Patriot Arms Incorporated

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Patriot Arms Incorporated

Unread post by Killer Cyborg »

Ever since the Coalition's dual-fronted war against Tolkeen and Free Quebec, it has come to the attention of a growing number of Coalition citizens that while the CS military is certainly supreme in North America, and although they have the overall best (Earth-created) technology-based armaments on the continent, that the lives of the CS soldiers are often endangered by equipment that, while far from inadequate, is not up to the daunting task of reclaiming the world of humanity from the monsters that threaten it.
While the Coalition military officially frowns on any of their soldiers using any gear that is not official CS military standard, there has been a increasing allowance for soldiers (or the families of soldiers) purchasing limited equipment for use by soldiers in the field. While technically against regulations (CS soldiers are, as a rule, supposed to use only the equipment assigned to them), the purchasing of supplemental arms and equipment allows for the Coalition to increase the effectiveness of some of their soldiers at no additional cost to the CS military itself. The fact that many of the wealthy families in Chi-Town and other CS cities have family members currently serving in the Coalition military also helps the military overlook these technical infringements.
The sticking point is that the Coalition will only overlook equipment produced by CS businesses, and from allies who are already producing arms for the Coalition military. The equipment, though not official, has to meet certain political requirements, and ideally should fit the current look and stylings of the CS military.

Due to the sheer number of soldiers in the CS military, even though a relatively small percentage is able to benefit from this kind of supplemental armament, the demand is high enough that a number of small arms manufacturers have arisen to fill this new market, as well as to meet the growing demand for weapons and armor for use by off-duty soldiers and/or private citizens interested self-defense.
Patriot Arms Incorporated (PAI) is the foremost of these smaller arms manufacturers.

Here is a selection of some of their items:
(Note: Most kits require professional installation, or installation by a person with the appropriate skill, usually Armorer/Field Armorer, or Weapons Engineer.)

PAI C-12 Pulse Conversion Kit
Although the C-12 was officially replaced by the CP-40 and CP-50 rifles, it remains a sturdy and reliable weapon that is not only held in high regard as a weapon, but that also still has a fairly high demand due to sentimental reasons.The C-12 was originally designed as a high-ammo-capacity version of the C-10 Light Laser Rifle, holding more than twice as much ammunition as the previous rifle. It also included a pre-set burst option, so that instead of firing a single shot for 2d6 MD, the C-12 could fire a burst of five shots for 4d6 MD. While the damage was high enough to be effective, due to the growing number of powerful enemies, as well as the increasing number of rival nations/manufacturers producing weapons with better firepower, the C-12 was semi-retired, although Special Forces, the ISS, and other segments of the CS military still uses the weapon with regularity and pride.
PAI created the C-12 Pulse Conversion Kit in order to increase the firepower and efficiency of the weapon, making the weapon once again the lethal tool of war that it once was.
The Pulse Conversion Kit can be installed into a C-12 by PAI for a fee, or can be installed by an individual using the Armorer/Field Armorer skills, or with Weapons Engineer or other appropriate skills. With proper time and equipment, no skill check is needed.
Effect: The Pulse Conversion Kit replaces the original preset burst option with a 5-shot pulse option that is much more efficient (1d6x10 MD).
Cost: CR 12,500 for the kit itself, or CR 13,500 including installation.

PAI C-12 Spray Conversion Kit
Sometimes, a soldier is required not to put down a single powerful opponent, but to eliminate or pacify a large number of less-powerful foes. It is for this kind of circumstance that the C-12 Spray Conversion Kit was designed.
Effect:
The conversion kit replaces the standard 5-shot burst setting with setting which instead fires 10 shots at a rate slightly slower than normal, allowing the soldier firing the weapon to spray the shots across a small area instead of focusing them all on one target. Moreover, the conversion kit allows for sprays with even the SDC setting.
Damage:
2d6 MD to 1d4 targets for standard laser.
6d6 SDC to 1d4 targets for SDC laser setting.
Cost: CR 8,000

PAC-1 Armored Overcoat
Inspired by the Black Market's Branaghan EBA, PAI designed this armored overcoat to fit over standard Coalition armor for supplemental protection. The main modification from the original design is simply cosmetic- instead of resembling a Western-style overcoat, the PAC-1 more closely resembles the ISS Specter's coat (CWC 183) or a WWII-era military trench coat.
MDC by location:
Main Body: 28
Arms: 8 each
Legs: 12 each
Mobility: -5% climb/prowl/gymnastics/acrobatics and similar skills, in addition to the armor's normal penalties. There is an additional -5% penalty for using the coat with non-Coalition armor, or for using it with a significantly different CS armor than it was designed for (Light Deadboy armor instead of Heavy Deadboy armor, or vice-versa).
Cost: CR 12,000

PAC-2 Armored Overcoat
This is a larger, heavier version of the PAC-1, only designed for the CA-6C Cyborg armor or the CA-6EX Exoskeleton.
MDC by location:
Main Body: 55
Arms: 15 each
Legs: 22 each
Mobility: -10% climb/prowl/gymnastics/acrobatics and similar skills, in addition to the armor's normal penalties. There is an additional -10% penalty for using the coat with non-Coalition armor, or for using it with a significantly different CS armor than it was designed for (Light Deadboy armor instead of Heavy Deadboy armor, or vice-versa).
Cost: CR 23,000

Bone-Dri Spray-On Protectant
While all Environmental Body Armor is already waterproof when sealed, this does not mean that the armor of Coalition soldiers are completely unaffected by exposure to rains, bodies of water, mud, blood/ichor, and/or other fluids. Armor can get water-spots, blood-stains, and other ill effects that can pose problems for both aesthetics and even function.
Bone-Dri spray protectant provides a high-tech coating that is not only water-proof, but that actually repels liquids away from the coated substance with such efficiency that the item can be completely submerged in fluid for 2d6 hours and be perfectly dry when pulled back out.
A single can will coat one suit of light CS armor, or the equivalent surface area for non-porous gear. Porous gear (cloth, etc.) requires a double-coating.
Bone-Dri sets in 1d6 melees. The coating lasts indefinitely under normal circumstances, but needs to be reapplied every 1d4 days under heavy activity (such as adventuring).
The coating is also an SDC structure, so it can be damaged, destroyed, or removed by various attacks, especially area effect attacks such as fire. In such cases, the coating may be rendered ineffective or useless, and need to be reapplied.

C-18 Burst Conversion Kit
The C-18 has mostly been replaced by the C-20 and C-30 laser pistols, but is still used by many soldiers, and maintains a high level of respect as a sturdy and reliable weapon. There is also a certain nostalgia associated with the weapon, and associations of heroism and patriotism. For the most part, though, the C-18 is considered a backup weapon, and some owners would prefer some added firepower. This conversion kit effectively doubles the firepower of the weapon, though it burns through ammunition faster.
Effect: A selective fire option is added allowing the user to fire either a single shot (as normal) or a 3-shot burst that inflicts x2 damage (4d4 MD).
Cost: CR 10,000

C-18 Light Laser Conversion Kit
Having been mostly replaced by the C-20 and C-30 laser pistols in basic military service, the C-18 currently sees limited use. One of the main functions of the weapon today is to serve as a weapon for Dog Boys, ISS Peacekeepers, and soldiers in low-threat areas. Although the weapon is seen as being not powerful enough to be used as a general weapon in an active war zone, it is ironically too powerful for many situation in which the weapon is used today. A blast with enough force to level a brick wall is often more than is required to stop a fleeing d-bee pick-pocket, or to administer a coup-de-grace to some captured d-bee bandits, or to pacify farmers and villagers. Using the weapon in these circumstances is, if nothing else, often a waste of energy.
For this reason, PAI has created a conversion kit that allows the C-18 to operate at reduced firepower.
Effect: A Light Laser option is added to the weapon, allowing the user to switch from a normal blast (2d4 MD) to an SDC setting (5d6 SDC) that is generally sufficient to quell most low-powered resistance.
Each 5d6 SDC blast uses 1/6 the energy of a normal MD blast.
Cost: CR 5,000

C-10 Pulse Conversion Kit
An earlier version of the C-12, the C-10 is largely reduced to use as a sniper weapon in the modern military, due to the impressive targeting system. Although most of the use of the weapon includes attacking lightly armored targets in controlled situations, there are still times where the user of a C-10 might wish to have more impressive firepower and less accuracy. It is for these situations that the C-10 Pulse Conversion Kit was created.
Effect: A selective fire option has been added to the weapon that allows the user to switch from a standard single-shot (2d6 MD) blast to a 3-shot pulse (6d6 MD).
Note: The targeting system is only effective for Aimed shots, and cannot be used with the pulse setting.
Cost: CR 14,000

C-10 Full Customization
Any legal owner of a C-10 Light Assault Laser Rifle may bring their rifle to the PAI factory and purchase a full customization.
This includes specialty paint jobs, full cosmetic restoration, and a retooling and re-balancing of the weapon for the specific grip and idiosyncrasies of the weapon's owner.
Effects: In addition to the cosmetic benefits, the customization and re-balancing provides a +2 Natural strike bonus on aimed shots, for the owner. All others receive a -1 penalty to strike.
Cost: CR 8,000

How about this:

C-10 Sniper Conversion
The C-10 is still favored as a sniper weapon, due to its light weight and high accuracy, but the damage output is only that of a standard laser rifle, and many snipers prefer something with higher penetration. For a fee, the techs at PAI can take your C-10, and replace much of the internal workings with the workings of a C-14 Firebreather, resulting in a more powerful laser that can match the range of the normal C-10.
The techs will also customize your C-10 to your grip and idiosyncrasies, as well as re-balance the weapon for better effect, resulting in a more accurate weapon (+2 Natural bonus to strike).
Range: 2,000'
Damage: 3d6 MD
Cost: CR 30,000 (not including the cost of the original rifle)

Spoiler:
Keep in mind that a person may attempt to fire a weapon at beyond its normal maximum range, by up to 30% (2,600'), at a -5 penalty to strike. With this modified weapon's bonuses to strike (+2 Natural bonus from customization, +3 from the laser targeting system), that -5 penalty is negated before taking into account the shooter's weapon proficiency or any bonuses from the Sniper skill, or even the bonuses from an Aimed Shot.
A first level character with WP Energy Rifle, and the Sniper Skill, making an Aimed Shot will be +9 to strike a target at less than 2,000', or +4 to strike a target as far away as 2,600'. At 2nd level, this increases to +5 to strike.


C-14 Pulse Conversion Kit
The C-14 "Fire Breather" is another old and reliable weapon that is being phased out in favor of newer, more effective weapons. While the grenade launcher remains as effective as ever, as it can use the Coalition's new micro-fusion grenades, the damage output of the laser is currently lacking in comparison to the CP-40 and CP-50. For those soldiers and collectors who would prefer to update their classic weapon rather than (or in addition to) using one of the newer models, this pulse conversion kit is essential.
Effect: The C-14 Pulse Conversion Kit adds a selective fire feature to the C-14, allowing the user to switch from a standard single shot (3d6 MD) to a 2-shot pulse that inflicts double damage (6d6 MD).
Cost: CR 15,000

C-14 Sniper Conversion Kit
While the C-14 is a larger, heavier weapon than the C-10, it is sometimes preferred by snipers and sharpshooters due to the 50% greater firepower. While not normally geared for precision, the weapon can be modified for greater accuracy with relative ease.
Effect: The main addition is that the kit allows for the C-14 to be fitted with the same laser targeting system that comes standard with the C-10 Light Assault Laser Rifle, providing a +3 to strike on Called Shots.
The price also includes removal of the grenade launcher to reduce bulk and weight, along with basic re-balancing of the weapon that provides an additional +1 to strike. This removal and re-balancing is optional, as some users prefer the firepower from the grenade launcher over the additional accuracy.
Cost: CR 6,000

C-14 Shotgun Conversion Kit
This kit allows for the standard grenade launcher to be replaced with a specially designed 12-gauge shotgun. This is often done for soldiers stationed in zones where either lower (SDC) firepower is more commonly needed than the devastation of a grenade launcher, or where specialty rounds (iron shot, silver shot, wood shot, etc.) are useful for dealing with local menaces and monsters.
Effect: The shotgun replacement for the grenade launcher can hold up to 12 rounds, and can use any shells that can be used in a standard shotgun.
Cost: CR 3,000

C-14 HEC Conversion Kit
This kit allows for the standard grenade launcher to be modified to use the same High Explosive Cartridges used in the C-5 Pump Pistol, instead of using standard grenades. The HEC rounds have lower firepower than micro-fusion grenades, but still inflict respectable damage (4d6 MD), and the lower area of effect (1') makes them more usable in a number of situations where large explosions are undesirable.
Effect: Instead of firing standard grenades, the grenade launcher can now fire HEC rounds.
Range is 1,600'. Payload is 16.
Cost: CR 27,500 for the conversion kit. CR 300 per round. An 8-round speedloader costs CR 2000 (one action to use).

