taalismn wrote:It should be amended to 'per set of treads'...you are correct, sir, and thus get a free complementary set of replacement tracks with your next purchase.
Can they come on a baby Ripsaw framed/chassised vehicle?
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...
No, but if you're shopping for Junior, we've some nifty child safety capsules with the layouts of some popular robot vehicles in them so he or she can get a head start!
-------------
"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"
taalismn wrote:No, but if you're shopping for Junior, we've some nifty child safety capsules with the layouts of some popular robot vehicles in them so he or she can get a head start!
Junior already has a Safety Capsule it's the girls that he wants to know that are not safe. But he want an off-road version of it, do you do custom work?
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...
So you're asking for a self-propelled babystroller with chainsaw treads and the ability to turn and charge any pack of predators looking for a some fresh meat(and getting the nastiest surprise of their despicable lives), is that it?
-------------
"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"
Corporal Winston Mallin hated graveyard shift duty guarding the vehicle pool....like anyone would come in and steal this bunch of dumb old rusted-out sheet metal . No, he knew what he was doing here...he was on punishment duty....all for mouthing off to some dumb-arse cream-puff intel geek when the latter's wishes hadn't panned out. How the hell was PFC Mallin supposed to know the d-bee the geek wanted to question would die so quickly. Hell, he'd only shot it in the stomach...what choice did he have? The freak might have killed him if it wasn't so busy running away! But noooo...d-bee lovin' 'I wanted to question him' gold chevrons on his shoulder plates geek had to complain about that and a little soldier rassling and get him busted to dreg duty here watching junk in the ass-end of the town while his 'mates got some extra shuteye. Nothing here to see; all the excitement was in the docks.... Waitaminute..What is that!? Mallin smiled under his faceplate...sometime since last shift he'd served here, somebody had put in a soda-machine right across the street...how nice of them! Just when he was feeling thirsty! Yep, there was nothing like a cold Chi-Cola(except maybe a tall cold brewski) when you weren't beating in heads to pass the time.... Looking quickly around, Mallin jogged across the street, took up a tactically-sound position near the machine, checked for anyone in the vicinity again, and moved in. He wasn't carrying any small change on him(Coalition regulations discouraged carrying money while on duty), but that didn't pose a problem to a tough, resourceful member of the Coalition Armed Services like himself... Mallin procceeded to shake the hell out of the machine, banging on its front and pounding on its sides, giving the machine the same sort of abuse he normally reserved for helpless d-bees, and for the same reason; his own cheap gratification. At last his efforts paid off, as he heard a thudding sound from the machine's delivery chute, and with a heavy clank, a small cylinder popped out and hit the ground bouncing and rolling. With a smile behind his helmet mask, Mallin put the vending machine back down and walked over to pick up his prize. Pulling his helmet back, he brought the ice cold soda, beaded with condensation, up to his lips. That's when he realized that somebody had already pulled the tab for him. How conven.... Waitaminute...This wasn't the Chi-Cola he'd wanted, the stupid machine had given him "HE"-brand inste... (BOOM)
Doctor Catherine slipped out the security door with a sigh of relief, as the heavy armored door slid shut behind her, shutting off the burbling shrieks of their latest 'guest". Exhausted, the good doctor leaned heavily against the hallway walls, wishing for a smoke.The work of science was exhausting work! For all her screaming and whimpering, the d-bee woman they were working on had such incredible stamina! Such an excellent speciman, and ideal for their experiments in chemical augmentation...they'd already poured a Juicer's pharmecopia into her, and the girl-creature(Catherine wouldn't call her a human being...) just took it all in with hardly a complaint...except for the near fatal accelerations in metabolic functions, and dips into near death coma...Catherine was certain that they'd be able to apply what they learned tonight to other Lone Star creations...maybe even earn the attention of Director Bradford himself! As tired as she was, the doctor just had to continue tonight; the work was so exciting! But she could take time off for a quick snack and a drink. She located the soda machine just outside the lab, grabbed out a can of her favorite drink, and rolled its cold, condensation-covered surface across her forehead, before turning back to the security door. Drink can in hand(okay, so they weren't supposed to bring drinks or refreshments into the lab areas, that was one of the few regulations that regularly went unheeded around here), she swiped her pass card through the security lock, and stepped inside as the door hissed open. She absentmindedly greeted the skull-helmeted security guard just inside...a mindless, unconscious greeting the two barely acknowledged, until she saw the guard suddenly start, and stand up abruptly...She stared uncomprehendingly as the guard's featureless black faceplate suddenly sported a fine latticework of lines that grew into a spiderweb of fracture cracks. The guard abruptly fell toward her and into the floor as she stepped back in surprise, his just-drawn weapon clattering from his limp grasp. Doctor Catherine turned around in wonder as something entered her peripheral vision. She had just enough time to wonder what the hallway soda machine was doing behind her when her own world went black....
“What the heck? What’s a vending machine doing outside my office? Hey! Canned Coffee! Who put this &%% in here? No, wait a minute! That’s OUR brand name on it! Ah, I see! Marketing wanted to surprise me with a new product! Very well! Let’s see what they’ve come up with!” *CHING* #“Konjo Oyari? CEO of Konjo Foods?”# “Oh neat! A robot voice! Or an intern pretending to be a robot! Very well, yes, I’m Konjo Oyari! Now give me a coffee!” *FLUT**’ta-ching!’ “Huh?! What’s this?!” #”You may consider yourself served.”# ”What the HELL?! Legal papers!? This is illegal! THIS IS ENTRAPMENT!!! SECURITY!!!” *WHIRRRR*KLICK*KERCHAK!KLAK-KLAK* #”You really don’t want to so something stupid like that if you really care about the people in your corporation; I’m fully capable of making my own way out. And those papers are perfectly legal and you’ve just accepted them. Have a nice day, Mister Konjo, and see you in court!”#
WHAM!SLAP! SLAM! "Come'on you stupid machine! Give me my money back!!" (Oh ###! I'M OUT OF EXACT CHANGE!!!!!!!! Only...only one thing I can do!!!!!) <Activating Primary Weapons System...Targeting Array Online....Prepare to Fire>
The "Tsubasa" was a wild idea for an urban infiltration power armor/small robot vehicle that Paladin Steel engineers came up with in response to a special mission commission by the extradimensional agency known as The ZOT. Simply put, the "Tsubasa" was a high-powered transforming combat exo-skeleton with advanced weaponry systems and a fully-functional disguise as a coin-operated soda/snack-vending machine. With the growing number of small, commercial, vending-machine companies catering to domestic markets, both within the populous Coalition States and elsewhere, the disguise of a vending machine seemed a surefire way to infiltrate the high-tech kingdoms. The design was inspired by a character from pre-Rifts cartoons, a manga character best known as a cross-dressing, midget master of unlikely disguises, and sneakery(Paladin Steel does downplay the cross-dressing angle though). The Tsubasa in disguise mode resembles your average workaday vending machine; brightly lit, cheerily commercial, utterly innocuous, and pretty much overlooked by anyone with better things on their mind...inside though, lurks an extremely advanced intelligence-gathering machine, an expert pilot and combat veteran with a mean streak, and a complement of weaponry designed for maximum mayhem. In full battle mode, the Tsubasa deploys a head sensor unit, fold-out arms with heavy-duty graspers, and rises up on thin, but powerful, robotic legs, to become a small robot vehicle as fearsome as a Glitterboy or Ultimax. Heavy composite armor allows the Tsubasa to take considerable abuse from customers and combatants alike, while a formidable array of weaponry, including drug-darts, Beercan Grenades, and the insidious Seltzer-Zeltzer Cannon, make the Tsubasa a real danger in the urban battlefield. The boxy, slab-sided outer shell is heavily armored, much more so than power armors of comparable weight and size bacause a) the machines are expected to take a great amount of abuse in everyday usage, including from some rather strong customers, such as cyborgs and supernatural beasts, and b) given the nature of the Tsubasa's mission, if caught, it’s likely to be far within hostile territory, without the benefit of supporting reinforcements to assist it. Likewise the heavy weaponry gives it a range of options. Nobody expects "Apoca Cola" machines to suddenly sprout limbs and mount heavy caliber weaponry! The Tsubasa fares best, however, in built-up urban environs where it can more readily take advantage of natural cover; a soda machine sticks out like a sore thumb in an open field environment.
The only real problem is that the Tsubasa can only be piloted by individuals of small stature(four feet tall or shorter). making it popular with midgets, Dwarves, Halflings, ratlings, and other short peoples. Incredible patience and a steel-set mind are required of Tsubasa pilots, who must infiltrate enemy territory and stand still without arousing suspicion, while awaiting their opportunity. Many Tsubasa pilots take up Zen meditation in order to withstand the pressures of being cooped up inside a metal cabinet for hours, even days, at a time.
Paladin Steel has been very careful to control the distribution and sale of Tsubasas, not wishing to flood the market with bogus vending machines and arouse suspicion and vicious backlash against all vending machines(and thus blow the element of surprise that the Tsubasa relies upon). Still, Tsubasa-equipped units have achieved some stunning intelligence coups in their work; it was a Tsubasa posing as a coffee machine near New Halifax that helped acquire the plans for the Coalition's AMRAAAAM missile system, and a team snooping at GAW's shipyards passed on vital information on electronics systems associated with new ship construction. Tsubasas were rumored to be involved in a hushed-up rescue raid on Lone Star, during which the Coalition lost several prominent/valuable prisoners and promising experiments. In less daring-do operations, Tsubasas have accumulated hundreds of hours of surveillance footage, uncovered more than one unfaithful spouse(much more dangerous than you might think...trying to get the goods on a cheating wizard, cyborg, or supernatural can be as potentially deadly as sneaking into Chi-Town), broken gambling rings, and acquired plenty of blackmail material for the PS/GNE gray-ops files, and for various private detective agencies..... Paladin is currently working on a robot version of the Tsubasa, with an AI chip, that would remove the need for a living pilot. The Tsubasa...Just crazy enough to be ZOT, just conventional enough to be Paladin Steel.
(Post-110 P.A. Update: Since the original issuance of the Tsubasa, a second wave of renewed interest has popped up, largely due to greater numbers(or at least more public numbers) of small-statured sentients appearing in the GNE. Groups like the Mutant Squirrels, Rypt, and Gnomes who have begun agitating for a greater role in the GNE, as well as wanting more equipment scaled to their needs, have taken a particular interest in the Tsubasa, already configured for small pilots. This has led to increased production of the original type, as well as a more open-combat -oriented variant.)
Type: PS-PA-TSU-InF-1 Class:Special Operations Infiltration Power Armor Crew:One (limited to diminutive beings of 2 ft or less in height) MDC/Armor by Location: Main Body 300 Head/Sensor 60 Arms(2) 60 each Legs(2) 100 each Height: 7 ft(10 ft with legs extended) Width:4 ft(6 ft w/ arms extended out from the sides) Length: 3 ft Weight: 500 lbs Cargo: Small glove-compartment-sized space in the pilot's niche. Physical Strength:Equiv. to Robotic PS of 30 Powerplant: Nuclear Fusion w/ 5 year energy life Speed:(Running) 30 MPH (Leaping) Can leap 10 ft up/20 ft across (Underwater) Not really designed for underwater work, but if submerged, can survive depths of 500 ft and move at 5 MPH running along the bottom. Market Cost: 7.3 million credits(not including cost of dispensed products)
Systems of Note: All standard PA systems plus: a)Refreshment Dispenser System--Depending on what the machine is designed to dispense, the Tsubasa can hold up to 30 gallons of chilled fruit juice/hot soup/coffee/tea, 300 candy bars, 50 cans of soda/beer/beverage, or 100 ice cream bars/sandwiches/cakes in special dimensional pockets.
b)Full Refridgeration/Thermal Insulation--Keeps cool drinks cool, hot stuff hot, and the pilot comfortable.
c)Self-Contained Life Support---Includes a "Stationary Somatic Stimulator" for excercising muscles in cramped conditions, refreshment tank, food-pill dispenser, and a septic tank system(for those really long stakeouts). Paladin Steel discourage pilots from raiding the 'bot's stock, ever since an ugly incident in which a Dwarf operative chugged half a load of Giga-Jolt and went into caffine shock(his twitching was visibly shaking the machine and causing alarm in passers-by). .
d)Tilt/Out of Order :CD Panel---Invaluable when you don't need a crowd of people hovering around you.
e)Sensor Shielding---The Tsubasa is lined with special materials and electronics that thwart most conventional security probes, including thermographs, MRI, and ultrasound. Of course, disassembly will reveal the hidden 'armor, but a smart infiltration team will never allow that to happen. Mind and magic probes will syill detect the living mind inside the machine, but PS MageWorks is currently working on techniques to shield the pilot's aura and life signs from such detection means. Pilots with natural psionics(particularly mind blocks) are thus much sought after.
f) Full Sensory Recording Systems---All important; it records audio and video input from the Tsubasa's sensors on compact discs(particularly important when copying valuable documents).
Sensor Systems: Standard PA Sensor Systems, Plus: a)Shotgun Microphone(for eavesdropping on conversations)---Can pick up on a conversation from 1000 ft
b) Motion Detector---Detects approaching targets/customers up to 100 ft out
c))Slug Detector---Can spot the difference between a fake credit chit and a real one.
Weapons Systems: 1)Grenade/Mini-Missile Launcher--The Tsubasa comes with a special gas-ejection system that can fire either grenades or mini-missiles out of the vending machine's delivery chute(s). In the case of Mini-Missiles, the small can-sized munitions spring free of the launcher before igniting their propulsion in mid-air. If the Tsubasa is disguised as anything other than a can-dispenser, the munitions will be disguised appropriately(RingDing Grenades, Twinkie Fusion Block Charges, candy-bar choco-puff concussion rounds, scalding-hot chicken-soup plasma shells, Pixie-Dust smoke shells, etc.). Heavy drug darts and liquid explosives are a favorite munition for this system. The Tsubasa can also machine-gun fire its stock of soda cans(if disguised as a can-dispenser) like baton rounds. These have the effect of striking like rubber bullets(or if its tossing soup or hot liquids, a scalding spray). The PS people recalled seeing an old tape of a Jackie Chan ad for Mountain Dew, and thought this would be a great non-lethal/low mortality attack option. Range:(Grenades) 800 ft (Mini-Missiles)Varies (Conventional Soda Can)300 ft Damage::(Grenades)Varies----Can use any 30-40mm format grenades (Mini-Missiles)Varies (Conventional Soda Can) 1d6 SDC, burst of 10 does 6d6 SDC Rate of Fire::(Grenades)Bursts of 1,2, 4,5, or 10 (Mini-Missiles)Volleys of 1,2, or 4 (Conventional Soda Can)Standard Payload: 30 grenades or 15 mini-missiles Bonuses: (Conventional Soda Can) Knock-out blow on Natural 18,19, or 20
2)Slug Launcher---This electromagnetic railgun fires small disk-shaped slugs at hypervelocity from the vending machine's coin slot. In a pinch, if the pilot finds himself low on ammunition, he can use credit-coins instead(Note; Many countries mint their coins in MD ceramic/plastic, or even light alloys, especially high-denomination coins), from the machine's sales purse---though most pilots balk at the idea of burning perfectly good money(most missions, the pilots are allowed to keep any money they make from sales). Range: 4,000 ft 200 ft for coins Damage:1d4 MD single shot, 4d6 MD per 20 rd burst Coins do 4d6 SDC each, 1d4 MD per 20 roudn burst Rate of Fire: EPCHH Payload: 400 rd magazine
3)Flash-Blinder---Built into the lighting display, this short-range weapon emits an intense strobbing light. Great for when you've got all their attention. Range: 280 ft, 30 ft area. Damage:Persons without protective goggles will be blinded for 1d6+3 rounds(1-3 minutes). Those using nightvision or thermo-optics will be blinded for 2d6+4 rounds( 1-5 minutes). During this time, they are last on initiative, -8 to strike, parry, and dodge, and -50% to all skills. Rate of Fire:Standard Payload: 30 shots before the bulbs need replacing
4)Electro-Stunner-- A silent and effective short range stunner for subduingand capturing targets. Also used to dissuade drunks and dogs from taking a leak on the disguise. Range: 20 ft Damage: Nil. Humanoids struck with this weapon must save vs. coma or be shocked unconscious for 1D6 minutes. Cyborgs have a 75% chance of having their cybernetics disrupted for 1D10 minutes, and a 30% chance of a non-vital system being permanently shorted out. Rate of Fire: ECHH Payload: Effectively unlimited
5)(Optional) Hand-Held Weaponry---The Tsubasa can hold and use any hand gun, melee weapon, or human/PA-scale weaponry available. However, it has no means of concealing or storing any such weapons; they must either be hidden nearby where theTsubasa can grab them, or else the pilot must pick/take any such weapons off fallen enemies(or allies).
6)Hand to Hand Combat---Use basic PA combat(Rifts MB). The Tsubasa doesn't get any additional bonuses beyond those listed under the combat training because of its rather bulky construction. Restrained Punch 1d4 MD Full Strength Punch 2d4 MD Power Punch 3d6 MD Kick 1d4 MD
Options: Option Slots: The Tsubasa has one option slot on the back that can be used to house a retractable option module. ONE of the following may be mounted. *a) Sensor Dish-----Additional sensor pods may be added. These are typically small sensor dishes on turntable arrangements. MDC: 25 Sensors:Mini-Radar---5 mile range Motion Detector---200 ft range Target Illuminator--11,000 ft range. Designates/illuminates targets for laser-guided munitions. Cost:12,000 credits
*b)Long Range Communications Dish.---A directional tight-beam communications laser/microwave transmitter/reciever dish, for communicating with distant aircraft, ships, or satellites, without tripping any broad-beam EM alarms. Range: 500 miles line of sight Cost: 30,000 credits
*c)Seltzer-Zeltzer Cannon---This insidious device combines the worst aspects of a flamethrower, a chemical warfare agent, and a particle beam energy weapon. The Seltzer-Zeltzer fires a stream of hyper-carbonated stream of Giga-Jolt Cola, then uses the liquid stream to conduct a massive pulse of high-power charged particles. The result is a glowing fan of flaming blue alcohol vapor, bubbling carbonation foam, and crackling plasma energy that eats through armor, knocks out electronics, but leaves normal SDC flesh unharmed(!), as the liquid flash evaporates on skin contact before it can conduct the lethal charge. However, enough of the super-seltzer does get driven into the victim via skin absorption, to quickly overwhelm their nervous systems and flatten them with the equivalent of an alcohol rolling pin applied to the noggin. Range:4000 ft. Can fan out to cover a 100 ft area, but reduce range to 1000 ft. Damage: 2d6x10 MD to MD targets(Monsters, vehicles, cyborgs)(NO damage to SDC beings) per blast! Plus: Electronics Knockout(effectively EMPulse) Vehicles, power armor, and robots roll on the following(from Rifts:Triax and the NGR) 01-15 No effect! 16-30 Lose 1 APM and initiative has the controls flicker out for 1d4 seconds 31-45 All weapons systems go offlne. One comes back after 1d4 melee rounds, and minor electrical fires break out. 46-60 All systems go offline, but return after 1d4 melee rounds. However, until they do, the vehicle is -30% to pilot, and is defenseless. 61-75 Communications, radar, and targeting are out; all else isokay. -3 to strike and no initiative. 76-90 All sensory and communications systems are fried. Pilot must operate vehicle on manual controls and rely on sight. Penalties: -25% at1/3 maximum speed, -50% at 1/2 max. speed, -75% at full speed, no initiative to strike, -3 to dodge/strike, and -1 APM. 91-00 All systems are locked/overloaded!Vehicle does not respond to controls and nothing works! SDC/Organic Knockout Victims lose all initiative, all combat bonuses, actions/attacks per melee, speed reduced by 50%. Skills are at -35%. Effects last for 2d4 melees. Roll versus poison or fall down and sleep it off for 2d6 minutes. Rate of Fire:ECHH Payload: 50 blasts Bonuses: +2 to strike in fan-mode Cost:500,000 credits
*d) "Bubblegum Round": Restraint Caster. This "safe" munnition blasts out an expanding glop of adhesive resin and plastic fibers that entangle and immobilize targets.The "Loogie" suffers from atrocious range; it can only reach 150 ft before flopping to the ground. Covers an area of 5 ft, and is air permeable, so even if a perp is covered head to foot they can still breath. Range: 150 ft Damage: 1d4 SDC bruising damage on impact, restrains with a PS of 30(characters without a robotic or supernatural PS of 30 or greater are stuck until released. Even with r/s PS 30, takes 1d4 melees to bust out/be cut out).Note: Police carry solvents that dissolve the "Loogie"within 1d4 melees.(Black Market cost for the solvent is 500 credits per 3-use tube) Rate of Fire:EPCHH Payload: 20 Cost: 20,000 credits. 500 credits per round
*e)Heavy Laser Cannon---A conventional laser cannon that packs a real wallop. Adapted from a PSA-11 Power Armor weapon. Range:3000 ft Damage: 3d6 MD per blast, 1d6x10 MD per triple pulse burst Rate of Fire: EPCHH Payload:Effectively Unlimited Cost:15,000 credits
*f)Heavy Missile Launcher---This launcher rolls up from the back niche to reveal two PS 'Hellfire' anti-armor missiles on their launch rails. Range:1 mile Damage:2d4x10 MD Rate of Fire:Volleys of 1 or 2 Payload: 2 missiles Bonuses:+5 to strike Cost:10,000 credits for the launcher, 600 credits per missile
*g)Heavy Plasma Cannon Range: 2000 ft Damage:1d6x10 MD per blast Rate of Fire:ECHH Payload:Effectively Unlimited Cost: 60,000 credits
*h)Heavy Particle Beam Cannon Range: 2000 ft Damage: 2d6x10 MD per blast Rate of Fire: Four times per melee Payload: Effectively Unlimited Cost:120,000 credits
*i)Heavy Gatling Cannon---The mere sight of this weapon deploying with its five barrels and seemingly infinite ammo belt has been known to cause prospective targets to suffer coronaries. Range: 4,000 ft Damage:1d4x10 MD per 30 rd burst Rate of Fire:Standard Payload:8,000 rd drum(200 bursts) Cost:80,000 credits
*j)30mm 'Hellshot' Rail Cannon---A heavy armor buster. Great for surprising passing armored vehicles('Where the heck did that Glitterboy disappear to!?") and blasting in bunker doors. Range: 3,300 ft Damage: 3d6x10 MD per projectile Rate of Fire: Single Shot only, ECHH Payload: 12 rounds Cost: 120,000 credits. 800 credits per penetrator projectile.
