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Re: Paladin Steel Storefront

Posted: Fri Apr 13, 2012 1:07 am
by abtex
Nice 'Grasshopper' ‘Locust’ MicroArmor.
Jump or Flying
Quick and too the point.

Re: Paladin Steel Storefront

Posted: Fri Apr 13, 2012 1:09 am
by abtex

Re: Paladin Steel Storefront

Posted: Fri Apr 13, 2012 11:34 am
by taalismn
abtex wrote:Do you eat hot Dogs?
That’s What I Call a Hot Dog (4 pics)



Bismark remarked that if one liked law or sausages, they should not watch either being made.
In this case I'll make an exception. :D

Re: Paladin Steel Storefront

Posted: Sat Apr 14, 2012 8:02 pm
by taalismn
RESTLESS VENOM Augmentation Package:
(PU2 budget of 8.99 million per operative)

“It’s...it’s...it’s one serious speed rush, man, when you run! Like everybody else is just standing still! Like you’re a human missile launched on the land! It’s like you got hydrazine running through your veins!”

“You really wanna be paying attention when you’re going all out...Being able to outrun many hovervehicles is really keen, but it’s wasted if you trip while running at four hundred kaype-ech, and do a half-mile faceplant and roadburn tumbling to a stop. “

RESTLESS VENOM is a biomid package that effectively jacks the recipient’s metabolism and reaction time to (beyond) Juicer levels of performance. Muscles and joints are modified to deliver INCREDIBLE amounts of power on demand, albeit only for movement; in particular the pelvic joints are modified for smooth, painless, and superhuman operation at levels that would tear unmodified beings apart or at least leave them in crippling pain. The blood chemistry is radically altered to the point where some biologists have compared it to ‘rocket fuel’. As a side effect the blood is extremely acidic and toxic.
The benefits of RESTLESS VENOM are mindboggling running speed, jacked up reflexes, superior regenerative abilities(needed to rebuild the muscles and cartilege after hard runs), carbon fiber-augmented bones, an ability to shrug off most diseases and pathogens(which cannot long survive the veritable acid bath of the biomod’s blood), and built-in chemical weaponry. Many creatures who relish human(oid) blood also find the biomod unappetizing and tend to avoid eating the recipient. Interestingly enough, RESTLESS VENOM biomods also see to NOT suffer from arthritis, gout, and similar maladies of the joints.
RESTLESS VENOM’s primary drawback is what has come to be called ‘Rapuchinni Syndrome’; the very nature of the recipient’s poisonous blood means that they cannot give blood nor receive normal blood transfusions and organ transplants in return. Many standard treatments and medications do NOT work on them, and, if seriously wounded, the biomod poses a serious risk to anybody trying to treat them. They are also effectively sterile, unable to father or carry to term children. RESTLESS VENOM recipients also tend to have leathery, weather-beaten-looking, skin and thick callus on their feet. Many RESTLESS VENOM biomods also suffer from Juicer-like binge eating, especially after extended periods of high performance.
Because this treatment can very effectively degrade the quality of life of the recipient, thus potentially violating the guidelines set down by PS and the GNE with regards to bio-mods, this package is offered sparingly and with plenty of counseling, disclaimers, and warnings. Only its usefulness has kept the procedure from being shelved altogether and banned from implementation.
RESTLESS VENOM recipients are typically wilderness scouts, couriers, or special operatives, effectively people who are loners and self-reliant.

*Acidic Blood---- The biomod’s blood is extremely corrosive. 4d6 SDC damage per melee for 1d4 melees. Affects organic materials, but not inorganic materials.(2 million)

*Extraordinary Speed---220 MPH+120 MPH per level of experience, +50 SDC, +1 APM, +1 initiative at levels 1,3, 4, 5, 7, 9, 11, 13, & 15. +2 strike, +3 parry, +2 pull punch, +4 roll w/ punch or fall, +6 moving dodge, +2 automatic dodge, and +4 to damage per every 20 MPH of speed(kicks and punches max out at +8, however)(250,000)(2.25)

-SDC Augmentation---+60 SDC(60,000)(2,310)

-Improved Heart---+2d6 SDC, +2d6 Hit Points, +1 save versus disease, +4 save versus heart and blood diseases, +14% save versus coma/death, and fatigues at 1/3 normal rate.(800,000)(3,110)

-Lungs: Enhanced---The lungs are modified to handle changes in air pressure, allowing the recipient to go between various habitats and environmental situations without suffering from the equivalent of altitude sickness. Can hold breath for about 10 minutes, and fatigues at half the normal rate.(300,000)(3,410)

-Lungs: Filtration---The recipient can now breath tainted air; +5 save versus gases(200,000)(3,510)

-Immune System--- Less expensive than standard, due to the syngergistic effects of the acidic blood. Impervious to disease and +1 to save poisons and toxins.(500,000)(4,010)

-Ambidextrous---+1 APM, +1 parry, +5% to Climbing, Pick Locks, Palming, Concealment, and Mechanical/Electrical repair. (300,000)(4,310)

-Enhanced Endurance---+1 P.E., +2d6 SDC(250,000)(4,560,)

-Quick Clotting Blood--- Seals minor cuts and abrasions in 5d6 seconds, and more serious wounds in 1d4 melees. (150,000)(4,710,000)

-Bio-Regeneration---Heals 1d6 H.P. or 1d6+3 SDC per melee round of rest or sleep. (3 million)(7,710,000)

-Lightning Reflexes---+3 initiative, +1 disarm, +3 pull punch, +2 roll, +1 APM, +2d4 Speed, +3 Automatic Dodge(700,000) (8,400,000)

-Reinforced Skeleton---+2d6+10 SDC, +3 roll, +2 damage from punches, elbow strikes, and kicks, +2d6 from a running body block/ram, and a head butt does 2d6+P.S. damage(140,000)(8,540,000)

-Acidic Spit---Can produce a mildly acidic spit. Spat accurately(20 ft range or 10 ft area of mist) into exposed eyes or skin, it can cause burning irritation and temporary blindness(victims lose initiative, and are -4 to strike, parry, and dodge for 1d6 melees). Drooled on a gag or metal cuffs, it can weaken the material, doing 1d6 SDC per melee. (450,000)

Total bonuses:
+120+ 6d6 SDC
+2d6 Hit Points
+1 P.E.
+2d4 Speed, 220 MPH+120 MPH per level of experience
+3 APMs
+4 initiative, +1 initiative at levels 3, 4, 5, 7, 9, 11, 13, & 15.
+2 Strike
+4 Parry
+6 Dodge
+5 Automatic Dodge
+10 Roll
+3 Pull Punch
+1 Disarm
+2 Damage, +4 to damage per every 20 MPH of speed(kicks and punches max out at +8)
+5 save versus gases
Impervious to disease
+1 to save poisons and toxins
+4 save versus heart and blood diseases
+14% save versus coma/death
Fatigues at 1/3 normal rate.

Re: Paladin Steel Storefront

Posted: Mon Apr 16, 2012 12:35 am
by abtex
McPA04 SpiderMite MicroRobot
(aka ‘Chigger’)

Itty Bitty Spider crawled up the water pipe,
Planted his satchel charges,
Then got the HELL out.

Then climbed up the wall with the others,
So they could snipe all the targets,
That came running out.

[End mission report, after tree, no severe rounds at 'Happy Trees' bar and nut shack.]

Re: Paladin Steel Storefront

Posted: Mon Apr 16, 2012 7:59 am
by abtex
Is this really taalismn's home land or island?
http://www.sacred-texts.com/ame/lol/lol149.htm

MARTHA'S VINEYARD AND NANTUCKET

There is no such place as Martha's Vineyard, except in geography and common speech. It is Martin Wyngaard's Island, and so was named by Skipper Block, an Albany Dutchman. But they would English his name, even in his own town, for it lingers there in Vineyard Point. Bartholomew Gosnold was one of the first white visitors here, for he landed in 1602, and lived on the island for a time, collecting a cargo of sassafras and returning thence to England because he feared the savages.

This scarred and windy spot was the home of the Indian giant, Maushope, who could wade across the sound to the mainland without wetting his knees, though he once started to build a causeway from Gay Head to Cuttyhunk and had laid the rocks where you may now see them, when a crab bit his toe and he gave up the work in disgust. He lived on whales, mostly, and broiled his dinners on fires made at Devil's Den from trees that he tore up by the roots like weeds. In his tempers he raised mists to perplex sea-wanderers, and for sport he would show lights on Gay Head, though these may have been only the fires he made to cook his supper with, and of which some beds of lignite are to be found as remains. He clove No-Man's Land from Gay Head, turned his children into fish, and when his wife objected he flung her to Seconnet Point, where she preyed on all who passed before she hardened into a ledge.

It is reported that he found the island by following a bird that had been stealing children from Cape Cod, as they rolled in the warm sand or paddled on the edge of the sea. He waded after this winged robber until he reached Martha's Vineyard, where he found the bones of all the children that had been stolen. Tired with his hunt he sat down to fill his pipe; but as there was no tobacco he plucked some tons of poke that grew thickly and that Indians sometimes used as a substitute for the fragrant weed. His pipe being filled and lighted, its fumes rolled over the ocean like a mist—in fact, the Indians would say, when a fog was rising, "Here comes old Maushope's smoke"—and when he finished he emptied his pipe into the sea. Falling on a shallow, the ashes made the island of Nantucket. The first Indians to reach the latter place were the parents of a babe that had been stolen by an eagle. They followed the bird in their canoe, but arrived too late, for the little bones had been picked clean. The Norsemen rediscovered the island and called it Naukiton. Is Nantucket a corruption of that word, or was that word the result of a struggle to master the Indian name?


:D

Re: Paladin Steel Storefront

Posted: Mon Apr 16, 2012 10:21 am
by taalismn
It will ALWAYS be the 'Vineyard' to us...or rather the drawled out "VIN-yaad'! :D

And LOVE the jingle, Abtex....Might have to adopt it as one of the Smallkin Robot Corps' marching ditties... :fool: :ok:

Re: Paladin Steel Storefront

Posted: Mon Apr 16, 2012 10:58 am
by abtex
Found the spider tale on a piece of paper, always writing something down.
Just finding it is the problem.

So Maushope is not a mecha, land or amphi [giant engine, indian] are squad of them defensing the island?
time for sleep, but lot of ideas in the folklore tale.

Re: Paladin Steel Storefront

Posted: Mon Apr 16, 2012 8:09 pm
by taalismn
CEDAR PROPHET Augmentation Package:
(PU2 budget of 4.57 million per operative)

“Enjoy your lunch hour?”
“The best. Found a GREAT sunny spot on top of the tower!”
“I can tell. Forget something when you were done?”
“Not that I can think of. “
“How about clothes?”
“What abou---eeep!”

CEDAR PROPHET is one of the more radical bio-augments in that it visibly alters the appearance of the recipient, while instilling various plant-like properties in the biomoddie.
The skin of CEDAR PROPHET is infused with chloroplasts, giving it a distinctive green tint, and the recipient’s metabolism is altered to be able to draw energy from the new cells, supplementing their normal digestive system. The biomod can use this to provide an energy boost, or extend their food and water supplies. In order to make best use of this new ability, the recipient is best off exposing a maximum amount of skin to sunlight. CEDAR PROPHET biomods tend to feel peppy and upbeat after a session of ‘feeding’, and can labor in the sun for hours hardly breaking a sweat.
Other benefits include a tougher constitution, reduced need for food and water, radiation resistance, the ability to tolerate heavy doses of toxins, and the biomoddie possesses a greater natural awareness.
CEDAR PROPHET is not very popular on Rifts Earth where protective clothing is a necessity; those who have to wear covering garments(such as EBA) on a constant basis are likely to find CEDAR PROPHET pretty much useless and its drawbacks a distraction(this would be likely to change if the means to elevate the process to Class 4 megadamage could be found). However, CEDAR PROPHET is proving more popular off-world, especially among colonists, eco-rangers, and some spacers. Paladin Steel also wants to see if the biomod could be applied successfully to Mystics and other ‘natural’ mages, without impacting their mystic abilities, but thus far there have been no volunteers for such experiments, though PS agents have been discretely canvasing territories around Coalition State expansion zones, in the event there are any ex-POWs willing to take a chance on a possible rehabilitative therapy procedure.

Drawbacks: Without regular exposure to sunlight, CEDAR PROPHET biomods feel sluggish and depressed. The person tends to be a daytime operator, virtually shutting down once night falls(-1 APM, reduce speed by HALF, all bonuses by 25%, and P.S. by 20%).
The green skin and flesh tint also immediately marks the recipient as different.

Powers/Abilities:
-Photosynthetic Metabolism---Simply by laying in the sun(or other high UV-light source), the CEDAR PROPHET biomod can reduce their need for food and water by 50%. Furthermore, when in the sun, the biomoddie gets the following bonuses: +2d6 Speed, +1d6 P.S., +1 APM, +1 initiative, +2 strike, +3 parry and dodge. +2 roll/disarm/pull punch. The Biomoddie also regenerates 2d6 points of damage per 30 minutes and fatigues at only HALF their normal rate.
No bonuses when exposed to artificial light(or at least light without a high UV element).
Note that for the above bonuses, at least 40% of the biomoddie’s skin surface must be exposed to the light(or UV-transparent clothing worn).
The biomoddie can also enter a more profound ‘veg-state’ in which the biomoddie enters a trance state. In this state, the muscles become stiff, the skin becomes waxy and hard (effective A.R. of 14), and the person seems to died and gone into rigor mortis(and will certainly show up as plant-like on thermal and acoustic scanners). The trance allows the person to heal at a rate of 3d6 points every 30 minutes of trance-state, and is +5 to save versus coma/death. In this state the person can go without food or water(and a 10th as much air) for as many days as they have P.E. points x10, as long as they have regular exposure to sunlight(at least 10 hours out of 24). They can survive in this state for about HALF that without sunlight.
Rousing the person from this state is possible with much vigorous poking and prodding, as the person is only distantly aware of their surroundings. Waking up from the trance , the CEDAR PROPHET recipient will have NO initiative, and will be at HALF their normal bonuses for 2d4 minutes.

-SDC Augmentation---+240 SDC

-Enhanced Endurance---+1 P.E., +2d6 SDC

-Radiation Resistance---Thickened cell walls and extra layers of skin provide some added protection from increased levels of radiation, especially ultra-violet. Can handle ten times the normal safe rad limits for their species. The person has nothing to fear from melanoma and other skin cancers.

-Cold Resistance---Takes HALF damage from cold-based attacks, and temperatures as low as freezing have no adverse effects. The added layer of insulation also has the added benefits of helping to reduce the operative’s thermal signature and muffling the sounds of their internal organs(reduce the chances of detection from BOTH by HALF).

-Lungs: Enhanced--- Can hold breath for about 10 minutes, and fatigues at half the normal rate.

-Lungs: Filtration---The recipient can now breath tainted air; +5 save versus gases.

-Immune System---Having plant cells wired to the metabolism means that the biomoddie is potentially susceptible to BOTH animal and plant diseases. This hardens the immune system so the happy flower-child doesn’t get struck down by Dutch Elm Disease or Potato Rust. Impervious to disease and +1 to save poisons and toxins.

-Kidneys, Enhanced---Superior blood filtration, especially good for resisting toxins. Also includes some modification of the liver, to better resist the effects of that other toxin, alcohol. +5 to save vs poison, +1 to save versus drugs and other toxins.

-Modified Appendix---Another biomod meant to improve the recipient’s resistance to toxins. +5 to save vs poison, damage and penalties are halved, and duration is only 25% of normal.

-Heightened Sense of Awareness---+2 initiative, +1 roll, +2 save vs Horror Factor.

-Life Sense---200 ft radius per level of experience. Tracking is 50%+5% per level of experience, uses up 2 APMs per every 200 ft of tracking distance.

-Enhanced Armor Rating---Fairly useless in megadamage settings, though it provides some protection in SDC settings. Raises the person’s personal A.R. to 12.

-Extraordinary Strength---The lignite-like fibers interwoven in the person’s musculature amplify their strength.

-Damage Resistance---Takes HALF damage from blunt force strikes, due to the shock-dissipating ‘mesh’ in their muscle tissues.

-Reinforced Spine---The biomoddie can bend with the wind with the best of them; +3 roll, and takes only a THIRD normal damage from a punch, fall, or impact.

Total bonuses:
+240+ 2d6 SDC
A.R. 12
+1 P.E.
+2 initiative
+4 roll
+2 save vs Horror Factor
+11 to save vs poison
+1 to save versus drugs and other toxins
+5 save versus gases
Extraordinary Physical Strength

Options:
-Mental Affinity: ---A combination of minor cosmetic surgery and body language training to improve the trust/intimidate factor; +1 to M.A. (200,000)

-Pheromone Package---The Pheromone option actually costs HALF of what it should for the CEDAR PROPHET:
a) Attract Opposite Sex---Twice per day the recipient can affect an area of 100 ft per point of the person’s M.A., raising their M.A. and P.B. by +10 when dealing with the opposite gender, and adding +10% to Seduction rolls.
b) Scent Marker(marks presence for 2-4 hours). Let ‘em know this is YOURS or else that you’ve been here recently.
c) Territorial/Warning---Members of the same gender as the recipient will either challenge or back down from this pheromonal cue, but even if they attack, they’ll be -1 on Initiative due to the subconscious feeling that they don’t have the home ground advantage.
(500,000)

-Longevity----Paragon/Paladin’s gene surgeons seem to have unlocked the Fountain of Youth with this, but the current process seems to only work if you’re half-plant. Given that dying of old age is NOT a common problem on Rifts Earth, this feature is unlikely to be in much demand with Rifts Earth natives, but is bound to be a surefire seller with off-world/outdimension customers/faculty. Ages at a rate of 1 year for every5, +1 P.E., +3 save versus disease, +5% save versus coma/death, and +1d4 to P.B.
(2-4 million)
7 million per operative)

Re: Paladin Steel Storefront

Posted: Mon Apr 16, 2012 8:15 pm
by taalismn
abtex wrote:Found the spider tale on a piece of paper, always writing something down.
Just finding it is the problem.

So Maushope is not a mecha, land or amphi [giant engine, indian] are squad of them defensing the island?
time for sleep, but lot of ideas in the folklore tale.


Nah, I regard Maushope as a singular Spirit of Nature, possibly even a half-god giant. I'd probably use the Nature Spirits in Spirit West as a guideline, but I'm not sure if I'll have Maushope show up at any point...

Re: Paladin Steel Storefront

Posted: Wed Apr 18, 2012 10:06 pm
by taalismn
Paladin Steel McB-03 ‘Blitzer’ MicroBomber
(Aka ‘bomb-cart’, ‘boom-truck’, ‘boom-basket’, ‘pig sinker’)
http://i408.photobucket.com/albums/pp164/taalismn/img234.jpg

“How’d I take out that nest of terrorist bandits? Basically what I did was fly the length of the building, popping a bomblet or dozen into each window as I passed, before they had a chance to bring their weapons to bear. Then I looped and came back firing the rest of my load from the other side launchers into any windows I missed and some I didn’t, just in case somebody was still moving inside. I think that did the job quite nicely, don’t you?”

The McB-03 is essentially a standard HSAW(Heavy Stand-Off Attack Weapon) outfitted as a reusable ‘bomb truck’ manned by Smallkin crew. This entailed fitting the SAW frame with extensions fore and aft; a forward cabin for the pilot, and an extended tail with a dorsal air intake and enclosed turbojet engine. Basically, this is a large LRM-sized pod with maneuvering thrusters, guidance system, and fold-out glide wings, that is designed to overfly a target zone and launch cluster munitions over it, in a bombing pattern.
McB-03s can be stowed in quite small places and launched via catapult or disposable zero-launch-length JATO rockets. Recovery is equally simple; either a sturdy catch-net or belly-skid on relatively flat ground.
The McB-03’s main selling points are its compactness and its very low cost. Its minus sides are its lack of agility and limited operation perimeters; the SAW was meant to fly over a target and spread submunitions over it before crashing; the McB-03 is expected to be able to selectively bomb targets of opportunity and then return from such a mission, not an easy proposition in the face of modern air defense systems, even those on the infantry tactical level. While many Bigfolk and Smallkin regard such as little more than kamikaze missions, there’s still enough interest in the ‘bomb carts’ to put the design into production. Those that have been deployed are mainly used in a defensive posture, scattered at concealed launch sites(typically caves and bunkers) in Smallkin territory, ready to be launched in support of defensive troops, though a few have been used in special ops missions.

