Re: Paladin Steel Storefront
Posted: Thu Dec 02, 2010 8:26 pm
by taalismn
Paladin Steel GMR Hoverplate
“Good thing we had the ‘plates along when we went off to D-2353; no other vehicle could have handled that mess....Ash on the ground, ash in the air...ash pretty much everywhere...Grit like that gets into the joints of machinery...engines clog, actuators get gummed up, and regular GEV fans start sanding their bearings down...not to mention the clouds of the stuff a regular forced air ground effect would kick up...
With the float-plates, we could just float over the stuff without kicking anything up, and make better headway...as well as prowl around without alerting anybody we were there...Good thing too, with the mess the local ecosystem was in, it wasn’t long before we saw signs of cannibalism among the surviving locals...Not that we couldn’t handle any of them, seeing as we had full combat loads and they had nothing close, but I’d rather not have to do any more shooting than I absolutely have to. “
The success of the Zephyr LBT-derived ‘flatbed’ GMR platform led PS to expand on the idea to build a larger permanent-state gravi-magnetic resist vehicle for industrial and commerial use. This has resulted in the GMR ‘Hoverplate’, a generic, multi-purpose low-powered anti-gravity platform that can be quickly configured for a variety of purposes.
There are two general models of Hoverplates; one (HP-A) is a standard rectangular platform, and the other (HP-B) a hexagonal plate. Both are essentially identical in operation and overall performance; the main difference being that the HP-B has more deck space and capacity for loading cargo(and some drivers claim it’s easier to drive backwards and sideways, while others claim the HP-A is more agile in forward flight, though PS engineers have concluded this is a psychological difference, rather than an actual physical one). Both use special room-temperature superconductor plates(a less powerful version of those used in larger GMR vehicles and vessels) that are in a permanent state of magnetic repulsion or levitation against the Earth’s(and other planets’) magnetic field. The hoverplates thus remain levitating without constant energy input or noisy hoverjets. The repulsion effect itself does not provide any directional propulsion, so the platforms are directed by turbines or hoverjets(plasma thrusters in a few rare cases). Aside from the directional propulsion, Hoverplates are quiet and stable in operation.
Hoverplates do suffer a number of limitations; they can only hover a low altitude above the ground in most cases, and they are vulnerable to fluctuations in the planetary magnetic field(including spells that disrupt electromagnetism). Traveling in regions or on worlds with different local magnetic field strengths may require 1-4 hours of adjusting the repulsion coils on the hoverplate, and on worlds with NO ambient magnetic field, the platforms may cease working altogether.
The basic hoverplate is manufactured and sold as a basic flatbed, to which any number of accessory frames can be added; canvas tops, hard-tops, bus-bodies, work cabs and construction equipment, and the like.
Type: PS-GMR-HP-A/B Hoverplates
Class: Multipurpose Electromagnetic Levitation Platform
Crew: 1+1-4 passengers possible in the cabin.Typically 12-30 people on the flatbed.
MDC/Armor by Location:
Main Body (HP-A) 100
(HP-B) 200
Cabin/Cockpit 40
Height:(HP-A) 9 ft
(HP-B) 9 ft
Width:(HP-A) 10 ft
(HP-B) 30 ft
Length:(HP-A) 30 ft
(HP-B) 30 ft
Weight:(HP-A) 30,000 lbs
(HP-B) 37,000 lbs
Cargo:(HP-A) 45,000 lbs
(HP-B) 125,000 lbs
Powerplant: Liquid Fuel, Electric, or Nuclear. Other powerplants are also available, such as TW, Bio-Methane(using PS Biological’s fuel-synthesizing ‘greenpacks’ to convert waste into fuel), and Solar-Electric, but the former three are the most common/popular.
Speed: Hovers 1-10 ft off the ground. Speed depends on the type of propulsion mounted.
Market Cost:(HP-A) 200,000 credits
(HP-B) 300,000 credits
50,000 credits for liquid fuel, 80,000 credits for electric, 1.2 million credits for nuclear w/ 10 year energy life.
