credits
b) Machine Guns(2)---Twin-Mount cyborg-standard MGs
Range: 2,000 ft
Damage: 1d6x10 SDC per 10 rd burst, or 1 MD per explosive round, 2d4 MD per burst of 10 rds, per single gun. Can also fire silver and wood rounds, and rubber riot bullets.
Rate of Fire: Standard
Payload: 600 round box magazine per gun
Cost: 16,000 credits
c) Flamethrower------400 ft range, does 3d6 MD per burst, plus does an Additional 2d6 MD per melee for 1d6 melees, 10 shots, 30,000 credits
d)Grenade Launcher---Modified rifle-grenade launcher firing larger(and more destructive) projectiles than those associated with underbarrel ‘shotgun’ or pump-action launchers...This is basically a four-shot ‘spigot mortar’ assembly allowing up to four rifle-grenades to be mounted on the forward hood and fired by an electronic switch attached to the dashboard. The launchers can be angled up to a 45-degree angle. Can sometimes be mistaken for a mini-missile launcher.
Range: Typically 1,800 ft
Damage:
(Riot)---Combination flash-bang and rubber pellet charge---Victims are -10 to strike, parry, and dodge, -1 to initiative, and lose 1 APM for 1d4 melees. Rubber pellets do 1d4 SDC damage, but have a 60% chance of knockdown for any human-sized, or smaller, beings, caught in a 10 ft blast radius.....lose initiative and 1 APM for that melee(cost: 80 credits)
(Fragmentation-SDC) 2d4x10 SDC to 20 ft blast radius(cost: 100 credits)
(Fragmentation-MD) 3d6 MD to 25 ft blast radius(cost: 280 credits)
(High Explosive) 6d6 MD to 10 ft blast radius(cost: 360 credits)
(Anti-Armor HEAT) Very heavy projectile(range drops to 120 ft) Does 2d4x10 MD to a 1 ft diameter area(shaped charge)(cost: 800 credits)
(Plasma/Micro-Fusion) 1d6x10 MD to 8 ft blast radius (cost: 800 credits)
(Incendiary) 2d6 MD flash damage to 12 ft blast radius, plus does 1d4 MD per melee for 2d4 melees(cost: 350 credits)
(Acid)---4d6 MD to a 5 ft radius, then diminishes in strength by 1d6 each melee(lasts about 4 melees)(cost: credits)
(Chemical) Effects vary, but contains enough chemical agent to cover a 15 ft radius
(Illumination) Can loft to an altitude of 600 ft, and illuminate a 500 ft radius for 4d4 melees. (cost: 15 credits)
Note: Additional grenade types, including TW munitions, are constantly in development.
Rate of Fire: Volley of 1-4
Payload: 4. Must be externally hand-reloaded. Typically takes 2 APMs to reload a single round
Cost: The firing assembly costs 8,000 credits. Rifle grenades cost extra.
e) Mini-Missile Launcher----Holds up to 4 mini-missiles(fires volleys of 1-4). Cost: The firing assembly costs 9,500 credits. Mini-missiles cost extra.
f) Micro-Missile Launcher---The advent of PS micro-missiles has led to a variety of different new mountings being tried. The Winsor has been tested with a large, wide, multi-tube ‘xylophone’ box launcher that fires the earlier Pattern-1A and -1B missiles. Though damage per individual missile is low, their range is quite good, and their small size means that many missiles can be carried, and fired, to devastating effect, in a volley. The actual launcher consists of four launcher boxes arrayed across the front of the vehicle. Bringing to mind the ‘Metalstorm’ guns of the past, each box-cassette has 25 micro-mssiles(5 rows of 5) for a total of 100 projectiles, and can fire them in volleys of 5 to all 100 at once. The entire set-up weighs in at 80 lbs,
Range:
Pattern-1A 5,700 ft
Pattern-1B 6,000 ft
Damage/Bonuses:
Pattern-1A---1d4 MD to 2 ft blast radius
Pattern-1B---1d6 MD to 5 ft blast radius
Bonuses:
Pattern-1A (None) Spin-Stabilized
Pattern-1B (None) Gyro-Compass Chip
Rate of Fire: Volleys of 5-100
Payload: 25 missiles per box, 100 total
Cost: 40,000 credits for the launcher
Pattern-1A 25 credits per McM
Pattern-1B 32 credits per McM
Variants:
The Winsor chassis has already been adapted for a wide variety of utility and support vehicles. The following are just a few of the more standardized variants:
*LAVF027OV---Observation Post vehicle. It lacks a turret, but instead has a raised cupola with armor-glass viewports(with deployable armored shutters) allowing for all-around vision. Typically carries a remote-control machine gun or light rail gun for self-defense.
*LAVF027MEDEVAC----Battlefield ambulance, with provision for three stretchers to be carried inside the extended rear compartment.
*LAVF027APC----Extended rear compartment Armored Personnel Carrier variant with room for up to six troops. It can also serve as an ammunition carrier and cargo carrier.
*LAVF027ARRV----Armored Repair and Recovery Vehicle variant with no turret, but an extended rear compartment, and an A-frame hoist attached. Typically carries a remote-control machine gun or light rail gun for self-defense.
*LAVF027MHQ---Mobile command post with no turret, but an extended rear compartment, radar(50 mile range) mast, and extra communications aerials. Typically carries a remote-control machine gun or light rail gun for self-defense. Typically used as the command vehicle for artillery batteries and defense companies.
*LAVF027ARGUS---Another turret-less variant, carrying a sensor platform instead. Typically carries advanced sensors such as radar(60 mile range), PPE sensors, and communications relay gear.
*LAVF027MC---Mortar carrier, with a 120mm mortar attached to the rear, where it can be lowered to place its baseplate against the ground. The mortar is breech-loaded via a special system from within the tank, the rear compartment holding 30 rounds. The PS-120-109 mortar can fire a 15-lb standard shell-bomb or a heavier 27-lb shell. There are also reports of a 34-lb ‘Blaster’ shell in development.
Range:(Standard Shell) 8,900 yards
(Heavy Shell)7,100 yards
Damage:(Standard Shell) Fragmentation: 3d6 MD to a 30 ft blast radius
High Explosive: 6d6 MD to a 12 ft blast radius
Plasma: 1d6x10 MD to an 18 ft blast radius
(Heavy Shell)Fragmentation: 4d6 MD to a 35 ft blast radius
High Explosive: 1d6x10 MD to a 20 ft blast radius
Plasma: 2d6x10 MD to 35 ft radius
Rate of Fire: 2 shots per melee
Payload: Stowage space for 30 rds
Note: Can fire Merlin ‘Smart’ projectiles that are +3 to strike.
*LAVF027ETV----Modified ‘space tractor’ adapted for operations in airless environments. Features extended robot vehicle-style life support, extra radiation shielding, electric or nuclear power, provision for fitting wit robot manipulator arms, and an airlock-style rear hatch, allowing for the crew to enter and exit from pressurized structures without having to venture outside. Many PS/ASI spacecraft carry LAVF027ETVs as part of their auxiliary vehicle complement.
*LAFV027D---Aka ‘Bug Tank’...A more sophisticated robot vehicle version of the Winsor that removes the tracks and replaces the lower chassis with a six-legged ‘insectraction’ walker-frame. The resulting vehicle is somewhat more complex and difficult to maintain, but has better rough terrain-handling properties.
MDC/Armor Per Location:
Legs(6) 50 each
Speed: 60 MPH over most terrains
Cost: + 280,000 credits
(aka ‘Pony’)
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“Hey, guess what? Paladin Steel’s just started advertising YET ANOTHER light vehicle in their catalogue-”
“They’re going to #### us over by numbers, aren’t they?”
“Assembled by semiskilled labor in job-hungry regions offworld, and crewed by over-enthusiastic d-bees who breed like rats-”
“Some of them ARE rats.”
“-equipped with more heavy bang-bangs churned out by those same offworld factories. Yep!”
“Sarge? Can we maybe move the border post to a more easily defended position? Like maybe a hundred miles farther back? On the other side of the river there? Like, on top of the more easily defensible cliffs?”
The ‘Winsor’ is a Paladin Steel design for an even smaller tracked combat vehicle than the Zerkat. The Winsor bears a superficial resemblance to the pre-Rifts ‘Wiesel’ AFV, meant to provide armor support for airborne forces. The Winsor, however, is more heavily armored and amphibious. The Winsor is sometimes confused with a ‘tankette’, although it is more properly referred to as a Light Armored Fighting Vehicle.
The Winsor is a basic ‘stock’ vehicle; it shares many parts in common with other PS vehicles; the treads are abbreviated (or lengthened) basic treads used on a variety of other vehicles, and the catalogue of options is familiar to Paladin Steel customers, allowing for streamlined logistics and lower overall cost. Its basic design and large parts commonality means also that it can be readily modified and adapted to a variety of functions and duties.
The Winsor is typically used for recon work, infantry support, urban patrol, and utility work. Its small size and light weight allow it to be easily transported slung under many helicopters/VTOLs, or carried aboard such aircraft as the Caribou II, C-130/2, Dragonfly, Vanstar, or Arakeen. Though sometimes derided as little more than a ‘mobile foxhole’ or ‘rolling gun mount’, the Winsor is regarded as a good, affordable, durable, armored asset for communities without a whole lot of money to spend on more expensive and mechanically complex defensive hardware.
Type: PS-LAFV027 Winsor
Class: Light Armored Fighting Vehicle, Tracked
Crew: 2, +1 passenger
MDC/Armor by Location:
Main Body 200
Reinforced Crew Compartment 75
Treads(2) 60 each
(optional) Light Turret(1) 65
Height: 6.2 ft
Width: 5.97 ft
Length: 10.7 ft
Weight: 6,065 lbs
Cargo: Minimal storage space inside main cabin for survival packs and sidearms.
Powerplant: Liquid Fuel(w/ 140 mile range), Electric Power Cell(w/ 200 mile range), or Nuclear(10 year power supply)
Speed: (Ground) 50 MPH, can climb a 60 percent gradient, negotiate 1.3 ft vertical obstacles, and cross 5.9 ft trenches.
(Water) Can paddle along at 3 MPH.
Market Cost: 70,000 credits for the liquid-fueled model
90,000 credits for electric
800,000 credits for nuclear
Systems of Note:
*Power Armor-style life support and electronics
*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
Weapons Systems: None standard, but a small turret can be fitted carrying a missile launcher or 1-2 light weapons(see Options)
Options:
*Turret-Mounting---A light turret can mounted on the Winsor, the turret typically holding the equivalent of a single heavy infantry/cyborg weapon. The following is just a sampling of the commonly available/requested weapons:
a) 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: 250 round box magazine
Special Features: None
Cost: 50,000 credits
b)PS-M136 7.62mm caliber Minigun
Range: 10,000 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst, 8d6x10 SDC per 20 rd burst, 1d4 MD per 40 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst, 2d10 MD per 20 rd burst, 1d4x10 MD per 40 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst, 2d6 MD per 20 rd burst, 4d6 MD per 40 rd burst.
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst, 2d4x10 MD per 20 rd burst, 4d4x10 MD per 40 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 6,000 rpm(or 1,500 rounds per melee)
Payload: 4,000-rd belt
Cost: 27,000 credits
c)OCSW-2 25mm Light Autocannon
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. The Winsor mounting feeds from a 500 rd magazine.
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;
d)IH-100 Rail Gun (PS-100)
Weight: 300 lbs
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: 90,000 credits.
e)12.7mm PS-MRG03 Snub-nose Short Gatling Gun ( Single or double mount): This high-powered four-barreled gatling rail cannon features enormous damage potential, and fair range in a small package.
