PS MBT-28 Vyrmm Tyrannis Main Battle Tank(aka ‘Vyrman Tank’)
http://i408.photobucket.com/albums/pp164/taalismn/img715_zpshsycblgu.jpg “You get a lot of immediate talk amongst the armor-jocks about who’s the better heavy-dealer, the Vyrmms or the Shadowfists. The Von Stueben crews try to get in on it, but they’re essentially self-propelled guns. Same thing for the Slepnirs, much as they try to act like tanks. Hovertanks don’t count. No, it comes down to the ‘fists and the Tyrannises. The Shadowfists claim they have the armor and the guns, but they’re stealth units; hit and run, ideally from a distance. They don’t like to brave open field fire. Vyrmm -jocks? We’re meant to be seen. Because when we take the field it shows we got so much confidence that we’re going to kick somebody’s ass, we can afford to be big, bold, and bad. See us advance, hear us roar. And after they see their first few shots get deflected, or shrugged off, the enemy starts thinking we’re UNSTOPPABLE. Thoughts like that can break an enemy.”
----Lieutenant Bakar Scabbis, 1st ‘Saber Rattlers’ Armored Company, GNE Irregulars.
“Oh , the extra frippery on the armor gives our mechanics bloody ulcers when it comes to repairing the stuff, but it sure comes in handy when we’re dealing with more primitive peoples. I’ve had entire armies decamp and run when we show our ugly selves on the battlefield. One warlord thought he could arm a bunch of bronze-age tribals he’d recruited on the other side of a rift with ‘god weapons’, and use them as cannonfodder against one of our settlements. One look at us advancing in formation, and those brave ‘chosen of the gods’ started screaming about monsters of their underworld and ran for the hills. Mopping up the remaining diehards, the stupid, and the few real troops left behind was almost anticlimactic.”
---Captain Halsdis Chemark, 17th Armored Battalion, GNE Regular Army
Paladin Steel is not known for aesthetics when it comes to its heavy combat vehicles, believing that form follows function, which has earned it the dubious distinction of being the ‘chunky but functional’ company. In the past, PS has capitalized on this by using the rather nondescript looks of its vehicles to conceal their modularity. Therefore, the recently-introduced Vyrmm Tyrannis Main Battle Tank comes as a shock to just about everybody; the tank is as aesthetically sculpted for visual impact as it is designed for functionality.
Some analysts credit ex-Tolkeenites living in the GNE for the Vyrmm Tyrannis design, while others cite the placement of a dragon on the PS Executive Board as the reason for the change in looks. Yet others claim that expeditionary reports from the Far East have influenced the look of the new vehicles.
The Vyrmm is shaped for both visual shock value and functionality, and many observers, seeing it for the first time, have trouble telling if they’re seeing a technological creation or a living creature, or some fearsome hybrid of both. The Vyrmm Tyrannis follows the general configuration of PS’s earlier MBT-07 Black Bear in having four separate articulated tracks, only each unit is larger, wider, and protected by a ‘clawed’ over-cestus of armor. The Vyrmm has the option of moving on treads, or shambling via robotic walking over rough terrain. Though wider than most other tanks(and this sometimes causes problems in transport), the Vyrmm has a larger ‘footprint’, lower ground pressure, and faster speed than most other MBTs.
The main turret is sculpted to look like a crouching dragon, the long outstretched main gun capped by a muzzle-brake shaped like a dragon’s head, mouth open around the weapon’s muzzle. Two coaxial rapid-fire weapons are mounted at the base of the gun barrel, flanked by two articulated wing-shields that serve both to conceal a pair of missile launchers, and act as standoff shielding against anti-armor missiles. A powered cupola sports a secondary weapon, and the turret sports an articulated tail that acts as both another light gun mount and a sensor mast.
Paladin Steel’s traditional modularity and option-tolerance has not been shirked, either. This means that it is nearly impossible to know ahead of time what a Vyrmm Tyrannis may be sporting in the way of armaments. It has also made positive identification of any given formation of the tanks and their affiliation that much more difficult, especially if the operators have the resources and disposition to frequently change out weapons and accessory fits.
The Vyrmm Tyrannis’s exotic looks were so much of a departure from PS’s regular aesthetics that, during the first large scale deployment of the type off-world/outdimension on the contested world of Stratus Azurakis, opposing Kretig commanders assumed that an entirely different faction, aside from the CAF(which PS/ASI was quietly supporting in the campaign) had entered the fray. The confusion bought the GNE forces enough time to seize a search area in a disputed war zone, extract several personnel, and escape. In another incident, however, the Tyrannis’ monstrous looks worked against it, when a company of the tanks were mistaken for an incursion of Infernal war machines, triggering a planet-wide alert, and the unwelcome attentions of several divisions’ worth of local defenders rallying to surround and attack the surprised mercenary unit that was just passing through.
Though still relatively new, the Vyrmm Tyrannis has caught on with a number of Irregular units in GNE employ. It has also, interestingly, been seen in numbers deployed with the NeShemar defense militias of the Shemarrian Thousand Dragons’ fringe clan. It is unknown if these vehicles are direct sales, license-built copies, or knockoffs of the PS design.
Type: PS-MBT-28 Vyrmm Tyrannis
Class: Main Battle Tank
Crew: 4
MDC/Armor by Location:
Main Body 650
Main Turret 375
Main Gun 180
Foreclaw Guns(2) 75 each
Command Cupola 110
WingShields(2) 200 each
Tail Mast 150
Treads(4) 150 each
Height: 20 ft. The tail mast can rise up to 32 ft above the tank.
Width: 24 ft
Length: 40 ft
Weight: 74 tons
Cargo: Small space in hull and turret for survival packs, side arms, and a few small personal possessions.
Powerplant: Nuclear Fusion w/ 20 year energy life
Can be fitted with supplemental TW powerplants: typically (‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
OR...(‘Sorcerer’)--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus
Cost: (‘Wizard’)----2 million credits
(‘Sorcerer’)---- 3 million credits
Speed: (Treads) 100 MPH
(Walking) 15 MPH, but can clamber over obstacles and climb a 60 degree grade.
(Underwater) Limited to fording and driving along the bottom; can seal itself up and drive underwater along the bottom of rivers and lakes. 7 MPH maximum, and can survive depths down to 100 ft.
Market Cost: 38 million credits
Systems of Note:
Standard robot features, plus:
*Laser Targeting---+1 to strike with ranged weaponry
*Short Range Radar---50 mile range, w/ trajectory backtrack capability
*ECCM system--- Because of the Coalition’s(and other high-tech adversaries’) increasing use of jamming during assaults to divide defenders and cut them off from reinforcement, PS decided to install an ECCM system in its MBTs to insure that the slow moving tanks can receive and send in the thickest EW-jamming conditions. A semiautomatic system that uses electronic encryption and frequency jumping to (attempt to) negate jamming systems. The system has a 25% chance of negating radar or communications jamming(non-magical) on its own, or a +5% if the pilot has a Read Sensory Instruments or Radio: Scramblers skill and devotes a full melee to operating the system(no other attacks/actions are possible). Having an Electronic Warfare Skill gains a +15% bonus to operating this system.
