Paladin Steel ‘Stratos’ Scout Car
“Oh....look at her...those lines, those curves...she’s so sexy....”
“Yeah, and that mini-missile launcher packs a punch like my old girlfriend’s!”
---Overhead at a Paladin Steel showroom.
“My name is Bond...James Bond.”
“No it’s NOT!!! It’s Jo-Jo Bongo and you ain’t fooling anyone with that fake accent and zootsuit! Jeez...guy gets a fancy car and it all goes to his head!”
---Overheard at the 110 P.A. Headhunters’ Open, Relic.
“Destroy the enemy, crush their troops, kill their dependants...BUT DON’T SCRATCH THAT CAR!! I want that car!!!”
----Kittani Slaver-Centurion Aghani-Korda.
The Paladin Steel Stratos has its origins in the now defunct Tetrarac Corp., an attempted splinter group of StormSpire , whose archaeologists were searching the area around Las Vegas for pre-Rifts artifacts and technology. Early on, they discovered a series of subterranean caverns near the city ruins that looked extremely promising, but upon entry into the reinforced, hermitically sealed bunkers, they found, not the expected pre-Rifts military equipment, but the carefully preserved stock of a car collector and dealer. The vintage automobiles, of SDC construction, were of little interest to most of the TC engineers, save as curios, but a few nostalgia-minded technowizards and engineers couldn’t help but wonder if something of value could be made of them.... in particular, the Lancia Fulvia HF “Stratos”(
http://www.lotusespritturbo.com/Concept ... atos_1.jpg) , a rare ‘dream car’ design found among the carefully preserved treasures caught the eyes of the engineers with its sleek, futuristic lines. Unfortunately, proposals to produce a line of MDC replica vehicles met with little interest on the part of TC’s management, who had more important programs on their agenda. The impromptu TW-Auto Club found itself on its own, with few resources.
Enter Paladin Steel. Early on, while trying to make strategic alliances, Paladin Steel sent several teams of engineers out to Tetrarac Corps’ factory works with a mind to study possible applications of their new partners’ technology to upgrade existing older PS designs. One such team had high hopes of using techno-wizardry to upgrade the old Grey Wolf scout car. Unfortunately, the team arrived to find itself the victim of one of TC’s many re-organizations, and the engineers found themselves hanging around waiting for someone to tell them what to do, their equipment still crated up. The TW-Auto-Club found the PS team waiting around in the Tetraracs’ cafeteria, looking lost, surrounded the hapless New Englanders, and dragooned them into the Club.
The Stratos rolled out a month later, just before the senior leadership, and main facilities of Tetrerac Corp disappeared. While the disappearance of the intended main production facility was a bitter blow, enough of the engineering team, and their prototypes, had returned to the VFS to begin limited production of the vehicles for special clientele.
The Stratos has a low profile, ultra-streamlined body that has earned it such nicknames as “Rolling Speedbump” and “Road Torpedo”. The vehicle rides on four MagTech-enchanced wheels, but it can be fitted with a hoverjet system. Its biggest draw, however, is the integral TW systems. Mages who drive the Stratos, comment that the mystically-augmented vehicle feels ’alive’(and, indeed, especially if they take the Monstrex option, it does seem that way).
Since its unveiling at the Pierre Tech Fair, the Stratos has become something of a status symbol among the very well-heeled TW set(those who can’t afford to build or buy something better). Despite their expense, several magic-intensive mercenary units have seen fit to outfit several elite recon units with Stratos Scout Cars.
Type: PS HF1.6
Class: Advanced Mystech Scout Vehicle
Date of Introduction: 106 PA.
Crew: One, plus 1-2 passengers
MDC/Armor by Location:
Main Body 180
Wheels(4) 30 each
Height:4 ft(may prove impossible for tall or oversized characters)
Width: 6 ft
Length: 10 ft, 10 in.
Weight: 1.2 tons
Cargo: Glove compartment, trunk space(2x1.5x3 ft)
Powerplant: Nuclear w/ 15 year energy life
w/ PPE Generator Auxiliary (150 PPE storage capacity)
Recharges 10 PPE per hour, 20 PPE on a leyline, and 40 PPE at a nexus.