*k)45mm Shell Launcher---Essentially a short range howitzer. Range: 800 ft Damage: 7d6x5 MD per shell Rate of Fire: ECHH Payload: 8 shells Cost:30,000 credits. 900 per shell
*l)Heavy Flamethrower---Essentially the PS 'Firewaller' Flamer, firing both streams of liquid and combustible fiber pellets soaked in the fuel for greater range and burst area of effect. Range:(Direct-Stream Mode) 230 ft (Pellet Launcher): 1,000 ft Damage:(Direct-Stream Mode) (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 flamethrower 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. (Pellet Launcher)(SDC) 1d4x10 SDC to 10 ft area (MD) 3d6 MD to 5 ft radius(Regardless of fuel-type) Rate of Fire:(Direct-Stream Mode) Standard (Pellet Launcher) Standard Payload:(Direct-Stream Mode (Gasoline/Alcohol) 20 blasts (Napalm) 60 blasts (MD Fluid) 100 blasts (Incendi-Gel) 120 blasts (WI Napalm-P) 200 blasts per tank(much more concentrated than the regular gasoline/alcohol). (Pellet Launcher) 25 pellets in the chamber Cost: 50,000 credits (Gasoline/Alcohol) Typically 5-30 credits(depending on availability) (Napalm) 50 credits per tank (MD Fluid) 800 credits per tank (Incendi-Gel) 1000 credits per tank (WI Napalm-P) 2000 credits per tank Pellets cost 5 credits apiece
*m)T-ARC "Black Light" Neuro-Shock Cannon---A long, flat, streamlined techno-wizardry weapon, and originally developed for covert operations cyborgs. The 'Black Light' is favored by those Tsubasa pilots who anticipate engaging in 'wet work'(i.e. covert assassination). The weapon itself is the product of the demented mind of Dwarven Engineer Callos Avroprod. The T-ARC is actually two Multiplexor-style spell projectors, mounted side by side inside the sleek casing, and designed to fire simultaneously in synch with each other. The T-ARC uses only two offensive spells, Mental Blast and Mental Shock, to devastating effect. The advantage of these spells is that they are silent, invisible, leave no discernable marks, and when used together, synergistically combine to lethal effect, maiming and crippling, if not outright killing the target. The two spells deliver a shattering one-two punch to mind and body, and have the added possibility of inducing potentially fatal heart seizures in its hapless victims. Better yet, cause of death appears to be natural; a heart failure or a stroke, and unless an investigator has powerful scanning equipment or forensic magic, or is acutely familiar with the weapon, is unlikely to figure out what caused death. The drawbacks to the T-ARC are its high power consumption and relatively short range, but the T-ARC has become a favorite of assassins and vigilantes. When the T-ARC Black Light was first demonstrated to GNE officials, they almost banned the weapon as being cruel and painful; but gray reality won out over idealism in the end. PS reluctantly authorized the manufacture of several hundred T-ARCs to outfit covert operations units, but has vigorously controlled the manufacture and distribution of the weapons. Note: The T-ARC Blacklight will work through body armor and power armor, as well as most MDC windows(its nifty to be able to spot a target, zap them, and not leave any disturbance of their envirionment as evidence. Note 2: Mind Melters and Mind Bleeders attacked with this weapon automatically recognize it and can tell where the shot emanated from! Weight: 15 lbs Range: 800 ft Damage:5d6 Hit points/MD damage+ the victim must save versus magic . Making the save means the victim is still conscious, but stunned and disoriented; -1 to initiative, -1 to strike/parry/dodge, and -10% to all skills for 1d4 melees per attack. Failure to save means the victim suffers amnesia, losing all but native language and the five most important skills to him/her for 4d6+8 hours, with a 30% chance of lapsing into a coma from the shock (save versus coma/death bonuses apply. . More ominously, on a strike roll of natural 20 the combined shock induces a fatal heart attack or stroke in SDC victims, and does double (critical strike) damage to MDC beings . Of course, if the regular damage already killed them, its a mote point. Rate of Fire:ECHH Payload:10 shots(100 PPE Battery) Bonuses: Victim is -1 to save vs Coma/Death from attacks Cost: 350,000 credits
n) Micro-Missile Launcher---A more recent addition, as distribution of PS’s 15-, 20-, and 30-mm format micromissiles becomes more widespread. Range: (15mm Patterns) Pattern-1A 5,700 ft Pattern-1B 6,000 ft Pattern-1C 6,000 ft Pattern-1D 7,000 ft Pattern-1E 7,500 ft (20mm Patterns) 8,000 ft for all types
(30mm Patterns) 11,000 ft for all types Damage: (15mm Patterns) Pattern-1A---1d4 MD to 2 ft blast radius Pattern-1B---1d6 MD to 5 ft blast radius Pattern-1C---4d6 MD to 4 ft blast radius, or 1d4 MD to a 10 ft blast radius in fragmentation mode Pattern-1D----6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode Pattern-1E---1d4x10 MD to 3 ft blast radius
(20mm Patterns) (Pattern-2a) 4d4 MD to 2 ft blast radius (Pattern-2b)6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode (Pattern-2c)(Incendiary)2d4 MD to 5 ft blast radius, does an additional 1d4 burn damage for 2d4 melees
(30mm Patterns) (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
Bonuses: (15mm Patterns) Pattern-1A (None) Spin-Stabilized Pattern-1B (None) Gyro-Compass Chip Pattern-1C (+1 to strike, in addition to W.P. Heavy bonuses. The Pattern-1C can also be set to be a ‘beam rider’, following a laser illuminator ‘painted’ on the target for an extra +2 to strike. However, this requires expediture of an extra attack per melee on the part of the gunner to keep the laser illuminator on target) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip. Pattern-1D (+2 to strike, in addition to W.P. Heavy bonuses. Like the Pattern-1C, the Pattern-1D can ‘beam-ride’...again, this requires the gunner to maintain target-lock at the cost of an additional APM, but the -1D is better able to remain on target if the lock is broken. Furthermore, the missile can be keyed to lock on to the laser illuminator of other gunners...done with a pre-determined key-chip...allowing squadmates to ‘paint’ targets for fellow soldiers with micro-missile launchers). Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip. Pattern-1E(+4 to strike, in addition to W.P. Heavy bonuses, Same ‘beamrider’ capability as with Pattern-1D. ) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
Cost: (15mm Patterns) Pattern-1A 25 credits per McM Pattern-1B 32 credits per McM Pattern-1C 60 credits per McM Pattern-1D 95 credits per McM Pattern-1E 220 credits per McM
(20mm Patterns) (Pattern-2a) 90 credits each (Pattern-2b)130 credits each (Pattern-2c)150 credits each
(30mm Patterns) (Pattern-3a) 90 credits each (Pattern-3b)150 credits each (Pattern-3c) 180 credits each
O) 25mm OCSW---The GNE’s answer to rail guns. 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.
p)PSAGL-40B 40mm Automatic Grenade Launcher Range:7,000 ft Damage: Identical to the WI-GL20; Frag rounds do 4d6 MD to a 12-foot radius. AP rounds do 1d4x10 to a 3-foot blast radius, and Plasma rounds do 1d4x10+10 to a 5-foot radius. A 3 round burst of frag shells does 1d4x10 to a 15 foot radius, a burst of 3 AP shells does 2d4x10 to a 5 foot radius, and a burst of 3 plasma shells does 3d4x10 to an 8 foot blast radius A 5 round burst of frag shells does 1d6x10 to a 20 foot radius, a burst of 5 AP shells does 2d6x10 to a 6 foot area, and a burst of 5 plasma shells does 3d6x10 to a 10 foot radius. A 10 round burst of frag shells does 2d6x10 to a 40-foot radius. A 10 round AP burst does 3d6x10 to an 8-foot area, and a 10 round plasma burst does 4d6x10+10 to a 15-foot radius!! Rate of Fire: Standard Payload: 100 rds
q) 30mm Sniper Rifle---A weapons ‘package’ designed with assassinations in mind. Who expects a soda machine to be the sniper-post for a kill-shot? Range: 9,500 ft Damage:4d6 MD single rd, 1d6x10 MD two rd burst Rate of Fire: Single shot or two-round burst Payload: 16 shot clip Special Features: *Extendable Bipod *Fully compatible with SuperCavitating ammunition *Recoil Compensation and Stabilization System---The SHRS-30 comes standard with an interactive stabilization, smart muzzle-braking, and buttstock recoil control system, compatible with cyborg/robot smart-sighting packages, that gives the monster gun a +2 to strike on aimed shots.
r)PS GPMG M43 ‘Fritz’ General Purpose Machine Gun----Another revived classic, that turns the Tsubasa into a surprise machine-gun post. Range: 10,000 ft Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst. (Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst. (High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst. (PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 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 800 rpm Payload: 2,000 round drum Cost: 8,000 credits
Other Options: *a)Motorized Rollers---Fits the footpads with motorized rollerskates, perfect for the quick getaway, or moving the disguise into place(works in both forms). Speed:60 MPH Cost: 30,000 credits
*b)Jet Pack--For those really quick escapes or attacks---few people expect a soda machine to take to the air! Speed: 200 MPH, maximum altitude of 200 ft Cost:250,000 credits
*c)TW Additions---Many Tsubasas add TW features such as Invisibility and Chameleon to their armors. Readily available(typically at 10% discount) from handy PS TW outlets.
*d)Polymorph Plastic Disguise Spray--This allows the Tsubasa to quick-spray a coccoon of quick-setting 'memory plastic' around itself, in order to simulate another object, such as a dumpster, tree, desk, or wrecked car...note that this second disguise is nonfunctional and cannot be re-used. Takes 1d4 melees for the disguise to fully set. Payload: Enough 'gop' for 10 uses. Can create disguises up to 15 ft in size(the plastic ‘foams’ for greater volume) Cost: 1 million credits. Each charge of ‘gop’ costs 400 credits.
*e)Chameleon Holo-Camouflage---Projects a false image about the machine, and also allows it to mimic its surroundings, similar to Naruni Enterprises invisibility cloaking. The Holo-Optical camouflage is typically used only for emergency escapes, or for the terminal approach of a special ops mission, as the Tsubasa is somewhat less agile and slower than small, light, and faster power armors/EBAs. Bonuses: -30% for others to detect, +5% to prowl. Effectively invisible to infrared and thermal emissions Cost: 1.3 million credits
*f) Corporate Chameleon Camouflage---This is a much cheaper and simpler form of the above. Rather than change the machine’s appearance to another object entirely, CorpChamCamo simply chages the brand name logos and coloration of the machine, and uses memory plastics to subtly change the contours of the moulding and trim; allowing it to quickly convert from a rampaging red and white Chi-Cola machine to an innocuous blue and black Citrush dispenser or other friendly-looking vending machine. Hiding in plain sight has proven an extremely effective tactic in built-up urban areas where security forces are loathe to blow up EVERY vending machine and court the displeasure of local merchants simply because they THINK it might be a Tsubasa lying doggo. Cost: 25,000 credits
Variants: *PS-PA-TSU-MBR-02 This is a slightly heavier(700 lbs) combat model distinguished by having a more rounded and circular body, slightly more armor(380 MDC main body) and more armament. It’s designed to fold into a cylindrical shape, and can be air dropped more easily. The legs are longer and the arms larger. The TSU-MBR-2 sacrifices much of the stealth for raw combat effectiveness; though it could still be mistaken for a large cabinet, dumpster, or other large blocky object in low light. The variant also does away with most of the onboard dispensibles, freeing up more space for internal equipment(though some pilots and combat teams insist on retaining the food/vendables for long duration missions and after-battle bashes). If doing away with internally-stored dispensibles, DOUBLE the payload for backpack weapons mounts. Changes/Modifications: MDC/Armor By Location: Main Body: 380 Head/Sensor 75 Arms(2) 78 each Legs(2) 125 each Height: 7 ft(11 ft with legs extended) Width:4 ft(6 ft w/ arms extended out from the sides) Length: 3.5 ft Weight: 700 lbs Systems of Note: *Stealth: -20% to enemy Detect Ambush and Detect Concealment roles, and effectively invisible to infrared and thermal emissions
* External parachute pack: Allows for deployment from aircraft/altitude. Specialized jumps will require the Parachuting skill. Reeling in the parachute and auto-repackaging it takes 1d4 melees.
Weapons Systems:
*Arm Mounted Weaponry: a) Light Machine Gun---PS P-630 ‘Stoner’ LMG Range:(LMG) 2,653 m (7,900 ft) Damage:(5.56mm) 5d6 SDC single shot or 2d4x10 SDC per 3 shot burst at ranges under 3,000 ft, 3d6 SDC or 6d6 SDC per 3 rd burst beyond 3,000 ft . (PSX-1) 1d6 MD per single shot or 3d6 MD per 3 shot burst(no damage reduction) Can use any standard 5.56 mm-format specialized munitions, including explosive rounds and megadamage armor-piercers. Rate of Fire: (LMG) Selective fire; single shot, or bursts of 5, 10, 20, or 30 rds. Payload:(LMG) 100-150 Belt or box feed
b) Auto-Shotgun Range:(12 Gauge)) 300-1,000 ft(varies by ammunition type) Damage:(12 Gauge) *Standard Shotgun shell--300 ft range, 5d6 SDC *Standard Buckshot shell---300 ft range, 4d6 SDC to 5 ft area *Teargas shell---300 ft range, 25 ft radius---victims are -10 to strike, parry, and dodge, -3 initiative, lose 1 melee attack/action, for the next 1d6+1 melees *Baton shell---300 ft range, 2d6 SDC, plus 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). *S-9Dex Incapacitation Munition ---300 ft range, Essentially a paper-shelled shotgun shell-sized gas-propelled 'cold rocket', packed full of taser beads. Beads powder on impact, reducing the chance of bystanders or ingoing police stepping on undischarged beads. Great for crowd control and dealing with closed-space situations(alleyways, rooms, vehicle interiors, etc...) Effective Range: 300 feet, w/ 20 ft radius Damage: Nil. Humanoids struck with this weapon must save vs. coma or be shocked unconscious for 1D6 minutes. Cyborgs have a 60% chance of having their cybernetics disrupted for 1D10 minutes, and a 30% chance of a non-vital system being permanently shorted out. *High Explosive Armor Piercing Shell---1,000 ft range, 6d6 MD(no blast radius) *Mini-Grenade(plasma)--- 1,000 ft range, 5d6 MD to 5 ft blast radius *Mini-Grenade II(Fragmentation)---1,000 ft range, 2d4 MD to 10 ft blast radius *Standard HESH Shell---1,000 ft range, 2D4 M.D. plus 4D4 S.D.C. to the person(s) inside of EBA power/body armour & roll versus knockdown (14) Rate of Fire:(12 Gauge) Standard Payload:(12 Gauge) 20 rd ‘banana’ clip Or a 50 shot drum can be added
e) MicroMissile Launcher. Range: Varies by MicroMissile Type but the standard issue PS Pattern 1c has a range of 6,000 ft Damage: Varies by MicroMissile Type but the standard issue PS Pattern 1c has a damage rating of 3d6 MD per missile Rate of Fire: ECHH Payload: 18 Micro-Missiles in a replaceable cassette
f) Pulse Laser---Adapted from the PS ‘Luzi’ Range: 900 ft Damage: 2d6 MD single shot, or 1d6x10 MD per 5 shot burst Rate of Fire: Standard Payload: Effectively Unlimited Cost: 11,000 credits Options: Note: It takes a person with the Weapons Engineer skill a successful roll and about 5 minutes to install and test one of the following modules, those with the Armorer/Field Armorer skill about 10 minutes, and someone following the printed instructions about 30-45 minutes to install/swap modules.
*Blue-Green Frequency Kit---This modifies the ‘Luzi’ to fire more effectively underwater, down to 1,000 ft. Comes with a slip-on casing for the laser that gives the weapon neutral bouyancy if dropped in the water. Cost: 6,000 credits
*Flash-Blinder---This adds a special power-stepdown chip to the weapon’s power regulation/draw system, and a scattering optic to the barrel. allowing the weapon to produce blinding flashes of light that can temporarily blind those with unprotected optics/eyes. Effects are roughky equal to a Blinding Flash spell. One MD shot equals 200 ‘flash’ shots. Cost: 4,000 credits
*Scatter-Laser Kit---This conversion adds what looks like a round-tipped air-cooled muzzle or perforated silencer to the end of the muzzle. In reality, it is a beam-splitter that converts the PSLR-7 into a short ranged ‘laser shotgun’, doing 2d4 MD to an 9 ft-wide area, at about 400 ft range, with a single shot, and 4d6 MD to a 10 ft area with a burst shot. Cost: 7,000 credits
*Corner-Shot Kit---An extensive modification kit inspired by PS’s discovery(and subsequent mass-production) of workable pre-Rifts ‘corner shooter’ devices. This is more integral to the laser, and consists of an articulated lasing lightpath guide-barrel and attched micro-video-sight that allows the weapon’s firing angle to be ‘bent’ as much as 50 degrees. Normal manual targeting, even with the video-array, is -2 to strike, but this penalty is negated with a smartlink through a headjack and/or cyberoptic HUD(allowing the shooter to be more ‘there’). Popular with police SWAT teams and urban guerillas. Cost: 9,000 credits. g) Ion Blaster Range: 1,600 ft (1,000 ft underwater) Damage: 5d6 MD single shot Rate of Fire: Standard Payload: Effectively Unlimited Cost: 22,000 credits Options: *Ion Scatter-Shot Module---This is a barrel clip-on that turns the PSIR-6 into a short range shotgun with an area of effect blast. Reduce range to 400 ft, but does 4d6 MD to a 12 ft wide area. Cost: 6,000 credits
*Ion Step-Down Module---This barrel attachment, rather than increase range or power, actually ‘steps down’ the power of ion bolts into the SDC range, and modulates their effect, making the weapon in effect a ‘super-taser’(albeit it with flash-burns). An added power regulation chip allows the weapon to use less power in SDC mode. Switching between MD/SDC modes takes 2 actions. Popular with urban security and police units. Range:(SDC shots) 600 ft Damage: 1d6 SDC shock-burn. Plus, victims must make a save of 14 or better, or be -8 to strike, parry, and dodge for 2d6 melees. A savings throw versus non-lethal poison means the person is unimpaired. 25% chance of knocking out unshielded cybernetics for 1d4 melees. Payload: One MD shot equals 10 SDC shots Cost: 4,000 credits
h) Plasma Gun Range: 900 ft Damage: 4d6 MD single shot, 1d6x10 MD three-shot burst, 4d4x10 MD per 10-shot burst. Rate of Fire: Standard Payload: Effectively Unlimited Cost: 29,000 credits Options: *SprayFire Barrel Modification Kit--- This mod mounts a ‘watering can’ of multiple short projection coils on the barrel, splitting the plasma discharge into a dozen smaller plasma mini-bolts. Range drops to 500 ft, but the bolts do 3d6 MD to a 20 ft wide area. Cost: +18,000 credits
*Plasma Bolt-exploder----Rather than a single plasma bolt, this mod supercharges the outgoing shot into a sort of freeform plasma ‘grenade’ whose cohesion deteriorates faster, resulting in shorter range, but which explodes with greater area of effect and intensity. Reduce range by HALF, but the bolt now does 1d4x10 MD and explodes in a 5 ft blast radius . CANNOT burst-fire in this mode. Cost: +10,000 credits
i) Vibroblade---Extendable short sword or claws. Range: Melee Damage: 2d6+2 MD Cost: 15,000 credits
*PS-PA-TSU-MBR-02R---Robotically-piloted Tsubasa system, meant as a cheap(relatively speaking) , expendable guerilla unit, or as a sentry unit . Programming: General Maintenance/Repair 80% Radio: Basic 94% Weapons Systems 90% Land Navigation: 94% Math: Basic: 98% Military Ettiquette 96% Demolitions: 80% Demolitions: Disposal 92% Camouflage 80% Detect Ambush 75% Detect Concealment 68% Parachuting: 90% W.P. Blunt W.P. Paired Weapons W.P. Sword W.P. Energy(ALL) W.P. Heavy(ALL) W.P. Rifles Actions/Attacks Per Melee: 7 Initiative: +1 Strike: +2 Parry: +4 Dodge: +3 Roll: +3 Pull: +2 Disarm: +2
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"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"
Yeah, well, given how of late they've been talking about how bad soda is for your health...
-------------
"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"
“Harken to me, for I am Zalas Tarrm, appointed herald of milord and field commander Captain-of-Armor Douglas Hatteras, of the Army of the Quinnipiac! Know ye that our previous peaceful entreaties to yeh lord for the release of our own from unlawful detainment have been ignored, and that ye were warned such obstinence on yeh part would not be without consequence! My Captain wishes to inform ye that the time for negotiation has passed, and he will continue our entreaty by the only means ye have left him! He asks now for your total and unconditional surrender, and mercy shall be bestowed upon those who throw down their arms and armor now! Or else, ye shall---” *Ka-POW!*spannnggggggg “Alright you little f^*%&ds! That paint job COST me out of my own pocket! The formalities have been observed, and now you’re &*&&^ getting it! FIRE IN THE HOLE!!!”
The Montjoy is a light robot design that shows the touch of Elven styling in its clean lines and light build. The slender limbs, curved armor, flare-elbowed forearms, and tri-corner hat-like head sensor/armor configuration are suggestive of a courtier or herald, hence its name. The Montjoy is typically used as a scout, or light command unit, overseeing companies of smaller vehicles and drones. It is also used as a courier, running messages in conditions where wireless communication is either impossible or proscribed. The Montjoy is designed with agility and speed in mind, and it carries only light armor. It is, however, one of the few robot vehicles that comes factory-standard with an integral forcefield generator system. The Montjoy’s biggest problem is a lack of heavy firepower; aside from its lasers, it lacks any real built-in weaponry. This makes it unpopular with novice pilots whose lack of skill makes them unable to make full use of the design’s agility, and the Montjoy is thus rarely the first pick as a combat unit of most military formations. Veteran scouts and courier-runners, however, have come to appreciate the Montjoy’s performance and capabilities. A small number of Montjoys have appeared in the ranks of GNE units and affiliated Irregular forces. Units in GNE service tend to be less flamboyantly painted and decorated, sporting a more subdued military camouflage scheme, than those in Irregular service. It is not known if the Montjoys on Rifts Earth are of CTRL manufacture or have been produced under license by Paladin Steel. Type: PS/CTRL-LCRR-MTJY-05 Class: Light Combat Reconnaisance Robot Crew: One + 1 passenger MDC/Armor by Location: Main Body 360 Crew Compartment 100 Head 100 Arms(2) 100 each Hands(2) 50 each Legs(2) 110 each *Forcefield 250 *Forcefield regenerates at 50 MDC per hour if turned off, 30 MDC per hour if active. Height: 18 ft Width: 12 ft Length: 7 ft Weight: 21 tons Cargo: Small space in crew compartment for a survival pack, sidearm(s), and a few small personal possessions. Small locking cargo bay roughly 1ft x 2.5ft x 1.5ft in size, not recommended for holding passengers. Physical Strength: Robotic P.S. of 40 Powerplant: Nuclear Fusion with 20 year energy life Speed: (Running) 115 MPH (Leaping) 20 ft up/across standing jump, 180 ft up/across booster-jet assisted leap (Flying) Not possible (Underwater) Can run along the bottom at 7 MPH, maximum depth 1,000 ft Market Cost: 45 million credits Systems of Note: Standard Basic Robot Systems, plus: *Long Range Laser Designator---Laser designators are a common feature in GNEAS equipment, and the Montjoy mounts a long ranged model. Point and illuminate to paint a target for laser-guided weapons. 7 mile range. *Enhanced Sensors---Standard Robot Sensor Systems, but DOUBLE the range due to superior electronics. *Long Range Communications---Encrypted and Scrambled Radio Transmission, plus line of sight laser comm(range 5,000 miles) *ECCM system: A semi-automatic system that uses electronic encryption and frequency jumping to (attempt to) negate jamming systems. The system has a 45% chance of negating radar or communications jamming (non-magical) on its own, or a +5% if the pilot has a Read Sensory Instruments or Radio: Scramblers skill and devotes a full melee to operating the system(no other attacks/actions are possible). Having an Electronic Warfare Skill gains a +15% bonus to operating this system. Note that this only applies to received communications (the system filters them out from the jamming clutter) and sensory data received by that unit alone (other units cannot make use of it, unless they have an unaffected datalink/info-share with the ECCM equipped unit. Magic/psychic jamming is NOT affected by this system.
*Dazzle-flage---Rather than use holographic camouflage to conceal its appearance, the Monjoy uses a spectacular network of light forcefields and holographic lazers to project multiple images of itself, and strobing effects to throw off visual sighting and laser guidance systems(-1 to strike, -3 to strike when the robot is moving). The Montjoy can project up to 6 mirror-images of itself out to 100 ft from itself, as well as produce an obscuring cloud of kalidescopic flashes and fragmentary holo-images.
Weapons Systems: 1) Forearm Pulse Lasers(8, 4 each forearm)---The flared forearm guards conceal an array of small pulse lasers. The flared design of the forearm weapons sleeves serves to give the lasers a better field of fire, protect the arm’s elbow joints, and protect the cooling vanes that allow the lasers to fire in concert and continiously in combat. Range: 4,500 ft Damage: 3d6 MD single shot, 6d6 MD pulse burst, per single laser; all four lasers in an arm firing simultaneously do 24d6 MD(or 2d6x10+20 MD) Rate of Fire: EPCHH Payload: Effectively Unlimited
2) Electro- Rapier---This is a long( 7 ft long), thin-bladed melee weapon designed primarily for inflicting thrusting damage with its point, rather than slashing and hacking, like other vibro-blades. Furthermore, the superconductive lining of the weapon allows it to deliver a powerful electrical shock even on a glancing blow. That same electrical field allows the weapon’s point to become a plasma-sheathed armor penetrator, making it even more effective at punching through armor and doing maximum damage once through. However, to achieve the best results with this weapon requires a degree of skill that few cultivate, and so many pilots who have been assigned to a Rapier for the first time forgoe the Electro-Rapier and take up a more conventional heavy vibroblade in its place. Range: Melee Damage: (Glancing Strike) 1d6 MD, plus possible shock damage. (Thrust) 5d6 (-1 to strike, unless a W.P. Sword skill is taken by the pilot, but does Critical Damage on an Unmodified 18-20, plus +15% on the electro-shock damage table) 01-15 No effect! 16-30 Lose 1 APM and initiative has the controls flicker out for 1d4 seconds 31-45 All weapons systems go offline. One comes back after 1d4 melee rounds, and minor electrical fires break out. 46-60 All systems go offline, but return after 1d4 melee rounds. However, until they do, the vehicle is -30% to pilot, and is defenseless. 61-75 Communications, radar, and targeting are out; all else is okay. -3 to strike and no initiative. 76-90 All sensory and communications systems are fried. Pilot must operate vehicle on manual controls and rely on sight. Penalties: -25% at 1/3 maximum speed, -50% at 1/2 max. speed, -75% at full speed, no initiative to strike, -3 to dodge/strike, and -1 APM. 91-00 All systems are locked/overloaded!Vehicle does not respond to controls and nothing works!
ORGANIC targets like gargoyles, dragons, and giants, must save at 16 or higher, or be temporarily stunned by the attack; -3 to strike. parry, dodge, and roll for 1d4 melees, and lose initiative and one APM per strike of the rapier.
3) Optional Use of Handheld Weaponry---In a pinch, the Montjoy can pick up and use any oversized robot-scaled weaponry, such as cutter bars or gunpods. When not in use, such weapons can be carried clipped to the outside of the legs or to the back.
Hand to Hand Combat Robot Combat Elite provides the following bonuses for Montjoy combat: +1 APM at level one, three, six, and twelve +3 roll +3 Initiative +3 strike in hand to hand melee attacks +2 Dodge while standing, +3 to dodge running and jumping Restrained Punch 1d4 Full Strength Punch 2d6 MD Power Punch(2 attacks) 4d6 MD Tear/Pry with Hands 1d6 MD Body Block/Tackle 2d6 MD Stomp 1d6 MD Kick 3d8 MD Leap Kick(2 attacks) 5d8 MD Options: *Cloak----A fabric ghillie that disipates the Montjoy’s heat signature. Has 60 MDC, and the circulating liquid coolant and room temperature superconductor conduits in the fabric reduce damage from plasma and heat-based weaponry by 1/3. Cost: 1.3 million credits
*Self-Destruct Systems---There is no ‘official’ package, but given the often sensitive nature of Montjoy missions and the messages they carry, Montjoys often incorporate elaborate encryption and security systems into their message banks and communications computers that can be set to wipe the stored data beyond recovery. Other countermeasures against tampering/capture include systems that wipe out the navigational logs, up to an all-out self-destruct system that destroys the entire ‘bot.
Variants: *PS/CTRL-LCRR-MTJY-05Z---The so-called ‘Zorro’ variant sacrifices the Dazzle-flage for a stealth system copied from that integrated into the Naruni Nomad Scout ‘bot. -20% to enemy Read Sensory Instrument, Detect Concealment, and Detect Ambush rolls, and is effectively invisible to thermal and infrared sensors.