MDC: 30
Weight: 50 lbs
Range: 2,000 ft
Damage: 1D6 MD single round, 1D6x10 MD per 10 round burst,
2D6x10 +60 per Full Melee Burst of 40 rounds
Rate of Fire: Equal to the combined hand to hand attacks of the pilot
Payload: 700 rounds
Market Cost: 12,000 credits
f)Long-Barrel 20mm Cannon
Range: 7,200 ft
Damage:(20mm) 1d4 MD single shot
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 5 ft blast radius(single shot)
(PSX 20mm) 4d4 MD single shot
2d4x10 MD per 5 rd burst
4d4x10 MD per 10 rd burst
Airburst does 4d4 MD to 5 ft blast radius(single shot)
(Wood Rounds) 6d6 SDC single shot (1d4x10 HP to vampires)
2d4x10 SDC MD per 5 rd burst (2d4x10 HP to vampires)
6d6 MD per 10 rd burst (3d6x10 HP to vampires)
Rate of Fire: Standard
Payload: 1,000 rds per gun
Cost: 28,000 credits
g)PS-RG-60 Heavy Rail Gun( a copy of an imported Russian design)
Range: 5,000 ft
Damage: 1d6x10 per 20 rd burst
Rate of Fire: EGCHH
Payload: 3,000 rd drum
Cost: 100,000 credits
h) Air Defense Cannon Mount 1---PS-862 AC 30mm Anti-Aircraft Flak Cannon(Paladin Steel knockoff of the Triax TX-862FC). Single mount.
Range: 10,000 ft
Damage: 4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD six-round burst
Rate of Fire: EPCHH
Payload: 800 rds, 400 rds per cannon. Additional ammunition can be carried in the APC if troops are not being carried.
Bonuses: Independent laser and radar tracking system(range: 11,000 ft). +1 strike set on automatic against aerial attack(5 Attacks Per Melee), +2 strike fired by gunner
Cost: 500,000 credits
i)45mm PS-HRG05 'Hellshot' Rail Cannon: (1) An attempt to equal the power of the infamous "Boom Gun" carried by the Glitterboy, these fearsome weapons fire a much larger heavy metal kinetic energy penetrator with a massive punch. Unfortunately, the engineers were unable to equal the Boom Gun's long range or build the projectiles any smaller, limiting the payload.
MDC: 50
Range: 3,300 ft
Damage: 3D6x10 MD
Rate of Fire: Single shot only; equal to the combined hand to hand attacks of the pilot
Payload: 25 shots
Market Cost: 120,000 credits, 800 credits per penetrator round
j)PS PTT-M20 Missile Rifle---Combination mini-missile and light laser weapon.
Range: Usually about a mile for the missiles, 2,000 feet for the laser
Damage: Depends on missile type. The Laser does 2d6 MDC
Rate of Fire: Volleys of 1, 2, or 4 for the missiles, Single shots with laser.
Payload: 20 missiles total (10 per tube), laser has 20 blasts on a short clip, 30 on a long, 200 shot battery for liquid fuel/electric versions, effectively unlimited hooked to an external nuclear power source.
Bonuses: +1 to strike from laser targeting
Cost: 120,000 credits.
k)IH-34L Laser Turret (PS-34L)
Range: 4,000 ft
Damage: 6d6 MD per dual blast
Rate of Fire: Six times per melee
Payload: 1,000 shot battery, unlimited nuclear
Cost: 80,000 credits.
l)Laser Cannon Pod---A heavier single-barrel laser cannon, based on a weapon acquired from South America(the ATL-7 Anti-Tank Laser)
Range: 3,000 ft
Damage: 3d6x10+10 MD per single shot
Rate of Fire: Four shots per melee
Payload: 100 shot battery. Effectively Unlimited if nuclear powered.
Cost: 180,000 credits
m) Rapid-Fire Plasma Cannon
Range: 1,200 ft
Damage: 1d6x10 MD per single blast, 2d6x10 MD per double blast
Rate of Fire: Four times per melee
Payload: 200 shot battery. Effectively Unlimited if nuclear powered.
Cost: 60,000 credits for one, 120, 00 credits for dual mounting
n) Ion Cannon
Range: 4,000 ft
Damage: 1d6x10+10 MD per blast
Rate of Fire: EGCHH
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 230,000 credits
o) Particle Beam Cannon---PS-AWD-DBPBC-2; based on the Mechanoid Exterminator Double-Barreled Particle Beam Cannon
Range: 4,000 ft
Damage: 1d4x 10 MD single blast
2d4x10 MD double blast
Rate of Fire: EGCHH
Payload: 200 shot battery. Effectively unlimited linked to nuclear power source.
Cost: 3.8 million credits(yes, it IS possible to pay more for the weapon than for the vehicle!)
p) Heavy Particle Beam Cannon---PS-HPBC-8; a knockoff of Triax’s TX-843CP
Range: 3,000 ft
Damage: 2d4x10 MD single blast
Rate of Fire: EGCHH
Payload: 120 shot battery. Effectively unlimited linked to nuclear power source.
Cost: 3.8 million credits
q)Micro-Missile Launcher----Uses the same ‘cassette’ system as the McML-08 ‘BoomBox’----three cassettes, each with 25 shots, for a total per side of 75 shots
r) Mini-Missile Launcher----20 MMs in 2x10 launch boxes
s) Short Range Missile Launcher-----8 SRMs in 2x4 launch boxes
t)Hellfire/Copperhead Missiles
Range: 1 mile
Damage: High Explosive 2d4x10 MD
Rate of Fire: Volleys of 1, 2, or 4
Payload: 8 SRMs in 2x4 launch boxes
Bonuses: +5 to strike
Market Cost: 50,000 credits for the launcher, 10,000 credits per missile
u)Heavy ATGMs---a medium-range armor-piercing missile warhead on a foreshortened rocket booster, with command guidance, for making precise anti-armor kills.
Range: 1 mile
Damage: 3d6x10 MD to 20 ft blast radius
Payload: 6 SRMs in 2x3 launch boxes
Bonuses: +5 to strike
Cost: 100,000 credits for the launcher, 20,000 credits per missile
v)L-SAM Launcher----Paladin Steel’s infamous ‘Black Talon’ super-agile ‘Stinger’.
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1,2,3, or 4(all)
Payload: 8 L-SAMs in 2x4 launch boxes
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)
Cost: 200,000 credits per launcher, 10,000 credits per missile
w)Multiplexor Cannon---A slightly modified version of the system originally mounted on the old PS-IR-8 Minotaur.
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, but can also draw upon the Type-8’s own PPE reserves. In an emergency, the pilot, if they are a mage or psychic, can kick in their own PPE.
Bonuses: As per spell(if any)
Cost: The basic mage Pod system costs about 1.2 million credits
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.
x)Heavy L-CIWS Vulcan Chain Gun--- The PS-L-CIWS is often called the “Button Gun” because of its squat, flattened dome-like turret.
Weight: 1,000 lbs
Range: 4,000 ft
Damage: 1d4x10 MD per 20 rd burst(can only fire bursts)
Rate of Fire: EPCHH, as an automated defense system linked to a radar/sensor system, the “Button Gun” has 3 attacks per melee
Payload: 8,000 rd magazine(200 bursts)
Cost: 200,000 credits
y)Flamethrower
Range: 300 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.
Note: The flame-thrower can also be used to cover an area with fluid: up to 10 ft per attack used. Used with Super-Napalm, this does 1d4 MD, Incendi-Gel does 1d6 MD, and with Napalm-P, this does 2d6 MD.
Rate of Fire: ECHH
Payload: 100 bursts
Cost: 17,000 credits
z) Water/Spray Cannon---High-pressure pump projector, typically used for firefighting, but occasionally for riot control and specialized work, like anti-vampire duty.
Range: 400 ft
Damage: Varies by liquid sprayed, Loaded with water, it does 1d4x10 HP per blast.
Due to its high pressure, at ranges of 100 ft or less, it can do 1d8 SD to people, and has a 50% chance of knocking human-sized targets off their feet(lose initiative and 1 APM getting back up).
Rate of Fire: ECHH
Payload: 180 blasts. A trailer with a larger water tank(200 gallons, 720 blasts) can also be attached.
Cost: 22,000 credits
Other Options:
*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 vehicle 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: 7,000 credits per 10% of improvement over base.
*SpeedTracs---This is an expensive and elaborate conversion that upgrades the engine, and replaces the track system with a faster, smoother-running ‘float’-suspension system. This permits the normally slow APC to hit speeds of up to 65 MPH(50 MPH w/ trailer module) on level, paved, surfaces. Cost: 200,000 credits
*Extendable Grousers---Extendable/retractable extensions to the outside edge of the tracks, expanding the surface contact area, and improving traction over soft earth and snow(no movement penalties for traveling over either surface). A flip of a dashboard switch deploys/deactivates them. Compatible with Heavy Tracks and Speedtracs. Cost: 80,000 credits
*Appliqué Armor
Light: +80 MDC main body. Cost: 160,000 credits
Medium:+150 MDC main body. Cost: 280,000 credits
Heavy: +200 MDC main body. Cost: 360,000 credits
*Laser Ablative Armor(Option)---PS laser-ablative ceramic, based on alien materials. Lasers do HALF damage. VFLs can NOT adjust to compensate. As an added bonus, Arkhon triphase weapons do 1/10 less damage.
----Cost:+800,000 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
*Electro-Shock Security System----Special contacts in the skin of the vehicle can be electrically charged to deliver a taser-like shock to anyone attempting to break into the vehicle. Alternatively, the system can be set to dump most of its power into a vaporizing megadamage shock blast, though this tends to drain the batteries far faster. CANNOT be mounted on top of Appliqué Armor.
Range: 3 ft
Damage: 3d6 SDC plus Humanoids struck with this weapon must save
vs. coma or be shocked unconscious for 1D6 minutes.
(MD ) The higher end setting does 1d6 MD per shock
Payload: 20 SDC (2 Megadamage charges) charge battery(recharges off the conventional powerplant at one SDC blast per 5 minutes), or unlimited if linked to a nuclear powerplant.
Cost: 3,000 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
*Fletchette Packs----Located around the hull are special ‘reactive armor’ panels that can be also be triggered as antipersonnel 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 mini-tank(sides, front, back) can be fitted with 5 fletchette packs each(20 total)
Cost: 200 credits per fletchette pack
* Smoke Mortars---Mountable gas grenade launchers for providing covering smoke. 1-4 clusters are typically mounted.
Range: 500 ft
Damage: None, smoke(chemical agents such as tear gas can be substituted) in 10 ft radius.
Rate of Fire: Volleys of 1,2,3, 4, or 6
Payload: 6 smoke grenades per launcher, 12 total
Cost: 3,500 credits for the launchers
*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 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.
*Aura Scanner---For detecting and identifying PPE concentrations
Range: 2000 ft
*Bio-Scanner---Has a molecular analyzer, enhanced radiation detector, high-powered acoustic ‘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
*NBC Sensor System Cluster---Small compact mini-lab pod that has the following:
---Geiger Counter---Detects radiation, type, and levels.
---Molecular Analyzer---A flow-through air sampler that tests for various common airborne contaminants and toxins, and determines air quality.