Type: McB-03 Blitzer
Class: MicroLight Tactical Bomber
Crew: 1-2, Size Level 1-2 sentient.
MDC/Armor By Location
Main Body 80
Crew Compartment 50
Wings(2) 25 each
Tail/Engine 50
Height: 13 inches, 18 inches with tail fins fully deployed
Length: 14 ft
Width: 13 inches, 8.8 ft w/ wings fully deployed
Weight: 1,100 lbs
Powerplant: Restartable Liquid Fuel (230 mile range) or electrically-powered ducted fan ( 250 mile range).
Speed:
(Powered Flight) 595 MPH. maximum altitude 11,000 ft
(Gliding) Has an effective gliding range of 20 miles in atmosphere
Market Cost: 96,000 credits
Systems of Note:
Basic Aircraft Systems, plus:
*Radio---100 mile range

*Mini-Radar---8 mile range

*Folding Wings---The wings and tail stow for easy transport(reduce width/wingspan by HALF, and height by 1/3).

*Escape Pod----This is a modified MDC(50) helmet that closes around the tiny pilot, providing additional protection. In a bail-out situation, the pilot can eject, the helmet powered clear of the rest of the robot by rocket motors. Internal airbags cushion the pilot on landing(it was decided NOT to include a mini-parachute, in case such might give away to a watchful enemy that something was up). The escape pod can rocket up to 5,000 ft away.

*(Optional) Recovery Chute---This is a drogue parachute that deploys out the back and can then lower the microfighter to the ground in event of power-loss, allowing the aircraft to (hopefully) be recovered and repaired for re-use.

Weapons Systems:
1) Bomb Deployment System---The main armament of the Blitzer consists of multiple launch tubes on both sides(50-250 tubes per side) of the aircraft’s airframe. Each tube ejects/launches a submunition. The Blitzer cannot thus accurately bomb targets on a direct line below it, but can launch a ‘broadside’ from an angle. These submunitions can range from golf-ball-sized antipersonnel grenades, runway cratering shells, area denial mines, chemical shells, or even carbon-fiber ‘angel hair’ electrical disruption spools. PS is also working on using SAWs to deploy Kera-Tech style EMP weapons and other specialized munitions.
Range: Submunitions can be launched up to 300 ft out to either side of the SAW’s flight path.
Damage: (AP Grenade) 4d6 MD to 8 ft area
(Chemical Grenade) Varies by chemical type and atmospheric conditions. A chemical grenade will generally generate a cloud of aerosol 15 ft in radius.
(HE Shell) 5d6 MD to 20 ft area
(Fragmentation Mine) 4d6 MD to 12 ft area
(Incendiary Bomb) Does 4d6 MD to 40 ft area, does an additional 2d6 MD for 1d6 melees, and 1d6 MD per melee for an additional 2d4 melees
(Angel Hair)---Does NO damage, but against conventional power generators and uncovered power lines and distribution systems, it can short out power grids, clog generator air intakes(80% effectiveness against industrial generators and internal combustion engines), and be a general nuisance to clean up.
Rate of Fire: A SAW can volley its submunitions in any combination
Payload:(Typical loadouts)
400 AP/Chemical grenades
OR
100 HE/anti-vehicle grenades
OR
100 Fragmentation Mines
OR
50 Incendiary Bombs
OR
500 spools of wire, each spool holding up to 4,000 ft of aluminum-coated filament

2) Nose Gun---Fixed-forward position nose gun, operated by the pilot and giving them some forward defensive fire and strafing ability.
a)Mini-Gun Pod(.22)--Modified long barrel version of the ‘Frenzy’ micro-machine gun.
Range: 2,000 ft
Damage: (.22LR) 1d6 SDCor 3d6 SD per 3-rd burst, 6d6 SDC for a six-round burst, a ten-round burst does 1d6x10 SDC, and a full twenty-round burst does 2d4x10 SDC.
(Wellington/PS Exploders) 3d6 SD per rd or 9d6 SD per 3-rd burst, 1d4x10 SDC for a six-round burst, a ten-round burst does 1d6x10 SDC, and a full twenty-round burst does 2d6x10 SDC.
(PSX-2) 1d4 MD per rd, a three round burst does 2d4 MD, a six-round burst does 4d4 MD, a ten-round burst does 1d4x10 MD, and a full twenty-round burst does 2d4x10 MD!!
Rate of Fire: Automatic
Payload: 250 rds

b) Mini-Laser---The equivalent of a Wilk’s laser pistol
Range: 1,000 ft
Damage: 1d6 MD per single shot, 3d6 MD triple shot burst
Rate of Fire: EGCHH
Payload: 200 shot battery for electrically-powered models, effectively unlimited for nuclear versions.

Options:
*Scramblers---Developed from Juicer scramblers(also available to the micro-scale ‘Speedball’ Hovercycle) but not as powerful; vehicle has only a 25% chance of being detected by thermal optics, motion detectors, and radar systems, and guided missiles are -2 to strike. Cost: 22,000 credits.

Re: Paladin Steel Storefront

Posted: Fri Apr 20, 2012 8:39 pm
by taalismn
PSMAGL-40DMs ‘Dhunker’ 40mm Marine Grenade Launcher
http://www.atrinaflot.narod.ru/81_publications/vmf_rus/nprdv_01.jpg
http://upload.wikimedia.org/wikipedia/commons/thumb/5/5e/DP-64.png/300px-DP-64.png
http://militaryforces.ru/photo/grenade.jpg
http://4.bp.blogspot.com/-EMaUAEvK02I/Tv-LYUw533I/AAAAAAAABvc/gvYZTYPKZkE/s400/dp64.jpg

“Bert, we got swimmers poking around our anchorage again.”
“Coalition froggies? Or that damned merwoman?”
“Looked like a couple of Horune scouts.”
“Glad I got this then. Let’s bomb some gorks.” #Ker-CHAK#

The MAGL-40DMs is a specialized grenade launcher developed for shore and ship-use, for firing mini-depth charges against swimmers and underwater monsters in close waters. The weapon was inspired, and partially based on, the pre-Rifts Russian DP-64, a double-barreled 45mm grenade launcher system that saw some service with Russian maritime patrol forces.
The MAGL-40DMs shares the same double-barreled over-and-under configuration, but uses the smaller and more common 40mm grenade format, and a ‘metalstorm’ ammunition system that allows more rounds to be carried and fired. Lighter weight megadamage polymers and light alloys offset the weight of added ammo. A more advanced recoil system helps soak up recoil forces when firing, making for a more accurate and easily handled weapon, especially on aircraft, hovercraft, and small boats.
The MAGL-40DMs can fire regular 40mm grenades, but it is meant to fire specially fitted and fused rounds that serve as mini-depth charges. Chemical, flare, and ‘screamer’ rounds are also available for the weapon. PS is also developing an ASROC-style round that will airdrop two 18mm micro-torpedoes to be deployed over a target.
The ‘Dhunker’ is becoming popular with sailors, fishermen, and port security officers as a defensive weapon.
Weight: 22 lbs
MDC: 55
Range: 2,000 ft. Grenade charges are typically fused effective to a depth of 120 ft.
Note: CANNOT operate underwater.
Damage: Frag rounds do 4d6 MD to a 12-foot radius.
AP rounds do 1d4x10 to a 3-foot blast radius,
High Explosive/Concussion rounds do 5d6 MD to a 32 -foot radius.
and Plasma rounds do 1d4x10+10 to a 5-foot radius.

(Sonic)3d6 MD per blast to an 16 ft blast radius, 1d6x10 SDC to another 20 ft beyond that, Does only 1d6 MD to a 6 ft radius in air
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor(such as wetsuits).

(ElectroShock)--Unleashes a powerful electrical surge that stuns against a saving roll of 17 or less. Does 3d6 SDC to a 25 ft radius, and stuns for 1d4 minutes. Also has a 60% chance of temporarily knocking out unshielded bionics and cybernetics for 1d6 melees.

(Chemical) Varies by specific chemical used. Generally covers a 20 ft area, and persists for about 1d4 minutes before being broken up by water currents.
(Dye Pack) Dyes the water a bright color. Generally covers a 30 ft area, and persists for about 1d4 minutes before being broken up by water currents. May last longer if it coats solid objects passing through it.
(Floating Flare) Burns for 50 seconds floating on the water
(Screamer) Screamers are specialized one-use munitions that when fired, broadcast a massive burst of noise across all audio/sonic frequencies, with the intended effect of destroying acoustic target(sonar) locks, and allowing the sub/diver to escape opponents using sonar to detect or track them. -60% to track the sub via sonar while the Screamer is in effect, while sonar-guided weapons are -10 to strike .
Screamers also have the effect of stunning dolphins, whales, and other creatures using natural sonar and echo location. These creatures are disoriented/stunned for 1d4 melees.
A typical screamer will last 1d4 melees until it burns out or is destroyed.
Screamers can also be fused to ignite/activate anywhen up to a minute(4 melees) after deployment.
Effective radius of effect of the 40mm screamers is aproximately 2,500 ft

(MicroTorp)---Drops two micro-torpedoes into the water. Typically homing variety.

(TW TangleBomb)----Explodes into a twitching, twining, expanding mass of green-black unearthly vegetation with 25 MDC per 20 ft area(covers a 40 ft area). Has an effective Horror Factor of 14, and victims have to Dodge at 16 or better to avoid getting tangled up in its fronds/tentacles. Victims trapped in the weed are -1 to initiative, -2 to strike, -4 to parry, and -6 to dodge, and will have to inflict 25 MDC or more to move more than 10 ft. Unprotected beings take 3d6 SDC per melee of thrashing against the weed, from its thorns and whipping around; those in MDC armor(or who remain calm and don’t fight it) take no damage. Duration: Lasts up to 50 minutes

(TW Blackwater Bomb)---Covers a 50 ft area in ominous darkness, Effects identical to the Ocean Magic spell Black Water. Effects last 8 minutes.

Rate of Fire: Volleys of 1-2
Payload: 8 rounds, four per tube
Special Features:
*Corrosion-proof, water-proof composite construction
*Neutrally Bouyant
*Shoulder Shock-Pad
*Foregrip

Cost: 7,000 credits for the weapon.

Re: Paladin Steel Storefront

Posted: Sat Apr 21, 2012 9:56 pm
by abtex
taalismn wrote:Paladin Steel McB-03 ‘Blitzer’ MicroBomber
(Aka ‘bomb-cart’, ‘boom-truck’, ‘boom-basket’, ‘pig sinker’)

Can a MicroBomber be fitted with the PSMAGL-40DMs ‘Dhunker’ 40mm Marine Grenade Launcher?

Both are nice.

Re: Paladin Steel Storefront

Posted: Sat Apr 21, 2012 10:33 pm
by taalismn
abtex wrote:
taalismn wrote:Paladin Steel McB-03 ‘Blitzer’ MicroBomber
(Aka ‘bomb-cart’, ‘boom-truck’, ‘boom-basket’, ‘pig sinker’)

Can a MicroBomber be fitted with the PSMAGL-40DMs ‘Dhunker’ 40mm Marine Grenade Launcher?

Both are nice.


Yes, it can be fitted with mini-depth charges, so you can go fishing. :D

Re: Paladin Steel Storefront

Posted: Mon Apr 23, 2012 12:42 am
by abtex
Someone misusing your PSMAGL-40DMs ‘Dhunker’ 40mm Marine Grenade Launcher. After having it rebuilt a little.

Re: Paladin Steel Storefront

Posted: Mon Apr 23, 2012 8:10 pm
by taalismn
Paladin Steel Sierca-class Fast Corvette
http://www.bora-class.info/project1239/pr1239.gif
http://4.bp.blogspot.com/_wjLSOEl0BZk/SWwsqISRWUI/AAAAAAAAC3A/I6-LRXOznn8/s320/25_39677_fb205656f1e837c.jpg
http://upload.wikimedia.org/wikipedia/commons/9/9f/Bora_Class_Missile_Corvette_Samum.jpg

“The Splugorth are too damn fast to be able to counter them with large units whose movements the Splugs, I’m sure, know already, but with enough smaller units located all along their likely target path, we might be able to sting them to death something fierce!”

The Sierca is another of PS’s fast warship designs that, like the Tyan, seems to have its origins in a pre-Rifts Soviet design, the ‘Bora’-class guided missile ‘hovercraft’. It is unknown how PS managed to acquire specifics on the design---whether they got ahold of pre-Rifts USN intelligence files on the craft, or somehow acquired an example of the ships, is still a subject of conjecture. In any event, PS modified the design into their ‘Sierca’-class corvette, a fast, heavily armed, patrol and strike vessel.
The Sierca(named for a waterwalking steed of Elven legends) falls midway between the WaveRunner APB and the StormSkimmer FFG in terms of design; all three use a conformal hull that injects a thin sheath of air under the hull to produce a hovercraft-like, shallow-draft, effect for higher speed...though the Sierca cannot duplicate the StormSkimmer’s ability to travel overland. The upper works of the Sierca are crowded with weapons mounts and sensor arrays, giving the boats a fair cross-section of capabilities and firepower options. The primary weapons are a set of launchers for sea-skimming cruise missiles, and a turret with a 100mm cannon. Backing them are a brace of rapid-fire AA guns and light missile launchers, along with what small arms the crew can bring to bear. The ships also carry various electronic warfare jamming systems and physical decoy launchers to make the fast moving boat an even harder target to hit. The crews normally operate with a crew of thirty-five, but they have the capacity to carry, at least for short durations, thirty additional passengers, making them useful as high speed marine commando transports and shipping interdiction vessels(Coast Guard boarding or anti-shipping operations).
Thus far, about two dozen Siercas have joined the service of the GNEN, serving alongside the Skuld-class and Capricorn-class attack boats. Additional units are expected to enter service in the future, either with the GNEN or GNe/PS affiliates.
Type: PS-PCFG-14 Sierca
Class: Corvette
Crew: 35+1-33 passengers/additional crew
MDC/Armor by Location:
Main Body 2,500
Bridge 600
Radomes(2) 120 each
100mm Massdriver Turret(1) 250
LRM Launchers(2) 150 each
30mm AA Turrets(2) 80 each
Height: 25 ft
Width: 18 ft
Length: 65 ft
Weight: 1,050 tons
Cargo: 50 tons
Powerplant: Nuclear Fusion w/ 20 year energy life
Speed: 65 MPH
Market Cost: 26 million credits
Systems of Note:
Standard Ship Systems, plus:
*Sonar-------80 miles
*Radar---100 mile range
*EW Suite/ECCM system: A system that uses electronic encryption and frequency jumping to (attempt to) negate jamming systems. The system has a 35% chance of negating radar or communications jamming (non-magical) on its own, while 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.
Jamming Range: 20 miles
EW Cloaking: -15% to enemy Read Sensory Instruments rolls using surface search radars(NOT optical and thermographic systems)

Weapons Systems:
1)100mm Massdriver Cannon---Mounted in a turret on the forward deck.
Range:(Direct Fire) 36,000 ft (7.2 miles)
(Indirect Fire) 90,000 ft(18 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: 320 round magazine. 100 mm AP shell weighs 25 lbs( 80 shots per ton)

2) Long Range Anti-Ship Cruise Missile Launchers(2x4)--Mounted in quad-tube box launchers along the front sides of the ship.
Range: Varies by Missile Type(LRM)
Damage: Varies by Missile Type(LRM)
Rate of Fire: Volleys of 1,2, or 4
Payload: 4 per launcher, 8 total

3) 30mm Anti-Aircraft Guns(2)---Mounted amidships and aft atop the deck ‘castle’.
Range:10,000 ft
Damage:4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD six-round burst
Rate of Fire:EPCHH
Payload:800 rds, 400 rds per cannon
Bonuses:Independent laser and radar tracking system(range: 11,000 ft). +1 strike set on automatic against aerial attack, +2 strike fired by gunner

4)Light AA Missile Positions(2)---These are pintle-rigs for mounting manportable anti-aircraft missiles, which are dependent on their own sensors for target acquisition and targeting. PS typically supplies the Siercas with either the ‘Black Talon’ or ‘FireRose’ LSAM systems. The pintle-rigs on the Siercas are twin-mounts; they can mount two launchers each(2x1 single-shot ‘Black Talon’ launchers, or 2x6-shot ‘Fire Rose’ launchers).
a) PS-FIM100A ‘Black Talon’ Manportable Anti-Aircraft Missile/Light Surface-to-Air Missile
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Single shot
Payload: One missile, 20 are typically carried aboard ship.
Bonuses: +5 to strike airborne targets, and gets TWO attempts to strike the target(agile enough to loop back on a target for a second try).
Special Features:
*Mini-Radar: 5 mile range
*Laser Targeting----Target Acquisition lock-on laser, but it also gives a +1 to strike in ‘Dumb Fire’ mode.
*IR/Thermographic Optics and Target Profiling
*Fire-and-Forget Operation

b)McMAALR-20 ‘Fire Rose’ 30mm Anti-Aircraft Micro-Missile Launcher
Range: 10,000 ft
Damage: (Pattern-3a) 4d6 MD single rd to 5 ft blast radius
(Pattern-3b) 1d4x10 MD to a 5 ft blast radius, or 3d6 MDC out to a 20 ft blast radius in fragmentation mode
(Pattern-3c)(Incendiary)2d6 MD to 5 ft blast radius, does an additional 1d4 burn damage for 2d4 melees
Rate of Fire: Volleys of 1-6
Payload: 6 shot launcher. Typically about 60-180 additional rounds are carried aboard ship.
Bonuses:(All Patterns)(+3 to strike airborne targets, +1 to strike ground targets) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
Special Features:
*Sensor Package---The sensor package includes an IR/Thermal sight, laser rangefinder(2 mile range) and directional mini-radar(2 mile range) with audio-alarm to notify the gunner of target-lock.

5)Heavy Machine Guns/Rail Guns(2)---Pintle mounts for either light rail guns(up to NG-101 equivalents) or heavy machine guns(.50 caliber).

6)Countermeasures(2 mortars, 1 launcher):------Paladin Steel has adopted a series of standard countermeasure packages for use aboard their vessels. Notably they have adapted the US Navy Mk 38 Rapid Bloom Off-Board Countermeasures(RBOC-2) launcher system and the Replica radar signature decoy system. The RBOC-2 fires rocket-mortar shells of flares and chaff up to 1.25 miles away, to heights of 3,000 ft(the better to fool missiles coming in over the horizon), and fires clouds of chaff from deck mortars at closer ranges to confuse other guided weapons).
The Replica system resembles a folded-liferaft capsule when in its launcher, but can be fired off up to 300 ft, and rapidly unfolds to become two linked floating radar and sonar reflectors that give the appearance of a much larger object, and hopefully divert enemy fire and attention away from the targetted vessel.
A variant on this system includes attaching active sonar decoys or “Screamers” to attract or confuse accoustic sensors and homing torpedoes.
The Sierca has 2 RBOC mortar banks( 2 forward), and 1 Replica System launcher on the rear deck
Range: The RBOC can toss decoy bundles 1.25 miles, and to an altitude of 3,000 ft
Damage: None. The RBOC is too inaccurate to be used as an effective weapon(oh, it could probably blow a person off the deck if they were standing too close, but that goes without saying) Effects are similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is nuetralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
(Flare/Chaff)Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: Flare/Chaff lauchers typically have 10 shells each. A Replica launcher will have 2 decoys per launcher.