*PS/CTRL-LCRR-MTJY-05W---Inspired by reports of recent developments by Triax, this Paladin Steel variant attempts to address the matter of mobility by modifying the Montjoy with a carapace of folding wings and an oversized jetpack, giving the ‘bot full flight capabilities. Modifications: MDC/Armor By Location: *Wings(2) 120 each Jet Pack 220 Wingspan: 37 ft with wings fully extended Weight: +4 tons Speed: (Running) Reduce running speed to 100 MPH (Flying) Hover to 220 MPH, maximum altitude of 48,000 ft Bonus: +4 to dodge while flying
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"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"
it has a weapon that does 2d6x10+20 per attack and people are complaining it has no powerful weaponry? what definition of "powerful" are they using, exactly? 20-missile volleys? nuclear first strike ECBM? kinetic bombardment?RKV?
Shark_Force wrote:it has a weapon that does 2d6x10+20 per attack and people are complaining it has no powerful weaponry? what definition of "powerful" are they using, exactly? 20-missile volleys? nuclear first strike ECBM? kinetic bombardment?RKV?
Yeah, well, 140 MDC in one strike versus a tank or a giant robot with maybe 800 MDC(and shooting back) and maybe a forcefield...or if you would a 900+ dragon with regeneration. Take smore than one shot or even one melee round to kill one of those bruisers.... FAEMs and tac-nukes count as 'heavy strikes'...
But yah, I better watch the power creep before my pistols start firing anti-matter rounds(though technically, if you TechnoWizard a pistol to fire Sphere of Annihilation, it IS firing anti-matter )
-------------
"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"
Paladin Steel/Paragon Progress ‘Inferno’ Full Conversion Fire Elemental Emulation Assault Cyborg (With thanks to 89er for Paragon Progress) “Burn down the entire village of the damned? Lady, that’s just the sort of order I’ve been waiting for!”
Following the success of the ‘Avalanche’, Paladin Steel and Paragon Progress went ahead with an even more ambitious project of the S.A.M. (Super Ability Modification) program; the fire-powered ‘Inferno’ cyborg. As its name suggests, the Inferno is based around the idea of fire and heat. The Inferno sports an oversized powerplant for a cyborg, while the cyborg’s structure is heavy on rounded jet-duct-like shapes to draw in ambient atmosphere and superheat it to plasma-hot temperatures. Powerful electromagnetic fields shape and direct the resultant plasma, both protecting the cyborg itself and projecting the plasma in various ways. Advanced heat-resistant and refractive materials are used extensively throughout the cyborg’s construction, to keep it from vaporizing itself with its plasma systems going all-out. With its plasma generators going all-out, sheathed in fiery plasma, the Inferno can easily be mistaken for a Fire Elemental, raging across the battlefield. Augmented with cyborg Multiplexors equipped with actual Fire Element magic, this confusion becomes even greater. Most Infernos sport heavily shielded faces, often little more than a vision-slit in an armored head, while others go for the other extreme, favoring exaggeratedly fierce, often demonic, sculpted faces in metallic or char-blackened color schemes to frighten enemies. Ironically, at its core, the cyborg uses ice-based powers in order to keep vital systems, such as its life support biopod, safe from the screaming temperatures outside. The ‘super-coolers’ keep the cyborg from boiling its own internal organs in its own plasma maelstrom. If the Inferno has any real problems, it’s that the cyborg is NOT a subtle weapon by any means; its incandescent operation, and the roar of its plasma burners, can be seen and heard for over a mile, and it is typically the hottest point on a battlefield----an instant draw for heat-seeking weapons. Inferno-warriors typically wait until the last minute to ‘fire up’ their plasma systems to surprise an enemy, or else are deployed in obvious open assault formations where the element of surprise is not a factor. Since its introduction, the Inferno has found a cult-following among the more aggressive cyborg soldiers who don’t care much about collateral damage. This has resulted in some in-rank distrust of Inferno-convertees as being too ‘hot-blooded’ or ‘fever-crazy’. This hasn’t been helped much by some discussion among Inferno-warriors wanting to go to South America and see how they would stand up to the Empire of the Sun’s Solar Combat Armor Mark III and Armors of the Sun. Type:PS/PP--FC-26 Inferno Class: Full Conversion Borg - Combat Crew: One volunteer M.D.C. By Location: Hands(2) 35 each Arms(2) 140 each Legs(2) 170 each Feet (& Foot Pads)(2) 75 each . *Head 160 . **Main Body 340 . *Destroying the head of a Cyborg will kill the character! However, the head is a small and difficult target to hit. The attacker must make a called shot and even then he is -3 to strike. The hands, and forearms are also difficult targets to hit and are -4 to strike on a called shot. **Depleting the M.D.C. of the main body will effectively destroy the artificial body, but emergency systems will keep the brain and vital organs alive for 36 hours. Recovery of the severely damaged body will enable doctors to place the character on life support systems that will keep him alive until a new bionic body (same style or other) is available, for full conversion. Failure to find the damaged Borg within 36 hours means the character dies.
Note: The Inferno CANNOT be fitted with additional armor
Speed: Running: 130 MPH max . However the act of running does not tire the operator out and the maximum speed can be maintained indefinitely. Jumping: The powerful robotic legs are strong and capable of leaping 13 feet high or 22 ft lengthwise. A running leap adds 50% to distance/height. Flying: 260 MPH, maximum altitude of 40,000 ft Underwater: The Inferno CANNOT swim, but sinks like a rock
Statistical Data: Average Height: 12 feet Width: 5 feet Length: 5.5 feet Weight: 2.3 tons Power System: Nuclear Physical Attributes: Equal to Robotic PS. 38, PP. 22,. Horror Factor: 11 Bonuses: Standard cyborg bonuses of +3 save vs magic, impervious to bio-manipulation +4 initiative +5 strike/parry +6 dodge +3 Pull Punch Penalties: Touch/tactile sense is 50% of human norm. Prowl penalty: -20%
Special Skills/Training---Use standard 'Borg or Headhunter OCC, plus Pilot Jetpack(+10%). Black Market Cost: 18 million credits with all standard features, weapons, and sensors.
Standard Bionic Features Note: These features are all found in the bionic and cybernetic section of the Rifts RPG. 1. Bionic lung with gas filter & storage cell 2. Built-in language translator 3. Built-in radio receiver & transmitter 4. Clock calendar 5. Gyro-compass 6. Modulated voice synthesizer 7. Multi-optic eyes 8. Built-in loudspeaker 9. Universal headjack with amplified hearing and sound filtration systems.
Special Features: *Refractory Heat Shielding and Cooling Systems---The cyborg uses a combination of advanced thermal-refractory materials, thick insulation, and powerful cooling systems to protect itself from intense levels of heat. As a result, it cuts the damage from plasma and other heat based attacks by 3/4!
*Plasma Control Fields---The same powerful EM fields that allow the cyborg to shape plasma around it can also deflect incoming plasma blasts. Typically, plasma blasts will do HALF damage(then factor in the above), NO damage if the the Plasma Field(see below) is already active. Magic plasma is NOT affected.
Weapons Systems: 1)Plasma Bolts---The big tubular forearms act to generate and project powerful plasma bolts Range:(Plasma Stream) 2000 ft (Plasma Bolt) 1500 ft (Plasma Scattershot) 900 ft (Plasma Mini-Torpedo) 3,200 ft Damage:(Plasma Stream) 1d6x10 MD per blast (Plasma Bolt) 1d4x10 MD to 8 ft blast radius (Plasma Scattershot) 6d6 MD to 20 ft wide area (Plasma Mini-Torpedo) 1d4x10 MD to 18 ft blast radius Rate of Fire: Single shot, ECHH (Plasma Shot) ECHH (Plasma Scattershot) ECHH (Plasma Mini-Torpedo) Twice per melee Payload: Effectively Unlimited
2) Fire Whip---The Inferno can generate a horizontal cylindrical firestorm that can be manipulated like an enormous melee weapon, fanned across its range. The writhing, roaring, devouring tornado of fire, moving like a thing alive, can be absolutely terrifying and demoralizing to enemies, especially green troops with little experience, causing them to cut and run. The flame whip can actually curve around corners to strike targets, but is -2 to strike when used so. Range: 100 ft. Damage: 4d6 MD per strike, 2d4x10 MD if held on a target for a full melee Rate of Fire: ECHH Payload: Effectively Unlimited (Optional) Horror Factor of 13
3) Plasma Blades---The Inferno can form sword-like eruptions of contained plasma that can serve as torches or striking weapons. Range: Blades can extend up to 7 ft Damage: 4d6 MD per strike Rate of Fire: ECHH Payload: Effectively Unlimited
4)Plasma Field---The Inferno can surround itself with a field of flame that makes getting up close to the cyborg nearly impossible without taking substantial damage. It also renders the cyborg effectively proof against projectile attacks when the plasma field is up, as most projectiles (such as bullets, rail gun rounds, spears, arrows, and grenades) simply burn up when they hit the plasma field. Range: Plasma Field extends out about 5+1d4 ft from the cyborg Damage: 3d6 MD to anything hitting the plasma field. Rate of Fire: Takes 1 APM to maintain the plasma field Payload: Can maintain the field for 15 minutes continiously before needing 30 minutes to cool down/recharge.
Hand to Hand Combat Restrained Punch 1d4 MD Full Strength Punch 2d6 MD Power Punch( 2 attacks) 4d6 MD Kick 2d6 MD Leap Kick(2 Attacks) 4d6 MD Judo-Style Throw/Flip 1d4 MD Body Block/Ram: (2 attacks) 1d6 MD
Options: The Inferno can be fitted with any of the standard cybernetic and bionic features in the Rifts books. Favorite options include fitting the 'borg with extra limbs, but any externally mounted features cost THREE times as much as standard, owing to the necessary modifications needed to make them resistant to heat and to incorporate them into the plasma shielding system.
-------------
"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"
ZINO wrote:wow nice Paladin Steel/Paragon Progress ‘Inferno’ Full Conversion Fire Elemental Emulation Assault Cyborg but sorry if your immune to heat /plasma
Air and Water will be up shortly, completing the full set of Elemental Emulation Cyborgs.
-------------
"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"
ZINO wrote:wow nice Paladin Steel/Paragon Progress ‘Inferno’ Full Conversion Fire Elemental Emulation Assault Cyborg but sorry if your immune to heat /plasma
Air and Water will be up shortly, completing the full set of Elemental Emulation Cyborgs.
i am humble by your cybogs
let your YES be YES and your NO be NO but plz no maybe
taalismn wrote:No, but if you're shopping for Junior, we've some nifty child safety capsules with the layouts of some popular robot vehicles in them so he or she can get a head start!
Junior already has a Safety Capsule it's the girls that he wants to know that are not safe. But he want an off-road version of it, do you do custom work?
taalismn wrote:So you're asking for a self-propelled babystroller with chainsaw treads and the ability to turn and charge any pack of predators looking for a some fresh meat (and getting the nastiest surprise of their despicable lives), is that it?
You might say that, but we call him Junior because very few folk can say his real name properly. He says he may not be full grow yet. [In AtB terms about size 22, healthy guy even for Texas.]
His Safety Capsule is really a modified two story mobile range hut used for field work and such. Based off the old Domus vehicle line with off road wheels and limited hover means. Works right nice being drawn by robot Horses or cyber-Oxen. Floats in the rainy season or can be use with a little work as a full time river boat. His just has a cycle front so he can get around on it easier. His version DOES NOT fly or with help from Heaven it never leave the solid ground, Junior has a little problem with leaving solid surfaces.
Trying to say his true name has allow several folk to became full cyborgs and many others having a number of body parts replace. His language is a touchie subject, even translator devices have a bad habit of using foul words used in other races' languages. His race must have encounter a number of other DBees or traveled alot to have so many words used to describe them.
Just thought I would let you know.
Last edited by abtex on Tue May 25, 2010 2:50 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...
Paladin Steel/Paragon Progress ‘StormSurge’ Water Elemental Emulation Assault Cyborg (With thanks to 89er for Paragon Progress) (aka ‘JellyBaby’, ‘WaterBaby’, ‘Hydroman’, ‘JelloMan’ )
“You’re all wet, dracie-baby...No, wait, you’re not!...*SPLASH!*...Okay, NOW you are!”
“Captain, I hope you’re doing something about that damn Red Trident out there, ‘cause I may be able to seal this hole in our hull for now, but I can’t be everywhere at once! Those squidfaces decide to punch us in somewhere else, I can’t be there!”
“Still won’t talk, huh? You want another ‘hug’, creep? How long you think you can hold your breath this time? Didn’t think you could drown on dry land didja? So unless you want that on your epitah, you better tell me where you took the CEO’s daughter, right NOW!”
The ‘StormSurge’ is the latest offering in super-powered full conversion cyborgs from Paladin Steel/Paragon Progress’s S.A.M. (Super Ability Modification) line of products. The StormSurge at first glance looks fairly unprepossessing; a rather light and flimsy- looking basic cyborg frame with thin limbs and large head(frequently with large optics, and a fish-like facial styling), large hands and feet with retractable webbing between the digits, shiny scaled skin, and apparently little room for anything else in the way of augmentation, but that’s only part of the cyborg. Full activated, the little humaniform cyborg frame floats in the middle of a huge mass of transformed water, held in place by powerful tensor fields generated by the cyborg(the ‘scales’ on the armor skin are actually dozens of small ‘tensor cells’ that manipulate water surface tension through the use of localized forcefields). This outer envelope of water can be used, amoeba-like, to form and extend limbs, thicken into shields, or sent flowing in tidal waves and bursts to hit targets. StormSurges are especially dangerous underwater, where their water ‘shell’ is virtually invisible and nearly impossible to see, let alone dodge. The water envelope provides protective properties against many energt weapons and physical attacks, and is a versatile weapon, especially against fire-based opponents, vampires, and other aquatic targets. StormSurges are at their most powerful where they have ready supplies of liquid water to augment their envelopes; they do less well in arid conditions where they have to condense water from the air. Thus, most StormSurges gravitate towards coastal regions and naval professions. Because they are relatively ‘shrimpy’ in their Light Cyborg mode(at least compared to heavier cyborgs), many StormSurge convertees aren’t comfortable without their outer augmenting hydro-armor around them. Many StormSurges are as turbulent as the oceans, and are quick to anger, and equally quick to calm down. Type:PS/PP--FC-27 StormSurge Class: Full Conversion Borg - Combat Crew: One volunteer M.D.C. By Location: Hands(2) 25 each Arms(2) 60 each Legs(2) 85 each Feet (& Foot Pads)(2) 25 each *Head 80 **Main Body 160 Water Envelope ---Varies(see below) *Destroying the head of a Cyborg will kill the character! However, the head is a small and difficult target to hit. The attacker must make a called shot and even then he is -3 to strike. The hands, and forearms are also difficult targets to hit and are -4 to strike on a called shot. **Depleting the M.D.C. of the main body will effectively destroy the artificial body, but emergency systems will keep the brain and vital organs alive for 36 hours. Recovery of the severely damaged body will enable doctors to place the character on life support systems that will keep him alive until a new bionic body (same style or other) is available, for full conversion. Failure to find the damaged Borg within 36 hours means the character dies.
Note: The StormSurge’s main cyborg body be fitted with additional armor, but is limited to Light or Medium Cyborg Armor
Speed: Running: 80 MPH max . However the act of running does not tire the operator out and the maximum speed can be maintained indefinitely. While wrapped in its watery ‘shell’, the cyborg’s running speed is slowed down(see penalties below). Jumping: The powerful robotic legs are strong and capable of leaping 10 feet high or 12 ft lengthwise. A running leap adds 50% to distance/height. Flying: Not possible, unless fitted with a jet pack(note that the cyborg will NOT be able to carry its water envelope along with it while flying, due to the weight and instability of the water. Underwater: Can swim at 15 MPH, or can use its Water Envelope to ‘supercavitate’ at 75 MPH. Maximum Dive Depth without Water Envelope augmentation is 6,000 ft; w/ water envelope augmentation: 2.5 miles.
Statistical Data: Average Height: 6 feet Width: 2.5 feet Length: 1.5 feet Weight: 200 lbs Power System: Nuclear Physical Attributes: Equal to Robotic PS. 35, PP. 24,. Horror Factor: 11, especially when manifesting a massive water envelope. Bonuses: Standard cyborg bonuses of +3 save vs magic, impervious to bio-manipulation +4 initiative +5 strike/parry +6 dodge, +8 to dodge underwater +3 Pull Punch Penalties: Touch/tactile sense is 60% of human norm. Prowl penalty: -20%
Special Skills/Training---Use standard 'Borg or Headhunter OCC, plus the following skills: Navigation: Underwater(+5%), Swimming(+15%). Black Market Cost: 15 million credits with all standard features, weapons, and sensors.
Standard Bionic Features Note: These features are all found in the bionic and cybernetic section of the Rifts RPG. 1. Bionic lung with gas filter & storage cell 2. Built-in language translator 3. Built-in radio receiver & transmitter 4. Clock calendar 5. Gyro-compass 6. Modulated voice synthesizer 7. Multi-optic eyes 8. Built-in loudspeaker 9. Universal headjack with amplified hearing and sound filtration systems.
Special Features: *Sonar---2.5 mile range(active mode) *Depth Gauge *Nuetral Bouyancy *Gills---Allows for unlimited duration underwater(though the bionic gills are susceptible to gill-clogging agents) *Webbed Hands and Feet--Assist in swimming
Weapons Systems: 1)Water Envelope---The StormSurge is best known for its ability to gather ambient water around itself to form a virtual exoskeleton of water of a gelatinous consistancy, that it can manipulate. The Water Envelope has the following properties: *Forming: In or near large bodies of water(or in a good hard downpour) the StormSurge can instantly form its water shell(takes NO APMs)...Away from any readily usable body of water, the enevlope will take an APM and 10 seconds to form, condensed from the air. In particularly arid environments, like the desert, the process will take 2-3 APMs, and take 1d6 MINUTESor more to form(GM’s discretion). The Water Envelope can also REGENERATE lost MDC, simply by drawing up additional water. In or near water(super-humid environments), regeneration is quite simple and rapid(6d6 MDC per minute), slower elsewhere(3d6 MDC per minute), and difficult in arid environments(1d4 MD per minute). *Size and MDC: -DOUBLE Size---The enevlope is roughly twice the size of the cyborg and adds 70 MDC. The extra volume of liquid adds +2d6 damage to strikes, and weighs 5,600 lbs.NO reduction in maximum running speed. -TRIPLE Size---Takes an extra 2 APMs to form. Adds 150 MDC. The extra volume of liquid adds +3d6 damage to strikes, and weighs 12,700 lbs (holds roughly 3,500 gallons of liquid). Reduce maximum running speed by 10%(no penalty for running downhill). -QUADRUPLE Size---Takes an extra 4 APMs to form. Adds 300 MDC. The extra volume of liquid adds +4d6+6 damage to strikes, and weighs 23,000 lbs. Reduce maximum running speed by 25%(no penalty for running downhill). -FIVE Times Larger---Takes an extra 6 APMs to form. A true behemoth that adds 500 MDC. The extra volume of liquid adds +6d6+15 damage to strikes, and weighs 35,000 lbs. Reduce maximum running speed by 50%(no penalty for running downhill).
*Reduce damage from lasers and plasma weapons by HALF *Reduce damage from projectile weapons (non-explosive) by HALF *Refraction---Lasers are -4 to strike the cyborg inside the water envelope *Sonic Stealth---Underwater, the Water Envelope renders the cyborg INVISIBLE to sonar detection. *HydroConcussion Insulation---The cyborg is effectively IMMUNE to damage from water-based attacks, including magical tidal waves and water-transmitted shock waves. *Water Bolts---These are ‘bullets’ of water accelerated to near supersonic velocity and fired from the enevlope Range: 650 ft Damage: 2d4 SDC/MD, 2d6 HP to vampires Rate of Fire: ECHH Payload: Conditionally Unlimited; unlimited when there’s a ready supply of water nearby, 50 shots in arid conditions, and takes 2d6 melees to replenish Bonus: +2 to strike. Water Bolts are -1 to dodge underwater *Water Blasts---A larger and heavier water bolt Range: 150 ft Damage:(Baseline)3d6 SDC/MDx size level, 4d6 HP(x size level) to vampires Rate of Fire: ECHH Payload:Conditionally Unlimited; unlimited when there’s a ready supply of water nearby, 25 shots in arid conditions, and takes 6d6 melees to replenish Note: Water Blasts are -1 to dodge underwater *Wave Punch---This attack is essentially a massive tentacle of water that can suddenly surge out of the envelope and hits like a hydraulic hammer. The cyborg can form and manipulate up to 2 such tentacles at a time. It CANNOT be used to manipulate objects, lift, or grab. Range: 10 ft x size level Damage:(Baseline) 4d6 MD on a slap, 6d6 MD on a full-on smash, 3d6x10 HP to vampires Rate of Fire: ECHH Payload:Conditionally Unlimited; unlimited when there’s a ready supply of water nearby, 15 shots in arid conditions, and takes 6d6 melees to replenish Note: Water Punches are -1 to dodge underwater
2)VibroBlades---The StormSurge sports two retractable vibroblades, one in each forearm, for melee combat Range: Melee Damage: 4d6 MD per strike
3) (Optional) Cyborg Weapons---The StormSurge can be fitted with any standard light- to medium- forearm weapons, but note that unless they have been specially modified to operate underwater(blue-green mod, supercavitating bullets, micro-torpedoes, etc...) ranged weapons will suffer severely curtailed range and damage(lasers and ion weapons by HALF, projectiles, plasma, and particle beams by 2/3). Many StormSurges learn to get around this by quickly swimming to one side of the Envelope, sticking a weapon through, and shooting, but each such action takes 2 APM, rather than one.
Hand to Hand Combat Restrained Punch 1d4 MD Full Strength Punch 2d6 MD Power Punch( 2 attacks) 4d6 MD Kick 1d6 MD Leap Kick(2 Attacks) 4d6 MD Judo-Style Throw/Flip 1d4 MD Body Block/Ram: (2 attacks) 1d6 MD
Options: The StormSurge can be fitted with any of the standard cybernetic and bionic features in the Rifts books. Favorite options include fitting the 'borg with extra limbs, backpack weapons, and extra sensory systems. Cyborg TW Multiplexor/Amulet systems are also popular, especially loaded with Water Elemental magic spells, because they further confuse the identity of the cyborgs with true Water Elementals
-------------
"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"
The Super Ability Modification Cyborgs are awesome! Great write up. If i was designing a combat cyborg I would not "install" the vital human organs in a head ("Destroying the head of a Cyborg will kill the character!") with only MDC. I think it is plausible to suggest if a technology is sufficiently advanced to build a cyborg then the brain, spinal cord, etc could be placed in the main body.
Which gives me an idea. Full conversion cyborgs need "ejection seats" A rocket launched, shock resistant, recoverable, modular box which preserves the biological components of the cyborg. Ejectable on command, or at the point of system failure.
“When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up.” - C.S. Lewis
Paladin Steel/Paragon Progress ‘Aeolus’ Air Elemental Emulation Assault Cyborg (With thanks to 89er for Paragon Progress) (aka ‘TurboVac’, ‘Skyman’, ‘CyberHoover’ )
“So what if the elevator isn’t rated for six-thousand pound cyborgs?! I’m not planning on taking the elevator!”
“Are we powerful, man? We’re the only cyborgs to have to have a showroom Fujita-Pearson Scale rating!”
The ‘Aeolus’ is the latest offering in super-powered full conversion cyborgs from Paladin Steel/Paragon Progress’s S.A.M. (Super Ability Modification) line of products. The Aeolus has a distinctive streamlined look, with multiple air intakes and turbofans faired into the limbs and torso. The head is surrounded by a collar of intakes, and the head has a sleek, streamlined aspect, tapering back to a crest similar to that of a racing bicycle helmet. In action, the Aeolus uses its multiple air takes and air pumps to generate intense air currents that it can project as propelling thrust or as air blasts. Its most powerful strike, however, is the ability to generate tornado-velocity winds(200 MPH and up) around itself. Lesser abilities include ‘blowgunning’ projectiles out of its vents, from nails to grenades, and producing clouds of fog around itself. More conventional weaponry includes a pair of shoulder-mount hardpoints and close-combat vibroblades. The Aeolus is capable of a limited modular transformation; by locking its arms to its sides, swiveling its head and shoulder mounts up and forward, extending its stabilizer fins on back and forearms, locking its legs together, and opening up the intakes on its chest, shoulders, and back, the Aeolus can assume a posture similar to that of a ramjet missile. In this mode the cyborg can fly at supersonic speeds, propelled by ‘cold gas’ jets. Because of their apparent mastery of the air and atmosphere, many Aeolus convertees suffer from superiority complexes, are infatuated with flight(and/or become ‘flighty’ in that they will use any excuse to go haring off to fly for hours on end), or take up a zen attitude, meditating while hovering at high altitude. Even when on the ground, many Aeolus cyborgs prefer to hover or fly from place to place(the backblast and roar of their air jets often proving annoying to bystanders). Many are lone wolves of the air, while others are team players, quick to play wingman to their comrades. Type:PS/PP--FC-28 Aeolus Class: Full Conversion Borg - Combat Crew: One volunteer M.D.C. By Location: Hands(2) 55 each Arms(2) 120 each Forearm Fins/Blades(2) 90 each Legs(2) 140 each Feet (& Foot Pads)(2) 70 each . *Head 150 . **Main Body 340 Stabilizer Fins(2) 80 each . *Destroying the head of a Cyborg will destroy the radar and main sensors, leaving the cyborg effectively blind! Back-up sensors in the torso will cut in, but the cyborg will lose all Initiative, and be -6 to strike, parry, and dodge. However, the head is a small and difficult target to hit. The attacker must make a called shot and even then he is -3 to strike. The hands, and forearms are also difficult targets to hit and are -4 to strike on a called shot. **Depleting the M.D.C. of the main body will effectively destroy the artificial body, but emergency systems will keep the brain and vital organs alive for 36 hours. Recovery of the severely damaged body will enable doctors to place the character on life support systems that will keep him alive until a new bionic body (same style or other) is available, for full conversion. Failure to find the damaged Borg within 36 hours means the character dies.