Speed:(Road): 120 MPH
(Ley Line Flying): 300 MPH!
Market Cost: 5 million credits
Systems of Note:
*Tinted Windows---Standard(no cost)
*Full Air-Conditioning and Air Filtration
*Reclining Bucket Seats w/ Auto-Adjust(for maximum comfort)
*Radio----80 mile range
*EasyRide Virtual Tread Generation System---A late(but welcome) add-on, this system creates a virtual tread surface under the vehicle’s tires, giving greater control over wet or slippery surfaces, greater speed over soft terrain, and better handling at high speed.
Bonus:+15% to control rolls
Magic Systems(Standard)
*Protective Energy Field---That extra layer of protection, against energy blasts or collisons/impacts. 10 PPE(20 ISP) to activate, lasts 10 minutes per energization, and provides 50 MDC per 10 PPE(20 ISP) pumped into the system.
*Eyes of the Wolf---Built into a small HUD(Head Up Display) in the windshield. 10 PPE(20 ISP) to activate, lasts 20 minutes per energization, and confers Nightvision, See the Invisible, Identify Tracks, and Track---range of 80 ft.
*Ward Security System--Costs 45 PPE to activate, but the car is now protected from thieves by a Ward spell. Users may select any THREE of the Ward spell options(see RMB, pg. 184). When activating the system, they may select ONE of those effects to be activated by the security system.
*Time Slip Driver Safety System---Ever wish you had seven extra seconds to react to an emergency? With this system, if the driver sees a bad situation in the process of happening(like say a truck squeezing them into the guardrail), he can activate this system and buy himself seven extra seconds of reaction time. Because this PERSONAL spell is applied to a full-size vehicle, it takes 30 PPE to actuivate; during those seven seconds, the driver has HALF his APMs, and the vehicle only moves at HALF speed, and seems to react sluggishly at the controls. Still, it’s usually enough to get out of the way and avert disaster. PPE Cost: 30. Duration: 1/2 melee(7 seconds).
Weapons Systems:
1)Mage-Pod System---Advancements in TW engineering since the first Mage-Pod system came out on the lumbering Minotaur Infantry Robot have allowed a weapon of comparable power, but smaller size, to be mounted on the smaller Stratos.
Range: Varies by spell, plus increase spell range by 25%(more efficient design)
Damage/Duration: Varies by spell
Rate of Fire: EPCHH
PPE Cost per Use: Varies by spell. However, the use of focusing elements and activator spells effectively reduces spell PPE cost by HALF.
(So you Technowizards aren’t flummoxed by PPE costs in a long-running battle, while the still relatively high PPE costs for the high-end spells keeps someone from using Sphere of Annihilation in every battle).
Payload: Draws from the main PPE Battery, but can also draw upon the vehicle’s own PPE reserves. In an emergency, the pilot, if they are a mage or psychic, can kick in their own PPE.
Bonuses: As per spell(if any)
Cost: Spell Cards cost (as per Jason Richards’ guidelines in Rifter #2) 5,000 credits per PPE cost of main spell plus an additional cost (as per following modifiers)
*500 credits per level of the creating caster(Mages’ time and PPE are money, so expect to pay more for the longer duration/higher power spells)
*Warlock spells cost 20% more, in addition to above modifiers, owing to the difficulties of adapting Elemental Magic to ‘conventional” magic systems.
2)Laser Headlights(Front and rear)---These are actually mini-turrets that pop out behind the headlights...each mini-turret has 45-degree elevation, and 180-degree traverse.
Range: 4,000 ft
Damage: 6d6 MD per blast, 1d6x10 MD per simultaneous blast from both headlights/tail lights.
Rate of Fire: Six times per melee
Payload: Effectively unlimited
Option: For an additional 20,000 credits, these can be replaced/upgraded with TW Sun Lasers that do DOUBLE damage to vampires.
3)Mini-Missile Launcher---A retracting forward-mounted mini-missile launcher rack.