Variants:
*PS-PCFG-14D---This is a testbed vessel with one of its radomes replaced with an experimental TW ‘weatherplexor’----a large area weather-alteration magic projector.
-PPE Generator and TW Battery Array--- (‘Sorcerer’)--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus
-Weather Alteration Multiplexor---Has the following spells(considered to be cast at a 12th level profficiency for reasons of range, duration, and damage):
*Hurricane(25)
*Summon & Control Storm(150)
*Calm Storm(100)
*Summon Fog(70)
*Whirlpool(20)
Note: One of the aspects under research/study/development is long-range magic casting. Currently the system described above can cast the aforementioned spells at x3 listed range, but at DOUBLE the listed cost above, so, for example, casting the Whirlpool spell at its regular cost of 40 PPE, will allow it to be cast 1,500 ft away, instead of the standard 500 ft. However, its duration will remain 12 minutes(not 36).

Re: Paladin Steel Storefront

Posted: Tue Apr 24, 2012 2:28 pm
by taalismn

Re: Paladin Steel Storefront

Posted: Tue Apr 24, 2012 9:27 pm
by abtex
Cute. Squirrelly piloted "drone".

Re: Paladin Steel Storefront

Posted: Tue Apr 24, 2012 9:53 pm
by abtex
taalismn wrote:
abtex wrote:
taalismn wrote:Paladin Steel McB-03 ‘Blitzer’ MicroBomber
(Aka ‘bomb-cart’, ‘boom-truck’, ‘boom-basket’, ‘pig sinker’)

Can a MicroBomber be fitted with the PSMAGL-40DMs ‘Dhunker’ 40mm Marine Grenade Launcher?

Both are nice.


Yes, it can be fitted with mini-depth charges, so you can go fishing. :D

After seeing the picture I hope it's not used to delivery newspapers. :eek: :D

Re: Paladin Steel Storefront

Posted: Tue Apr 24, 2012 10:26 pm
by taalismn
abtex wrote:
taalismn wrote:
abtex wrote:
taalismn wrote:Paladin Steel McB-03 ‘Blitzer’ MicroBomber
(Aka ‘bomb-cart’, ‘boom-truck’, ‘boom-basket’, ‘pig sinker’)

Can a MicroBomber be fitted with the PSMAGL-40DMs ‘Dhunker’ 40mm Marine Grenade Launcher?

Both are nice.


Yes, it can be fitted with mini-depth charges, so you can go fishing. :D

After seeing the picture I hope it's not used to delivery newspapers. :eek: :D


Worse.
Beer and soda at sports events. :D

Re: Paladin Steel Storefront

Posted: Tue Apr 24, 2012 10:28 pm
by taalismn
Paladin Steel S-6/IMP-07 ‘MagMaster’ ElectroMagnetic Pistol
“This is my all-in-one police weapon. I don’t need anything else. With the scope on it I can spot a crook and take their picture. I can tag ‘em with a tracer dart. I can grapple their getaway vehicle and ride them, or climb over walls to cut them off. Once I catch up to them, I can lob tear gas or tangleweb in after them, blast through walls to get them,and stun-blast them down to their knees to handcuff ‘em. I’ve done all that and more with this gun on more than one bust. I LOVE this gun!”

The S-6/IMP-07 can be thought of as a scaled-down IMD-03 ‘Scrapper’ ElectroMagnetic Rifle, but while it can fire projectiles rail-gun style, its primary projectile is kinetic force. The IMP-07 resembles a large-bore blunderbus pistol with a streamlined frame and wrap-around handguard, protecting the user’s hand and also allowing the weapon to act quite serviceably as a punching guard.
The weapon can be bore-loaded with small grenades or shotgun shells, handloaded through the barrel. Rifle grenades can also be launched off its muzzle.
The IMP-07 can also be fitted to launch a grapple and line, the prepared package consisting of a cable spool that fits around the IMP’s barrel, with the grapple head fitting into the bore.
The pistol also incorporates the ability to fire an EM vortex; a ‘knot’ of manipulated electromagnetic force that transfers kinetic energy to a target, resulting in a concussive shot able to knock down and stun targets. The force of this shot can be regulated from a ‘baton’-style stun bolt to a more lethal armor-cracking virtual projectile. The projector can also fire a shotgun-style ‘scattershot’ affecting an area of effect, allowing for ‘streetsweeping’ or room-clearance.
The IMP-07 is most commonly marketed towards security and police organizations, but is finding some small following with bounty hunters.
A more compact version of this weapon is available as a wrist-mounted hands-free weapons module for PS Security.
Weight: 4 lbs
MDC: 20
Range: (EM Bolt) 800 ft
(Scattershot Bolt) 400 ft, covers 15 ft area
(SDC Shot) 800 ft
(Stun Vortice) 300 ft
(Cable Gun) 90 ft
(Dart Launcher) 800 ft
(Grenade)Typically 1,800 ft
(Rifle Grenade)Typically 1,800 ft
Damage: (EM Bolt) 3d6 MD per shot
(Scattershot Bolt) 2d4 MD to everything in 15 ft area
(SDC Shot) 4d6 SDC per bolt
(Stun Vortice) None; has 80% chance of knocking down human-sized targets(lose initiative and 1 action/attack getting up), plus 60% chance of knocking them out, stunning them with concussion effects(-10 to strike, parry, roll, and dodge, lose initiative, lose HALF speed and actions/attacks for 1d4 melees!)
(Cable Gun) None, cable has tensile strength equivalent to P.S. 50
(Dart Launcher) 1 SDC + possible drug/toxin effects.
Standard knock-out drug renders the victim unconscious within 1d4 melees, unless they save versus non-lethal poison; a successful save means they still will grow woozy within 1d4 melees, and be -2 to strike, parry, and dodge, and -10% to skill rolls for the duration. Drug effects last 4d4 minutes.
(Grenade) By grenade/shell type
(Rifle Grenade)By grenade/shell type(35-60mm)
Rate of Fire:(EM Bolt)(Scattershot Bolt)(SDC Shot)(Stun Vortice) ECHH
(Cable Gun) Single shot
(Dart Launcher) Single shot
(Grenade) Single shot(takes about 2 melee actions to reload/remount a new shell)
(Rifle Grenade) Single shot(takes about 2 melee actions to reload/remount a new shell)**
Payload: (EM Bolt) 10 shots per standard e-clip, 30 shots long e-clip
(Scattershot Bolt) 1 ‘shotgun bolt’ equals 2 EM bolts
(SDC Shot) 6 SDC shots equal 1 MDC shot
(Stun Vortice) 6 Stun Vortices equals 1 MDC shot
(Cable Gun) Single dart w/ 90 ft line
(Dart Launcher) 6 shot magazine, effectively infinite propellant charge(neglible power drainage from main weapon)
(Grenade) Single shot
(Rifle Grenade) Single shot
Special Features:
*Wrap-around Hand Guard---Gives a +1 to damage in a punch.
*Top Rail---For mounting sight and scopes.
*Laser Spot Sight---+1 to strike
Bonus: Laser targeting add +1 to strike. EM bolts are -6 to dodge, on top of that!
Cost: 20,000 credits

**Note : Anyone without at least a P.S. of 14, a bionic arm, or enhanced/supernatural strength will be -4 to strike anything if they attempt to fire a rifle grenade from a pistol launch platform one handed. Two-hand grips are recommended.

Re: Paladin Steel Storefront

Posted: Fri Apr 27, 2012 9:08 pm
by taalismn
HOT EMERALD Augmentation Package:

hissBEEPhissBEEPhissBEEP
“Cardiopulmonary’s looking good. Brain activity normal for deep sleep.”
“Operative field sterilized. All’s looking green. Ready for the next stage.”
“Say, doesn’t it bother you that we’re about to take this poor young woman, who was essentially abducted from her old life, perform travesties of science on her unresisting body, neural-program a new skill set and combat persona into her unconscious brain and bury it deep inside her subconscious, then return her to her place of employment, to work away at her old job until it becomes convenient to activate her, turning her instantly into a ruthlessly loyal, brutally efficient, and supremely effective agent of the Company, sabotaging her former employers from within?”
“No. Should it?”
“Ah, doesn’t it erode our image as the squeaky-clean supporter of righteous causes, armorer of Champions of Good, the Arsenal of the Light, and a paragon of social ethics and justice, by twisting this poor innocent into an instrument of the sort of dark gray ops that would make the old U.S. Empire CIA cringe?”
“She’s an unwitting drone in an organization that is predicted to be orchestrating a scenario that will, if implemented, result in planetary genocide and the loss of a very lucrative future market for the Company. A little abuse of personal dignity, some mad science, and an infusion of several levels of time-activated badassery will save billions of lives if and when the time comes. And besides the obvious health benefits from what we’re about to do, have you seen the retirement compensation package they’ve set up for this lady? Almost as much money as we’re spending on the amp-up. If she has to be activated, she’ll get full access to it afterwards. If activating her as an agent-in-place doesn’t take place and the scenario we’re seeking to avoid goes away, then a few years down the road, she learns of a previously-unknown family relation leaving her a nice little ‘inheritance’. The Company takes good care of its own, even if its own don’t realize they’re working for it. We’re on rock-steady ground.”
“Ah. In that case hand me that micro-effector array. We’ll need to implant the field-projector micro nodes for connection under the breastbone before she goes in the nanite tank. And double-check the anesthesia mix; we definitely don’t want her waking up during these next stages. And we do want her to survive to collect on that benefits package. ”
“Right-o.”

HOT EMERALD is a high-level spec-ops bio-mod inducing a combination of super-soldier enhancements and actual megadamage Meta(Super) Powers. Even the Paragon Progress scientists aren’t COMPLETELY knowledgeable on how exactly some of the powers work, only that they do. The HOT EMERALD enhancement is arguably a Class 4 Meta-Enhancement in that it confers megadamage abilities on the recipient, although the actual physical person is still a normal mortal being.
HOT EMERALD optimizes physical performance, giving the recipient what some call a ‘super model mega-makeover’ in that it produces glowing health and overall increases in physical strength and stamina. The biomoddie also enjoys all the benefits of an enhanced Healing Factor, including a lack of fatigue(described by one recipient agent as ‘better than caffeine without the burn’). In addition, the recipient acquires near-phenomenal kinetic sense, enhanced reflexes, and uncanny targeting abilities. Combined with a comprehensive skill set and weapons training, HOT EMERALD agents are DEVASTATING in combat.
The most impressive aspect of HOT EMERALD is the ability to generate meta-powers, most notably non-psionic megadamage forcefields at will. Forcefields even more potent than larger vehicular-mount technological systems currently available to Paladin Steel, and with a faster regeneration rate. Another related ability, is the ability to maintain and link to a dimensional pocket that only the operative can access, allowing them to keep a concealed stash of contraband(or equipment) near at hand at all times, allowing for some truly impressive acts of espionage.
HOT EMERALD is available ONLY through high-level service with the GNE or PS. These troopers are invariably Special Ops and Elites given high-risk assignments, and their whereabouts and disposition are thoroughly monitored and vetted.
Note: HOT EMERALD does NOT have a listed price as it is considered such an advanced procedure that it is performed only under the directorate of the highest levels of GNE/PS authority.

Powers/Abilities:
-Uncanny Targeting and Throwing---Can throw any weapon intended for throwing at +2 to strike, and at twice the normal range for that weapon. Can also throw or fire a weapon while in motion, without penalty. Can also throw two projectiles simultaneously at the same target or at two different targets, without penalty and using only one attack for the action. Can also parry or dodge projectiles(including bullets) at +2 to parry/dodge.

-Mind/Body Attuned---+1 APM, +2 initiative, +4 save versus Horror Factor, +1 save versus poison and disease, and +2 save versus possession.

-Increased Physical Agility and Dexterity---P.P. increase to 22, +1 APM, +2 initiative, automatic dodge, paired weapons, and +5% to skills requiring manual dexterity such as Acrobatics, Climb, Swim, Pick Locks, and Computer Operation.

-Physical Transformation/Optimization----+2d6 P.S. and is considered to be Extraordinary Strength, +1d4 PE, +1d6 PB, +1d6 Speed, +2d6 Hit Points, +4d6 SDC.

Meta-Powers:
-Forcefield Projection(Major)
Range: Self or others: 40 ft per level of experience
Duration: 10 minutes +2 minutes per level of experience
MDC: P.E. x100
Recovers MDC at 3 per minute, 200 per hour
Can create multiple lesser forcefields, as long as total MDC does not exceed total.
Bonus: +2 to block/parry with forcefield
(Body Field)(Self only) 200 MDC maximum, but is -1 APM and -2 to Initiative while field is maintained. Does NOT block gases, disease pathogens, and radiation.
(Forcebolts) Range: 40 +10 ft per level of experience, Damage: 1d6 SD or 1d6 MD, +2 to strike(targets are -4 to parry/dodge), burns up 5 MDC from forcefield pool.

-(Minor) Healing Factor---Recovers 3 SDC every 10 minutes, 1 Hit Point every 15 minutes, +2d4 P.E., +2D6+6 Hit Points, +25 SDC, +20% save versus coma/death, +3 save versus magic, poison and toxins, +3 save versus psionic attacks, DOES NOT FATIGUE, takes HALF damage from fire and cold, on a successful save drugs and toxins do 1/3 effect and duration, does not scar when healed, and bones heal at a rate 10 times normal.

-(Minor) Lightning Reflexes----+3 initiative, +1 disarm, +3 pull punch, +2 roll, +1 APM, +2d4 Speed, +3 Automatic Dodge

-(Minor) Dimensional Pocket---This ability was grafted onto the HOT EMERALD programme as a result of research on the PHASE-Armor project, and is a modification of the recipient’s forcefield abilities to create a pocket of folded space/time that can serve as a hidden compartment accessible only by the HOT EMERALD operative(although it is rumored that Company technicians and other HE operatives with the proper equipment can also force entry) through a real opening, such as a clothing pocket or small handbag(no specific piece of apparel is needed; only the opening).
The available space in the pocket is limited to what can fit through the opening and what could easily be held in a handbag or trouser pocket, nor can the items be living. Still, this means that the operative can carry such items as handguns, ammunition/e-clips, grenades, personal electronic devices, optics, wallets, wands, gloves, folded compact umbrellas, and wadded-up Skinsuits, for example, in the Pocket. This allows the operative to appear to be unarmed, when in fact they may have a small arsenal ready and waiting in their pocket.
Accessing the Pocket takes HALF of the character’s available APMs that melee. If more than 12 items are held in the pocket, it will take a full melee to find and retrieve a specific item(for that reason, most HE operatives keep their Pockets scrupulpusly clean of lint and loose change).

Total bonuses:
+25 SDC+4d6 SDC
+4D6+6 Hit Points
+2d6 P.S. and is considered to be Extraordinary Strength
+3d4 P.E.
+1d6 P.B.
+1d6+2d4 Speed
+3 APM
+7 Initiative
+3 Automatic Dodge
+2 Roll
+3 Pull punch
+1 Disarm
+20% save versus coma/death,
+3 save versus magic
+4 save versus poison and toxins
+3 save versus psionic attacks
+6 save versus Horror Factor
+1 save versus disease
+2 save versus possession
Takes HALF damage from fire and cold
+5% to skills requiring manual dexterity such as Acrobatics, Climb, Swim, Pick Locks, and Computer Operation.

Re: Paladin Steel Storefront

Posted: Sat Apr 28, 2012 12:59 pm
by ZINO
HOT EMERALD Augmentation Package:
nice!!!!!!!!!!!!!

Re: Paladin Steel Storefront

Posted: Mon Apr 30, 2012 1:52 pm
by taalismn
Paladin Steel HC-06 ‘Brego’ Hovercycle
(aka ‘Jolly Jumper’, ‘YoyoCycle’)
http://i408.photobucket.com/albums/pp164/taalismn/img233.jpg

“So, taking the yoyo-cadets out for a spin?”
“Mangleson, they’re recruits new to high technology, INCLUDING hovervehicles. The fastest they’ve previously gone is on horseback, and the highest they’ve gone is swinging from trees! You can’t just strap them on a rocketcycle, push the starter, and hope they don’t run into something at five hundred kaypee-ech before they figure out how to seer the thing! The Brego’s a good safe introduction to hover operations!”
“Yeah, yeah, but you so look like a mother duck and egglings out for a stroll!”
“Need I LOUDLY remind you and everybody else in this room who waxed you during the last urban war maneuvers while you were blitzing in your Firefly?”
“...I’ll be quiet...”

The PSHC-06 is a light and inexpensive hovercycle aimed more at civilian markets, urban commuters, and more secured areas, rather than the rugged rural adventurer set. Though this might appear to be a mistake of marketing on Rifts Earth, with civilization blooming in the GNE, Alliance nations, and in the offworld markets PS has access to, this isn’t seen as a problem by PS’s administrators.
The HC-06 bears more than a passing resemblance to the pre-Rifts BMW C-1, a high-end motorscooter design touted as having safety first in a ‘scooter. Indeed, the HC-06 has the sleek lines and roller bar cage of the pre-Rifts design, as well as the passive restraint system seatbelting the driver in. However, instead of wheels, the HC-06 sports a triple set of hoverjets for stability. Other safety features include an advanced stabilization system, autopilot, megadamage polycarbonate ‘safety glass’ canopy, and an aerogel airbag cushioning system.
The PS-HC-06 Brego may not be the fastest hovercycle available on the market, but it is arguably the safest, being easy to use and inexpensive to operate. It is derided by most serious hovercyclists as a ‘kiddykart’, and frequent fun is made of its rounded shape and canopy(‘Yoyo’ being a common nickname). However, the Brego is proving popular with urban commuters and some wilderness operatives(who appreciate the steady flight and added measure of protection from the elements).
Type: PS-HC-06 Brego
Class: Hovercycle
Crew: One. A passenger can hang on to the rear seat/shelf outside the roller cage.
MDC/Armor by Location:
Main Body 65
Canopy Windshield 25
Hoverjets(3) 15 each
Height: 5 ft
Width: 3 ft
Length: 6 ft
Weight: 460 lbs
Cargo: A rack on the back outside the roll-cage can be used to carry a large backpack or passenger.
Powerplant: Liquid Fuel(w/ 600 mile range), Electric (w/ 600 mile range)or 5-year Nuclear(rare)
Speed: 120 MPH, maximum altitude of 60 ft.
Bonuses: Easy to use: +15% to piloting rolls. Extreme maneuvers, however, will be -10% due to the gyrostabilizers fighting destabilizing antics.
Market Cost: 58,000 credits for liquid-fuel, 90,000 credits for electric, 900,000 credits for nuclear.
Systems of Note:
*Roller Bar Cage Assembly--Vehicle takes HALF damage and rider takes 1/3 normal damage in a roll-over

*Aerogel Safety System----In place of airbags, the Brego has a sprayer system that when activated instantly engulfs the rider in shock-absorbing, fire-retardant, but air permeable, aerogel. Inside the foam bubble, the person is cushioned from shock(takes only 1/8 normal damage from kinetic shock, punches, falls, and blows), floats like a pool toy, and is reasinably safe from fire(takes 1/8 normal damage from heat and smoke). The foam easily tears away with slow deliberate motions. The system has enough aerogel matrix for four uses before needing replacement(500 credits).

*Autopilot---This allows the ‘cycle to fly a pre-programmed course using pre-set navigational aides or a straight course setting. It can also be slaved to an existing remote operations traffic network. The autopilot system can also be enabled to activate a radio distress beacon(10 mile range) in event of a crash or collision.

*HUD Windshield---In addition to regular guages on the dashboard, the Brego has a windshield-projection system for putting up status indicators and navigational aides.

*Retractable Windshield Wipers.

Weapons Systems: None standard
Options:
*Windshield Upgrade---MDC: 60, Cost: 18,000 Credits

*Side Panels--This adds transparent ‘half doors’ that provide protection(12 MDC each) to the person’s upper body, but leave the legs exposed. Cost: 6,000 Credits for the set.

