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Re: Paladin Steel Storefront

Posted: Sun Dec 18, 2022 12:39 pm
by taalismn
Well, I'm doing an update of the Solar System now in the GNEverse, and the effects that the GNE is having on the Orbital community....I'm taking a few cues from Pinckert's Rifter article, and tossing in Omegasgundam's new Triax space station and adaptations of Kitsine's stuff to help shake things up...I'll be busting up Outcast Station and planting an EShemarrian enclave on the Moon*.


*I'm taking suggestions as to a good location. The only places I see definitely listed that can't be used are Mare Imfrium(where the CAN is located), Archimedes Crater(major Rift) and Demonax(lunar South Pole and another rift site).

Re: Paladin Steel Storefront

Posted: Mon Dec 19, 2022 12:20 am
by 89er
For the Life Booth Humor

"I remember when the youth actually ate meals together, got a night's rest and did not rely on a payphone for a pick me up."
"Topher, you eat at your desk with those meals in a jar and claimed a quarter of Dorm Floor Three as your own penthouse."
"Its not just meals, they include desserts. This is right here is six layer citrus stampede. At least it comes out, not occulted into the hereafters."

For the Lunar Hab sites, some ideas include The Theophilus Crater near the equator, Mare Nectaris, or the Shoemaker Crater near the Shackleton Crate at the south pole.

Re: Paladin Steel Storefront

Posted: Mon Dec 19, 2022 12:40 am
by kronos
taalismn wrote:Well, I'm doing an update of the Solar System now in the GNEverse, and the effects that the GNE is having on the Orbital community....I'm taking a few cues from Pinckert's Rifter article, and tossing in Omegasgundam's new Triax space station and adaptations of Kitsine's stuff to help shake things up...I'll be busting up Outcast Station and planting an EShemarrian enclave on the Moon*.


*I'm taking suggestions as to a good location. The only places I see definitely listed that can't be used are Mare Imfrium(where the CAN is located), Archimedes Crater(major Rift) and Demonax(lunar South Pole and another rift site).


well you've got Tycho crater, Copernicus crater, Oceanus Procellarum, Sea of Tranquility, Sea of Waves, Ocean of Storms, Lake of Goodness, Lake of Perseverance, Lake of Forgetfulness, Bay of Dew..
There's a number of mountain ranges, other craters, bays, seas, marias, valleys, mountains.

https://en.wikipedia.org/wiki/List_of_lunar_features

Re: Paladin Steel Storefront

Posted: Mon Dec 19, 2022 9:45 pm
by taalismn
I've half-considered Clavius just for the classic reference.

Re: Paladin Steel Storefront

Posted: Sat Dec 24, 2022 9:00 pm
by taalismn
“Have all air defense stations checked in?”
“All confirmed.”
“Have they all received the updated IFF codes for tonight?”
“All confirm they have received the one-night IFF codes.”
“Installed correctly.”
“All stations confirm codes installed correctly and operational.”
“Has the user package been delivered?”
“Confirm the package has been delivered, signed for, counter-signed for, and counter-counter-signed for.”
“Have the user codes been installed correctly?”
“User conforms. I have faith in elven engineering.”
“Good. Everything else in readiness?”
”Stockings hung up with care readiness. Eggnog chilled readiness.”
“Good, Let’s not have any problems tonight.”
”Prayers said. Wood knocked. Spirits appealed to and propitiated. Good will appealed to.”

Re: Paladin Steel Storefront

Posted: Tue Dec 27, 2022 12:56 pm
by SolCannibal
kronos wrote:
taalismn wrote:
Omegasgundam wrote:Yup. That sounds like Group-Think Atlanteans alright. Scale of their **** up also matches, although it had a lot more time to run rampant over its home dimension.


I figure a post-Fall splinter of the Earth Atlanteans landed in a temporally fast or past-back dimension and set out to rebuild their civilization using different tools...but the same hubris.


been awhile since i've read that book, will need to re-read again.


Pretty sure those ancestors of the makers of the Mechanoids are called "Atlanees" at least once in the book, in fact.

Re: Paladin Steel Storefront

Posted: Tue Dec 27, 2022 9:39 pm
by Shorty Lickens
I'm too lazy to read a whole 124 pages.
Did you ever make an automated utility drone?
Flying?
Non flying?
Cute?
Mean?

Re: Paladin Steel Storefront

Posted: Tue Dec 27, 2022 11:28 pm
by taalismn
Shorty Lickens wrote:I'm too lazy to read a whole 124 pages.
Did you ever make an automated utility drone?
Flying?
Non flying?
Cute?
Mean?



All of the above, to one degree or other...though I think the 'flying utility drone' was a helicopter-sized flying crane sort of deal.