C-14 Ion Conversion Kit
For extra firepower, as well as an additional weapon against laser-resistant foes, this conversion kit allows for replacement of the standard grenade launcher with a powerful ion blaster (range 1,500') that taps into the rifle's E-Clip for its ammunition needs.
Damage: 3d6 MD per ion blast.
The laser beam and the ion beam can be fired simultaneously, inflicting a combined 6d6 MD, and taking two charges from the E-Clip.
Cost: CR 24,000

Vibro-Bayonet Kit
This kit (bayonet included) allows for a vibro-bayonet to be mounted on the end of almost any CS standard energy rifle or pistol that does not come with a grenade launcher located under the barrel, to serve as a backup weapon or simply to conserve on ammunition. While there are official CS bayonets, they were never produced in sufficient supply to meet the current demand. Also, PAI includes a variety of cosmetic options, including color, messages engraved on the side of the blade, decorations on the hilt of the bayonet, etc.
Damage: 1d6+1 MD
Cost: CR 7,500

Ballistic Bayonet Kit
This bayonet can be attached to any CS rifle or pistol with the proper mountings. In addition to normal usage, the kit can be used to install a button is added to the side of the weapon that can be used to fire the bayonet's blade up to 16', inflicting normal damage. If the blade is able to be recovered (its energy field ceases after it strikes the target), it can be reattached, or a new blade can be purchased.
Damage: 1d6+1 MD
Cost: CR 8,500

Neural Defense Option Kit
This kit replaces the standard rifle-butt with one that is equipped with the same technology that powers neural maces, as an aid in close-quarters combat. The weapon has a safety mechanism to prevent accidental triggering while the rifle is in normal use.
Effects: Same as standard neural mace. Damage is 1d6+1 SDC, plus neural effect.
Costs: CR 8,500

C-27 Burst Conversion Kit
Having been replaced by the superior C-20 Heavy Plasma Canon, with firepower easily matched by the new CP-40 and CP-50 laser assault rifles, the C-27 has waned in popularity and use in recent years, having been downgraded to the status of "light" plasma canon. Its chief use today is in situations where the enemy is particularly vulnerable to fire, or when the enemy is laser resistant, and even then it is outmatched by the C-29 in every area except for ammunition capacity, where the C-27 holds two extra shots over the C-29.
But the elegant design of the C-27 has leeway in its internal components that allows for a surprising customization option, the ability to be modified to fire bursts.
Effect: The C-27 Burst Conversion Kit allows for the addition of a selective fire option so that the weapon can be switched from a standard single shot (6d6 MD) to a 5-shot burst (1d6x10+10). The powerful recoil of the weapon imposes a -2 strike penalty when firing bursts.
Cost: CR 15,000

E-Clip Adapter Canister
For larger, more powerful weapons such as the C-27 and C-29, the sheer amount of energy required to fire the weapon is more than an E-Clip can provide. However, there are times in the field where a soldier might find himself in a situation where there are still plenty of E-Clips, but his E-Canisters are all depleted. In such situations, the PAI E-Clip Adapter Canister is a must-have.
Effects: The adapter is contained in the shell identical to that of an E-Canister, one that fits into CS weapons in the same manner. The internal workings, however, are not geared for power storage, but rather contain a system for pulling the energy from E-Clips for use by the weapon. On each side of the Canister Adapter is a normal E-Clip port, as well as one located on the underside. Each time the weapon is fired, one normal shot worth of energy is drawn from the E-Clips into the weapon to provide energy for the shot.
So if three standard E-Clips are used (20 standard blasts each) are used, then they combine to provide 20 shots total to a powerful weapon like the C-27 or C-29. If three Long E-Clips are used (30 shots each), then they combine to provide 30 shots total to to a powerful weapon like the C-27 or C-29. In cases of weapons like the C-12, where the E-Canister is used in a normal power weapon, each shot only requires one shot from one E-Clip, effectively tripling the ammunition gained from the Canister: a C-12 would have up to 90 shots at 2d6 MD from three long E-Clips in the Adapter Canister, as well as 30 more shots from a long E-Clip in the weapon itself, for a grand total of 120 shots.
The E-Clips sticking out of the sides and/or bottom of the Adapter Canister, though, make any weapon relying it rather bulky and unwieldy, providing a -1 to strike on all attacks with the weapon.
Cost: CR 20,000

Nuclear Adapter Canister
This adapter allows weapons that rely on a Coaltion E-Canister to plug into any nuclear power supply/generator with the appropriate ports. Several power cords are included with each NAC purchase: 3', 5', 10', and 20' (5 MDC each). The Adapter Canister holds no energy itself, so if the power cord is severed, the weapon will need to be reloaded with a standard E-Cannister in order to be fired (except in cases like the C-12, where the standard E-Clip can be used as normal until empty).
Effects: Provides effectively unlimited ammunition to the weapon in question.
Cost: CR 40,000 for the Nuclear Adapter Canister

PAI Mega-Colt Automatic Pistol
This is a mega-damage (6 MDC) version of the M1911 automatic pistol, made from a high-tech ceramic/metal hybrid, with some plastic parts, but using the same basic design as the original. It is gaining popularity as a showpiece, and as a reliable backup weapon in areas where solid specialty rounds are more effective than energy weapons (i.e., areas with vampires, werewolves, etc.).
The MDC construction allows for much easier maintenance, and makes the weapon impervious to conventional rust and corrosion. It also allows for the firing of iron or silver rounds without any damage to the barrel.
All PAI Mega-Colts are in excellent condition from the factory come standard with improved balance, providing a +2 to strike on all attacks.
Weight: 2 lbs.
Range: 135'
Payload: 7 rounds.
Damage: 4d6 SDC per standard .45 ACP round.
Double damage for a 3-round burst (semi-automatic)
Cost: CR 7,500
Special modifications, as detailed on p. 127 of RGMG are also available at 10x the normal cost, except for Improved Balance, which is standard)

.45 Caliber "Decapitator" Ammunition
The superior (MDC) construction of the PAI Mega-Colt, the firearm is able to easily handle much more powerful ammunition than a standard .45 pistol. Mega-Shot ammunition uses explosives that are significantly more powerful than standard gunpowder can provide (though it is still ignited by primer, and can be fired as normal), and can project the bullets with greater force than standard ACP rounds. The increased recoil makes this ammunition less popular with characters with PS scores under 17.
Damage: 1d4x10 SDC
Range: 275'
Cost: CR 75 for a box of 48 rounds.

.45 Caliber "Dyno-Shot" Light Explosive Ammunition
PAI's improvement on standard explosive rounds, created specially for the Mega-Colt. These rounds are capable of damaging a MDC target on a lucky (critical) shot or a burst (if the damage is high enough). These rounds are illegal for civilian use in the Coalition States.
Damage: 2d4x10 SDC
Cost: CR 150 for a box of 48 rounds.

.45 Caliber "LAWman" Medium Explosive Ammunition
A combination of both the Decapitator rounds' enhanced firepower, with the Dyno-Shot's explosives (okay, and a bit extra!). These explosive rounds are potentially capable of damaging Mega-Damage targets on either a single shot or a burst, if the damage is high enough: Every 100 SDC inflicted counts as 1 MD against Mega-Damage targets. These rounds are illegal for civilian use in the Coalition States.
The increased recoil makes this ammunition less popular with characters with PS scores under 15.
Damage: 3d4x10+20 SDC per single shot, or 6d6x10 SDC per 3-round burst.
Cost: CR 300 for a box of 48 rounds.

.45 Caliber "Mega-Shot" Heavy Explosive Ammunition
These .45 caliber explosive rounds provide mega-damage firepower with no increase in recoil. These rounds are illegal for civilian use in the Coalition States.
Damage: 1d4 MD
Cost: CR 300 per bullet

.45 Caliber "Ares" Ammunition
PAI has their own version of Wellington Arm's ramjet rounds. Like Wellington's ammunition, these are illegal in the Coalition States for civilian use. The Military and ISS do allow for their own soldiers/operatives to use these rounds, though. They are also popular with CS sympathizers and operatives located outside of official CS jurisdiction.
Damage: 1 MD to Mega-Damage targets, or 3d6x10 SDC to "soft" targets.
A burst of three rounds inflicts 2 MD to Mega-Damage targets, or 6d6x10 SDC to "soft" targets.
Cost: CR 250 per box.

Vampkiller Dog Pack Spikes
This variation of the standard Dog Pack Spikes includes spikes coated with silver, for damaging vampires or other creatures damaged by silver.
Damage: Standard against most enemies.
Against vampires: 2d6+2 HP damage for a punch, 2d6 HP to a knee attack, and 2d4 HP for all other spike attacks.
Cost: CR 350

Iron Guard Dog Pack Spikes
These spikes are made with iron, to exploit certain monsters' weaknesses, as well as to disrupt illusions.
Damage Standard.
Cost: CR 200.

Thornypup Dog Pack Spikes
These spikes are made out of wood, in order to damage vampires or other creatures vulnerable to wood. They are more susceptible to breakage during combat, and so are designed for easy replacement. Each set of Thornypup spikes comes with one full replacement set of spikes.
Damage: +1d6 SDC per punch, +1d4 SDC per knee attack, and 1d4-1 SDC for all other attacks.
Against vampires: 2d6 HP damage for a punch, 1d6 HP from a knee attack, and 1d6 HP for all other spike attacks.
Cost: CR 55

"Jeremy" Dog Pack Low-Frequency Vibro-Spikes
One of the reason why vibro-spikes are unpopular on armor is due to the high chance of the wearer damaging his own armor, or himself, or a friend. For this reason, these vibro-spikes have been reduced in power to the point where there is little chance of significantly damaging any mega-damage structure. A Dog Pack member wearing MDC armor, surrounded by similarly armored comrades, can tear soft enemies into shreds without fear of self-injury or friendly-fire. They are illegal for use against humans, except for mages, juicers, or for psychics who are actively engaged in a psionic attack.
The spikes are powered by a standard E-Clip (not included), which provides up to 48 hours of continued use (each time the field is activated, it subtracts at least one minute worth of time). For each hour that the spikes are activated, there is a 5% chance that the wearer will inflict the equivalent of 1 MD to his own armor.
Damage: +2d6x10 SDC to punch damage, +2d4x10+10 SDC per knee attack, and 2d4x10 SDC for all other attacks. Damage over 100 SDC can inflict 1 MD to MDC structures.
Cost: CR 15,000

Ballistic Neural Mace
This variation on the standard neural mace includes a special surprise for enemies of the Coalition! When a concealed button is pressed, the head of the mace launches toward the enemy with tremendous force. This not only increases the range of the weapon, it also can act as a surprise attack, catching the enemy unawares. The head of the mace remains attached to the handle by a sturdy (3 MDC) 15' tether, and can retract with another touch of the button. This retraction can be a full retraction, which takes some time (1 attack) but allows the mace to be fired again, OR the retraction can be a partial retraction that transforms the weapon into an effective neural flail (WP Chain). This partial retraction is faster (no action needed).
Range: 15'
Damage: 2d6 SDC for a normal strike as a mace. 2d6+2 SDC for a normal strike as a flail. 5d6 SDC for a ballistic strike.
Plus standard neural effect.
Cost: CR 15,000

Blaster Neural Mace
This variation on the standard neural mace incorporates into the handle a standard stun blaster, allowing blasts to be fired out of the top of the mace at an enemy.
Effect: A person struck by the blast must save versus non-lethal poison or become dazed, suffering penalties of -10 to strike, parry, and dodge for 2d4 melees. The range is 100'.
Cost: CR 13,500

Multi-Optic Helmet Conversion Kit
This kit allows for the installation of Multi-Optic features in a standard Coalition helmet.
Effects: As per Multi-Optics Helmet (RUE 264)
Cost: CR 4,000

PAI-30 Particle Beam Pistol
Although all is officially well between the Coalition and Free Quebec, there are still some among the Coalition who are looking to expand their arsenal of weapons that will affect laser-resistant enemies. Moreover, there are certain supernatural foes who are impervious to lasers or plasma, but that are still affected by particle beam weapons. This pistol is essentially a reconfiguration of the particle beam built into the Coalition FIWS, turning the weapon into a pistol instead of a gauntlet. The pistol includes a laser targeting feature (+1 to strike), and is designed for superior balance (another +1 to strike).
Damage: 5d6 MD per blast.
Range: 500'
Payload: 20 blasts per standard E-Clip, or 30 blasts per long E-Clip.
Cost: CR 20,000

PAI-NPG-1 Napalm Grenade
This weapon is derived from Wellington's Napalm-P technology, which allows for long-burning plasma. PAI has not yet been able to perfect the formula, but has still come up with a useful weapon against fire-vulnerable foes.
Damage: Everybody in the 15' radius is covered with plasma that inflicts 2d4 MD every melee round, for 2d6 melees. The plasma/fire can be extinguished by rolling in dirt or sane for one entire melee round, to rub off the plasma.
Cost: CR 400 for standard grenade, CR 900 for rifle-launched grenades suitable for use in the C-14 or CP-50 or other such weapons.