Systems of Note:
*Basic Dashboard Instrumentation; Speed, Altitude, Power Indicator, Repulsion Field Strength Gauge
*Headlights
Weapons Systems: None standard, though most operators add a pintle- or mini-turret mount light weapon to the cab for self-defense
Options:
*Mini-Crane---Includes a 12 ft deployable boom, 200 ft of MDC cable, and a winch capable of hauling up to 5 tons.
Weight: 1,000 lbs
Cost: 200,000 credits
*Logging/Loading Arm---A crude oversized robotic armature used for picking up and loading logs, pipes, and other cargo. It has a reach of 12 ft.
MDC: 15 MD
Strength: Can lift up to 1.5 tons
Cost: 45,000 credits
*Armored Cabin----Adds a 60 MDC hardshell sheath around the passengers, including armored doors and windshield. Costs about 10,000 credits. Can be made air conditioned and airsealed with its own independent life support, similar to EBA(2 hour air supply, and 12 hour filtration/recycling) for an additional 10,000 credits. Costs 50-200% more for fitting larger cargo beds for such protection.
*Fabric Top(40 MDC) Cost: 6,000 Credits
*Hard Top(50 MDC) Cost: 9,000 Credits
*Applique Armor---Adds additional protection(and weight) to the main body. Up to 100 additional MDC can be added, at 7 lbs, and 150 credits, per 1 MDC point. Lighter armor can be substituted, at 1 lb per MDC point, but the stronger polycarbonate armor costs 400 credits per MDC point.
*Mini-Radar----8 mile range
Cost: 2,000 credits
*Radar Detector----A dashboard ‘fuzzbuster’ for detecting other folk’s radar sensors.
Cost: 200 credits
*Motion Detector----In addition to alerting the driver of approaching objects, it can also tell them from what direction a projectile attack came from. 50 ft range
Cost: 500 credits
*Air Jets---A very cheap ‘puffer’ system that is essentially an air-compressor with narrow-outlet nozzles. Speed is very limited, but fine control is very good.
Speed: 25 MPH
Range: 120 miles w/ liquid fuel, 150 miles w/ electric
Bonus: +5% to pilot skill
Cost: 3,000 credits
*FanJets---Akin to swamp-boats, these are ducted fans that are capable of rather higher speeds.
Speed: 75 MPH
Range: 260 miles w/ liquid fuel, 300 miles w/ electric
Cost: 9,000 credits
*Jet Engines--Miniature Jet Engines like those used on most high-performance hovercraft.
Speed: 250 MPH
Range: 400 miles w/ liquid fuel, 480 miles w/ electric
Cost: 70,000 credits
*Plasma-Electric Thrusters---These are miniature versions of those mounted on many PS high performance aircraft. For people with an insane need for speed.
Speed: 360 MPH
Range: 500 miles w/ liquid fuel, 600 miles w/ electric
Cost: 250,000 credits
*Engine Upgrade----A more powerful engine and more efficient power train can be added, improving overall speed, but at greater expense;
Speed: Can improve top speed by up to 50%
Cost: 5,000 credits per 10% of improvement over base.
*Altitude Upgrade---The repulsor efficiency can be improved for greater altitude.
Maximum Operating Height: Can improve the altitude by as much as 200%
Cost: 7,000 credits per 10% of improvement over base.
Variants:
*PS-GMR-HP-APC-B---A military conversion of the ‘B’ Platform with a casemate of MDC armor(250 MDC), and firing slits all around for light weapons. A mini-turret/cupola mounting an additional weapon is fitted on top. It can carry 20 pssengers/troops.