Range: Varies by Missile Type
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1, 2, 3, 4, or 6
Payload: 12
Options:
(Note) Any of the TW systems listed in the Rifts Main Book and in Coalition Wars: Seige on Tolkeen, can be added to the Stratos(and other GNE vehicles).
*Heavy 30mm Gatling Cannon---This snub-nosed weapon takes up the entire front trunk-space of the Stratos. Problem is, this thing is so heavy that when driving and firing at the same time all control rolls are made at -15%, and reduce speed by 20%.
Range:3,000 ft
Damage: 4d6 MD single rd, 1d6x10 MD two rd burst(20 mm), 6d6x10 MD per 10 rd burst, plus 4d6 MD to a 6 ft radius(burst does tend to ‘spatter’)
Rate of Fire: Single shot or 50 rd burst(2 per melee)
Payload: 500 rds(50 bursts)
Cost: 500,000 credits
*Rear Trunk Vertical Micro-Missile System---This is a concealed vertical launch system(VLS) using PS’s 30mm micro-missiles. The micro-missiles launch vertically from upright launch cells, then self-guide to the target. It is meant primarily for air defense, but has some limited surface attack capability.
Range: 11,000 ft
Damage: (Pattern-3a) 4d6 MD single rd to 5 ft blast radius
(Pattern-3b) 1d4x10 MD to a 5 ft blast radius, or 3d6 MDC out to a 20 ft blast radius in fragmentation mode
(Pattern-3c)(Incendiary)2d6 MD to 5 ft blast radius, does an additional 1d4 burn damage for 2d4 melees
Rate of Fire: Volleys of 1-6
Bonuses:(All Patterns)(+3 to strike airborne targets, +1 to strike ground targets) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
Special Features:
*Sensor Package---The sensor package includes an IR/Thermal sight, laser rangefinder(2 mile range) and directional mini-radar(2 mile range) with audio-alarm to notify the gunner of target-lock.
Payload: 24 rds
Cost: 40,000 credits for the launcher assembly
(Pattern-3a) 90 credits each
(Pattern-3b)150 credits each
(Pattern-3c) 180 credits each
*Flight System---Though not originally designed for flying(except on a Ley Line) the Stratos can be refitted as a full-blown hybrid hovercar.
Speed: 400 MPH, Maximum Altitude of 8,000 ft
Range: Effectively unlimited
Cost: 600,000 credits
*Monstrex Conversion---This incredibly rare and expensive experimental TW conversion uses a powerful combination of Stone to Flesh, and Animal Metamorphosis, combined/modified by several other spells, to change the machine temporarily into a psuedo-living supernatural juggernaut! The wheels become massive clawed legs, the front hood opens to reveal gaping jaws, and the car takes on the personality of a giant predator(though it is completely loyal to its owner/operator)!
In Monster Form, the car can run at 100 MPH, Climb at 80%, Swim at 80%, Prowl at 80%, Track by Smell 55%, Supernatural Physical Strength of 50 , and four actions/attacks per melee(in addition to its driver using built-in weapons systems).The transformed car also gets +1 to strike, +3 dodge, parry, roll, +3 to initiative, and a Horror Factor of 12. A claw-swipe does 3d6 MD, while a bite does 2d6 MD . As a creature of magic, these attacks do full damage to vampires. The beast has full access to any built-in weapons systems, but only gets a +1 to strike with the ranged weapons. The car heals damage at 2d4 MD every 5 minutes.
PPE Cost(to initiate): 50
Duration: 2 hours per activation
Cost: 15 million credits
Luxury Car Option Packages:(These can be added to the vehicle options in Ninjas and Super Spies, Rifts Sourcebook One, Heros Unlimited(Robots and Vehicele sections)and Rifts: Mercenaries): These costs reflect prices within the GNE nations; outside GNE or at outlying outposts, costs may be 2-5 times more, depending on market location, availability of support, and the complexity of the system wanted.
*Variable Opacity Windows---Tune the windows from crystal-clear to impenetrable mirror/black.
