Paladin Steel ‘Winsor’ Light Armored Vehicle(aka ‘Pony’)
http://homepage.tinet.ie/~steven/images/bw-wiesel-tow_04.jpghttp://www.militaryaircraft.de/pictures/Airshow-Fritzlar2008/demo/Wiesel_2008-08-Fritzlar_634_800.jpghttp://www.military-today.com/apc/wiesel_2.jpghttp://2.bp.blogspot.com/-_g4Fg6YaldM/UDE1vvIQe6I/AAAAAAAAIwE/7sQo9pASD6w/s1600/bw_watr_wiesel_1_bmk_30mm_vt-002i.jpghttp://img846.imageshack.us/img846/8232/wiesel2radar.jpghttp://media.defenseindustrydaily.com/images/LAND_Wiesel-2_from_CH-53_lg.jpg “Hey, guess what? Paladin Steel’s just started advertising YET ANOTHER light vehicle in their catalogue-”
“They’re going to #### us over by numbers, aren’t they?”
“Assembled by semiskilled labor in job-hungry regions offworld, and crewed by over-enthusiastic d-bees who breed like rats-”
“Some of them ARE rats.”
“-equipped with more heavy bang-bangs churned out by those same offworld factories. Yep!”
“Sarge? Can we maybe move the border post to a more easily defended position? Like maybe a hundred miles farther back? On the other side of the river there? Like, on top of the more easily defensible cliffs?”
The ‘Winsor’ is a Paladin Steel design for an even smaller tracked combat vehicle than the Zerkat. The Winsor bears a superficial resemblance to the pre-Rifts ‘Wiesel’ AFV, meant to provide armor support for airborne forces. The Winsor, however, is more heavily armored and amphibious. The Winsor is sometimes confused with a ‘tankette’, although it is more properly referred to as a Light Armored Fighting Vehicle.
The Winsor is a basic ‘stock’ vehicle; it shares many parts in common with other PS vehicles; the treads are abbreviated (or lengthened) basic treads used on a variety of other vehicles, and the catalogue of options is familiar to Paladin Steel customers, allowing for streamlined logistics and lower overall cost. Its basic design and large parts commonality means also that it can be readily modified and adapted to a variety of functions and duties.
The Winsor is typically used for recon work, infantry support, urban patrol, and utility work. Its small size and light weight allow it to be easily transported slung under many helicopters/VTOLs, or carried aboard such aircraft as the Caribou II, C-130/2, Dragonfly, Vanstar, or Arakeen. Though sometimes derided as little more than a ‘mobile foxhole’ or ‘rolling gun mount’, the Winsor is regarded as a good, affordable, durable, armored asset for communities without a whole lot of money to spend on more expensive and mechanically complex defensive hardware.
Type: PS-LAFV027 Winsor
Class: Light Armored Fighting Vehicle, Tracked
Crew: 2, +1 passenger
MDC/Armor by Location:
Main Body 200
Reinforced Crew Compartment 75
Treads(2) 60 each
(optional) Light Turret(1) 65
Height: 6.2 ft
Width: 5.97 ft
Length: 10.7 ft
Weight: 6,065 lbs
Cargo: Minimal storage space inside main cabin for survival packs and sidearms.
Powerplant: Liquid Fuel(w/ 140 mile range), Electric Power Cell(w/ 200 mile range), or Nuclear(10 year power supply)
Speed: (Ground) 50 MPH, can climb a 60 percent gradient, negotiate 1.3 ft vertical obstacles, and cross 5.9 ft trenches.
(Water) Can paddle along at 3 MPH.
Market Cost: 70,000 credits for the liquid-fueled model
90,000 credits for electric
800,000 credits for nuclear
Systems of Note:
*Power Armor-style life support and electronics
*IR/Normal Light Headlights
*Powered Winch and 60 ft of cable
*Towing Mount---Can haul up to 3 tons without problem, 5 tons at 1/4 speed
Weapons Systems: None standard, but a small turret can be fitted carrying a missile launcher or 1-2 light weapons(see Options)
Options:
*Turret-Mounting---A light turret can mounted on the Winsor, the turret typically holding the equivalent of a single heavy infantry/cyborg weapon. The following is just a sampling of the commonly available/requested weapons:
a) 40mm Automatic Grenade Launcher
Range: 7,000 ft
Damage: Identical to the WI-GL20;
Frag rounds do 4d6 MD to a 12-foot radius.