*PS-GMR-HP-LBT-B---This is essentially a copy of the Tolkeen Air-Portable Bunker mounted atop a ‘B’ Platform to create a cheap anti-grav hover tank. The extra weight of armaments and armor reduces overall speed by 25%
Re: Paladin Steel Storefront
Posted: Thu Dec 16, 2010 9:40 am
by taalismn
Paladin Steel BarcoBot Infiltration Power Armor
(aka ‘Sofa Soldier’)
“Let me get this straight; first your dress attacked you and tried to hogtie you, then transformed into a miniature spaceship that tried to kidnap you, but the sofa turned into a giant robot and saved you?”
“YES! And then the intelligent squirrels inside it said that Grandma had had a premonition about me being in danger and Grandpa had some stock in some sort of company that made the robot, so the company sent a security team along to keep an eye on me, just in case!”
“Lui, I love you...I really do. But I think we should go down to the emergency room and have your blood tested for drugs. I think somebody slipped you something.”
“Corporal Gent, you’re wasting time and ammunition on what is an unoccupied building! You’re holding up our advance shooting up an enemy position that doesn’t exist! Pull it together soldier and get back with the program! It’s a furniture warehouse, soldier, not an enemy bunker!”
“’Unoccupied ‘?! Unoccupied ‘?! Begging your pardon, LT, but LOOK at that place!!! There are DOZENS, maybe HUNDREDS of sofas in that place! Every one of them could be one of their damned killer ‘bots!!! You weren’t there, LT, when my last squad got wiped out! The sarge was even LYING on one when they jumped us! I ain’t advancing as long as our flank’s exposed and I ain’t leaving no sofas unshot behind us!”
“It ain’t just the squirries and mice buying these things. I had a flock of CHICKADEES come in...yeah, they could talk!...and evince interest in buying a few. Something about ‘nestland security’. Don’t ask me how they mean to pay for the things, and I don’t know if I should be pleased or worried that the cute little defenseless forest animals are now packing armor-shredding heat out there in the green.”
The BarcoBot is another ‘niche’ design aimed at espionage and corporate culture. The BarcoBot is meant to take advantage of the growing number of smaller-statured beings in the borders and service of Greater New England. Made aware of the hundreds, perhaps thousands, of gnomes, leplings, intelligent mutant rats, cats, and squirrels living inside GNE territories who, because of their relatively tiny physiques , were compelled to hide when danger loomed, PS decied to take advantage of their small statures by adapting and designing new equipment with undersized crews in mind. Heartened by the easy acceptance of their Tom Thumb microtanks and Speedy ATVs, and the surprise factor of the Tsubasa, PS turned to another power armor development project.
Essentially, the BarcoBot is a transforming frame power armor designed to be able to disguise itself as a couch, sofa, or other large piece of furniture. As such, it draws heavily on the design of the Tsubasa, and the two designs share many systems. While ideally it could be deployed infiltrated into enemy territory as furniture, until ready to spring into action, the BarcoBot’s largest application seems to be as disguised security posts in Paladin Steel and Greater New England facilities. Typically overlooked with the rest of the office(or home) furniture, the BarcoBot’s innocent-looking upholstered exterior conceals a fully manned(or gnomed, or squirreled) security post, ever vigilant and camouflaged, until needed.
Because it is often deployed in or near important facilities, its weapon array is configured to minimize collateral damage, if at all possible. Stun and restraint weapons are typically carried, though more damaging/lethal weapons types can be mounted as well(especially if one doesn’t mind lots of collateral damage).
The BarcoBot has the advantage of having multiple weapons stations inside it that can be manned by multiple crewmen, increasing its possible attacks per melee.
BarcoBot crews have learned to take shameless advantage of the shock value of their transformation mode; few people expect to be attacked by animated furniture. Those who have survived an encounter wtth a BarcoBot, remain leery ever after of office and home furniture, old sofas out on the front yard or curb, and furniture stores(ruined or otherwise).