Note that this only applies to received communications(the system filters them out from the jamming clutter) and sensory data received by that unit alone(other units cannot make use of it, unless they have an unaffected datalink/info-share with the ECCM equipped unit. Magic/psychic jamming is NOT affected by this system.
*Jamming Systems---The tail mast is lined with emitters for radar jamming systems. Enemy radar-guided weapons are -3 to strike.
Radio Jamming---The Spoofing system can jam all radio communications (65% effectiveness)in a 5 mile radius. ECCM must be employed to cut this jamming.
*Stabilization Jacks---The Tyrannis’s claw-paws can dig into a surface, anchoring the tank within 5 seconds, affixing it like a barnacle, and able to stay upright in even hurricane-force winds. System can disengage in 2 seconds, for that speedy getaway.
*Tail Mast----The Tyrannis’s turret-tail ends in a sensory cluster surrounded by protective blades and weapons mount, that holds a variety of optical sensors useful for ‘periscoping’ from underwater and behind cover. Also holds a laser designator (50,000 ft range) useful for ‘painting’ targets for laser-guided ordnance.
Weapons Systems:
1) Main Gun----The turret mounts a heavy long range weapon, typically an energy weapon, for greater battlefield endurance.
Magic Weapons are also possible and popular, though these tend to be more expensive, shorter ranged, and require special equipment; onboard PPE generators and batteries, and special crystalline booster barrels(based on Ghanam Arms’ booster barrels for TW small arms). Still, when facing targets vulnerable only to magic, these weapons can be well worth their expense.
a) 120 mm Cannon(PS-AC-B120)
Range: 6,000 ft
Damage: High Explosive(HE): 1d6x10 MD to 20 ft blast radius
High Explosive Anti-Tank(HEAT): 2d6x10 MD to 10 ft blast radius
Armor Piercing(AP) 1d4x10 MD, no blast radius
APSD: 2d4x10 MD, no blast radius
Rate of Fire: 3 times per melee
Payload: 80 rds
Cost: 240,000 credits
b) 100mm MB Massdriver Cannon(PS-MDJ100M)
Range:(Direct Fire APFSDSDU) 27,000 ft (5.4 miles)
(Indirect Fire) 67,500 ft( 13.7 miles)
Damage: High Explosive(HE)---- 1d6x10 MD to 20 ft radius
High Explosive Anti-Tank(HEAT)---- 2d6 x10 MD to 10 ft radius
Fragmentation--- 2d6x10 MD to 30 ft radius
Plasma-----3d6x10 MD to 35 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 4d6x10 MD out to 11,000 ft, 2d6x10 MD out to maximum range
Rate of Fire: Four times per melee
Payload: 100 rds
Cost: 1.8 million credits
c) Heavy Rail Gun
Range: 11,000 ft
Damage: 3d4x10 MD per 40 rd burst; can only fire bursts.
Rate of Fire: ECHH
Payload: 8,000 rd drum(200 bursts)
Cost: 250,000 credits
d) Gatling Cannon---PS-XGECAL 50 “Ripkiller”---Based on the pre-Rifts .50 caliber GECAL 50 Six Barrel Machine Gun, this weapon fires high explosive shells(based on the Wellington Industries Heavy Explosive shells) over three miles, to devastating effect. It has excellent range and hitting power, and can be used in both the ground suppression and antiaircraft roles.
Range: 19,000 ft!
Damage: 1d4 MD single shot, 1d4x10 MD per 12 shot burst(1 attack), 2d4x10 MD per 24 rd burst(2 attacks), 4d4x10 MD per 60 rd burst(3 attacks), 1d4x100 MD per 120 shot burst(takes ALL attacks that melee)
Rate of Fire: ECHH
Payload: 2,400 round drum (20 full-melee bursts)
Cost: 250,000 credits
e) Heavy Pulse Laser
Range: 8,000 ft
Damage: 4d6 MD single blast
1d4x10 +6 MD double blast
1d6x10 +10 MD triple blast
Rate of Fire: EPCHH
Payload: Unlimited linked to nuclear power source
Cost: 3.7 million credits
f) Series 2098 Heavy Ion Cannon
Range: 6,000 ft
Damage: 3d4x10 MD per shot
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage
Rate of Fire: 4 times per melee
Payload: Effectively unlimited
Cost: 1.2 million credits
g) Heavy Plasma Cannon
Range: 4,000 ft
Damage: 1d4x10 MD per blast
*Can be increased by 50% with a ‘hot shot’ injection of deuterium gas
Rate of Fire: EGCHH
Payload: Effectively unlimited linked to nuclear power source
Deuterium Gas Reservoir has enough gas under pressure for 45 shots.
Cost: 3 million credits, plus 1,200 credits per deuterium ‘hotshot’ cartridge.
h) Particle Beam Cannon---A rapid-fire particle beam cannon, adapted from the KLS Mrk IV Glitterboy PB-20 Rapid Acceleration Particle Beam Cannon.
Range: 11,000 ft
Damage: 4d6x 10 MD single blast
Rate of Fire: ECHH
Payload: Effectively unlimited
Cost: 4.2 million credits
i) Disruptor Cannon---PS apparently wanted to mix it up a bit more with this knockoff of a Golgan Republik weapon(this raises some questions of how PS got hold of examples in the first place, but it seems likely they got the data in trade from a third party). During operations in the Three Galaxies, early deployments of the Tyrannis sometimes used these weapons to mislead opponents into falsely identifying the tanks as belonging to Golgan-affiliated forces(especially when the GNE wasn’t feeling particularly charitable towards the Republik).
Range: 5,000 ft
Damage: 1d6x10 MD per blast, plus 1/4 that to a 10 ft radius
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: Exclusive to PS/GNE forces
j) Spiral Wave Particle Cannon---Another ‘false flag’ weapon knocked off from an enemy nation, this time the Naut’yll. It’s rumored that this weapon’s specs came to the GNE courtesy of trade with the DarkWaters Tribe of the Shemarrian Nation, and has since appeared on a number of GNE covert-operations platforms, mainly to confuse opposition forces.
Range: 5,000 ft
Damage: 1d6x10+6 MD per single blast blast, 2d6x10+12 MD double blast, and 3d6x10+20 MD triple blast.
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: Exclusive to PS/GNE forces.
k) EM Bolt/Electromagnetic Vortex Cannon
Range: 8,000 ft
Damage: 2d4x10 MD at point of impact
Within a 70 ft radius, people, animals, and objects weighing less than 500 lbs are 90% likely to be knocked off their feet and hurled 3d4 yards/meters.
Characters/objects of 500-1,000 lbs weight are 50% likely to be knocked aside 1d4 yards/meters.
Objects of a ton or more are only 25% likely to be knocked over.
Flying characters/objects get knocked away twice the normal distance
EM bolts are -6 to dodge
Rate of Fire: Three times per melee
Payload: Effectively unlimited
Cost: Exclusive to PS/GNE forces.
l) TW Lightning Cannon----This weapon requires that the tank be fitted with PPE generators to power it. Launches a vertical blast of mystic lightning.
Range: 9,000 ft
Damage: 2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: 15 PPE per shot
Cost: 1.9 million credits
m) TW Meteor Gun----Magically conjures a rock from above to utterly smite a target.