PAI Portable Laser Torch
A knockoff of the famous Wilk's brand. Functions essentially the same, though the PAI version is not as good.
Damage: Has settings for 1d6, 2d4, or 3d6 MD, or SDC settings for 1d6, 3d6, 6d6, and 2d4x10 SDC.
Cost: CR 7,500

PAI Laser Wand
Another knockoff of a reliable Wilk's tool. Function is the same.
Damage: Increments of 1d6 SDC up to 10d6, or a 1 MD setting.
Cost: CR 2,500, plus CR 300 for a small energy cell.

PAI Laser Scalpel
The PAI version of a Wilk's classic medical tool.
Damage: Same as the Wilk's version.
Cost: CR 3,000

PAI Portable Language Translator
Unlike most of PAI's creations, this device is geared toward the population in general, not specifically toward soldiers and CS personnel.
Also unlike most of PAI's creations, this device has been heavily subsidized by the Coalition States as part of a covert program intended to subvert non-Coalition powers in North America, as well as secure the Coalition's authority, by encouraging the creation and proliferation of Portable Language Translators that only translate one way, into American. This is an attempt to subvert other languages and cultures by encouraging the use of the CS's native tongue over other languages.
As another part of this program, the Coalition has been covertly sabotaging and eliminating manufacturers of the standard Language Translators. The CS is also considering as a next step passing laws banning the use or possession of any translation device that translates into any language other than American.
PAI has an exchange program where anybody can bring in any other brand of portable language translator in virtually any condition, and receive either a significant discount or a free PAI translator.
Effect: Will translate any of the 9 standard languages of North America, and up to 12 other languages, into American.
Cost: CR 5,000

PAI-FL6 Laser Flashlight
Like Wilk's versions, the PAI-FL6 can work on either the visible spectrum of light, or an infrared setting. It can easily be mounted onto most CS weapons for ease of spotting targets, or for use in blinding opponents and disorienting them.
A built-in re-chargable battery provides up to 600 hours of continual use.
Range: 800'
MDC: 1
Effect: Pointing this light directly into somebody's face (in the dark) requires them to make a save vs. non-lethal poison or to be temporarily impaired, suffering a -5 penalty to strike, parry, or dodge for 1d6 seconds. This effect can safely be ignored by anybody with polarized vision.
Cost: CR 2,200

PAI Laser Brush
This handy little gadget fires a set of low-powered lasers from the handle instead of using bristles! At point blank range (3 inches), it can be dangerous to human flesh as well as many conventional structures, but beyond that range the beams become harmless light, and swiftly fade away. The device is the size of a hair brush, and is popular in cleaning mega-damage armor, weapons, and vehicles. Even Borgs use them!
Range: 3 inches, though some light continues after that point, providing about as much area light as a cell phone.
Effect: The damage is 1 SDC, which is enough to dislodge or disintegrate most forms of dust, dirt, mud, blood, bugs, grime, liquids, and other matter that might be dirtying up your armor or other MDC material.
Cost: CR 500

PAI AU-1 Armored Uniform
This is a modified version of the standard CS military uniform that has been reinforced by high-tech fabrics that turn it into an effective light armor against conventional weaponry. This uniform fits the standards set by the CS military for official use.
Effects: A.R. 15, and 175 SDC
Cost: CR 5,000

PAI AU-2 Armored Uniform
This is a modified version of the standard CS military uniform that has been reinforced by high-tech fabrics that turn it into a highly effective light armor against conventional weaponry. This uniform fits the standards set by the CS military for official use.
Effects: A.R. 16, and 250 SDC
Mobility: -1% prowl penalty
Cost: CR 10,000

PAI AU-3 Armored Uniform
This is a modified version of the standard CS military uniform that has been reinforced by high-tech fabrics and lightweight ceramic fibers and plates that turn it into an effective light armor against conventional weaponry. This uniform fits the standards set by the CS military for official use.
Effects: A.R. 17, and 450 SDC.
Mobility: -2% prowl penalty
Cost: CR 20,000

PAI AU-4 Armored Uniform
This uniform is made from mega-damage polycarbonate fibers, allowing the wearer to survive most conventional attacks. There are some strategic, light-weight ceramic plates as well, hidden in the fabric, for additional support.
Effects: AR: 18, and 7 MDC.
Weight: 10 lbs
Mobility: -3% prowl
Cost: CR 50,000

PAI AV-1 Armored Vest
This light armored vest can be worn under a uniform or street clothes, although it is more comfortable when worn on the outside. It cannot be worn underneath conventional body armor. It can be worn over light armor, but the combination is bulky and cumbersome.
Effects: A.R. 12, and 110 SDC
-3% prowl, acrobatics, gymnastics, climbing, swimming, and other physical skills when worn over body armor.
Cost: CR 500

PAI AV-2 Armored Vest
This light armored vest can be worn under a uniform or street clothes, although it is more comfortable when worn on the outside. It cannot be worn underneath conventional body armor. It can be worn over light armor, but the combination is bulky and cumbersome.
Effects: Covers the torso so effectively that a Called Shot is needed to bypass the armor directly.
The vest has 1 MDC
-3% prowl, acrobatics, gymnastics, climbing, swimming, and other physical skills when worn over body armor.
Cost: CR 5,000

PAI AV-3 Armored Vest
This medium armored vest can be worn over a uniform or street clothes. It cannot be worn underneath conventional body armor. It can be worn over light armor, but the combination is bulky and cumbersome.
Effects: Covers the torso so effectively that a Called Shot is needed to bypass the armor directly.
The vest has 10 MDC
-5% prowl, acrobatics, gymnastics, climbing, swimming, and other physical skills when worn over body armor.
Cost: CR 15,000

PAI AV-3 Armored Vest
This heavy armored vest can be worn over a uniform or street clothes. It cannot be worn underneath conventional body armor. It can be worn over light armor, but the combination is very bulky and cumbersome.
Effects: Covers the torso so effectively that a Called Shot is needed to bypass the armor directly.
The vest has 30 MDC
-15% prowl, acrobatics, gymnastics, climbing, swimming, and other physical skills when worn over body armor.
-1 on all combat rolls.
Cost: CR 20,000

PAI PFF-1 Personal Force Field Generator
Since the release of the Triax Ulti-Max in North America, technicians in North America have been impressed with the technology in the machine that creates a powerful regenerating force field. Many have tried to replicate the technology, but so far none have truly met with any success that could be considered cost-effective.
This is not to say that there has been NO success, however. The techs at PAI have developed their own regenerating force field, small enough to protect a single human soldier, along with their equipment and body armor. Although it is nowhere near as powerful as the Triax force field, it is fairly affordable and provides some minor protection from attacks.
The personal force field generator is a small box that can be worn as part of a harness, or can be built into body armor or robots.
Effects: The PFF-1 is powerful enough that the force field instantly re-engages as soon as the field is destroyed, immediately creating a new force field to replace the old one.
The force field provides 55 SDC, and has a Natural Armor Rating of 15 (SDC strike rolls under 15 inflict no damage to the force field. Mega-Damage attacks ignore this Natural Armor Rating, inflicting damage directly to the force field. Any left-over damage after the field is depleted carries over to the wearer or his/her armor.)
A single E-Clip can provide constant power to the force field for up to 120 hours, 180 hours for a long E-Clip.
Cost: CR 12,000
Edit (5/6/13): in a recent conversation with Kevin, I asked if the CS had the capability to make any force fields, and he said that No, they currently do not.
So while this item will be left in this post, it is less compatible with the official setting than the other stuff.

CA-1R Replica Body Armor
This is an inexpensive replica of the famous EBA that protected the brave solders of the Coalition States for many years, and that remains in limited service today. While unsuitable for real combat, this replica body armor is sought by collectors, as well as seeing use in TV, Films, war re-enactments, parades, and other functions.
It has all the standard features of the original CA-1 Body Armor, except for the durability.
Effects: Identical to the armor featured on p. 261 of RUE, except the MDC is replaces with 400 SDC, with an Armor Rating of 20.
Cost: CR 4,500

CA-2R Replica Body Armor
This is an inexpensive replica of the famous EBA that protected the brave solders of the Coalition States for many years, and that remains in limited service today. While unsuitable for real combat, this replica body armor is sought by collectors, as well as seeing use in TV, Films, war re-enactments, parades, and other functions.
It has all the standard features of the original CA-2 Body Armor, except for the durability.
Effects: Identical to the armor featured on p. 261 of RUE, except the MDC is replaces with 300 SDC, with an Armor Rating of 20.
Cost: CR 3,500

CA-3R Replica Body Armor
This is an inexpensive replica of the famous EBA that protects the brave soldiers of the Coalition States today, and that became famous during the Tolkeen war. While unsuitable for real combat, this replica body armor is sought by collectors, as well as seeing use in TV, Films, war re-enactments, training exercises, parades, and other functions.
It has all the standard features of the original CA-3 Body Armor, except for the durability.
Effects: Identical to the armor featured on p. 100 of CWC, except the MDC is replaces with 400 SDC, with an Armor Rating of 20.
Cost: CR 5,000


CA-4R Replica Body Armor
This is an inexpensive replica of the famous EBA that protects the brave soldiers of the Coalition States today, and that became famous during the Tolkeen war. While unsuitable for real combat, this replica body armor is sought by collectors, as well as seeing use in TV, Films, war re-enactments, training exercises, parades, and other functions.
It has all the standard features of the original CA-4 Body Armor, except for the durability.
Effects: Identical to the armor featured on p. 100 of CWC, except the MDC is replaces with 500 SDC, with an Armor Rating of 21.
Cost: CR 7,500

CAJR Junior Replica Armor
This replica armor comes in a variety of sizes, designed specifically to fit children. It can be customized to look like a smaller version of any of the above replica armors, and is suitable for use in parades, costume parties, or as a training aid to prepare your child for the day when he/she may have to defend the Coalition from un-Earthly evils attacking our cities!
Effects: Same as the replica armors listed above, only 1/2 weight and SDC.
Costs: Same as the adult versions.

PAI Neural Staff
This variation on the standard neural mace provides a better reach, as well as being a sturdier weapon that is more easily disguised when traveling.
Effects: As a standard neural mace, only is more durable (45 MDC). The entire length of the staff can transfer the neural charge; the weapon is assumed to be used by people with mega-damage gloves and/or armor.
Cost: CR 9,000

PAI Neural Nunchucks
This variation on the neural mace provides a more exotic weapon that can be used to restrain the enemy as well as bludgeon and stun them. They are gaining popularity among ISS Peacekeepers.
Effects: As a standard neural mace, only slightly more durable. Each section of the neural nunchucks has 15 MDC, and the flexible cable connecting the two sections has 10 MDC.
Cost: CR 8,500

PAI Super Tape
This superior version of common duct tape is made with high-tech glue and fabrics that make the product incredibly more effective than conventional versions. It is 5x more waterproof and weather-resistant as normal duct tape, as well as having a better grip. PAI Super Tape comes in a variety of colors and patterns, with flat black, classic grey, and camouflage being the most popular.
Effects: Requires a PS of 10 to peel off of a normal structure once stuck. Each 1' section of tape has 50 SDC, and a strip requires at least 10 points of SDC damage to be inflicted in order to cut.
Cost: A 3"x50' roll costs CR 60. A 3"x100' roll costs CR 100.

PAI Super Sandbags
These durable 14"x26" plastic bags have all the utility of standard sandbags, with much greater durability. Packed with sand, dirt, rocks, or debris, they can provide reliable cover against conventional weaponry, as well as light protection against military grade weapons. These bags are also fire resistant (1/2 damage from conventional fire, full damage from mega-damage fires and plasma).
Effects: Each sand bag has 100 SDC. When filled with sand, clay, or packed soil, this SDC is increased to 150. When filled with conventional concrete and allowed to set, the total SDC is increased to 200. The sandbags can also be filled with mega-damage debris, in which case they can provide significant mega-damage protection, although the SDC bags can be worn away by conventional weapons and/or explosives, leaving the debris as a loose heap. The amount of mega-damage varies depending on what kind of debris is used, but a general rule of thumb is that each bag filled with MDC debris would effectively have 5 MDC.
Cost: CR 50 each, or 100 Super Sandbags for 4,500.