Type:PS-PA-LazEB-InF-2
Class:Special Operations Infiltration Power Armor
Crew:1-4 (limited to diminutive beings of 2 ft or less in height)
MDC/Armor by Location:
Main Body 200
Head/Sensor 60
Arms(2) 60 each
Legs(2) 100 each
Height: (Couch Mode) 4 ft
(Robot Mode) 7 ft
Width:(Couch Mode) 7 ft
(Robot Mode) 3.5 ft
Length:(Couch Mode) 2 ft
(Robot Mode) 2 ft
Weight: 600 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: 5.3 million credits
Systems of Note:
Standard PA Systems, plus:
*Sensor Shielding---The BarcoBot 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 BarcoBot's sensors on compact discs(particularly important when copying valuable documents).
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
*Padded Armor---Non-allergenic, fire-resistant foam and synthetic upholstery that soaks up impacts. Takes HALF damage from punches, kicks, falls, blunt force strikes, and concussive impacts. Upholstery comes in a wide range of simulated materials; leather, suede, vinyl, velvet, etc., and is fully waterproof and hose-washable.
Weapons Systems:
1)Chest/Torso Weapons Mounts(2)---Concealed in the chest are two weapons mounts. Each slot can hold ONE of the following:
a) Chemical Sprayer
Range: 300 ft
Damage: Varies by chemical agent used
Rate of Fire: ECHH
Payload: 60 shots total of up to four different chemicals
b)"Bubblegum Round": Restraint Caster. This "safe" munition 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: 10
Cost: 20,000 credits. 500 credits per round
c)Flash-Blinder---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
Cost: 2,000 credits
d) 14mm ‘Big Pow’ Rotary Cannon----Based on the Bandito Arms’ Bandit bigBore Revolver, this rotary weapon looks scary as hell with its seven barrels revealed, and it does a godawful amount of hurst at short range, too, with the added bonus of enhanced knockdown.
Range: 300 ft
Damage: 1d6 MD per bullet, 1d6x10 MD per 10 rd burst
Plus human and human-sized targets must roll a 20-sided to remain on their feet. A successful roll means the target loses initiative, but remains standing. An unsuccessful roll means knockdown and lose both initiative and 1 APM. Victims roll at a -6 if hit by a burst.
Rate of Fire: ECHH
Payload: 400 rds per gun
Cost: 20,000 credits, 60 credits per rd.
e)Magnetic Vortice Launcher---This energy weapon launches a ‘knuckle’ of electromagnetic force that hits like a TK blast
Range: 2,000 ft
Damage:
(Magnetic Vortice-SDC) 2d8 SDC per vortice, plus 60% chance of knocking down human-sized targets, and affects a 10 ft radius. It also has the tendancy to pick up and toss around any small metal objects (metal shavings, nuts, bolts, foil, etc.) in its flight path.
(MDC) 2d8 MD per vortice, 3 ft radius
Rate of Fire: ECHH
Payload: Short E-clip proivides enough energy for 16 MD magnetic vortices, or 160 SDC blasts(10 SDC vortices equal 1 MD blast)
Long E-clip provides enough energy for 32/320 magnetic vortices
Effectively unlimited linked to the nuclear powerplant
Bonuses: +1 to strike from laser targeting
Note: Magnetic force vortices, being invisible, are -8 to dodge
Cost: 70,000 credits
f)PS-DL-110 Razor-Frizzer( a copy of an imported Russian design). The PS version uses ceramic and light alloy discs that, either by accident or deliberate design, give off a very audible high-pitched shrieking or buzzing noise when fired.
Range: 2,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
Rate of Fire: EGCHH
Payload: 200 rd drum
Cost: 40,000 credits
g) PSAGL-23D 23mm Micro-Grenade Launcher
Range: 280 ft
Damage: (High Explosive)2d4 MD to a 10 ft area
A 5 rd burst does 1d4x10 MD to an 15 ft area
(Incendiary)---A slug of thermal gel that does 1d6 MD to a 12 ft splash, and an additional 1d4 MD per melee for 1d6 melees
(Flare) Burns with blinding incandesence for 1d6 melees, each round brightly illuminating an area roughly 100 ft in radius. These are NOT parachute flares, but fall normally.