I'll put together a repost of the most relevant models that meet your above specs and post it tomorrow night(too blasted tired right now)....

*The EShemarrians on the Shemarrian thread are the masters of the small animal-like robot utility drones, though they don't always share them with outsiders.

Re: Paladin Steel Storefront

Posted: Wed Dec 28, 2022 10:09 pm
by taalismn
Shorty Lickens wrote:I'm too lazy to read a whole 124 pages.
Did you ever make an automated utility drone?
Flying?
Non flying?
Cute?
Mean?


Some reposts

I'd say these guys are 'cute'

*FALSTAFF(Friendly Artifical Lifelike Servobot, Technical Assistant, FurriForm)
*PS-HULR-02b Busbee Light Bipedal Utility Rbot Drone
*PS-R-DWB-01 ‘Dweeb’ Domestic Work Robot, Light

O'd guess these fall under the heading of 'scary'

*PS-R-28 Cyberconda Unmanned Semi-Autonomous Utility Drone
*PS-RU-005-4 Smash-Master Remote Control Robotic Drone, Utility, Multi-Purpose, Semi-Autonomous
*PS-HLUR-03 ‘Atlas’ Heavy Labor Utility Robot
*PS-R-15 Semi-Autonomous Utility Robot (Fully robotic version of the Maczek Full Conversion Cyborg)
*PS-TAA02 ‘CyberSpinne’ Semi-Autonomous Android, Cybernetic Intelligence Life Assistant


The first three that follow are roughly humanoid(sized) general purpose drones with advanced intelligence. The CCX-4 is a floating box-style mobile CPU/supervisor system, and the Dekko's a walking carwash.
*Paladin Steel PS-R-10 ‘DanBot’ Humanoid Utility Drone
*PS-Rb-02 Magnus Semi-Autonomous Humanoid Utility Robot
*PS-TAA03G ‘Gunnar’ Semi-Autonomous Android, Cybernetic Intelligence Life Assistant
*PS-CCX-4 Artificial Intelligence, Network System Overseer/Central Processor
*PS-UTRHAZ-03 “Dekkobot’ Robot, Utility, Hazardous Materials Handling and Decontamination.

These following are human-simulation androids with advanced AIs that arguably place them above the 'drone' category(and many are advanced enough that they qualify for provisional citizenship). If they're 'scary' it's either because they simulate particularly monstrous-looking species or because they fall into the 'uncanny valley' in terms of appearance.
*PS-CILA-02 ‘CILA’ Semi-Autonomous Android, Cybernetic Intelligence Life Assistant
*PS-VK-2 ‘Vikky’ Special Operations Vampire Killer Android
*PS-MARI-01 ‘Compandroid’ Multirole Associative Robot Intelligence

(Military units are not listed here)

*FALSTAFF(Friendly Artifical Lifelike Servobot, Technical Assistant, FurriForm)

Paladin Steel FALSTAFF(Friendly Artifical Lifelike Servobot, Technical Assistant, FurriForm)

“Dogs are Man’s best friend---Unless you’re an engineer, in which case they’re drooling, nose-poking, hair-shedding nuisances---Well, that changes now...”

“Good Boy! Now go fetch me a wrench!”
“Fetch your own wrench, fumble-fingers, can’t you see I’m doing all the real work here!?”
----Gordie Anslew and ‘Pugslie’(FALSTAFF#6265224)

“Does it leave little piles of nuts and bolts behind it?”
“No, but I just might be inclined to chew off your leg if you don’t shut up!”
“EEEK! It TALKS!”
“AGH! It LISTENS!”
----Corporal Donovan Hesh and ‘Buttugly’(FALSTAFF#75734) meet for the first time

“No...for the last time, we are NOT putting in the optional sealant sprayer and paint gun between its rear legs! That’s just making it TOO lifelike for sales!”