Cost: 300 credits
*Video Windows---These special three layer windows can be used to project a 3-D false image of what’s in the car, visible only to those outside. Your choice, from a library of CDs and tapes, or video camera mounts inside the vehicle(make it look like the vehicle is occupied, even when it isn’t!).
Cost: 1,000 credits
*Sound Insulation: Keeps people from eavesdropping on anything being said inside the vehicle; can be combined with a ‘white noise’ generator to defeat electronic bugs.
Cost: 500 credits, 900 credits for ‘white noise’.
*Mini-Bar w/ Ice Maker---Ah! One for the road! Two spigots, attachments for beer or soda, and carbonation tanks.
Cost: 450 credits for basic setup; liquid contents cost extra
*Refrigerator----Because your life wouldn’t be complete without one, am I right? 12-inch capacity( can be bought several times, to reflect larger coolers)
Cost: 200 credits
*MicroWave Toaster--Because adventuring is tough and hungry work, and you can’t always wait until you can get out of your vehicle and try to start a fire to make one lousy hot-pocket....
Cost: 200 credits
*Fold-Out Bed---Converts the back seats into a comfortable bed for 1-3 people; great for camping out or that romantic rendevouz(satin sheets optional)
Cost: 400 credits
*Leaper Leather Upholstery---This is typical of many specialized luxury options(others include Dire Wolf Fur, Tyrannosaur leather, and Chimaera pelt) offered for the more exotic-minded. This came about as a result of a skinner who found a way to render Gring Leaper hide(see Rifts: New West) soft and supple(it takes several hours of soaking in varying concentrations of acids and bleaching agents), while still retaining its megadamage properties(though it’s too soft to make good armor). When the man moved to Paladin Steel West, he sold the proccess to PS, who started industrial scale harvesting and proccessing, in an effort to clear western lands of the mosntrousities. The leather produced has a rich, iridescent dark green color, and a soft pliability that is resistant to scuffing, water, and fire damage.
Upholstering the interior of a standard -sized car will cost roughly 8,000 credits.
*Stereo System---What’s a luxury car without a really decent sound system? Pretty pathetic, that’s what! Pre-Rifts folks wouldn’t recognize the name of the stereo system, but it’s top of the line for the post-Rifts world.
Cost: 400-800 credits
*TV/Video System---Installs a 7-inch fold-out mini-television video flat-screen, that can display transmissions, or CD/tapes.
Cost: 200 credits
*Holographic Entertainment System---Full 3-D display and entertainment center...comes with Surroundsound. Not advised for the front seat or easily distracted drivers(certainly no monster movies!).
Cost: 900 credits
*Cyberlink Drive System--Allows a driver with a headjack to ‘jack in’ to the vehicle for more responsive control. This allows the driver to drive without their hands on the wheel(“Look, Mom, no hands!”), and/or to respond with greater speed to road situations. Similar to the system presented in Rifts: Russia, but GNE makes them less expensive(the real expense is in the implant end)
Bonuses: For anyone with the CyberVehicle Link, the following bonuses apply: +1 to initiative, +1 to strike using the vehicle or vehicle-mount weapons, +1 to Dodge, +1 Action/Attack per Melee, Base Driving skill of 45%, or +10% to existing driving skill. Driver can also ‘tweak’ the vehicle’s maximum speed by 1% per I.q. point. Note that the operator can only be controling the vehicle while doing this....no other relevant actions(can carry on light conversation, or take a quick bite/drink, but can’t disassemble their weapons or whittle a wooden toy .
To anyone lacking the CVL, there are no bonuses to vehicle operation, but they CAN make minor adjustments to vehicle peripherals’ without using their hands(turning on/off headlights, booting up the stereo, rolling down the electric windows, adjusting the AC, etc...).
Cost: Vehicle installation is 10,000 credits, the cybervehicle link(implant) costs 120,000 credits
*Autopilot---Available in both a ‘dumb’ and a ‘smart’ version. Dumb versions will basically just keep the vehicle going straight and level on a pre-set course, never deviating from said course...the ‘dumb’ system will alert the crew if anything trips the sensors or gets in the way, and it can be programmed to stop, or deviate a set distance from course in such events, until the crew can regain/resume control.