PAI CS-1 Combat Shield
This round, skull-shaped shield can be used to parry incoming melee attacks, or it can simply be held in front of the torso as additional protection against ranged attacks (requiring attackers from the front to either shoot through the shield, or to attempt so shoot around it with a Called Shot).
While this 2' diameter shield is lightweight (5 lbs), the nature of it is to act as a wall between the defender and the attacker, which means that when it is in position to protect the torso from incoming gunfire and ranged attacks, it is also in position to interfere with outgoing attacks as well. Only one-handed weapons are able to be used by the defender to shoot around the shield, and there is a -1 penalty to strike on Aimed Shots.
Damage Capacity: 50 MDC
Cost: CR 2,000

PAI CS-2 Combat Shield
This heavy, rectangular shield is black, with the standard CS skull emblem on the front. It measures 2' wide by 3' tall, and weighs 12.5 lbs. There is a small, 4"x16" window in the front of the shield, so that view is not obstructed while the shield is being used as portable cover. This window is equipped with special polarizing technology that makes it impenetrable to lasers (i.e., they damage the window instead of passing through), as well as protecting somebody looking through it from bright lights that might otherwise interfere with their vision. The slight curve of the shield allows for the shield to be set on the ground and used as protection with the soldier kneeling behind it to fire a rifle or other two-handed weapon without compromising aim, although the head, arms, and weapon are unprotected by the shield in this situation.
Damage Capacity: 75 MDC
Cost: CR 3,000

PAI CS-3 Combat Shield
This shield is too cumbersome for most human soldiers, but has quite a bit of popularity among Borgs and Dog Pack members. It is similar to the CS-2 Combat Shield, but is even larger, 26"x70", and weighs 45 lbs. The shield is too tall to kneel behind as cover, though a tall enough person might be able to fire over the top of it in a similar fashion. Generally, somebody wishing to shoot from behind the shield must shoot from around the side of it, which would allow an enemy to make a Called Shot in order to hit their torso, arm, and/or leg, depending on how the person is placed behind the shield, and the vantage point of the shooter.
Damage Capacity 150 MDC
Cost: 5,000

PAI Mega-Hood
This armored headpiece is made of a ballistic smart-fabric that turns rigid when hit by fast-moving projectiles, as well as being incredibly strong. It resembles a ski-mask, with a collar that pulls down to protect the neck.
Effects: The ski-mask has 1 MDC.
Cost: CR 2,000

PAI Mega-Jacket
Made of the same fabric as the Mega-Hood, this hooded jacket provides the same level of reliable protection.
Effects: The jacket has 1 MDC for the torso, 1 MDC per arm, and 1 MDC for the hood itself (does not adequately protect the face, only the back and sides of the head).
Cost: CR 8,000

PAI Mega-Suit
This jumpsuit is made of the same fabric as the other Mega-clothing, and covers the body from ankles to wrists to neck. It can be worn underneath the Mega-Jacket with no penalty.
Effects: The Mega-Suit has 1 MDC of protection per body location (torso, each arm, each leg).
Cost: CR 10,000

PAI Mega-Gloves
These gloves are made of the same material as the other Mega-clothing, and can protect the hands from most forms of damage.
Effects: Each glove has 1 MDC.
Cost: CR 4,500

PAI Mega-Boots
These boots are made of the same material as the other Mega-clothing, along with hard rubber soles. They can protect the feet and ankles from most injuries. When fully zipped and tied, they are waterproof.
Effects: Each boot has 1 MDC
Cost: CR 3,750

PAI Boot Spike
These boots are identical to the PAI Mega-Boots, but with an added feature. When a concealed button is pressed on the boot, a vibro-spike comes out of the tip of the boot, allowing the wearer to kick the spike into opponents. These boots are illegal for civilian use with the CS.
Effects: Each boot has 1 MDC. The vibro-spike inflicts 1d4-1 MD.
Cost: CR 9,000

PAI Chain Knife
This handy tool/weapon is part combat knife, part chainsaw. The blade of the weapon has no edge, instead using a small, toothed cutting chain to slice the target. While nowhere near as powerful as a vibro-blade, these weapons are much more effective than conventional knives, both in hand to hand combat, and as cutting tools (though nowhere near as precise!). Unlike conventional chainsaws, the mega-damage construction of the chain knife prevents the chain from slipping off of the guide bar, allowing it to be used much more effectively in combat.
Effects: Damage: 1d4x10 SDC
The knife itself has 12 MDC.
The knife is powered by an internal, rechargeable battery that can hold up to 100 hours worth of power. Each activation uses 1 minute of power as a minimum.
Cost: CR 750

PAI Chain Machete
This handy tool/weapon is a larger version of the Chain Knife.
Effects: Damage: 1d6x10 SDC
MDC: 17
The machete is powered by an internal, rechargeable battery that can hold up to 75 hours worth of power. Each activation uses 1 minute of power as a minimum.
Cost: 1,500

PAI Chain Sword
A larger, more combat-oriented version of the Chain Machete.
Effects: Damage: 2d4x10 SDC
MDC: 20 MDC
The sword is powered by an internal, rechargeable battery that can hold up to 50 hours worth of power. Each activation uses 1 minute of power as a minimum.
Cost: CR 2,000

PAI Chain Mega-Sword
This 4'6" long weapon can only be used as a two-handed sword by most humans, but can be used effectively with one hand by borgs or lager and stronger Dog Pack members.
Effects: Damage: 2d4+1 MD
MDC: 50
The mega-sword is powered by an internal battery twice the size of that in the other PAI chain blades previously listed, but the power requirements of this weapon are so high that the weapon can only store enough power for 1 hour of use. Each activation uses 1 minute of power as a minimum.
Alternatively, the sword comes with a power cord that can plug in to an E-clip strapped to the wrist (or other location) of the weilder. A standard E-Clip can power the weapon for up to 2 hours, a long E-Clip can power the weapon for up to three.
Cost: CR 3,500

PAI DNA Kit
This handheld computer is a compact (cell phone sized) analysis machine that is used to test DNA, with the sole purpose of determining whether or not the subject is a human being. A small blood sample must be taken.
Effects: If the sample has solely human DNA, the test returns results unerringly. If the target has mutated human DNA, there is an 80% chance of detecting the sample as being from a human mutant. If the sample contains both human and foreign DNA, the test kit has a 75% chance of detecting the foreign DNA. If the target has no human DNA, the test kit is once again infallible.
Note that this kit only measures DNA. It will not detect the presence of psychic powers, nor magical abilities, nor even superhuman abilities. It will not even be able to differentiate between a vampire and a normal human being, as they both have human DNA.
Cost: CR 500

PAI Super Zip-Ties
Useful in securing cargo or prisoners, these thick and sturdy zip-ties are far stronger than average.
Effects: 100 SDC each.
They are effectively unbreakable by prisoners with normal Physical Strength levels.
In order to break a zip-tie, a prisoner must make a successful Tear/Pry attack at 1/2 normal punch damage. If the damage inflicted by the attack is greater than the combined SDC from all of the zip-ties on the limbs in question, then the target will have broken free. If not, then the target remains bound. If, for example, a character with Supernatural PS of 20 had his arms bound by 4 Super Zip-Ties, that would mean that he would not be able to inflict enough damage to break free, as his punch damage (1d6 MD), reduced by half for the Tear/Pry attack, would leave a maximum damage of 3 MD, lower than the required 400 SDC needed to break free. Since the ties combined would be stronger than the character, the ties would not even suffer damage from his escape attempts.
However, individual ties are still vulnerable to attack. So if the captured character could reach one with his mouth, he could bite (1d6/2 MD) through the tie in a single action. Even a normal strength character could eventually chew (1-2 SDC) through one of these ties, in fact. They are also susceptible to fire (1/2 damage) and conventional cutting devices.
Cost: CR 50 each.

PAI Mega Zip-Ties
Even sturdier than the Super Zip-Ties, these slightly larger versions are more expensive, but much more durable.
Effects: As above, only each tie has 1 MDC, making it impervious to conventional weapons/tools.
Cost: CR 150 each.

CS Army Knife
Modeled after the original, ancient Swiss Army Knives of the pre-Rifts Era, this handy pocket knife comes with a variety of tools. As with the original knives, these knives come in a variety of options. The only available color, though, is black, with the CS logo on the side.
Cost: CR 20-200, depending on the model.
+ CR 2,000 for a mega-damage version of any model (1 MDC)

PAI Double-Colt Automatic Pistol
This is a mega-damage (7 MDC) version of the Arsenal Firearms AF2011 automatic pistol, made from a high-tech ceramic/metal hybrid, with some plastic parts, but using the same basic design as the original. It is gaining popularity as a showpiece, and as a reliable backup weapon in areas where solid specialty rounds are more effective than energy weapons (i.e., areas with vampires, werewolves, etc.).
The MDC construction allows for much easier maintenance, and makes the weapon impervious to conventional rust and corrosion. It also allows for the firing of iron or silver rounds without any damage to the barrel.
All PAI Double-Colts are in excellent condition from the factory come standard with improved balance, providing a +1 to strike on all attacks.
Weight: 3.0 lbs.
Range: 135'
Payload: 7 rounds per magazine. Holds two magazines, one for each barrel.
Damage: 4d6 SDC per standard .45 ACP round. Each pull of the trigger fires two rounds, one from each barrel. Both hit the same target, provided that the target is at least the size of an orange, resulting in double damage.
A 3-round burst (semi-automatic) inflicts x4 damage.
Cost: CR 12,000
Special modifications, as detailed on p. 127 of RGMG are also available at 10x the normal cost, except for Improved Balance, which is standard)

PAI-1400 Laser Gatling Gun
The PAI-1400 is created by using stripped-down C-14 Firebreather rifles to create a 10-barrel gatling gun for use as a vehicle-mounted weapon. The recent surplus of this reliable weapon, created by it's replacement with the CP-50 for official Coalition use, has allowed PAI to obtain a very large number of used and damaged C-14s at reduced cost, and to retool them for a newer, deadlier purpose.
By rotating a series of rifles, a high rate of laser fire is able to be achieved without using expensive pulse technology, and without risking a melt-down of the barrels or other crucial components of the weapons. Combined with a nuclear power supply, a special cooling system, and an electric motor for faster rotation speed, the result is a powerful weapon with a high rate of fire and significant range.
As a vehicle-mounted weapon, there is no strike penalty. A hand-held weapon for borgs/bots is also made, but there is a -3 strike penalty for robotic PS of 20 or higher, and a -6 strike penalty for anything less than 20.
Damage: A single shot inflicts 3d6 MD. A short burst of 10 rounds inflicts 1d6x10 MD. A long burst of 40 rounds inflicts 2d6x10 MD (takes two attacks). A short Spray of 10 rounds inflicts 3d6 MD to 1d4 targets. A long Spray of 20 rounds inflicts 3d6 MD to 1d8 targets (counts as two attacks).
Rate Of Fire: Single Shot, Burst or Spray.
Weight: 140 lbs.
Cost: CR 420,000

PAI L-08 "Pale Horse" Machine Pistol
Modeled after the Luger Pistole 01, this improved version (10 MDC) is chambered to fire .45 ACP rounds.
It can be used as a conventional semi-automatic pistol, or it can utilize the selective fire option in order to fire bursts.
It is fully compatible with all PAI .45 caliber ammunition. The PAI L-01 comes with a detachable wooden stock.
Weight: 1.9 lbs.
Range: 135', or 150' with the stock attached.
Payload: 8-round detachable box magazine, or a 32-round detachable drum.
Damage: 4d6 SDC per standard .45 ACP round. Double damage for a 3-round burst (semi-automatic), or triple damage for a long burst (8 shots, fully automatic).
Cost: CR 8,500
(Special modifications, as detailed on p. 127 of RGMG are also available at 10x the normal cost, except for Improved Balance, which is standard)

PAI CV Pulse Conversion Kit
This kit allows for the conversion of a CV-212 or CV-213 from a three-shot burst to a three-shot pulse, allowing for more accuracy and damage. Although the war with Free Quebec is over, some soldiers fear that it may return, and want more weapons that will help them compensate for the Glitterboy's laser-resistant armor. Even if the CS never again faces off against Quebec, there are always other troublemakers out there in Glitterboys, looking to start trouble.
Effect: Switches the burst setting to a pulse setting, changing the damage from 4d6 MD to 6d6 MD.
Cost: CR 12,500 for the kit itself, or CR 13,500 including installation.