*Speed Booster---Does away with any passenger or rear cargo capacity in favor of adding a booster assembly. Allows the Brego to hit speeds of 210 MPH for 16 minutes before needing 20 minutes to cool down and recharge. Cost: 22,000 credits

*Weaponry---The Brego isn’t meant as a combat vehicle, but as with virtually all Rifts Earth vehicles, enterprising(or desperate) owners, especially CityRats, have seen fit to modify their rides with built-in weaponry, so PS has made it easier by adding provision for weapons hardpoints and handlebar/dashboard fire control. Up to two weapons can be added to the front of the ‘cycle.
a) Lasers
Range: 1,000 ft
Damage: 2d6 MD per shot, 6d6 MD pulse burst
Rate of Fire: EPCHH
Payload: 150 shot battery. Effectively Unlimited if nuclear powered
Cost: 18,000 credits

b) Ion Blasters
Range: 600 ft
Damage: 3d6 MD single shot, 6d6 MD pulse burst
Rate of Fire: EPCHH
Payload: 100 shot battery. Effectively Unlimited if nuclear powered
Cost: 18,000 credits

c) Cyborg Machine Gun
Range: 2,000 ft
Damage:(SDC) 1d6x10 SDC per 10 rd burst
(MD) 1 MD single rd, 2d4 MD per 10 rd burst
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst.
Rate of Fire: EPCHH
Payload:300 rd drum
Cost: 18,000 credits

d) MicroMissile Launcher(s)----12 shot pod. Cost: 15,000 credits for the launcher

e)PS-RL-210 Fragmentation Rocket Launcher( a copy of an imported Russian design). Note that PS has also been experimenting with an incendiary variant using a magnesium mixture.
Range: 4,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
at 3,500 ft, the rds go ‘grapeshot’, doing 3d6 MD(1 MD for a single shot) in a 12 ft wide area.
(Incendiary “Hot-Grape” Version)---Do an additional +2 MD per rd, and 1 MD of damage for 1d4 melees as the flare portion burns down.
Rate of Fire: EGCHH, Volleys of 1-8
Payload: 8 shots per launcher
Cost: 8,000 credits

f)PS-DL-110L Razor-Frizzer( a cut-down 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: 1,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
Rate of Fire: EGCHH
Payload: 20 shots per launcher
Cost: 9,000 credits

g)PSAGL-23C 23mm Micro-Grenade Launcher
Weight: 6 lbs
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.


-Smoke Screen Dispenser---Generates a thick, obscuring cloud of dense smoke. Each blast covers a 40 ft area and anyone caught in the cloud of thick, obscuring smoke is. Has enough smoke-matrix for 6 clouds.
Cost: 7,000 credits

Variants:
*PS-HC-06TW---Technowizardry variant. Can hit speeds of 220 MPH, maximum altitude of 500 ft, when on a ley line. Can also fly indefinitely when on a ley line.
Cost: 950,000 credits

*PS-HC-06PLE---Police Scooter, with a set of light/siren bars on top, a laser scanner and registration reader in the front, distress beacon, secured weapons/equipment locker on the back, and loudspeaker. Also features a sonic stunner in the front and a stun-gun. Not a very effective combat vehicle, but typically used for urban/arcology/’mall’ patrols in built-up areas.
-Sonic Stunner:
Range: (Targeted Stun) 500 ft
(Area of Effect Blast) 300 ft, 10 ft wide area
Damage: (Targeted Stun) 1 SDC, plus save at 16 or better, or suffer -7 on initiative, -6 to strike, parry, and dodge for 1d6 melees. Reduce Spd by 20%.
(Area of Effect Blast) Save versus psionic attack(12 or better) or be -1d4 to initiative, HALF all bonuses to strike/parry/dodge, and -1d4 to Maintain Balance for 1d6 melees. Roll under P.E. or fall unconscious for 1d6 melees.
Rate of Fire: ECHH
Payload: 200 shots per E-clip

-Taser---Energy stun blaster
Range: 100 ft
Damage: Victims must save versus non-lethal poison(12 or better) or suffer
-10 to strike, parry, and dodge, reduce speed and APMs by HALF, for 2d4 melees per hit.
Cyborgs(full and partial conversion) save at 8 or better.
Also has the effect of shorting out vehicle ignition systems(60% chance)
Rate of Fire: ECHH
Payload: 200 shots per E-clip

Re: Paladin Steel Storefront

Posted: Mon Apr 30, 2012 8:46 pm
by taalismn
Dunno why I’m rather dotty about this oldster; maybe because just after seeing it on the news I had a rather fast ‘ships-that-pass-in-the-night’ encounter with one on the highway, but here’s the future...

Paladin Steel UV-23 ‘Futurcruiser’ Utility Bus/Van
(aka ‘RetroRocket’, ‘Flash-Bus’)
http://4.bp.blogspot.com/_v1sPP99bKtI/SatzoyVHBCI/AAAAAAAAAMs/HxC9DJN5X4g/s400/1953_gm_futurliner.jpg
http://upload.wikimedia.org/wikipedia/commons/2/2f/GM_FuturLiner_at_Flint_2011.jpg
http://www.peterpancharters.com//wp-content/uploads/2010/03/Peter_pan_future_liner.jpg

“The optimisim and energy of Yesterday, combined with the rugged and proven technology of Today, carrying you into a prosperous and bright Tomorrow!”---Paladin Steel ad brochure for the Futurcruiser.

“Of COURSE I tore out that fancy electric motor they sold already in the truck and replaced it with a Essence-powered steam engine of my own design! Don’t you get the whole vibe from this thing? Its design is all about the future! A clean powerful future! And steam is clean power! STEAM IS THE FUTURE!”---- Romer ‘Steamboiler’ Stavinski, TechnoWizard, talking about his customized Futurcruiser.

The Futurcruiser is a multipurpose vehicle frame based on a pre-rifts vehicle, the GM ‘FuturLiner’, a streamlined specialty ‘exhibition vehicle’. Back in the 1940s(pre-Rifts, Old Calender), General Motors commissioned a fleet of twelve buses to tour the country as part of their Parade of Progress, a traveling exhibition of what were then modern or cutting edge technologies such as microwave ovens, stereophonic sound systems, jet engines, television, and other innovations. Interrupted by the Second World War, the Parade of Progress would resume afterwards with new emphasis on the increasingly available technologies until the 1950s, when the featured innovation of television rendered traveling shows increasingly unnecessary to reach the public. The surviving buses ended up as collectors’ items and roadable antiques, their streamlined airplane-like lines and construction now suddenly nostaglically retro.
Somehow, Paladin Steel acquired information on the buses(likely photographic material), and resurrected the design, or at least a fair facsimile, as the PSUV-23 Futurcruiser, a new vehicle being marketed as a tough, but affordable, utility truck. The PSUV-23 joins the PSVW Van, Megabago, UV-07 Series Walking Trucks, DL-500 “Arabian’ All Terrain Multi-Purpose Vehicle, ‘Classic Mover’ series vehicles, PS-TT-14 Katir and the PS-GAAB-01 All-Terrain Personnel Transport in the stable of multipurpose vehicles produced by Paladin Steel.
Though it has the same general dimensions and high-prowed rude and powerful appearance of its inspiration, the modern Futurcruiser bears little internal resemblance to the old 1940s vehicle. Modern materials and systemry mean the PS vehicle is faster, more durable, more efficient, and more workaday practical than the original touring buses. However, the Futurcruiser retains the same central cargo/display section, drop-down sides(the doors forming stages or loading decks), and erectable roof panel(originally used to raise spotlights) of the original, but now makes them multi-purpose.
http://files.conceptcarz.com/img/GMC/GM_Futurliner_DV_07_CC_02.jpg
http://squob.com/wp-content/uploads/2008/12/gm_futurliner_3.jpg
Though not meant as a combat vehicle(it lacks the speed and maneuverability to be an effective combatant), the Futurcruiser is tough enough to survive a few weapons strikes and survive bandit attacks. However, this hasn’t stopped militia, police, and military organizations from commissioning fire support or urban defense variants, sporting everything from ‘calliope’ broadsides of small-caliber weapons, to roof-mounted energy weapon batteries. These vehicles are typically disguised as regular transport and support vehicles, unleashing their firepower only as a last resort, having concealed their true role from an enemy.
Most Futurcruisers, however, serve quite humbly as transport trucks, traveling canteen ‘roach coaches’, mobile homes, and service support vehicles. Because of their original design, more than a few serve in their originally intended roles as traveling shows, in the service of a number of circuses, shows, and corporate advertisement campaigns.
Overall, though the basic Futurcruiser is considered to be a rather plain and basic design, it has joined the ranks of other basic PS vehicles as a ‘mod-rod’ that inspires buyers to customize(often radically) the design to taste, making it very popular for a ‘plain vanilla’ vehicle.
http://www.the-blueprints.com/blueprints-depot-restricted/buses/various-buses/gm_futurliner_1940_46-20939.jpg

Type: PS-UV-23 Futurcruiser
Class: Medium Multipurpose Transport Truck
Crew: One driver, with provision for 1-10 passengers, depending on configuration
MDC/Armor by Location:
Main Body 200
Wheels(4) 40 each
Side Panel Doors(2) 100 each
Roof Hatch 100
Height: 11 ft, 7 inches.
Width: 8 ft
Length: 33 ft
Weight: 30,000 lbs
Cargo: 17,000 lbs on paved roads, 13,000 lbs cross-country.
Powerplant: Liquid Fuel(w 500/ mile range), Electric(w 575/ mile range), Nuclear(w/10 year energy life), or TechnoWizardry( 1 hour per 10 PPE/20 ISP)
Speed: (Road) 45 MPH
Market Cost: 75,000 credits for fuel cell, 88,000 credits for electric, 1.1 million credits for nuclear, 1.4 million for Technowizardry.
Systems of Note:
*Automatic Transmission
*Four-Wheel Drive
*Variable Suspension---Can raise or lower itself up to 10 inches to clear obstacles
*Dashboard Radio(25 mile range)
*IR/Normal Light Headlights
*Powered Winch and 60 ft of cable
*Towing Mount---Can haul up to 4 tons without problem, 8 tons at 1/4 speed
*Environmentally-Sealed Crew Compartment---Air conditioned and air-sealed with its own independent life support, similar to EBA(2 hour air supply, and 12 hour filtration/recycling)
Weapons Systems: None standard(see Options and Variants)

http://carblueprints.info/blueprints/other/gm-futurliner-1940-46-2.gif

Options:
You didn’t think we’d shirk the options, did you?
Of course, depending on what options you select, your accessorization may cost you more than the baseline vehicle.

*Rooftop Floodlight Array----This mounts the roof panel on erectable actuators that elevate the assembly up 8 ft above the top of the vehicle, bringing an array of powerful floodlights into play. Popular with traveling shows and police organizations. Cost: 7,000 credits

*Enhanced Communications System-----Extends radio communications out to 300 miles with a retractable antennae.
Cost: 36,000 credits

*Auto-Doc---An onboard medical system that can be quickly hooked up to a passenger to monitor and diagnose life signs, and administer common medications and broad-spectrum drugs. +10% to medical rolls when used by a competent medical technician, or can be considered to have a First Aid skill of 40%.
Cost: 40,000 credits. Drug refills cost extra

*Enhanced Life Support---This feature installs a robot-quality life support system that can recycle air for up to a week.
Cost: 500,000 credits

*Ejection Seats---Great for last minute bailouts, or, if one decides to take the ‘master control’ option built into a secret control, ejecting unwelcome passengers from the vehicle. Includes auto-deploy restraints and head protector. Typically fire the seat up to 250 ft away; comes standard with zero-altitude capability, so if you leave the kids in the car, folks, while you pick up some groceries, disable the seats first....
Cost: 6,000 credits per chair
(Master Control): 1,000 credits

*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

*Extendable Grousers---Extendable/retractable extensions to the outside edge of the tracks, expanding the surface contact area, and improving traction over soft earth and snow(no movement penalties for travelling over either surface). A flip of a dashboard switch deploys/deactivates them. . Cost: 80,000 credits

*Splinter Shielding---This is a set of heavy mesh applique panels mounted on a vehicle and offset by 3-6 inches, ideally to trigger armor piercing warheads prematurely and keeping them from making a more lethal contact angle with the vehicle’s hull.
A Splintershield offers only modest protection against conventional attacks; a typical screen has only 30-45 MDC. However, it still has some effectiveness as defeating missile attacks; on a ‘To Strike’ roll of 6-7, Armor-Piercing missiles bash themselves on the cage bars, doing only 1d4 MD, and on a 8-10, do only HALF damage due to premature detonation or re-direct of their kinetic force. And, for additional cost, it can be ensorcelled with an Armor of Ithan(50 MDC, HALF damage from magic fire/lightning/cold, 5 PPE per 5 minutes, +28,000 credits). Energy Field(60 MDC, 5 PPE per 5 minutes, +12,000 credits), or Magic Shield(60 MDC, 3 PPE for 10 minutes, +25,000 credits) spell.
SplinterShielding is ONLY applicable to ground vehicles and watercraft, and ONLY to the Main Body and wheels/treads (turrets and other features can still be specifically targeted). It CANNOT be fitted to aircraft, robots, or power armor.
Cost: 10,000 credits per 10 ft x4 ft screen


*Applique Armor
Light: +80 MDC main body. Cost: 160,000 credits
Medium:+150 MDC main body. Cost: 280,000 credits
Heavy: +200 MDC main body. Cost: 360,000 credits

*Laser Ablative Armor(Option)---PS laser-ablative ceramic, based on alien materials. Lasers do HALF damage. VFLs can NOT adjust to compensate. As an added bonus, Arkhon triphase weapons do 1/10 less damage.
----Cost:+800,000 credits(Rarely available to outsiders)
*Thermal Resistant Heat-Refractory Tile Armor(Option)---Special heat-resistant materials designed originally for reentry vehicle shielding. Heat and plasma-based attacks do 1/4 damage
----Cost: +1 million credits
*Chemical Resistant Armor(Option)----PS’s patented chemically inert armor that sheds the effects of corrosive chemicals and stick’ums. Acids and chemical weapons do NO damage.
----Cost: +1.1 million credits

*Electro-Shock Security System----Special contacts in the skin of the vehicle can be electrically charged to deliver a taser-like shock to anyone attempting to break into the vehicle. Alternatively, the system can be set to dump most of its power into a vaporizing megadamage shock blast, though this tends to drain the batteries far faster. CANNOT be mounted on top of Applique Armor.
Range: 3 ft
Damage: 3d6 SDC plus Humanoids struck with this weapon must save
vs. coma or be shocked unconscious for 1D6 minutes.
(MD ) The higher end setting does 1d6 MD per shock
Payload: 20 SDC (2 Megadamage charges) charge battery(recharges off the conventional powerplant at one SDC blast per 5 minutes), or unlimited if linked to a nuclear powerplant.
Cost: 3,000 credits


*Stabilization Jacks---Tired of being knocked over by concussion blasts, or being rolled over by a giant’s kick? This interesting little system uses Glitterboy-style pylon technology to las and hydraulically drive six stabilizer jacks up to 5 ft into the ground, even through concrete and metal gratings, within 5 seconds, affixing you like a barnacle, and able to stay upright in even hurricane-force winds. System can disengage in 2 seconds, for that speedy getaway.
Cost: 80,000 credits

*Sealed Gunports----The sides of the Futurcruiser can be fitted with up to twelve (six each side) NBC-sealed/locked gunports, allowing passengers using specially modified sidearms to fire at targets(-1 to strike due to the awkward angle)
Cost: 4,000 credits each

*Morphing Armor---Enfolds the ENTIRE vehicle in articulated armor plates, ala “Bat Man”, increasing armor protection, but effectively immobilizing the bus. Can only be opened from the outside by special electronic passcode(included in cost)
MDC: +300 MDC when deployed
Cost: 400,000 credits; 100,000 credits for four Glitterboy-style laser pylons that drive into the ground and anchor the vehicle to the ground(takes a Robotic PS of 40 or greater to uproot the vehicle)

*Armored Wheels----These are more heavily armored solid strung-mesh ‘run flat’ tires that don’t need inflatable inner tubes for shock absorption. 50 MDC each, at 4,300 credits per wheel/tire.


*Flechette Packs----Located around the hull are special ‘reactive armor’ panels that can be also be triggered as anti-personnel grenades. This is one of several similar systems currently in service/under development by PS.
Range: 100 ft
Damage: 5d6 MD to a cone swath roughly 50 ft long, by 10 ft wide.
Used as reactive armor against plasma and armor-piercing missiles, the computerized firing system acts as a PARRY, rolling to match or better the missile’s strike roll...a successful counter means that the missile damage is HALVED, while a failure means the tank takes full damage. Note: when dealing with volleys, one reactive armor pack can match TWO missiles in a volley, so in order to effectively counter a five missile volley, the tank must expend 3 reactive armor packs...two packs would roll twice to defeat their respective missiles, the third would only roll once. If the enemy missile launcher has a line of sight on the tank, they can target a spot on the hull which has no packs covering it (a called shot), in which case the remaining reactive armor is -4 to cover the gap.
Rate of Fire: One at a time or can be simultaneously fired in volleys of 1-10
Payload: Each side of the bus(sides, front, back) can be fitted with 15 flechette packs each(60 total)
Cost: 200 credits per flechette pack


* Smoke Mortars---Mountable gas grenade launchers for providing covering smoke. 1-4 clusters are typically mounted.
Range: 500 ft
Damage: None, smoke(chemical agents such as tear gas can be substituted) in 10 ft radius.
Rate of Fire: Volleys of 1,2,3, 4, or 6
Payload: 6 smoke grenades per launcher, 12 total
Cost: 3,500 credits for the launchers

*Chaff/Flare Launchers---For those of you afraid of eating a missile from your friendly Coalition Highway Patrol....
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is 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: 3,500 credits for the launchers


*Smoke Screen Generator---Generates a thick, obscuring cloud of dense smoke. Each blast covers a 60 ft area and anyone caught in the cloud of thick, obscuring smoke is. Has enough smoke-matrix for 12 clouds.
Cost: 10,000 credits

*Mine Detector-----A detection coil can be installed on the prow, and uses a variety of magnetic, chemical, and ground sonar detection systems to sniff out mines and buried ordinance. 85% accuracy.
Cost: 3,500 credits

*Sensory Cluster----MDC 80---Has the following sensors:
*Motion Detector--200 ft range
*Laser Illuminator-----6,000 ft range, Designates targets for laser-guided munitions/weapons
*Laser targeting System(+1 to strike)
*Lance Scanner---Looks like a long lance protruding from the front of the craft. The Lance Scanner contains a magnetometer() and a short-range microwave radar for ground-searching 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.
*Aura Scanner---For detecting and identifying PPE concentrations
Range: 2000 ft
*Bio-Scanner---Has a molecular analyzer, enhanced radiation detector, high-powered accoustic ‘shotgun mike’(3,000 ft range), and thermo-imager optics.
* Optical Cluster--- Telescopic, IR/UV, Thermo-Imaging, Audio-Video-Surveillance System
Cost: 80,000 credits

*NBC Sensor System Cluster---Small compact mini-lab pod that has the following:
---Geiger Counter---Detects radiation, type, and levels.
---Molecular Analyzer---A flow-through air sampler that tests for various common airborne contaminants and toxins, and determines air quality.
---Pathogen Screener---Another air sampler that looks for dust particles and spores, and the enzyme/molecular interactions of organic pathogens
Cost: 80,000 credits

*Mini-Radar----8 mile range
Cost: 2,000 credits

*Mini-Sonar---5 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

*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.

*Solar Array----Expanding high-efficiency photovoltaic solar array mounted on the roof extensor. Can be used to recharge an electrically-powered vehicle, or can provide power for auxiliary systems. Takes a minute(4 melees) to fully extend/retract. Cost: 150,000 credits.