Note: The Aeolus’s main cyborg body be fitted with additional armor, but is limited to Light or Medium Cyborg Armor
Speed: Running: 130 MPH max . However the act of running does not tire the operator out and the maximum speed can be maintained indefinitely. Jumping: The powerful robotic legs are strong and capable of leaping 13 feet high or 22 ft lengthwise. A running leap adds 50% to distance/height. Flying: Hover to a maximum speed of Mach 1(760 MPH), maximum altitude of 60,000 ft Underwater: The Aeolus can thrust itself through the water, using its various intakes and propulsors, but the fan-jets really aren’t mean to move water; it can putter along at about 20 MPH, maximum depth of 3,000 ft
Statistical Data: Average Height: 8 feet Width: 3 feet Length: 3 feet Weight: 1,400 lbs Power System: Nuclear Physical Attributes: Equal to Robotic PS. 35, PP. 24,. Horror Factor: 11, especially when surrounded by howling winds Bonuses: Standard cyborg bonuses of +3 save vs magic, impervious to bio-manipulation +4 initiative +5 strike/parry +6 dodge, +7 to Dodge in Flight +3 Pull Punch Penalties: Touch/tactile sense is 60% of human norm. Prowl penalty: -20%
Special Skills/Training---Use standard 'Borg or Headhunter OCC, plus Pilot Jetpack(+20%). Black Market Cost: 12 million credits with all standard features, weapons, and sensors.
Standard Bionic Features Note: These features are all found in the bionic and cybernetic section of the Rifts RPG. 1. Bionic lung with gas filter & storage cell 2. Built-in language translator 3. Built-in radio receiver & transmitter 4. Clock calendar 5. Gyro-compass 6. Modulated voice synthesizer 7. Multi-optic eyes 8. Built-in loudspeaker 9. Universal headjack with amplified hearing and sound filtration systems.
Special Features: *Radar---15 mile range
*Biopod Ejection System---The Aeolus’s brain, spinal column, and remaining organic organs are housed in a ‘biopod’ with 80 MDC(and roughly about 2 ft long and 1 ft in diameter), that can be unlocked/ejected from the bionic body in an emergency. While in the biopod, the cyborg is limited to basic audio/visual sensors, a simple radio link(5 mile range), and has only four small legs and foot-hands to carry the ‘borg to safety(running speed of about 14 and a P.S. of 3). NO bonuses for dodging, striking, parrying. It is also fitted with a small plastic parasail for airborne ejections. While extremely vulnerable, the biopod gives the cyborg a change of surviving, or at least scrambling clear of its own wreck, until it can get to safety and, ideally, a replacement body.
Weapons Systems: 1)Wind Control ---The Aeolus can use its many powerful cyclonic jets and vents to ‘shape’ and direct powerful streams of air to the following effects: a)Wind Blast---A powerful gust of air that can knock down people and stagger opponents. Range: 300 ft Damage: None per say, but; 01-70% chance of knocking down human-sized targets if specifically targeting them. 01-60% chance of knocking down human-sized targets in an area of effect blast(covers a 20 ft wide area). Targets caught in the area lose 1 APM, speed is reduced by 75%, and are -6 to strike. Unsecured objects of 30 lbs or less will be sent flying 1d6x10 yards downwind. Rate of Fire: ECHH Payload: Effectively Unlimited b)Wind Bolts---Effectively invisible ‘bullets’ of clear air turbulence that hit with surprising force. Range: 600 ft Damage: 2d6 SDC/MD, plus 01-70% chance of knocking down human-sized targets Rate of Fire: ECHH Payload: Effectively Unlimited Bonus: Wind Bolts are -2 to dodge. c)Mini-Tornado----The Aeolus can generate a mini-tornado around itself, with winds approaching 210 MPH(about an F4 on the Fujita-Pearson tornado damage rating). The Aeolus can maintain the cyclonic storm around itself or cut the supercharged ‘dust devil’ loose to wreak mayhem before it disipates. Range: 18 ft radius around the cyborg, 12 ft radius if unleashed Damage: Objects up to 1,000 lbs in weight can be picked up and whirled by the winds and thrown up to 50 ft, doing 5d6 SDC/MD damage on landing(or inflicting that much on hit targets) Rate of Fire: Takes 3 APMs and 15 seconds(1 melee) to form, and costs 2 APMs per melee to maintain. If unleashed, the mini-tornado will last 2d4 melees, moving at rough 25 MPH, before disipating without the cyborg to maintain it. Payload: Effectively Unlimited d) Cloud of Fog----The Aeolus can create a quick all-encompassing veil of condensate fog around itself, providing temporary cover. Range: 60 ft radius, centered on the cyborg Damage: None. Obscures visibilitysimilar to fog; people inside the fog bank relying on regular vision are -2 to initiative,-4 strike, dodge, and parry, and speed is reduced by HALF. Rate of Fire: Once per melee. Cloud disipates after 1d4 melees
2)Air Gun---By loading a projectile like an arrow, a crossbow quarrel, a throwing blade, anything up to a grenade or finned mortar shell, the Aeolus can use intense air pressure to throw the projectile at high speed. The Aoelus has up to 6 slots/jets that be loaded and used in this manner. Range:(Dart or shuriken-sized projectile) Up to 5,000 ft (Knife-sized projectile) 3,000 ft (5 lb mortar or grenade-sized projectile) 1,500 ft Damage:(Dart or shuriken-sized projectile) 1-1d4 SDC (Knife-sized projectile) 4d6 SDC or by vibroblade type (5 lb mortar or grenade-sized projectile) 1d8 MD or by explosive type Rate of Fire:(Dart or shuriken-sized projectile) Single shot or bursts of 2-10, ECHH (Knife-sized projectile)Single shot, ECHH (5 lb mortar or grenade-sized projectile)Single shot, ECHH Payload:(Dart or shuriken-sized projectile) Can slot up to 10 projectiles into a firing aperature. (Knife-sized projectile)Single shot (5 lb mortar or grenade-sized projectile)Single shot
3) Shoulder Gun Mounts(2)---The shoulders sport pivoting gunmounts , allowing the implanted weapons to be used both in ground combat and when in flight. Typically sports a PAIR of the following, one in each shoulder; a) Machine-Gun Range: 2,000 ft Damage: (SDC Rounds) 1d6x10 SDC per 10 rd burst 6d6x10 SDC for all six MGs going simultaneously (MDC Rounds) 1 MD per single shot, 2d4 MD per 10 rd burst 8d6 MD for all six MGs going simultaneously (PSX-1)1d4 MD per single rd, 1d4x10 MD per 10 rd burst 4d6x10 MD for all six MGs going simultaneously *Can also use wood, silver, rubber, or other specialized rounds Rate of Fire: Standard Payload: 400 rds per gun b) Rail Gun Range:2,600 ft Damage:(SDC) 3d6+1 per single shot (MD)4d6 MD per single shot, 1d6x10+4 MD per 5 rd burst Note: Can chamber specialized rail gun ammunition, such as silver and wood rounds. Rate of Fire:Single shot, ECHH Payload: 100 rds in a box magazine Cost: 29,000 credits c) 20mm Autocannon---Cutdown versions of the PS Taskin Infantry Cannon 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 PSX-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: 200 rds Cost: 20,000 credits d)Micro-Missile Launcher---10 Micro-missiles(any type) e) Mini-Missile Launcher---5 Mini-Missiles f) Short Range Missile---2 SRMs g) Pulse Laser Range: 2,500 ft Damage: (SDC Mode) 6d6 SDC per shot (MDC Mode) 2d6 MD per bolt, 6d6 MD per triple burst. Rate of Fire: Standard Payload: Effectively Unlimited Cost: 18,000 credits Options: *Scatter-Laser Kit---This conversion adds what looks like a round-tipped air-cooled muzzle or perforated silencer to the end of the muzzle. In reality, it is a beam-splitter that converts the laser into a short ranged ‘laser shotgun’, doing 2d4 MD to an 9 ft-wide area, at about 500 ft range, with a single shot, and 4d6 MD to a 10 ft area with a burst shot. Cost: 7,000 credits h) Ion Cannon Range:(Ion Beam Mode) 1,700 ft (SDC Beam) 2,000 ft (Ion Bolt Mode) 3,000 ft (Lightning Zapper Mode) 500 ft (Shock-Zap Mode) 1-3 ft Damage:(Ion Beam Mode) 4d6+2 MD per single shot (SDC Beam)1d6 SDC shock-burn. Plus, victims must make a save of 14 or better, or be -8 to strike, parry, and dodge for 2d6 melees. A savings throw versus non-lethal poison means the person is unimpaired. 25% chance of knocking out unshielded cybernetics for 1d4 melees, and a 75% chance of permanently frying nanotech devices(like Armor-dissolving nanites or RMK/IRMSS systems). (Ion Bolt Mode) 2d4 MD to 5 ft radius, 55% chance of knocking out unshielded cybernetics for 1d4 melees. (Lightning Zapper Mode) Does stun damage similar to SDC beam through metal armor and light power armor. On an unmodified roll of 18-20, it causes unshielded BIONICS and robots to spasm for 1d4 melees(Cyborg is at HALF bonuses to strike, parry, dodge, roll, and is -3 to initiative. Reduce speed by HALF). This weapon does 1d4x10 EMP damage(no physical damage) to a 10 ft radius. The resulting percentage of the target location MDC is the chance of shutdown/disablement. All damage is cumulative. Damage in excess of 50% target MDC will require repair to make it functional; 75% or more damage will require replacement of the entire electrical system. Does double damage to non-shielded civilian systems. Bionics are -1 to dodge, roll, and strike for the affected limb/system, lasting 1d4 melees, non-cumulative, before the system resets itself. (Shock-Zap Mode) Similar to a Shock Rod; 5d6 SDC, plus 55% chance of stunning humans, d-bees, and small animals for 1d4 melees, 15% against large or inhumanly powerful beings. Cumulative effects same as for Electro-Stunner(see pg 50 of Coalition: Lone Star). Rate of Fire:(Ion Beam Mode)Standard (SDC Beam) Standard (Ion Bolt Mode) Four times per melee (Lightning Zapper Mode) Can fire only one Zap every melee(takes fifteen seconds to power up) (Shock-Zap Mode) ECHH Payload: Effectively Unlimited Cost: 36,000 Credits
4)Turbo-Punch---By firing the thrusters on its wrists and forearm, the Aoelus can deliver a near-supersonic punch with its armored fists that does a whopping 1d6x10 MD! Range: Melee Damage: 1d6x10 MD Rate of Fire: Takes 2 APM
5) Wing Blades(4)---Both the forearm fins and back stabilizer fins are edged with vibroblades, useful for melee combat. Range: Melee Damage: 4d6 MD on a slash attack
6)Wind-Barrier---The cyborg can set up a barrier of high speed air in place in front of itself or its arm that acts as a powerful parrying field. Melee attacks with a robotic or supernatural PS of less than 30, get tossed aside, and even powerful melee attacks using a robotic or supernatural PS of 30 or more do HALF damage. Projectiles traveling at less than 210 MPH get tossed aside before they can do any damage, objects going 210 MPH or faster, up to mach 1(720 MPH) do HALF damage), and anything going faster punches right through the wind barrier. Does NOT affect energy blasts or magic attacks, and covers a roughly 6 ft wide area in front of the cyborg(10-12 ft tall, as it is shaped like a column of rapidly-moving air). Anybody/anything stepping into the Wind-Barrier will be tossed aside similar to a Wind Blast.
7)(Optional) Cyborg Weapons---The Aeolus can be fitted with any standard light- to medium- forearm weapons, though these weapons will not be usable in high speed flight mode, as the arms are swept back and locked along the sides of the cyborg.
Hand to Hand Combat Restrained Punch 1d4 MD Full Strength Punch 2d6 MD Power Punch( 2 attacks) 4d6 MD Kick 2d6 MD Leap Kick(2 Attacks) 4d6 MD Judo-Style Throw/Flip 1d4 MD Body Block/Ram: (2 attacks) 1d6 MD
Options: The Aeolus can be fitted with any of the standard cybernetic and bionic features in the Rifts books. Favorite options include fitting the 'borg with extra limbs, backpack weapons, and extra sensory systems. Cyborg TW Multiplexor/Amulet systems are also popular, especially loaded with Air Elemental magic spells, because they further confuse the identity of the cyborgs with true Air Elementals
*Laser Reflective Chroming---A popular(if expensive) option is to fit the cyborg with an all-body coating of laser-reflective chroming that cuts laser damage by HALF. Cost: 800,000 credits.
*Wing Pannier---The Aeolus can attach itself to a wing-drone; a flying wing that provides extra stability in flight, cargo carrying capability, weaponry, and remote aerial surveillance(when detached). Type: PS-FCRPV-14 Class: Robot Drone Pack Crew: Robot drone capable of carrying one Aeolus-class cyborg MDC: Main Body 150, Wings(2) 80 each Size: 4 ft long, 18 ft wingspan Weight: 400 lbs Powerplant: Nuclear Mini-Pac w/ 5 year energy life Speed: Hover to Mach 1, maximum altitude 45,000 ft detached from cyborg. Market Cost: 760,000 credits Systems of Note: *Radar----50 mile range *Basic Robot Optics *Radar Detector/EM Warning Sensor *Inertial Guidance *Long Range Radio/Video Transmission---500 miles *Autonomous Control or Remote Piloting *Parachute Recovery System *Biopod Link----The Wing can home in and recover an ejected Aeolus biopod, and has full-set control linkages, allowing the cyborg to hook up and fly the Wing like a jetpack or extension of its own body. Weapons Systems: 1) Light Pulse Lasers(4)---Four small pulse lasers are built into the forward curve of the avionics ‘hump’, fixed firing forward. Range: 4,000 ft Damage: 2d6 MD per shot, 8d6 MD for all four lasers firing simultanously Rate of Fire: ECHH Payload: Effectively Unlimited
2) Wing Hardpoints(4)---Each underwing hardpoint can hold ONE of the following: a)Micro-Missiles---25 shot pod
b)Mini-Missiles---3 per hardpoint
c)Short-Range Missiles---1 per hardpoint
d)‘Black Talon’ LSAM/LAAM----2 per hardpoint
e)Mini-Laser---Similar to those mounted on the Titan Works Flying Titan power armor. Range: 4,000 ft Damage: 2d6 MD per shot Rate of Fire: ECHH Payload: Effectively Unlimited Cost: 10,000 credits
f)Mini-grenade Dispenser/Launcher Range: Can accurately drop them from as far up as 4,000 ft Damage: 2d6 MD to 6 ft area Rate of Fire: Volleys of 1-10 Payload: 20 grenades Cost: 10,000 credits
g)Bombs----Equivalent to missiles in numbers/damage, but DOUBLE the blast radius
h) Mini-Gun Pod---Standard mini-machinegun in its own pod with independent ammunition supply Range: 1,200 ft Damage: (SDC) 1d6x10 SDC per 10 shot burst, single gun (MDC-standard) 2d4 MD per 10 rd burst per single gun 4d6 MD per 30 rd burst from one gun cluster (PSX-1)1d4 MD per single rd, 1d4x10 MD per 10 rd burst *Can be loaded with specialized ammunition types Rate of Fire: Standard Payload: 400 round drum/magazine per gun Cost: 10,000 credits
i)Rocket Booster--These are single-use JATO pods used to temporarily boost speed up to 50% for a duration of 1d6 melees. Typically fired off in pairs---one on each wing(lighting off only one on one wing causes only a 10% increase in speed, and a -25% to the piloting roll). JATO units can be made from modified SRMs(-10% to Armorer roll to adapt them) but PS sells units for 800 credits apiece.
j)Chaff/Flare Pod Range: Close Defense Damage: None; similar to Triax-style chaff 01-50 Enemy Missile or volley detonates in chaff and threat is neutralized 51-75 Missile/Volley diverts and may pursue/lock on to other targets 76-00 No Effect! Missile(s) still on target! Will also temporarily blind and impede flying monsters who fly into it. Reduce APMs/combat bonuses/ speed by half for 1d4 melees Payload: 12 per launcher Cost: 10,000 credits per launcher. 100 credits per flare/chaff bundle
K) Cargo Pod---Mini cargo pod, able to hold about 150 lbs.
L) Mini-Scrambler Pod----Derived from Juicer ‘spoofers’, but scaled up slightly. Enemy radar systems are only 25% likely to detect the operator, guided missiles are -2 to strike, and laser targeting systems lose HALF their bonuses(round down). Carrying more than one scrambler pod doesn’t add more bonuses, only system redundancy.
Programming: Attacks per Melee: 5 +2 Strike +4 Dodge +2 Roll +1 Initiative
Last edited by taalismn on Tue Jun 01, 2010 8:24 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"
Wooly wrote:The Super Ability Modification Cyborgs are awesome! Great write up. If i was designing a combat cyborg I would not "install" the vital human organs in a head ("Destroying the head of a Cyborg will kill the character!") with only MDC. I think it is plausible to suggest if a technology is sufficiently advanced to build a cyborg then the brain, spinal cord, etc could be placed in the main body.
Which gives me an idea. Full conversion cyborgs need "ejection seats" A rocket launched, shock resistant, recoverable, modular box which preserves the biological components of the cyborg. Ejectable on command, or at the point of system failure.
Our customers talked. We listened. The Aeolus has a new 'last chance' biopod feature.
-------------
"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"
We'll look into that, after we see how the 'classic' Elements do, market-wise.
-------------
"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"
hmmmm... the aeolus looks pretty good, but i think it could use a few more electricity-based weapons (i know you've got the ion stuff, but if you had something like the electro-mace from triax or the neural mace, and possibly gave it the ability to electrocute stuff that punches it...)
also, i think the tornado should provide some degree of protection from many forms of attacks (and damage people who attempt to melee the aeolus, obviously). see the level 8 air warlock spells for what i mean (though i don't think it should provide quite *that* much protection ) and it should probably also prevent at least the wind blast attacks from passing out of the area as well.
Shark_Force wrote:hmmmm... the aeolus looks pretty good, but i think it could use a few more electricity-based weapons (i know you've got the ion stuff, but if you had something like the electro-mace from triax or the neural mace, and possibly gave it the ability to electrocute stuff that punches it...)
also, i think the tornado should provide some degree of protection from many forms of attacks (and damage people who attempt to melee the aeolus, obviously). see the level 8 air warlock spells for what i mean (though i don't think it should provide quite *that* much protection ) and it should probably also prevent at least the wind blast attacks from passing out of the area as well.
Maybe melee attacks with a robotic or supernatural PS of less than, say, 30, get tossed aside, and even uber -powerful melee attacks do HALF damage? Projectiles traveling at less than 210 MPH get tossed aside before they can do any damage, objects going 210 MPH or faster, up to mach 1(720 MPH) do HALF damage), and anything going faster punches right through the wind barrier?
-------------
"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"
Shark_Force wrote:hmmmm... the aeolus looks pretty good, but i think it could use a few more electricity-based weapons (i know you've got the ion stuff, but if you had something like the electro-mace from triax or the neural mace, and possibly gave it the ability to electrocute stuff that punches it...) .
You can have a mage system installed and throw ACTUAL lightning bolts, maybe even add real weather control spells. Electrical attacks will be the forte of another 'borg design in the works; the TESLA.
-------------
"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"
Shark_Force wrote:hmmmm... the aeolus looks pretty good, but i think it could use a few more electricity-based weapons (i know you've got the ion stuff, but if you had something like the electro-mace from triax or the neural mace, and possibly gave it the ability to electrocute stuff that punches it...) .
You can have a mage system installed and throw ACTUAL lightning bolts, maybe even add real weather control spells. Electrical attacks will be the forte of another 'borg design in the works; the TESLA.
well yes, but an effectively unlimited ammo supply means that the 'borg doesn't have to conserve 'ammo' for important things only. the 'borg can drop lightning bolts just to get people's attention or as a display of anger, effectively making it much more a part of the 'borg (in terms of actions, as opposed to in terms of what is physically implanted in the 'borg) than something with a finite power supply.
Shark_Force wrote:hmmmm... the aeolus looks pretty good, but i think it could use a few more electricity-based weapons (i know you've got the ion stuff, but if you had something like the electro-mace from triax or the neural mace, and possibly gave it the ability to electrocute stuff that punches it...) .
You can have a mage system installed and throw ACTUAL lightning bolts, maybe even add real weather control spells. Electrical attacks will be the forte of another 'borg design in the works; the TESLA.
well yes, but an effectively unlimited ammo supply means that the 'borg doesn't have to conserve 'ammo' for important things only. the 'borg can drop lightning bolts just to get people's attention or as a display of anger, effectively making it much more a part of the 'borg (in terms of actions, as opposed to in terms of what is physically implanted in the 'borg) than something with a finite power supply.
Had to cut corners SOMEWHERE on uber-powers, but I'll consider an option upgrade(Power Boosters for the Elemental Emulation series? Keep the customers coming back! ).
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
Paladin Steel is a great company. you guys ever think about trying to publish your stuff? I think players that do this much work for there Games should have a chance to get it published and maybe even put into a World Book for Rifts. Hell there is so much Kevin has not even tunched in the world its not even funny.
Due to (multiple) requests on the background(actually TWO backgrounds) of Paladin Steel, I've cobbled up some old background notes and am posting them, along with some reposted background info, to allow people SOME idea of who's behind the gizmos(as well as cherrypick what they want to use). Enjoy.
Paladin Steel Company Logo: Half-side of a Corinthian-style Greek Helmet, done in black silhouette, with an outlined short sword blade superimposed over the missing side, the (complete) hand guard and pommel underneath.
“We make it stronger, we make it cheaper, we make more of it” “Guns are Big, Life is Cheap. That’s Why Our Big Guns are Cheap”
Little is known of the early history of Paladin Steel, but there is enough evidence to piece together a rough history of the company, dating to before the coming of the Rifts, when Paladin Steel was set up to produce megadamage materials, primarily ceramics, plastics, and other synthetics, for the United States government(NASA and the NRC in particular), and for architectural/construction use. However, Paladin Steel was also, increasingly, commissioned to do work on producing vehicle parts, starting with jet engine fan blades and tank engine blocks, and eventually including weapons components and reactor housings, using alternate materials. This in turn encouraged the development of vehicle production facilities and research labs, if only to manufacture and assemble complete vehicles for test-trials. Thus, PS was sufficiently well equipped to survive the Coming of the Rifts, at least for a while. While the original continuity of management and purpose might have been lost in the Dark Ages. the PS organization and facilities continued, working to create the tools to create the weapons and tools needed for the immediate community to continue to survive. When supply stocks ran short, the community of engineers adapted and made do, and when they could, they salvaged what they could, and found ways to use it. Paladin Steel’s history during the Dark Ages includes accounts of how the facilities have been abandoned for periods of time, and on other occasions virtually mortgaged to other concerns, like Ishpeming and Northern Gun to continue operations, but on the whole, PS has been most fortunate never to have lost all its organization or facilities. It has also never lost the availability of a local labor pool, as historical records also recount how the fortified assembly buildings have been used as shelters by the local populace in times of crisis. The locals have maintained Paladin Steel’s facilities, if only to have a refuge in times of crisis. However, the maintenance of the facilities, and the permanent establishment of a technically trained core community of skilled labor has benefitted the region far more than mere shelter. The retaining of a technically-trained populace, advanced education system, and functional logistical and technological infrastructure has led to the flourishing of the communities immediately around the PS facilities in a region otherwise regarded as wild and uninhabitable by most outsiders. So far, until 90 P.A. Paladin Steel had been turning out copies of existing weapons and vehicular accessory systems, adapting them to various vehicles and systemry, with the occasional complete vehicle being turned out, but in recent years, an explosion of innovation has virtually changed the face of the company. This explosion in prosperity led to the formation of first the Vermont Free State, along much the same lines as Triax became the core of the New German Republic, then later Greater New England. This boom of prosperity also coincided with the severing of ties with Northern Gun as the only trade partner(thus beginning an ongoing corporate rivalry). Paladin Steel has undergone a massive burst in growth owing to the recent announcement of the Coalition’s new campaign, resulting in a surge in demand for vehicles, armor, and weapons systems on the part of many kingdoms. CS Free Quebec in particular had sought secondary suppliers for parts, armor, and low-end vehicles and transport to equip regional troops. Lazlo, though by and large a peaceful kingdom with no martial ambitions, has been buying equipment as well, owing to the chance that the recent trade deals by the CS with GAW and Northern Gun may cut them off from suppliers of heavy equipment. Paladin Steel’s location on the shores of Lake Champlain(just across the St. Lawrence, as it were, from Lazlo and Free Quebec), has made them a convenient supplier, and contributed to its growth. PS has also benefitted from engineering expertise from New Kenora; Iron Heart Armaments technicians fleeing Coalition persecution. Recent technology exchanges with Lazlo have also benefitted PS immensely. PS soon opened up a small factory facility in Lazlo soon, to produce VTOL aircraft; the facility would later serve as the nucleus of an industrial compound that would expand to provide Lazlo with AFVs and weaponry, as well as megadamage materials and electrical goods. New Lazlo is an important shipping hub for Paladin Steel, and the company maintains several large warehouses and showrooms there, as well as numerous sales- and shipping agents. It also serves as a regional headquarters for contract engineering teams and mercantile escort services. Tolkeen, to a lesser extent, also did some second-party trade with PS, while developing its own industries, before its collapse. PS, for a time, maintained a small office in Tolkeen, but pulled out early, preferring to trade with the embattled nation from border town shipping points. Still, even though relations deteriorated as the Siege wore on(some hard-liner Tolkeenites wanted PS, among other companies, to provide more goods and take a more active role in supporting the defense...even as they failed to make timely payment on several large consignments of material), Paladin Steel and the GNE would later play a large role in assisting refugees escape the region. This exodus also provided Paladin Steel a small trove of magic artifacts and valuable industrial data, especially with regards to TechnoWizardry. Another source of ideas and potential future products down the pike for Paladin Steel stems from an incident during the Mechanoid Terror. During this time, Paladin Steel’s Lake Champlain facilities were raided by a high profile recon/conversion team of mechanoids(three Runners, a Mantis, three Brutes, and an assortment of robots) intent on seizing the facility and converting it to produce parts and armor for the Mechanoids’ robot hordes. Fortunately, however, another company was conducting technology exchange negotiations at the time, and their delegation had come accompanied by an escort of mercenaries. When the Mechanoids attacked, Paladin Steel’s security forces, backed by the mercenaries’ Glitterboys and ‘bots, put up a powerful defense(though nearly a third of the defending troops were killed or seriously injured, and property damage was vast....including one of PS’ massive fusion kilns for producing MDC ceramic armor), and the Mechanoid thrust was driven off if not stopped dead. The climax of the fight came when the Mantis was destroyed over Lake Champlain, ending in a nuclear fireball that leveled buildings and sent tidal waves coursing the length of the Lake. When the smoke cleared, Paladin Steel rebuilt the destroyed buildings, recruited new help, and took advantage of the situation to modernize some of their facilities. What they didn’t tell anyone though, was that the incident had left them with a small collection of mechanoid wreckage. While most of the salvage was fused, indecipherable slag, some of the material could be salvaged and studied. CEO Vanderbilt, wanting to recoup something from the massive damage the murderous cyborgs had inflicted on her company, has set a special research crew to work studying the remains, in the hopes of adapting some of the technology. Though hampered by their lack of experience with robotics and power systems, the PS techs are fairly certain that they can unravel some of the weapons technology, and adapt it to Earthly materials and power sources. Already the new PS Weapons Division has made some breakthroughs, building Earthly(ie larger, clumsier) models of some of the Brutes’ weapons packages( the mini-missile launchers were fairly straightforward), Exterminator cannon, and plasma weaponry. PS has begun setting up production facilities for a few standardized models of these weapons, which they can fit to existing vehicles, and incorporate into future designs. Priority, though, will go to equipping their own security forces first.