Range: 6,000 ft
Damage: 1d6x10+20 MD to a 40 ft radius
Rate of Fire: EGCHH
Payload: 38 PPE per shot
Cost: 600,000 credits
n) TW Ice Cannon----This weapon actually has two modes, familiar to anybody who’s handled one of PS’s Crysus’ TW Ice Rifles. The Ice Cannon can cause an area to be bombarded by a minutes-long hailstorm, or can generate a giant ball of ice that slams into targets, then bursts into a storm of superhard ice shards and freezing vapor(this combines aspects of several different ice spells).
Range: (Hail)4,000 ft, and affects a 50 ft radius
(Ten Foot Ball of Ice)7,000 ft
Damage: (Hail)8d4 MD for 8 minutes(32 melees) to a 50 ft radius
(Ten Foot Ball of Ice)2d6 MD on impact, then explodes, 60 ft blast radius, shedding hundreds of icy shards. Human-sized objects caught in its way will get hit with 1d6 shards, each doing 2d6 MD. Fighter- and Robot-sized targets (16 ft or larger) will get hit by 1d4x10 shards. Ships and targets 50 ft and larger will get hit by 2d4x10 shards. Victims must save versus magic or suffer debilitating numbness; -1 APM, -2 initiative, -1 strike/parry/dodge, and speed is reduced by 10%. Effects last 1d4 minutes, and are NOT cumulative. The Ice Ball has 70 MDC.
Rate of Fire: EGCHH
Payload: (Hail)10 PPE per shot
(Ten Foot Ball of Ice)25 PPE per shot
Cost: 1.8 million credits
o) TW Barrage Storm Cannon---Unleashes a storm of mini-bolts of magic force that shotgun into a target.
Range: 6,000 ft
Damage: 1d6x10 MD
Rate of Fire: EGCHH
Payload: 13 PPE per shot
Cost: 750,000 credits
p) TW Power Bolt Cannon---Fires a large bolt of mystic force that hits hard and deep.
Range: 8,400 ft
Damage: 5d6+20 MD per blast
Rate of Fire: EGCHH
Payload: 10 PPE per shot
Cost: 450,000 credits
q) TW Windblast Cannon---Fires long range bolts of super-dense air. Incredible range, thanks to the barrel boosting elements.
Range: 15,000 ft
Damage: 2d4x10+30 MD per blast, plus knock-back, similar to Wind Rush.
Rate of Fire: EGCHH
Payload: 20 PPE per shot
Cost: 650,000 credits
r)TW Magma Cannon---- This TW weapon projects a stream of incandescent magma conjured from magical energy, that hits like napalm and can be panned to form a river or lane of red hot lava. Short range, but scary as hell.
Range: 1,500 ft, 10 ft wide area; pools on the ground in a 150 ft long, 25 ft wide, and 25 ft deep area.
Damage: Does 1d6x10 MD if used as an impact weapon/in air.
Most effective if used against ground targets, where the molten material can burn for minutes, doing 2d6x10 MD per melee to anything trapped in/on it. The material remains liquid and super-hot for 5 minutes
Rate of Fire: EGCHH
Payload: 25 PPE per shot
Cost: 500,000 credits
s) TW Sonic Cannon---PS TechnoWizards got the idea for this after studying examples of the Immaterial Hand’s Ironmage TW Glitterboy Armor and its ‘shrieker’ cannon(see Rifts Black Market, pg. 187-189) . Using their booster barrel technowizardry, PS TWs were able to increase the range
Range: 7,000 ft
Damage: 1d4x10 MD per shot, 1d6x10 MD on a ley line and against supernatural creatures and beings of magic.
Rate of Fire: EGCHH
Payload: 12 PPE per shot
Cost: 1.2 million credits
t) Anti-Theron MagnaBlaster ----This superheavy anti-magic weapon has been ONLY seen with special PS/GNE monster-hunter units. MagnaBlaster-equiped PS-MBT-28s made their debut during the Minion War incursion on Rifts Earth.
Range: 12,000 ft
Damage: Does 1d4x100 HP/MDC damage per shot(based on what the creature is)
Can also do a ‘spread shot’ doing 4d6x10 HP/MDC to a 60 ft wide swath
Varies according to the weapon type, but ALL anti-Theron weapons use the following guidelines
Depending on how much PPE is present and how essential it is to an organism’s survival, damage varies:
Techno-Wizardry Devices(including TW generators), enchanted objects, rune weapons, and other magically-infused(but INANIMATE) objects are NOT affected and take no damage.
Non-magical beings, psychics, and ‘mundanes’ are unaffected and experience nothing aside from a slight tingling sensation, mild sunburn-like symptoms, and a passing feeling of nausea from a Disruptor strike.
Magic Users and other beings who have ‘learned’ or artificially acquired magical abilities(including tattoos and bioborg implants), but who can otherwise survive without magic present are affected, but the effects aren’t as dramatic. They do NOT get a save versus the disruption because all of their effort has gone into OPENING themselves to the supernatural and embracing their magical potential. They take normal damage as for the weapon’s damage rating.
Supernatural Creatures who possess some small measure of magical ability will suffer a greater degree of damage/injury. ...normal damage x1.5. Gargoyles, Brodkil, Lycanthropes, Shapeshifters(including Nightspawn), Possessees, Shifters, and Witches, are all examples of beings in this category. Note that if these beings were to possess bionics or other conditions that NEGATE their magical abilities(like Brodkil bionics) they lose this vulnerability, and are NOT affected, taking damage only as normal. These beings do NOT get a saving roll versus the PPE disruption.
‘High’ Supernatural Beings with a high level of, and reliance on, PPE will suffer greatly, taking DOUBLE damage. This includes Dragons, Angels, Demons, Splugorth, Faerie Folk, Demi-Gods. However, these beings DO get a roll to SAVE(same as save vs magic) versus their own PPE backfiring on them. A successful roll to save HALVES the damage done to them.
Creatures of Pure Magic that cannot survive without magic are the most seriously affected, and take TRIPLE damage. This covers ghosts, possessing entities, Undead, Elemental Beings, Alien Intelligences, and god-beings. However, these beings DO get a roll to SAVE(same as save vs magic) versus their own PPE backfiring on them. A successful roll to save NEGATES the damage done to them.
Golems, Iron Juggernauts, and other magically-powered automatons/automations will be effectively STUNNED, being paralyzed for 1d4 melees per shot, and will be unable to move or defend themselves, as magical energy shorts out and storms over them.
Other Effects:
*Magic Disruption----Each blast NEUTRALIZES HALF the number of PPE points that it does damage...these points are temporarily lost to the magic user/creature until it can regain them normally(by rest or drawing on other sources).
*Magical Forcefields take 1.5 normal damage.
*Invisible beings will be revealed by an anti-theron burst and will remain visible for 2d4 melees(gradually fading) as a result of residual anti-therons causing them to fluoresce and become visible to the naked eye.
Rate of Fire: Three times per melee
Payload: 25 shot canister of genetically modified bacteria providing the anti-therons
Cost: EXCLUSIVE to PS, not available for sale
u) ElectroMagnetic Bolt Cannon
Range: 9,000 ft
Damage: 1d6x10 MD to 20 ft blast radius per bolt!