AP rounds do 1d4x10 to a 3-foot blast radius,
and Plasma rounds do 1d4x10+10 to a 5-foot radius.
A 3 round burst of frag shells does 1d4x10 to a 15 foot radius,
a burst of 3 AP shells does 2d4x10 to a 5 foot radius,
and a burst of 3 plasma shells does 3d4x10 to an 8 foot blast radius
A 5 round burst of frag shells does 1d6x10 to a 20 foot radius,
a burst of 5 AP shells does 2d6x10 to a 6 foot area,
and a burst of 5 plasma shells does 3d6x10 to a 10 foot radius.
A 10 round burst of frag shells does 2d6x10 to a 40-foot radius.
A 10 round AP burst does 3d6x10 to an 8-foot area,
and a 10 round plasma burst does 4d6x10+10 to a 15-foot radius!!
Rate of Fire: Standard
Payload: 250 round box magazine
Special Features: None
Cost: 50,000 credits
b)PS-M136 7.62mm caliber Minigun
Range: 10,000 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst, 8d6x10 SDC per 20 rd burst, 1d4 MD per 40 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst, 2d10 MD per 20 rd burst, 1d4x10 MD per 40 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst, 2d6 MD per 20 rd burst, 4d6 MD per 40 rd burst.
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst, 2d4x10 MD per 20 rd burst, 4d4x10 MD per 40 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 6,000 rpm(or 1,500 rounds per melee)
Payload: 4,000-rd belt
Cost: 27,000 credits
c)OCSW-2 25mm Light Autocannon
Range: (Effective Range)2,000 meters (6,000 ft)
(Maximum Range)(-3 to strike)3,600 meters
Damage:(SDC)* (Fragmentation) 2d6x10 SDC to 10 ft radius**
4d6x10 SDC per 5 rd burst, 8 ft blast radius
1d4 MD per 10 rd burst, 14 ft blast radius
4d6 MD per 60 rd burst! 25 ft blast radius(takes ALL attacks that melee and is -2 to strike)
(High Explosive) 6d6x10 SDC to 4 ft radius
1d4 MD per 5 rd burst, 8 ft blast radius
2d4 MD per 10 rd burst, 12 ft blast radius
6d6 MD per 60 rd burst! 20 ft blast radius(takes ALL attacks that melee and is -2 to strike)
(Armor Piercing) 1d4x100 SDC, no blast radius
1d6 MD per 5 rd burst, 1 ft blast radius
2d6 MD per 10 rd burst, 2 ft blast radius
1d6x10 MD per 60 rd burst! 4 ft blast radius(takes ALL attacks that melee and is -2 to strike)
*Note that beyond the accurate range of 6,000 ft, AP rounds lose some of their effective penetrating power due to diminishing velocity; reduce damage by 20%
*(Yes, I know, why include SDC when it just as quickly becomes MDC? You’re still being hit with a pretty hefty shell)
**(Note that SDC weapons enjoy a slightly larger blast radius than that of MDC weapons, owing to the lower damage potential)
(MD)(Fragmentation)1d6 MD to 7 ft radius
4d6 MD per 5 rd burst, 10 ft blast radius
2d4 x10 per 10 rd burst, 14 ft blast radius
4d6x10 per 60 rd burst! 22 ft blast radius(takes ALL attacks that melee and is -2 to strike)
(High Explosive) 3d6 MD single shot, 5 ft blast radius
1d4x10 per 5 rd burst, 8 ft blast radius
2d4 x10 per 10 rd burst, 12 ft blast radius
5d6x10 per 60 rd burst! 20 ft blast radius(takes ALL attacks that melee and is -2 to strike)
(Armor Piercing)4d6 MD single shot, no blast radius
2d4x10 per 5 rd burst, 1 ft blast radius
3d4 x10 per 10 rd burst, 2 ft blast radius
6d6x10 per 60 rd burst!, 3 ft blast radius(takes ALL attacks that melee and is -2 to strike)
*Note that beyond the accurate range of 6,000 ft, AP rounds lose some of their effective penetrating power due to diminishing velocity; reduce damage by 20%
HESH (High Explosive Squash Head) - Designed to ‘spald’ off armor on the interior of power armors and vehicles. Composite ‘chobham’(layered armor and nylon mesh) armor reduces this internal damage by HALF, by holding the armor together.