******* Insert: Interdim Dimensional Encyclopedia Dimensional Catalogue Entry 7446444-RE-Dv42384-Paladin Steel, Definition(excerpt #45742) What is Paladin Steel? Paladin Steel claims to be a small, but diverse, corporate industrial nation-state based in the humble little Vermont Free State, nestled in the wilds of western New England. They are primarily concerned with producing advanced materials such as megadamage building materials and armor, but also produce vehicles and weapons. However, an overall view of the technologies markets in Rifts North America will reveal a selection and quantity of goods and services that would be apparently beyond the ability of the known actual company to produce! Indeed, there is a small grouping of townships in the region of Old Vermont, New York, and New Hampshire, and there are high-tech works in these communities turning out PS-pattern hardware...Except that, taken in total, the facilities in those towns could nowhere near match the amounts and diverse types of equipment and goods that Paladin Steel regularly and routinely offers...and delivers...to customers at cut-rate prices. Furthermore, the humble and periodically endangered townships of the area should lack the ability to defend themselves from all comers, but security around them seems curiously tight. And the size and organization of the town ‘militias’ is in excess of what the local populace should be able to support. What little Coalition and Free Quebec scouts have managed to learn has gotten some officials to brand PS as similar to Naruni Enterprises; a d-bee corporation seeking to gain a foothold on Rifts Earth and North America by insinuating itself into the marketplace, and that the ‘Vermont Free State’ is a facade through which the true alien masters are funneling their illegal goods and sucking in their misbegotten profits. However, this seems at odds with the fact that most PS technology and hardware seems to be of TERRESTRIAL design and origin, with a distinct stamp of Earthly manufacture or at least Earth-adapted technologies. Their agents are familiar with terrestrial culture and local languages, though they seem much more open-minded, easy-going, and what could be termed ‘cosmopolitan’ than the average suspicious and paranoid Rifts Earth denizen. They are also curiously better educated with regards to many threats only now being discovered, than the average Rifts Earth citizen. The truth is that PS is both....Paladin Steel and the true Vermont Free State originate in an ALTERNATE Rifts Earth*, one of the few with a steady connection to another mirror-Rifts Earth. In this alternity, events have taken a slight change: civilization has reemerged faster , harder, and more diverse, with a larger number of powerful independent nation-states arising in North America. The post-Tolkeen Coalition States have found themselves increasingly contained by reactionary alliances of these nation-states and counter-coalitions of corporate states. Northern Gun, Mantisque, and even Triax are finding themselves in competition with a more diverse and arguably more vigorous market of organized Operators, companies, and corporations that are coming out with technologies with near-Golden Age speed and sophistication. Contact with organized extraterrestrial powers has also been made; one of these organizations, the mysterious ZOT, has trounced the Splugorth of Atlantis and at least temporarily curbed their depredations in the Atlantic and liberated several million slaves. Among other changes, Paladin Steel is one of a number of powerful corporate nation-states that have emerged to carve out global trade empires on their world and now seek to expand their mercantile network offworld using the Rifts. And PS has discovered one such portal into what amounts to their own backyard. This ‘other’ Rifts Earth they’ve discovered has given them a unique opportunity; to expand again into an Earthly market and essentially role-play themselves as a small, humble, and growing power. Accordingly, they’re favoring their traditional seats of power, the New England and American Northwest regions, as the places to ‘grow’ their presence on Earth. That means setting up local production facilities that produce several of their more easily-produced products(such as e-clips, basic weapons and vehicles, armor, and construction materials), with the option of expanding them with newer tech and hardware as the PS foothold is consolidated in their ‘old digs’. Larger orders of goods, and more advanced technology, are brought in via Rifts from their home factories or satellite dimensional facilities(PS is known, extradimensionally, to have orbital factories and several outpost factory/mines in other dimensions). In their home dimension, Paladin Steel has been associated with continental alliances going by such names as the Five Star Alliance(sometimes the ‘Eight Star Alliance’), the Congress of Civilized Nations, Solar Alliance, and the Albatross Mercantile League. To a lesser extent, they are attempting the same thing in ‘this’ Rifts Earth, making alliances and trade pacts with smaller companies and bringing them under its wing, to promote a ‘New Yankee’ trading network. Since in their home universe, the greater expansion and stabilization of civilization has led to a greater knowledge of various ‘new’ threats, and a greater dissemination of information about them to the field-hands, the PS staff are slightly more confident and cautious. And having run into the problem of encountering multidimensional ‘avatars’ of other people, they’re not perturbed about the possibility of running into ‘themselves’ in the second Rifts Earth...On the other hand, they’re aware that there could be subtle and dangerous differences between universes, so they’re easing cautiously into the role of themselves, and not blindly rushing to put out potential fires that might not exist...or may be immune to the methods the PSers are familiar with.
*What little has been made known to centers of learning such as Lazlo, has megacosmologists in fits and tics...The existence of other alternate worlds is bad enough, but the proven existence of ANOTHER Rifts Earth causes some serious headaches. This beggars the question; is Rifts Earth a SINGULAR megaversal event, as many have supposed, or a PLURALITY? The current model(in oversimplified form) being postulated by scholars at Lazlo and the University of Burlington is that Rifts Earth is analogous to a set of stacked and nested firecrackers...initially identical and homogenous as one whole, but with a single event, the Coming of the Rifts, the individual realms have ignited and blown apart...Like several firecrackers going off simultaneously, the combined energies of the multiple Rifts events are greater than a single event, and thus the impact on the greater megaverse even more profound... Naturally, this is going to cause some serious brain-pain for those who contemplate the phenomenon and all its implications too hard.....The thought of one Splynncryth, for instance, is bad enough, but two? Or more? Which is the real and true one? Should Splynncryth ever learn of the truth behind PS, and its alternate history, his first question might well be if the Splynncrythh of the PS home-dimension is REALLY him, or a pretender taking his name? And what of the mysterious alien force that trounced him? Do they exist in his frame of reference as well?
There ARE differences between the two Rifts Earths, though.....In the Paladin Steel home dimension, the NorthEast is more densely populated....the former states of Connecticut and Massachusetts support substantial industrial populations, whereas in the ‘local’ Rifts Earth, those same regions are sparsely populated. Some GNErs have been known to speak of ‘New Boston Arcology’, a fortress city established in the area of pre-Rifts Lexington....There IS a ‘New Boston’ in the ‘local’ Rifts Earth line, but it is more of a fortified trading post than anything else...And then there is the MIT Forest, a region of twisted trees, thick unearthly vegetation, and monsters that nobody dares approach...save for the GNE traders from New Boston...No mention of THAT is made in the ‘homeland’ of PS. Regardless of the differences, or perhaps BECAUSE of them, Paladin Steel seems dedicated to establishing an extension of its commercial and territorial empire on Rifts Earth; part social uplift, part military crusade, and part market encroachment, opening up yet another commercial vista.
*******
Paladin Steel’s primary industrial facility and corporate HQ is built on the eastern (Vermont) shores of Lake Champlain. near the former city of Burlington, Vermont. Burlington survived the initial catastrophe fairly well, being spared the kinetic kill weapon that claimed Plattsburgh across the Lake, but subsequent Rift activity and debris fall out from Plattsburgh nearly destroyed Burlington, However, the city survived more or less intact and in recent years has actually thrived. Its population is now nearly 40,000, nearly what it was pre-Rifts, and a major town/small city by post-Rifts standards . Paladin Steel is actually a series of facilities, sprawling over three former townships, and four hamlets, but the bulk of the company facilities are centered around Burlington and South Burlington. Newer facilities of mention are the new VW facility north of the main Burlington facilities, and a robotics complex being constructed for use, heavily guarded by their power armors and cyborgs. All of PS’s sites are protected by a series of ceramic and MDC concrete fortifications. bunkers, and small citadels. Their security forces in the past were light, but have been increased in recent years, consisting mainly of company militia supported by vehicles(originally PS conversions of Mountaineer and Big Boss APC/ATVs, but now mostly PS’ newer AFVs) supplemented by a few Northern Gun and Triax ‘bots and power armor. In recent years this is has been supplemented by increasing numbers of robot vehicles, notably and PS’s new lines of robotics, as well as PS-equipped GNE forces. One can also expect to find a few mercenaries/freelance men-at-arms hanging around the premises, purchasing spare parts and equipment, and testing new weapons on PS’s many test ranges. The company is further protected by local town militias who are virtually indistinguishable from company troops, as they are heavily subsidized and equipped by PS. Paladin Steel draws a large part of its work force from the many small human and d-bee villages in the area, whom Paladin Steel provides with cheap weapons(either PS-built, or acquired from Black Market sources in bulk), education, and, in times of crisis, supplies and shelter. These villages eventually become absorbed into the Greater New England. PS also has three dedicated company towns; McGammonville(near the ruins of Willsboro---across the Lake), Charlotte, and Windoski . McGammonville was founded by humans who escaped a nuclear holocaust on their alternate Earth, and who were subsequently rescued from the monsters on this Earth by PS-affiliated mercenaries. Charlotte and Windoski are satellite towns of Burlington, linked by road and railway. Paladin Steel also has a large facility on Grand Isle, near pre-Rifts South Hero/Keeler Bay.
Plattsburgh (NY) The city of Plattsburgh, a little over 15 miles to the north west of Burlington, didn’t fare so well, due to its proximity to Plattsburgh AFB (2 miles southeast). Both suffered rifts-related tragedy(though NOT the rumored nuclear strikes), and little was apparently left salvageable from the military base. Plattsburgh remained an abandoned ruin for nearly a century, except for the occasional d-bee or nomad. However, salvage teams have found satellite installations and storage facilities that have yielded the occasional pre-Rifts technological treasure, and searches along the lake bottom and on Great Isle have occasionally located the wreckage of aircraft and other vehicles. Recent high security erected around the area has fueled rumors, though, that PS has found something, or is reconstructing the town site.
Fort Ticonderoga/Mount Defiance(NY).
Nearly 60 miles downriver, near Lake George, is Fort Ticonderoga. Fort Ticonderoga(now a modern MDC fortification), and the underground garage/factory complex built under aptly named Mount Defiance are the southernmost bastion of Paladin Steel. The Fort protects against invasion(primarily Splugorth Slavers) from the southern Hudson Valley, and also serves as a trading post and watering hole for various mercenary and adventurer groups roaming the North East. Occasionally, PS sends equipment down to Mount Defiance for testing or deep-storage.
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"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"
Enemies and Allies Free Quebec Free Quebec, the regional superpower lurking to the North, is viewed with both gladness and nervousness. PS is glad they have a steady customer who buys their vehicles and materials, and who provides a degree of protection with their military muscle, but they also fear what might happen if Free Quebec decided to expand into their area and seize PS and Burlington for themselves. The rising tides of aggression between the Coalition States and Quebec also have them feeling ambiguous on where they stand; the war is good for business, but if Free Quebec got desperate, or the Coalition decided that PS represented a vital part of Quebec’s war industry, they might become real targets. For now, though, PS has a wait and see attitude, and continues to sell to Free Quebec while building up other allies and defenses. A subtle plot on Free Quebec’s part might be to try to push Lazlo and the Vermont Free State into closer affiliation and alliance. While this has the unwelcome short-term prospect of strengthening two d-bee influenced liberal-minded kingdoms on Free Quebec’s immediate borders, it also helps build a bulwark against Coalition invasion along the St. Lawrence. If worse came to worse, the Coalition would be slowed down having to blast through the two, buying Free Quebec time to counter(and annex the two weakened kingdoms afterwards). The recent reconciliation of Free Quebec and ChiTown over the outcome of the Tolkeen War has NOT changed this attitude. As grand and warm as the proclamations coming out of the Proseks’ mouths have been, praising the loyal and heroic humans of Free Quebec, the Quebecois’ are pragmatically preparing for the long term and the possibility that the Coalition can just as easily swing back the other way, now that Tolkeen is vanquished. (Interdim Note: As of 100 P.A., Paladin Steel has severed official ties to Free Quebec, primarily over FQ’s objections to PS’s selling of technologies to d-bee factions, and the growth of the liberal-minded(at least with regards to magic and d-bees) GNE. A state akin to Cold War exists between the two, with the Saint Lawrence Seaway/River forming a informal border between them, and only limited trade in agricultural goods and non-military goods taking place between them(and that most often through third party ports). The GNE and FQ now typically conduct diplomatic relations through ‘nuetral’ communities such as Lazlo or the Relic. In a more canon Rifts Earth, with a supposedly smaller PS and VFS, relations with Free Quebec are still decidedly cool; PS hasn’t yet decided if they want to try to cultivate the ‘younger’ version of Free Quebec and try to steer it towards more acceptable policies, or avoid getting entangled with it altogether while building up allies elsewhere.)
The Coalition: Because Paladin Steel has consorted with known Tolkeen-based arms manufacturers in the past, until fairly recently supplied Free Quebec with arms and war material, and sells weapons and equipment to communities in the path of the Coalition’s intended expansion, Paladin Steel is on the list of Coalition enemies. However, their proximity to Free Quebec and the problems of launching a long range strike with any hope of effectively destroying PS in one blow have kept the Coalition from doing anything. That, and the Coalition has bigger problems nearer to home than an upstart industrial fiefdom. Still, PS has been nervously building up its defenses, buying up/building anti-air weapons, and checking its security, even as they continue to rake in profits from arms sales. PS has no desire to be another New Kenora, and the former IHA employees in their ranks don’t want to see history repeated for them. (Interdim Note: As of 109 P.A., Paladin Steel is effectively at war with the CS, having clashed repeatedly with them in western New York State, the Florida Keys, Whykin, and other regions. The seizure of the CSN’s Halifax Base by the GNEAS in retaliation for cruise missile strikes on GNE communities and PS facilities has only clinched the deal. The conflict has slumped into a series of low-intensity squabbles whenever the two meet, and paranoid wathcing of each other’s activities. ChiTown’s patching of relations with Free Quebec gives hope that a re-unified Coalition States can deal with the upstarts once and for all, but the North American Alliance forming among the up-and-coming nations, as well as revelations about PS’s and the GNE’s extraterrestrial trading activities has served to stall any grandiose schemes of a renewed CS campaign of elimination. In a more canon Rifts Earth, Paladin Steel has attracted less attention from the CS, which has more immediate concerns closer to its borders, but the amount and quality of equipment flowing out of a region that should not have the industrial base to produce so much has some in the CS military intelligence community worried. Some (rightfully) suspect that PS is a Naruni-like interdimensional company trying to make inroads on Earth and want to classify and treat them accordingly. For now, the CS seeks to gather more info, and avoids trouble with known PS affiliates(unless nobody’s looking and the odds favor the CS forces). Meanwhile, PS keeps selling to known CS enemies.)
Lazlo/New Lazlo PS is on very good terms with both these city-states and does a fair amount of trade in materials, vehicles, and weapons, as well as trade through both. PS has warehouses in New Lazlo, and is looking at opening up production facilities in Lazlo. PS also provides funding for an engineering academy in Lazlo. (Interdim Note: As of 120 P.A., Paladin Steel in its home continuum has repeatedly broached the idea to Lazlo of the latter nation-state joining a formal North American Alliance for both trade and military support. So far, Lazlo supports an informal alliance and organization, but wants to wait and see before joining any sort of NEMA-style organization.)
Northern Gun and Golden Age Weaponsmiths. NG and GAW are regarded as (sometimes bitter) business rivals, and there is much competition(not of the friendly sort practiced between PS and its corporate allies), industrial espionage, and spying between them. PS particularly resents NG’s affiliation with the Coalition(and their supposed use of Coalition resources to advance their own cause). GAW is regarded less badly, but relations were strained when GAW began producing their own version of the Osprey Tiltrotor. The irony of it is, if PS, Northern Gun, GAW, and Manistique put aside their differences and exploited their respective strengths, they could pose a real threat to Coalition interests and prove a real boon to the many communities opposing Emperor Prosek’s war campaign. As it is, the currently brewing corporate war actually helps the Coalition, by keeping these independents at each other’s throats, a situation that Joseph Prosek is becoming aware of, and may take into account in his long range schemes. However, the PS/GNE corporate alliance may help offset this; it may be potentially more powerful than anyone expected.....only time will tell... Other arms dealers and manufacturers like Wellington, Wilks, Metal Works, and others are regarded on a case-by-case basis; alternately/simultaneously trade partners and business rivals. (Interdim Note:The above hasn’t changed much in the PS-base alternity; even while the GNE has grown, and the CS had waned, Northern Gun has similarly expanded to fill the power vaccum...Though NG DOES sign an alliance with Cyberworks, Cyberworks’ own problems...ARCHIE-3’s distraction with the Ecotroz Shemar ‘rebellion’...soon have NG quietly looking to outmaneuver their Cyberworks partners and acquire many of their assets for themselves if and when Cyberworks collapses...If anything, the corporate wars look to heat up even more...)
Cyberworks The reemergence of Cyberworks, and its aggressive new policies and management, worries Paladin Steel who have made a small fortune manufacturing copies, derivations, and modification packages of the Titan series robots. The newer, meaner, more active Cyberworks may prove fierce competition in many of the same markets as Paladin Steel(especially in robotics), and their own affiliation with NG and MI represent a corporate power block PS would love to see broken. It wouldn’t surprise Paladin Steel, but would certainly alarm them, to learn that ARCHIE and Hagan have already dispatched a small number of robot spies to infiltrate the GNE and keep an eye on PS. So far, though, the two companies have yet to engage in any exchange, pleasant or nasty, but it may only be a matter of time before the two corporate alliances come into conflict.... (Interdim Note: Update:Post-110 P.A.; In the base-alternity of PS, the rise of the Ecotroz Shemar has distracted ARCHIE-3, and Cyberworks has taken a hit in the market. Not simply PS, but a number of other up-and-comers, including some of Cyberworks’ own allies, have jumped on the opportunity to undercut Cyberworks’ place in the open economy. CEO Goodson has launched a number of counter-initiatives, including lowering prices, offering sales incentives, and quiety ordering a number of smear campaigns and sabotage efforts at his rivals, but these have only offered short-term relief to the company...Deliveries from ARCHIE-3’s factories have often been delayed, and Goodson has subsequently begun looking around for other locations he can set up independent secure factories in the event he’s cut off from his ‘father’ for any long periods of time...Nobody’s saying Cyberworks is going to go under any time soon, but with dissatisfied customers, disgruntled by late deliveries, on the increase, the company is suffering some problems)
Triax PS originally had tentative contacts with Triax through Free Quebec, before the FQ/PS-GNE talks broke down. So far, Triax has only expressed slight interest in a formal trade agreement with Paladin Steel and the Vermont Free State, but has sent observers and an advisor to gather more information. Of course, its always possible that some corporate espionage might be going on, or sensitive information passed on to the wrong ears in Chi-Town or Quebec. By 110 P.A. however, it is CERTAIN that the Triax/Paladin Steel relationship has chilled considerably, with accusations of industrial espionage and design-theft coming from both sides. PS’s inroads into European markets haven’t endeared them any to the New Germans, while Triax’s covert favoring of neighboring Free Quebec has soured the Paladins on German impartiality. While the GNE and NGR remain on cordial, if deferential, diplomatic relations, Triax has enough old company records to know about how old corporations were upset by younger and meaner up-and-comers, and is sizing up PS as one young buck they’re not about to turn the cross-Puddle trade over to without a fight.
The New Roman Republic During several of PS’s Tri-Jet expeditions to Europe, trade emissaries made it as far as Italy, and established tentative trade contacts and technology exchanges with the Wolfen-dominated kingdoms there. Contact since has been sporadic, but does continue to yield the occasional gem of innovation. By 110 P.A. this affiliation is much more solid, with regular trade, and PS and NRR industrial liaisons on both sides of the Atlantic overseeing trade, tech exchanges, and joint development projects. This has led to several large production licensing contracts for both nations, and a large amount of common equipment being used in both nations’ commercial and military sectors.
The Splugorth One of PS’s biggest sales motivators on the East Coast is the Splugorth threat; many coastal communities have bought PS weapons and vehicles in order to protect themselves from slave raids. Splynncryth doesn’t know of Paladin Steel and isn’t likely to care. Just another petty native gun company that’s below the notice of a creature with better things to worry about. Besides, even if some of the company’s latest products can beat up Kittani designs, no matter.....it just adds to the amusement of war on Rifts Earth. (Interdim Note:: In the alternate PS world-line, the attack by the ZOT on Atlantis and the chastising of Splynn, results in a large number of the slaves freed in the raid settling in North America, and many of them turning around and forming a bulwark industry against Splugorth expansion on Earth...Seeing so many former possessions grouped on the East Coast makes the GNE a tempting target for the Splugorth, but a still-smarting Splynncryth is reminded of the ZOT’s promised reprisal if the East Coast is attacked.)
Amerindians Paladin Steel has a minor problem; security-wise, though they are unaware of it. Their work force has been pretty well infiltrated by Renegades from the Long House Preserve(See Rifts: Spirit West) posing as laborers. The Amerindians are concerned about a resurgence of industry in the North East and are worried that the states of the Great Lakes become embroiled in war with powers like the Coalition, industries supplying states like Lazlo and Free Quebec with war material may attract unwanted attention. The tribes of the Long House have infiltrated PS while deciding whether they should shut down the company or take it over for themselves in event of continent-wide war. The Traditionalists dislike PS’ expansion in recent years, but the Renegades and Modernists, who support nations like Lazlo, want to bolster PS to supply the anti-CS factions. PS’s recent dramatic expansion of facilities and activities, have only increased debate among the Amerindians, but so far, a “wait and see” attitude has prevailed. Presently, PS is unaware of the Long House Preserve’s plans or of their infiltration of the company. The only hint, ironically, that Security has that anything is amiss is that some of the core engineers have wondered where some of the recent , surprisingly well-educated, employee-recruits come from.....Security is checking their backgrounds to see if they aren’t spies for Northern Gun or the Coalition(they’ll find nothing of the sort...). Paladin Steel is aware of the Long House as a political power in the region, however, and GNE activity and expansion to the Southwest has been checked as a result of Amerindian presence. Initial open contacts between the two regional powers was terse, tense, and uneasy, and subsequent contacts have been for the most part decidedly cool and neutral. PS has no desire to engage in hostilities with the Amerindians, and abandoned a few promising mine sites as a result of this desire, but has managed to negotiate limited safe conduct trade route treaties with Long House representatives, and occasionally PS-affiliated teams have come to the aid of Indian villagers, but quickly leave as soon as they can. Currently the Amerindians hold the edge in magic and numbers; and PS is aware of that. For now, there is a cool peace...but there is no telling how this might change if the Free State were to start aggressive expansion or become entangled in a full-scale war with outsiders.
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"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"
Notable Personalities: CEO Elijah Vanderbilt----12th level Rogue Scholar. The 50-year old CEO of Paladin Steel, President Vanderbilt is a dynamic and driven leader who has pushed PS into a new period of prosperity. Nicknamed a slave-driver by some, Vanderbilt drives her people hard, but also works hard herself to keep them motivated and focussed. Though a shrewd planner who with a keen sense of organization and long-term strategy, even she was surprised by the growth of her corporate enclave into the “Vermont Free State”, and she occasionally worries if such expansion might not ultimately threaten PS’s own interests......but she does admit that the additional manpower and resources are welcome. Some research scholars in PS’s archives division wonder if she is related to the Vanderbilt family of steel-magnates of the pre-Rifts era. (Update) By 109 PA Elijah Vanderbilt(now in her sixties) will be showing a fair amount of fatigue. If her company remained at the pre-110 PA level of performance, she could probably continue running it forever, but the explosively rapid expansion of her company, acquisition of several smaller companies and kingdoms, alliance with several more, and the growth of the GNE into a superpower(as the GNE) , all have taken their toll on her, and she now looks for a successor to take over the running of the main operations of her company(she expects to be an advisor for many more years to come, however). Events have claimed many old friends who were there at the formation of the modern Paladin Steel , and Elijah is beginning to feel it too. Her daughter has shown no desire to assume the role of matriarch, and her only son, Martin, despite his great promise as an engineer, has expressed no desire to follow his mother into administration.