A ‘smart’ system is actually an onboard Artificial Intelligence(AI) using PS’s new microtronics AI chips. The ‘smart’ system can actually evade and maneuvar to avoid obstacles, and even anticipate trouble, while remaining on the general course. The ‘smart system’ has a +1 to dodge
Cost: 7,000 credits for the ‘dumb’ version, 12,000 credits for the ‘smart’ Auto-Pilot
For an additional 8,000 credits, this can be modified with a remote start(triggered by a remote control in the keycard) and a remote ‘recall’ that allows the owner to summon the car to him, and for another 8,000 credits, even command its functions by remote control.
*Onboard Artificial Intelligence---This installs a micro-computer AI that, in addition to monitoring the vehicle’s functions, can also actively scan for problems outside itself, anticipate problems, advise the driver. The OAI is much more responisve than a ‘smart’ autopilot, and is able to plot far more extensive course deviations, even take independant action as it falls within its orders and program parameters. An OAI, for instance, can determine that its operator/passengers are hurt and unable to help themselves(critically wounded by a passing SAMAS, for instance), and the car will begin looking for medical assistance. Most OAIs have a verbal interface, pleasant synthesized voice, and a psuedo-personality, giving them the illusion of ‘life’. An OAI has an IQ-equivalent of 10, and comes with Navigation: Land, Automotive Mechanics, Read Sensory Instruments, Weapons Systems, and Radio: Basic, all at 98%, has 3 actions/attacks per melee . Additional specialized programming may be added as the buyer/owner specifies...many owners program theiir cars to be able to sing or read.
Anything more sophisticated than this, and the buyer is best off using the Robot Creation Tables from Rifts Sourcebook One or Heroes Unlimited.
Cost: 500,000 credits
*Enhanced Sensors---Extends the range of the onboard standard sensors by 50%.
Cost: 250,000 credits
*Enhanced Communications System-----Extends radio communications out to 300 miles with a retractable antennae.
Cost: 36,000 credits
*Auto-Doc---An onboard medical system that can be quickly hooked up to a passenger to monitor and diagnose life signs, and administer common medications and broad-spectrum drugs. +10% to medical rolls when used by a competent medical technician, or can be considered to have a First Aid skill of 40%.
Cost: 40,000 credits. Drug refills cost extra
*Enhanced Life Support---This feature installs a robot-quality life support system that can recycle air for up to a week
Cost: 500,000 credits
*Crash Control/Safety Restraints/Fire Control System---Reduces the damage that passengers take in a crash by HALF. PS actually offers a 10% discount on other options if this option is taken(hey, auto insurance is sorta ridiculous in monster infested Rifts Earth, but there should be some economic incentives for safety devices...).
Cost: 10,000 credits
*Ejection Seats---Great for last minute bailouts, or, if one decides to take the ‘master control’ option built into a secret control, ejecting unwelcome passengers from the vehicle. Includes auto-deploy restraints and head protector. Typically fire the seat up to 250 ft away; comes standard with zero-altitude capability, so if you leave the kids in the car, folks, while you pick up some groceries, disable the seats first....
Cost: 6,000 credits per chair
(Master Control): 1,000 credits
*Security/Ambush Restraints---These are designed not to hold people in a crash, but to hold them, period. Specially reinforced shackle-mounts and lock-braces make sure that anyone locked into them ain’t going anywhere until you unlock them.
Ambush retraints deploy instantly from concealment, at a signal(secret control or verbal command)(+4 Entangle strike roll). Combined with an Auto-Doc, this system can be used to administer sedation drugs and keep prisoners from injuring themselves, or calling attention to themselves.