Does 50% more damage to metal hulls. Crews inside affected hulls also must dodge or take 1d6 MD from loose metal objects being thrown around by the electromagnetic vortex.
Also roll on the following for additional electromagnetic effects:
01-15: No damage
16-30 Instruments flicker out, before coming back online in 1d4 seconds. Target loses Initiative.
31-45 All weapons temporarily out, and minor electrical fires. One system comes back online in 1d4 melee rds.
46-60 All systems temporarily out, and minor electrical fires. -30% to piloting skills if target is a manned vehicle. Systems come back online after 1d4 melee rds.
61-75 Communications, radar, and targeting are disabled, but weapons systems are unaffected. -3 to strike and no initiative. Damage requires physical repair.
76-90 Instruments are completely totaled. If a manned vehicle, the following skill penalties apply; -25% at one-third of maximum speed, -50% at HALF maximum speed, and -75% at full speed. NO initiative roll, -3 to dodge(-5 if an AI), -3 to strike(-5 if an AI), and lose one action per melee round(2 if an AI)
91-00 Total knockout. Controls do not respond, and machine is out of control. Crash/collapse/total shutdown within 2d4 minutes.
Rate of Fire: Twice per melee
Payload: Effectively Unlimited
Cost: 1.8 million credits
2) Co-Axial Light Weapons(2)---Mounted under and alongside the main gun, on two armatures that make them look like forelegs, are coaxial light weapons, for engaging targets that don’t need the overkill of the main gun.
a) Light Pulse Laser
Range: 4,000 ft
Damage: 3d6 MD single shot. 1d4x10+6 MD per triple-shot burst
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: 30,000 credits
b)Ion Pulse-Gun
Range: 800 ft
Damage: 4d6 MD single shot
1d4x10 MD per three-shot burst
Rate of Fire: Standard
Payload: Effectively Unlimited
Options: Like the handgun version, the vehicle-mounted version can be similarly modified for extra effect/power:
Note: It takes a person with the Weapons Engineer skill a successful roll and about 5 minutes to install and test one of the following modules, those with the Armorer/Field Armorer skill about 10 minutes, and someone following the printed instructions about 30-45 minutes to install/swap modules.
*Ion Scatter-Shot Module---This is a barrel clip-on that turns the PSIP-2 into a short range shotgun with an area of effect blast. Reduce range to 400 ft, but does 4d6 MD to a 10 ft wide area. Cost: 5,000 credits
*Ion Booster Module---Another barrel attachment that boosts the range of the ion bolts, albeit with a small reduction in damage capability. Reduce damage to 3d6 MD, but boost range to 1,500 ft. Cost: 7,000 credits
*Ion Focal Booster Module---Aka ‘Puncher’---This barrel attachment improves the focus of the ion pulse density, improving damage at the cost of range. Reduce range to 400 ft, but up damage to 5d6 MD per shot. Cost: 5,000 credits.
*Laser Sight Module---Another underbarrel attachment, this consists of an improved laser sight that adds a bonus to strike, but the laser also creates a temporary ‘guidepath’ of disturbed/ionized air that slightly improves the striking power of the ion bolts. +2 to Strike, and +3 to damage per bolt. This can be used in conjunction with the other barrel attachments, but added damage is reduced to +2 MD. Cost: 1,000 credits
*Ion Step-Down Module---This barrel attachment, rather than increase range or power, actually ‘steps down’ the power of ion bolts into the SDC range, and modulates their effect, making the weapon in effect a ‘super-taser’(albeit it with flash-burns). An added power regulation chip allows the weapon to use less power in SDC mode. CAN be used in conjunction with the the Laser Sight Module. Switching between MD/SDC modes takes 2 actions. Popular with urban security and police units.
Range:(SDC shots) 600 ft
Damage: 1d6 SDC shock-burn. Plus, victims must make a save of 14 or better, or be -8 to strike, parry, and dodge for 2d6 melees. A savings throw versus non-lethal poison means the person is unimpaired. 25% chance of knocking out unshielded cybernetics for 1d4 melees.
Payload: One MD shot equals 10 SDC shots
Cost: 4,000 credits
c) Light Plasma Cannon
Range: 1,800 ft
Damage: 6d6 MD single shot
Rate of Fire: Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode.
Payload: Effectively Unlimited
Cost: 30,000 credits
d) Particle Beam ---Adapted version of the PSPBW-9 ‘FlareHammer’ Particle Beam Weapon
Range: 1,500 ft
Damage: 2d4x10 MD per shot
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 29,000 credits
e) Flame Thrower
Range:(Direct-Stream Mode) 230 ft
Damage:(Direct-Stream Mode)
(Gasoline/Alcohol) 1d4x10 SDC
(Napalm) 1d6x10 SDC, plus does 5d6 SDC per melee for 1d4 minutes
(MD Fluid) 1d4 MD per blast, 1d4 MD per melee for 2d4 minutes
(Incendi-Gel)2d6 MD, 2d6 MD per melee for 1d6 minutes
(WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Note: The flamethrower can also be used to cover an area with fluid: up to 10 ft per attack used. Used with Super-Napalm, this does 1d4 MD, Incendi-Gel does 1d6 MD, and with Napalm-P, this does 2d6 MD.
Rate of Fire:(Direct-Stream Mode) Standard
Payload:(Direct-Stream Mode
(Gasoline/Alcohol) 20 blasts
(Napalm) 60 blasts
(MD Fluid) 100 blasts
(Incendi-Gel) 120 blasts
(WI Napalm-P) 200 blasts per tank(much more concentrated than the regular gasoline/alcohol).
Cost: 30,000 credits.
f) 7.62mm Machine Gun---Adapted version of the PS GMG M43, with a 20 inch barrel
Range: 7,500 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 800 rpm
Payload: 1,200-rd belt
Cost: 8,000 credits
g) .50 caliber Heavy Machine Gun
Range: 9,000 ft
Damage: (Standard Ammunition)1d6x10 SDC per single shot, 1d6x100(1d6 MD) per 10 round burst;
(Exploders) 2d6 MD per 20 rd burst
(Ramjets) 1d4 MD single rd, 5d6 MD per 40 rd burst
(PSX-1) 2d6 MD single rd, 4d6x10 MD per 20 rd burst
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: EGCHH
Payload: 2,000 rds(50 bursts) per gun
Cost: 9,000 credits
h) PS-100 Rail Gun
Range: 4000 ft
Damage: 1d4 MD single rd, 1d6x10 MD 60 rd burst
Rate of Fire: EPCHH
Payload: 12,000 rd drum(200 bursts)
Cost: 80,000 credits
i) Spray Cannon
Range: 300 ft
Damage: Varies by chemical carried; Some examples:
(Gloop) PS’s sticky goop---This material is used in construction, as well as to firm up the walls of tunnels and damaged structures. It is also used to cocoon valuable and delicate objects for moving. Each half-gallon application of this quick-set plastic covers about 5 cubic feet, and to cover a human sized target completely, the attacker must roll a 12 or better on the Strike roll. Anyone caught in the goo must have a supernatural or robotic P.S. of 30 or better to escape; otherwise, the target is stuck until released by an outside agency. Gloop has 2d4 MDC per application, and breaks down after 1d4 days of exposure, unless treated with a special binder chemical, and allowed to cure for 1d4 hours, in which case it stabilizes and has an MDC of 2d6+1. Gloop costs 70 credits per half gallon(single application)
A variant of this gunk, ‘Boro-Slime’, is a quick-setting slurry of lead-powder and boro-silicate glass suspension, which is sprayed on leaking radiation sources, forming a thick crust to simultaneously trap radioactive materials and seal it inside a crusting shell for later safe removal. Best used to contain small (power armor and vehicle) reactor breaches and water leaks; larger reactor leaks will require more drastic measures. ‘Boro-Slime’ is otherwise identical to standard Gloop, and costs 120 credits per half gallon(single application)
(Kera-Tech Riot Foam) Alternatively, the cannon can be filled with Kera-Tech’s patented KTX-17 Riot Foam, which is stronger, but more expensive, than the Gloop. This stuff takes a robotic or supernatural PS of 40 or greater to break free. Creatures with a greater strength can break free in 1d4 melees. The foam hardens in less than 2 seconds, and can take 30 MDC per cubic meter(a humanoid typically needs at least two meters to be totally enveloped). A special enzyme spray will dissolve the foam in 1d4 melees. This stuff costs about 800 credits per pound of the stuff, which is enough to fill a 4m( roughly 12 square ft) area to a height of 1.8 m(6 ft)
(Slip Spray)---rather than trap, this makes it impossible for people and many vehicles to gain purchase. A single application(a tablespoon) will cover nearly four square feet. Slipspray is very nearly water-resistant----it takes ALOT of water, roughly 6-10 gallons, to wash away an ounce of slipspray---or regular industrial solvents will do the trick. Slipspray breaks down after 1d4 hours of exposure to air.