Deneva Khalene----10th level Half-Atlantean Operator(Scrupulpus Alignment)---This ‘young’ and charismatic young woman would succeed Elijah Vanderbilt as the CEO of Paladin Steel when the elder woman decided to step down at the peak of her game. Though many feared for her success stepping into the shoes of a giant, with regards to corporate management, Khalene’s early experiences traveling the megaverse, and working in the field, have prepared her well for overseeing the expansion of PS and the GNE into the megaversal stage. A conscientious, calm, collected, executive, Khalene has mixed risk-taking with caution, corporate necessity with compassion, and kept Paladin Steel on a steady course of profit and innovation.
Michael Redfern -----10th level Rogue Scientist and historian(Unprincipled alignment), responsible for heading up PS’ archival research division that is deciphering and restoring Paladin Steel’s records, with an eye towards recovering lost technology, and locating possible salvage sites. A rather quiet, shy, introverted, and extremely modest man, whose personality seems at odds with his hulking six-foot-plus physique, Redfern seems to have an almost mystical ability to disappear into the woodwork until needed. With his high position in the PS hierarchy and Amerindian background, Redfern would seem to be a natural suspect as a LongHouse spy. He isn’t. Though he DOES claim, if pressed, to have been an acquaintance of the great Sir John Thorpe(Erin Tarn’s companion), though in what way the two met(and parted company), Redfern hasn’t confided.
Sondra Elliot-----5th level Rogue Scholar and secretary. The diminutive, blonde, blue-eyed, and rather nasal-sounding Elliot IS a spy for the Amerindians, who is working her way into access to PS’s office secrets, and has been feeding information back to the Long House for years.
Veronica Malgora---”The Iron Granny”---12th level Special Forces. Despite being 75 years old, Veronica Malgora continues to be one of PS’s best security personnel, thanks to extensive cybernetic and bionic replacements, and her proficiency in using her power armor. Was head of security until she retired from the position in favor of her protégé, Hanna “The Barbarian” Barbaron. Originally piloted a Samson, but has since upgraded to a PSA-11
Syra---Nobody knows who(or what) this enigmatic woman really is, or where she comes from.....despite the fact that she is a longtime major shareholder in Paladin Steel, and she somehow always manages to show up for votes and decisions on critical issues. What is known is that once a year she arrives with a transport convoy, makes a massive purchase of equipment, then ships her purchases out, never to be seen again. CEO Vanderbilt suspects that the statuesque, silver-haired, soft-spoken Syra may be a True Atlantean(though she’s never displayed any Marks of Heritage), or other demi-Immortal, and possibly an interdimensional arms merchant. She doesn’t know for certain, but really hasn’t inquired too closely(she’d rather not annoy a faithful stockholder).
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"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"
Divisions: Paladin Steel is fairly large for a “small” company(compared to Triax or Armatech)(this has naturally changed in its alternate ‘home’ continuum by 155 P.A.), and, as such, has had to diversify its operations. It is commonplace for two or more divisions to work together in smaller sub-divisional taskforces(which may or may not spin off to become permanent departments in their own right) when a new problem or technology requires the expertise of those divisions. For instance, Paladin Steel Heavy Machine Assembly and Paladin Steel Heart(Medical) have long worked together on producing bionic conversions for both military and civilian applications, while PSH, Paladin Steel Resource, and Paladin Steel Advanced Biologics have collaborated on cybernetics and bionics for animals, such as beasts of burden like horses and oxen. PSR and PSAB have also worked together on bioremedial microbes, industrial biologics, and the mass production and cultivation of ‘gas-spewer’ algae and microbial converters for producing biofuel from waste, to name a few examples of inter-Divisional overlap.
PS Plate(PSP)---Still the largest of PS’s departments and where it all began in the Golden Age, PS Plate produces the massive amounts of MDC materials for Paladin Steel’s own use, and for export. PS Plate also produces superconductors, SDC materials, and domestic goods, like kitchenware, adhesives, abrasives, resins, silica and plastics, and fiberglass kits, as well as industrial chemicals (coolants, solvents, etc...) used by the company. PSP has a major subdivision, PS Electrical(PSEl), that manufactures electronics, fuel cells, superconductors, generators, and batteries of all sorts(PSEl has since spun off to become the larger and wider-embracing Paladin Steel Energy division). PS Plate also has a large and extensive research department dedicated to refining existing materials, and developing new ones. Among PS Plate’s various research projects: *Refining the newly developed GMR material and memory-plastics *Developing cheaper energy- and laser-resistant armor. * The use of radiation to harden or alter materials at the molecular or atomic levels. * Research into the use of techno-wizardry and magic for producing new materials....some PS engineers have wondered if it isn’t possible to use techno-wizardry to produce a zero-gravity field for the production of specialized materials, like crystals, produced pre-Rifts at the (now inaccessible) Orbitals.....Later on, PS Plate would spin off the magic unit into Paladin Steel MageWorks, devoted to producing TW systems. Notable Persona: Thig Hamuldson---(11th level Dwarf Operator)---Long-time PS employee and officer, Hamuldson knows metals, ceramics, and plastics like the back of his heat-scarred hand(his other arm is bionic, courtesy of a Besemer furnace malfunction), and oversees the main Burlington kilns and furnaces. He regularly walks and tours the production works to check on ‘what’s cooking’. In his spare time he still works out with an old fashioned blacksmith’s tools and anvil, and makes his own ceramic tableware and decorative glazeware.
Millos Scontar---(9th level Trimadore Mechanic)---Scontar is a recent addition to the crew of PS Plate, but already the chemist-mechanic has added a few new ‘recipes’ to the list of new materials being produced by PS, including lighter megadamage materials and better thermal-resistant armor. He is often out at the test ranges or ‘abuse labs’, putting some new formulation to the test for tensile strength or damage resistance.
Joheem Keen---(5th level Elven Alchemist)---’Apothecary Joe’ came to PS from a low-tech fantasy world, but she’s adapted well to a high-tech world. She’s turned her pursuit of potions to a perfection of material additions; ways of enhancing modern materials with magic. While many experiments have proven incompatibilities between traditional magics and modern synthetics, others have succeeded incredibly, or show great promise for future developments. Among her more successful creations; vermin-repellent packaging and storage materials, canning materials that further prevent decay and bacterial growth, and magic-sensitive glass coatings.
PS Heavy Machine Assembly(PSHMA)---The division responsible for producing PS’s line of vehicles and industrial machinery, including AFVs, construction equipment, machine tools, and factory equipment. HMA is also responsible for testing new hardware, and maintains several sizable weapons ranges and testing grounds for the purpose. A good number of ex-Iron Heart Armaments engineers have found employment in the HMA division, allowing it to expand into the second largest of the divisions.
Notable Persona:
Elton Sokohail------Former Iron Heart Armaments engineer(10th level Operator), overseeing the tank development and production lines there; now second in charge of the HMA lines. Sokohail originally was responsible for procuring spare parts and materials from Paladin Steel, before New Kenora was annexed....now he’s in charge of upgrading HMA’s lines to produce not only spare parts and components for IHA’s old vehicles, but also streamlining the mass production of PS’ new heavy vehicle lines. At one time Sokohail dreamed of advancing into the management of IHA...now he dreams of the day that the Coalition will be driven from New Kenora and the old IHA works assimilated by PS.
Rizzo-----TMNT Mutant Rat, 7th level Operator(9th level in 110 P.A.). Rizzo worked his way up through the ranks the hard way, from being a grease monkey who could actually crawl into and run around inside a motor, to floor manager and Mr Fixit on the production lines. Rizzo has an eye for innovation, and frequently consults with outside mechanics and Operators to find ways to simplify PS designs, and improve reliability. If Rizzo has a problem, though, it’s his fast mouth and wise-guy attitude. This, combined with his diminutive size(2.5 ft tall), has led to considerable problems, especially off-work; innumerable bar fights(the rat just can’t keep his mouth shut---more than once he’s been thrown across a room by drunks playing impromptu football), and one kidnapping at the hands of an industrial spy who threatened to run Rizzo through an electric pencil sharpener if he didn’t spill company secrets. Since then, Rizzo is now constantly accompanied by two big assistants(rumor has it they have secret orders to kill the rat if there’s any danger of him blabbing company secrets).
PS Aviation(PSA)---Responsible for producing PS’s line of air vehicles, Aviation Division also handles air transport for the company, both of raw materials, and of finished products. Be it military or civilian(or anywhere in between), if it flies, PSA handles it. PSA originally also handled the Paladin Steel/Greater New England space effort(Second Breakout), but that has since spun off into its own division, PS AeroSpace.
Notable Persona: Brontus ”Crash Helmet” Tulk---An Ogre engineer/ 8th level(13th level in 110 P.A.) Operator, in charge of Aviation. Tulk was considered at one time Vanderbilt’s most likely successor should she ever step down/leave the position of CEO...He later turned down the opportunity, prefering to continue working as head of the Aviation division. Tulk is levelheaded, calm, and even-tempered, who knows how to prioritize and separate his emotions from the work at hand. Another interesting note on Tulk is that he is an accomplished pilot in his own right, and has been known to ride along on test flights to oversee equipment. Story has it, no one can play with paper airplanes in Aviation without receiving an impromptu technical consultancy by Tulk. There may be some truth to this; paper planes made with Aviation stationary have been found miles from Aviation’s main offices.
Anita Baskal----(6th level N&SS Dreamer Gizmoteer). An aviation engineer with Martin-Marietta in her original home universe before her home was destroyed by nuclear war, Baskal’s experience in aerospace has proven invaluable to Aviation. The Starfire VTOL Utility Jet was her personal project and dreamchild.
PS Maritime Projects(Hydro Division)(PSMP)---Initiated at Elijah Vanderbilt’s insistence, the Maritime Projects division is responsible for producing watercraft and submersibles. The MP division currently has a fair-sized facility/shipyard on Lake Champlain, but was hoping to start up large scale operations at a salt-water access facilty under construction at the old site of Bath, in the former state of Maine. Unfortunately, the untimely arrival of a Coalition naval recon patrol sniffing at the mouth of the Kennebec River forced a (temporary) abandonment of the site. Until the security of the site can be verified, or until another site can be found/developed, Maritime Projects’ plans to move to larger, deep-water vessel construction have been put on hold. However, production of small craft continues unabated at the Lake Champlain facilities, and progress on two Storm Skimmer frigates, whose keels had already been laid at the time of the Kennebec incident, continues apace. In 107 P.A. Paladin Steel managed to roar back and reestablish their New Bath facility, and Maritime Divisions saw a sudden UPturn in fortunes. By 110 PA, Maritime Divisions would be one of PS’s biggest divisions, with shipyards up and down the New England Coast and at Paladin Steel West. Notable Persona: Vernon Boch----- 7th level Operator(12th level in 110 P.A.) with a specialization in boat building and ship design. Though disappointed by Maritime’s initial downturn in fortunes, and the reassignment of much of his staff to other divisions, Boch refused to let it get in the way of his job, and continued to pursue promising designs. One of his recent projects is to adapt equipment from other divisions to marine applications. By 110 PA, however, Bach’s division will be one of PS’s largest, and Bach will be happier than the proverbial clam.
PS Advanced Weapons Division(PSAWD)----Originally founded to reverse engineer captured Mechanoid hardware, and produce advanced weapons for Paladin Steel, AWD has also become responsible for doing research on small arms, d-bee technology, and exotic systems. AWD has benefitted immensely from recent technology exchanges with other companies. Notable Persona: Wanda Indiri-----Rogue Scientist. This small, moussy-looking woman is responsible for overseeing the development of new weapons systems. Indiri is an introverted genius of sorts, who formerly worked as an engineer for Wilks Laser Systems before coming to work for PS. Little is really known of her aside from her intense nature; when nervous or really engrossed in a project she slips into rapid-fire speech in Techno-Can or some obscure Hindu dialect(at least, everyone else THINKS it’s Hindu). Also, in an argument with a visiting weaponsmith from another company(the Western American Dwarven enclaves), she silenced the rather brusque dwarf with an incredibly obscene remark in some unknown language...the only way everyone else knows it was obscene was by the way the stunned dwarf’s ears lit red.
Veri Amolland-----Elven Rogue Scientist. Amolland gave up a chance to follow in her mother’s footsteps and become a mage, instead taking up engineering. Now she’s Indiri’s protégé, designing new hardware. Ironically enough, PS’s alliance with the local mage community enterprises has Veri looking up her mother’s friends and studying up on magic again; Indiri is interested in possible TW-applications to PS’s hardware.
PS Robotics(PSRbt)---Originally a long-term project of CEO Vanderbilt’s, PS Robotics had been given fresh impetus and more resources as a result of the success of the ‘Black Titan’ program, and the setbacks suffered by the Maritime Projects Division, then bloomed into the giant it is today. Robotics now produces Walking Trucks, , but also It has absorbed talent from several collapsed companies such as Trinitus Robotics and, after the Smackdown of Atlantis by The ZOT, recruited a number of refugees from Atlantis’s high tech factories, including a number of rogue Kittani engineers. With rumors of new developments in the works, PSRbt is attracting attention from Lazlo, Northern Gun, and it is rumored, d-bee concerns and even Triax. Notable Persona: Scandar Zin---(11th level Rogue Scientist). As head of Paladin Steel’s high-tech division, Scandar feels pressured by developments in Triax, the Coalition, and Northern Gun to come up with realistic, innovative, and practical responses to them, and often ends up dissatisfied with many of the compromises Robotics has to make to field a new design. Still, Scandar apparently has the time for his beautiful wife and four kids(it helps that she’s an engineer as well...though many people joke that Scandar’s “perfect” family are really androids he constructed himself).
Sal(8455)----(6th level HU Robotics Engineer). Aka ‘Sally’. A recent addition to Robotics, Sal is a rather attractive young human woman, but claims to be a D-bee from a spacefaring race that, she also claims, destroyed itself in a genocidal galactic war. No one really knows how to conclusively prove or disprove her claims, but she does have a very advanced knowledge of high technology, and has already made a number of valuable contributions to Robotics.
PS American Volkswagen Automotive(PSAWA)------New automotive division spun off to produce the VW line of cheap, endlessly modifiable, vehicles. It’s also acquired a reputation as something of a looney-bin, as it caters to MOM Crazies who have taken a shine to the Super Bug, and request special custom models built for them. (Post-110 P.A. Update: PSAWA is still a small division, but a prosperous one, thanks to the popularity of PS’s VW Bug and Camper Van lines)
Notable Persona: Vincent “Gort” Thompson------(11th level Operator). With his icy demeanor, monotone voice, massive build, pale skin, stiff features, and bald head, Thompson looks more suited to be one of Robotic’s creations, rather than working on small civilian-application armored vehicles. In reality, the laconic and seemingly humorless Thompson seems to have a flare for innovation, and a deft hand with negotiating with the Crazies and TechnoWizards who flock to AVA, looking to get themselves the “perfect Bug”. Onlookers claim that part of the attraction is that the Crazies and TechnoWizards like to try to get some sort of an emotional response out of “Gort”; another part is his diehard determination to get the job done, no matter how insane it sounds.... If “Gort” says it can be done, it will be done.......
Kugal Schaeffer---( 9th Levl Triax Field Mechanic). Claims to be an ex-Triax engineer, but no one knows for certain. The diminutive, shrimpy Schaeffer is fanatically devoted to Volkswagen Div, because he claims that “only Germans can make German cars”. This often puts him at odds with “Gort” Thompson, whenever changes are made in the production line without Schaeffer’s say-so, and some of their arguments have ended up in spectacular(and amusing) verbal duels and chases down the assembly line(typically involving much waving and throwing of blunt instruments). Somehow, however, the two manage to resolve their differences, and get along afterwards...until the next production board meeting...
PS Contract Engineering(PSCE)-------This division is really a sort of mercenary heavy labor and field-engineering force, hired out by Paladin Steel to smaller communities to provide them with the skilled expertise for big or exotic engineering projects, as well as to push PS products, scope out salvage/resource opportunities, and build alliances. CE builds roads and bridges, constructs dams and power stations, lays pipelines, puts in electrical grids and sewer systems, drills wells, digs mines, and sets up fortifications, among other things, for a hefty fee. But the work is quality, the response is fast, and occasionally PSCE has been known to give an equally hefty discount to communities(especially if the GNE diplomatic corps or PS marketing department sees the opportunity for some serious positive PR) The more idealistic Operators of CE claim that they’re building the infrastructure for a bold new world; other, older workers just say they’re turning an honest buck doing hard work for other people. The real strengths of CE are its industrial backing and the fact that CE offers vocational training for young Operators and technicians. Another thing CE likes to do is bring local help in on a job; it reduces overall costs, promotes local good will, and gets the locals hooked(“Let’s send the boys on up to that engineering school those nice men who put in the power house last year were talking about...”). Notable Persona: *Krag Arnoldson---(14th level Operator)---The halfblood child of an ogre and a human, Krag’s been around the world and around the country learning how to wrangle a wrench and fit pipe. He also has the scars to show it, being virtually deformed by the various breaks, bends, slashes, and burns he’s survived from his misadventures. However, Krag is virtually worshipped by the people he’s been in charge of...he’s regarded with almost as much respect as the legendary ‘Mister Scott’ of pre-Rifts fame, and ‘Krag’ has become an unofficial term of honor in Operator circles. As much as he hates to admit it, though, he’s getting a little old to be roughing it with his field crews, so he accepted the offer to head up PSCE’s training academy and teach the next generation of Operators in the PS way of things.
*Denis Ebuto Hibiki------ 8th level (12th level in 110 P.A.) Operator(mutant, with Invulnerability and Extraordinary Strength). Hibiki is the chief field engineer for PSCE. Claims to come from a long line of wanderers, with a family background embracing half the world, as evidenced by Denis’ brown skin, white-blonde hair, and epicanthic eyelid folds. Denis is an engineer with wanderlust, and the jobs that Contract Engineering takes all over the place suits him just fine...he adapts quickly to local conditions and has a gift for languages. It’s also rumored he’s some sort of mutant, with incredible strength, endurance, and a talent for martial arts, though he dismisses questions on the subject with a shake of the head and a wry smile. Still, people remember the time he was surprised by a Brodkill, while on a job in Nevada, and he _pasted_ the monster with his bare hands....
Engineering Academies Paladin Steel maintains several excellent engineering schools, financed by company profits and charged tuition(often those who can’t pay full tuition will be obliged to serve a stint with PS or CE). PS has funded the establishment of the Scott Academy of Engineering in Lazlo; a fine school devoted to teaching the basics of high tech engineering , design, and maintenance, but for the very best training for engineers in the post-Rifts Americas, there is no alternative to the Whitney School in the Vermont Free State proper. The Whitney School trains operators and engineers with an emphasis on survival in the modern world, and attempts to duplicate the many conditions that an Operator(and a CE engineer) can expect to encounter out in the “real world”. The most arduous, demanding program is the so-called “Drag”, a six month-long course of study and exercises that plays more like Special Forces training, than engineering school, In the course of study, students are subjected to conditions and exercises just short of lethal, to develop stamina, innovation, and mental endurance. Students are regularly assigned to work on broken machinery underwater, in chest-deep mud, in freezing or torrid conditions. Other favorite teaching exercises include repairing damaged bots with torn up, and still hot, wiring, surprise exams, and repairing equipment while under simulated attack(usually a Crazy firing non-lethal rds or “frazzle” blasts), and everyone remembers the bulldozer that crashed through the building during final exams.... This program is considered to be pure, unrelenting hell by those who enter it, and less than half survive being washed out(or carried out), but those who do survive tend to be incredibly tough, resilient, and cool under fire. Tuition: 8, 000 credits for the six-month course Bonuses: +2 ME, and + 15% to all mechanical and electrical skills
The expansion of Paladin Steel has led to a number of new divisions, many of them formerly departments of existing divisions, being spawned to address PS’s diversified portfolio of technologies and services.
Paladin Steel AeroSpace(PSAS) PSAS now handles PS’s development and construction of transatmospheric, near-space, and space-capable hardware. Aerospace also oversees the design and production of extraterrestrial housing and construction units, such as spacestation modules and assembly rigs. This includes the growing orbital shipyards and out-dimension space facilities. Their main facility and headquarters is Valiant Station. PSAS also goes by the name Aegis Stellar Industries in the Three Galaxies...the ‘front’ company allows PS to gauge interest in their products in a larger galactic market, as well as to acquire common domain galactic technology without tipping their hand. Notable Persona: *Arda LaShen---(10th level Operator)---A former citizen of Freedom Station, LaShen got kicked off for consorting with the ‘wrong folks’; notably freebooters and mutants from Outcast Station, as well as the odd travellers from Rifts Earth. Thus, she was favorably disposed towards dealing with the ‘downwellers’ when the PS-backed Breakout Expeditions established a permanent presence in Earth orbit. She volunteered her services as a mechanic on PS’s Plymouth-One facility, fixing the various ships, and moved up the ranks, eventually becoming head of the Division. She now proudly proclaims that her shipyard slips are busier than Laika Station’s.
*Azurel Dench---(11th level Operator)---LaShen’s ‘dirtside’ executive, Dench has a hand in the development of much of PS’s aerospace shuttle and combat craft, including fighters. The long development time of the ‘Star Tiger’ programme has led to some criticism of Dench’s management skills, but the conscientious Dench has shrugged off those accusations, contending that where the extremes of exoatmo and in-atmo operations are concerned, designs have to be done RIGHT or not at all.
Paladin Steel Resource(PSR) A growing industrial power like Paladin Steel needs resources, and PSR, ‘the truck and train army’, also known as the Bucket Brigade, is responsible for feeding PS’s factories and projects with the materials they need. Whether they be pulled from the ruins of pre-Rifts cities, new mines and forests, extradimensional sources, or recycling, those materials have to come from somewhere, and PSR provides. In addition to exploring and negotiating outside the GNE’s borders for new sources, PSR is also up on ‘green’ technologies, finding new ways to recapture and recycle waste products and materials. Not surprisingly, PSR is the holder of almost all the waste removal and management contracts in the GNE, especially in the big metropolitan and industrial areas. Thanks to PSR’s diligence, landfills and garbage dumps are a thing of the past; they are merely ‘transit stations’ and holding areas until a means is found to reuse the materials stockpiled there. PSR divides its responsibilities into three areas: *Recycling---This covers the mechanical, magical, and chemical reclamation of materials from community waste, salvage, and battlefield cleanup. Recycling must constantly weigh the problems of the cost of recycling and refurbishing being greater than the cost of new, virgin, materials, as well as pollution byproducts, and diminishing returns/degradation of recycled materials. Recycling technology is constantly in a state of research and improvement, finding new ways to reduce waste. *Trade---Finding and negotiating for resources from other, already developed sources, and their safe transport back to PS and GNE territories. This is the most precarious of means, as prices are subject to martial, political, and market factors, and the transport chains are susceptible to disruption/attack. *Direct---Direct acquisition of resources includes mining and harvesting of materials directly by PS operations, This includes land mining, offshore and submarine platforms, aerial platforms, and offworld/outdimension facilities owned and operated by PS. As PS expands into the extraterrestrial and interdimensional realms, these operations become more important and extensive, but run the risk of the facilities themselves being vulnerable to attack, especially in unexplored regions. PSR’s main headquarters is located in the massive Shelburne Fusion Power Facility, sharing office space with PSE. They have outposts and agricultural stations all over the world and in other dimensions as well. Notable Persona: *Dasio Mercus----(14th level Smuggler)---Head of the division. Before working for PS, Mercus was a smuggler, a freetrader, and a facilitator for trade negotiations between various small kingdoms, before he decided, for the sake of his family, to settle down and take an office job. While he still does what he did before, now he directs OTHER people to smuggle, trade, and negotiate.
*Agos Goldhammer---(12th level Dwarven Miner)---Head of PSW-PSR’s western operations. Goldhammer has been instrumental in acquiring the support of the Grendelsburg, Wagner-Eska, and Ubberborough Dwarven enclaves in support of PS’s operations.
*Captain Antony Clenson---(6th level Military Specialist)---PS Security Operations officer, Northern Canada Sector, responsible for overseeing operations of several far northern mining encampments. Often, operations in the far northern wilds cuts Clenson’s command off from contact with the rest of the world, and even from his immediate superior, Major Jastrow, for months at a time, leaving him to fare as best as he can. Clenson has faced hostile Eskimos, Demon-Bears, werewolves, vampires, Neo-Vikings, Arzhur, and even the attentions of a Klia servent-girl who’s practically grafted herself to his side, but has kept his people safe and the mines operating.
Paladin Steel Energy(PSE) PSE was originally a subdivision of PS Plate, as its Electrical department(PSEl), but was spun off to become its own division. Like PSResource, PSE was founded to feed Paladin Steel’s need for energy to power its factories, facilities, and communities. PSE works alongside PSR in the management of the massive Shelburne Fusion Power Facility, but PSE has its own facilities wherever power generation and production is needed. Be it fusion power, fission power, solar, hydroelectric, fossil fuels, biofuels, wind power, or other forms of energy(including PPE), PSE handles it, managing power facilities and energy grids. Its export side of things is the production of energy production equipment and the layout of municipal power supplies for communities outside the GNE. PSE also is responsible for the production of energy storage equipment and media, everything from wristwatch batteries and e-clips to municipal flywheels and radioisotopic thermogenerators. PSE is working closely, of late, with the Advanced Biological Technologies Studies division(ABTechS) on their development of biofuel-spitting microorganisms, and with Paladin Steel Mageworks on the tapping of leylines and creation of PPE-storing Powerstones and crystal generators. Notable Persona: *Trent Carlister---(11th level Operator)----Division Head. Carlister has worked with power systems as long as he can remember, helping his father and mother work maintenance on the Shelburne FPF when he was a rugrat, and moving on to greater works...like lighting entire nations. Sometimes called ‘the Power Man’, he is conscientious about his role of keeping the GNE supplied with power; as far as he is concerned, as long as the power keeps flowing and the lights are lit, civilization survives.