Rate of Fire: ECHH; single shot or 5-10 round burst
Payload: 100 shot drum
Cost: 10,000 credits. HE Shells cost 400 each, incendiary 450 each, and flare rounds 30 each.
h)40mm Automatic Grenade Launcher
Range: 900 ft
Damage: *Frag rounds do 4d6 MD to a 12-foot radius.
*AP rounds do 1d4x10 to a 3-foot blast radius
*HESH Round---5D6 M.D. plus 4D6 S.D.C. to the person(s) inside of EBA power/body armour (or 3d6 SDC to anyone within 6 ft of the other side of the wall). HALF that if used against composite ‘meshed’ armors designed to flex, rather than spald(most power armors are contructed to have a certain amount of ‘warp’ to their structure, but cheaper armors, like Chipwell and early Northern Gun designs, lack this protection) & roll versus knockdown (14)
*Discarding Sabot Armor-Piercing Dart does 1d6x10+10 MD to a six-inch radius, and critical damage on an unmodified 18-20.
*Plasma rounds do 1d4x10+10 to a 5-foot radius.
*Chemical Shell---choice of smoke(20 ft cloud), stun gas(save of 16 or better, or be knocked out for 1d6 minutes. Successful save means half attacks and bonuses for 1d6 minutes), tear gas, or flash-bangs.
*Electroshock Munition---Does 2d6 SDC to everybody in 10 ft radius, and must save at 17 or higher, or be stunned for 1d4 minutes.
*S-9Dex Incapacitation Munition ---Essentially a grenade 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: 35 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.
Rate of Fire: Single shot or 5 round burst, ECHH
Payload:30-shot drum magazine
Cost: 14,000 credits
Note: 40mm shells cost 10% less than normal due to the cut-down propulsive charge, but since distribution of the guns and shells is limited, that cost savings may be eaten by other stocking charges, depending on where you’re buying.
i) Rotary Pulse Laser---This consists of laser arrays from the PSLP-18 Adder Heavy Laser Pistol mounted for pulse-fire.
Range: 850 ft
Damage:(SDC Mode) 4d6 SDC per shot
(MDC Mode) 3d4 MD per shot, and 6d6 MD per 3 shot burst, 1d6x10 MD per six-shot pulse burst, 3d6x10 MD for all six barrels in pulse mode(takes 3 attacks)
Rate of Fire: Standard
Payload: Effectiively Unlimited connected to the power armor’s powerplant. Has an emergency e-clip: 30 MD shots per e-clip---One MD shot equals 60 SDC shots
Cost: 20,000 credits
j) Light Rotary Ion Cannon---Aadpated from the workings of the PSIP-2 ‘Smasher’ Ion SMG
Range: 800 ft
Damage: 4d6 MD single shot
1d4x10 MD per three-shot burst, 2d4x10 MD six-shot pulse burst.
Rate of Fire: Standard
Payload: Effectiively Unlimited connected to the power armor’s powerplant. Has an emergency e-clip: 30 shots short e-clip, 60 shots long-eclip
Cost: 18,000 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.
*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. Note, however, that the weapon also suffers sharp ‘kickup’ giving it a -1 to strike, when fired single-handed; a foregrip for two-handed bracing is recommended(and provided as part of the kit). 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
k) Heavy Rotary Ion Cannon---Aadpated from the workings of the PSIR-6 ‘Vyper’ Ion Rifle
Range: 1,600 ft (1,000 ft underwater)
Damage: 5d6 MD single shot, 2d4x10 MD for triple pulse burst
Rate of Fire: Standard
Payload: Effectiively Unlimited connected to the power armor’s powerplant. Has an emergency e-clip: Regenerating E-clip Power Pack provides 42 shots, and regenerates 4 shots per hour. The buttstock powerpack can be swapped out and replaced with a fresh pack in an emergency, or the weapon payload can be supplemented with a side-feed conventional e-clip(which provides 16 shots)
Cost: 26,000 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
2)Shoulder Weapons Mounts(2)----Each shoulder pad can mount an independentally-swivelling mini-turret, that can be manned by a separate gunner. This allows the BarcoBot to engage multiple targets with ease. Each position can mount a standard cyborg forearm weapons option or ONE of the following:
a) Electro-Stunner-- A silent and effective short range stunner for subduing and capturing targets.