Effects: Anyone trying to move across slipspray must make a roll under their Physical Prowess at -8 or go out of control at full speed. Vehicles, power armors, and light robot vehicles traveling in ground contact across sufficiently large patches of slipspray will be at -15% to their piloting rolls..failure means the vehicle goes out of control and takes on the characteristics of a giant hockey puck. Depending on the hardness of the surface(must be a hard surface, not a permeable surface like dirt or gravel), certain heavy vehicles and robots(like the CS Skullcrusher) will be unaffected, as they simply stomp the effected surface into the subterranean. Hovercraft are NOT affected either. Cost: 40 credits per ounce(covers 8 square ft...so a gallon’s worth will cover 1,024 ft! Instant ice rink anyone?)
Rate of Fire: ECHH
Payload: 100 gallon internal tank
Cost: 10,000 credits
j) Stun Gun---An electrical zap-arc that works similar to a taser, but based on a design acquired from Japan, via PS’s limited trade with that island-nation. (Stats from Rifts: Japan, pg. 124)
Range: 800 ft
Damage: Setting One: (Weak Stun--Children, elderly, pregnant women, disabled)1d6 SDC
Setting Two: (Light Stun--elderly, teenagers, weak adults, small to medium animals)2d5 SDC
Setting Three: (Moderate Stun---Adults)3d6 SDC
Setting Four: (Heavy Stun---Adults in superior condition, drug-addicts, PR-Borgs, augmented humans, large animals)6d6 SDC
Setting Five:(Super-Shock---superhumans, augments, partial conversion Borgs, monsters) 1d6 MD
Stun Damage: On _correct_ setting, adults must save at 14 or higher(children and animals save at 18 or higher) or be -9 on initiative, -7 to strike/parry/dodge/roll, reduce speed/melee actions/and skill performance by HALF for 2d4 melee rounds. Additional strikes are cumulative. A successful save means the target takes damage, and loses 1 APM, but is otherwise fine.
Cumulative 15% chance per subsequent stun blast that the target will be knocked unconscious for 1d4 minutes.
Penalties: If setting is too low, the target can more easily shrug off the effects. Targets are +4 to save per each level that the blast is too low.
If setting is too high, target is +15% to lose consciousness .
Ineffective against EBA, robots, full conversion Borgs, vampires, androids, and the more powerful creatures of magic.
PR Borgs, Juicers , and Crazies are only really susceptible to Settings 4 and 5, and are +1 to save
FC Borgs are only affected by Setting 5, and are +4 to save, penalties and duration are HALF.
Young supernatural beings and lesser demons can be affected by Setting 5, but are +3 to save.
Rate of Fire: ECHH
Payload: Effectively unlimited w/ Nuclear Powerplant
Cost: 29,000 credits
k) PS-DL-110L Razor-Frizzer( a cut-down copy of an imported Russian design). The PS version uses ceramic and light alloy discs that, either by accident or deliberate design, give off a very audible high-pitched shrieking or buzzing noise when fired.
Range: 1,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
Rate of Fire: EGCHH
Payload: 500 shots per launcher
Cost: 18,000 credits
l)TW Starburst Throwers---A light TW weapon that throws out an intensely bright flare of light capable of burning and blinding enemy personnel.
Range: 600 ft
Damage: 3d6 MD + temporary blindness; unless eyes are shielded, victims are temporarily blinded(-10 to strike, parry, dodge, and other combat moves) for 1 melee round, + 7 seconds per additional Starburst fired at them in the same melee round. Targets are -2 to dodge. Vampires suffer an additional 1d6 damage and are blinded twice as long
Rate of Fire: EGCHH
Payload: 6 PPE per shot
Cost: 75,000 credits
m) TW Hell Fire Throwers---A light TW weapon rushed into service during the Minion War, these weapons throw mystic fire bolts that do extra damage to Infernals.
Range: 600 ft
Damage: 2d6 MD to normal targets, 1d6x10 MD to demons and Deevils. Infernals normally impervious to fire take HALF damage, and others(non-Infernals) resistant to normal and magic fire take FULL damage.
Rate of Fire: EGCHH
Payload: 33 PPE per 10 melees of continuous fire.
Cost: 350,000 credits
n) TW TK Heavy Machine Gun
Range: 4,000 ft(double on ley lines)
Damage: 2d4 MD single shot, 3d6 MD short(5 shot) burst, 5d6 MD long (10 shot) burst, 2d6x10 MD full melee (50 shot) burst.
Rate of Fire: EGCHH
Payload: 1 PPE per shot, or can be Effectively Unlimited; powering spells must be recast every six months. 200 shot ‘back-up’ PPE clip
Cost: 140,000 credits
o) TW Ice Shard Gun
Range: 2,200 ft
Damage: 2d6+1 MD single shot, 4d6 MD per five-shot burst, 1d6x10 MD per 24-shot burst.
Rate of Fire: EGCHH
Payload: 12 PPE for 5 shots, or can be Effectively Unlimited; powering spells must be recast every six months. 240 shot ‘back-up’ PPE clip
Cost: 150,000 credits
p) TW Plasma Rifle
Range: 3,000 ft
Damage: 4d6 MD single shot, 1d4x10 MD on a ley line
Rate of Fire: EGCHH
Payload: 12 PPE for 5 shots, or can be Effectively Unlimited; powering spells must be recast every six months. 100 shot ‘back-up’ PPE clip
Cost: 110,000 credits
3) Wing Shield Missile Launchers(2)---Mounted under each wingshield is a hardpoint for a missile pod.
a) Micro-Missiles----36 shot pod
b) Mini-Missiles----6 shot pod
c) Copperhead Anti-Armor Missiles
Range: 1 mile
Damage: High Explosive 2d4x10 MD,
Rate of Fire: Volleys of 1-4
Payload: 4
Bonuses: +5 to strike
Cost: 60,000 credits per launcher , missiles cost 600 credits each
d) Short Range Missiles---3 per hardpoint
e)L-SAM ‘Black Talon’ Launchers
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1-3
Payload: 3 per launcher
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)
Cost: 75,000 credits per launcher, 10,000 credits per missile
f) Heavy ATGMs---a medium-range armor-piercing missile warhead on a foreshortened rocket booster, with command guidance, for making precise anti-armor kills.