---Pathogen Screener---Another air sampler that looks for dust particles and spores, and the enzyme/molecular interactions of organic pathogens
Cost: 80,000 credits
*Hedgerow Cutters---A classic and simple device inspired by accounts of the Second World War, this device simply consists of sharpened blades of megadamage armor mounted to the front of the AFV, and used for assisting in getting the vehicle through dense underbrush, though it can also aide in ramming doors and vehicles. Adds +1d4 MD to a ram attack. Cost: 1,000 credits
A vibroblade version is also available; it does 3d6 MD and costs 15,000 credits.
*Automation----This is a rebuild of the interior that allows a single driver to manage driving and weapons systems at the same time, using an ergonomically more efficient cockpit layout, VR HUD, and voice command system, similar to those used aboard robot vehicles. A driver versed in Pilot: Tank and Weapons Systems will have their full APMs, +1 APM at levels
Cost: 120,000 credits
*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 siege situations. Frequently used as a recon(especially in hazardous environs) or decoy vehicle.
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
*Hood Mount Weapons Rack----Again, for extra cost, a reinforced weapons rack can be added to the forward glacis plate of the Winsor. Among some of the favorites mounted on the rack, and controlled by a dashboard firing control are:
a) Light 20mm Autocannon
Range: 3,000 ft
Damage:(20 mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm TX-1)4d4 MD per shell
1d6x10 MD per 5 rd burst
2d6x10+4 MD per 10 rd burst
Airburst does 4d4 MD to 2 ft blast radius(single shot)
(Wood rds) 6d6 SDC per shell(1d6x10 HP to vampires)
2d4x10 SDC per 5 rd burst(2d4x10 HP to vampires)
2d4 MD per 10 rd burst (3d6x10 HP to vampires)
(Crowd Control rds) humans and human-sized D-Bees must roll a D20 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174)
Rate of Fire: ECHH
Payload: 400 rds
Cost: 20,000 credits
b) Machine Guns(2)---Twin-Mount cyborg-standard MGs
Range: 2,000 ft
Damage: 1d6x10 SDC per 10 rd burst, or 1 MD per explosive round, 2d4 MD per burst of 10 rds, per single gun. Can also fire silver and wood rounds, and rubber riot bullets.
Rate of Fire: Standard
Payload: 600 round box magazine per gun
Cost: 16,000 credits
c) Flamethrower------400 ft range, does 3d6 MD per burst, plus does an Additional 2d6 MD per melee for 1d6 melees, 10 shots, 30,000 credits
d)Grenade Launcher---Modified rifle-grenade launcher firing larger(and more destructive) projectiles than those associated with underbarrel ‘shotgun’ or pump-action launchers...This is basically a four-shot ‘spigot mortar’ assembly allowing up to four rifle-grenades to be mounted on the forward hood and fired by an electronic switch attached to the dashboard. The launchers can be angled up to a 45-degree angle. Can sometimes be mistaken for a mini-missile launcher.
Range: Typically 1,800 ft
Damage:
(Riot)---Combination flash-bang and rubber pellet charge---Victims are -10 to strike, parry, and dodge, -1 to initiative, and lose 1 APM for 1d4 melees. Rubber pellets do 1d4 SDC damage, but have a 60% chance of knockdown for any human-sized, or smaller, beings, caught in a 10 ft blast radius.....lose initiative and 1 APM for that melee(cost: 80 credits)
(Fragmentation-SDC) 2d4x10 SDC to 20 ft blast radius(cost: 100 credits)
(Fragmentation-MD) 3d6 MD to 25 ft blast radius(cost: 280 credits)
(High Explosive) 6d6 MD to 10 ft blast radius(cost: 360 credits)
(Anti-Armor HEAT) Very heavy projectile(range drops to 120 ft) Does 2d4x10 MD to a 1 ft diameter area(shaped charge)(cost: 800 credits)
(Plasma/Micro-Fusion) 1d6x10 MD to 8 ft blast radius (cost: 800 credits)
(Incendiary) 2d6 MD flash damage to 12 ft blast radius, plus does 1d4 MD per melee for 2d4 melees(cost: 350 credits)
(Acid)---4d6 MD to a 5 ft radius, then diminishes in strength by 1d6 each melee(lasts about 4 melees)(cost: credits)
(Chemical) Effects vary, but contains enough chemical agent to cover a 15 ft radius
(Illumination) Can loft to an altitude of 600 ft, and illuminate a 500 ft radius for 4d4 melees. (cost: 15 credits)
Note: Additional grenade types, including TW munitions, are constantly in development.
Rate of Fire: Volley of 1-4
Payload: 4. Must be externally hand-reloaded. Typically takes 2 APMs to reload a single round
Cost: The firing assembly costs 8,000 credits. Rifle grenades cost extra.
e) Mini-Missile Launcher----Holds up to 4 mini-missiles(fires volleys of 1-4). Cost: The firing assembly costs 9,500 credits. Mini-missiles cost extra.
f) Micro-Missile Launcher---The advent of PS micro-missiles has led to a variety of different new mountings being tried. The Winsor has been tested with a large, wide, multi-tube ‘xylophone’ box launcher that fires the earlier Pattern-1A and -1B missiles. Though damage per individual missile is low, their range is quite good, and their small size means that many missiles can be carried, and fired, to devastating effect, in a volley. The actual launcher consists of four launcher boxes arrayed across the front of the vehicle. Bringing to mind the ‘Metalstorm’ guns of the past, each box-cassette has 25 micro-mssiles(5 rows of 5) for a total of 100 projectiles, and can fire them in volleys of 5 to all 100 at once. The entire set-up weighs in at 80 lbs,
Range:
Pattern-1A 5,700 ft
Pattern-1B 6,000 ft
Damage/Bonuses:
Pattern-1A---1d4 MD to 2 ft blast radius
Pattern-1B---1d6 MD to 5 ft blast radius
Bonuses:
Pattern-1A (None) Spin-Stabilized
Pattern-1B (None) Gyro-Compass Chip
Rate of Fire: Volleys of 5-100
Payload: 25 missiles per box, 100 total
Cost: 40,000 credits for the launcher
Pattern-1A 25 credits per McM
Pattern-1B 32 credits per McM
Variants:
The Winsor chassis has already been adapted for a wide variety of utility and support vehicles. The following are just a few of the more standardized variants:
*LAVF027OV---Observation Post vehicle. It lacks a turret, but instead has a raised cupola with armor-glass viewports(with deployable armored shutters) allowing for all-around vision. Typically carries a remote-control machine gun or light rail gun for self-defense.
*LAVF027MEDEVAC----Battlefield ambulance, with provision for three stretchers to be carried inside the extended rear compartment.
*LAVF027APC----Extended rear compartment Armored Personnel Carrier variant with room for up to six troops. It can also serve as an ammunition carrier and cargo carrier.
*LAVF027ARRV----Armored Repair and Recovery Vehicle variant with no turret, but an extended rear compartment, and an A-frame hoist attached. Typically carries a remote-control machine gun or light rail gun for self-defense.
*LAVF027MHQ---Mobile command post with no turret, but an extended rear compartment, radar(50 mile range) mast, and extra communications aerials. Typically carries a remote-control machine gun or light rail gun for self-defense. Typically used as the command vehicle for artillery batteries and defense companies.
*LAVF027ARGUS---Another turret-less variant, carrying a sensor platform instead. Typically carries advanced sensors such as radar(60 mile range), PPE sensors, and communications relay gear.
*LAVF027MC---Mortar carrier, with a 120mm mortar attached to the rear, where it can be lowered to place its baseplate against the ground. The mortar is breech-loaded via a special system from within the tank, the rear compartment holding 30 rounds. The PS-120-109 mortar can fire a 15-lb standard shell-bomb or a heavier 27-lb shell. There are also reports of a 34-lb ‘Blaster’ shell in development.
Range:(Standard Shell) 8,900 yards
(Heavy Shell)7,100 yards
Damage:(Standard Shell) Fragmentation: 3d6 MD to a 30 ft blast radius
High Explosive: 6d6 MD to a 12 ft blast radius
Plasma: 1d6x10 MD to an 18 ft blast radius
(Heavy Shell)Fragmentation: 4d6 MD to a 35 ft blast radius
High Explosive: 1d6x10 MD to a 20 ft blast radius
Plasma: 2d6x10 MD to 35 ft radius
Rate of Fire: 2 shots per melee
Payload: Stowage space for 30 rds
Note: Can fire Merlin ‘Smart’ projectiles that are +3 to strike.
*LAVF027ETV----Modified ‘space tractor’ adapted for operations in airless environments. Features extended robot vehicle-style life support, extra radiation shielding, electric or nuclear power, provision for fitting wit robot manipulator arms, and an airlock-style rear hatch, allowing for the crew to enter and exit from pressurized structures without having to venture outside. Many PS/ASI spacecraft carry LAVF027ETVs as part of their auxiliary vehicle complement.
*LAFV027D---Aka ‘Bug Tank’...A more sophisticated robot vehicle version of the Winsor that removes the tracks and replaces the lower chassis with a six-legged ‘insectraction’ walker-frame. The resulting vehicle is somewhat more complex and difficult to maintain, but has better rough terrain-handling properties.
MDC/Armor Per Location:
Legs(6) 50 each
Speed: 60 MPH over most terrains
Cost: + 280,000 credits
Last edited by taalismn on Mon Oct 08, 2012 11:08 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:Paladin Steel ‘Winsor’ Light Armored Vehicle
(aka ‘Pony’)
The Wiesel that wond-bar toy for all good little Germany-Town boy, girls and DBees.
http://img241.echo.cx/img241/511/wespaces0ni.jpg
Can also be used as a 'school bus' for them.
MaK Wiesel 2 The MaK Wiesel 2 can carry a total of six men and their equipment
http://img241.echo.cx/img241/1274/wescarrier2xn.jpg
from http://s3.zetaboards.com/Defense_Philippines/topic/831048/1/
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: 48692
- 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 ‘Winsor’ Light Armored Vehicle
(aka ‘Pony’)
The Wiesel that wond-bar toy for all good little Germany-Town boy, girls and DBees.
http://img241.echo.cx/img241/511/wespaces0ni.jpg
Can also be used as a 'school bus' for them.MaK Wiesel 2 The MaK Wiesel 2 can carry a total of six men and their equipment
http://img241.echo.cx/img241/1274/wescarrier2xn.jpg
from http://s3.zetaboards.com/Defense_Philippines/topic/831048/1/
Added an APC version on the strength of those comments.
-------------
"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
Did you use the shorter Wiesel or the larger Mak 2 version in your design?
Real persons or SmallKin?
Never mind.
Always remember that you as a civilan have limited cargo space, so always load military style. Shorter Wiesel with 3 road wheels.
Is there a line of trailers available? Like on the older models.
taalismn wrote:Added an APC version on the strength of those comments.
Real persons or SmallKin?
Never mind.
* LAVF027APC ---- Extended rear compartment Armored Personnel Carrier variant with room for up to six troops. It can also serve as an ammunition carrier and cargo carrier.
Always remember that you as a civilan have limited cargo space, so always load military style. Shorter Wiesel with 3 road wheels.
Is there a line of trailers available? Like on the older models.
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: 48692
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
I WAS going to do a Smallkin-piloted version, but technically, ANY vehicle could be adapted for Smallkin operation with enough equipment.
Just beware of vehicles driving down GNE streets that apparently have no drivers...they could be Smallkin-driven, robot-driven, piloted by invisible beings, or, they just might be out of control(driver incapacitated and fallen out of sight or bailed out of the vehicle altogether).
Just beware of vehicles driving down GNE streets that apparently have no drivers...they could be Smallkin-driven, robot-driven, piloted by invisible beings, or, they just might be out of control(driver incapacitated and fallen out of sight or bailed out of the vehicle altogether).