*Mag Traction System-----The ‘economy’ version of the Virtual Tread Traction System, that allows a vehicle superior handling on wet ground and sloping surfaces. The downside of it is that in anything less than a nuclear-powered vehicle, the energy expenditure can quickly drain the car’s batteries.
Bonuses:+15% to control rolls
Penalties: If driving with a liquid fuel or electric engine, reduce baseline gas mileage/range by 10% per hour of activation that the MagTrac system is engaged.
Cost: 8,000 credits.

*Hovercraft Conversion----Don’t like wheels? Another expensive conversion that trades the conventional wheeled propulsion for a hoverjet GEV system.
MDC of Hoverjets(8) 60 MDC each
Speed: 120 MPH maximum, 1-6 ft off the ground, and can skim above water(no more than 3 ft waves) at 80 MPH
Cost: 2.5 million credits...or 2.9 million to add to an existing wheeled chassis(wheels fold up and out of the way of the hoverjets)

*Submersible---Fits the vehicle for amphibious and underwater operation; water-sealing, reinforced hull, sonar, depth gauge, and a small hydrojet thruster are all standard with this package.
Speed: 20 MPH, maximum depth of 1,000 ft
Cost: 280,000 credits

*Light Turrets(1-2)----Two small turrets can be added, one on the roof just behind the driver’s compartment, and one at the tail end, aft of the extendable roof panel. Base MDC of 100. Can be fitted with 1-2 infantry-scale weapons up to light rail guns, energy weapons, heavy machine guns, and light missile/rocket launchers)
Cost: 70,000 credits each

*PS-L-CIWS Vulcan Chain Gun(aka “Button Guns”)---This installation, introduced on the Type 9 Battlemover, then adapted as an air defense weapon option for the VW Camper Gunship, has been adapted for shipboard use as PS’s standard light maritime weapons system. The system is a very compact and neat installation that takes up little space, and has been compared to the pre-Rifts Russian ADMG-630 30mm Gatling CIWS that saw extensive service aboard Russian warships. The PS-L-CIWS is often called the “Button Gun” because of its squat, flattened dome-like turret.
Range: 4,000 ft
Damage: 1d4x10 MD per 20 rd burst(can only fire bursts)
Rate of Fire: EGCHH, as an automated defense system linked to a radar/sensor system, the “Button Gun” has a +2 to strike, and four attacks per melee.
Payload:8,000 rd drum(200 bursts)
Cost: 30,000 credits

*Ram Prow---The front end of the bus can be fitted with a specially shaped and reinforced nose for ramming and obstacle clearance. High-voltage ‘blast studs’, developed from PS’s reverse-engineering of European Gargoyle Empire techno-weapons, can also be mounted on the front bumpers; charged from special capacitors, these electro-prongs can deliver a plasmatic pulse of vaporizing energy on contact.
MDC of Nose: 80
Damage: 6d6 MD from a half-speed ram, 1d6x10 MD from a full speed ram.
Cost: 20,000 credits
(Blast Studs) Range: Melee
Damage: 3d6 MD per blast
Payload: Can be fired twice per melee
Cost: 85,000 credits

Variants:
http://www.oldcarsweekly.com/wp-content/uploads/2011/06/Futurlinervaldez1.jpg

*PS-UV-23B---Conventional bus version, without the side hatches, with seating for 16 people, a restroom in the back, and a skylight.

*PS-UV-23C---Commissary wagon, with the main bay dominated by food storage cabinets/refrigerators, and food preparation equipment. The side hatches can be set up as serving counters, eating porches, or exterior cooking areas.

*PS-UV-23D----Demonstrator van, with the side panels outfitted as stages, and the central bay holding displays and projection equipment. The upper rig can also be fitted with a giant flatscreen or holographic projector.

*PS-UV-23MedEvac----Emergency Medical Response Vehicle variant that can unfold into a field medical aid station. Side hatches open up and unfold collapsible field tents/awnings, while the central body of the vehicle holds sterilizers, equipment cabinets, eight sets of life support gear, water tank and recycling gear, and emergency communications equipment.

*PS-UV-23 MedGen---Specialized ambulance variant that can carry five regeneration/stasis tubes per side(ten total) in upright positions, for transport of critically injured patients. The 5x tube assemblies can be slid out onto the dropped loading doors for quick removal at a medical facility and replaced with new ones.

*PS-UV-23PSci---Para-Science vehicle mounting specialized magic detection gear, used for tracking supernatural threats, especially in built-up areas. The PSci-Futurcruiser mounts an early model ORACLE system from the PS naval program, as well as Kirilian cameras, and systems similar to Japan’s SNARLSystem. Some vehicles mount Pixie Dust(stabilized ectoplasm product that lights up in the presence of magic and used to ‘tag’ magically invisible targets) grenade mortars and a TW weapon or Anti-Theron Disruptor on a forward turret.
*ORACLE---Omni-diRectional Aura Classification and Locator Electronics---A TW development of the SNARLS PPE Scanner, this system consists of a series of advanced Technowizardry scanner systems(TW optic mounts, static crystal PPE meters, and whatnot) feeding into a central computer system with special TW-derived interface program algorithms. The system is designed to detect incoming magical/paranormal attacks and alert the crew to them(hopefully in time to allow them to take defensive measures).
Effective Range: 4,000 ft radius of detection.

*PS-UV-23PSERV---Mobile police emergency response vehicle outfitted as a mobile command-support center, with radio gear, weapons lockers, and environmental sensors.

*PS-UV-23PSWAT(S)----A specialized police APC variant that features acoustic and thermal baffling to conceal the fact that it’s an armored personnel carrier with provision for carrying 20 armored police officers, and two concealed weapons turrets. The UV-23PSWAT(S) made its debut when Relic police officers used one, disguised as a delivery van, to storm the compound of a suspected Dark Cult, and rescued over a dozen hostages that were being readied for sacrifice.

*PS-UV-23PSWAT(S2)----A specialized police APC variant that features, heavier armor(+100 MDC), chemical sprayers, an armored fighitng compartment with space for 20 officers, gunports (6 each side), and a sonic cannon(120 MDC) mounted in the front.
Heavy Stunner----A powerful sonic cannon
Range: 800 ft in air
Damage::Wide Beam: 4d6 MD to a 30 ft area
Concentrated Beam: 1d4x10 MD per blast
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor.
Unprotected personnel must save versus non-lethal poison (16 or higher) or be stunned for 1d4 melee rds. People in sealed power armor save at an 8 or higher for the wide area blast, but make a standard save for the concentrated blast.
Sonar Blast----This is an enormous ‘belch’ of sonic cacophony that can blind sonar systems within range with a mass of ‘white noise’, knocking them out for 1d4 melees. Sonar and acoustic homing systems will lose target lock, and sonar-using creatures will be stunned and ‘blind’ for 1d4 minutes.
Vibration Blast---This takes up ALL attacks per melee to initiate and maintain, and consists of focusing a low powered beam on a sealed ship(aircraft and tanks are ideal), and gradually inducing an ultra-low frequency vibration throughout its structure. While this doesn’t do any damage per se, it does affect the hearing and inner ears of crewmembers, causing creeping disorientation and increasing unsettledness, leading up to nausea. After one melee people with unprotected hearing(or un-insulated contact with the ship’s hull structure) will be -1 to strike, parry, and dodge, and -5% to skills(they become easily distracted). After two melees they are -2 to strike, parry, and dodge, -10% to skills, and are -10% to their sense of balance...and so on...People with protected hearing are immune to the effect, but beings with enhanced hearing are TWICE as susceptible to the effects.
Rate of Fire:(Sonic Blast) ECHH
Payload:(Sonic Blast) 100 shots convemtional battery, effectively unlimited linked to a nuclear power source

*PS-UV-23TW---Technowizardry variant powered by PPE. Readily distinguishable by the ‘rocketship’ rear fin. Even if the hovervehicle option is NOT taken, the vehicle can still levitate and fly on a leyline(range effectively unlimited) at a speed of 200 MPH at an altitude of 50 ft. Frequently carries a PPE generator and is augmented with other TW features.

*PS-UVAFV-23G---Military variant, nicknamed the ‘Broadside’. The side panels drop to reveal a broadside battery of six rapid-fire guns on one or both sides:
a)Light Autocannon---The 20mm Taskin Rifle, mounted in a vehicle pod
Range: 3,000 ft
Damage:(20mm) 1d4 MD single shot
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
(Super-HEX) 4d4 MD single shot
1d6x10 MD per 5 rd burst
2d6x10 MD per 10 rd burst
(Wood Rounds) 6d6 SDC single shot (1d4x10 HP to vampires)
2d4x10 SDC MD per 5 rd burst (2d4x10 HP to vampires)
6d6 MD per 10 rd burst (3d6x10 HP to vampires)
(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: EGCHH
Payload: 3,000 rd magazine
Cost: 20,000 credits

b)Light Rail Cannon
Range: 4,000 ft
Damage: 1d4 MD single rd, 4d6 MD per 20 rd burst
Rate of Fire: ECHH
Payload: 5,000 rd drum
Cost: 80,000 credits

c)12.7mm PS-MRG03 Snub-nose Short Gatling Gun --- This high-powered four-barreled gatling rail cannon features enormous damage potential, and fair range in a small package. The MRG-03 trades range for blistering short-range fire power, and is frequently used as a ‘streetsweeper’ in built-up areas.
Range: 2,000 ft
Damage: 1D6 MD single round, 1D6x10 MD per 10 round burst,
2D6x10 +60 per Full Melee Burst of 40 rounds
Rate of Fire: Equal to the combined hand to hand attacks of the pilot
Payload: 1,000 rounds per gun
Market Cost: 12,000 credits

d) Plasma Cannon(modified PSPPR05D ‘Lewiston’ Light Plasma Cannon)
Range: 3,300 ft
Damage: 5d6 MD per shot, 2d4x10 MD for a four-shot burst
Rate of Fire: Standard
Payload: 300 shot battery per gun for conventionally-powered models. Effectively unlimited for nuclear powered.
Cost: 33,000 credits

e)Pulse Laser(modified RFL2-33E ‘Blazer’ Laser Cannon)
Range: 4,000 ft
Damage: 3d6 MD single shot, 6d6 MD short burst, 1d6x10 MD medium burst, 2d6x10 MD long burst, 4d6x10 MD full melee burst(80 shots, no bonuses to strike...does 3d6 MD to 4d4 targets if in a spray attack).
Rate of Fire: Standard
Payload: 400 shot battery per gun for conventionally-powered models. Effectively unlimited for nuclear powered.
Cost: 78,000 credits

*PS-UVAFV-23M---Missile launcher variant of the Broadside, packing a broadside armament of missile pods
a) Micro-Missiles(15-20mm)--- 9x25 shot cassette launchers. Each box-cassette has 25 micro-missiles(5 rows of 5) for a total of 225 projectiles
b) Mini-Missiles---48
c) Short Range Missiles---24

*PS-UVAFV-23SPG---Aka ‘Maser-Van’, ‘Zap-Vans’, and ‘Atom Smasher Buses’. Military variant outfitted as a mobile gun platform. These vehicles typically have full armor(+200 MDV) solid tires, stabilization jacks, nuclear power, and an elevating gun mount replacing the central cargo compartment. The hull of the FuturCruiser is too narrow to allow for effective rotation and recoil-handling of a suitably large caliber artillery piece, but the vehicle has no problems handling heavy energy weapons, especially in the air defense role. These carriers are typically deployed in batteries of 4-10 vehicles supported by fire control and security vehicles.
a)Pulse Laser(PS-RFL-25), the so-called “Prosek’s Gift’ thanks to its being derived from a reverse-engineered Coalition weapon!
Range: 6,000 ft
Damage:2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: 150 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost:600,000 credits

b)Heavy Naval Laser Cannon
Range: 2 miles
Damage:1d6x10+7 MD per blast
Rate of Fire: ECHH
Payload: 120 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost:900,000 credits

c) L-Ion Cannon--A lightweight weapon derived from the ‘Beach Stormer’ power armor rifle. It does more damage, but more importantly, is small enough to be mounted as a light weapon, and coupled in twin mounts on light gun positions, or in batteries of four on large gun-mounts.
Range: 4,000 ft
Damage: 1d6x10+10 MD per blast
Rate of Fire: EGCHH
Payload:200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost:230,000 credits

d) M-Ion Cannon----A PS copy of the Triax TX-8841 Ion Cannon(sans MRM launchers, though some buyers have them fitted for installation in large gun mounts). PS has also managed to adapt its ion-weapons modification technology to further augment the M-Ion weapon
Range: 4,000 ft
Damage: 1d6x10 MD per blast
Rate of Fire: EGCHH
Payload:200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost:200,000 credits
Options:*Ion Scatter-Shot Module---This is a barrel mod that turns the cannon into a short range shotgun with an area of effect blast. Reduce range to 2,000 ft, but does 5d6 MD to a 30 ft wide area. Cost: 10,000 credits
*Ion Booster Module---Another mod that boosts the range of the ion bolts, albeit with a small reduction in damage capability. Reduce damage to 1d4x10 MD, but boost range to 7,000 ft. Cost: 12,000 credits

e)H-Ion Cannon---New Navy-derived heavy ion weapon.
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

f) Heavy Particle Beam Cannon
Range: 6,000 ft
Damage: 3d6x10 MD per blast
Rate of Fire: Three times per melee
Payload:80 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 950,000 credits

g) RFL-42 Slayer Quad-Laser Cannon---The powerful PS-RFL-40, a new PS laser weapons system with better range and a redesigned coolant jacket.
Range: 6,000 ft(60,000 ft in space)
Damage: 4d6 MD single shot, 2d4x10 MD short burst (four shots, one from each barrel), 4d4x10 MD medium burst (eight shots, two from each barrel in sequence), 4d6x10 MD long burst (takes two attacks), or 6d6x10 MD full melee burst (takes three attacks).
Rate of Fire: EP /CHH
Payload: 100 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 4 million credits; rarely available

h) Heavy Cryo-Laser Cannon----The Futurcruiser was used as a testbed for mobility tests of this scaled-up freeze-gun.
Range:(Beam Mode)4,500 ft
(Spray Mode) 1,000 ft
Damage: (Beam Mode) This slows down molecular motion in a relatively tight area(1-2 ft wide area), lowering the temperature to almost absolute zero... fabrics like nylon and polyester shatter like glass, electromagnetic superconductivity jumps, and liquids crystallize instantly. Ideal for cold-welding materials, freezing mechanical joints, and snuffing out plasma torches. Does 2d6 MD to structures and 4d8 MD to MDC plastics and organics.
(Spray Mode) Lowers mean temperature by 500 degrees over a 50 ft wide area of effect---This means that it may take several applications to bring a burning pool of jet fuel down to freezing, for example, or cool an glowing hot section of plating. After reaching zero degrees Celsius, it only reduces temperature in increments of 250 degrees, then 100 degrees, then 50, and so on...
Unprotected flesh hit by the beam takes 6d6 SDC in Spray Mode. Must also roll save versus non-lethal poison(12 or better) or temporarily succumb to cold.
A victim who loses all SDC(but NOT Hit Points) to a cold attack lapses into a coma..still alive, but frozen stiff. They can be revived with even heat in 3d4 minutes. Those who lose both SDC and Hit Points are +25% to save versus coma/death, and get 3d4 Hit Points back when revived, but still suffer some cellular damage.
Beings vulnerable to cold-based attacks take DOUBLE damage, while fire elementals and fire-based beings take TRIPLE damage! Water Elementals will lose 2 APMs and cut their speed by HALF for 1d4 melees, while Ice Elementals actually HEAL 1d6 MD of damage.
Rate of Fire: ECHH
Payload: Conditionally Unlimited; the capacitor has enough power for 100 shots, and recharges at 1 shot every five minutes.


i)Type 4 Anti-Theron Disruptor Cannon---Heavy vehicle-mount anti-magic blaster; great for blasting your big supernatural monsters.
Range: 11,000 ft
Damage: Does 3d6x10 HP/MDC damage(based on what the creature is)
Depending on how much PPE is present and how essential it is to an organism’s survival, damage varies:
Techno-Wizardry Devices(including TW generators), enchanted objects, rune weapons, and other magically-infused(but INANIMATE) objects are NOT affected and take no damage.
Non-magical beings. psychics, and ‘mundanes’ are unaffected and experience nothing aside from a slight tingling sensation, mild sunburn-like symptoms, and a passing feeling of nausea from a Disruptor strike.
Magic Users and other beings who have ‘learned’ or artificially acquired magical abilities(including tattoos and implants), but who can otherwise survive without magic present are affected, but the effects aren’t as dramatic. They do NOT get a save versus the disruption because all of their effort has gone into OPENING themselves to the supernatural and embracing their magical potential.
Supernatural Creatures who possess some small measure of magical ability will suffer a greater degree of damage/injury. ...normal damage x1.5. Gargoyles, Brodkil, Lycanthropes, Shapeshifters(including Nightspawn), Possessees, Shifters, and Witches, are all examples of beings in this category. Note that if these beings were to possess bionics or other conditions that NEGATE their magical abilities(like Brodkil bionics) they lose this vulnerability, and are NOT affected, taking damage only as normal. These beings do NOT get a saving roll versus the PPE disruption.
‘High’ Supernatural Beings with a high level of, and reliance on, PPE will suffer greatly, taking DOUBLE damage. This includes Dragons, Angels, Demons, Splugorth, Faerie Folk, Demi-Gods. However, these beings DO get a roll to SAVE versus their own PPE backfiring on them. A successful roll to save HALVES the damage done to them.
Creatures of Pure Magic that cannot survive without magic are the most seriously affected, and take TRIPLE damage. This covers ghosts, possessing entities, Undead, Elemental Beings, Alien Intelligences, and god-beings. However, these beings DO get a roll to SAVE versus their own PPE backfiring on them. A successful roll to save HALVES the damage done to them.
Golems, Iron Juggernauts, and other magically-powered automatons/automations will be effectively STUNNED, being paralyzed for 1d4 melees per shot, and will be unable to move or defend themselves, as magical energy shorts out and storms over them.

Other Effects:
*Magic Disruption----Each blast NEUTRALIZES HALF the number of PPE points that it does damage...these points are temporarily lost to the magic user/creature until it can regain them normally(by rest or drawing on other sources).
*Magical Forcefields take 1.5 normal damage.
*Invisible beings will be revealed by an anti-theron burst and will remain visible for 2d4 melees(gradually fading) as a result of residual anti-therons causing them to fluoresce and become visible to the naked eye.

Rate of Fire: EGCHH
Payload: The Type 4 has a gallon-sized anti-theron cartridge that’s good for 100 shots before needing replacement.
Cost: EXCLUSIVE to PS/GNE, not available for sale

Re: Paladin Steel Storefront

Posted: Tue May 01, 2012 11:05 am
by abtex
taalismn wrote:Paladin Steel HC-06 ‘Brego’ Hovercycle
(aka ‘Jolly Jumper’, ‘YoyoCycle’)
http://i408.photobucket.com/albums/pp164/taalismn/img233.jpg

Nice little bullet bucket, meaning the rider(s) have better armor and weapons then the scooter. But it will get them there faster than walking and carry more gear as well.

Re: Paladin Steel Storefront

Posted: Tue May 01, 2012 1:02 pm
by taalismn
abtex wrote:
taalismn wrote:Paladin Steel HC-06 ‘Brego’ Hovercycle
(aka ‘Jolly Jumper’, ‘YoyoCycle’)
http://i408.photobucket.com/albums/pp164/taalismn/img233.jpg

Nice little bullet bucket, meaning the rider(s) have better armor and weapons then the scooter. But it will get them there faster than walking and carry more gear as well.



Thanks; it's megadamage and hover-flight for beginners. When you're not PLANNING on leaving city limits.
But of course, if you're doing Rifts Earth on a shoestring budget, it will do for wilderness transportation. :D

Re: Paladin Steel Storefront

Posted: Tue May 01, 2012 1:26 pm
by abtex
taalismn wrote:Dunno why I’m rather dotty about this oldster; maybe because just after seeing it on the news I had a rather fast ‘ships-that-pass-in-the-night’ encounter with one on the highway, but here’s the future...