Range: 1 mile
Damage: 3d6x10 MD to 20 ft blast radius
Payload: 3 per launcher
Bonuses: +5 to strike
Cost: 100,000 credits for the launcher, 20,000 credits per missile
g) ‘Slammer’ Concussion Missiles---Knockoff Triax Weapon, acquired through industrial espionage.
Range: 6,000 ft
Damage: (Missiles) 2d4x10 MD to 90 ft radius.
88% chance of knockdown(lose 1 APM and Initiative), 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees)
Payload: 3 per launcher
h)PS-RL-210 Fragmentation Rocket Launcher( a copy of an imported Russian design). Note that PS has also been experimenting with an incendiary variant using a magnesium mixture.
Range: 4,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
at 3,500 ft, the rds go ‘grapeshot’, doing 3d6 MD(1 MD for a single shot) in a 12 ft wide area.
(Incendiary “Hot-Grape” Version)---Do an additional +2 MD per rd, and 1 MD of damage for 1d4 melees as the flare portion burns down.
Rate of Fire: EGCHH, Volleys of 1-10
Payload: 800 shots per launcher
Cost: 16,000 credits
i)PS-DL-110L Razor-Frizzer( a cut-down copy of an imported Russian design). The PS version uses ceramic and light alloy discs that, either by accident or deliberate design, give off a very audible high-pitched shrieking or buzzing noise when fired.
Range: 1,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
Rate of Fire: EGCHH
Payload: 500 shots per launcher
Cost: 18,000 credits
j) Smoke/Flare Launchers(2)---12-shot general purpose 30mm grenade launcher(see below for details)
4) Cupola Gun Mount---Mounted atop the main turret is a pintle-mount weapons station that can be manually operated by the commander standing in the open top hatch, or operated remotely from inside the cupola. The pintle is typically fitted with a PS-100 Rail Gun or light energy weapon, or can be replaced entirely with a twin air-defense auto-mount.
a) PS-100 Rail Gun
Range: 4.000 ft
Damage: 1d4 MD single rd, 1d6x10 MD 60 rd burst
Rate of Fire: EPCHH
Payload: 12,000 rd drum(200 bursts)
b)PS-RFL2-33 ‘Blazer’ Rapid-Fire Infantry Laser
Range: 4,000 ft
Damage: 3d6 MD single shot, 6d6 MD short burst, 1d6x10 MD medium burst( 20 shots, 2 attacks), 2d6x10 MD long burst(40 shots, 2 attacks), 4d6x10 MD full magazine burst(80 shots, no bonuses to strike...does 3d6 MD to 4d4 targets if in a spray attack).
Rate of Fire: Standard
Payload: 25 shots from the standard e-clip in the forward holder, 70 shots from a regenerating canister e-clip. Regenerates 5 shots per hour, and can self-renew four times before needing to be overhauled. E-clip adaptors allow the Blazer to use conventional e-clips and CS canisters in a pinch.
*Power-link Capability---This gives the Blazer the ability to be hooked up to a vehicle power supply or backpack battery(including Free Quebec models---in this case, the more efficient power systems actually give the Blazer 130 shots from the normally 120-shot FQ power units).
Effectively Unlimited linked to the tank’s powerplant.
Cost: 78,000 credits
c) PSIC-03 “Scheffer’ Ion Cannon
Range: (Ion Bolt) 3,000 ft
(Spray Bolt)1,500 ft and affects a 15 ft wide area
Damage: (Ion Bolt) 1d6x10 MD per single bolt
(Spray Bolt) 4d6 MD to a 15 ft wide area
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage
Rate of Fire: Standard
Payload: 6 shots standard E-clip, 10 shot long e-clip, 50 shot e-canister. Effectively Unlimited linked to the tank’s powerplant.
Cost: 32,000 credits
d) Pulse Laser Turret: Paladin Steel also offers a lower-powered laser system, with unlimited payload and a longer range. The Pulse Laser is intended as an antiaircraft/antimissile system, and can be remote-linked to an air defense grid system, such as the Meles AAAV, Rattlesnake AAV, or the Vixen Fighter/Recon Pod, (Part of Paladin Steel's emerging BAMSP: Battlefield Asset Management System Package).
Range: 6,000 ft
Damage: 3D6 MD single blast, 6D6 MD double- barreled blast
Rate of Fire: Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode.
Payload: Effectively Unlimited
Bonuses: +2 to strike airborne targets like missiles and aircraft/flying opponents(must be traveling higher than 10 ft off the ground)
Cost: 45,000 credits
e) Light Plasma Cannon
Range: 1,800 ft
Damage: 6d6 MD single shot
Rate of Fire: Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode.
Payload: Effectively Unlimited
Cost: 30,000 credits
f) Light Ion Blasters:
Range: 1,600 ft
Damage: 3d6 MD single shot, 1d6x10 MD pulse burst
Rate of Fire: Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode.
Payload: Effectively Unlimited
Cost: 30,000 credits
5) Tail Gun Mount----Under the sensor bulb on the end of the tail is a slot compatible with standard cyborg forearm weapons. This weapon is typically used to fend off infantry and smaller targets, but it also allows the tank crew to engage targets from behind or under cover.
6) Forepaw Weapons Mounts(2)---Similar to the hood-mounted weapons available to many Paladin Steel jeeps and trucks, the Tyrannis’s claw ‘backs’ can be fitted with forward-firing weaponry, typically obstacle-clearing ordnance launchers.
a) Light 20mm Autocannon
Range: 3,000 ft
Damage:(20 mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm TX-1)4d4 MD per shell
1d6x10 MD per 5 rd burst
2d6x10+4 MD per 10 rd burst
Airburst does 4d4 MD to 2 ft blast radius(single shot)
(Wood rds) 6d6 SDC per shell(1d6x10 HP to vampires)
2d4x10 SDC per 5 rd burst(2d4x10 HP to vampires)
2d4 MD per 10 rd burst (3d6x10 HP to vampires)
(Crowd Control rds) humans and human-sized D-Bees must roll a D20 to maintain their footing (must
equal or surpass the attacker's roll to strike...Full rules in TNW p.174)
Rate of Fire: ECHH
Payload: 400 rds
Cost: 20,000 credits
b) Machine Guns(2)---Twin-Mount cyborg-standard MGs
Range: 2,000 ft
Damage: 1d6x10 SDC per 10 rd burst, or 1 MD per explosive round, 2d4 MD per burst of 10 rds, per
single gun. Can also fire silver and wood rounds, and rubber riot bullets.