-------------
"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
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: 48692
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
abtex wrote:Other reasons
When you travel Megaversal Highway Eighty-Eight, you gotta expect to see some strange things in the passing lane...
-------------
"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
Okay, I figured out a system for all Hedoro related posts.
Any fiction that has Outpost Hedoro will go in the Paladin Steel topic.
Whereas Hoyt Sparks centered fiction will be in the Shemar topic.
Expect a Hoyt moment soon.
Any fiction that has Outpost Hedoro will go in the Paladin Steel topic.
Whereas Hoyt Sparks centered fiction will be in the Shemar topic.
Expect a Hoyt moment soon.
- taalismn
- Priest
- Posts: 48692
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
89er wrote:Okay, I figured out a system for all Hedoro related posts.
Any fiction that has Outpost Hedoro will go in the Paladin Steel topic.
Whereas Hoyt Sparks centered fiction will be in the Shemar topic.
Expect a Hoyt moment soon.
Oh dear. Time to panic?
Time to panic and save time later.
-------------
"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: 48692
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Basis of an AFV even smaller than the Winsor?
Smallkin chasis?
The Badger by Howe & Howe Technologies:
http://www.youtube.com/watch?v=oSvyYNf68eg&feature=related
Smallkin chasis?
The Badger by Howe & Howe Technologies:
http://www.youtube.com/watch?v=oSvyYNf68eg&feature=related
-------------
"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
Are you going to ]make them drive thru houses and help them raid pasty shops are you?
Last edited by abtex on Sun Oct 14, 2012 5:06 am, edited 1 time in total.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.
taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...
taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink...
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
How crazy are your Flex-Barrel weapons getting?
On a side web find -- Aerofex hover-bike.
What's a work-horse role?
On a side web find -- Aerofex hover-bike.
Aerofex sees them being used for battlefield medical evacuation, search and rescue and general work-horse roles.
What's a work-horse role?
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...
- glitterboy2098
- Rifts® Trivia Master
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- Joined: Wed Aug 06, 2003 3:37 pm
- Location: Missouri
- Contact:
Re: Paladin Steel Storefront
abtex wrote:Aerofex sees them being used for battlefield medical evacuation, search and rescue and general work-horse roles.
What's a work-horse role?
according to the dictionary "Something, such as a machine, that performs dependably under heavy or prolonged use"
so in this case, jobs that aren't terribly specialized but put the object through lots of day to day wear from use.
it comes from the fact that a 'work horse' used to be a class of horse used for labor, generally breeds like draft horses which can pull/carry heavy loads for very long periods of time before tiring.
Author of Rifts: Deep Frontier (Rifter 70)
Author of Rifts:Scandinavia (current project)
* All fantasy should have a solid base in reality.
* Good sense about trivialities is better than nonsense about things that matter.
-Max Beerbohm
Visit my Website
Author of Rifts:Scandinavia (current project)
* All fantasy should have a solid base in reality.
* Good sense about trivialities is better than nonsense about things that matter.
-Max Beerbohm
Visit my Website
Re: Paladin Steel Storefront
Work horse I understand.
You have two fans blowing down I think would make lifting hard, unlike a helicopter.
what kind of jobs would the cycle be able to do if it needs ground to aid in lift?
You have two fans blowing down I think would make lifting hard, unlike a helicopter.
what kind of jobs would the cycle be able to do if it needs ground to aid in lift?
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: 48692
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
abtex wrote:Work horse I understand.
You have two fans blowing down I think would make lifting hard, unlike a helicopter.
what kind of jobs would the cycle be able to do if it needs ground to aid in lift?
Border patrol, highway patrol, express local delivery, roving national parks(such as national seashores)...the sorts of jobs you see ATVs and those little souped-up golf-cart rovers doing these days.
I could see them patroling Cape Cod beaches for instance, doing it a lot faster without getting stuck (or digging) dune-eroding ruts....
-------------
"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:Work horse I understand.
You have two fans blowing down I think would make lifting hard, unlike a helicopter.
what kind of jobs would the cycle be able to do if it needs ground to aid in lift?
Border patrol, highway patrol, express local delivery, roving national parks(such as national seashores)...the sorts of jobs you see ATVs and those little souped-up golf-cart rovers doing these days.
I could see them patroling Cape Cod beaches for instance, doing it a lot faster without getting stuck (or digging) dune-eroding ruts....
I still think a gyrocopter would work better personally... Not that I wouldn't love to have a hoverbike.
It's clear that your mind is made up, and pesky things like facts are not going to educate you. Perhaps it is your mindset that is immune to transformation by any means? - The_Livewire
- taalismn
- Priest
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- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
abtex wrote:Are you going to ]make them drive thru houses and help them raid pasty shops are you?
It's how GNE legal secretaries deliver court summons; "You may consider yourself served!"
-------------
"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
Thanks now Work Horse makes more scents without the feeding and cleaning up off.
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: 48692
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Here’s a shout-out to Raven, if he’s still around; an oldie redone....
Paladin Steel/Kera-Tech G-10MDXL ‘Samaritan’ Medical Response Power Armor
http://i408.photobucket.com/albums/pp164/taalismn/img283.jpg
The crowd in the Open Market in New Seattle looked with growing concern at the traveler who approached them. At first glance he looked like any other out-of-towner in to see the lights, dressed in odd mismatched apparel, and even his disheveled appearance and staggering behavior wasn’t unusual...more than a few gawkers come in from the Wilderness to experience the comforts of the Civilized World spent their visits emotionally and physically drunk with excitement and overindulgence.
But the yellow and red rash spreading over his exposed face, obviously not part of this man’s racial makeup, was something else entirely.
The more timid citizens in the crowd backed away, while some of the more altruistic, foolhardy, or those who didn’t see the discoloration, stepped forward to help the man, or at least steer him out of the public place.
Suddenly a circle of giant floating words, blazing bright hot, appeared in mid air, centered on the staggering man.
“DANGER! * QUARANTINE ZONE*DO NOT CROSS!*DANGER!*QUARANTINE ZONE*DO NOT CROSS!*DANGER!*”
Bystanders took one look at the sweating, shaking man and took the hint, backing away immediately, as a pair of large silver and white armored figures seemed to materialize around the dazed man, the red and blue crosses prominently displayed on their armor.
“Easy there, buddy, we’re not going to hurt you! You need help, and we know you don’t want to hurt anybody else, so just take it easy, and we’ll get you help!” one of the EMedtechs crooned over her suit speakers as they advanced on the holo-circle.
Either the man didn’t hear or he was too caught up in fevered dementia for the benign reassurances to register. He took one look at the massive robotic suit advancing on him and took exception to it. With an inarticulate scream of fear and hate he sprang at the medtech. He promptly bounced off its armored flanks, rolled to his feet, then tried to bolt through the spotlighting holo-projection.
...Only to run right into the waiting grasp of the second ‘suit. An armored power-assist paw grasped the man’s chin, a needle flickered out, a hypo hissed, and the man went limp and boneless. In moments the sick traveler was wrapped in a clear plastic isolation bag with air filter hook up, strapped to a stretcher-shield, and loaded into a hovervan ambulance that dropped into the Market from above. The medtechs kept the holobarrier up for another minute while they sprayed the area with germicides, questioned anybody who had come in contact with the man, and issued precautionary advisories and reassurances. Cleanup crews fanned out backtracking the man’s path.
“All of them are accounted for?”
“They got the last one over at Fifth and Weston, just short of the Public Market. We got scrub teams tracking his likely course, but we don’t think he stopped anywhere. Got the robo-streetcleaners going double rounds and flushing the dumpsters and gutters with bleach to be certain though. If he stopped anywhere to take a leak or wiped his hand on a wall, we’ll catch it!”
“Good. What about the others?”
“Got the place wrapped up and sealed off. Everybody inside is in iso. Six adults and three kids...all showing advanced symptoms. Found two dead children already, and two of the live ones may not make it. This stuff is horrible. We also got three people who came in regular contact with the folks in protective custody. They aren’t showing any signs of being sick, but we got them in separate iso anyway.”
“Find the source?”
“Yep...D-bee artifact, in the carrier’s room. We figure the brother came visiting family with it, figuring it was some sort of treasure chest, and cracked it open. Pathology hasn’t deciphered the lettering on the thing yet, but they think it’s some sort of biological warfare missile warhead. Doesn’t look like it originated on Earth, though.”
“Just their damned luck, and nearly ours! That’s why we have the free evaluations for travelers on the edge of town! So how’s mop up?”
“We’re removing the family’s belongings and locking them in the sterilizer chambers over at the Station for fumigation, CenCom is flushing the mains with steam, chlorine, and magic, but the building’s gotta go. One drop of vomit missed on cleansweep, and it’s plague time again! So we‘ve wrapped the place, then Sphere of Annihilation, and some plasma, and we sterilize it all.”
“Damn, but this was close. Thank Dog for the Sniffers! You wonder how the ancients would have handled this?”
“They wouldn’t have been messing around with alien biowar canisters, sir!”
“True...”
The G-10MDXL came about as a result of technology and hardware exchanges between Paladin Steel and Kera-Tech in which PS received several dozen M-2150 G-10XL Panther Light Glitterboys, a variant Glitterboy designed (if more expensively) for the same sort of rapid-movement warfare that Bandito Arms would capitalize on with their ‘Shadow Boy’ design. However, with a glut of already existing light and medium power armor designs in its hands already, PS wasn’t about to begin purchasing or manufacturing traditional Glitterboys for its own use at the time. They weren’t about to just refuse the gift of shiny new power armors, though, being pragmatic. Instead, Paladin Steel engineers began looking at re-tasking the Glitterboys, and several bright lights in the design department had the bright idea of adapting the Panthers to medical response suits. The innate toughness of the suit, plus the established reputation of the Glitterboy for gallantry and heroism, would work in the new design’s favor.
The result was the Samaritan G-10MDXL, a highly effective maximum-safety emergency response unit. Its heavy armor protects it from environmental hazards, including monsters and mutants, while protecting the occupant from possible contamination. It retains the robotic strength of its inspiration, the better to lift up collapsed structures and vehicles, pry open caught hatches and crushed cars, break down walls and doors, and wrestle monsters away from injured and trapped people.
The shiny exterior chroming of the Panther was retained, in order to make the suit highly visible, though this has been accentuated with bright red, orange, and yellow detailing, as well as glow-strips and flasher bars. Their mobility has been increased through the addition of a fan-jet flight pack(that can incidentally use its jet downwash to spray aerosol medications, sanitation agents, and sedative gases).
Though they are employed on missions of mercy, many Samaritans are arguably armed for dealing with extreme situations where they may come under attack. Most Samaritan operators will carry accessory sidearms, typically stun/reduced lethality types, or shoulder-mount gear with riot-control applications. And, of course, the variety of medical equipment, blades, saws, chemical injectors and the like, some of which is powered to deal with megadamage hides, has weapons potential.
Samaritan G-10MDXLs are typically assigned to rapid-response EMT units, the GNE CDC’s ‘hot zone’ squads, and elite crisis-management crews. It’s also rumored that a few, redone in military drab, are assigned to special nuclear-biological-chemical warfare counter-squads and OutDimension Exploration groups.
Despite their expense, the Samaritan G-10MDXL is selling quite well to EMT units in the larger cities of the Alliance, and PS is gearing up to offer the ‘suit in its offworld markets as well.