The rather convoluted acronym of FALSTAFF is the tag given to a series of small, canine-form robotic engineering droids, introduced by Paladin Steel. The company felt that the market was ripe, and the technology ready, for a dedicated semi-autonomous mechanical engineering robot that could carry out fairly sophisticated repairs on its own. Though maintenance roboids had long been part of the PS stable most maintenance and reapir work was done ultimately by living staff. What was wanted, with the expansion of the PS organization into space and other distant realms, was a machine that was reliable enough to carry out extended maintenance duties and conduct engineering tasks for crews and teams that couldn’t always have a competent live mechanic along, but who needed one nentheless. Taking a cue from several of its d-bee members whose species had extensive experience with similar technical-assistance robots, a series of new design proposals were solicited and developed, It’s been rumored that the FALSTAFFs were developed by a renegade Munro d-bee engineer, who believed that the quadraped design was ‘the most practical for serious engineering work’.
The FALSTAFF is a short, squat, four-legged robot that appears patterned after a bulldog, with a stocky, muscular build, broad face with slightly protrudant eyes, and a large, heavy collar around its neck. Four concealed micromanipulator arms can extend from this collar, each one fitted with a veritable Swiss Army Knife’s worth of mini-tools. The jaw is heavily reinforced, able to clamp down and hold objects as firmly as a vise, or to snip through them as precisely as a machine press-cutter.
The small size of the FALSTAFF means that it can crawl into quite narrow spaces and maintenance tunnels, getting between walls, into ventilation shafts, and under heavy machinery and vehicles.
FALSTAFFS are programmed with a laconic, no-nonsense, ‘eager to please’ persona---they are very loyal, 100% dedicated to the job at hand, but tend to express themselves tersely and in to-the-point fashion----”Reactor Breach, am repairing the leak”, “Short in Number Five A-11 Electrical Trunk, need to bypass”, “Change the oil”, etc, are fairly typical of FALSTAFF conversation. Over time, the rudimentary biochip neural net may evolve minor personality quirks, especially impatience, intolerence for others’ meddling in their work, and a certain territoriality when it comes to their workplaces and duties. Some owners complain that their FALSTAFFs often evolve rude personalities, though the drift of their rudeness often seems to be cautionary in nature....”Don’t bother me! This is dangerous work!” or ‘Bugger off! I’m a professional”. This seems to be particularly true of FALSTAFFs working in heavy machinery areas and materials reclaimation centers, where an unwary visitor is in danger of being caught up by moving machinery or sliding heavy debris.
FALSTAFFs are not designed for combat, though they can defend themselves or their work if so ordered....Indeed, many FALSTAFFs, particularly those assigned to city service tunnel maintenance, often encounter such dangers as mutant rats and sewer slugs in the course of their work, and their owners will frequently program and equip them with a secondary exterminator role in mind.
Despite the ‘FurriForm’ in their designation, most operators/owners of the FALSTAFF dispense with the artifical fur covering, which quickly becomes ragged and filthy after a few hours of hard work. Most FALSTAFFs are thus encountered in the blistered plastic overarmor of work robots, doing away with the ‘FurriForm’ aspect of their designations(of course, some wags insist that the first ‘f’ in the ‘bots’ name-acronym...for ‘friendly’, also be removed, given the robots’ acerbic personalities, and simply be called ALSTAs).

The greatest complaint about the FALSTAFF series so far is that the little ‘bots lack the mass and strength for serious heavy duty repair work, such as heavy construction and repair. For this reason, it is advised that FALSTAFFs be teamed with stronger robots when heavy work is anticipated.
Since their introduction in 106 PA, FALSTAFFs have become extremely common in and around PS/GNE facilities, ships, and factory installations. They are especially popular with remote observation posts and research facilities, deep space patrols, and specialized applications such as the ‘HALO’-class surveillance/communications/navigational semi-satellites.
Given the sometimes abrasive personalities of many FALSTAFFs, there has been voiced some speculation on plans to produce a variant. modelled after the more affable Scotts Terrier....The ‘Scotty Project’ has been gaining support from many engineers, except a vocal minority who are demanding that the name be reserved for an enhanced model ‘Second’ humanoid android programmed for similar engineering tasks.

Type: PS-FALSTAFF (Series 1-8)
Class: Technical Engineering Robot----Friendly Artifical Lifelike Servobot, Technical Assistant, FurriForm
Date of Introduction: 106 P.A.
Intelligence Type: Robot Intlligence(Biochip enhanced)
S.D.C./MDC by Location:
Main Body 100
Head 30
Legs(4) 20 each
Manipulator Arms(4) 10 each
Height: 1.5 ft
Width: 11 inches at shoulders
Length: 3 ft
Weight: 120 lbs
Cargo: None, aside from what they may carry
Physical Strength: Manipulator arms have a Robotic P.S. of 10
Powerplant: Nuclear fusion mini-pac power cell w/ 2 year energy life.
Speed: (Running) 20 MPH
(Leaping) Can leap up to 8 ft up/12 ft across
(Climbing) Fair Climber, equal to a skill of 70%
(Swimming) Unless specially fitted with flotation devices(in which it can dogpaddle at 3 MPH), the ‘bot sinks like a stone. The FALSTAFF is pressure-resistant down to 1,000 ft.
Market Cost: 900,000 credits
Systems of Note:
*Basic Robot Optics
*Thermo-Imaging Optics
*Infrared Optics
*Low-Lite Optics
*Magnification(x100)
*Basic Robot Audio
*Enhanced Hearing---Can hear ultrasonic aberrations in a turbine or iron filings in flowing lubricant
*Molecular Analyzer---This allows the ‘bot to sniff out and locate leaks, spills, and other hazards
*Radiation Detector---Detects and identifies radiation
*Universal Headjack
*Power Takeoff---A plug-in, allowing the ‘bot to serve as an emergency generator or to run portable power tools.
*Micro-Manipulator Arms(4)---Mounted around the neck in the oversized ‘collar’. Each arm has a reach of 3 ft, PS of 10, and has the following tools built in:
*Clamp---Grip strength equiv. Robotic Strength of 50
*Power Wrench
*Chisel
*Micro-Drill
*Sander/Abrasion Tool---Does 1d6 SDC as a weapon(takes off skin)
*Micro-Manipulators
*Micro-Measure Calipers
*Ratchet Tongue---Inside the mouth is a universal adaptor ratchet attached under the false ‘tongue’ of the’bot.
*Molecular Grippers-Built into the feet, these allow the ‘bot to clamber about ship hulls and up the sides of machinery more easily.