HESH rounds do NOT have a blast radius.
3D6 MD plus 4D6 SDC to the person(s) inside the object.
1d4x10 per 5 rd burst,4 ft blast radius----plus 4D6+2 SDC to the person(s) inside the object
2d4 x10 per 10 rd burst, 6 ft blast radius----plus 5d6 SDC to the person(s) inside the object
5d6x10 per 60 rd burst! 10 ft blast radius----plus 1d4x10 SDC to the person(s) inside the object(takes ALL attacks that melee and is -2 to strike)
(Crowd Control rds)---Essentially an expanding plastic ‘flyswatter’ that delivers a bruising knockdown punch. Cut effective range to 200 ft. Does 2d4 SDC per rd, humans and human-sized D-Bees must roll a D20-5 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174). Human-sized light power armors(500-800 lbs) also roll on a D20, but are +2 to save versus knockdown
(Wood Rounds) 7d6 SDC single shot (1d4x10+5 HP to vampires), no blast radius
2d4x10+10 SDC per 5 rd burst (2d4x10+10 HP to vampires), 2 ft blast radius
6d6 MD per 10 rd burst (3d6x10+10 HP to vampires), 3 ft blast radius
Rate of Fire: Rated at 260 Rounds per minute...Can fire single shot, or in bursts of 3-60 rounds per melee
Payload: The OCSW typically comes with two 37 round box-magazines(total of 74 rounds) or can be belt- or drum-fed. The Winsor mounting feeds from a 500 rd magazine.
Bonuses: From any sensor package fitted
Bonuses from Sensor Package:
*Laser Range-finding and Targeting(6,000 ft range)
*Thermographic Imaging----5,000 ft
*Passive Nightvision---5,000 ft
*Ultrasonic Scanning----1,500 ft range
*Microwave Radar Motion Tracking--160 degree arc, out to 1,000 ft
*Remote Video Feed Capability
*Combat Algorithms----Correct for weapon bouncing and target movement. Give bonuses of +3 to strike on normal shots, +4 to strike with called shots. +2 initiative thanks to target prioritizing
Cost: 8,000 credits for the basic weapon, plus 32,000 credits for the sensor package (yep!). Shells cost 10(SDC Fragmentation) 20(High Explosive) 28 (SDC Armor Piercing)- 100 (MD Fragmentation) 200 ( MD High Explosive) 350(MD Armor Piercing) credits each;
d)IH-100 Rail Gun (PS-100)
Weight: 300 lbs
Range: 4,000 ft
Damage: 1d4 MD single rd, 1d6x10 MD 60 rd burst
Rate of Fire: EPCHH
Payload: 12,000 rd drum(200 bursts)
Cost: 90,000 credits.
e)12.7mm PS-MRG03 Snub-nose Short Gatling Gun ( Single or double mount): This high-powered four-barreled gatling rail cannon features enormous damage potential, and fair range in a small package.
MDC: 30
Weight: 50 lbs
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: 700 rounds
Market Cost: 12,000 credits
f)Long-Barrel 20mm Cannon
Range: 7,200 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: Standard
Payload: 1,000 rds per gun
Cost: 28,000 credits
g)PS-RG-60 Heavy Rail Gun( a copy of an imported Russian design)
Range: 5,000 ft
Damage: 1d6x10 per 20 rd burst
Rate of Fire: EGCHH
Payload: 3,000 rd drum
Cost: 100,000 credits
h) Air Defense Cannon Mount 1---PS-862 AC 30mm Anti-Aircraft Flak Cannon(Paladin Steel knockoff of the Triax TX-862FC). Single mount.
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. Additional ammunition can be carried in the APC if troops are not being carried.
Bonuses: Independent laser and radar tracking system(range: 11,000 ft). +1 strike set on automatic against aerial attack(5 Attacks Per Melee), +2 strike fired by gunner
Cost: 500,000 credits
i)45mm PS-HRG05 'Hellshot' Rail Cannon: (1) An attempt to equal the power of the infamous "Boom Gun" carried by the Glitterboy, these fearsome weapons fire a much larger heavy metal kinetic energy penetrator with a massive punch. Unfortunately, the engineers were unable to equal the Boom Gun's long range or build the projectiles any smaller, limiting the payload.