Restraints hold with a PS of 30
Cost: 8,000 credits
*Smuggling Compartments---special sensor-screened(acoustic, thermal-imaging, magnetic) smuggling compartments built into false floors, hollows in the engine spaces, or hollowed out(reinforced) structural members for concealing those special cargoes from prying eyes and cursory probings. Most smuggling compartments are only large enough to hide a small bundle in small cars, but some compartments can hold fairly large contents(one covert operations team fitted their hovercar with a special soundproofed compartment with its own life support and medi-doc system, and used it to smuggle a kidnapped Coalition scientist out of Chi-Town).
Cost:(Small-glove compartment) 8,000 credits
(Medium--Suitcase) 100,000 credits
(Large--Trunk) 500,000 credits
*Parasail System---Great for driving off cliffs, parking garages, and out of aircraft. Automatically stows/packs itself on command.
Cost: 10,000 credits
*Submersible---Fits the vehicle for amphibious and underwater operation; watersealing, reinforced hull, sonar, depth guage, and a small hydrojet thruster are all standard with this package.
Speed: 20 MPH, maximum depth of 1,000 ft
Cost: 200,000 credits
*JATO--- Applicable to nuclear and conventionally powered vehicles. This is essentially a Power Booster(nitrous oxide injection system, improved power delivery system, rocket booster, overcharger), and a tuned-up engine to attain higher performance, if only for a few minutes.
Speed: 350 MPH for 1d4 minutes, or adds 100 MPH to an existing flight system, for 1d4 minutes. Cannot be re-engaged for another 2d6 minutes after that(recharge period, cool-down, etc.).
Cost: 200,000 credits
*Super JATO---This feature essentially makes the vehicle into a supersonic-capable aircraft! Must have flight/hoverjet capabilities and a nuclear powerplant to take advantage of this option. Super JATO adds two massive long-endurance boosters to the back of the vehicle, a spoiler wing surface above, and a forward spoiler/canard to the nose, effectively doubling the length of the vehicle.
Speed: The vehicle can now attain Mach 1(680 MPH) for 2d6 minutes, or subsonic speeds near indefinitely
Cost: 400,000 credits
*Stealthing--Fits the car with radar absorbant/invisible materials. Vehicle is now -25% to detect on a Read Sensory Instruments roll with radar. Great when you’re expecting to be speedchecked by the ‘bears’! CANNOT be combined with Chameleon Body or Laser Ablative Armor.
Cost: 1 million credits
*Chameleon Body---One color scheme not enough for you? Want to blend into the crowd or stand out to suit your mood? This nifty little addition fits your car with a series of embedded holoprojector elements and chromo-morph body panels. It’s not as powerful as the Thermo-Optic Camou used by GNE’s military-grade vehicles, but it’s still a rather decent thing to have. Can be programmed with up to eight(8) different pre-selected color-schemes, or a mimic-program that tries to match the surrounding terrain;. Most effective when parked and standing still.
Cost:300,000 credits
*Laser Ablative Armor---Eight coats of wax not enough? Get your car refitted with PS’s laser ablative armor, available in just about any color(though metallic hues are most often requested). Reduces laser damage done to your vehicle by HALF.
Cost: 100,000 credits
*Shock Blaster Security System---This addition to the standard anti-theft locks and alarms BLASTS the miscreant with bullhorns and industrial-strength strobelights that override passersbys’ normal apathy about car alarms, and limelights the thieving bastards like jack-lit deer, as well as chiseling their eardrums and optical nerves. Imagine a flash-bang grenade going off in your face while you’re trying to coathangar the door-lock.....
Range: 10 ft radius
Effects: Targets without ear and eye protection are temporarily blinded and deafened; -5 to strike, -10 parry/dodge, and 40% chance of stumbling and falling per 10 ft of movement. Has a Horror Factor of 8 to anyone else standing nearby, who think the car just exploded. Effects last 1d4 melees
Cost: 700 credits
*Shocker Security System---Scaring them not enough? This system feeds them a charge of electricity that’s sure to curl their toes.
Range: 3 ft
Damage: 3d6 SDC plus Humanoids struck with this weapon must save
vs. coma or be shocked unconscious for 1D6 minutes.
Payload: 10 charge battery, or unlimited if linked to a nuclear powerplant.