Rate of Fire: Standard
Payload: 600 round box magazine per gun
Cost: 16,000 credits
c) Flamethrower------400 ft range, does 3d6 MD per burst, plus does an Additional 2d6 MD per
melee for 1d6 melees, 10 shots, 30,000 credits
d)Grenade Launcher---Modified rifle-grenade launcher firing larger(and more destructive)
projectiles than those associated with underbarrel ‘shotgun’ or pump-action launchers...This is
basically a four-shot ‘spigot mortar’ assembly allowing up to four rifle-grenades to be mounted on
the forward hood and fired by an electronic switch attached to the dashboard. The launchers can
be angled up to a 45-degree angle. Can sometimes be mistaken for a mini-missile launcher.
Range: Typically 1,800 ft
Damage:
(Riot)---Combination flash-bang and rubber pellet charge---Victims are -10 to strike, parry, and
dodge, -1 to initiative, and lose 1 APM for 1d4 melees. Rubber pellets do 1d4 SDC damage, but have
a 60% chance of knockdown for any human-sized, or smaller, beings, caught in a 10 ft blast
radius.....lose initiative and 1 APM for that melee(cost: 80 credits)
(Fragmentation-SDC) 2d4x10 SDC to 20 ft blast radius(cost: 100 credits)
(Fragmentation-MD) 3d6 MD to 25 ft blast radius(cost: 280 credits)
(High Explosive) 6d6 MD to 10 ft blast radius(cost: 360 credits)
(Anti-Armor HEAT) Very heavy projectile(range drops to 120 ft) Does 2d4x10 MD to a 1 ft diameter
area(shaped charge)(cost: 800 credits)
(Plasma/Micro-Fusion) 1d6x10 MD to 8 ft blast radius (cost: 800 credits)
(Incendiary) 2d6 MD flash damage to 12 ft blast radius, plus does 1d4 MD per melee for 2d4
melees(cost: 350 credits)
(Acid)---4d6 MD to a 5 ft radius, then diminishes in strength by 1d6 each melee(lasts about 4
melees)(cost: credits)
(Chemical) Effects vary, but contains enough chemical agent to cover a 15 ft radius
(Illumination) Can loft to an altitude of 600 ft, and illuminate a 500 ft radius for 4d4 melees. (cost:
15 credits)
Note: Additional grenade types, including TW munitions, are constantly in development.
Rate of Fire: Volley of 1-4
Payload: 4. Must be externally hand-reloaded. Typically takes 2 APMs to reload a single round
Cost: The firing assembly costs 8,000 credits. Rifle grenades cost extra.
e) Mini-Missile Launcher----Holds up to 4 mini-missiles(fires volleys of 1-4). Cost: The firing
assembly costs 9,500 credits. Mini-missiles cost extra.
f) Micro-Missile Launcher---The advent of PS micro-missiles has led to a variety of different new
mountings being tried. The JW has been tested with a large, wide, multi-tube ‘xylophone’ box
launcher that fires the earlier Pattern-1A and -1B missiles. Though damage per individual missile is
low, their range is quite good, and their small size means that many missiles can be carried, and
fired, to devastating effect, in a volley. The actual launcher consists of four launcher boxes arrayed
across the front of the vehicle. Bringing to mind the ‘Metalstorm’ guns of the past, each box-
cassette has 25 micro-mssiles(5 rows of 5) for a total of 100 projectiles, and can fire them in volleys
of 5 to all 100 at once. The entire set-up weighs in at 80 lbs,
Range:
Pattern-1A 5,700 ft
Pattern-1B 6,000 ft
Damage/Bonuses:
Pattern-1A---1d4 MD to 2 ft blast radius
Pattern-1B---1d6 MD to 5 ft blast radius
Bonuses:
Pattern-1A (None) Spin-Stabilized
Pattern-1B (None) Gyro-Compass Chip
Rate of Fire: Volleys of 5-100
Payload: 25 missiles per box, 100 total
Cost: 40,000 credits for the launcher
Pattern-1A 25 credits per McM
Pattern-1B 32 credits per McM
g)Copperhead Anti-Tank Missile Pod---Uses PS ‘smart’ armor killers for more accurate fire.
Range: 1 mile
Damage: Armor-piercing: 2d4x10 MD, no blast radius
Rate of Fire: Volleys of 1,2,3, 4, or 6
Payload: 3
Bonuses: +5 to strike
Cost: 200,000 credits
h) Smoke/Flare Launchers---12-shot general purpose 30mm grenade launcher(see below for details)
i) ‘Bangalore Tape’ Launcher---This is a modified version of the PLDK02 ‘Stringbang’ Personal Lane Demolition Kit---This consists simply of a tube launcher holding a micro-missile propulsion rocket attached to a coiled line of det-cord. The operator inside the tank aims(by positioning the tank) the rocket down a suspected trap-zone, and fires. The rocket will pull the det-cord the length of its flight path, laying it down, whereupon the cord is detonated, its shockwave hopefully removing any traps and explosive devices in a blast-cleared lane.
Range: 250 ft
Damage: 6d6 MD to an area roughly 200 ft long and 20 ft wide
Rate of Fire: Single shot
Payload: 200 ft of detcord(1 shot) per rocket. Three kits can be mounted on each tank forepaw.
Cost: 2,000 credits for the case/launcher. 48,000 credits per length of cord
7) Smoke/Flare Launchers(2)--- 30mm grenade/smoke/flare cluster mortars. Can also be fitted to fire Triax- or Northern Gun-style flare/chaff countermeasure bundles.
Range: (Smoke/Grenades) 1,200 ft
(Triax Style) 500 ft
(Northern Gun Style) 6,000 ft, creates a 30 ft cloud, +10 ft per each additional chaff/flare launched in the volley. Cloud lasts 2 melees before dissipating(or less in a very strong wind).
Damage:
(Smoke) Smoke in a 30 ft radius+15 ft per additional round launched in the volley.
(30 mm Grenade)(Incendiary) 2d4 MD to a 12 ft blast radius, plus an additional 1d6 MD per melee for 1d6 melees.
(HE) 2d6(12 ft blast radius)
(Chaff-Triax Style)
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
(Chaff-Northern Gun Style)
10% chance per chaff cloud deployed of decoying missiles, up to maximum of 60%
Aircraft, power armor, and beings flying through the chaff will be -6 on perception, -3 on initiative, -5 to strike, -2 to parry, -2 dodge, and lose 1 melee attack that round(or the next). Sensory and Piloting rolls are at -20% for as long as the characters are caught in the cloud, and the next as they recover.
Rate of Fire: Volleys of 1,2,3, or 6
Payload: 24 total. 12 flares/smoke charges per launcher
Cost: 2,000 credits per launcher, Smoke grenades cost 60 credits each, standard 30mm HE grenades cost 400 credits each, armor-piercing cost 550 credits each. Triax flares/chaff cost 75 credits a bundle, NG-style flares/chaff cost 65 credits each.
8 ) Hand to Hand Combat
Forepaw Stomp 2d6 MD
Forepaw Slash 3d6 MD
Spinning Treads Paw Strike(2 attacks) 4d6 MD
Tail Lash 1d8 MD
Options:
The Tyrannis can be modified to a high degree, with electronics swap-outs and added targeting sensors(including PPE sensors and optics) being the most common. Some of the more extensive modifications are as follows:
*Thermal Resistant Heat-Refractory Tile Armor(Option)---Special heat-resistant materials designed originally for reentry vehicle shielding. Heat and plasma-based attacks do 1/4 damage.