PAI CV-213 Combat-Master Conversion Kit
The CV-213 is the standard weapon for the infamous Coalition skelebots, but there has been a surplus of these weapons since the Siege on Tolkeen, where many of those brave robot warriors were destroyed or damaged. PAI is providing soldiers with the means to turn these surplus rifles into effective combat tools for human soldiers.
Effects: The kit includes a football-sized nuclear power supply (1 year) that is designed to connect with the weapon's power connection cable, providing the weapon with unlimited ammunition until the power supply's lifespan is up. These power supplies have been scavenged or bought second-hand, and fully refurbished. They have also been placed inside a protective casing (30 MDC) in order to prevent breaches during firefights.
The kit also includes the components for upgrading the gun's internal computer, reducing the time it takes to analyze an opponent's armor down to 4 attacks (from 1 melee round).
An improved laser targeting system is also included, providing +3 to strike on Aimed Shots, instead of the previous +1 to strike.
For no extra charge, a PAI-FL6 Laser Flashlight is provided, along with the necessary attachments for mounting it under the barrel of the gun, as well as for tying the flashlight into the weapon's main power system. With the nuclear power pack, this allows the flashlight to run indefinitely. When the gun is powered entirely by an E-Clip (or E-Cannister), the flashlight drains one shot's worth of energy per week of use.
Cost: CR 1,000,000 (Same price if installed at a PAI factory)

PAI VBS-1 Vehicular Laser Burst/Spray Conversion Kit
One of the mightiest features of Coalition war vehicles is the existence of energy weapons that are tied directly into the vehicle's nuclear power supply. This allows for the soldiers of the Coalition to overwhelm their enemies through sheer high-energy erosion by firing blast, after blast, after blast.
While the older vehicles of the Coalition certainly stand up to the test of time, one of the limitations of their weapon systems is that very often the built-in laser turrets and weapons are single-shot only, which is less useful in the thick of battle, when one needs to lay down a barrage of suppressive fire, or when one is confronted with a powerful enemy that requires a large number of hits in order to destroy.
With this in mind, the techs at PAI have come up with a conversation kit that allows for some of these laser systems to be upgraded with burst and spray capability, allowing for the gunner to choose between hosing down a single enemy with multiple blasts, or sweeping multiple enemies out of the path using a wide-area spray of laser fire.
Effect:
The conversion kit adds two additional selective fire options to any Coalition vehicle that uses built-in laser weapons tied which use the nuclear power supply for ammunition, as long as the laser inflicts 3d6 MD or less.
Damage:
Additional Setting 1: Burst Fire. A burst of 5 shots is fired, inflicting x2 normal damage.
Additional setting 2: Spray fire. A burst of 10 shots is fired, hitting 1d8 targets, inflicting x1 normal damage to each.
Cost: CR 20,000
Last edited by Killer Cyborg on Mon May 06, 2013 7:42 pm, edited 25 times in total.
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Re: Patriot Arms Incorporated

Unread post by jaymz »

Just awesome KC. This is going to be part of my Rifts Earth for sure.
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Re: Patriot Arms Incorporated

Unread post by taalismn »

Nice....
Up until I suddenly thought of the vampires learning of Bone-Dri and stealing a few cases of it, smuggling it back to Mexico, and getting some slave chemists to figure out how to make the stuff.... :twisted:
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
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Re: Patriot Arms Incorporated

Unread post by jaymz »

taalismn wrote:Nice....
Up until I suddenly thought of the vampires learning of Bone-Dri and stealing a few cases of it, smuggling it back to Mexico, and getting some slave chemists to figure out how to make the stuff.... :twisted:



Works for me :D
I am very opinionated. Yes I rub people the wrong way but at the end of the day I just enjoy good hard discussion and will gladly walk away agreeing to not agree :D

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Re: Patriot Arms Incorporated

Unread post by Icefalcon »

Nice additions to the game. I like things that enrich the world in such a manner.
*Sniff, Sniff* Why does it smell like wet dog in here?!
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Re: Patriot Arms Incorporated

Unread post by Killer Cyborg »

taalismn wrote:Nice....
Up until I suddenly thought of the vampires learning of Bone-Dri and stealing a few cases of it, smuggling it back to Mexico, and getting some slave chemists to figure out how to make the stuff.... :twisted:


lol
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Re: Patriot Arms Incorporated

Unread post by taalismn »

Killer Cyborg wrote:
taalismn wrote:Nice....
Up until I suddenly thought of the vampires learning of Bone-Dri and stealing a few cases of it, smuggling it back to Mexico, and getting some slave chemists to figure out how to make the stuff.... :twisted:


lol


Well, yes, and that part about "with such efficiency that the item can be completely submerged in fluid for 2d6 hours and be perfectly dry when pulled back out."? Oh, vampires are going to become SHAREHOLDERS in PAI for that one....
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Re: Patriot Arms Incorporated

Unread post by Killer Cyborg »

taalismn wrote:
Killer Cyborg wrote:
taalismn wrote:Nice....
Up until I suddenly thought of the vampires learning of Bone-Dri and stealing a few cases of it, smuggling it back to Mexico, and getting some slave chemists to figure out how to make the stuff.... :twisted:


lol


Well, yes, and that part about "with such efficiency that the item can be completely submerged in fluid for 2d6 hours and be perfectly dry when pulled back out."? Oh, vampires are going to become SHAREHOLDERS in PAI for that one....


They'd probably get sniffed out at some point if they tried to do business with a CS company, but you're right that it would work really well for them.
Although if they shape-shifted, I'm not sure if the coating would still work for them.

Also, you're reminding me that I need to make a note that the coating is SDC, and therefore can be destroyed/removed by certain attacks. I'll edit that in.

Another thought I had was that you might be able to damage a water elemental by spraying this stuff at them... but I think the damage would be really low, like 1 MD or something.
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Re: Patriot Arms Incorporated

Unread post by Ectoplasmic Bidet »

Killer Cyborg wrote:
taalismn wrote:
Killer Cyborg wrote:
taalismn wrote:Nice....
Up until I suddenly thought of the vampires learning of Bone-Dri and stealing a few cases of it, smuggling it back to Mexico, and getting some slave chemists to figure out how to make the stuff.... :twisted:


lol


Well, yes, and that part about "with such efficiency that the item can be completely submerged in fluid for 2d6 hours and be perfectly dry when pulled back out."? Oh, vampires are going to become SHAREHOLDERS in PAI for that one....


They'd probably get sniffed out at some point if they tried to do business with a CS company, but you're right that it would work really well for them.
Although if they shape-shifted, I'm not sure if the coating would still work for them.

Also, you're reminding me that I need to make a note that the coating is SDC, and therefore can be destroyed/removed by certain attacks. I'll edit that in.

Another thought I had was that you might be able to damage a water elemental by spraying this stuff at them... but I think the damage would be really low, like 1 MD or something.


Whip up some MD-level frangible Bone-Dri rail gun rounds(it's Rifts, that kind of thing is totally possible!) as Desiccate the Supernatural-type or DU-round bio-regeneration inhibitors?
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Re: Patriot Arms Incorporated

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Neat stuff, decent chance I'll incorporate them as official CS-produced gear options. And I am a sucker for armored greatcoats.

I can't change the CS enough to include the concept of civilian weapon purchases.
I'll have to admit, I double-take'd so hard at "private citizens interested self-defense" I had to go and scan the recent 'Whats your CS like thread?' to see if you had said anything about it.
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Re: Patriot Arms Incorporated

Unread post by taalismn »

Ectoplasmic Bidet wrote:[

Whip up some MD-level frangible Bone-Dri rail gun rounds(it's Rifts, that kind of thing is totally possible!) as Desiccate the Supernatural-type or DU-round bio-regeneration inhibitors?


Egad...you'd wind up with some serious blood clotting problems with a deep wound, not to mention necrotization and gangrene problems, though it depends on the size of the fragments. Small enough shrapnel might not have the repulsion potential to stand up to a sufficiently high blood pressure.
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Re: Patriot Arms Incorporated

Unread post by Killer Cyborg »

Armorlord wrote:Neat stuff, decent chance I'll incorporate them as official CS-produced gear options. And I am a sucker for armored greatcoats.

I can't change the CS enough to include the concept of civilian weapon purchases.
I'll have to admit, I double-take'd so hard at "private citizens interested self-defense" I had to go and scan the recent 'Whats your CS like thread?' to see if you had said anything about it.


It's not for use in, or around, the cities, but out in the boonies, farmland, and outlying areas. IIRC, the ban on weapons is primarily in the cities, though I could be wrong- in which case, correct me.
Although the Coalition has fairly secure borders, monsters and enemies still make raids from time to time, popping up even in the burbs, so I imagine that there are plenty of places within the Coalition's declared borders where civilian weapon ownership is allowed for humans in good-standing, with the right permits.

Then again, I also tend to think that wealthy private citizens in the upper levels can get permits for all kinds of things, for the right price.
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Re: Patriot Arms Incorporated

Unread post by Killer Cyborg »

I added some more stuff, btw.
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Re: Patriot Arms Incorporated

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Awe. Some. Nothing more needs to be said :D
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Re: Patriot Arms Incorporated

Unread post by Killer Cyborg »

Questions and criticisms are more than welcome, btw. I'm trying to keep this stuff as close to book-legal as possible, as well as being reasonable.
So as people read through the stuff, or playtest it, if there are any problems or even surprise benefits (like the vampires with Bone-Dri), by all means, let me know.
:ok:
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Re: Patriot Arms Incorporated

Unread post by jaymz »

From reading here you have a pretty good handle on it.

Thought what about a true Sniper conversion for the C-10?

Double the damage per single blast for half the ammo in a clip? 2d6 really isn't all that effective for sniping purposes. I know there was an article in the Rifter that had a C-10S that did 3d6 and had extended range....
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Re: Patriot Arms Incorporated

Unread post by Killer Cyborg »

jaymz wrote:From reading here you have a pretty good handle on it.

Thought what about a true Sniper conversion for the C-10?

Double the damage per single blast for half the ammo in a clip? 2d6 really isn't all that effective for sniping purposes. I know there was an article in the Rifter that had a C-10S that did 3d6 and had extended range....


I'd feel uncomfortable increasing the damage by that level, it'd involve removing the guts and replacing them with effectively another weapon.
Although I did consider doing that, using the JA-11 as a model. I just wasn't sure if the a company in the CS would have access to that technology and/or the capabilities to reproduce it.
Any idea who currently manufactures the JA-11, and/or how many there are?
That 4d6 single-shot laser is nice, but the fact that it hasn't really been replicated indicates to me that it's some premium Golden-Age technology.

Then again, the C-14 does show that the CS can produce a single-shot 3d6 MD laser, so I could probably bump it up to that level at least. The laser is the same range, 2000', so I should be able to match that.
I don't think I could go beyond that in safe conscience, though, as Wilk's doesn't seem to be able to make a 3d6 MD laser that has better than 2000' range... and I don't think that the CS (or a company in CS territory) should be able to beat out Wilk's at their own game.

The Wilk's Sniper Laser in Merc Ops can do 4d6+2 MD, with a range of 3,000'... but that's Wilk's at the top of their game. And that rifle weighs 9 lbs, compared to the C-10's 5 lbs, so getting that kind of tech into the C-10's body would be pretty much out of the question.

But I'll give it some thought and see what I can come up with.
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Re: Patriot Arms Incorporated

Unread post by jaymz »

Killer Cyborg wrote:
jaymz wrote:From reading here you have a pretty good handle on it.

Thought what about a true Sniper conversion for the C-10?

Double the damage per single blast for half the ammo in a clip? 2d6 really isn't all that effective for sniping purposes. I know there was an article in the Rifter that had a C-10S that did 3d6 and had extended range....


I'd feel uncomfortable increasing the damage by that level, it'd involve removing the guts and replacing them with effectively another weapon.
Although I did consider doing that, using the JA-11 as a model. I just wasn't sure if the a company in the CS would have access to that technology and/or the capabilities to reproduce it.
Any idea who currently manufactures the JA-11, and/or how many there are?
That 4d6 single-shot laser is nice, but the fact that it hasn't really been replicated indicates to me that it's some premium Golden-Age technology.

Then again, the C-14 does show that the CS can produce a single-shot 3d6 MD laser, so I could probably bump it up to that level at least. The laser is the same range, 2000', so I should be able to match that.
I don't think I could go beyond that in safe conscience, though, as Wilk's doesn't seem to be able to make a 3d6 MD laser that has better than 2000' range... and I don't think that the CS (or a company in CS territory) should be able to beat out Wilk's at their own game.

The Wilk's Sniper Laser in Merc Ops can do 4d6+2 MD, with a range of 3,000'... but that's Wilk's at the top of their game. And that rifle weighs 9 lbs, compared to the C-10's 5 lbs, so getting that kind of tech into the C-10's body would be pretty much out of the question.

But I'll give it some thought and see what I can come up with.



If i can find the issue that article is in I'll let you know so you can check it out.

Edit - Rifter 23 page 74. CS Target Acquisition Groups.
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Re: Patriot Arms Incorporated

Unread post by dragonfett »

Nice, keep 'em coming KC!

I do have to say this about vampires using the bone dry is that while it may make them immune to water damage, they will still not willing cross a river or such as their fear of water would prevent that.
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Re: Patriot Arms Incorporated

Unread post by Killer Cyborg »

jaymz wrote:If i can find the issue that article is in I'll let you know so you can check it out.

Edit - Rifter 23 page 74. CS Target Acquisition Groups.