Paladin Steel UV-23 ‘Futurcruiser’ Utility Bus/Van
(aka ‘RetroRocket’, ‘Flash-Bus’)

Nice. You passed the future and then saw it in the rear mirror? :eek: :D

Re: Paladin Steel Storefront

Posted: Tue May 01, 2012 1:47 pm
by taalismn
abtex wrote:
taalismn wrote:Dunno why I’m rather dotty about this oldster; maybe because just after seeing it on the news I had a rather fast ‘ships-that-pass-in-the-night’ encounter with one on the highway, but here’s the future...

Paladin Steel UV-23 ‘Futurcruiser’ Utility Bus/Van
(aka ‘RetroRocket’, ‘Flash-Bus’)

Nice. You passed the future and then saw it in the rear mirror? :eek: :D



Pretty much; caught a glance of it at night, going in the opposite direction at 55 MPH, but I recognized the lines.
Closest I'll get to something like the Mystery Men's Herkimer Battle Jitney ( http://images.tribe.net/tribe/upload/photo/fd3/0fe/fd30fe32-7507-4344-bac1-863322c4111b)... 8)

Re: Paladin Steel Storefront

Posted: Tue May 01, 2012 6:41 pm
by taalismn
Oy....Came across this intersting looking aircraft.http://ram-home.com/ram-old/t-517.html

Having done an S-8 amphibian lookalike with a detachable boat pod, I'm tempted to do a version of this thing with a four-seat ski-mobile pod for sale to the Russians.
Of course, if they found out the design's distant origins, it might be a case of the merchants being confronted with "Agh! Americanski capitalists NEVER change! Take credit for good Russian design and try to sell it back to us! Prepare to be Socialized!"
...Yep, maybe it's time, if I'm going to be using Russian/Soviet designs, for Paladin Steel to seek a partnership with one of the Warlords. Might be easier in the long run.

Re: Paladin Steel Storefront

Posted: Tue May 08, 2012 10:59 pm
by taalismn
Paladin Steel PSA-18 ‘Swashbuckler’ Light Power Armor
Aside from the usual mess of abandoned vehicles, the city street looked straight and clear of trouble, but Corporal Chrisolm knew better. The howl of overflying artillery, the thunder of attack aircraft overhead, and the not-so-distant shriek of heavy weaponry told a different story. Trouble rarely stayed defined to ‘over there’ or ‘in that direction’, so Chrisolm proceeded cautiously, jumpjetting in quick low leaps to clear the road debris while still affording a good high view of what lay ahead, Therefore, he was not surprised when he was attacked in mid leap.
Without warning, massive tentacles shot from the side street, trying to envelope the airborne soldier. Chrisolm didn’t hesitate a moment, blades swung up and around, their keening edges singing a banshee’s battlecry as they buzzsawed through alien flesh. Then they snapped around to present the ion blasters, and Chrisolm sent a burst of artificial lightning into the face of the squid-dinosaur features of the giant alien. He dropped to the street then dashed forward, his blades up again as he ran under the giant creature, slashing at elephantine legs and overhanging belly, racing ahead of the shower of alien viscera raining down in his wake. Above him the giant invader bellowed in inarticulate pain and rage, turning to follow, but quickly stopping as it tangled in its own guts.
From behind another building a spacecraft of some sort emerged, likely the transport ship of the dying alien ground stomper behind him. Not waiting to see what it would do, Chrisolm fired a salvo of micro-missiles at it, then dove for cover. The small fast projectiles made a rapid crackling noise as they struck alien hull, even as Chrisolm heard and practically felt an ominous power buildup from the craft.
“You getting all this?!” Chrisolm yelled into his helmet mike, as the building behind him disintegrated from the energy bolts slamming into it. He rolled to avoid the heavier debris showering down around him.
#“Clear and steady! Marking location and movement! Expect incoming!”#
A mile or so behind him, Chrisolm knew, a van-sized fire support vehicle just popped one of its vertical launch cells, readying a volley of seeker missiles.
“Make it quick! That bastard’s mighty unhappy with me!” Indeed, the alien landing craft was doing an enthusiastic job of block-demolition as it tried to track down and fry the quick flitting shape taking hull-scarring potshots at it.
#”Doing our best to deliver!”# The reply was entirely too flippant for Chrisolm’s peace of mind, and he was about to deliver a scathing, if somewhat breathless, reply, when he just happened to looking in the direction of the alien invader when five dark dots appeared above it.
Chrisolm didn’t know if they were Merlins or some other projectile, but four of them punched down through the alien hull, exploding inside, breaking it in half. The fifth went off-course and instead homed in on the alien down in the street, ending its suffering in a fireball of star-bright plasma.
“Yes, you did. Target is down!” Chrisolm admitted, as he dodged shrapnel from the disintegrating alien craft.
#”Good. Now find us some more targets, Corporal!”#
Yep, entirely too flippant, Chrisolm thought, as he jetted off, heading deeper into the besieged city.


The Swashbuckler is PS’s knockoff of the Aqua-Tech Orca-50 Deep Sea Power Armor (see Rifts Underseas, pg. 140 for details), a design already produced by Triax. Atlantis, and the Black Market. PS, however, has adapted its version for urban combat, dispensing with the water-sealant flexible ‘wetsuit’ outer skinning in favor of a more conventional rigid exoshell. The combination arm sword-ion blasters have been modified with weapons enhancement tech, and have been moved further down to the forearms. A conventional jet/jump pack has been fitted to the back, additional thrusters added to the lower legs, and the shoulders sport two hardpoints for projectile launchers.
The Swashbuckler is nearly as agile as the Triax Hopper, and trained pilots will use this mobility to good effect in urban environs, quickly leaping from building to building, building to street, and street to building. With proper training, use of local ground, and an assortment of potent antipersonnel weapons, the Swashbuckler can easily be an enemy soldier’s worst nightmare when fighting in a built-up urban area.
The Swashbuckler saw first distribution to PS Security and GNE Militia units, but has since become available to other buyers/operators as well.

Type: PS-PSA-18 Swashbuckler
Class: Light Power Armor
Crew: One
MDC/Armor by Location:
Main Body 290
Head 78
Arms(2) 90 each
Legs(2) 130 each
VibroBlade/Ion Blaster Mounts(2) 40 each
Thruster Pack 90
Projectile Launchers(2, shoulders) 40 each

Height: 7-8 ft
Width: 4 ft
Length: 4 ft with jetpack
Weight: 900 lbs
Cargo: Only what can be strapped to the outside of the power armor or held in the arms.
Physical Strength: P.S. of 35
Powerplant: Micro-pack nuclear power cell w/ 15 year energy life
Speed:
(Running) 40 MPH
(Leaping) 10 ft up/across, 20 ft up/across with a running start. A thruster-assisted boost can take the power armor soaring 250 ft up/across.
(Flying) Hover to 100 MPH, maximum altitude of 1,000 ft
(Underwater) 8 MPH running underwater, maximum depth of 900 ft
Market Cost: 3 million credits
Systems of Note:
Standard Power Armor Systems
Weapons Systems:
1) VibroBlade/Ion Blasters(2)---Retained from the original design, but modified so that the weapons now sit closer to the forearms. The vibroblades have been modified to take advantage of ‘ripper’ technology, and the ion blasters can now fire a shotgun-like ‘scattershot’ blast.
Range:(Vibroblade) Melee
(Ion Blaster) 1,200 ft
Damage:(Vibroblade) 3d6 MD on a slash, +3d6 MD to a punch
(Ion Blaster) 3d6 MD single blast, 6d6 MD double pulse blast
Scattershot mode: Reduce range to 400 ft, but does 3d6 MD to a 10 ft wide area.
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Backpack Hardpoints(2)----Mounted over each shoulder is a hardpoint for a projectile weapon. Each hardpoint can accommodate ONE of the following:
a) Micro-Missile Launcher
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 expenditure 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 predetermined 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, Infrared Sensing Chip.

(20mm Patterns)
(All Patterns)(+3 to strike airborne targets, +1 to strike ground targets) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infrared Sensing Chip.

(30mm Patterns)
(All Patterns)(+3 to strike airborne targets, +1 to strike ground targets) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infrared Sensing Chip.

Rate of Fire:
(15mm Patterns)Volleys of 1-25
(20mm Patterns) Volleys of 1-10
(30mm Patterns)Volleys of 1-6

Payload:
(15mm Patterns) 25 shot cassette
(20mm Patterns) 20 shot cassette
(30mm Patterns) 18 shot cassette

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

b) 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: 500 rd drum per weapon
Cost: 80,000 credits

c) PS-RL-210 Fragmentation Rocket Launcher( a copy of an imported Russian design). Note that PS has also been experimenting with an incendiary variant using a magnesium mixture.
Range: 4,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
at 3,500 ft, the rds go ‘grapeshot’, doing 3d6 MD(1 MD for a single shot) in a 12 ft wide area.
(Incendiary “Hot-Grape” Version)---Do an additional +2 MD per rd, and 1 MD of damage for 1d4 melees as the flare portion burns down.
Rate of Fire: EGCHH
Payload: 500 rd drum per weapon
Cost: 100,000 credits

d)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 incandescence 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: 50 shots per launcher; 2x25 shot drums
Cost: 9,000 credits. HE Shells cost 400 each, incendiary 450 each, and flare rounds 30 each.

e)40mm Grenade Launcher
Range: 7,000 ft
Damage: Fragmentation: 4d6 MD to 12 ft area, 2d6x10 MD to a 40 ft area for a 10 rd burst.
Armor-Piercing: 1d4x10 MD to 3 ft area, 3d6x10 MD to a 8 ft area for a 10 rd burst.
Rate of Fire: Standard
Payload: 25 rd drum each AGL
Special Features: None
Cost: 50,000 credits for the launcher

f) Flame-thrower
Range: 280 ft
Damage:(Gasoline/Alcohol) 1d4x10 SDC
(Napalm) 1d6x10 SDC, plus does 5d6 SDC per melee for 1d4 minutes
(MD Fluid) 1d4 MD per blast, 1d4 MD per melee for 2d4 minutes
(Incendi-Gel)2d6 MD, 2d6 MD per melee for 1d6 minutes
(WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Note: The flame-thrower can also be used to cover an area with fluid: up to 10 ft per attack used. Used with Super-Napalm, this does 1d4 MD, Incendi-Gel does 1d6 MD, and with Napalm-P, this does 2d6 MD.
Rate of Fire: Standard
Payload:(Gasoline/Alcohol) 10 blasts
(Napalm) 30 blasts
(MD Fluid) 50 blasts
(Incendi-Gel) 60 blasts
(WI Napalm-P) 100 blasts per tank(much more concentrated than the regular gasoline/alcohol).
Cost: 80,000 credits
(Gasoline/Alcohol) Typically 5-30 credits(depending on availability)
(Napalm) 25 credits per tank
(MD Fluid) 400 credits per tank
(Incendi-Gel) 500 credits per tank
(WI Napalm-P) 1000 credits per tank


3) (Optional) Use of Handheld Weapons---The PSA-18’s hands are scaled to use standard infantry weapons, though the extra strength of the exoskeleton allows the wearer to carry and use fairly heavy weapons with ease.

Hand to Hand Combat:
Use Standard and Elite Power Armor Combat Training, plus the following:
+3 Dodge while leaping
+2 Dodge from a still position
+2 Parry
Restrained Punch 1d4 MD
Full Strength Punch 2d4 MD
Power Punch(2 attacks) 4d4 MD
Tear/Pry 1d4 MD
Body Block 2d4 MD
Kick 2d8 MD
Leap Kick(2 attacks) 4d8 MD


Options:
*Molecular Adhesion Pads---PS was quick to copy this idea from Triax power armor designs, and have provided the option of fitting MAPs to the feet, knees, and arms of the Swashbuckler, allowing the power armor to cling to just about any surface strong enough to hold the armor’s weight. A favorite for urban guerillas who like to ‘spiderman’ through urban canyons, or ‘limpet’ themselves to larger and vehicles and robots while the troopers cut their way inside. Cost: +90,000 credits

*Tape Gun----Fits under the forearm and mounts a projector that shoots a tough plastic tape(based on megadamage duct-tape) reinforced with memory-metal wire that can be used to entangle and restrain a prisoner.
Range: 10 ft
Damage: None, but a single 12-inch loop of the strapping tape has 5 MDC(multiple wrappings offer cumulative MDC)
Rate of Fire: ECHH, and can cut the restraint tape to suit.
Payload: Has about 60 ft of restraint tape per arm.
Cost: +4,000 credits. Tape costs 3,500 credits per 60-ft roll.

*TechnoWizardry Enhancement: Forearm Blades---Spinning Blades(12 PPE)---Produces 10 smaller blades, each doing 1d6 MD, around the forearm swords. Lasts 10 melees(2 minutes, 30 seconds) per activation. 600 ft range and 2d6x10 MD if launched offensively at a target. +6 to parry hand to hand attacks, +2 to parry projectiles and energy blasts. Cost: 78,000 credits.

Variants:
*PSA-18C ‘Chainsaw Massacre’---Replaces the vibroblades with heavy chainsaws, each doing 5d6 MD on an attack

*PSA-18D "Bucanneer"(aka 'Merblade')---Naval version, in a way returning to the design’s roots. The -D version has a set of hydrothrusters that can push the armor through the water at 40 MPH underwater, maximum depth of 1 mile. The -D also has a mini-sonar(5 mile range) and the shoulder launchers can fire micro- and mini-torpedoes:
-Micro-Torpedoes---This system uses the same ‘cassettes’ as the MTR ‘SeaHammer’ Micro-Torpedo Launcher Rifle, two set in each shoulder, one in front of the other. When the first one is expended, it is ejected and discarded and the next cassette cleared for action. Alternatively, the cassettes can be ejected fully loaded and used as a booby trap mines.
Range:(Pattern-MT1A) 2,500 ft underwater, 500 ft in air
(Pattern-MT1B) 2,500 ft underwater, 500 ft in air
(Pattern-MT1C) 3,200 ft underwater, 700 ft in air
(Pattern-MT1D) 4,000 ft underwater, 900 ft in air
Damage:(Pattern-MT1A) 6d6 MD to 3 ft radius
(Pattern-MT1B) Screamer Round;Screamers are specialized one-use munitions that when fired, broadcast a massive burst of noise across all audio/sonic frequencies, with the intended effect of destroying acoustic target(sonar) locks, and allowing the sub/diver to escape opponents using sonar to detect or track them. -60% to track the sub via sonar while the Screamer is in effect, while sonar-guided weapons are -10 to strike .
Screamers also have the effect of stunning dolphins, whales, and other creatures using natural sonar and echo location. These creatures are disoriented/stunned for 1d4 melees.
A typical screamer will last 1d4 melees until it burns out or is destroyed.
Screamers can also be fused to ignite/activate anywhen up to a minute(4 melees) after deployment.
Effective radius of effect of the 18mm screamers is approximately 1,000 ft
(Pattern-MT1C) Sonic Warhead---2d4 MD per blast to an 8 ft blast radius, 1d6x10 SDC to another 10 ft beyond that, Does only 1d4 MD to a 4 ft radius in air
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor(such as wetsuits).
(Pattern-MT1D) 1d4x10 MD to 3 ft blast radius
Bonuses:(Pattern-MT1A) None; unguided
(Pattern-MT1B) None; unguided
(Pattern-MT1C) (+1 to strike in water. Micro-Homing Sonar Chip) Can also home in on a tracer beacon, and can track moving targets.
(Pattern-MT1D) (+3 to strike in water. Micro-Homing Sonar Chip)Can also home in on a tracer beacon, and can track moving targets.
Rate of Fire: Volleys of 1-12
Payload: 24 per launcher, 2x cassettes of 12 each.
-Mini-Torpedoes--4 per launcher

*PSA-18G-TW ‘Pagliaccio’ (aka ‘Pagli’)---A technowizardry-enhanced version customized for the Trickster Legion. Named for the famous murderous operatic clown, the ‘Pagli’ emphasizes unconventional attacks, as indicated by its twin Pie Launchers.
-TW Powerplant(‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus(1 million credits)
-Chest Multiplexor---A multi-spellcard system that holds FOUR spellcards powered by the onboard PPE generator, or by the operator’s own PPE/ISP. Typically used to add defensive spells or illusionary magic spells.
-TW Enhancements:
---Chromatic Protection(5 PPE, 10 minutes duration)---Blinds attackers for 1d4 melees.
---Bigger Guns(8 PPE, 2 minutes duration)--Any weapon held by the power armor while this spell is activated will appear to be much bigger and more powerful than it really is, with a Horror Factor of 18 to anybody within 150 ft.
---Fake Grenade(Lesser)(1 PPE, 90 ft range, 1 minute duration)---(See Rifter 0, pg.76, for details)---The power armor can throw what appears to be a live grenade with a Horror Factor of 16. Trickster Legion operatives like to mix it up, tossing a few of these fakes, then adding a real one if pursuit seems persistent.
-Forearm Blade Enhancements:
---Spinning Blades(12 PPE)---Produces 10 smaller blades, each doing 1d6 MD, around the forearm swords. Lasts 10 melees(2 minutes, 30 seconds) per activation. 600 ft range and 2d6x10 MD if launched offensively at a target. +6 to parry hand to hand attacks, +2 to parry projectiles and energy blasts. This spell enhancement has been offered as an option; on the Pagli, it provides a serious ‘bite’ to the levity.
-Shoulder Pie Launchers---Incorporate the Ludicrous Magic spell Pies(see Rifter Best of Rifter pgs 44-45 for complete description); with a flip of a selector switch, the system can launch a range of mystic baked goods on target.
Spells are equivalent to 10th level.
Range: 200 ft
Damage: Varies by Pie Type
Rate of Fire: ECHH
Payload: Varies:
(Cream) 1 PPE
(Banana) 2 PPE
(Blueberry) 2 PPE
(Cement) 3 PPE
(Cherry) 3 PPE
(Exploding) 6 PPE
(Gas) 4 PPE
(Lemon Meringue) 10 PPE
(Nuclear Bomb) 60 PPE

(Homing Mode Fire Control)---Can be applied to all Pies with the exception of Nuclear Bomb. Adds 5 PPE to cost of each, but also adds 200 ft to range of pies, and targets are -6 to dodge the incoming Pie.

(Windrush Enhancement)----Uses a modified Windrush spell to push the range of all Pies, including Nuclear Bomb. Adds a cost of 10 PPE per launch, but adds 150 ft to range.

Re: Paladin Steel Storefront

Posted: Wed May 09, 2012 10:32 am
by abtex
taalismn wrote:Oy....Came across this intersting looking aircraft.http://ram-home.com/ram-old/t-517.html

Having done an S-8 amphibian lookalike with a detachable boat pod, I'm tempted to do a version of this thing with a four-seat ski-mobile pod for sale to the Russians.
Of course, if they found out the design's distant origins, it might be a case of the merchants being confronted with "Agh! Americanski capitalists NEVER change! Take credit for good Russian design and try to sell it back to us! Prepare to be Socialized!"
...Yep, maybe it's time, if I'm going to be using Russian/Soviet designs, for Paladin Steel to seek a partnership with one of the Warlords. Might be easier in the long run.

OK future Comrade taalismn-ski get to work.
You need to fill another 24 pages to make this a full 100.
Oh happy page 76.

Re: Paladin Steel Storefront

Posted: Wed May 09, 2012 10:35 am
by abtex
Pie firing LPA different. Land lubber ex-wet suit.

Re: Paladin Steel Storefront

Posted: Wed May 09, 2012 3:53 pm
by taalismn
abtex wrote:
taalismn wrote:Oy....Came across this intersting looking aircraft.http://ram-home.com/ram-old/t-517.html

Having done an S-8 amphibian lookalike with a detachable boat pod, I'm tempted to do a version of this thing with a four-seat ski-mobile pod for sale to the Russians.
Of course, if they found out the design's distant origins, it might be a case of the merchants being confronted with "Agh! Americanski capitalists NEVER change! Take credit for good Russian design and try to sell it back to us! Prepare to be Socialized!"
...Yep, maybe it's time, if I'm going to be using Russian/Soviet designs, for Paladin Steel to seek a partnership with one of the Warlords. Might be easier in the long run.