*Gogan---(7th level Power Leech, Scrupulous alignment)---Most people know Power Leeches as dangerous annoyances, so many are shocked to learn that PS has a Power Leech on the payroll. Gogan may be an exception to the rule; a mutant, misanthrope among his people, or perhaps a religious sect zealot, but Gogan has taken the time to LEARN about the societies and technologies his people have so blithely fed off of, and respect the laws of same. Gogan’s role within PSE is that of an inspector and senior research aide; he investigates reports of tampering with power grids and powerplants, and helps develop ways to secure the systems from attack. Gogan hasn’t said much about his past, but an encounter with several of his fellow Power Leeches who were devouring the output of a municipal generator, revealed that Gogan may be part of a cultural splinter of the Power Leech society, as opposed to what he disparagingly calls ‘tourists’.
Paladin Heart Division(PHD) PHD is one of Paladin Steel’s later subsidiary divisions, spun off from their domestic products and bionics departments to concentrate wholly on medical goods and services. Primarily, Paladin Heart focuses on producing medical supplies(dressings, bandages, drugs, surgical and diagnostic gear, medical prosthetics, including cybernetics) but also does research and acquisition similar to the other departments. Some of its more advanced/sophisticated project-programs include the cultivation and distribution of medically useful symbiotes and microbes brought from Atlantis(this is shared with the ABTechS division), drug development, and the perfection of ‘regen’ technologies. Paladin Heart also works extremely closely with the Greater New England Public Health Service, insuring that the PHS is well supplied with the equipment and trained personnel it needs to keep the GNE populace healthy. Notable Persona: *Madame-Doctor Silvia Danastras---(12th level Poluznik)---The tall, angular beauty of Doctor Danastras is a common one to the medical profession of the GNE, as this woman is constantly in motion, overseeing various projects, checking on clinical studies, and meeting with physicians and medical students. Despite the demands of management, Doctor Danastras continues to do original research.
*Doctor Krisz---(9th level Shaydor Spherian)---A refugee of Splugorth Atlantis, Doctor Krisz came to the attention of the GNE PHS with his work organizing the refugee encampments, and his calm, collected, response to the Marble Plague. He now oversees the integration of medical knowledge taken from Atlantis with the medical services and technology of the GNE, epecially the symbiote-breeding program.
Paladin Steel MageWorks (PSMW) Also known as ‘Paladin Silver’, this is PS’s spun-off Techno-Wizardry Division. The MageWorks mostly focus on finding ways to use magic to streamline the regular manufacturing processes and find ways of producing cheaper, more efficient, techno-wizardry goods that can be marketed under the PS name. The Multiplexor and Mage Pod systems are PSMW’s pride and joy; the breakthroughs that justified PS’s investment in a separately-funded magic division. Subsequent advances have included TW generators, Ecto-Fiber, and power-stone batteries. PS’s ‘industrialization’ of magic has made this division a popular target of criticism from the magic community, both from traditional mages who dislike the ‘bastardization’ of the Arcane Arts, and who see the ‘assembly-line’ workers as not properly respecting the power of the Arts, and even from TechnoWizards who regard those of their fellows who work for PSMW as ‘selling out’. Notable Persona: *Desmond Fontos---(11th level Techno-Wizard)---This old veteran claims to have been part of the ‘Original Nine’, a group of technowizard prodigies who claim to have ‘invented’ modern Techno-Wizardry and raised it to quasi-respectability. Despite his unverifiably claims that he buddied with the legendary ‘Jazz, Dorman, Wyles, and Tsue’, Fontos HAS been around, having served for a time at Stormspire, taught at Tolkeen University, and run a shop in Lazlo, before becoming the head of division for PS. He managed to get a number of his old friends and associates to get out of Tolkeen before the war and take up positions with PS, but he wishes he could have done more. Fontos runs PSMW’s operations with a light hand, allowing his mages to experiment with new ideas, but he’s careful to keep an eye on them, lest they dabble in proscribed territory.
Paladin Steel NanoAutomata (PSNA) One of Paladin Steel’s newer divisions, PSNA is concerned with nanotechnology. Originally a wholly research-oriented office, progress on several programs has reached the production stage, allowing them to expand into a manufacturing division. PSNA produces IRMSS and RMK equipment, but also manufactures fullerene-production equipment and industrial nano for other PS divisions. PSNA research facilities need to be heavily secured against the feared possibility of a ‘gray goo’ incident, as well as industrial and military sabotage, and many are located out-dimension. This has lent an air of controversy and secrecy to PSNA, and the division remains one of the least-known with regards to its operations and resources. Notable Persona: *Doctor Muktar Dois---(8th level HU Scientist)---A d-bee human, who claims to have come from an alternate Earth and a place called ‘Century Station’ where he worked for a bleeding-edge high-tech firm, Scintillatech, that was on the verge of a technological breakthrough(possibly several), when the company was betrayed by an insider working for a less scrupulous rival(or possibly a covetous government agency). When thugs broke into the locked-down Scintillatech offices and began murdering the scientists, a colleague of Dois’s desperately activated a project he’d been working on, a teleporter he hoped to use to get to safety...Instead, Dois found himself catapulted to another world where, after dodging monsters and bandits for several weeks, he was picked up by a GNE border patrol. Dois’s obvious intelligence and skills got him a job with Paladin Steel, and he was selected eventually to head the PSNA, as nanotechnology was his field of study. Dois has given up hope of ever returning home, and is trying to make the best of the situation, but he does wonder if any other colleagues of his were also transported to Rifts Earth; he’s provided his employers with their descriptions in the event they are found somewhere.
Paladin Steel Advanced Biological Technologies Studies (ABTechS ) The Advanced Biological Technologies Studies division is another small, but increasingly important, research and development division that is concerned with biotechnologies, including genetic engineering. Though initially concerned only with agriculture and agribusiness(including animal husbandry), it has since expanded into tailored organisms and microbes. ABTechS has subsequently expanded into actual production, with progress on several of its projects now reaching the ‘break even’ stage(i.e., realized commercial applications and sales profits balancing out the investment). ABTechS is heavily involved of late in the exploration and negotiations with the inhabitants of the Cambridge Jungle on PS’s ‘front door’. The division also maintains a large number of corporate farms(run in cooperation with Resource Division) and agricultural experiementation stations. Notable Persona: *Ursula Kronig---(11th level Rogue Scientist)---Ursula Kronig spent most of her formative years and education doing field work living alongside the Cambridge Jungle tribes, gaining their trust and learning from their elders much forgotten Golden Age lore. She’s since applied what she’s learned to the perfection of new crop species and medicinal processes. An intense, older woman, she regards biological science as an exacting one, and is a stickler for careful, methodical, well-documented scientific procedure..the only variables should be the biological processes themselves; everything else whould be rigorously controlled. She despises slapdash, sloppy science that runs the risk of running out of control, or leaves results poorly documented. She makes new inductees to her division watch a number of ‘historic video presentations’ (actually a collection of pre-Rifts schlock mad-sci horror films) to show what happens when ‘bad science explodes in your face’, and has resolved that no operation under HER management will ever inspire cautionary movies like those... *Schorg Kemmin----(7th level Winaro ‘Cowboy’)----Originally started work as a livestock wrangler in one of the many small villages in central New England, but made the jump to more exotic stock when he and his brothers started a lucrative trade in raising griffons for sale. When PS and the GNE consolidated Central Massachussetts and brought greater trade to the region, Kemmin Bros. became one of many sub-contractors serving the GNE, and got several contracts providing beasts of burden to the new regional government. In time, Schorg became a buyer for PS, and eventually became a senior official in the newly formed ABTechS, managing the animal husbandry and macrofauna portion of operations. He is notable for still commuting to work via trained griffon.
Paladin Steel Sales Department “Had an organized crime cartel discover us out-dimension...They twigged to the fact that we were offering tech and firepower in advance of anything available elsewhere on that world...Rather than out us, they tried to take us over....muscle, blackmail, even mindcontrol...They shouldn’t have tried that last one...we felt obliged to kill all their personnel for that...Leave no witnesses, you understand. I wonder what the big boss would’ve thought if he ever learned we’d pitched his heir and his favorite enforcer into the sun?...Not that we’ll ever have a chance to ask him; we vaporized his fishing boat and him out in international waters in the Carribean.”
Sales is considered an organic part of every PS Division, so PS has a well-developed Sales force. Sales works closely with all Divisions, not only looking ahead to what future projects and prospects are coming in the pipeline, but also providing the Divisions with the much-needed feedback on customer concerns and wants. Sales requires a fine touch; underpromote a product and sales on that new cutting edge project everybody’s staked next year’s projected growth on flop, while talking up the Next Big Thing can result in lagging sales and plummeting profits in the here and now because customers are waiting for something better. Sell guns to an unvetted buyer, and PS can get a serious black eye because the buyer turned those weapons on innocent people. Hold out for a higher price on weapons, and desperate people get slaughtered by their oppressors. Furthermore, PS Sales personnel are either loved or hated; regarded as a necessary evil by communities who distruct big corporations, seen as gunrunners by forces like the CS, hunted as rivals by Northern Gun and Naruni, with often only their wits and warm personalities standing between them and extinction. The PS sales model requires a strong ethical sense, high levels of perception, and almost superhuman judgement; it’s arguably the highest stress job in all of PS for a thinking person. Regardless, though, the Boys and Girls in Sales regard their jobs as one of the most GLAMOROUS in all PS. Internal security in Sales is perhaps the highest of any PS department or division; PS wants to know that its people are the right sort of people selling to the right sort of customer---with so much money changing hands and so much hardware available, temptation can be a dangerous thing, and PS has a reputation for serving the right causes that it has to protect. So PS intensely vetts new employees and spends some serious time checking out customers, especially on the big orders. Their intelligence apparatus is almost as sophisticated as the military’s(indeed, the GNEAS often compares notes with PS Sales to get a picture on who’s who, doing what, and looking for what). Furthermore, because many of their underdog buyers are in desperate straits(evil tyrannical enemies or corrupt government is breathing down their necks or blockading them), Sales often has to figure out ways to safely ship the desired products in to them; PS Sales engages the services of a lot of smugglers and blockade runners in their line of work. From the itinerant traveling salesman with his armful of catalogues and sample cases, to the showroom showcase spiel-man, Sales is the face of Paladin Steel most people see. They take care, and pride, with every sale. Notable Personnel: *Gerhart Roscin(13th level Swip Smuggler)---’Grinning Ger’ has been with PS almost from the beginning, with over forty years of sales under his belt. The daper-clad, tie-wearing, always smiling, cheerful-mile-of-banter-a-minute Roscin has been , to many a prospective customer, the face of Paladin Steel, handing out catalogues, free samples, and prospectuses from his seemingly bottomless sample cases, and never flinching even under the worst of conditions. From toiletries and sewer systems to naval monitors and orbital flight cargo space, he’s sold it all with a smile. He once clinched a sale of armaments by annihilating a Splugorth Slaver attack with a belt-fed grenade launcher he pulled out when the Splugs surprised the town he was staying in. He also once walked into a slave camp and proceeded to ‘interest’ the camp guards by demonstrating an array of PS armaments, cheerfully pointing out aspects of their operation and reliability while toasting, blasting, and hosing the staffers, blowing down walls and fences, and sending missile fire into the administration bloc. While his superiors have tried to promote him up the ladder to an administrative position, Roscin has refused, claiming that he has too much fun as a field rep to give it up; though he does teach classes on his winning sales techniques.
-------------
"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"
chosenrifter wrote:Paladin Steel is a great company. you guys ever think about trying to publish your stuff? I think players that do this much work for there Games should have a chance to get it published and maybe even put into a World Book for Rifts. Hell there is so much Kevin has not even tunched in the world its not even funny.
Nah...this is the way I retain my sanity and avoid doing REAL work.....It wouldn't feel right if I was PAID for it...
-------------
"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"
Notes on Burlington, Vermont, and the nascent Vermont Free State. (Based loosely on the City Creation Rules/Guidelines devised by Eric J. Lind “The Tungsten Avenger”)
Burlington proper is a small city with the resources and spirit of a bigger city; a community enjoying a boom in fortune and population, thanks to Paladin Steel. Population: 40,000 in Burlington proper, another 130, 000 in neighboring communities. Racial Breakdown: 60% human, 10% Dwarf, 12% Elven, 18% Other Literacy: Roughly 85% thanks to Paladin Steel’s community education programs and scholars brought in from Lazlo. The further one travels from the main towns of the PS domain, though, the more marked the decline in literacy rates. Update: By 108 Burlington’s population will have grown to 55,000, and the attitudes of its citizenry grown to cosmopolitan. The city will become home to a large number of former Splugorth slave-species as well, slightly altering the demographic, and introducing a more ‘megaversal’ touch to downtown culture.
Government: Aristocratic republic; the local politics tend to be dominated by a “good-old-boys/girls” network of local business people, Black Market representatives, land barons, and community leaders, represented in a Regional Council, but its also generally understood that PS has more than a little power in community affairs.
Natural Resources: Strategic location on the shores of Lake Champlain
Pre-Rifts History: Based on the remains of pre-Rifts Burlington(small city) and surrounding towns.
Attitude Towards Outsiders: Neutral;Burlingtonians have gotten used to seeing travelers and adventurers passing through to buy things, and recent waves of advisors and workers from afar(such as ex-Iron Heart Armaments employees, and their dependents, and staffers from allied companies), but there’s still a strong Vermonter attitude of local superiority when it comes to ideology. The growth of the GNE and the GNE has only contributed to this attitude.
Racism: Coexistence. The local humans have grown accustomed to other races and get along well with them, provided the non-humans prove themselves worthy of being Burlingtonians. Some neighborhoods within Burlington and surrounding environs are fully integrated racially, but there is also a marked clustering of respective races’ residences and businesses. So there is a distinct “Dwarf-town” in Burlington, alongside “Dogville” and other “ghettos”, and distinct townships and villages outside the main communities. . Nonhumans can hold property, own businesses, and hold government office with no problems, and the GNE is quickly moving towards Lazlo-style full integration.
Technological Level: Advanced, roughly equal to Northern Gun. Liquid fuel(mainly alcohol and synth-gas), electric battery recharges, and spare parts are readily available for vehicles, the roads in-town and connecting the local towns are paved(it helps that PS makes road-paving equipment), and there’s public and private transportation available. Standard of living is roughly equal to late 20th century, with a fair availability of consumer goods, including vehicles, processed foods, and some consumer electronics.
Magic: Limited; the locals are wary of magic, but are slowly getting used to it, especially Techno-Wizardry, which they can explain away as simply another form of engineering miracle. Also, TechnoWizards are becoming rather common since the GNE alliance. Another factor in the locals’ softening attitude towards magic is their gratitude towards the mages who helped the town fight off and destroy a small Maelstrom Maker that was inhabiting Lake Champlain. So, one can find the occasional Ley Line Walker, Warlock, or Mystic in town, along with more common TechnoWizards. In fact, TechnoWizards are becoming so common on Burlington streets that for many TWizards the place is beginning to lose its luster as a ‘rebel’ place.
Psionics: Limited, less than 5% of the citizenry possess psionics; though nearly 25% of resident PS employees have psionics of one sort or other(owing to the large number of operators).
Military Power: Has a small, but growing, army/militia of volunteers and retired/semiretired mercenaries/adventurers. The Burlington City Guard also serves as a training cadre for militia troops from the outlying communities of the Free State. Also has a small “navy” of small craft and amphibious vehicles to patrol the Lake, and an “Air Force” of airborne robots, power armor, and attack aircraft that are often used to escort PS convoys, and conduct SAR and transport duties about the Free State. (Interdim Note: This is obviously NOT the case for home-continiuum PS/GNE as a result of the formation of the GNEAS, but may still hold true of a more canon-Rifts Earth where PS still has only a small presence.)
Law Enforcement: Basic Judicial System: Basic, no nonsense legal system. Penalties are harsh, and justice tends to be swift. There’s a lot of leeway on minor offenses, but felonies are severely punished, up to , and including, the death penalty(usually by gunfire). Of course, the local organized crime families have much more creative punishments for offenders..... Generally, local citizens are given the benefit of the doubt in court cases over outsiders, but overall, the system is pretty fair when it comes to respecting rights and determining guilt.
Notable Community Features/Businesses: Arms dealers: Being a company town means that PS’s products are readily visible and available, and travelers will find that prices for PS equipment are often 15-30% less than they are sold for elsewhere. Allied firms’ products are also available, at 10-20% less, as well. Public Library---Burlington has a fairly good public library(and attendant school system). Visiting scholars from Lazlo have done much to renovate and restore the collection, as well as make new books and materials available(there’s even a few bookstores in town that sell stuff from out-of-town printing houses). While not the Library of Alexandria, the Burlington Public Library offers a fair collection of educational and recreational materials, and is a welcome stop for literate people traveling through the region. Paladin Steel supports the library and also offers MDC book binding and casing for copied materials(another way to promote their products). A 5-year library card will cost 15 credits, and proof of town residence. Out of towners are not permitted to take materials out(except by special arrangement), but may have access to facilities, including copying equipment. Technical School-----Paladin Steel runs several technical and engineering schools in the area. For a modest fee, or a term of service to Paladin Steel, young people can learn most aspects of engineering and technical skills.
Power: Burlington, and surrounding towns, is powered by a electrical power grid powered from PS’s many fusion-nuclear power plants, and the Shelburne Bay Power-Plex(see below). Burligton has adopted an environmentally -conscious “waste-not, want-not” policy wherein power isn’t wasted; excess heat from industrial processes at Paladin Steel, such as the enormous kilns and foundries, is harnessed to heat steam turbines, or heat greenhouses(providing the town with fresh vegetables even in winter).
Wealth: Middle Class---Life is comfortable for most residents; they get enough to eat, have affordable housing, have enough leisure time for hobbies, and generally have enough for some imported luxuries. Since the recent boom and wave of rural folk looking for jobs, there have been some shantytowns set up on the outskirts of the city, but most people get by all right.
Criminal Activity: Petty Crime, The recent influx of immigrants looking for jobs has led to an increased crime rate, but the re-equipping of the police has kept the worst of it under control. Another factor is the presence of the Septimus Family, whose Black Market organization keeps more ambitious criminals in line.
South Burlington Originally a suburb of Burlington, South Burlington is now dominated by Paladin Steel’s main works. South Burlington is also known as “Kiln Town”(or “Kilton” for short) for the towering MDC ceramic kilns and foundry facilities sticking up over PS’s materials processing manufactories. There is also an extensive rail and tunnel network through this area, as many of the factory buildings and facilities are interconnected. South Burlington’s population is about 4,000 permanent residents, with perhaps 3,000 commuting workers from surrounding regions.
The Shelburne Bay MHD Power Plex This facility is particularly of special note because it represents the single greatest asset of Paladin Steel. The SB Power Plex is a massive, largely underground nuclear-fusion powerplant, built amidst some controversy in the days preceding the Great Catastrophe. The SB PP represented one of the first commercial applications of the new MHD ‘Hogan-Norday’(after a 21st century science fiction writer who postulated plasma technology would be an end to many industrial ills) fusion technology(similar facilities were supposedly under construction on the West Coast, and several smaller facilities were tested in military facilities), and was constructed in part to relieve the American NorthEast’s increasing dependance on Canadian power, and in part to revive the flagging industrial economies of the region. Another aspect was the use of plasma arc technology to deal with the metropolitan garbage problems of the North East. The program was nevertheless controversial because word leaked out that a nuclear facility was going in next to a major watershed area. However, the true extent of the facility was never revealed, owing to clever public relations and the fact that much of the facility was hidden underground. This also saved the SB PP from being targeted by nuclear warheads during the Great Catastrophe, as between ignorance, fortification, and the SDI systems guarding the continent, the SB PP weathered the coming of the Rifts in fairly good shape. Shelburne Bay was mothballed just before the war, but its auxiliary generators kept pumping out enough power to keep security systems and other utilities going. Many of the service tunnels leading in had collapsed, but the main generator halls and industrial facilities survived. PS seized the complex early on and managed to keep its full extent and potential hidden from its creditors, such as Northern Gun, until about 20 years ago, when PS paid off its step-owners, kicked them out, and began to get SB PP up to full operational status. Though, even now, many of the tunnels originally servicing the complex remain sealed/collapsed, the better to control access to it. The heart of SB PP is three massive MHD fusion generators; currently only two are fully operational; the third is held in reserve. Together, all three powerplants could power much of the NorthEast, but currently, the two generators operate at a fraction of their potential. The SB PP is a wonder of pre-Rifts industrial engineering; a complex that not only provides electrical power, but also uses high-energy plasma and power to reduce wastes, and even manipulate matter. Among engineers of the time, the Hogan-Norday design became known as the “Philosopher’s Stone” for its ability to transmute materials into (in this case, industrial) gold. The SB PP uses part of the vast amount of energy it creates in its MHD coils to crack lithium and create additional tritium fuel, and to breed other fissionable/fusionable isotopes from other materials, so fuel is not a problem. It can also use the high-energy plasma to transmute its own radioactive wastes into more easily disposed of/safer forms(part of the reason the SB PP was approved was the ability to clean up after itself, and to process contaminants from other sites). Even after this is done, there is enough energy remaining in the plasma to power a hydrogen-extraction plant, chemical-manufacturing facility, and primary metals extraction plant. Basic materials, especially industrial wastes and garbage, are broken down into a highly-charged plasma, then ion-extraction methods are used to separate component materials and elements. In the chemical engineering facility, the same plasma and its radiation is used to accelerate chemical processes, direct the formation of desired molecules, and produce better quality isotopes and chemicals, negating the need for special catalysts or lengthy distillation processes and equipment. This includes the ability to synthesize long-chain molecules ideal for plastics and other synthetic materials, as well as produce MDC materials. Without this high-power matter-proccessing capability, PS would lack many of the chemicals, pure silicas, lubricants, and other materials, in quantity, so vital to industrial processes, and would be reliant on outside sources to keep going. There’s even enough heat left afterwards to generate steam for greenhouses. Because PS realizes the importance of the SB PP to its existence, PS and the Vermont Free State have continued to fortify the complex and disguise its true potential and extent with other subsidiary facilities. Even GNE residents don’t realize the true extent of the complex, or even its true purpose, simply believing its one of PS’s industrial plants. (Post-110 PA Update: Paladin Steel has invested heavily in understanding how the Shelburne Facility works, and to their great credit, have managed to duplicate its processes. On several occasions, Paladin Steel deliberately slowed down production, in order to dedicate the facilities to the manufacture of NEW MHD components and equipment...Now similar-sized, and smaller-scaled, SB PP-style ‘miracle facs’ are established at other major Paladin Steel facilities such as New Bath, New Springfield, and Paladin Steel West, removing the chance of a strategic strike at the SB PP knocking Paladin Steel and Greater New England out.)
Lake Champlain There are two aquaculture projects of interest on Lake Champlain. One is the experimental pleiasaur farm on Great Island where they’re looking into the possibility of commercially raising and harvesting the aquatic dinos for meat and skin. The other small-scale project is an attempt to breed the waterborne pests known as zebra mussels into edible, or least more useful, forms. Currently, colonies of this pre-Rifts invader clog coolant water pipes near Burlington, and have to be regularly scrapped out and recycled into fertilizer. Though the lake has had its share of aquatic predators and the like, the lake is now routinely patrolled and policed by GNE Coast Guard/Inland Waterway Police and is now safe for commuter and recreational boating. However, there are still occasional infestations of dragonfish, giant mosquitoes, and other ‘nuisance’ species.
-------------
"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"
Thanks...At some point I'll post the military organization of the GNEAS, and communities of the Vermont Free State(and later Greater New England). It's sort of flexible, to allow for either a humble little PS in its nascent stages, a major force on Rifts Earth, or a Naruni-style dimensional sales organization starting to make itsefl felt in the Megaverse.
-------------
"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"
Veritas476 wrote:You never cease to amaze me with the sheer level of detail you put in to things. I wish I could be half as detailed as you in what I create.
I've had over ten years writing this...look at what termites, beavers, and praire dogs can do with enough time shifting dirt and debris from one location to another...
-------------
"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"
taalismn wrote:I've had over ten years writing this...look at what termites, beavers, and praire dogs can do with enough time shifting dirt and debris from one location to another...
Some of my stuff is that old as well yet nowhere near this detailed.
Anywho... Have you ever made, or thought of making, a map of the VFS?
taalismn wrote:I've had over ten years writing this...look at what termites, beavers, and praire dogs can do with enough time shifting dirt and debris from one location to another...
Some of my stuff is that old as well yet nowhere near this detailed.
Anywho... Have you ever made, or thought of making, a map of the VFS?
I've colored in a basic linemap of New England, showing the rough borders of Greater New England, that's about it. Nothing detailed. Our northern border is somewhat short and goes around the canon community of Perez(which remains independent of the GNE, and sells plenty of movies to its big neighbors(I'll cover the social life in the GNE in posts to come, in addition to more hardware and toys to play with).
-------------
"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"
Paladin Steel ‘Sand Demon’ Heavy Armored Fighting Vehicle(6x6) (aka ‘Dragster Tank’) “As you can see, gentlemen, this vehicle provides rough terrain handling and speed superior to any Spaniard armor, plus heavy armored protection, environmental protection, and raw firepower!” “Lady, I’m rightly impressed...But I gotta admit, in my years of fighting along the Southern Line, I ain’t never heard of your company...’Paladin Steel’...before...and I thought I knew all the New England high-tech firms?” “Truth be, sir, we’re a new company...but you can expect to see more of us as we...expand our presence...”
“Okay, I’m really being thrown off here...The last thing I expected to be accosted by crossing the desert after I got lost in that sandstorm was a bunch of pint-sized mutant rodents in French Foreign Legion-like uniforms, speaking bad French with a Yankee twang, sporting muskets with bayonets...only the uniforms turn out to be armor-weave, the muskets are ion bolt projectors, the bayonets can cut through steel using something called a ‘vibrofield’, and instead of camels, they’ve got what look like dunebuggy half-track Tiger Tanks armed with lasers...I’m getting some serious multiple waveband vibes of weird here.” “Welcome to Jebealla Base, sirrah! The last outpost of civilization on the edge of the great scorching wastes! If not for our patrol finding you, who knows what horrible fate you might have met out there? Even our armored fighting vehicles...there are beasts out there that would eat such in one gulp, and lawless scavengers that would pick you apart for the water in your bone marrow! You cannot be too careful in these parts!”