I don't have that one (I only have like 2 Rifter issues in my entire library).
The only real questions I have are:
Is it official?
Who wrote it?
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Re: Patriot Arms Incorporated

Unread post by jaymz »

Not official

Written by John Stevens. Basically does what you said you might do above to the C-10 though it extends the range and adds an SD setting.
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Re: Patriot Arms Incorporated

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Killer Cyborg wrote:It's not for use in, or around, the cities, but out in the boonies, farmland, and outlying areas. IIRC, the ban on weapons is primarily in the cities, though I could be wrong- in which case, correct me.
Although the Coalition has fairly secure borders, monsters and enemies still make raids from time to time, popping up even in the burbs, so I imagine that there are plenty of places within the Coalition's declared borders where civilian weapon ownership is allowed for humans in good-standing, with the right permits.
As I understood it, the ban was on MD weaponry withing Coalition Territory, complete with a encounters with CS patrols having an option just of search and seizure if PCs wanted to play nice. Which makes the CS the only on their turf who can actual defend the people in their territory, and since I also consider them to be competent at their job, they do a darn fine job of protecting the citizens of the Coalition from the evils of the world. Which has nice benefits of increased loyalty toward (and dependence on) the Coalition States, while also minimizing the threat of armed uprising.
Then again, I also tend to think that wealthy private citizens in the upper levels can get permits for all kinds of things, for the right price.
True that, the example that really opened my eyes to that were the permits for enslaved DBees (with powers! :eek:), at least they hold the owners responsible for their property's actions while inside the fortress city.. those businessmen have got to be swinging some serious weight to put policy like that in place.


Ooo, more stuff. The conversion kits in particular have my attention this time. I can just picture some retired CS field armorers pulling enough strings with friends in higher places to get permission to run a string of customization shops/workshops for selling and installing conversion kits and customizations. Hey, and MDC constructed SDC weapons are legal enough too. All in all, some fine material to play around with. :ok:
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Re: Patriot Arms Incorporated

Unread post by Killer Cyborg »

jaymz wrote:Not official

Written by John Stevens. Basically does what you said you might do above to the C-10 though it extends the range and adds an SD setting.


Okay, I wrote up and added in my version of the C-10 Sniper Customization.
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Re: Patriot Arms Incorporated

Unread post by Killer Cyborg »

Armorlord wrote:
Killer Cyborg wrote:It's not for use in, or around, the cities, but out in the boonies, farmland, and outlying areas. IIRC, the ban on weapons is primarily in the cities, though I could be wrong- in which case, correct me.
Although the Coalition has fairly secure borders, monsters and enemies still make raids from time to time, popping up even in the burbs, so I imagine that there are plenty of places within the Coalition's declared borders where civilian weapon ownership is allowed for humans in good-standing, with the right permits.

As I understood it, the ban was on MD weaponry withing Coalition Territory, complete with a encounters with CS patrols having an option just of search and seizure if PCs wanted to play nice. Which makes the CS the only on their turf who can actual defend the people in their territory, and since I also consider them to be competent at their job, they do a darn fine job of protecting the citizens of the Coalition from the evils of the world. Which has nice benefits of increased loyalty toward (and dependence on) the Coalition States, while also minimizing the threat of armed uprising.


That may be how things are. I'll look through the books some more, and if anybody else finds some pertinent passages, let me know!
One nice thing is that I can edit stuff as needed to fix mistakes. :D

Then again, I also tend to think that wealthy private citizens in the upper levels can get permits for all kinds of things, for the right price.
True that, the example that really opened my eyes to that were the permits for enslaved DBees (with powers! :eek:), at least they hold the owners responsible for their property's actions while inside the fortress city.. those businessmen have got to be swinging some serious weight to put policy like that in place.

Ooo, more stuff. The conversion kits in particular have my attention this time. I can just picture some retired CS field armorers pulling enough strings with friends in higher places to get permission to run a string of customization shops/workshops for selling and installing conversion kits and customizations. Hey, and MDC constructed SDC weapons are legal enough too. All in all, some fine material to play around with. :ok:


Thanks!
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Re: Patriot Arms Incorporated

Unread post by jaymz »

Now THAT is a sniper rifle.... :D

Wonder why they haven;t written up an official one though...........NG, Triax and Wilks all have them....ah well this will do nicely :D
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Re: Patriot Arms Incorporated

Unread post by taalismn »

Oh yeah...good range of products and policies there. :bandit: :ok:
Ripe for PC shopping. Ripe for trouble if they're trying to get something they REALLY want, and run afoul of a waiting period and background check in CS territory. :P
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Re: Patriot Arms Incorporated

Unread post by Killer Cyborg »

Looking through CWC, I have found the following passages regarding weapon laws:

p. 28 (not directly addressing weapons, just a loose overview)
Other than some notable and extreme exceptions, the laws of the Coalition States are fundamentally the same as those of 21st Century Earth, only the penalties tend to be twice as severe.

p. 30 (cybernetic systems)
Concealed weapons without a permit are illegal and subject to removal.
This indicates that there are permits that one can obtain for cybernetic weapons.

p. 31 (City Access Laws)
All visitors must leave all weapons, body armor, power armor and pre-Rifts or alien artifacts in a locker with the authorities. The character is frisked for concealed weapons and contraband, and all luggage, packages and personal items are inspected. Anything deemed tinappropriate for any reason (real or imagined) must be left behind.
The first sentence indicates that weapons, body armor, power armor, and even pre-Rifts or alien artifacts are legal to some people in some degree in Coalition territory, just not within the cities themselves. Otherwise, your stuff wouldn't just go into a locker, you'd go to jail or get shot.

P.33
The "law" is nonexistent in the 'Burbs, because they are a social and political no-man's land where anything goes.
Which would indicate that arms and armor exist within the burbs.
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Re: Patriot Arms Incorporated

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I'll have to go passage hunting, it's been ingrained on our campaigns for a long time now. Relatively certain it pre-dated CWC though, and I know it was partnered with the example of CS patrols being able to confiscate weapons, along with any other 'contraband', unless the PC wanted to fight about it.
Can't find it in RMB.. It came down to possession of MD weapons within CS territory.. but as you've noted, permits could be possible for anything with the right contacts or amount of money.
A fascinating corollary to all this is the indication of a hitherto unexplored class of powerful businessmen swinging their weight around within the power structure of the CS.
..Which in turn this thread has explored a bit with PAI.

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Re: Patriot Arms Incorporated

Unread post by Killer Cyborg »

Armorlord wrote:I'll have to go passage hunting, it's been ingrained on our campaigns for a long time now. Relatively certain it pre-dated CWC though, and I know it was partnered with the example of CS patrols being able to confiscate weapons, along with any other 'contraband', unless the PC wanted to fight about it.
Can't find it in RMB.. It came down to possession of MD weapons within CS territory.. but as you've noted, permits could be possible for anything with the right contacts or amount of money.



Hm.
I'll look in SB1. I think there was some stuff in there.

Edit: found some stuff
Spoiler:
SB1, 54 (on robots)
Even the wealthy and influential are seldom given permission to own a robot of any kind within the city. Theoretically, one can own bots for recreational purposes as long as they keep them outside the city limits. However, in practicality, any citizen who purchases and keeps a robot is considered a potential threat, radical, activist, or eccentric, and is kept under surveillance by the secret police.
Travelers wishing to enter the city must place their power armor and/or bot into storage at a CS or privately owned robot storage facility. Mega-Damage and SDC weapons and body armor can also be stored at such a location. Likewise, borgs with weapon systems of any kind are always prevented from entering a city unless they submit to a full examination...

Absolutely no form of mega-damage armor or weaponry is allowed into Chi-Town or any other major CS metropolis! Nor are SDC weapons or armor allowed.

P. 54 (the Burbs)
... Here travelers are rarely required to store their arms or armor. Bots, borgs, power armor, weapons, D-Bees and mutants openly walk the streets.

Some shops and hotels, mostly gambling houses and body chop-shops, will require that a person disarms before entering their establishment and armed guards will be posted at the door to enforce this policy. Still, most places in the Burbs do not have any restrictions. But even in the Burbs, the Coalition can enforce the CS's laws and ordinances about the storage of mega-damage weapons and equipment.

The use of mega-damage force [against law officers] is considered reprehensible and the troops have the authority to terminate the offender on the spot (even if they provoked the fight).

(Robot and Armor Repair)
The black market, CS malls, some burbs, and some of the larger Coalition and non-Coalition communities offer repairs for body armor and robotics.
(subsequent repair prices include missiles, rail guns, and other weapon systems)


A fascinating corollary to all this is the indication of a hitherto unexplored class of powerful businessmen swinging their weight around within the power structure of the CS.
..Which in turn this thread has explored a bit with PAI.

Groovy.


Yes!
In the City Rat description, it mentions "Those who live in the lower levels of a city are generally nicknamed 'Down Siders,' but the city rat is a designation for a Down Sider troublemaker."
In CWC, it mentions (p. 32), "Highbrows/Lofties can travel without restriction to any level lower than their own, although the ISS may look upon them with suspicion if found 'slumming' or 'sludging' on levels lower than 10 (suspected of smuggling, purchasing or dealing drugs, purchasing illegal cybernetics or contraband, rabble-rousing, etc.)."
I wanna know more about Highbrows/Lofties!!
THAT could make an interesting thread in its own right.
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Re: Patriot Arms Incorporated

Unread post by Icefalcon »

I think all aspects of city life in the Coalition Mega-Cities needs more canon coverage. This would make for exciting play, especially if there were subversive elements operating in the city. Whole campaigns could be run here.
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Re: Patriot Arms Incorporated

Unread post by Killer Cyborg »

Added new items.
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Re: Patriot Arms Incorporated

Unread post by Faceless Dude »

Regarding the JA-11, the text in both RUE and the GMG state that it is a pre-rifts design, though a specific manufacturer isn't listed. And though the JA-11 doesn't specify, both the JA-9 and JA-12 state that they're built from a German pre-rifts design.

But, though pre rifts, it's not lost technology. They are still being made by someone.

Lastly, the flavor text for the JA-11 speculate that the built in e-canister is where the CS got the technology for their own E-canister weapons. It further speculates the CS improved the design, as the JA-11 canister couldn't be removed, but the CS canisters can.

Whether this all means that the CS can reverse engineer the laser and make their own 4d6 MD sneer laser rifle is up to you.

Oh yeah. This is all great additions as well. Please keep it up
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Re: Patriot Arms Incorporated

Unread post by Killer Cyborg »

Faceless Dude wrote:Regarding the JA-11, the text in both RUE and the GMG state that it is a pre-rifts design, though a specific manufacturer isn't listed. And though the JA-11 doesn't specify, both the JA-9 and JA-12 state that they're built from a German pre-rifts design.

But, though pre rifts, it's not lost technology. They are still being made by someone.

Lastly, the flavor text for the JA-11 speculate that the built in e-canister is where the CS got the technology for their own E-canister weapons. It further speculates the CS improved the design, as the JA-11 canister couldn't be removed, but the CS canisters can.

Whether this all means that the CS can reverse engineer the laser and make their own 4d6 MD sneer laser rifle is up to you.

Oh yeah. This is all great additions as well. Please keep it up


Well, according to Chaos Earth, the CS copied the design of the NEMA LSR-250 laser rifle, which had a 4d6 MD setting, but the best they could do is the C-10, which only does 2d6 MD. This indicates that a 4d6 single-shot laser is beyond their capabilities... even though, as you say, I'm pretty sure that the JA-11 is still being made today by somebody.
Also, the CS ripped of NEMA's design for the PR-470 Plasma Rifle, turning it into the C-27 Plasma Canon. Both the original NEMA design and the CS design use E-Cannisters.

I think that I'm going to rule, for my setting, that the JA-11 could be replicated by the CS, but not without also replicating a lot of the physical characteristics of the gun, including the built-in E-Cannister. So even though they could replicate it, they couldn't replicate it without people recognizing what they had done... and their pride won't let them do that. They have to maintain the image that all their technology is their technology.
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Re: Patriot Arms Incorporated

Unread post by Faceless Dude »

Killer Cyborg wrote:
Faceless Dude wrote:Regarding the JA-11, the text in both RUE and the GMG state that it is a pre-rifts design, though a specific manufacturer isn't listed. And though the JA-11 doesn't specify, both the JA-9 and JA-12 state that they're built from a German pre-rifts design.

But, though pre rifts, it's not lost technology. They are still being made by someone.

Lastly, the flavor text for the JA-11 speculate that the built in e-canister is where the CS got the technology for their own E-canister weapons. It further speculates the CS improved the design, as the JA-11 canister couldn't be removed, but the CS canisters can.

Whether this all means that the CS can reverse engineer the laser and make their own 4d6 MD sneer laser rifle is up to you.

Oh yeah. This is all great additions as well. Please keep it up


Well, according to Chaos Earth, the CS copied the design of the NEMA LSR-250 laser rifle, which had a 4d6 MD setting, but the best they could do is the C-10, which only does 2d6 MD. This indicates that a 4d6 single-shot laser is beyond their capabilities... even though, as you say, I'm pretty sure that the JA-11 is still being made today by somebody.
Also, the CS ripped of NEMA's design for the PR-470 Plasma Rifle, turning it into the C-27 Plasma Canon. Both the original NEMA design and the CS design use E-Cannisters.