MDC: 50
Range: 3,300 ft
Damage: 3D6x10 MD
Rate of Fire: Single shot only; equal to the combined hand to hand attacks of the pilot
Payload: 25 shots
Market Cost: 120,000 credits, 800 credits per penetrator round
j)PS PTT-M20 Missile Rifle---Combination mini-missile and light laser weapon.
Range: Usually about a mile for the missiles, 2,000 feet for the laser
Damage: Depends on missile type. The Laser does 2d6 MDC
Rate of Fire: Volleys of 1, 2, or 4 for the missiles, Single shots with laser.
Payload: 20 missiles total (10 per tube), laser has 20 blasts on a short clip, 30 on a long, 200 shot battery for liquid fuel/electric versions, effectively unlimited hooked to an external nuclear power source.
Bonuses: +1 to strike from laser targeting
Cost: 120,000 credits.
k)IH-34L Laser Turret (PS-34L)
Range: 4,000 ft
Damage: 6d6 MD per dual blast
Rate of Fire: Six times per melee
Payload: 1,000 shot battery, unlimited nuclear
Cost: 80,000 credits.
l)Laser Cannon Pod---A heavier single-barrel laser cannon, based on a weapon acquired from South America(the ATL-7 Anti-Tank Laser)
Range: 3,000 ft
Damage: 3d6x10+10 MD per single shot
Rate of Fire: Four shots per melee
Payload: 100 shot battery. Effectively Unlimited if nuclear powered.
Cost: 180,000 credits
m) Rapid-Fire Plasma Cannon
Range: 1,200 ft
Damage: 1d6x10 MD per single blast, 2d6x10 MD per double blast
Rate of Fire: Four times per melee
Payload: 200 shot battery. Effectively Unlimited if nuclear powered.
Cost: 60,000 credits for one, 120, 00 credits for dual mounting
n) Ion Cannon
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
o) Particle Beam Cannon---PS-AWD-DBPBC-2; based on the Mechanoid Exterminator Double-Barreled Particle Beam Cannon
Range: 4,000 ft
Damage: 1d4x 10 MD single blast
2d4x10 MD double blast
Rate of Fire: EGCHH
Payload: 200 shot battery. Effectively unlimited linked to nuclear power source.
Cost: 3.8 million credits(yes, it IS possible to pay more for the weapon than for the vehicle!)
p) Heavy Particle Beam Cannon---PS-HPBC-8; a knockoff of Triax’s TX-843CP
Range: 3,000 ft
Damage: 2d4x10 MD single blast
Rate of Fire: EGCHH
Payload: 120 shot battery. Effectively unlimited linked to nuclear power source.
Cost: 3.8 million credits
q)Micro-Missile Launcher----Uses the same ‘cassette’ system as the McML-08 ‘BoomBox’----three cassettes, each with 25 shots, for a total per side of 75 shots
r) Mini-Missile Launcher----20 MMs in 2x10 launch boxes
s) Short Range Missile Launcher-----8 SRMs in 2x4 launch boxes
t)Hellfire/Copperhead Missiles
Range: 1 mile
Damage: High Explosive 2d4x10 MD
Rate of Fire: Volleys of 1, 2, or 4
Payload: 8 SRMs in 2x4 launch boxes
Bonuses: +5 to strike
Market Cost: 50,000 credits for the launcher, 10,000 credits per missile
u)Heavy ATGMs---a medium-range armor-piercing missile warhead on a foreshortened rocket booster, with command guidance, for making precise anti-armor kills.
Range: 1 mile
Damage: 3d6x10 MD to 20 ft blast radius
Payload: 6 SRMs in 2x3 launch boxes
Bonuses: +5 to strike
Cost: 100,000 credits for the launcher, 20,000 credits per missile
v)L-SAM Launcher----Paladin Steel’s infamous ‘Black Talon’ super-agile ‘Stinger’.
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1,2,3, or 4(all)
Payload: 8 L-SAMs in 2x4 launch boxes
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)
Cost: 200,000 credits per launcher, 10,000 credits per missile
w)Multiplexor Cannon---A slightly modified version of the system originally mounted on the old PS-IR-8 Minotaur.
Range: Varies by spell
Damage/Duration: Varies by spell
Rate of Fire: EPCHH
PPE Cost per Use: Varies by spell. However, the use of focusing elements and activator spells effectively reduces spell PPE cost by HALF.