Type: PS/KT- G-10MDXL Samaritan
Class: Heavy Exo-Armor, Emergency Medical Response
Crew: One
MDC/Armor by Location:
Main Body 300
Head 75
Arms(2) 100 each
Hands(2) 25 each
Legs(2) 125 each
Backpack Lift Fans(2) 80 each
(Optional) Shield 60-100
Height: 8 ft
Width: 4 ft
Length: 4 ft
Weight: 1,400 lbs
Cargo: Only what can be carried externally.
Physical Strength: Robotic P.S. of 30
Powerplant: Micro-pack nuclear power cell w/ 15 year energy life
Speed:
(Running) 90 MPH; pilot fatigues at 10% of normal, thanks to the robotic exoskeleton.
(Leaping) 13 ft up/across, 25 ft up/across with a running start
(Flying) Hover to 100 MPH, maximum altitude of 1,000 ft
(Underwater) 7 MPH running underwater, maximum depth of 900 ft
Market Cost: 13 million credits
Systems of Note:
Standard Power Armor Systems, plus:
*Laser-Reflective ‘Glitter’ Armor---Lasers do HALF damage.
*Extended Life Support--- Atmospheric and water recycling, with food supplements, good for about a WEEK fully closed up.
*Environmental Monitoring Sensors---The two lower knobs on the chest are the filter intakes of an air sampler that constantly analyzes air drawn in for airborne contaminants and pathogens.
*Bio-Monitor Sensors---Close range (3 ft) medical scanners equivalent to the complete package 3Galaxies’ Medical Scanner. Can also be supplemented with disposable skin-contact sensor leads, pads, and cuffs(typically carries about 10 sets), that transmit biometrical data to the medtech.
*Cyberscanner---This is essentially the medic’s version of a Tech-Scanner, only calibrated to interface with cybernetics and bionics. Working in concert with the onboard A.I., the system’s probes can check the power flow and power coming off implants and verify if they are damaged, interfacing correctly, or otherwise acting abnormally. This system can also be used to check if a piece of neural-ware is boosted beyond approved limits. Can effectively diagnose common Black Market and PS/GNE cyberware at 95%, while more recent Triax and Republic of Japan designs can only be effectively diagnosed at 75%. Experimental human-based designs can be diagnosed at 50-65%, while truly alien systems implanted in humans and common D-bee races are only able to be identified and diagnosed with 30% effectiveness(largely working from comparison to more conventional/better-documented systems).
*Molecular Analyzer/Chem-Scanner-----Essentially an automated and highly-compact biochemical lab capable of performing blood typing, simple pregnancy and tissue-typing, and quick sampling of blood and tissue for common compatibility and rejection factors(especially important when working with multiple species services and communities). This allows the medic a better chance of administering the proper drugs and blood substitute solutions.
*Short Range Magnetometer---Open-air version of a Magnetic Resonance Scanner, this device uses magnetic fields to detect the presence of metallic shrapnel and implants...deetcting ferric materials 98% of the time, non-ferric 75%, and composite/non-metallic objects only 45% of the time. However, it is not as accurate as a full couch-sized MRI, and has an effective range of only 2 ft.
*Onboard Medical Database---An integral ‘smart’ or ‘expert’ system that works with the medtech to speed diagnosis. The medtech can scan in visual imagery and sensor data which is then compared and matched to information in the database, which offers up the most likely matches and recommended courses of action. It can also display, on demand, the other possibilities. This gives the medtech a +15% to Diagnostic rolls. This system can also use radio communications as a wireless cellular modem to link to city civil communications nets, to download patient updates and medical information in either direction.
*Holo-Projectors---The Samaritan mounts special holographic projectors that are used to flash warning signs and virtual perimeters out to 20 ft.
*Pop-Up Bag Pylon----A short folding stand that pops up out of one shoulder, with three hooks for hanging plasma and solution bottles/sacs from.
*Articulated Shoulder Mounts---These can be used to mount shoulder heavy weapons, flood lights, and medical scanner/instrument packages.
*Bandolier Belt---The Samaritan typically carries a multi-compartmented web-harness with additional medical supplies and tools; up to 100 lbs worth, including sterile pads, antiseptic bombs, space blankets, bottles of universal hemosubplas, disposable drug ampule injectors, inflatable casts, bandages, shock resuscitators, vaccine lollipops, and other useful goodies.
Weapons Systems:
1) Shoulder Mounts(2)---The Samaritan mounts two shoulder emplacements for heavy equipment. ONE of the following can be mounted on each:
a)Heavy Hypo-Cannon----- This is a ZOT Hypo-Rifle, a powerful multimode device resembling a massive hypodermic needle, manufactured by PS under license, that can be used to inject massive doses of medication through megadamage hides. It can also be used as a ranged spray weapon, or as a laser cutter/sniper rifle. Frankly, the horror factor of having a needle this big pointed at them is enough to make many opponents run for their lives, or else just faint dead away.
Range: (Needle) Melee
(Aerosol Sprayer) 200 ft, and can be ‘fanned’ to cover an area of 20 ft, but range drops to 50 ft.
(Laser) 3,000 ft
Damage: (Needle) 3d6 SDC or 1 MD
(Aerosol Sprayer) Varies by the chemicals used, but generally airborne chemicals/drugs have HALF the effect of injected ones owing to the dispersal of concentration.
Filled with water, the Hypo-Cannon does 1d6x10 HP per blast to vampires.
(Laser)(Variable) 1d6, 2d6, 3d6, or 5d6 MD per blast.
Rate of Fire: (All) ECHH
Payload: (Needle) 1 needle mounted(replacing it takes 2 melee actions; typically 4-6 replacement needles are carried on the equipment belt).
(Aerosol Sprayer) 100 blast reservoir
(Laser) Effectively Unlimited
b)MagBlaster---This multimode weapon fires bolts or vortices of invisible concussive force.
Range:(EM Bolt) 800 ft
(Scattershot Bolt) 400 ft, covers a 15 ft wide area
(SDC Shot) 800 ft
(Stun Vortex) 300 ft
(Shock Ball) 300 ft
Damage:(EM Bolt) 4d6 MD per shot
(Scattershot Bolt) 2d4 MD to everything in a 15 ft wide area
(SDC Shot) 6d6 SD per bolt
(Stun Vortex) None; has an 80% chance of knocking down human-sized targets(lose initiative and 1 APM getting back up), plus 60% chance of
(Shock Ball)
Rate of Fire:(All) ECHH
Payload: Effectively Unlimited
Bonuses: +1 to strike, and the invisible bolts are -6 to dodge.
c) Goopblaster----Fires an expanding ball of rapid-set quick-dry megadamage epoxy ‘goop’ that can blind an enemy’s sensors, lock up limbs, plug leaks, or block internal corridors. Each application covers about five cubic feet,. To completely cover a human-sized target, the attacker must roll a 12 or better on the strike roll, otherwise only a limb is glommed. Anyone caught in the goo must
have a supernatural or robotic PS of 30 or better to break free; otherwise they are stuck until the goo is somehow removed.
The epoxy sets within seconds, and can be used underwater. Unlike the
industrial strength Goo used in the Goo Gun, the Glooper uses a weaker, cheaper, biodegradable grade of MDC cement, more like a thick lather or foam, for building temporary structures and filling corridors. The foam typically breaks down after exposure to air for 1d4 days, or faster(4d6 hours) under the effects of severe weather. If the foam structure is to be permanent, then the foam must be treated with a spray sealant that hardens the foam and stops its breakdown. However, the sprayed epoxy needs 1d4 hours to properly cure, at which point it attains its maximum strength. Once the two tanks are emptied, the twin bottles, which are
sold and attached together as a pair, can be quickly exchanged for fresh ones in one melee action, like changing an e-clip. For larger jobs, a backpack tank holding additional chemicals is available.
The Goop Blaster can also be used to generate a much lighter mass of bubbles that don’t have as much overall strength as a normal ‘blob’ of the cement, but which expands to fill up more space(15 square ft per application). This mass of bubbles will only slow down augmented or power armored troops(reduce speed by 50%), but will most effectively contain/restrain anyone without a supernatural or robotic PS of 30 or better..this mode is designed to effectively neutralize ship crews by blocking corridors and sealing access without damaging the vessel’s structure. A special solvent spray can be used to dissolve the bubble mass in 2d6 melees.
Range: 500 ft
Damage: None, Gloop has 2d4 MDC(1d4 MD in ‘bubble mode’) per application, but if treated with the binder solution, hardens to 2d6 +1 MDC after curing for 1d4 hours. Gloop has a strength of 1,000 lbs per cubic foot.
After 1d4 days(depending on local conditions), reduce the MDC of the Gloop by 25% per 24 hours until you're into SDC, at which point the Gloop is so brittle it flakes away into dust.
Rate of Fire: Spray
Payload: 30 applications per small tank.
Cost: 50,000 credits for the sprayer, 2,000 credits per 30-application
cartridge, 8,000 credits per 100-application tank.
d) Sonic Stunner---A variable mode sonic weapon that can render crowds stunned senseless. or can pulverize structures at the upper end of its power scale.
Range: 1,800 ft underwater, 600 ft in air
Damage: Wide Beam: 4d6 SD or MD to a 30 ft area
Concentrated Beam: 1d4x10 SDor 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: ECHH
Payload: Effectively Unlimited
e) 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: Effectively unlimited
Cost: 29,000 credits
f) TW Multiplexor(Model 14-6)----Paladin Steel’s (in)famous modular spell casting system, adapted as a power armor weapon/tool. Rather than one spellcard, this model can hold up to six Spellcards, and is powered by replaceable PPE Batteries or by a special PPE Generator.
Range: Varies by spell
Damage/Duration: Varies by spell
The Model 14-6 most often fitted to the Samaritan carries 6 Spellcards; most operators choose a mix of defensive(like Sheltering Force) and healing spells(like Greater Healing).
Rate of Fire: EPCHH
Payload: Multiplexor has a 250 PPE battery
In an emergency, the user, if they are a mage or psychic, can kick in their own PPE.
An ultra-compact PPE Generator, based on the ‘gun cylinder crystal’ generators developed by PS subsidiary Ghanam Arms Ltd for their ‘Regenerator’ TW firearms, is also available. These compact(3-5 inches long and 3-4 inches in diameter) power-crystals have a 100 PPE battery capacity, recharge at 5 PPE per hour, 10 PPE/hour at a leyline, 20 PPE/hour on a nexus or in a dimensional pyramid. Up to 2 Power Crystals can be added per hardpoint mounting.
Bonuses: As per spell(if any)
Cost: The basic Multiplexor system costs about 35,000 credits
PPE clips cost 6,000 credits for 50 PPE
12,000 Credits for 100 PPE
30,000 credits for the 250 PPE battery
(PPE Clips cost more than PS’s regular line of car-battery-sized PPE Batteries because of their more compact size and configuration.)
TW Power Crystals cost 400,000 credits each.
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.
g) Other Weapons---Just about any large infantry weapon, including heavy machine guns, rail guns, and energy weapons, can be mounted on the shoulder hardpoints, and connected to the PA’s power systems, but lethal weaponry is rarely mounted on a rescue power armor except in the most dire of circumstances.
2) Retractable Vibro-Scalpels(2-4)---The hands can extend a number of vibro-claw scalpels ready for use. Between uses, the scalpels are sterilized by the laser torch system.
Range: Melee
Damage: 1 MD
3) Retractable Vibroblade(1)----A more traditional large vibroblade that slides out of a forearm scabbard. Ideal for cutting into wreckage and splitting open EBA and cyborg armor.
