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.jpghttp://upload.wikimedia.org/wikipedia/commons/2/2f/GM_FuturLiner_at_Flint_2011.jpghttp://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.jpghttp://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.jpgType: 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.gifOptions:
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