(So you Technowizards aren’t flummoxed by PPE costs in a long-running battle, while the still relatively high PPE costs for the high-end spells keeps someone from using Sphere of Annihilation in every battle).
Payload: Draws from the main PPE Battery, but can also draw upon the Type-8’s own PPE reserves. In an emergency, the pilot, if they are a mage or psychic, can kick in their own PPE.
Bonuses: As per spell(if any)
Cost: The basic mage Pod system costs about 1.2 million credits
Spell Cards cost (as per Jason Richards’ guidelines in Rifter #2) 5,000 credits per PPE cost of main spell plus an additional cost (as per following modifiers)
*500 credits per level of the creating caster(Mages’ time and PPE are money, so expect to pay more for the longer duration/higher power spells)
*Warlock spells cost 20% more, in addition to above modifiers, owing to the difficulties of adapting Elemental Magic to ‘conventional” magic systems.
x)Heavy L-CIWS Vulcan Chain Gun--- The PS-L-CIWS is often called the “Button Gun” because of its squat, flattened dome-like turret.
Weight: 1,000 lbs
Range: 4,000 ft
Damage: 1d4x10 MD per 20 rd burst(can only fire bursts)
Rate of Fire: EPCHH, as an automated defense system linked to a radar/sensor system, the “Button Gun” has 3 attacks per melee
Payload: 8,000 rd magazine(200 bursts)
Cost: 200,000 credits
y)Flamethrower
Range: 300 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: ECHH
Payload: 100 bursts
Cost: 17,000 credits
z) Water/Spray Cannon---High-pressure pump projector, typically used for firefighting, but occasionally for riot control and specialized work, like anti-vampire duty.
Range: 400 ft
Damage: Varies by liquid sprayed, Loaded with water, it does 1d4x10 HP per blast.
Due to its high pressure, at ranges of 100 ft or less, it can do 1d8 SD to people, and has a 50% chance of knocking human-sized targets off their feet(lose initiative and 1 APM getting back up).
Rate of Fire: ECHH
Payload: 180 blasts. A trailer with a larger water tank(200 gallons, 720 blasts) can also be attached.
Cost: 22,000 credits
Other Options:
*Dozer Blade---This is a mini-bulldozer/payloader blade that can be attached to the front, and raised up to 7 ft high by hydraulics, turning the vehicle into a mini-land clearance vehicle. Very popular in winter for snow removal.
MDC of Blade: 80
Cost: 3,000 credits
*Engine Upgrade----A more powerful engine and more efficient power train can be added, improving overall speed, but at greater expense;
Speed: Can improve top speed by up to 50%
Cost: 7,000 credits per 10% of improvement over base.
*SpeedTracs---This is an expensive and elaborate conversion that upgrades the engine, and replaces the track system with a faster, smoother-running ‘float’-suspension system. This permits the normally slow APC to hit speeds of up to 65 MPH(50 MPH w/ trailer module) on level, paved, surfaces. Cost: 200,000 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 traveling over either surface). A flip of a dashboard switch deploys/deactivates them. Compatible with Heavy Tracks and Speedtracs. Cost: 80,000 credits
*Appliqué 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 Appliqué 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
*Fletchette Packs----Located around the hull are special ‘reactive armor’ panels that can be also be triggered as antipersonnel 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 mini-tank(sides, front, back) can be fitted with 5 fletchette packs each(20 total)
Cost: 200 credits per fletchette 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
*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 groundsearching minefields(in theory, the ground radar sound be able to detect even nonmetallic 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 nonmetallic ordinance.
*Aura Scanner---For detecting and identifying PPE concentrations
Range: 2000 ft
*Bio-Scanner---Has a molecular analyzer, enhanced radiation detector, high-powered acoustic ‘shotgun mike’(3,000 ft range), and thermo-imager optics.
* Optical Cluster--- Telescopic,IR/UV, Thermo-Imaging, Audio-Video-Survellance 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
*Hedgerow Cutters---A classic and simple device inspired by accounts of the Second World War, this device simply consists of sharpened blades of megadamage armor mounted to the front of the AFV, and used for assisting in getting the vehicle through dense underbrush, though it can also aide in ramming doors and vehicles. Adds +1d4 MD to a ram attack. Cost: 1,000 credits
A vibroblade version is also available; it does 3d6 MD and costs 15,000 credits.