This AFV looks like the bastard offspring of an M-1A1 Abrams MBT and a dunebuggy....A tank chassis and turret mounted on six sprawling wide-tread monster truck tires. It clearly shows a distinct lineage with pre-Rifts tanks and late Iron Heart Armaments tank lines(indeed, since many ex-patriate IHA employees worked on the project). The Sand Demon was a custom commission for a mercenary unit heading out to Africa for the Gathering of Champions, and PS whipped up a dozen to spec before they moved out. The tanks acquited themselves so well in the deep sands of North Africa, that PS found itself recieving a surprising number of overseas orders for similar vehicles. After negotiating with the original merc crew for licensing rights, PS quickly opened up a new production line at PSW, and began turning out batches of the Sand Demon for sale. The Sand Demon sports an obscenely powerful engine for its class, giving it some serious horsepower for offroading it. A choice of liquid fuel, electric, or nuclear powerplants allows for a variety of price packages for prospective buyers. Armor and armament are heavy, and PS’s modular philosophy is clearly evident in the wide range of main and secondary armaments available to the discriminating buyer. Furthermore, the Sand Demon has spawned several varients, mainly air defense conversions for keeping up with mechanized units in the wide open deserts, where air defense is a serious issue. The Sand Demon is less popular with military units in hilly or heavily forested regions, where the wide wheels and treads limit the vehicle’s ability to maneuver in built-up or densely vegetated areas. Paladin Steel manufactures the Sand Demon primarily for export sales; it has shown up in the American New West with such groups as Reid’s Rangers, and overseas in forces fighting in North Africa. Irregular and Militia units in the GNE also have a few. Type: PS-AFV-25 Sand Demon Class: Heavy Armored Car Crew: 3+ 1 passenger MDC/Armor by Location: Main Body 540 Reinforced Crew Compartment 100 Turret 200 Reinforced Turret Compartment 50 Main Cannon 130 Glacis Gun (1) 25 Smoke Launchers(2) 16 each Wheels(6) 60 each Height: 2.37m (7.8 ft) Width: 6m (19.8 ft) Length: 7.92m (26.13 ft) Weight: 65,000 kg (143,000 lbs) Cargo: Space inside the crew compartment for several survival packs, side arms, and a few personal possessions Powerplant: Liquid Fuel (650 miles), Electric (700 miles), or Nuclear Fusion w/ 20 year energy life Speed: 75 MPH; typically travels at 40-50 MPH over soft sand/mud Market Cost: 6 million credits liquid fuel, 8 million electric, 36 million credits nuclear Systems of Note: Standard Robot Systems Weapons Systems: 1) Main Gun---The Sand Demon sports either a heavy projectile cannon or a large energy weapon a) 120 mm Cannon(PS-AC-B120) Weight: 2 tons Range: 6000 ft Damage:High Explosive(HE): 1d6x10 MD to 20 ft blast radius High Explosive Anti-Tank(HEAT): 2d6x10 MD to 10 ft blast radius Armor Piercing(AP) 1d4x10 MD, no blast radius APSD: 2d4x10 MD, no blast radius Rate of Fire: 3 times per melee Payload: 80 rds
b) 100mm MB Massdriver Cannon(PS-MDJ100M) Weight: 9,000 lbs(4.5 tons) Range:(Direct Fire APFSDSDU) 27,000 ft (5.4 miles) (Indirect Fire) 67,500 ft( 13.7 miles) Damage: High Explosive(HE)---- 1d6x10 MD to 20 ft radius High Explosive Anti-Tank(HEAT)---- 2d6 x10 MD to 10 ft radius Fragmentation--- 2d6x10 MD to 30 ft radius Plasma-----3d6x10 MD to 35 ft radius (APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 4d6x10 MD out to 11,000 ft, 2d6x10 MD out to maximum range Rate of Fire: Four per melee Payload: 60 rds Cost: 1.8 million credits (600,000 credits)
c) Heavy Rail Gun Range:11,000 ft Damage:3d4x10 MD per 40 rd burst; can only fire bursts. Rate of Fire:ECHH Payload: 8000 rd drum(200 bursts) Cost: 250,000 credits
d) Gatling Cannon---PS-XGECAL 50 “Ripkiller”---Based on the pre-Rifts .50 caliber GECAL 50 Six Barrel Machine Gun, this weapon fires high explosive shells(based on the Wellington Industries Heavy Explosive shells) over three miles, to devastating effect. It has excellent range and hitting power, and can be used in both the ground suppression and anti-aircraft roles. Range: 19,000 ft! Damage: 1d4 MD single shot, 1d4x10 MD per 12 shot burst(1 attack), 2d4x10 MD per 24 rd burst(2 attacks), 4d4x10 MD per 60 rd burst(3 attacks), 1d4x100 MD per 120 shot burst(takes ALL attacks that melee) Rate of Fire: ECHH Payload: 2,400 round drum (20 full-melee bursts)
e) Heavy Pulse Laser Range:6000 ft Damage: 4d6 MD single blast 1d4x10 +6 MD double blast 1d6x10 +10 MD triple blast Rate of Fire: EPCHH Payload:Unlimited linked to nuclear power source Cost: 3.6 million credits
f) Heavy Ion Cannon Range: 6,000 ft Damage: 3d4x10 MD per shot Rate of Fire: 4 times per melee Payload:100 shot battery. Effectively unlimited if attached to a nuclear powerplant. Cost:800,000 credits
g) Heavy Plasma Cannon Range: 4000 ft Damage: 1d4x10 MD per blast *Can be increased by 50% with a ‘hot shot’ injection of deuterium gas Rate of Fire: EGCHH Payload: 200 shot battery. Effectively unlimited linked to nuclear power source Deuterium Gas Reservoir has enough gas under pressure for 45 shots. Cost: 3 million credits, plus 1,200 credits per deuterium ‘hotshot’ cartridge.
h) Particle Beam Cannon---A rapid-fire particle beam cannon, also adapted from PS’s Modular Energy Weapons System(MEWS).... Range: 4,000 ft Damage: 1d4x10 MD single blast, 2d4x10 MD double blast(counts as one attack) Rate of Fire: ECHH Payload: 100 burst battery, or unlimited if nuclear Cost: 600,000 credits
2) Co-axial Gun---A standard rail gun, mounted co-axially to the main gun Range: 4000 ft Damage: 1d4 MD single rd, 1d6x10 MD 60 rd burst Rate of Fire:EPCHH Payload:12,000 rd drum(200 bursts)
3)(Optional) Pintle-Mount Gun---A light weapon mounted on a powered pintle atop the main turret, and either remotely- or manually-operated by the commander. Typically used for anti-aircraft work, and usually a rail gun or heavy machine gun. a) .50 caliber Heavy Machine Gun Range: 9,900 ft Damage: (Standard Ammunition)1d6x10 SDC per single shot, 1d6x100(1d6 MD) per 10 round burst; 6d6 MD for all six MGs going simultaneously. Rate of Fire: EGCHH Payload: 600 rounds per machine gun
b)PS-100 Rail Gun Range: 4000 ft Damage: 1d4 MD single rd, 1d6x10 MD 60 rd burst Rate of Fire:EPCHH Payload:12,000 rd drum(200 bursts) Cost: 80,000 credits
4)(Optional) Turret Hardpoints(2) a) Mini-Missile Launcher---19 shot aviation-style pod
b)L-SAM ‘Black Talon’ Launchers Range: 3 miles Damage: 3d4x10 MD to 40 ft blast radius Rate of Fire: Volleys of 1,2,3, or 4(all) Payload: 4 per launcher Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again) Cost: 100,000 credits per launcher, 10,000 credits per missile
c) Copperhead Anti-Tank Missiles Range: 1 mile, Damage: High Explosive 2d4x10 MD, Rate of Fire: Volleys of 1-4 Payload: 4 Bonuses: +5 to strike Cost: 60,000 credits per launcher , missiles cost 600 credits each
5) Glacis-plate Light Weapon---Mounted in a ball-mount in the forward glacis plate and operated by the driver is a light weapon, operated by the driver. Mount has a 45-degree arc of fire. a) Forward Ion Pulse-Gun Range: 800 ft Damage: 4d6 MD single shot 1d4x10 MD per three-shot burst Rate of Fire: Standard Payload: 100 shot battery for fuel cell models, effectively unlimited for nuclear-powered models. Can also use a back-up e-clip system; 30 shots short e-clip, 60 shots long e-clip Options: Like the handgun version, the vehicle-mounted version can be similarly modified for extra effect/power: Note: It takes a person with the Weapons Engineer skill a successful roll and about 5 minutes to install and test one of the following modules, those with the Armorer/Field Armorer skill about 10 minutes, and someone following the printed instructions about 30-45 minutes to install/swap modules.
*Ion Scatter-Shot Module---This is a barrel clip-on that turns the PSIP-2 into a short range shotgun with an area of effect blast. Reduce range to 400 ft, but does 4d6 MD to a 10 ft wide area. Cost: 5,000 credits
*Ion Booster Module---Another barrel attachment that boosts the range of the ion bolts, albeit with a small reduction in damage capability. Reduce damage to 3d6 MD, but boost range to 1,500 ft. Cost: 7,000 credits
*Ion Focal Booster Module---Aka ‘Puncher’---This barrel attachment improves the focus of the ion pulse density, improving damage at the cost of range. Reduce range to 400 ft, but up damage to 5d6 MD per shot. Cost: 5,000 credits.
*Laser Sight Module---Another underbarrel attachment, this consists of an improved laser sight that adds a bonus to strike, but the laser also creates a temporary ‘guidepath’ of disturbed/ionized air that slightly improves the striking power of the ion bolts. +2 to Strike, and +3 to damage per bolt. This can be used in conjunction with the other barrel attachments, but added damage is reduced to +2 MD. Cost: 1,000 credits
*Ion Step-Down Module---This barrel attachment, rather than increase range or power, actually ‘steps down’ the power of ion bolts into the SDC range, and modulates their effect, making the weapon in effect a ‘super-taser’(albeit it with flash-burns). An added power regulation chip allows the weapon to use less power in SDC mode. CAN be used in conjunction with the the Laser Sight Module. Switching between MD/SDC modes takes 2 actions. Popular with urban security and police units. Range:(SDC shots) 600 ft Damage: 1d6 SDC shock-burn. Plus, victims must make a save of 14 or better, or be -8 to strike, parry, and dodge for 2d6 melees. A savings throw versus non-lethal poison means the person is unimpaired. 25% chance of knocking out unshielded cybernetics for 1d4 melees. Payload: One MD shot equals 10 SDC shots Cost: 4,000 credits
6) Smoke Mortars(2)---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
Options: *Deep Water Fording Kit---This kit adds watersealing to parts of the hull, and an extendable escape tower (10 ft tall) and snorkel to the main turret hatch, allowing the tank to cross bodies of water up to 18 ft deep(reduce speed to 4 MH driving on the river bottom). The kit takes a competent mechanic or tank crew about 20 minutes to fit. Cost: 50,000 credits.
*Supercharger---(Available only to Liquid-Fuelled models)--This modifies the powerplant for greater speed(albeit at greater expense) Cost: 9,000 credits for a 20% increase in speed
*Half-Track Treads---A set of wide, flexible, reinforced plastic treads (80 MDC each) that fit around the rear two(2x4) wheels, converting the vehicle into a half-track. This allows the Sand Demon to go its maximum speed over soft sand and mud.
*Silent Running Gear---This adds sound insulation around the engine spaces and special shock absorbers to reduce mechanical sounds. This gives the tank a base Prowl ability of 75% when being tracked by auditory cues alone. Cost: 12,000 credits
*Lance Scanner---Looks like a long lance protruding from the front of the craft. The Lance Scanner contains a magnetometer() and a short-range microwave radar for groundsearching minefields(in theory, the ground radar sound be able to detect even non-metallic mines, but takes twice as long). Range: The magnetometer has a range of 4,000 ft and can detect vehicles and other metallic structures with 80% accuracy The ground radar has a range of 3,000 ft, and has a 90% chance of detecting metal-cased mines, 60% chance of detecting non-metallic ordinance. Cost: 40,000 credits
*Sensor Cluster--Small sensor dish on a turntable, available as a backup sensor system. MDC: 25 Sensors: Mini-Radar--5 mile range Motion Detector--200 ft range Laser Illuminator-----6,000 ft range, Designates targets for laser-guided munnitions/weapons Laser targeting System(+1 to strike) Cost: 12,000 credits
*Aura Scanner---For detecting and identifying PPE concentrations Range: 2,000 ft Cost: 35,000 credits
*Bio-Scanner---Has a molecular analyzer, enhanced radiation detector, high-powered accoustic ‘shotgun mike’(3,000 ft range), and thermo-imager optics. Cost: 10,000 credits
*IR Baffling---A passive stealth system that uses special exhausts for the engine and crew compartment, as well as insulation and heatsink systems, to alter and lower the tank’s thermal signature. -20% to detect/target the tank using thermal imaging. Cost: 18,000 credits
*Camou-Shroud---A variant of PS’s portable ‘scrambler’ shelter, only larger to cover the tank. This is a portable folding shelter that can be erected in minutes, providing protection from the elements, limited megadamage protection, as well as concealment from electronic and infra-red/thermographic detection. The ‘Shelter’ consists of a yard-long ‘can’ that looks like a large drum. When activated, about a dozen articulated ‘spider leg’ structural members of carbon composite branch out, anchor themselves in the ground, and form the skeleton of a dome-shaped igloo roughly 7 ft tall by 20 ft in diameter. The pod then deploys a cover sheet of special plastics, with a camouflage print, and integral sensor-baffling elements. The Camouflage pattern sheet can be chemo-switched to any one of seven different configurations. The support elements create a degaussing ‘bubble’ that scrambles radar signals(incoming and outgoing), as well as disrupting magnetic resonances(fouling Magnetic Anomaly Detectors), while the fabric itself insulates and disipates the infra-red and thermal emissions and signatures of the occupants, rendering those means of detection less effective. Care must be taken in setting up the Shelter---The igloo is not invisible to naked eyeball optical searches, so ‘blending’ the shelter into the natural landscape contours is essential for best results. For maximum comfort, a ground sheet or surfacing can be put down first. The entire shelter can deploy/retract for stowage in 1 melee MDC: The tent provides about 60 MDC of protection, however, against explosions, it is less effective(being non-rigid, shockwaves pass through its fabric), so explosives will do HALF damage to the occupants, regardless of how much MDC is left in the tent. Special Features: *Water-proofing *Fire Proofing---Can handle temperatures up to 300 degrees centigrade. Normal fires do NO damage *Minimal Radiation Shielding--The fabric shell provides some protection against radiation(such as that from expended U-rounds laying nearby, or fallout), but is not recommended for protection in ‘hot’ zones (good for maybe 5-6 minutes of exposure). *Chameleon-cloth Fabric---Can assume one of seven pre-set color configurations. *Thermal Insulation-Infrared and Thermographic sensors are -20% to detect the shelter. *Electronic Insulation- Radar, MAD, and EM sensors are -15% to detect the shelter *Extendable Fiber-optic Periscope Cost: 90,000 credits; currently unavailable outside GNE military forces and approved affiliates.
* Flail Mounting---Inspired by the old WWII Scorpion “Flail Tanks”, this option mounts a long roller-supported assembly on the front of the tank, with a rapidly rotating drum on the end, to which are attached dozens of lengths of high-strength chain. The theory goes that by advancing behind the flailing chains, the tank can safely detonate mines at a standoff distance, triggering them prematurely with the ground-hammering chains. In practice, though, this worked only against the simplest of mines, and the device was easily defeated by time delay fuzes, greater blast radius explosives, and ‘smart’ mines like the Wellington SAW, which could attack targets from the side and from a distance. Most of the flail packages sold by PS ended up being used to clear brush or in riot control. It had some some success against infantry, but as the tank is made rather slow and cumbersome by pushing the flail assembly, it’s easily avoided. MDC of Assembly:80 Size: The flail assemby adds ten feet to the length of the tank Range: 8 ft range Damage: 1d6 MD per chain strike(Roll 1d6 to determine number of chains hitting) Penalties: Reduce speed of tank by 20%, and -10% to Pilot Tank skill Cost: 20,000 credits
*Mine Rollers/Plows---Mine rollers and plows are simply heavily reinforced(100-200 MDC) modifications of road and farm equipment designed to be pushed ahead of the vehicle into a suspected minefield. Rollers detonate pressure-contact mines by their greater ground pressure, ideally before the vehicle itself passes over them. Plows work to unearth explosives and push them to the side where they explode with less effectiveness, or else can be more easily detonated by other means. A Mine Roller or Plow assembly typically costs 10,000-30,000 credits, and reduces the vehicle’s speed by 25%
*Hedgerow Cutters---Because tanks frequently have problems getting through undergowth, the bow plate can be fitted with an array of sharp-tined plowshare-like blades, with several vibroblades mounted among them. It also makes the tank look fierce as hell. Damage: 4d6 MD Cost: 30,000 credits
*Bulldozer Blade---A bulldozer blade can be mounted on the front, with enough hydraulics to raise and lower the blade. Dozer blade has 80 MDC. Cost: 15,000 credits
*External Antipersonel Fletchette Packs(55)----An effort to further protect the slow moving tank against faster power armor and infantry, this system consists of s series of directional ‘claymore’-style fragmentation grenades attached to the outer hull and triggred either by command or by motion detector trip to fill a ‘kill zone’ around the tank with lethal shrapnel and anti-personnel fletchettes. 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 tank(sides, front, back) has 10 fletchette packs each(40 total), the turret has 6 each side, three on top(15 total) Cost: 3,000 credits for the system, 80 credits per plate.
Variants: *PS-AFV-25AAM---A heavy anti-aircraft missile carrier armed with the Shrike III ‘Brilliant’ anti-aircraft missile. It relies on escorting vehicles to provide long range fire control beyond a 30 mile detection/radar intercept range, but can operate in immediate-response ‘snap fire’ mode just as well. Range: 75 miles Damage: 3d4x10 MD Rate of Fire: Volley of 1,2,4, 6, or 8 Payload: 8 missiles ready to fire Bonus: +7 to strike Cost: 2 million credits
*PS-AFV-25 TAA---Tactical anti-aircraft defense tank, with a modified turret carrying two 40mm cannons, short-range SAM launchers, and the associated fire control. Systems of Note: *Air Search Radar/Lidar---40 mile range *Automated Fire Control---The TAA variant’s main armaments can be manually controlled(+2 to strike), or as an automated defense system linked to a radar/sensor system, in which case the main armament has a +3 to strike, and four attacks per melee. 1) 40mm Cannon(2) Range: 2.6 miles Damage:(Proximity Fuzed Fragmentation) 3d6 MD to 15 ft blast radius (Armor Piercing Tracer) 5d6 MD single shot (High Explosive Tracer) 4d6 MD to 10 ft blast radius Rate of Fire: EPCHH Payload: 220 rounds per gun Cost: 300,000 credits(ammunition costs extra)
2)’Thunderflash’ SAM Launchers(2x4)---These are the ’SkyFlash’ Advanced Short Range Air to Air Multiple Missiles(ASRAAMM), a PS copy/adaptation of the Coalition’s own AIM-180 missile(see Coalition Navy, pg. 88). The ‘Skyflash’ is an MRM that splits in flight to unleash a pack of four smaller SRMs....a surprise that at relatively short dogfighting ranges(10-30 miles) can be devastating, filling airspace with a swarm of corkscrewing projectiles. Range: 15 miles Damage: 6d6 MD per each SRM missile(3d4x10 MD per volley) Bonuses:+3 to strike Rate of Fire: Volleys of 1-4 Payload: 4 per launcher, 8 total
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"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"
Thanks..It's amazing what inspiration one can get cleaning up one's attic/basement/room in the garage.
-------------
"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"
Okay...tweaked the Aeolus Cyborg to add a Wind-Barrier defensive move against melee attacks.
-------------
"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"
“First it was them Foss Fliers, then they started lofting Liberty Ships, now it’s these ferry-fliers! Can’t them PS muckers keep boats where they belong? In the water?!”
“Okay...I figured something that big, dumb, and slow would be an easy target. How the $@!&$ was I supposed to know they could open up all those windows on the damn thing’s sides and use them as gun ports?! Seemed like every passenger on that thing was packing a heavy machine gun, a rail gun, a gatling gun, or a pulse laser, and was just ITCHING to use the thing! Juicer reflexes or not, flying a flycycle into THAT sort of broadside ain’t healthy; that’s how I lost my two brothers-in-law right then and there. Then some jerk on the upper deck started opening up with a big four-barrel forty-millimeter and turned our two Blackhawks into chum and scrapmetal! We tried coming in on the underside, where they were blind, but the captain musta seen that, and dropped altitude all of a sudden, almost driving me into the ground! Then some kinda armed drones started buzzing us, and we figured it was time to get out while we still had enough numbers to cover our retreat. I don’t wanna think about what woulda happened if we’d attacked a MILITARY transport!”
The Nantucketer-class GMR transport was developed to meet the need for a mid-sized GMR skyvessel that was cheaper than a Foss Flier, but still able to haul substantial amounts of cargo. The Nantucketer looks like nothing so much as an old pre-Rifts coastal ferryboat fitted with some extra streamlining, aero-propulsion systems, and four massive outrigger swivel-nacelles. Indeed, many analysts regard it as little more than a flying ferry, as it retains the ability to operate off water. The ship has been described as ‘pugnacious-looking’, with a large blunt prow and a bridge set high and back from the pow by a large foreward open deck, giving the ship something of a ‘underbite’ look. Cargo, especially vehicles, can be loaded through three large cargo doors, one in the stern and one on either side of the bow, all three fitted with extendable telescoping rampways. Passengers can be embarked/disembarked by four droppable staircases(two stern, two aft). Two open decks up top can be used to lash additional cargo to, transport passengers out in the open, or land light flying craft(power armors and skycycles) on, though such will be exposed to the elements and hostile action. Internally, the Nantucketer has five decks; the lowermost holds the GMR coils and is considered crew-only access, the main cargo deck above it consists of two small vehicle galleries flanking a larger central axial bay that can accommodate larger vehicles and robots(the latter either standing up or laid down on a trailer flat), the third deck consists of two passenger gallery decks separated by the central cargo bay, and decks four and five are passenger and crew accommodations. Like most GMR skyships, the Nantucketer is decidedly much slower than a smaller true aerodyne, so it has to rely more on armor, abundant firepower, and ideally a substantial escort to keep it from being a target. Paladin Steel does not consider the Nantucketer to be a combat vessel akin to a Death’s Head Transport, though, with the right weaponry, it can rival the DHT for sheer firepower. Instead, PS typically deploys these vessels for short- to mid-range cargo runs inside protected territory, or in well-escorted convoys anywhere else. Type: PS-GMR-C57 Nantucketer Class: Medium Gravi-Magnetic Resist Aerodyne Cargo Transport Crew: 12+ 1-400 passengers(depending on accommodation fittings) MDC/Armor by Location: Main Body 2,500 Bridge 750 Radome Stack 450 Cargo Doors(3) 250 each *Engine Nacelles(4) 600 each *Destroying the Engine Nacelles will reduce the GMR ship to floating at a mere crawl of 15 MPH, and piloting rolls taken at -15% due to lack of steering. Height: 65 ft Width: 80 ft Length: 280 ft Weight: 2,700 tons Cargo: Can carry up to 2,200 tons Side cargo bays are roughly 250 ft long, 10 ft high, and 18 ft wide(narrows somewhat at either end of the ship due to the curvature of the hull) Central cargo bay is roughly 250 ft long, 21 ft high, and 18 ft wide(throughout its length) Powerplant: Nuclear w/ 20 year energy life. Some ships are TW-powered Speed: (Air) Hover to 550 MPH, maximum altitude of 50,000 ft (Water) 25 MPH Market Cost: 78 million credits Systems of Note: Standard Ship Systems, plus: *Long Range Radar---100 miles *Long Range Radio--- 500 mile range *Sonar-------30 miles *Limited Life Support---The main crew compartments can be sealed airtight and supplied with air conditioned tanked air for up to 6 days, or filtered external air for 14 days. *Lifeboats----The Nantucker class cruisers mount several enclosed lifeboats/escape pods with a difference; to allow them to be used under any circumstances, the lifeboats are fitted with watertight environmentally-sealled hulls(8 hour life support) and flotation bags for underwater escapes, and a combination parasail and Featherfall TW-system for aerial ejections.
Weapons Systems: None standard, but has provision for mounting countermeasure launchers, and has gun-tubs/positions for mounting weapons similar to the Liberty Ship options. Comes standard with 3 heavy gun mounts(capable of carrying a medium range missile launcher or 5-inch cannon; 1 forward, 2 aft), and 4 medium gun mount positions(usually fitted with twin- or quad-mount weapons) and a dozen or so lighter gun mounts.
Variants: *PS-TAVGMR-C57S---Variant optimized for aerospace operations with extra radiation shielding, airlocks, environmentally-sealed decks, long duration life support, long range radar, and an aerostreamlining forcefield(600 MDC). The C57S is transatmospheric(though it fairly CRAWLS up out of atmosphere, taking about an hour or so to reach LEO), and can reach speeds of Mach 5 in space.
-------------
"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"
I grew up on the East Coast...some of the coastal ferries were my 'magic carpet' away from the mainland(and school) so I have a special place in my heart for them. Making them FLY, well, that just adds to the fantasy.
-------------
"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"
(after all, if you drop right to the surface of the water to keep stuff from attacking you from below, that leaves an obvious location to launch an attack from... though PS may not realise that until someone actually uses a submarine to launch a full missile broadside into it)