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
b) Chemical Sprayer
Range: 100 ft
Damage: Varies by chemical agent used
Rate of Fire: ECHH
Payload: 40 shots total of up to four different chemicals
c) Pulse Laser---Adapted version of the PSLR-7 ‘Luzi’
Range: 900 ft
Damage: 2d6 MD single shot, or 1d6x10 MD per 5 shot burst
Rate of Fire: Standard
Payload: Effectiively Unlimited connected to the power armor’s powerplant. Has an emergency e-clip:20 shot E-clip, 35 shot long E-clip
Can also be fitted with a special ‘drum clip’ adapter that allows it to use Coalition-style E-Canisters; 30 shots can be added.
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
d)PS-DL-110 Razor-Frizzer( a copy of an imported Russian design). The PS version uses ceramic and light alloy discs that, either by accident or deliberate design, give off a very audible high-pitched shrieking or buzzing noise when fired.
Range: 2,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
Rate of Fire: EGCHH
Payload: 100 rd drum
Cost: 40,000 credits
e)5.56mm Gattler
Range: 700 ft
Damage: (Rubber Baton) Range 300 ft, 1 SDC, and a 15% chance of knocking down a suspect. This option is best used in a burst, for maximum chance of knockdown.
(Taser) 1d6 SDC, victim is -8 to strike, dodge, and parry for 1d4 melees, plus an additional 1d4 melees per subsequent hit, Also must save versus non-lethal poison, 16 or higher, or be knocked unconcious.
(Tear gas) None...Due to the small internal volume of the bullet, this shell can deliver only a small amount of chemical agent to the target area; enough for a 5 ft cloud. It’s best used in a burst for maximum effect. Victims are -10 to strike, parry, and dodge, plus lose one attack/action per melee for 1d6+1 melees
(Tag) None...This is either a paintball round or a special scent pellet...the scent pellet gives a +20% to anyone with an advanced sense of small to identify and track a tagged suspect. Paint or scent tags can only be removed with a paint remover like turpentine.
(Drug Dart) Does no damage, but victim must make a save versus nonlethal poison or fall asleep for 3d6 minutes. A successful save means that the victim has fought off most of the drug, but is still dizzy and disoriented; -5 to initiative/strike/parry/dodge/ and roll, and -1 APM for 1d6 melees.
The danger comes in multiple strikes; for every dart strike after the first, while its effects are still being felt, the victim has a chance of suffering physical damage from drug overdose...each strike/unsuccessful save thereafter does 1d4 SDC, as well extends the effects of the dart. For this reason, police rarely ever fire drug darts in bursts, except against exceptional physical specimans, like Juicers or Crazies.
(5.56 mm Cartridge) 3d6 SDC per single rd
Note: PS is also developing other specialized ammunition types...the ‘Fhizer’ is fully compatible/able to fire wood and silver rounds as well.
Rate of Fire: Standard; single shot, 3, 5, or 10 rd burst
Payload: 300 rd magazine
Cost: 2,500 credits
3)Forearm Weapons(2)---Hidden in the chair arm padding is a concealed weapon. Each slot can mount a standard cyborg forearm weapons option or ONE of the following:
a) Vibroblade---3d6 MD on a cut/slash
b) Neural Mace---Same as the CS weapon
c) Shock Prod---Same as the Electro-Stun Hand Prod in Lone Star:
Damage:(Light Shock)1d4 SDC/HP
(Moderate)2d6 SDC/HP
(Strong/Lethal) 5d6 SDC/HP, plus 33% chance of stunning human-sized targets for 1d4 melees, and 3% against larger/inhumanly string beings
Save versus stun; successful roll means HALF damage and lose initiative and 1 APM that round. STUNNED means -6 to strike, parry, and roll, plus HALF Speed and APMs for 1d4 melee rounds.