OK future Comrade taalismn-ski get to work.
You need to fill another 24 pages to make this a full 100.
Oh happy page 76.



I'm feeling up to it.
Running up and down stairs to the tune of 'Rocky'.
Running speed-drills on keyboard.
Drinking raw eggs*PHFFFTTTT!!!!* :puke:
Okay...maybe not drinking raw eggs. That's gross.

Re: Paladin Steel Storefront

Posted: Fri May 11, 2012 8:05 pm
by taalismn
Paladin Steel ‘Skyke’ Sky Sentry System
“I thought we were all damned when I saw all those zombies coming up the hill...we had only a few handguns and damned little ammo for them, against several hundred groaning undead.
That was when nine flying shaving machines came skimming in over the trees, went to hover positions around our building, then started opening up with what I later learned were plasma cannon. They just sat there in the air, as stable as can be, raining down fire on the zombs all day and all night , vaporizing them before they could get close to us. All the way until a big airship showed up and extracted all of us.
Shoulda known the Company wasn’t going to abandon us.”

The Skyke(named for a Wynaro biting insect) is a military RPV derived from the UtUAV -17 ‘SkyLifter’. Rather than serve as a flying crane, however, the Skyke is a nuclear-powered aerial weapons platform. The Skyke has over 75% commonality of parts with the SkyLifter, but is slightly heavier, more heavily reinforced, sports a nuclear power pack, and has a smarter robotic control system. From a distance, though, it can be mistaken for the SkyLifter, having the same triangular frame enclosing three rotors. Closer observation, however, will reveal three remote-control gun turrets and three underslung bomb panniers.
The Skyke can operate in a variety of different mission profiles; it can slowly patrol an area on a pretermined route, it can hover in place over a location, or it can be concealed on the ground until triggered by nearby movement, in which case it will pop up and open up with its weapons. Networked Skykes can move in formation and form aerial 'phalanxes', sharing overlapping fields of fire, and supporting each other in action. The Skyke is not particularly fast, but is fairly well armored; it’s best used to assault ground targets. Because it’s something of a sitting duck to modern anti-aircraft systems, the Syke is considered to be expendable. Also, because of its slow speed, the Skyke is typically assigned to defensive duties, protecting specific locations and facilities(hence its designation as a ‘sky sentry’).

Type: PS-UAV-27 Skyke
Class: Unmanned Aerial Combat Drone
Crew: None; remote-piloted vehicle
MDC/Armor by Location:
Main Body 250
Fans(3) 60 each
Weapons Mounts(3) 30 each
Height: 6.5 ft
Width: 13 ft
Length: 13 ft
Weight: 2 tons
Cargo: None
Powerplant: Nuclear Power Pack w/ 5 year energy life
Speed: 95 MPH, maximum altitude of 8,000 ft
Market Cost: 600,000 credits
Systems of Note:
*Basic Robot Optics
*Automatic Gyrostabilization----Allows for autopilot stability and smooth level flying under harsh wind conditions and updraft situations.
*Running Lights
Weapons Systems:
1) AutoGun Mounts(3, one each side)---Each side of the triangular hull sports a gyrostabilized mini-turret holding a weapon. The prefered weapon is energy-based, as the Skyke is nuclear-powered, allowing the guns almost unlimited payload, but projectile weapons are possible.
a) Pulse Laser
Range: 4,000 ft
Damage: 2d6 MD single shot, 6d6 MD triple pulse burst
Rate of Fire: EPCHH
Payload: Effectively Unlimited
Cost: 30,000 credits
b) Ion Blaster
Range: 2,000 ft
Damage: 1d6x10 MD per bolt to primary target.
Furthermore, a secondary bolt will jump to 1d6 targets in the vicinity of the main target, starting with the nearest target(or the nearest metallic target) as long as they are within 6 ft(10 ft for metal targets) of the initial target/point of impact, then jumping to the next one until the ball lightning disipates. Secondary targets can attempt to dodge the energy ball as standard.
Secondary targets will take HALF damage(4d6 MD).
Does only 1/4 of the original damage if the secondary targets are non-metallic or grounded
Organic targets roll for Stun; save at 16 or better or be -8 to strike, dodge, parry, roll, and initiative, reduce APMs and Spd by HALF, for 2d4 melee rds. A successful save means lose only initiative and 1 APM for 1 melee round.
50% chance of knocking out unshielded electronics(or 1d4 subsystems like radio, electronic image amplification, cybernetic sensory implant, or the like) for 1d4 melees.
Beings susceptible to electricity take DOUBLE damage.
Rate of Fire: EPCHH
Payload: Effectively Unlimited
Bonuses: +2 to strike metallic targets
Cost: 27,000 credits

c) Ion Blaster 2---Triple-barrel
Range: 3,000 ft
Damage: 3d6 MD per single shot, 6d6 MD double shot, 9d6 MD to a 6 ft-wide area for a 3-shot burst.
Rate of Fire: EGCHH, Volleys of 1-3 shots
Payload: Effectively Unlimited
Cost: 30,000 credits

d) Plasma Cannon---Quad-barreled
Range: 3,300 ft
Damage: 5d6 MD per shot, 2d4x10 MD for a four-shot burst
Rate of Fire: EPCHH
Payload: Effectively Unlimited
Cost: 33,000 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 1,000 ft, but the bolts do 3d6 MD to a 25 ft wide area.
Cost: +19,000 credits

e) Machine-Gun----Slightly modified from the cyborg standard, this weapon is a 7.62mm rapid-fire tri-barrel weapon that is appropriate(in Rifts terms) for riot control and close-in counter-insurgency work. Its ability to be loaded with special munitions such as wood and silver rounds makes it popular with horror-hunter units.
Range: 2,000 ft
Damage:(SDC) 5d6 SDC per rd, 1d6x10 SDC per 10 shot burst
(MD)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: 2,000 rds per gun
Cost: 4,500 credits

f)GPMG M43 7.62mm ‘Fritz’ General Purpose Machine Gun
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: 2,500-rd belt
Cost: 8,000 credits

g)12.7mm PS-MRG03 Snub-nose Short Gatling Gun --- This high-powered four-barreled gatling rail cannon features enormous damage potential, and fair range in a small package. The MRG-03 trades range for blistering short-range fire power, and is frequently used as a ‘streetsweeper’ in built-up areas.
Range: 2,000 ft
Damage: 1D6 MD single round, 1D6x10 MD per 10 round burst,
2D6x10 +60 per Full Melee Burst of 40 rounds
Rate of Fire: Equal to the combined hand to hand attacks of the pilot
Payload: 1,000 rounds
Market Cost: 12,000 credits

h) 20mm Autocannon
Range: 4,000 ft
Damage:(20mm) 1d4 MD single shot
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 5 ft blast radius(single shot)
(PSX 20mm) 4d4 MD single shot
2d4x10 MD per 5 rd burst
4d4x10 MD per 10 rd burst
Airburst does 4d4 MD to 5 ft blast radius(single shot)
(Wood Rounds) 6d6 SDC single shot (1d4x10 HP to vampires)
2d4x10 SDC MD per 5 rd burst (2d4x10 HP to vampires)
6d6 MD per 10 rd burst (3d6x10 HP to vampires)
Rate of Fire: EPCHH
Payload: 1,000 rds per gun
Bonuses: +1 strike(w/ laser targeting)
Cost: 28,000 credits
A box of 100 20mm ‘smart’ rds costs 800 credits. A box of 100 20mm ‘smart’ PS rds costs 3000 credits

i) 40mmGrenade 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: 300-rd Belt magazine
Cost: 50,000 credits

j) Micro-Missile Launcher(15mm)
Range:
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
Damage:
Pattern-1A---1d4 MD to 2 ft blast radius
Pattern-1B---1d4 MD to 5 ft blast radius
Pattern-1C---3d6 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
Rate of Fire: Volleys of 1, 3, 7, or 14
Payload: 63 (9 rows of 7 missiles each).
Market Cost: 120,000 credits,
(Pattern-1a) 120 credits per missile
(Pattern-1b) 150 credits per missile
(Pattern-1c)250 credits per missile

k) Micro-Missile Launcher(30mm)
Range: 11,000 ft
Damage: (Pattern-3a) 4d6 MD single rd to 5 ft blast radius
(Pattern-3b) 1d4x10 MD to a 5 ft blast radius, or 3d6 MDC out to a 20 ft blast radius in fragmentation mode
(Pattern-3c)(Incendiary)2d6 MD to 5 ft blast radius, does an additional 1d4 burn damage for 2d4 melees
Rate of Fire: Volleys of 1-6
Payload: 54 (9 rows of 6 missiles each).
Bonuses:(All Patterns)(+3 to strike airborne targets, +1 to strike ground targets) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
Special Features:
*Sensor Package---The sensor package includes an IR/Thermal sight, laser rangefinder(2 mile range) and directional mini-radar(2 mile range) with audio-alarm to notify the gunner of target-lock.
Payload: 6 rds
Market Cost: 130,000 credits
(Pattern-3a) 90 credits each
(Pattern-3b)150 credits each
(Pattern-3c) 180 credits each


2)(Optional) Bomb Racks(3) ---Three bomb racks can be added to the underside of the Skyke. These can drop a variety of grenade-style explosives, smoke, flash-bang, and chemical ordnance. Individual weight capacity is 250 lbs per hardpoint, for a total payload of 750 lbs of ordnance.
Range: Effective accurate drop range is 2,000 ft
Damage:
(20mm Bomb) 1d4 MD to 2 ft blast radius(100 20 mm ‘smart’ rds costs 800 credits)
(20mm PSX-I)4d4 MD to 2 ft blast radius (100 20 mm ‘smart’ rds costs 2,000 credits)
(20mm PSX-2)4d6 MD to 6 ft blast radius (100 20 mm ‘smart’ rds costs 3,200 credits)

(25mm Bomb)
(SDC) (Fragmentation) 2d6x10 SDC to 10 ft radius( 10 credits each)
(High Explosive) 6d6x10 SDC to 4 ft radius( 20 credits each)
(MD)(Fragmentation)1d6 MD to 7 ft radius(100 credits each)
(High Explosive) 3d6 MD single shot, 5 ft blast radius( 200 credits each)

(Modified Hand Grenades)
(Fragmentation)2d6 MD to 10 ft blast radius(cost: 250 credits)
(Light High Explosive)3d6 MD to 3 ft blast radius(cost: 200 credits)
(Heavy High Explosive)4d6 MD to 3 ft blast radius(cost: 275 credits)
(Plasma)6d6 MD to 6 ft blast radius(cost: 350 credits)

(Modified 35-60mm Rifle Grenade)
(Fragmentation-SDC) 2d4x10 SDC to 20 ft blast radius(cost: 100 credits)
(Fragmentation-MD) 3d6 MD to 25 ft blast radius(cost: 280 credits)
(High Explosive) 6d6 MD to 10 ft blast radius(cost: 360 credits)
(Anti-Armor HEAT) Very heavy projectile. Does 2d4x10 MD to a 1 ft diameter area(shaped charge)(cost: 800 credits)
(Plasma/Micro-Fusion) 1d6x10 MD to 8 ft blast radius (cost: 800 credits)
(Incendiary) 2d6 MD flash damage to 12 ft blast radius, plus does 1d4 MD per melee for 2d4 melees(cost: 350 credits)
(Acid)---4d6 MD to a 5 ft radius, then diminishes in strength by 1d6 each melee(lasts about 4 melees)(cost: 450 credits)
(Chemical) Effects vary, but contains enough chemical agent to cover a 15 ft radius
(Illumination) Can loft to an altitude of 600 ft, and illuminate a 500 ft radius for 4d4 melees. (cost: 15 credits)

(SOW Sub-Munitions)
Can be fitted for contact detonation, time delay, or even boobytrap area-denial.
(AP Grenade) 4d6 MD to 8 ft area
(Chemical Grenade) Varies by chemical type and atmospheric conditions. A chemical grenade will generally generate a cloud of aerosol 15 ft in radius.
(HE Shell) 5d6 MD to 20 ft area
(Fragmentation Mine) 4d6 MD to 12 ft area
(Incendiary Bomb) Does 4d6 MD to 40 ft area, does an additional 2d6 MD for 1d6 melees, and 1d6 MD per melee for an additional 2d4 melees
(Angel Hair)---Does NO damage, but against conventional power generators and uncovered power lines and distribution systems, it can short out power grids, clog generator air intakes(80% effectiveness against industrial generators and internal combustion engines), and be a general nuisance to clean up.

(Conventional Bomb)
*250-lb Bomb----2d4x10 MD to 50 ft blast radius

Bonuses: +2 to strike w/ ‘smart’ guidance package

Payload: 250 lb total payload capacity per hardpoint
20mm Bomblets generally weigh from 280 grams (3.5 ounces)each
25mm Bomblets generally weigh 185 grams(6.53 ounces) each
Hand Grenades generally weigh 230 grams(0.5 lbs) each
RLG Bomblets generally weigh from 280 to 750 grams each
SOW Submunition Bomblets generally weigh 420 -540 grams(0.93-1.2 lbs) each
“Smart” Guidance Package adds 125 grams(0.25 lbs) to the munition.

3) (Optional)Flare/Chaff Dispenser---Standard countermeasure launchers
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is nuetralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 10 bundles per launcher


Programming:
Navigation: (air) 90%
Read Sensory Instruments 90%

Autonomous Combat Mode gives it the following bonuses:
Attacks per Melee: 6
+2 Strike
+3 Dodge
+2 Roll
+1 Initiative

Variants:
*PS-VTOLB-27(Mc)---Modified to be ‘manned’ by a Smallkin crew who can fly the vehicle like a large combat helicopter. The -27(Mc) retains all the remote control features of the original drone, though a manual override aboard it prevents external controllers from wresting control from the Smallkin crew without their permission. The gunnery positions can be kept on autofire or manned by the Smallkin crew.
Crew: 6, Size Level 1-2 sentients.
Can also carry 1-30 similarly-sized passengers/paratroopers.
Special Systems:
*Escape Pod----This is a modified MDC(50) helmet that closes around the tiny crewmembers, providing additional protection. In a bail-out situation, the pilot can eject, the helmet powered clear of the rest of the robot by rocket motors. Internal airbags cushion the pilot on landing(it was decided NOT to include a mini-parachute, in case such might give away to a watchful enemy that something was up). The escape pod can rocket up to 5,000 ft away. The entire crew (and potentially any and all passengers) can be provided with individual escape capsules.

Re: Paladin Steel Storefront

Posted: Sat May 12, 2012 9:03 am
by abtex
"Paladin Steel ‘Skyke’ Sky Sentry System"
nice vehicle.
Does it look something like this?
Or is your picture forthcoming?
the UtUAV -17 ‘SkyLifter’. Rather than serve as a flying crane,

Does that mean that is a lower cost fuel hog cargo pod carrying 'copter' available?

Variants:
*PS-VTOLB-27(Mc)---Modified to be ‘manned’ by a Smallkin crew who can fly the vehicle like a large combat helicopter.

Does their variant have door gunners? or just the AutoGun Mounts?
Can the nutcases Smallkin get a drone control for their 'small' combat helicopter?

Re: Paladin Steel Storefront

Posted: Sat May 12, 2012 11:01 am
by taalismn
abtex wrote:
"Paladin Steel ‘Skyke’ Sky Sentry System"
nice vehicle.
Does it look something like this?
Or is your picture forthcoming?
the UtUAV -17 ‘SkyLifter’. Rather than serve as a flying crane,

Does that mean that is a lower cost fuel hog cargo pod carrying 'copter' available?

Variants:
*PS-VTOLB-27(Mc)---Modified to be ‘manned’ by a Smallkin crew who can fly the vehicle like a large combat helicopter.

Does their variant have door gunners? or just the AutoGun Mounts?
Can the nutcases Smallkin get a drone control for their 'small' combat helicopter?



The Skylifter I believe I posted a ways back...thus setting the stage for the Skyke.
As for the rest? The Smallkin CAN manually operate the guns, or leave them automated. And the variant can still be remote-controlled easily enough, though the manual override is aboard(so, no outsider can wrest control of the 'copter away from its crew).
I should probably include that in that in the post.

As for its looks? Think of the triple-head of an electric razor, laid horizontal, with gunmounts sticking out from the indents in the outer casing between the rotary heads.

Re: Paladin Steel Storefront

Posted: Sat May 12, 2012 11:27 am
by abtex
The Skylifter I believe I posted a ways back...thus setting the stage for the Skyke.

Maybe different name, but not Skylifter.

Re: Paladin Steel Storefront

Posted: Sat May 12, 2012 11:34 am
by taalismn
abtex wrote:
The Skylifter I believe I posted a ways back...thus setting the stage for the Skyke.

Maybe different name, but not Skylifter.


Oops...It was 'SkyLift'.

reposting it, just in case:

Paladin Steel ‘SkyLift’ Aerial Crane
(aka ‘MightyMite’, ‘Norelcopter’, ‘Bootstrappa’, ‘Buzzlifta’)
“Lemme get this straight....We’re going to launch a SkyLift to intercept this Otomo bigwig’s motorcade as it drives along the coast during the night, get the drone over his armored limo, use an electromagnet lowered under the drone to pick up and lift his car off the road, fly it out over the water to where our people are waiting, drop aforementioned car into the water, where the Squids bust open the car, extract the slave girl we’re supposed to be rescuing, get her back to our waiting stealth submarine and slip away, leaving the bigwig and his entourage to sink or swim. Meanwhile, the ‘lifter flies off on a decoy pattern, before it self-destructs from all the fusion blocks you’ve planted on it. Did I miss anything?”
“No, that’s how it’s going to go down.”
“Excuse me if I’m not oozing with confidence about a plan that seems curiously based on that old pre-Rifts movie I just KNOW you saw a month ago...”

Sometimes a work crew can’t get a heavy lifting crane into place at a worksite, and heavy lift aircraft just aren’t available, necessary, or viable under certain circumstances. When that happens, PS engineers can turn to the SkyLift, an unmanned drone vehicle that can lift a surprising amount of weight for its size.
The SkyLift consists of three high-performance electrically-powered ducted fans(based on the familiar and reliable PS-TF-32 engine, already known from the popular GyreFalcon tilt-engine light fighter) held in a triangular formation in an outer frame, fitted with batteries, command-and-control communications gear, navigation aides, and control surfaces, The SkyLift flies by brute-force directed thrust, with control surfaces in the duct exhausts directing the airflow to move the contraption along in a given direction. The RPV is electrically-powered, drawing power from a high-capacity battery that can be recharged from a nuclear power plant, conventional generator, or super-solar array(PS is also looking at directionally beamed microwave power transmission systems as another option). The SkyLift is unmanned, being controlled remotely by radio or, in some cases, a fiber optic hardline(a set of manual controls and a small seat with basic instruments is included on the topside of the vehicle for hovering the RPV during ground maintenance, but manned operations are NOT advised). The SkyLift also incorporates a low-level AI drone intelligence; enough to allow it to fly preprogrammed courses and follow simple directions, flying between navigational beacons.
In operation, the SkyLift acts like a heavy lift helicopter, lifting and carrying large payloads slung underneath it from its four cable grapples. In this capacity, SkyLifts are used in high-rise construction, ship/shore loading/unloading operations, cargo transport, vehicular recovery, and firefighting(carrying waterbags underneath). They are also occasionally used in rescue operations(carrying firefighting equipment and rescue platforms up the sides of burning structures, or lifting rescuees off the tops of flooded or burning buildings).
SkyLifts are not designed for combat, and are completely unarmed, although they are armored against small arms fire. Though not combat vehicles, they frequently see their share of battle, as combat engineers frequently use the unmanned, and thus considered expendable, aerial craft to assist in bridging operations, resupply, and fortification efforts, often under fire. Occasionally, clever(or desperate) soldiers have used the SkyLift to carry aloft radar surveillance gear, decoys, or explosive/incendiary payloads.
Type: PS-UtUAV-17
Class: Unmanned Aerial Utility Drone
Crew: None; remote-piloted vehicle
MDC/Armor by Location:
Main Body 100
Height: 6.5 ft
Width: 13 ft
Length: 13 ft
Weight: 1.9 tons
Cargo: Can lift up to 10 tons of cargo slung underneath it.
Powerplant: Electric w/ 72 hour rechargeable battery
Speed: 65 MPH, maximum altitude of 8,000 ft
Market Cost: 190,000 credits
Systems of Note:
*Basic Robot Optics
*Automatic Gyrostabilization----Allows for autopilot stability and smooth level flying under harsh wind conditions and updraft situations.
*Cable Grapples(4, one from each side and one center mount)----30 ft of cable
*Running Lights
Weapons Systems: None

Re: Paladin Steel Storefront

Posted: Sat May 12, 2012 6:29 pm
by 89er
Yay, now we have sky turrets. How much for one equipped with a cryo laser?