*Automation----This is a rebuild of the interior that allows a single driver to manage driving and weapons systems at the same time, using an ergonomically more efficient cockpit layout, VR HUD, and voice command system, similar to those used aboard robot vehicles. A driver versed in Pilot: Tank and Weapons Systems will have their full APMs, +1 APM at levels
Cost: 120,000 credits
*Robotic Conversion---This incorporates an adapted form of the software from the AT-LABT-07 ‘Damnthing’ AutoTank. The drone IFV is typically used to patrol high-risk areas, work as a ‘moving roadblock’, draw fire from invaders and bandits, and bolster urban defenses in siege situations. Frequently used as a recon(especially in hazardous environs) or decoy vehicle.
Systems of Note:
Basic Robot Optical and Audio
Short Range Radar---10 mile range
External Audio/Video Surveillance System
Passive Nightvision
Thermo-Imager
Motion Detector---200 ft
Actions/Attacks per Melee: 4
+2 strike to w/ all ranged attacks
+3 to strike w/ main cannon/direct fire weapon
Cost: 200,000 credits
*Hood Mount Weapons Rack----Again, for extra cost, a reinforced weapons rack can be added to the forward glacis plate of the Winsor. Among some of the favorites mounted on the rack, and controlled by a dashboard firing control are:
a) Light 20mm Autocannon
Range: 3,000 ft
Damage:(20 mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm TX-1)4d4 MD per shell
1d6x10 MD per 5 rd burst
2d6x10+4 MD per 10 rd burst
Airburst does 4d4 MD to 2 ft blast radius(single shot)
(Wood rds) 6d6 SDC per shell(1d6x10 HP to vampires)
2d4x10 SDC per 5 rd burst(2d4x10 HP to vampires)
2d4 MD per 10 rd burst (3d6x10 HP to vampires)
(Crowd Control rds) humans and human-sized D-Bees must roll a D20 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174)
Rate of Fire: ECHH
Payload: 400 rds
Cost: 20,000 credits
b) Machine Guns(2)---Twin-Mount cyborg-standard MGs
Range: 2,000 ft
Damage: 1d6x10 SDC per 10 rd burst, or 1 MD per explosive round, 2d4 MD per burst of 10 rds, per single gun. Can also fire silver and wood rounds, and rubber riot bullets.
Rate of Fire: Standard
Payload: 600 round box magazine per gun
Cost: 16,000 credits
c) Flamethrower------400 ft range, does 3d6 MD per burst, plus does an Additional 2d6 MD per melee for 1d6 melees, 10 shots, 30,000 credits
d)Grenade Launcher---Modified rifle-grenade launcher firing larger(and more destructive) projectiles than those associated with underbarrel ‘shotgun’ or pump-action launchers...This is basically a four-shot ‘spigot mortar’ assembly allowing up to four rifle-grenades to be mounted on the forward hood and fired by an electronic switch attached to the dashboard. The launchers can be angled up to a 45-degree angle. Can sometimes be mistaken for a mini-missile launcher.
Range: Typically 1,800 ft
Damage:
(Riot)---Combination flash-bang and rubber pellet charge---Victims are -10 to strike, parry, and dodge, -1 to initiative, and lose 1 APM for 1d4 melees. Rubber pellets do 1d4 SDC damage, but have a 60% chance of knockdown for any human-sized, or smaller, beings, caught in a 10 ft blast radius.....lose initiative and 1 APM for that melee(cost: 80 credits)
(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(range drops to 120 ft) 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: 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)
Note: Additional grenade types, including TW munitions, are constantly in development.