Range: Melee
Damage: 4d6 MD
4) Mini-Laser Torch/Scalpels---Mounted in each forearm/hand is a pair of precision cutting lasers that can be used to delicately cut through skin, or slice through dragonhide.
Range: 10 ft
Damage: (Variable) 1, 1d4, 1d6, 2d6, or 3d6 SD, or 1, 1d4, 1d6, 2d4, or 3d6 MD.
Rate of Fire: ECHH
Payload: Effectively Unlimited
5) Drug Injectors---The forefingers of the ‘suit have integral retractable hypodermic needles for injecting drugs. The needles are automatically sterilized between uses by the laser torch/scalpel
Range: Melee
Damage: Pinprick(1 SD) from the needle. Varies by chemical agent.
Payload: Integral reservoir in the forearm can hold up to 25 doses of 5 different chemicals/drugs.
6) Chemical Sprayer System---Typically used to mist the area around the armor with antiseptics and decontamination chemicals. It can also be used to deploy riot control agents and other chemicals.
Range: 10 ft. Used in conjunction with the lift thrusters, can envelope a much larger area (80 ft from 60 ft altitude) by feeding the chemicals into the downwash.
Damage: Varies by chemical used. Can use any of those listed for the Cyborg Chemical Spray, but is typically used to spread antiseptics and even aerosol drugs.
Rate of Fire: ECHH
Payload: 50 doses of up to 5 separate chemicals
7) Slinky Fist Extenders---The outer gauntlets can extend/project out 50 ft from the forearms, connected by a flex-chain of strong myomer “muscle”(connecting cord has 15 MDC). The gauntlet can be used like a remote control manipulator even at full extension. It is typically used as a winch, for lifting people to safety.
8 )(Optional) handheld Weapons---The Samaritan can, in a pinch, pick up and use infantry-scale tools and weapons.
Hand to Hand Combat:
Identical to the combat training for Power Armors and Glitterboys with regards to bonuses, plus the following:
+1 Initiative
+2 Roll with punch or impact
Restrained Punch 1d4 MD
Full Strength Punch 2d6 MD
Power Punch(2 attacks) 4d6 MD
Tear/Pry w/ Hands 1d6 MD
Kick 1d6 MD
Leap Kick(2 attacks) 2d4 MD
Flying Leap Kick(3 attacks) 4d6 MD
Body Flip/Throw 1d4 MD
Body Block/Tackle 2d4 MD
Options:
*Shield---This is a large Roman-style rectangular shield, that can be set up on pop-out struts to form a standup barrier or warning sign. The shield can also be converted into a stretcher, with several side-out panels increasing its length.
*TW Enhancements---The Samaritan can be upgraded and modified with TW enhancements, typically self-effect spells such as a Armor of Ithan, Sheltering Force, Cleanse, or Impervious to Fire/Energy, etc. These can be powered by additional PPE batteries or Power Crystals, as described above.
*Multiplexor TW Amulet---A TW Multiplexor Self-Empower system can be mounted on the Samaritan, powered by internal PPE batteries. This system isn’t as large or as powerful as some cyborg Multiplexor systems, but it provides an added degree of versatility. It is fitted primarily with spells that affect the power armor itself, such as Armor of Ithan
Range: Depends on Spell Type and Level
Damage:Depends on Spell Type and Level
Rate of Fire: ECHH
Payload: 3 Spellcards, and a 250 PPE replaceable Battery Pack, OR, the same regenerating power crystal system available to the Multiplexor Projector mentioned above can be added for extra cost.
Cost: 1 million credits
Example Accessory TW Medical Systems(reprinted from the KT/PS- IMP-1 EMT Grav Pack)
*Healing Laser---This is a pen-like laser scalpel that has been modified with a small ruby and an imprinted Fire Healing spell. The laser can thus be used to heat-seal and thermal-suture open wounds (heals 4d6 SDC, doesn’t heal Hit Points, but can prevent further H.P. loss due to bleeding), but cannot be used to treat illnesses or treat burns. It can also be used to cauterize amputation stumps. The Fire Laser uses up 5 PPE per use.
*HydroBath Sac----Developed to utilize the Ocean Magic spell -Healing Waters-, this system consists of a gel-plastic balloon that that be inflated around a limb, or draped over a person’s torso, like an inflatable splint, then filled with warm water, that is energized with the Healing Water spell. Special selective-mode water-permeable plastic allows the energized water to irrigate and bathe the patient’s wounds in a soothing bath, conducive to slowing bleeding, relaxing muscles, and treating wounds. It is best suited for dealing with hypothermia, burns, abrasions, and surface lacerations, but does little for fast-bleeding deep wounds or internal injuries(slows damage and relaxes the patient, but not much else, but that can also be critical in determining the difference between death and survival).
Duration per Energization: 10 minutes
Effects: Heals 1d6 SDC/MDC per minute of immersion.
PPE Per Use: 8
*Cleaning Lamp---A folding handheld parabolic mirror that is used to cast a powerful Cleanse spell, for sterilizing operating fields and cleaning out wounds.
Range: 10 ft
Area of Effect: 10 ft area of effect
PPE Per Use: 3
*TW Plasma Assimilator---Another TW device that resembles a large glass/crystal bottle with heavy clamped lid, that uses adapted Blood and Ocean Magic spells to create onsite vital fluids. This reactor vessel can create a basic or saline/nutrient solution, enough to sustain a patient for 24 hours, out of thin air, or it can be used to change the blood of one species into a form compatible to another, by introducing several drops of the desired blood into a larger quantity of blood or plasma, while casting the spell. The spell alters the blood into a compatible blood substitute for transfusions.
This system has proven indispensable to interspecies medicine
PPE Per Use:(Create Saline/Nutrient Fluid): 5 PPE per gallon
(Modify Plasma) 20 PPE per gallon
Paladin Steel/Kera-Tech G-10MDXL ‘Samaritan’ Medical Response Power Armor
http://i408.photobucket.com/albums/pp164/taalismn/img283.jpg
The crowd in the Open Market in New Seattle looked with growing concern at the traveler who approached them. At first glance he looked like any other out-of-towner in to see the lights, dressed in odd mismatched apparel, and even his disheveled appearance and staggering behavior wasn’t unusual...more than a few gawkers come in from the Wilderness to experience the comforts of the Civilized World spent their visits emotionally and physically drunk with excitement and overindulgence.
But the yellow and red rash spreading over his exposed face, obviously not part of this man’s racial makeup, was something else entirely.
The more timid citizens in the crowd backed away, while some of the more altruistic, foolhardy, or those who didn’t see the discoloration, stepped forward to help the man, or at least steer him out of the public place.
Suddenly a circle of giant floating words, blazing bright hot, appeared in mid air, centered on the staggering man.
“DANGER! * QUARANTINE ZONE*DO NOT CROSS!*DANGER!*QUARANTINE ZONE*DO NOT CROSS!*DANGER!*”
Bystanders took one look at the sweating, shaking man and took the hint, backing away immediately, as a pair of large silver and white armored figures seemed to materialize around the dazed man, the red and blue crosses prominently displayed on their armor.
“Easy there, buddy, we’re not going to hurt you! You need help, and we know you don’t want to hurt anybody else, so just take it easy, and we’ll get you help!” one of the EMedtechs crooned over her suit speakers as they advanced on the holo-circle.
Either the man didn’t hear or he was too caught up in fevered dementia for the benign reassurances to register. He took one look at the massive robotic suit advancing on him and took exception to it. With an inarticulate scream of fear and hate he sprang at the medtech. He promptly bounced off its armored flanks, rolled to his feet, then tried to bolt through the spotlighting holo-projection.
...Only to run right into the waiting grasp of the second ‘suit. An armored power-assist paw grasped the man’s chin, a needle flickered out, a hypo hissed, and the man went limp and boneless. In moments the sick traveler was wrapped in a clear plastic isolation bag with air filter hook up, strapped to a stretcher-shield, and loaded into a hovervan ambulance that dropped into the Market from above. The medtechs kept the holobarrier up for another minute while they sprayed the area with germicides, questioned anybody who had come in contact with the man, and issued precautionary advisories and reassurances. Cleanup crews fanned out backtracking the man’s path.
“All of them are accounted for?”
“They got the last one over at Fifth and Weston, just short of the Public Market. We got scrub teams tracking his likely course, but we don’t think he stopped anywhere. Got the robo-streetcleaners going double rounds and flushing the dumpsters and gutters with bleach to be certain though. If he stopped anywhere to take a leak or wiped his hand on a wall, we’ll catch it!”
“Good. What about the others?”
“Got the place wrapped up and sealed off. Everybody inside is in iso. Six adults and three kids...all showing advanced symptoms. Found two dead children already, and two of the live ones may not make it. This stuff is horrible. We also got three people who came in regular contact with the folks in protective custody. They aren’t showing any signs of being sick, but we got them in separate iso anyway.”
“Find the source?”
“Yep...D-bee artifact, in the carrier’s room. We figure the brother came visiting family with it, figuring it was some sort of treasure chest, and cracked it open. Pathology hasn’t deciphered the lettering on the thing yet, but they think it’s some sort of biological warfare missile warhead. Doesn’t look like it originated on Earth, though.”
“Just their damned luck, and nearly ours! That’s why we have the free evaluations for travelers on the edge of town! So how’s mop up?”
“We’re removing the family’s belongings and locking them in the sterilizer chambers over at the Station for fumigation, CenCom is flushing the mains with steam, chlorine, and magic, but the building’s gotta go. One drop of vomit missed on cleansweep, and it’s plague time again! So we‘ve wrapped the place, then Sphere of Annihilation, and some plasma, and we sterilize it all.”
“Damn, but this was close. Thank Dog for the Sniffers! You wonder how the ancients would have handled this?”
“They wouldn’t have been messing around with alien biowar canisters, sir!”
“True...”
The G-10MDXL came about as a result of technology and hardware exchanges between Paladin Steel and Kera-Tech in which PS received several dozen M-2150 G-10XL Panther Light Glitterboys, a variant Glitterboy designed (if more expensively) for the same sort of rapid-movement warfare that Bandito Arms would capitalize on with their ‘Shadow Boy’ design. However, with a glut of already existing light and medium power armor designs in its hands already, PS wasn’t about to begin purchasing or manufacturing traditional Glitterboys for its own use at the time. They weren’t about to just refuse the gift of shiny new power armors, though, being pragmatic. Instead, Paladin Steel engineers began looking at re-tasking the Glitterboys, and several bright lights in the design department had the bright idea of adapting the Panthers to medical response suits. The innate toughness of the suit, plus the established reputation of the Glitterboy for gallantry and heroism, would work in the new design’s favor.
The result was the Samaritan G-10MDXL, a highly effective maximum-safety emergency response unit. Its heavy armor protects it from environmental hazards, including monsters and mutants, while protecting the occupant from possible contamination. It retains the robotic strength of its inspiration, the better to lift up collapsed structures and vehicles, pry open caught hatches and crushed cars, break down walls and doors, and wrestle monsters away from injured and trapped people.
The shiny exterior chroming of the Panther was retained, in order to make the suit highly visible, though this has been accentuated with bright red, orange, and yellow detailing, as well as glow-strips and flasher bars. Their mobility has been increased through the addition of a fan-jet flight pack(that can incidentally use its jet downwash to spray aerosol medications, sanitation agents, and sedative gases).
Though they are employed on missions of mercy, many Samaritans are arguably armed for dealing with extreme situations where they may come under attack. Most Samaritan operators will carry accessory sidearms, typically stun/reduced lethality types, or shoulder-mount gear with riot-control applications. And, of course, the variety of medical equipment, blades, saws, chemical injectors and the like, some of which is powered to deal with megadamage hides, has weapons potential.