Re: Paladin Steel Storefront

Posted: Sat May 12, 2012 7:45 pm
by taalismn
89er wrote:Yay, now we have sky turrets. How much for one equipped with a cryo laser?


Experimental fitting; at least 100,000 credits, until we bring the cost down, maybe come out with a few different models/power levels of cryolaser/cold blaster. ;)

Re: Paladin Steel Storefront

Posted: Sat May 12, 2012 9:28 pm
by abtex
Speaking of lasers, did you see this development.

Multi Environmental lasers in a single unit
http://www.gizmag.com/quantum-dot-multi-colored-lasers/22370/

Re: Paladin Steel Storefront

Posted: Sat May 12, 2012 9:38 pm
by abtex
Thanks for the Skylift repost. :crane:
Nutcrackers everywhere are now checking bank accounts.
Is your's safe from them?

Re: Paladin Steel Storefront

Posted: Sat May 12, 2012 9:59 pm
by taalismn
abtex wrote:Speaking of lasers, did you see this development.

Multi Environmental lasers in a single unit
http://www.gizmag.com/quantum-dot-multi-colored-lasers/22370/


Oh yeah...now we can have more compact holographic projectors.
Or tuneable communications lasers for air and underwater. 8)

Re: Paladin Steel Storefront

Posted: Sun May 13, 2012 8:34 am
by abtex
taalismn wrote:
abtex wrote:Speaking of lasers, did you see this development.

Multi Environmental lasers in a single unit
http://www.gizmag.com/quantum-dot-multi-colored-lasers/22370/


Oh yeah...now we can have more compact holographic projectors.
Or tuneable communications lasers for air and underwater. 8)

Add combat lasers - green, red and blue to that list and any other colors I missed.

Re: Paladin Steel Storefront

Posted: Sun May 13, 2012 2:07 pm
by taalismn
abtex wrote:
taalismn wrote:
abtex wrote:Speaking of lasers, did you see this development.

Multi Environmental lasers in a single unit
http://www.gizmag.com/quantum-dot-multi-colored-lasers/22370/


Oh yeah...now we can have more compact holographic projectors.
Or tuneable communications lasers for air and underwater. 8)

Add combat lasers - green, red and blue to that list and any other colors I missed.



Yellow lasers for use against Green Lanterns. :twisted:

And oh what a pity I can't do a Smallkin version of this: http://www.e2046.com/product/15489 :D

Re: Paladin Steel Storefront

Posted: Mon May 14, 2012 8:30 am
by abtex
taalismn wrote:I'm feeling up to it.
Running up and down stairs to the tune of 'Rocky'.
Running speed-drills on keyboard.
Drinking raw eggs*PHFFFTTTT!!!!* :puke:
Okay...maybe not drinking raw eggs. That's gross.

What no albumen intake?
But raw eggs are very good if cooked.

Re: Paladin Steel Storefront

Posted: Mon May 14, 2012 8:16 pm
by taalismn
PS PSESP09 FeatherDuster ElectroStatic Dart Pistol

He’d almost made it out the door when his live-in maid had caught him.
“Master Equinn, WHAT are you doing out of bed? And dressed for work?”
“Ah, I was just going out for a brief walk. And what did I say about calling me ‘master’?”
The green-haired ex-Splugorth slave ignored his efforts to change the subject, her gold eyes staring him down. “You’ve got your boots, your uniform jacket and your wristcomp on! You’re supposed to be RESTING, Master Equinn! Physician’s orders! You’re not supposed to resume your security work so soon after you were injured!”
“I’m fine-”
“You’re barely three days out of the hospital after taking a particle beam blast for the Governor! Magic therapy can only do so much! You’re supposed to take it easy for at least another week!”
“I’m fine! I heal fast! I’m just going out for a little walk, that’s all. I MIGHT drop by the office and see what’s going on-”
“I think you’re trying to go back to work, Master!” Sena declared, pointing her featherduster at him in emphasis.
“Well, I’m sorry, but I can’t just lie around here all day while there’s work to be-”
#pft#
He just happened to be glancing down when the dart went into his exposed wrist.
“..ah hell...”
His knees instantly went out from under him and he would have fallen flat on his face if Sena hadn’t caught him. Whatever was in that dart hit like a chemical sledgehammer, because he was already almost completely out of it, even with his quite resilient constitution.
“Now Master Equinn, you’re going to go back to bed and you’re going to stay there until the doctors say you are completely healed and able to resume rigorous activity! Otherwise, I’ll have to get out the handcuffs!”
As his minder effortlessly picked him up and slung his limp body over her shoulder to carry him back to bed, he had enough consciousness left to him to remember that she was a graduate of the Azimuth Point Service Academy. Accelerated post-Liberation job training. Ex-Splugorth slave. Security psych profile said those were the worst when it came to job loyalty, with a tendancy to obsessive attention. And Mistress Abas tended to equip graduates VERY well.
‘$#!+...Just my luck. Personnel assigned me a real zealot.’
It never occured to him that his colleagues were simply fighting fire with fire.

This unusual weapon was originally commissioned for an out-dimension contract for a secret police bodyguard organization, but Paladin Steel was allowed to keep patent and production rights. It has since been produced for regular sale, starting with marketing through the Azimuth Point Service Academy.
The PSESP09 resembles a wand-style featherduster. In reality, its feathery fans conceal the business end of a silenced dart gun that can fire a variety of different payload-filled hypodarts. Most users load the weapon with sedative drug darts, but more aggressive users have been known to utilize electroshock rounds or lethal poison.
An electrostatic field generator increases the actual utility of the device as a cleaning appliance, but, as maids and butlers have learned, also allow the pistol to be used as a dust caster and spray gun.
The FeatherDuster Pistol is marketed to domestic security, though it takes no stretch of the imagination to realize its espionage and assassination applications.
Weight: 1 lb
Range: 100 ft
Damage: Dart does 1 SDC + possible drug/toxin effects.
Standard knock-out drug renders the victim unconscious within 1d4 melees, unless they save versus non-lethal poison; a successful save means they still will grow woozy within 1d4 melees, and be -2 to strike, parry, and dodge, and -10% to skill rolls for the duration. Drug effects last 4d4 minutes.
(Electroshock Dart) 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 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.
Rate of Fire: ECHH
Payload: 5 darts loaded in the hilt.
Special Features:
*ElectroStatic Generator----The PSESP09 generates a weak electrostatic field that can be reversed at the flip of a dial; repulsion to repel dust away(1 ft range), atttraction to draw dust to the feather-vanes. If the ‘duster has pulled in enough dust, the field can be set to sudden expel the dust in an irritant cloud(range of roughly 12 ft and covering a 5 ft area; those caught in the dust lose initiative and-1 to strike and parry for 1 melee ). Some users deliberately dip the featherduster in dry chemicals or materials like stabilized ectoplasmic pixie dust for additional effect.
Cost: 700 credits
Options:
*Concealed VibroStilleto---A thin-bladed vibroweapon can be concealed in the hilt. Does 1d4 MD. Cost 5,000 credits(yes, an accessory that costs more than the weapon it’s mounted on!).

PS CQW10 ‘BladeDuster ‘ Hand Melee Weapon

“Sometimes, ladies and gentlemen, removal of particularly...undesirable...detritus from a household surface requires a more -ablative- touch. Especially if the detritus in question is armed and actively resisting removal.”

This hand weapon resembles a handheld featherduster(and is sometimes confused with the PSESP09 ElectroStatic Pistol, with which it shares many components). The CQW10 uses a unique design vibrofield generator to alternate the flexibility of its wire bristles from a feather-soft ‘at rest’ state to an armor-ablating ‘combat’ mode. The spread of the feather-vanes can also be altered, from a tight short sword-like bundle appropriate for stabbing attacks, or a wide-spread(2 ft span) fan that can be used most effectively for parrying in hand to hand combat. The CQW10 also incorporates an electrostatic generator that improves the device’s effectiveness as a functional cleaning tool(some users find that the lower-powered vibrofield modes also make for effective stain removal, paint-stripping, and sanding of surfaces).
The CQW10 was first made available through the Azimuth Point Service Academy, but has been seeing wider distribution through other Paladin Steel outlets to home security agencies and espionage organizations. More than a few M.O.M. ‘crazies’ have taken to the weapon as well.
Weight: 1.2 lbs
Range: Melee
Damage: Variable: 1d6, 3d6, or 4d6 SDC, 1d4, 1d6, or 2d4 MD.
Can also be used in maximum-spread mode as a parrying weapon; +2 to parry and does 1d4 MD.
Rate of Fire: ECHH
Payload: Effectively Unlimited
Special Features:
*ElectroStatic Generator----The CQW10 generates a weak electrostatic field that can be reversed at the flip of a dial; repulsion to repel dust away, atttraction to draw dust to the feather-vanes. If the ‘duster has pulled in enough dust, the field can be set to sudden expel the dust in an irritant cloud(range of roughly 12 ft and covering a 5 ft area; those caught in the dust lose initiative and-1 to strike and parry for 1 melee ). Some users deliberately dip the featherduster in dry chemicals or materials like stabilized ectoplasmic pixie dust for additional effect.
Cost: 10,000 credits
Options:
*Concealed VibroStilleto---A thin-bladed vibroweapon can be concealed in the hilt. Does 1d4 MD. Cost 5,000 credits.

*Tazer-Fan---The vibro-vanes can be modified with electro-conductive fibers, allowing the featherduster to deliver a powerful electrical zap on contact:
Range: Melee
Damage: (Light Stun) 1d4 SDC/Hit Points
(Moderate Stun) 2d6 SDC/Hit Points
(Strong/Lethal) 5d6 SDC/Hit Points plus a 01-33% chance of stunning human-sized targets for 1d4 rounds, 01-03% chance of stunning large or inhumanly powerful targets. Roll versus stun (15 or better) or face the following; -6 to strike, parry, dodge and reduce Speed and APMs by HALF.
Being shocked five or more times, or with less than HALF hit points remaining, means falling unconscious for 2d4 melee rounds, and suffering stun penalties for a minute(4 melees) afterwards. At 8 or less hot points remaining, there’s a 01-60% chance of cardiac arrest and death within 1d4 minutes unless CPR is administered or a successful save versus coma/death is made. Recovery from such will leave the victim feeling stunned(same penalties) for 2d4x10 minutes.
Payload: 80 light stuns, 40 medium stuns, or 20 strong stuns. Rechargeable by simply sticking the handle into a recharge socket.
Cost: +6,000 credits

Re: Paladin Steel Storefront

Posted: Mon May 14, 2012 8:41 pm
by abtex
Spring cleaning can be dangerous, but needed.

Re: Paladin Steel Storefront

Posted: Mon May 14, 2012 10:46 pm
by taalismn
Danger Taxi Company(DTC)

“Where can I get you to, Mister?”
“I want you to take me to Hell.” :evil:
“I get that all the time, but sorry, I can only take you to places within our service area, and that ain’t one of them!”
“You act as if you have a CHOICE, foolish mortal. I have the means to take us there!” :twisted:
“I’m a Teamster, Mister, I have my own means to SEND you to Hell, since you’re so insistent.”
”Oh?! And what would THOSE be, meat?” :demon:
*HUMMMM*CLICK*CLICK*CLICK*WHIRRRRR*KLACK*HUMMMMMMM
“...oh....”

“Where to, Miss?”
“Anywhere away from those freaks back there with the long knives!” :eek:
“Will do, ma’am! Hang on tight! Spare blanket on your right side, thermos of hot coffee on your left if you need either!”

The Danger Taxi Company is a Greater New England-based mercenary firm that specializes in high security courier and transportation. While most of its income comes, indeed, from relatively peaceful point-to-point transport in the developed enclaves of Greater New England, the company also offers franchises and transport outside the GNE territories. Branch offices have opened in Lazlo, New Lazlo, the Relic, and MercTown.
All drivers for DTC must undergo a grueling ‘boot camp’ that teaches them a literal ‘crash course’ in vehicular operation and survival, emphasizing defensive driving, land navigation, proper customer relations, and cool under pressure. Whether it’s driving a demanding petty bureacrat to the aerospace/dimensional port or picking up a fleeing rescue party from the House of the Unholy Abomination sorority, DTC cabbies are trained to handle themselves not only with professionalism, but proper aplomb.
While most DTC drivers use available vehicles from the common pool, higher-ranked and experienced drivers are allowed to retain a favorite vehicle, and are even allowed to request specific alterations and modifications. In general, if approved, the cost of the improvements is split fifty-fifty between the company and the driver.
DTC drivers and personnel are NOT mercenaries; they cannot be called upon to assist a fare in storming a fortress, exploring a ruin, or assasinating an enemy leader. Nor can they be called upon to provide fire support or affect a rescue. While they can be hired to sit around on station waiting for a fare to return, they cannot be called in to get the fare out of trouble; most drivers subscribe to a ‘zone of intent’ rule; if the fare can get back within a certain distance(usually a 100 ft radius) of the cab, with clear intent to get in the cab, the cabbie can come to their assistance and engage any pursuers. Once the fare is picked up, the cabbie can use lethal force to protect himself/herself and the fare on their journey, until they are saefly delivered to their destination. That having been said, depending on circumstances and the individual fare, some cabbies may stretch the size of the ‘zone of intent’ and conditions under which they may render assistance to a fare in trouble.
DTC is one of the few GNE-based companies that actively recruits Juicers, especially Phaeton Juicers, though their contract includes voluntary Detox coverage. Crazies are less actively recruited, but allowed to join if they can pass certain sociability tests(they can prove they aren’t too annoying) and that their insanities do not prove a risk to safe driving.
A typical cab run is done by a single driver and car, but an assistant riding ‘shotgun’ is also commonplace. Cabbie crews may get as large as six members, depending on the circumstances and vehicle, but these larger teams are fairly rarely deployed. In a severe situation where cabbie and vehicle are in imminent danger, DTC Dispatch may reroute other available(non-fare carrying) vehicles to assist the imperiled vehicle and crew.

Rates: Most ‘safe run’ fares generally run 2-4 credits a mile, per passenger. 2x-5x for luxury rides like limos, and 5-10 credits per every 15 minutes the cab is left idling while waiting. Runs into more (and recognized as such) hazardous areas can run double or triple that, plus ammunition expenditures, and extra if additional DTC assets have to called in to support.

Size: Large Guild, with about 900 employees in the central GNE(could be more, but ther4e’s competition from a very good public transportation system and private transportation) . Smaller regional offices employ about 3d4x10 employees each.
Sponsorship: Corporate; Paladin Steel is the largest sponsor of DTC, but several other firms have interests in the company, using it as their company taxi service in return for material support.

A: Dress: Good; DTC drivers wear a standardized uniform, including light to medium MDC body armor of basic types(Plastic Man, Urban Warrior).

B. Equipment: Good Gear---DTC cabs are equipped with a comprehensive set of repair tools, MDC patches, first aid kits, and communications gear.

C: Vehicles: Specialty Fleet; the favored vehicle of choice is the PS-made Checker Marathon II ‘yellow cab’, but other vehicles are also available, including the Silken Swift limo, VW Van, and the GA-AB Bus. DTC also maintains a small fleet of recovery vehicles(tow trucks, flatbed hovercraft/tank transporters, etc.) for recovering damaged vehicles for repair.
Many vehicles are modified, either with upgraded mobility, or with additional armor and concealed armament. In general, the average DTC cab has had 4d6x1,000 credits of additional equipment added to it.

D. Weaponry: Basic MD Weapons. Most DTC vehicles have an internal gun rack with standard weapons. The driver is responsible for these weapons and liable for them if they are lost or stolen. Standard weapons include PS-made shotguns, the PSLR-5 Partisan laser rifle, PSLR-7 ‘Rattler’ Rapid-Fire Light Laser Rifle, PSLP-3 ‘Asp’ Light Laser Pistol, PSIP-2 ‘ Smasher’ Rapid Fire Ion Submachine Pistol, and PSIW-M3A1 ‘Greaser’ Ion Weapon.
Drivers are also permitted to carry their own personal weaponry, as long as it doesn’t interfere with their duties and passenger carrying capabilities(no stuffing all the luggage space with a portable missile launcher, for example).

E. Power Armor and Robots: None, yet. DTC is studying the possibilities of incorporating some of the larger-capacity robot vehicles (like the NG Multibot) into their fleet.

F. Communications: Full Range, with encrypted radio for secure dispatch of instructions. DTC is also able to set up a network of relays and signal repeaters in its operating areas to increase communications coverage. DTC vehicles also carry the equivalent of ‘lojack’ beacons and drivers carry emergency distress pendents(the practice of holding up cabs being even more common post-Rifts as it was pre-Rifts).

G.Security: Secure; the facilities of DTC are generally well-secured against casual infiltration, mainly to prevent anybody from stealing or tampering with the vehicles, but the chainlink fences, security shutters, and watchmen wouldn’t be able to fend off a dedicated and well-supported assault with intent.

H. Headquarters: Permanent office in Burlington, Vermont Free State.
Regional offices typically consist of a dispatch office and attached relaxation area for off-duty drivers, motorpool area and garage.

I. Intelligence:
*Scout Team---DTC regional offices maintain small crews of scouts to check and map an operating area, as well as liaise with local authorities to compile comprehensive street maps and addresses for faster navigation to fares.
*Underworld Contacts---DTC has contacts in the Black Market

J. Monthly Budget: Small loans; most of the company’s discretionary funds go towards repairs, but they do have enough left over to give out for special purposes, typically bribing local law authorities or paying bandit ‘tolls’(at least until the company can hire mercenaries to take care of the bandits). Typically 3,000 credits a month.

K. General Alignment: Unprincipled

L. Criminal Activity:
*Smuggling---DTC doesn’t advertise it, but they have some expertise in smuggling goods(and people) past roadblocks and authorities interfering in free trade. More than a few DTC vehicles have secret smuggling compartments, and a lot of drivers have experience in outrunning(or outsmarting) the Law(whatever or whoever it may be).
*Strike Team---Most DTC offices maintain a small mobile security force of soldiers of fortune; usually 4-10 operatives of 1d4+3 levels of expertise, available as additional security escort(cost extra), gunners on the larger cabs, or to escort and protect vehicular recovery teams. These operatives may also be dispatched to track down and punish those who harm or kill DTC personnel in the field.

M. Reputation: Known; DTC is acquiring a reputation for good service and reliable transportation.

N. Monthly Salary: Modest; most cabbies make 350-500 credits a week on urban runs, plus tips. Especially hazardous assignments can make considerably more, and a regular ‘blockade runner’ can make hazardous duty pay of 600-900 credits a week, plus bonuses(1d6x100 credits or more extra).

O. Special: Friendship: Merchants---DTC has good connections to community merchants, some of whom are allowed to place ads on DTC vehicles(in addition to what recommendations about local businesses the cabbies may make to fares).