If struck with the Strong mode more than FIVE times, victims fall unconscious for 2d4 melee rounds, and will suffer stun penalties upon regaining consciousness for 1 minute. If all SDC are taken down and Hit Points reduced to 8 or less, there is a 60% chance of cardiac arrest and death within 1d4 minutes unless medical assistance is administered. Recovery means the victim suffers the stun penalties for 2d4x10 minutes, but is alive to tell of it.
Does NOT work through EBA or on cyborgs.
Cost: 6,000 credits
d) Tazer--- A PS knockoff of a Northern Gun weapon. Wire-darts that deliver a shocking charge to the victim. The connection allows the firer to continue to zap a victim until they cooperate or fall down.
Range: 300 ft
Damage: 1d4 SDC, plu victim must save at 16 or higher or be knocked unconscious. Even on a successful save, the victim is -4 to strike, parry and dodge for 1d8 melees. Unless the wires are pulled out or dislodged, the operator can continue to fire off shock attacks(victim must save versus each one) ECHH. Useless against MDC beings or armored characters with more than 40 MDC.
Rate of Fire: Single shot
Payload: 16 darts
e) Electro-Stunner-- A silent and effective short range stunner for subduing and capturing targets.
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
f) Chemical Sprayer
Range: 100 ft
Damage: Varies by chemical agent used
Rate of Fire: ECHH
Payload: 40 shots total of up to four different chemicals
g)Twelve-Gauge Auto-Shot.
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
(Laser) ECHH
Payload:(12 Gauge)50 shot drum
Cost: 18,000 credits
h)Taser-Bead Machine Gun--Fires, via compressed gas, BB-sized electrically-charged glass projectiles that shatter on impact, and deliver a powerful taser-like jolt.
Range: 1,000 ft
Damage: Nil. Humanoids struck with this weapon must save vs. coma or be shocked unconscious for 1D6 minutes. EBA defeats it, but partial body armor and heavy clothing provide only partial cover against a taser bead strike.
Partial Cyborgs have a 50% chance of having their cybernetics disrupted for 1D10 minutes, and a 20% chance of a non-vital system being permanently shorted out. Full conversion cyborgs have only a 25%/5% chance, and Assault Cyborgs and those with hardened systems aren’t affected at all.
(Taser Grenade) Roll percentile dice---10% chance of a successful strike per bead remaining in the magazine. Does normal taser damage to targets in a 20 ft radius
Rate of Fire: ECHH
Payload: 200 ‘beads’ per magazine
Bonuses: Lightweight construction and superior ergonomic design give this weapon a +2 to strike
Special Features: Composite plastic construction(able to pass through metal detectors undiscovered), low recoil, low acoustic signature, no thermal emissions, laser spot-sight.
Cost: 3,000 credits. 300 credits per magazine.
i) PSAGL-23C 23mm Micro-Grenade Launcher
Range: 280 ft
Damage: (High Explosive)2d4 MD to a 10 ft area
A 5 rd burst does 1d4x10 MD to an 15 ft area
(Incendiary)---A slug of thermal gel that does 1d6 MD to a 12 ft splash, and an additional 1d4 MD per melee for 1d6 melees
(Flare) Burns with blinding incandesence for 1d6 melees, each round brightly illuminating an area roughly 100 ft in radius. These are NOT parachute flares, but fall normally.
Rate of Fire: ECHH; single shot or 5 round burst
Payload:25 shot drum
Cost: 9,000 credits. HE Shells cost 400 each, incendiary 450 each, and flare rounds 30 each.