Samaritan G-10MDXLs are typically assigned to rapid-response EMT units, the GNE CDC’s ‘hot zone’ squads, and elite crisis-management crews. It’s also rumored that a few, redone in military drab, are assigned to special nuclear-biological-chemical warfare counter-squads and OutDimension Exploration groups.
Despite their expense, the Samaritan G-10MDXL is selling quite well to EMT units in the larger cities of the Alliance, and PS is gearing up to offer the ‘suit in its offworld markets as well.
Type: PS/KT- G-10MDXL Samaritan
Class: Heavy Exo-Armor, Emergency Medical Response
Crew: One
MDC/Armor by Location:
Main Body 300
Head 75
Arms(2) 100 each
Hands(2) 25 each
Legs(2) 125 each
Backpack Lift Fans(2) 80 each
(Optional) Shield 60-100
Height: 8 ft
Width: 4 ft
Length: 4 ft
Weight: 1,400 lbs
Cargo: Only what can be carried externally.
Physical Strength: Robotic P.S. of 30
Powerplant: Micro-pack nuclear power cell w/ 15 year energy life
Speed:
(Running) 90 MPH; pilot fatigues at 10% of normal, thanks to the robotic exoskeleton.
(Leaping) 13 ft up/across, 25 ft up/across with a running start
(Flying) Hover to 100 MPH, maximum altitude of 1,000 ft
(Underwater) 7 MPH running underwater, maximum depth of 900 ft
Market Cost: 13 million credits
Systems of Note:
Standard Power Armor Systems, plus:
*Laser-Reflective ‘Glitter’ Armor---Lasers do HALF damage.
*Extended Life Support--- Atmospheric and water recycling, with food supplements, good for about a WEEK fully closed up.
*Environmental Monitoring Sensors---The two lower knobs on the chest are the filter intakes of an air sampler that constantly analyzes air drawn in for airborne contaminants and pathogens.
*Bio-Monitor Sensors---Close range (3 ft) medical scanners equivalent to the complete package 3Galaxies’ Medical Scanner. Can also be supplemented with disposable skin-contact sensor leads, pads, and cuffs(typically carries about 10 sets), that transmit biometrical data to the medtech.
*Cyberscanner---This is essentially the medic’s version of a Tech-Scanner, only calibrated to interface with cybernetics and bionics. Working in concert with the onboard A.I., the system’s probes can check the power flow and power coming off implants and verify if they are damaged, interfacing correctly, or otherwise acting abnormally. This system can also be used to check if a piece of neural-ware is boosted beyond approved limits. Can effectively diagnose common Black Market and PS/GNE cyberware at 95%, while more recent Triax and Republic of Japan designs can only be effectively diagnosed at 75%. Experimental human-based designs can be diagnosed at 50-65%, while truly alien systems implanted in humans and common D-bee races are only able to be identified and diagnosed with 30% effectiveness(largely working from comparison to more conventional/better-documented systems).
*Molecular Analyzer/Chem-Scanner-----Essentially an automated and highly-compact biochemical lab capable of performing blood typing, simple pregnancy and tissue-typing, and quick sampling of blood and tissue for common compatibility and rejection factors(especially important when working with multiple species services and communities). This allows the medic a better chance of administering the proper drugs and blood substitute solutions.
*Short Range Magnetometer---Open-air version of a Magnetic Resonance Scanner, this device uses magnetic fields to detect the presence of metallic shrapnel and implants...deetcting ferric materials 98% of the time, non-ferric 75%, and composite/non-metallic objects only 45% of the time. However, it is not as accurate as a full couch-sized MRI, and has an effective range of only 2 ft.
*Onboard Medical Database---An integral ‘smart’ or ‘expert’ system that works with the medtech to speed diagnosis. The medtech can scan in visual imagery and sensor data which is then compared and matched to information in the database, which offers up the most likely matches and recommended courses of action. It can also display, on demand, the other possibilities. This gives the medtech a +15% to Diagnostic rolls. This system can also use radio communications as a wireless cellular modem to link to city civil communications nets, to download patient updates and medical information in either direction.
*Holo-Projectors---The Samaritan mounts special holographic projectors that are used to flash warning signs and virtual perimeters out to 20 ft.
*Pop-Up Bag Pylon----A short folding stand that pops up out of one shoulder, with three hooks for hanging plasma and solution bottles/sacs from.
*Articulated Shoulder Mounts---These can be used to mount shoulder heavy weapons, flood lights, and medical scanner/instrument packages.
*Bandolier Belt---The Samaritan typically carries a multi-compartmented web-harness with additional medical supplies and tools; up to 100 lbs worth, including sterile pads, antiseptic bombs, space blankets, bottles of universal hemosubplas, disposable drug ampule injectors, inflatable casts, bandages, shock resuscitators, vaccine lollipops, and other useful goodies.
Weapons Systems:
1) Shoulder Mounts(2)---The Samaritan mounts two shoulder emplacements for heavy equipment. ONE of the following can be mounted on each:
a)Heavy Hypo-Cannon----- This is a ZOT Hypo-Rifle, a powerful multimode device resembling a massive hypodermic needle, manufactured by PS under license, that can be used to inject massive doses of medication through megadamage hides. It can also be used as a ranged spray weapon, or as a laser cutter/sniper rifle. Frankly, the horror factor of having a needle this big pointed at them is enough to make many opponents run for their lives, or else just faint dead away.
Range: (Needle) Melee
(Aerosol Sprayer) 200 ft, and can be ‘fanned’ to cover an area of 20 ft, but range drops to 50 ft.
(Laser) 3,000 ft
Damage: (Needle) 3d6 SDC or 1 MD
(Aerosol Sprayer) Varies by the chemicals used, but generally airborne chemicals/drugs have HALF the effect of injected ones owing to the dispersal of concentration.
Filled with water, the Hypo-Cannon does 1d6x10 HP per blast to vampires.
(Laser)(Variable) 1d6, 2d6, 3d6, or 5d6 MD per blast.
Rate of Fire: (All) ECHH
Payload: (Needle) 1 needle mounted(replacing it takes 2 melee actions; typically 4-6 replacement needles are carried on the equipment belt).
(Aerosol Sprayer) 100 blast reservoir
(Laser) Effectively Unlimited
b)MagBlaster---This multimode weapon fires bolts or vortices of invisible concussive force.
Range:(EM Bolt) 800 ft
(Scattershot Bolt) 400 ft, covers a 15 ft wide area
(SDC Shot) 800 ft
(Stun Vortex) 300 ft
(Shock Ball) 300 ft
Damage:(EM Bolt) 4d6 MD per shot
(Scattershot Bolt) 2d4 MD to everything in a 15 ft wide area
(SDC Shot) 6d6 SD per bolt
(Stun Vortex) None; has an 80% chance of knocking down human-sized targets(lose initiative and 1 APM getting back up), plus 60% chance of
(Shock Ball)
Rate of Fire:(All) ECHH
Payload: Effectively Unlimited
Bonuses: +1 to strike, and the invisible bolts are -6 to dodge.
c) Goopblaster----Fires an expanding ball of rapid-set quick-dry megadamage epoxy ‘goop’ that can blind an enemy’s sensors, lock up limbs, plug leaks, or block internal corridors. Each application covers about five cubic feet,. To completely cover a human-sized target, the attacker must roll a 12 or better on the strike roll, otherwise only a limb is glommed. Anyone caught in the goo must
have a supernatural or robotic PS of 30 or better to break free; otherwise they are stuck until the goo is somehow removed.
The epoxy sets within seconds, and can be used underwater. Unlike the
industrial strength Goo used in the Goo Gun, the Glooper uses a weaker, cheaper, biodegradable grade of MDC cement, more like a thick lather or foam, for building temporary structures and filling corridors. The foam typically breaks down after exposure to air for 1d4 days, or faster(4d6 hours) under the effects of severe weather. If the foam structure is to be permanent, then the foam must be treated with a spray sealant that hardens the foam and stops its breakdown. However, the sprayed epoxy needs 1d4 hours to properly cure, at which point it attains its maximum strength. Once the two tanks are emptied, the twin bottles, which are
sold and attached together as a pair, can be quickly exchanged for fresh ones in one melee action, like changing an e-clip. For larger jobs, a backpack tank holding additional chemicals is available.
The Goop Blaster can also be used to generate a much lighter mass of bubbles that don’t have as much overall strength as a normal ‘blob’ of the cement, but which expands to fill up more space(15 square ft per application). This mass of bubbles will only slow down augmented or power armored troops(reduce speed by 50%), but will most effectively contain/restrain anyone without a supernatural or robotic PS of 30 or better..this mode is designed to effectively neutralize ship crews by blocking corridors and sealing access without damaging the vessel’s structure. A special solvent spray can be used to dissolve the bubble mass in 2d6 melees.
Range: 500 ft
Damage: None, Gloop has 2d4 MDC(1d4 MD in ‘bubble mode’) per application, but if treated with the binder solution, hardens to 2d6 +1 MDC after curing for 1d4 hours. Gloop has a strength of 1,000 lbs per cubic foot.
After 1d4 days(depending on local conditions), reduce the MDC of the Gloop by 25% per 24 hours until you're into SDC, at which point the Gloop is so brittle it flakes away into dust.
Rate of Fire: Spray
Payload: 30 applications per small tank.
Cost: 50,000 credits for the sprayer, 2,000 credits per 30-application
cartridge, 8,000 credits per 100-application tank.
d) Sonic Stunner---A variable mode sonic weapon that can render crowds stunned senseless. or can pulverize structures at the upper end of its power scale.
Range: 1,800 ft underwater, 600 ft in air
Damage: Wide Beam: 4d6 SD or MD to a 30 ft area
Concentrated Beam: 1d4x10 SDor 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: ECHH
Payload: Effectively Unlimited
e) 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: Effectively unlimited
Cost: 29,000 credits
f) TW Multiplexor(Model 14-6)----Paladin Steel’s (in)famous modular spell casting system, adapted as a power armor weapon/tool. Rather than one spellcard, this model can hold up to six Spellcards, and is powered by replaceable PPE Batteries or by a special PPE Generator.
Range: Varies by spell
Damage/Duration: Varies by spell
The Model 14-6 most often fitted to the Samaritan carries 6 Spellcards; most operators choose a mix of defensive(like Sheltering Force) and healing spells(like Greater Healing).
Rate of Fire: EPCHH
Payload: Multiplexor has a 250 PPE battery
In an emergency, the user, if they are a mage or psychic, can kick in their own PPE.
An ultra-compact PPE Generator, based on the ‘gun cylinder crystal’ generators developed by PS subsidiary Ghanam Arms Ltd for their ‘Regenerator’ TW firearms, is also available. These compact(3-5 inches long and 3-4 inches in diameter) power-crystals have a 100 PPE battery capacity, recharge at 5 PPE per hour, 10 PPE/hour at a leyline, 20 PPE/hour on a nexus or in a dimensional pyramid. Up to 2 Power Crystals can be added per hardpoint mounting.
Bonuses: As per spell(if any)
Cost: The basic Multiplexor system costs about 35,000 credits
PPE clips cost 6,000 credits for 50 PPE
12,000 Credits for 100 PPE
30,000 credits for the 250 PPE battery
(PPE Clips cost more than PS’s regular line of car-battery-sized PPE Batteries because of their more compact size and configuration.)
TW Power Crystals cost 400,000 credits each.