Rate of Fire: Volley of 1-4
Payload: 4. Must be externally hand-reloaded. Typically takes 2 APMs to reload a single round
Cost: The firing assembly costs 8,000 credits. Rifle grenades cost extra.
e) Mini-Missile Launcher----Holds up to 4 mini-missiles(fires volleys of 1-4). Cost: The firing assembly costs 9,500 credits. Mini-missiles cost extra.
f) Micro-Missile Launcher---The advent of PS micro-missiles has led to a variety of different new mountings being tried. The Winsor has been tested with a large, wide, multi-tube ‘xylophone’ box launcher that fires the earlier Pattern-1A and -1B missiles. Though damage per individual missile is low, their range is quite good, and their small size means that many missiles can be carried, and fired, to devastating effect, in a volley. The actual launcher consists of four launcher boxes arrayed across the front of the vehicle. Bringing to mind the ‘Metalstorm’ guns of the past, each box-cassette has 25 micro-mssiles(5 rows of 5) for a total of 100 projectiles, and can fire them in volleys of 5 to all 100 at once. The entire set-up weighs in at 80 lbs,
Range:
Pattern-1A 5,700 ft
Pattern-1B 6,000 ft
Damage/Bonuses:
Pattern-1A---1d4 MD to 2 ft blast radius
Pattern-1B---1d6 MD to 5 ft blast radius
Bonuses:
Pattern-1A (None) Spin-Stabilized
Pattern-1B (None) Gyro-Compass Chip
Rate of Fire: Volleys of 5-100
Payload: 25 missiles per box, 100 total
Cost: 40,000 credits for the launcher
Pattern-1A 25 credits per McM
Pattern-1B 32 credits per McM
Variants:
The Winsor chassis has already been adapted for a wide variety of utility and support vehicles. The following are just a few of the more standardized variants:
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LAVF027OV---Observation Post vehicle. It lacks a turret, but instead has a raised cupola with armor-glass viewports(with deployable armored shutters) allowing for all-around vision. Typically carries a remote-control machine gun or light rail gun for self-defense.
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LAVF027MEDEVAC----Battlefield ambulance, with provision for three stretchers to be carried inside the extended rear compartment.
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LAVF027APC----Extended rear compartment Armored Personnel Carrier variant with room for up to six troops. It can also serve as an ammunition carrier and cargo carrier.
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LAVF027ARRV----Armored Repair and Recovery Vehicle variant with no turret, but an extended rear compartment, and an A-frame hoist attached. Typically carries a remote-control machine gun or light rail gun for self-defense.
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LAVF027MHQ---Mobile command post with no turret, but an extended rear compartment, radar(50 mile range) mast, and extra communications aerials. Typically carries a remote-control machine gun or light rail gun for self-defense. Typically used as the command vehicle for artillery batteries and defense companies.
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LAVF027ARGUS---Another turret-less variant, carrying a sensor platform instead. Typically carries advanced sensors such as radar(60 mile range), PPE sensors, and communications relay gear.
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LAVF027MC---Mortar carrier, with a 120mm mortar attached to the rear, where it can be lowered to place its baseplate against the ground. The mortar is breech-loaded via a special system from within the tank, the rear compartment holding 30 rounds. The PS-120-109 mortar can fire a 15-lb standard shell-bomb or a heavier 27-lb shell. There are also reports of a 34-lb ‘Blaster’ shell in development.
Range:(Standard Shell) 8,900 yards
(Heavy Shell)7,100 yards
Damage:(Standard Shell) Fragmentation: 3d6 MD to a 30 ft blast radius
High Explosive: 6d6 MD to a 12 ft blast radius
Plasma: 1d6x10 MD to an 18 ft blast radius
(Heavy Shell)Fragmentation: 4d6 MD to a 35 ft blast radius
High Explosive: 1d6x10 MD to a 20 ft blast radius
Plasma: 2d6x10 MD to 35 ft radius
Rate of Fire: 2 shots per melee
Payload: Stowage space for 30 rds
Note: Can fire Merlin ‘Smart’ projectiles that are +3 to strike.
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LAVF027ETV----Modified ‘space tractor’ adapted for operations in airless environments. Features extended robot vehicle-style life support, extra radiation shielding, electric or nuclear power, provision for fitting wit robot manipulator arms, and an airlock-style rear hatch, allowing for the crew to enter and exit from pressurized structures without having to venture outside. Many PS/ASI spacecraft carry LAVF027ETVs as part of their auxiliary vehicle complement.
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LAFV027D---Aka ‘Bug Tank’...A more sophisticated robot vehicle version of the Winsor that removes the tracks and replaces the lower chassis with a six-legged ‘insectraction’ walker-frame. The resulting vehicle is somewhat more complex and difficult to maintain, but has better rough terrain-handling properties.
MDC/Armor Per Location:
Legs(6) 50 each
Speed: 60 MPH over most terrains
Cost: + 280,000 credits