Cost: 1.4 million credits
*Chemically Inert Armor---Covers the tank in the same jet-black, chemically-inert material as used by the Toxic Avenger Hazmat Cyborg. This material is slicker than Teflon, and resists chemical corrosion as well as adhesives. Paint, glue, and other chemicals simply refuse to stick to this stuff, and corrosive chemicals just slide off, doing NO damage.
Cost: 1.3 million credits
*Advanced Radiation Shielding---The vehicle can be heavily insulated against radiation.
Cost: 1.3 million credits
*Mrk 1 Mini-missile ‘Calliope’ Launcher---This turret-mounted multi-tube “pipe organ” missile launcher turns the tank into a light bombard platform. This particular option equipment is a holdover from the LBT-01 line, quantities still being in stock and available. Calliope launchers aren’t quite as common with Tyrannis crews as on other tanks, however, owing to the placement atop the turret interfering with the AA armament and the tail mast.
Range: Varies by Missile Type(Mini-Missile)
Damage: Varies by Missile Type(Mini-Missile)
Rate of Fire: Volleys of 1,2, 4, 6,
Payload: 20
Cost: 15,000 credits
*Mrk 2 Mini-missile ‘Calliope’ Launcher---A larger version of the above, with sixty single-shot tubes.
Range: Varies by Missile Type(Mini-Missile)
Damage: Varies by Missile Type(Mini-Missile)
Rate of Fire: Volleys of 1,2, 4, 6, 12, 20, 30, or 60
Payload: 60 tubes, 1 missile each tube
Cost: 65,000 credits
*Mrk 3 Mini-missile ‘Calliope’ Launcher---A larger version of the Mrk 1, with sixty tubes as the the Mrk 2, but with ‘metalstorm-stacked’ mini-missiles similar to the PS Missile Rifle.
Range: Varies by Missile Type(Mini-Missile)
Damage: Varies by Missile Type(Mini-Missile)
Rate of Fire: Volleys of 1,2, 4, 6, 12, 20, 30, or 60
Payload: 60 tubes, 4 missiles each tube, 240 mini-missiles total
Cost: 220,000 credits
*Mrk 1 Short Range Missile Launcher---A heavier box-launcher, providing heavier firepower. This particular option equipment is a holdover from the LBT-01 line, quantities still being in stock and available.
Range: Varies by Missile Type(Short Range Missile)
Damage: Varies by Missile Type (Short Range Missile)
Rate of Fire: Volleys of 1,2, 4, 6, (all)
Payload: 6
Cost: 20,000 credits
*Mrk 2 Short Range Missile Launcher---A heavier box-launcher, providing heavier firepower.
Range: Varies by Missile Type(Short Range Missile)
Damage: Varies by Missile Type (Short Range Missile)
Rate of Fire: Volleys of 1,2, 4, 6, 12, or 24(all)
Payload: 24
Cost: 85,000 credits
*Maw Cutters----This takes the dragon iconography even further by fitting the main gun muzzle end with a pair of articulated jaws . This feature allows for wire/obstacle-cutting bites of 2d4 MD, and when closed the jaws serve as a protective tampion to protect the gun, but care must be taken to make sure the snap-jaws are not closed when the main gun is fired. Cost: 34,000 credits.
*Flechette Packs----Located around the hull are special ‘reactive armor’ panels that can be also be triggered as antipersonnel grenades. This is one of several similar systems currently in service/under development by PS.
Range: 100 ft
Damage: 5d6 MD to a cone swath roughly 50 ft long, by 10 ft wide.
Used as reactive armor against plasma and armor-piercing missiles, the computerized firing system acts as a PARRY, rolling to match or better the missile’s strike roll...a successful counter means that the missile damage is HALVED, while a failure means the tank takes full damage. Note: when dealing with volleys, one reactive armor pack can match TWO missiles in a volley, so in order to effectively counter a five missile volley, the tank must expend 3 reactive armor packs...two packs would roll twice to defeat their respective missiles, the third would only roll once. If the enemy missile launcher has a line of sight on the tank, they can target a spot on the hull which has no packs covering it (a called shot), in which case the remaining reactive armor is -4 to cover the gap.
Rate of Fire: One at a time or can be simultaneously fired in volleys of 1-10
Payload: Each side of the MBT(sides, front, back) can be fitted with 18 flechette packs each(72 total)
Cost: 200 credits per flechette pack
*Mine Rollers/Plows---Mine rollers and plows are simply heavily reinforced(100-200 MDC) modifications of road and farm equipment designed to be pushed ahead of the vehicle into a suspected minefield. Rollers detonate pressure-contact mines by their greater ground pressure, ideally before the vehicle itself passes over them. Plows work to unearth explosives and push them to the side where they explode with less effectiveness, or else can be more safely detonated by other means. A Mine Roller or Plow assembly typically costs 10,000-30,000 credits, and reduces the vehicle’s speed by 25%
*Mine Flail---Inspired by the old WWII Scorpion “Flail Tanks”, this option mounts a long roller-supported assembly on the front of the tank, with a rapidly rotating drum on the end, to which are attached dozens of lengths of high-strength chain. The theory goes that by advancing behind the flailing chains, the tank can safely detonate mines at a standoff distance, triggering them prematurely with the ground-hammering chains. In practice, though, this worked only against the simplest of mines, and the device was easily defeated by time delay fuzes, greater blast radius explosives, and ‘smart’ mines like the Wellington SAW, which could attack targets from the side and from a distance. Most of the flail packages sold by PS ended up being used to clear brush or in riot control. It had some some success against infantry, but as the tank is made rather slow and cumbersome by pushing the flail assembly, it’s easily avoided.
The Tyrannis can mount two, one on each forepaw, angled so as to cover the gap in the center, and clearing an extra-wide lane for following vehicles and troops.
MDC of Assembly: 80
Size: The flail assembly adds ten feet to the length of the tank
Range: 8 ft range
Damage: 1d6 MD per chain strike(Roll 1d6 to determine number of chains hitting)
Penalties: Reduce speed of tank by 20%, and -10% to Pilot Tank skill
Cost: 20,000 credits
*Mine Detector-----A detection coil can be installed in the prow, and uses a variety of magnetic, chemical, and ground sonar detection systems to sniff out mines and buried ordinance. 85% accuracy. Cost: 3,500 credits
*Hedgerow Cutters---A classic and simple device inspired by accounts of the Second World War, this device simply consists of sharpened blades of megadamage armor mounted to the front of the AFV, and used for assisting in getting the vehicle through dense underbrush, though it can also aide in ramming doors and vehicles. Adds +1d4 MD to a ram attack. Cost: 1,000 credits
A vibroblade version is also available; it does 3d6 MD and costs 15,000 credits.
Variants:
The sheer variety of different configurations possible with the various weapons and systems options makes any major variants a moot point at this stage of the Tyrannis’s operational history. Early plans for an APC model/conversion became the PS-HAPC-17 ‘Krenek’ Heavy Personnel Carrier.