I think that I'm going to rule, for my setting, that the JA-11 could be replicated by the CS, but not without also replicating a lot of the physical characteristics of the gun, including the built-in E-Cannister. So even though they could replicate it, they couldn't replicate it without people recognizing what they had done... and their pride won't let them do that. They have to maintain the image that all their technology is their technology.


There's one more thing that I overlooked, and should be noted.

The CV-213 issued to skelebots has 2 single shot settings, 2d6 and 4d6 md. Range is only 2000 feet, down from the JA-11 at 4000', but it is also a variable frequency rifle. What this might normally tell me is the CS can make a 4d6 single shot laser and have in not look like the JA-11, if they sacrifice range. Not ideal for a sniper weapon, but there ya go.

An interesting note though, the CV-212, which is the same weapon but used by troops and not bots, sacrifices the 4d6 setting for a three shot burst doing 6d6. Not sure if this was intentional, I think my GMG and original SB1 have the same damages for both weapons.
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Re: Patriot Arms Incorporated

Unread post by jaymz »

Keep it up KC, lovin' it.
I am very opinionated. Yes I rub people the wrong way but at the end of the day I just enjoy good hard discussion and will gladly walk away agreeing to not agree :D

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Re: Patriot Arms Incorporated

Unread post by Killer Cyborg »

Added more stuff.

As I'm posting more and more things up there, I'm increasing the likelihood that I'm hitting something that's already covered somewhere that I've forgotten or am unaware of.
So if anybody sees anything that doesn't make sense, PLEASE let me know; I'm trying to stick as close to canon as possible.
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Re: Patriot Arms Incorporated

Unread post by Killer Cyborg »

Faceless Dude wrote:
Killer Cyborg wrote:
Faceless Dude wrote:Regarding the JA-11, the text in both RUE and the GMG state that it is a pre-rifts design, though a specific manufacturer isn't listed. And though the JA-11 doesn't specify, both the JA-9 and JA-12 state that they're built from a German pre-rifts design.

But, though pre rifts, it's not lost technology. They are still being made by someone.

Lastly, the flavor text for the JA-11 speculate that the built in e-canister is where the CS got the technology for their own E-canister weapons. It further speculates the CS improved the design, as the JA-11 canister couldn't be removed, but the CS canisters can.

Whether this all means that the CS can reverse engineer the laser and make their own 4d6 MD sneer laser rifle is up to you.

Oh yeah. This is all great additions as well. Please keep it up


Well, according to Chaos Earth, the CS copied the design of the NEMA LSR-250 laser rifle, which had a 4d6 MD setting, but the best they could do is the C-10, which only does 2d6 MD. This indicates that a 4d6 single-shot laser is beyond their capabilities... even though, as you say, I'm pretty sure that the JA-11 is still being made today by somebody.
Also, the CS ripped of NEMA's design for the PR-470 Plasma Rifle, turning it into the C-27 Plasma Canon. Both the original NEMA design and the CS design use E-Cannisters.

I think that I'm going to rule, for my setting, that the JA-11 could be replicated by the CS, but not without also replicating a lot of the physical characteristics of the gun, including the built-in E-Cannister. So even though they could replicate it, they couldn't replicate it without people recognizing what they had done... and their pride won't let them do that. They have to maintain the image that all their technology is their technology.


There's one more thing that I overlooked, and should be noted.

The CV-213 issued to skelebots has 2 single shot settings, 2d6 and 4d6 md. Range is only 2000 feet, down from the JA-11 at 4000', but it is also a variable frequency rifle. What this might normally tell me is the CS can make a 4d6 single shot laser and have in not look like the JA-11, if they sacrifice range. Not ideal for a sniper weapon, but there ya go.

An interesting note though, the CV-212, which is the same weapon but used by troops and not bots, sacrifices the 4d6 setting for a three shot burst doing 6d6. Not sure if this was intentional, I think my GMG and original SB1 have the same damages for both weapons.


Hm.
That's a good catch.
The history, as far as I can tell, is this:
The CV-213 was originally just a CV-212 with a power adapter for skelebots.
The CV-212 was just a VF version of the C-12 (note that the only differences are the V for variable, and an extra 2?).
The C-12 had two settings, a 2d6 MD setting and a 4d6 MD setting.
For a long time, people thought that the 4d6 setting was a single shot setting with more power, but eventually we on the boards (with a few rare exceptions) hashed it out and came to the conclusion that the 4d6 setting was the 5-shot burst setting.
Which would mean that the CV-212's 4d6 setting was also the burst setting.
Which would mean that the CV-213's 4d6 setting was also the burst setting.
BUT the authors seem to have either gotten confused or changed their minds somewhere along the way.
Currently (2nd printing of RUE), the CV-213's 4d6 MD setting has no official explanation, as there is no mention of a 5-shot burst setting anywhere in the gun's description.
The CV-212 mentions that it can fire "a single shot or a burst of three," and lists Setting Two as a 6d6 MD burst.

Added all together, one could argue that the CV-213's 4d6 setting IS in fact currently a single-shot setting.
On the other hand, since the CV-213 is still described as "the robot modified version of the Coalition's CV-212," one could also assume that the CV-213's damage listing of 4d6 MD is a typo, and consequently should be ignored.
OR that the damage listing is correct, but the weapon is limited to a two-shot burst for some reason.
OR even that the damage listing is correct, but for a five-shot burst, and that the CV-212's damage listing for a "burst" is a typo, and should actually be a pulse (which would fit the damage more).

All told, you raise a good point, but it's a mess that I don't really want to get into.

BUT since you brought it up, I'll post my version of a CV-213 Sniper Conversion HERE, though it won't be added to the official PAI catalog:

CV-213 Sniper Conversion Kit
When the Coalition revamped the CV-212 in order to make it a more effective weapon for robots, they also stumbled onto the means of using the increased power contained in the Skelebot's nuclear power supply to make a more powerful laser blast. The sheer power of this blast not only made the Skelebots more accurate with their firepower than they would be with burst-firing weapons, it attracted the attention of snipers looking for a powerful single-shot weapon.
This Sniper Conversion Kit can be used to retool the CV-213 for more effective use by snipers.
It eliminates the lower MD setting, and focuses solely on the more powerful blast. This blast uses more energy than a normal blast, which is why the weapon is currently primarily designed for robots, but many snipers consider the sacrifice to be well worth it in exchange for the increase in accurate firepower.
Weight: 6.5 lbs.
Mega-Damage: 4d6 MD per single shot.
Rate of Fire: Single Shot only.
Effective Range: 2,000'
Additional: The weapon can either be rebalanced in general (+1 strike), or can be modified to fit an individual shooter (+2 natural strike bonus). It is also fitted with the C-10's experimental laser sight, which provides a +3 bonus to strike.
Payload: 10 shots per standard E-Clip, or 15 shots per long E-Clip
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Re: Patriot Arms Incorporated

Unread post by ZINO »

I am impress here wow very well dome man!!or as I like to say SICK AWESOME MAN!!!
let your YES be YES and your NO be NO but plz no maybe
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Re: Patriot Arms Incorporated

Unread post by Killer Cyborg »

ZINO wrote:I am impress here wow very well dome man!!or as I like to say SICK AWESOME MAN!!!


Thanks!
:D
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Re: Patriot Arms Incorporated

Unread post by 9voltkilowatt »

Personally i don't think the CS needs more options to work with...

but you managed to do it while adding flavor, some insight and no power creep, so, kudos.

P.S. The S.D.C. equipment was a nice touch and can work wonders for a burb based game.
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Re: Patriot Arms Incorporated

Unread post by Killer Cyborg »

Added a new weapon:

PAI Double-Colt Automatic Pistol
This is a mega-damage (7 MDC) version of the Arsenal Firearms AF2011 automatic pistol, made from a high-tech ceramic/metal hybrid, with some plastic parts, but using the same basic design as the original. It is gaining popularity as a showpiece, and as a reliable backup weapon in areas where solid specialty rounds are more effective than energy weapons (i.e., areas with vampires, werewolves, etc.).
The MDC construction allows for much easier maintenance, and makes the weapon impervious to conventional rust and corrosion. It also allows for the firing of iron or silver rounds without any damage to the barrel.
All PAI Double-Colts are in excellent condition from the factory come standard with improved balance, providing a +1 to strike on all attacks.
Weight: 3.0 lbs.
Range: 135'
Payload: 7 rounds per magazine. Holds two magazines, one for each barrel.
Damage: 4d6 SDC per standard .45 ACP round. Each pull of the trigger fires two rounds, one from each barrel. Both hit the same target, provided that the target is at least the size of an orange, resulting in double damage.
A 6-round burst (semi-automatic, three shots from each barrel) inflicts x4 damage.
Cost: CR 12,000
Special modifications, as detailed on p. 127 of RGMG are also available at 10x the normal cost, except for Improved Balance, which is standard)

Note that with the PAI Double-Colt can fire PAI's specialty rounds for the .45 Mega-Colt.
The damage with those rounds is:
.45 Caliber "Decapitator" Ammunition: 2d4x10 SDC per double-shot. 4d6x10 SDC per 6-shot burst.
.45 Caliber "Dyno-Shot" Light Explosive Ammunition: 3d6x10 SDC per double-shot. 6d6x10 SDC per 6-shot burst.
.45 Caliber "LAWman" Medium Explosive Ammunition: 4d4x10 SDC per double-shot. 5d6x10+20 SDC per 6-shot burst.
.45 Caliber "Mega-Shot" Heavy Explosive Ammunition: 2d4 MD per double-shot. 4d6 MD per 6-shot burst. (Not bad firepower, but expensive: one 6-shot burst would cost CR 1,800!)
.45 Caliber "Ares" Ammunition: 2 MD to MD targets per double-shot (or 6d6x10 SDC to soft targets). 1d6 MD per 6-shot burst (to any target).
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Re: Patriot Arms Incorporated

Unread post by ffranceschi »

Killer Cyborg wrote:Questions and criticisms are more than welcome, btw. I'm trying to keep this stuff as close to book-legal as possible, as well as being reasonable.
So as people read through the stuff, or playtest it, if there are any problems or even surprise benefits (like the vampires with Bone-Dri), by all means, let me know.
:ok:


Very well done. I even like the name "Patriot Arms Inc.". I would like to see this kind of material (CS related) in a Rifter article!
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Re: Patriot Arms Incorporated

Unread post by MikelAmroni »

Hey KC.

First, glad to see great minds think alike on some of the stuff. Still its a very expansive list of really good stuff. Some of this I include as options the military has, but doesn't use very often. I also introduced, for my own games a new manufacturer that also gets some of the military contracts, and I'd say that PAI has the same thing. Some of it is created for the military, which is why they have such an in-depth knowledge of the military gear. We have the Multi-optics upgrade as a by request only conversion that the armory can do pretty well on demand, as long as there aren't too many requests at once. Of course it should be noted that I am still pre-CWC in timeline for my game - so a lot of this won't see use in my game because of that.

The company I use is Coalition Munitions, and right now I have their military catalog including:
CM-10 10mm Automatic Pistol http://i243.photobucket.com/albums/ff24 ... /CM-10.jpg
Used as a sidearm by many pre-Rifts military personnel, terrorists, and well-equipped criminals. It is now favored by CS Special Forces, and the special forces of a few other nations. Produced by GAW, WI, and many other small time manufacturers.
Spoiler:
Weight: 2 Ibs (.9 kg).
S.D.C. Damage: 4D6 (10x21mm or 10x25mm rounds)
Damage: Against Mega-Damage targets, 10x25mm SLAP (Saboted Light Armor Piercing) rounds inflict 1 M.D. point. "Soft" S.D.C. targets take 3D6x10 S.D.C. Commercially available 10x21mm Ramjets do the same as CS SLAP rounds.
Rate of Fire: Standard.
Range: 120 feet (36.5 m).
Payload: Typically 15 shots
Note: The CM-10 Mark 1 uses 10x21mm rounds and can only accept ramjet rounds. the CM-10 Mark 2 can only accept CS SLAP rounds and normal 10x25mm rounds - specify which you get). The gun also has an under barrel Picatinny rail which can mount a great number of attachments

CM-57P 5.7mm Automatic Pistol http://i243.photobucket.com/albums/ff24 ... /CM-57.jpg
Used as a sidearm by many pre-Rifts military personnel, police, and well-equipped criminals. Now favored by the ISS and many CS Military personnel. Produced by GAW, WI, and many other small time manufacturers.
Spoiler:
Weight: Just under 2 lbs (.9 kg).
Damage: 5D6 per round. (5.7×28mm rounds)
Damage: Against Mega-Damage targets, 5.7x28mm SLAP (Saboted Light Armor Piercing) rounds inflict 1d6 M.D. point. "Soft" S.D.C. targets take 100 times that in S.D.C. damage when hit directly. Commercially available 5.7x28mm Ramjet rounds do the same as CS SLAP rounds.
Rate of Fire: Standard.
Range: 120 feet (36.5 m).
Payload: Typically 20 rounds
Note: The gun has an under barrel Picatinny rail which can mount a great number of attachments.