4) (Optional) Hand-Held Weaponry---The Barcobot 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 the Barcobot 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 Barcobot 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:
*Vibration Massager. Cost: 800 credits
*Reading Lamp---Positionable lamp, doubles as a spotlight. 10 MDC. Cost: 600 credits
*Universal Remote---Works on 90% of terrestrial make remote controlled television sets, and 60% of remote-operated garage doors and lifts. Cost: 3,000 credits
*Fold-Out Bed---Can deploy a fold-out mattress, out into a double capable of accommodating two human-sized sleepers. Costs rather more than a regular piece of furniture due to the necessary design to conceal the robot vehicle inside. Cost: 2,000 credits
*Faux Fur Covering. Cost: 300-1,000 credits, depending on type and quality
*Crash Control/Safety Restraints/Fire Control System---Reduces the damage that passengers take in a crash by HALF. PS actually offers a 10% discount on other options if this option is taken(hey, auto insurance is sorta ridiculous in monster infested Rifts Earth, but there should be some economic incentives for safety devices...).
Cost: 10,000 credits
*Security/Ambush Restraints---These are designed not to hold people in a crash, but to hold them, period. Specially reinforced shackle-mounts and lock-braces make sure that anyone locked into them ain’t going anywhere until you unlock them.
Ambush retraints deploy instantly from concealment, at a signal(secret control or verbal command)(+4 Entangle strike roll). Combined with an Auto-Doc, this system can be used to administer sedation drugs and keep prisoners from injuring themselves, or calling attention to themselves.
Restraints hold with a PS of 30
Cost: 8,000 credits
*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
*Jet Pack--For those really quick escapes or attacks---few people expect a sofa to take to the air!
Speed: 200 MPH, maximum altitude of 200 ft
Cost:250,000 credits
*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.
*Polymorph Plastic Disguise Spray--This allows the Barcobot 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.
*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 BarcoBot 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
*Throw Pillow----A tethered padded projectile weapon that be fired at a target, whipped around, and instantly pulled back for reloading.
MDC of Pillow: 10
Range: 100 ft
Damage: 1 SDC, and 50% chance of knockdown(lose 1 APM and initiative getting back up)
Rate of Fire: Single shot
Payload: 1(Up to four can be mounted)
Cost: 3,000 credits per pillow
Variants:
*PS-PA-LazEB-Med-2M “Gurnie”---Occasionally seen in hospitals, prisons, and psychiatric facilities, this variant is essentially a powered heavy hospital bed/gurnie. It is used in rescue work, but is also used to transport violent or dangerous patients, with the pilot and crew of the ‘bot serving as either paramedics or security staff. The PS-PA-LazEB-Med-2M features motorized wheels and a dedicated bed/pallet with straps/restraints that is retained even after the ‘bot transforms(can be carried on the front or slung on the back of the ‘bot).
*Auto-Doc---An onboard medical system that can be quickly hooked up to a passenger to monitor and diagnose life signs, and administer common medications and broad-spectrum drugs. +10% to medical rolls when used by a competent medical technician, or can be considered to have a First Aid skill of 40%.
Cost: 40,000 credits. Drug refills cost extra
Market Cost: 3.3 million credits
*PS-PA-LazEB-InF-2B----A smaller, cutdown version that is disguised as a chair
Class:Special Operations Infiltration Power Armor (Light)
Crew:1-2 (limited to diminutive beings of 2 ft or less in height)
MDC/Armor by Location:
Main Body 120
Head/Sensor 60
Arms(2) 60 each
Legs(2) 60 each
Height: (Couch Mode) 4 ft
(Robot Mode) 6 ft
Width:(Couch Mode) 3 ft
(Robot Mode) 3.5 ft
Length:(Couch Mode) 2 ft
(Robot Mode) 2 ft
Weight: 300 lbs
Weapons Systems: Unless otherwise noted, these are the same as for the regular BarcoBot.
1)Chest/Torso Weapons Mounts(1)
2)Shoulder Weapons Mounts(1)
3)Forearm Weapons(2)
Market Cost: 2.3 million credits