Cost: 1,000 credits
*Auto-Shooter Security System--Scaring them or shocking them doesn’t do it for ya, no? You take your private property rights SERIOUS? With this little baby, anyone trying to break in will find themselves targetted by whatever weaponry your ride’s toting. A five-second warning gives them enough time to back off if they’re smart. This system is NOT recommended if you’re in the habit of locking your keys in your car.
Bonus: +3 to strike(targeting bonus), 2 Attacks per Melee until the target leaves the area of alert(typical 10-20 ft from the car), then resets itself.
Cost: 10,000 credits
*Chemical Sprayer System---For wiping paparuzzi or those equally obnoxious vampires off the car.
Range: 50 ft
Damage: Varies by the chemical agent used. If using water, does 4d6 HP to vampires
Rate of Fire: ECHH
Payload: 50 blasts of chemical/liquid
Cost: 200,000 credits
*Smoke Screen Generator---Generates a thick, obscuring cloud of dense smoke. Each blast covers a 60 ft area and anyone caught in the cloud of thick, obscuring smoke is. Has enough smoke-matrix for 12 clouds.
Cost: 10,000 credits
*Accoustic Baffling---This difficult modification requires insulating the engine and passenger compartments, wrapping joints in special muffling, and fine-tuning the propulsion to make a minimum of noise. Because of the wear and tear this modification must endure in the course of vehicle operations, it requires CONSTANT upkeep(2-4 times more maintenance and tune-up time) to keep it effective. On the plus side, when it’s working, the vehicle has an 80% Prowl skill at speeds of 10 MPH or less, 60% at speeds up to 40 MPH. and 40% up to 80 MPH. Tracking the car at night by sound alone becomes near impossible, and anyone inside the vehhicle will have to open a window in order to be heard outside.
Cost: 90,000 credits
*Chaff/Flare Launchers---For those of you afraid of eating a missile from your friendly Coalition Highway Patrol....
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is nuetralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 12 per launcher
Cost: 3,500 credits for the launchers
*EM Jammers---Great for blasting through radar traps. Radar-guided weapons are -6 to strike. Effective range of 500 ft
Cost: 50,000 credits
*Gunports---Use your own handweapons to blast away at the bad guys outside, without compromising your own safety and the vehicle’s environmental integrity, with these special gunports with one-way locks(they let you shoot out, but keep the outside from getting in). Gunports impose a -1 to strike because of the limited field of fire. Heavy Weapons CANNOT fit in the gunports.
Cost: 1,000 credits each
* Nezzi TW Loveseats---The only notable invention of Louis “Loser’ Gallespie, mediocre TechnoWizard and self-appointed God’s Gift to Women. After trying unsuccessfully for years to get the attention of the opposite sex, Louis bought a Stratos car and went cruisin’ through New Burlington, certain that Hot Car=Hot Guy=Chick Magnet=Hot Scoring Action!. Unfortunately, in a town of engineers, he discovered that while he attracted women in droves, they were ALL more interested in his car than his rather unappealing self. After weeks of frustration, and a rapidly emptying wallet(paying for a succession of disasterous dinners and un-used love hotel reservations), Gallespie was getting more than a little desperate.
In a great (and for him, uncharacteristic)surge of inspiration and innovation, Gallespie got ahold of several texts(the illustrated editions) of the Magica Erotica(a guide on the creative use of magic to spice up carnal pleasures) and tried to apply the sex-magic suggestions to his own TW creations. The one application that he was able to devise that showed promise was a TW Seat Massager powered by an internal PPE battery, and imbued with combination of Befuddle, Domination, and Compulsion spells. After several dry tests in the privacy of his apartment, Louis installed his ‘Action-Chairs’ in his Stratos, and went out on a mission.
Catching the eye of the most attractive single woman he could find, he managed to persuade her to get in his car(flashing a copy of the latest Paladin Steel Gizmo Guide as incentive...he’d learned), got her seated, and threw a switch.
Unfortunately, he completely forgot about disengaging the rear seats’ power...and the additional passenger he’d agreed to take in...