CM-905 BFR 12.7mm Revolver http://i680.photobucket.com/albums/vv16 ... bull-3.jpg
The CM-905 BFR ("Big Frame Revolver" or more crudely "Big Freaking Revolver") is a dual action hand cannon shooting 12.7x35mm rounds. This weapon is only currently mass produced for the CS military, though the weapon is easily custom produced by any gunsmith capable of doing custom work. It is sold on a limited basis to CS Officers, NCOs (upon approval from base security), and retired veterans with a need (licensed dinosaur hunters, licensed mercs, etc).
According to rumors, the Black Market has acquired a shipment of the weapons and is in the process of producing a knock-off (reduce range by 10% and increase weight by 2 pounds), but they are not projected to hit the market until late 105 PA.

Spoiler:
Weight: 5.3 lbs (2.4 kg).
Damage: 6D6 per round.
Damage: Against Mega-Damage targets, 12.7x35mm SLAP (Saboted Light Armor Piercing) rounds inflict 2d4 M.D. point. "Soft" S.D.C. targets take 6D6x10 S.D.C. There are currently no commercially mass produced shells, though custom gunshops can make DU or Ramjet versions of these rounds easily enough, though at the cost of a heavy ramjet round.
Rate of Fire: Single Shots only.
Range: 800 feet (224 m)
Payload: 5 shots
Bonus: +1 to aimed shots due to superior venting and balance of the weapon.

CM-457AR Assault Carbine http://i243.photobucket.com/albums/ff24 ... CM-457.jpg
This Carbine is a favorite of CS forces everywhere, especially CS security forces. It is compact and versatile. It can use either 5.7x28mm standard rounds (SDC) or SLAP rounds of the same caliber (MD). The weapon is a modern weapon, made with military methods, and because of this is very sturdy and remarkably lightweight. The upper rail for the sight and the lower rail allows great tactical variations. Its noise and reliance on physical ammunition makes it a poor candidate for a primary battle rifle for the CS< but it holds its own in special purpose and units with a base to fall back on. It is very popular with the ISS and CS Military Police. It can also easily use silver ammunition, and Lone Star has a hybrid wood/silver round it uses to great effect. Bases near known faerie folk locations are known to use iron based ammunition when appropriate as well. Rubber bullets are often used for crowd control purposes.
Spoiler:
Damage: 5D6 S.D.C. per round. 1d6x10+5 S.D.C. for a three-round burst (5.7×28mm rounds); Rubber Bullets do 1d6 damage per round, and 3d4+1 for a three round burst.
Damage: Against Mega-Damage targets, 5.7x28mm SLAP (Saboted Light Armor Piercing) rounds inflict 1d6 M.D. points of damage. A three round burst inflicts 2d6+2 M.D. points of damage. "Soft" S.D.C. targets take 100 times that in S.D.C. damage when hit directly. Commercially available 5.7x28mm Ramjet rounds do the same as CS SLAP rounds.
Rate of Fire: Semi-automatic and three-round burst, not capable of fully automatic fire. Meant as a precision weapon.
Range: 656 ft (200 m)
Payload: Typically 50 rounds

CM-940BR Battle Rifle http://i243.photobucket.com/albums/ff24 ... eRifle.jpg
By 101 PA, the Coalition States Military Command had long since recognized that it didn't have an effective ballistic option short of the various rail guns used by the military. The first options were basically modern made assault rifles with Saboted Light Armor Piercing rounds. 5.56 NATO and 7.62 NATO were the two most common rounds used for this. While this was a good stopgap measure, Command decided that they needed a much more robust design.
In it's search for reliable and man portable ballistic options for its military forces, the Coalition States has done exhaustive research on every known caliber of ammunition. It was decided that while Saboted Light Armor Piercing rounds were preferable to normal ammunition, this was not a good long term solution. Instead Coalition engineers designed a round from the ground up to fit their needs. In the end a new round, a 9.4x51mm round was developed, base on a pre-rifts big game hunting round. Designed as SLAP from the start, this round was never intended for civilian applications. Still a non-SLAP version exists, mostly for ISS use. The penetration and force of the round was comparable to the damage of a C-18 Laser pistol! From there it was a simple matter to develop a battle rifle around the round's performance.
Another pre-rifts design, pulled from the secret databases of Chi-town, was chosen as the basis of the new rifle. A bullpup design with a stock inserted magazine and a rail on the top, and a smaller rail in front of the trigger. Some juggling and retooling of components was needed to convert the design for the new round, but in the end the engineers had designed a very capable battle rifle. It has a selectable rate of fire for single shot, three round burst, and full auto. The full automatic fire mode was considered ill advised, however, due to the vertical lift on the barrel. Still in three round burst fire mode, it was able to accurately put every round on a single target within a 20 mm diameter circle, and keep doing it for the entire contents of the 48 round magazine. The three round burst put it on par with the C-12 for damage and penetration, making it a perfect fit for the military.
It was released in 103 PA, and by 104PA had even found purchase in the armories of the CS Navy, but only in small numbers. So far the Black Market hasn't reproduced the rifles themselves, but they are producing an explosive round based on the normal round. For Brown Water crews, the only place to get the rifle is at Naval Station Baton Rouge, and only in small numbers and with a lot of officer politics involved.

Spoiler:
Weight: 13.8 lb (6.2 kg) empty
15.5 lb (7.0 kg) w/ loaded magazine
Maximum Effective Range (w/out scope): 1650 feet (500 m)
Maximum Effective Range (w/red dot scope): 2610 feet (800 m)
Damage (Regular Ammunition): 1d4x10 SDC per round, 3d4*10 per 3 round burst
Damage (SLAP or Light Explosive Armor Penetrator Ammunition): 2d4 MDC per round, 4d6 MDC per 3 round burst
Rate of Fire: single, or 3rd bursts (when aimed at the main body all three rounds will hit the target)
Payload: 48 round magazine
Note: The weapon is extremely well balanced and has revolutionary venting systems that makes it very accurate when fired in single shot or three round burst mode (+1 to strike). A Red Dot Scope or an infrared laser targeting add-on will increase this bonus to +2 overall. In full automatic mode, these bonuses are lost as the complicated venting cannot effectively get rid of all of the barrel lift. The black market Light explosive armor penetrator rounds tend to foul the barrel more than the Coalition SLAP rounds, and thus require double the amount of maintenance time.


I also have three variants of the C-10
The C-10 (normal Assault Variant - by the book) http://i243.photobucket.com/albums/ff24 ... s/C-10.jpg
the C-10C (CQB Carbine http://i243.photobucket.com/albums/ff24 ... /C-10C.jpg
The C-10 light laser carbine is a variant of the C-10 and greatly resembles the light laser. The only difference in appearance is a shorter barrel and it has the more robust, and limited, optics of the C-12. It is a favorite weapon of CQB teams and is known for its durability in the field. This is the first weapon that was fitted with the heavier damage capacitors later used, and perfected, in the C-14 Fire Breather.
Spoiler:
Mega-Damage: Setting One (Single Shot): 3D6 M.D.
S.D.C. Damage: Setting Two: 6D6 S.D.C.
Rate of Fire: Aimed, burst, wild; see Modern Weapon Proficiencies.
Effective Range: 1200 feet (610 m)
Payload: 20 blasts from standard E-Clip or 30 from a long E-Clip.
Note: An E-Clip canister can not be used with this weapon.

And the C-10S (Sniper variant - ala the TAG article. I actually have the author of that article in my game, and he was gratified we used it at all. I made some mods, but still. http://i243.photobucket.com/albums/ff24 ... /C-10S.jpg
A limited run variant of the C-10 Laser Assault Rifle, this weapon is made specifically for snipers, and is less useful in an assault situation. Since it usually ends up in the hands of the highly trained TAG operatives, this is usually not a problem. These highly trained specialists know all of the quirks of these rifles, and are very careful with them. Spare rifles are hard to come by, as these rifles are manufactured on an as-needed basis. TAG operatives who lose their rifle or allow it to be damaged or destroyed are usually looked down upon.
Spoiler:
Weight: 5 lbs
Mega-Damage: 3d6 MD
SDC Damage: 6d6 SDC
Rate of Fire: Single Shots only
Payload: 15 from a short E-clip, and 25 from a long E-Clip. (6 SDC shots = 1 MD)
Effective Range: 2500 feet (762 m)
Laser Targeting: Add +3 to strike on an aimed shot, but only when the laser targeting system is functioning. No bonus when on the blink.
Note: An E-Clip canister can not be used with this weapon.
Last edited by MikelAmroni on Thu Oct 18, 2012 7:12 pm, edited 1 time in total.
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Re: Patriot Arms Incorporated

Unread post by Killer Cyborg »

Nice, Mike! :ok:
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Re: Patriot Arms Incorporated

Unread post by MikelAmroni »

Killer Cyborg wrote:Nice, Mikel! :ok:


Fixed that for ya. :P And thanks! Glad you liked. The Battle Rifle is my big favorite of that bunch. It's on my DeviantArt page, one of the few pieces that's all mine, aside from using PimpMyGun to create it. The FN2000 is such a cool looking weapon, and using a round like that makes sense. I used some of the rounds in Dinosaur Swamps for reference points.
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Re: Patriot Arms Incorporated

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PAI-1400 Laser Gatling Gun
The PAI-1400 is created by using stripped-down C-14 Firebreather rifles to create a 10-barrel gatling gun for use as a vehicle-mounted weapon. The recent surplus of this reliable weapon, created by it's replacement with the CP-50 for official Coalition use. The techs at PAI have started buying up damaged surplus, and retooling them for a newer, deadlier purpose.
By rotating a series of rifles, a high rate of laser fire is able to be achieved without using expensive pulse technology, and without risking a melt-down of the barrels or other crucial components of the weapons. Combined with a nuclear power supply, a special cooling system, and an electric motor for faster rotation speed, the result is a powerful weapon with a high rate of fire and significant range.
As a vehicle-mounted weapon, there is no strike penalty. A hand-held weapon for borgs/bots is also made, but there is a -3 strike penalty for robotic PS of 20 or higher, and a -6 strike penalty for anything less than 30.
Damage: A burst of 40 rounds inflicts 2d6x10+20 MD. A Spray of 40 rounds inflicts 3d6 MD to 1d8 targets.
Rate Of Fire: Burst or Spray. Either counts as one melee attack.
Weight: 140 lbs.
Cost: CR 420,000
Last edited by Killer Cyborg on Mon Oct 01, 2012 10:31 pm, edited 1 time in total.
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Re: Patriot Arms Incorporated

Unread post by Killer Cyborg »

Johnnycat93 wrote:
Killer Cyborg wrote:PAI-1400 Gatling Gun
The PAI-1400 is created by using stripped-down C-14 Firebreather rifles to create a 10-barrel gatling gun for use as a vehicle-mounted weapon. The recent surplus of this reliable weapon, created by it's replacement with the CP-50 for official Coalition use. The techs at PAI have started buying up damaged surplus, and retooling them for a newer, deadlier purpose.
By rotating a series of rifles, a high rate of laser fire is able to be achieved without using expensive pulse technology, and without risking a melt-down of the barrels or other crucial components of the weapons. Combined with a nuclear power supply, a special cooling system, and an electric motor for faster rotation speed, the result is a powerful weapon with a high rate of fire and significant range.
As a vehicle-mounted weapon, there is no strike penalty. A hand-held weapon for borgs/bots is also made, but there is a -3 strike penalty for robotic PS of 20 or higher, and a -6 strike penalty for anything less than 20.
Damage: A burst of 40 rounds inflicts 2d6x10+20 MD. A Spray of 40 rounds inflicts 3d6 MD to 1d8 targets.
Rate Of Fire: Burst or Spray. Either counts as one melee attack.
Weight: 140 lbs.
Cost: CR 420,000

I'm confused. Is this a laser gatling gun with a large power source or does it actually fire "rounds"?


Laser Gatling Gun.
I'll specify in the title.
Last edited by Killer Cyborg on Tue Oct 02, 2012 2:13 pm, edited 1 time in total.
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Re: Patriot Arms Incorporated

Unread post by Veritas476 »

KC, love what I've seen so far. I like how you've re-purposed a lot of old CS tech. :)
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Re: Patriot Arms Incorporated

Unread post by Blindscout »

Dang it. My printer is out of ink. Going to have to go buy more so I can print out this slice of awesomeness and add it to my GM binder.

Darn Fine work, KC! :ok:
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Re: Patriot Arms Incorporated

Unread post by MikelAmroni »

Blindscout wrote:Dang it. My printer is out of ink. Going to have to go buy more so I can print out this slice of awesomeness and add it to my GM binder.

Darn Fine work, KC! :ok:

That's what CutePdf writer is for :) Works like a printer, prints to a PDF. Then print to paper later. :)
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