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.
g) Other Weapons---Just about any large infantry weapon, including heavy machine guns, rail guns, and energy weapons, can be mounted on the shoulder hardpoints, and connected to the PA’s power systems, but lethal weaponry is rarely mounted on a rescue power armor except in the most dire of circumstances.
2) Retractable Vibro-Scalpels(2-4)---The hands can extend a number of vibro-claw scalpels ready for use. Between uses, the scalpels are sterilized by the laser torch system.
Range: Melee
Damage: 1 MD
3) Retractable Vibroblade(1)----A more traditional large vibroblade that slides out of a forearm scabbard. Ideal for cutting into wreckage and splitting open EBA and cyborg armor.
Range: Melee
Damage: 4d6 MD
4) Mini-Laser Torch/Scalpels---Mounted in each forearm/hand is a pair of precision cutting lasers that can be used to delicately cut through skin, or slice through dragonhide.
Range: 10 ft
Damage: (Variable) 1, 1d4, 1d6, 2d6, or 3d6 SD, or 1, 1d4, 1d6, 2d4, or 3d6 MD.
Rate of Fire: ECHH
Payload: Effectively Unlimited
5) Drug Injectors---The forefingers of the ‘suit have integral retractable hypodermic needles for injecting drugs. The needles are automatically sterilized between uses by the laser torch/scalpel
Range: Melee
Damage: Pinprick(1 SD) from the needle. Varies by chemical agent.
Payload: Integral reservoir in the forearm can hold up to 25 doses of 5 different chemicals/drugs.
6) Chemical Sprayer System---Typically used to mist the area around the armor with antiseptics and decontamination chemicals. It can also be used to deploy riot control agents and other chemicals.
Range: 10 ft. Used in conjunction with the lift thrusters, can envelope a much larger area (80 ft from 60 ft altitude) by feeding the chemicals into the downwash.
Damage: Varies by chemical used. Can use any of those listed for the Cyborg Chemical Spray, but is typically used to spread antiseptics and even aerosol drugs.
Rate of Fire: ECHH
Payload: 50 doses of up to 5 separate chemicals
7) Slinky Fist Extenders---The outer gauntlets can extend/project out 50 ft from the forearms, connected by a flex-chain of strong myomer “muscle”(connecting cord has 15 MDC). The gauntlet can be used like a remote control manipulator even at full extension. It is typically used as a winch, for lifting people to safety.
8 )(Optional) handheld Weapons---The Samaritan can, in a pinch, pick up and use infantry-scale tools and weapons.
Hand to Hand Combat:
Identical to the combat training for Power Armors and Glitterboys with regards to bonuses, plus the following:
+1 Initiative
+2 Roll with punch or impact
Restrained Punch 1d4 MD
Full Strength Punch 2d6 MD
Power Punch(2 attacks) 4d6 MD
Tear/Pry w/ Hands 1d6 MD
Kick 1d6 MD
Leap Kick(2 attacks) 2d4 MD
Flying Leap Kick(3 attacks) 4d6 MD
Body Flip/Throw 1d4 MD
Body Block/Tackle 2d4 MD
Options:
*Shield---This is a large Roman-style rectangular shield, that can be set up on pop-out struts to form a standup barrier or warning sign. The shield can also be converted into a stretcher, with several side-out panels increasing its length.
*TW Enhancements---The Samaritan can be upgraded and modified with TW enhancements, typically self-effect spells such as a Armor of Ithan, Sheltering Force, Cleanse, or Impervious to Fire/Energy, etc. These can be powered by additional PPE batteries or Power Crystals, as described above.
*Multiplexor TW Amulet---A TW Multiplexor Self-Empower system can be mounted on the Samaritan, powered by internal PPE batteries. This system isn’t as large or as powerful as some cyborg Multiplexor systems, but it provides an added degree of versatility. It is fitted primarily with spells that affect the power armor itself, such as Armor of Ithan
Range: Depends on Spell Type and Level
Damage:Depends on Spell Type and Level
Rate of Fire: ECHH
Payload: 3 Spellcards, and a 250 PPE replaceable Battery Pack, OR, the same regenerating power crystal system available to the Multiplexor Projector mentioned above can be added for extra cost.
Cost: 1 million credits
Example Accessory TW Medical Systems(reprinted from the KT/PS- IMP-1 EMT Grav Pack)
*Healing Laser---This is a pen-like laser scalpel that has been modified with a small ruby and an imprinted Fire Healing spell. The laser can thus be used to heat-seal and thermal-suture open wounds (heals 4d6 SDC, doesn’t heal Hit Points, but can prevent further H.P. loss due to bleeding), but cannot be used to treat illnesses or treat burns. It can also be used to cauterize amputation stumps. The Fire Laser uses up 5 PPE per use.
*HydroBath Sac----Developed to utilize the Ocean Magic spell -Healing Waters-, this system consists of a gel-plastic balloon that that be inflated around a limb, or draped over a person’s torso, like an inflatable splint, then filled with warm water, that is energized with the Healing Water spell. Special selective-mode water-permeable plastic allows the energized water to irrigate and bathe the patient’s wounds in a soothing bath, conducive to slowing bleeding, relaxing muscles, and treating wounds. It is best suited for dealing with hypothermia, burns, abrasions, and surface lacerations, but does little for fast-bleeding deep wounds or internal injuries(slows damage and relaxes the patient, but not much else, but that can also be critical in determining the difference between death and survival).
Duration per Energization: 10 minutes
Effects: Heals 1d6 SDC/MDC per minute of immersion.
PPE Per Use: 8
*Cleaning Lamp---A folding handheld parabolic mirror that is used to cast a powerful Cleanse spell, for sterilizing operating fields and cleaning out wounds.
Range: 10 ft
Area of Effect: 10 ft area of effect
PPE Per Use: 3
*TW Plasma Assimilator---Another TW device that resembles a large glass/crystal bottle with heavy clamped lid, that uses adapted Blood and Ocean Magic spells to create onsite vital fluids. This reactor vessel can create a basic or saline/nutrient solution, enough to sustain a patient for 24 hours, out of thin air, or it can be used to change the blood of one species into a form compatible to another, by introducing several drops of the desired blood into a larger quantity of blood or plasma, while casting the spell. The spell alters the blood into a compatible blood substitute for transfusions.
This system has proven indispensable to interspecies medicine
PPE Per Use:(Create Saline/Nutrient Fluid): 5 PPE per gallon
(Modify Plasma) 20 PPE per gallon
Last edited by taalismn on Tue Oct 16, 2012 2:04 pm, edited 3 times in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"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
------------
- Veritas476
- Adventurer
- Posts: 488
- Joined: Mon Jan 05, 2009 12:38 am
- Location: Oswego, NY, USA
- Contact:
Re: Paladin Steel Storefront
I like it, but damn you for making me want to include this as part of the standard gear for my Nightingale Ambulance. Only one problem with doing that thought, the Samaritan is physically too big for my ambulance. I'll probably create another emergency services vehicle that can hold two or three people suited in a Samaritan MRPA.
I do have a question though about the shoulder mounts. Would they be capable of mounting the modular pistol designs that I created for use with my Checkmate Power Armor?
I do have a question though about the shoulder mounts. Would they be capable of mounting the modular pistol designs that I created for use with my Checkmate Power Armor?
- taalismn
- Priest
- Posts: 48692
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Veritas476 wrote:I like it, but damn you for making me want to include this as part of the standard gear for my Nightingale Ambulance. Only one problem with doing that thought, the Samaritan is physically too big for my ambulance. I'll probably create another emergency services vehicle that can hold two or three people suited in a Samaritan MRPA.
I do have a question though about the shoulder mounts. Would they be capable of mounting the modular pistol designs that I created for use with my Checkmate Power Armor?
Quite easily.
And I'll have art up for the Samaritan up tomorrow.
-------------
"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
------------
- Veritas476
- Adventurer
- Posts: 488
- Joined: Mon Jan 05, 2009 12:38 am
- Location: Oswego, NY, USA
- Contact:
Re: Paladin Steel Storefront
taalismn wrote:Quite easily.
And I'll have art up for the Samaritan up tomorrow.
Excellent. I love the options that you gave for the shoulder mounts but it never hurts to have more. I look forward to seeing the art that you've chosen for the Samaritan.
- taalismn
- Priest
- Posts: 48692
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Veritas476 wrote:taalismn wrote:Quite easily.
And I'll have art up for the Samaritan up tomorrow.
Excellent. I love the options that you gave for the shoulder mounts but it never hurts to have more. I look forward to seeing the art that you've chosen for the Samaritan.
Weapons options are easy. Coming up with options appropriate for a medical unit, not so. Though I was tempted to add a targeting bonus for 'buttocks' for the HypoNeedle Cannon.
"Do they really have to give us our innoculations with THAT needle?!"
-------------
"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
------------
- Veritas476
- Adventurer
- Posts: 488
- Joined: Mon Jan 05, 2009 12:38 am
- Location: Oswego, NY, USA
- Contact:
Re: Paladin Steel Storefront
taalismn wrote:Weapons options are easy. Coming up with options appropriate for a medical unit, not so. Though I was tempted to add a targeting bonus for 'buttocks' for the HypoNeedle Cannon.
"Do they really have to give us our innoculations with THAT needle?!"
You twisted little monkey. I wouldn't have been at all surprised if you had.
- taalismn
- Priest
- Posts: 48692
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Veritas476 wrote:taalismn wrote:Weapons options are easy. Coming up with options appropriate for a medical unit, not so. Though I was tempted to add a targeting bonus for 'buttocks' for the HypoNeedle Cannon.
"Do they really have to give us our innoculations with THAT needle?!"
You twisted little monkey. I wouldn't have been at all surprised if you had.
"Why am I only wearing a thin paper gown wide-open in the back and the doctor's wearing POWER ARMOR?!"
#"Because you're currently bonded with a symbiote which has coated your skin with a micron-thin, but diamond-hard, layer of megadamage protection, and I need the exoarmor to handle the only thing we have capable of getting through that and vaccinating you."#
"And what would that b--ohsweetbuddha, ohnonononononoway you are coming anywhere NEAR me with that thing!!!NO FREAKIN' WAY!!!!"
#"Just calm down, it looks a lot worse than it will feel and the sooner-"#
"I'M OUT OF HERE!!!(clickclick) You locked the door?! YOU LOCKED THE DOOR!!!! NoNOnoNoNO! YOU ARE-JUST STAY AWAY!!! ARGHHH!!"
#"*sigh* I hate induction physicals for meta-recruits. THIS is why I insist on wearing power armor for these things....Activating targeting systems. Arming chemical spray and stun cannon..."#
-------------
"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
------------
- Veritas476
- Adventurer
- Posts: 488
- Joined: Mon Jan 05, 2009 12:38 am
- Location: Oswego, NY, USA
- Contact:
Re: Paladin Steel Storefront
Man you are evil. I like it.
- taalismn
- Priest
- Posts: 48692
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Veritas476 wrote:Man you are evil. I like it.
Well, you know how you sometimes have to fool your pets when you take them to the vet?
What if you succeed?
How does the vet deal with your DRAGON?
Or, more likely, when the dragon brings his pet metahuman in for her shots?
"Super strong, super tough, hysterically afraid of needles. Oh yeah, going to have to suit up in the Samaritan for this one."
-------------
"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
------------
- Veritas476
- Adventurer
- Posts: 488
- Joined: Mon Jan 05, 2009 12:38 am
- Location: Oswego, NY, USA
- Contact:
Re: Paladin Steel Storefront
Point taken.