After Lifestar paramedics pulled the woman’s amorous Dragonsaur pet off him(after police frantically pried open/apart his car in response to his piteous screams), stabilized Louis’s injuries, and ambulanced him off, the young woman, another TechnoWizard by the name of Rebecca Nezzi, after coming to on a sidewalk curb after the most AMAZING sensations she’d ever experienced in a car, waved off her concerned attendants, wandered back to the parked Stratos, took a look at the seats, and quickly figured out what had happened. Quickly removing the seat, going back to her shop, and spending the next few days experimenting, she soon duplicated Gallespie’s design, even improving on it(a species-specific discriminator circuit, for instance), and shortly thereafter made a small fortune selling “Nezzi Fashion Love Seats and Furniture” to married couples, marriage counselors, and PS.
Gallespie, upon being released from the hospital, has discovered the idea-theft and the fortune he’s missed making. However, suing Nezzi is likely to prove fruitless, since he didn’t patent the idea, and, if pressed, he’d have to admitt the purpose for which he lured Nezzi into his car(plus the law has caught on...*). Worse yet, everytime he tries to tell the truth to his fellow Techno-Wizards, he’s usually laughed out of the bar....oh, the perils of genius!
PPE Activation Cost: 10 PPE per 10 minutes
Powercell---Comes with a slot for a replaceable 30 PPE battery
Effects: Whoever’s sitting in the chair at the time of activation must make a save versus magic or has their higher mental functions momentarily suspended as the lower torso takes over.....while the brain’s jello, the victim is sexually aroused and distracted; -20% to any non-sex related skill rolls, HALF APMs(unless they’re related to sex), -5 strike/parry/dodge, -4 to initiative. 75% chance of enthusiastically responding to an offer to have sex....
Duration: 10 minutes per activation.
Cost: Nezzi Love Seats cost 10,000 credits per person that they can accomodate. Special coverings(satin, fur, leather, etc.) cost extra. Most buyers select waterproofing for quick clean-up.
*Note: Greater New England law regards the use of Nezzi Love Seats and other magic means of coercion in unsolicited, unconsensual, sex as illegal, and tantamount to rape, and penalties increase accordingly. If both parties are willing, and of age, however, it’s all perfectly legal...
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*Tetrerac Corp.
TC was a brief-lived splinter company of Storm Spire that attempted to go it alone. Consisting mainly of maverick TechnoWizards with a predilection for ‘resurrecting’ old tech in the same stream as Golden Age Weaponsmiths, TC spent much of its founding capital unearthing old industrial sites out west and accumulating ancient treasures.
TC’s big problem, though, was the technology end; TC’s engineers lacked both the experience and facilities to engage in much wholly new design and production, so the company was shopping around for allies with the industrial muscle to help them out. Tetrerac Corp. entertained alliances with Northern Gun, Wilks/Bandito Arms, and the Native Americans, but seemed to be finalizing a deal with newcomer Paladin Steel.
Despite its promising start, and several lucrative deals being signed for some of their exciting new designs, TC would come to a tragic and mysterious end. On October 17th, in 107 P.A., the TC corporate headquarters was obliterated during an unusually fierce thunderstorm...Over eighty percent of the senior TC personnel just vanished overnight and their main facility reduced to a smoking hole in the ground. Unable to sustain itself after such losses, TC folded.
Some blame a magic experiment gone wrong, that unleashed powers the TC mages couldn’t control or demonic beings that couldn’t be stopped. Others blame Storm Spire. Other rumored culprits include the Coalition(since TC was openly dealing with Tolkeen), the mysterious Vanguard, Naruni Enterprises, and even Paladin Steel(who subsequently absorbed much of the remaining TC staff and designs, much as they had assimilated the remanents of Trinitus Robotics a few years before).
It is rumored still that Tetrerac Corp. left a number of caches of salvaged pre-Rifts tech from their extensive exploration efforts behind...supposedly, not all their dig sites have been rediscovered, and the best of their uncovered treasures have yet to be re-found.