Weapons Systems:
1) Eye Laser---Actually designed to be a cutting and welding tool, at short range it can be a lethal blaster as well...
Range: 500 ft
Damage: 3d6 MD for one eye, 6d6 MD for simultaneous blast from both
Rate of Fire: ECHH
Payload: Effectively unlimited
Bonus: +2 to strike

2) Mechanical Jaw----The FALSTAFF’s jaws are powerful enough to snip through thick cabling and cut armor plate, and can deliver a sharp nip or an arm-amputating crush-squeeze to anyone stupid enough to get close.
Range: Melee
Damage: 4d6 MD

Hand to Hand Combat:
Actions/Attacks per Melee: 4, or 6 non-combat engineering actions.
Strike:+2
Dodge: +2
Roll: +2
Disarm: +2
Programming:
Basic Programming:
Understands/Speaks/Reads:
American English (98%)
Techno-Can(98%)
6 different additional languages(all at 98%)
Computer Operation 90%
Math: Basic and Advanced 98%
Navigation: Land 80%
Radio: Basic 90%
Electronics: Basic 85%
Basic Mechanics 90%
Automobile Mechanics 80%
Basic Repair & Maintenance 90%
Salvage 75%

Additional Skill Slots:
The FALSTAFF comes with 6 additional skill slots to be filled at the buyer’s convenience. Most buyers add specialized Mechanical, Electrical, or Technical skills.

Options:
*Artificial Simulant Flesh/Fur Covering---An overcoat of false fur and muscle padding, designed to disguise the FALSTAFF as a bulldog or other short, ugly, dog.
Cost: 25,000 credits

*Hazmat Inertite Covering---The same armor used on Hazmat cyborgs, this teflon-like material is resistant to all acids and corrosive chemicals(do NO damage), allowing the FALSTAFF to swim through concentrated hydrocloric acid if necessary. However, it also prevents paint from sticking to the robot, so the ‘bot can only be the same color as the Inertite---a dull black...
Cost: 90,000 credits

*Amphibious Operations Kit----This waterproofs the whole FALSTAFF and fits it with a ‘doggie life preserver’ flotation pack, that allows the ‘bot to float and swim(Spd of 5 MPH).
For an additional 2,000 credits, the vest can be fitted with special neutral bouyancy packs and a mini-thruster, allowing the ‘bot to dive and swim faster underwater(moves a speed of 8 MPH)
Cost: 5,000 credits

*Zero-Gee Maneuvering Pack---This requires the JetPack and EVA skill slots(part of the package) and fits the FALSTAFF with a mini-MMU for jetting around space stations and spacecraft. Has 8 hours of fuel/reaction mass, and allows the robomutt to reach speeds of 20 MPH.
Cost: 10,000 credits

*Tool Harness----A special harness of megadamage fabrics and light plastic plates that fits over the FALSTAFF, and is used to hold additional tools and materials(has up to six pockets on each side, and one medium backpack-bag), just within easy reach of the robot’s collar arms.
MDC: 10
Cost: 500 credits


*PS-R-DWB-01 ‘Dweeb’ Domestic Work Robot, Light
“They’re just so freakin’ cutesy I wanna kick ‘em!”

Elegance Freed came out of her down-time cycle precisely on time, with all the punctuality of her CILA programming. The space beside her on the bed was still empty; her husband wouldn’t be home from his business trip for another three days(provided nothing else cropped up in the interim) and calculating the exact time of his arrival was problematic, not to mention a poignant reminder of how much she missed her biological half, so she didn’t engage in those calculations.
She raised herself up on her arms in bed, stray electron-fuzz from her start-up still sparkling in her consciousness. Her skin sensors registered the warm rays of the morning sun slanting into the bedroom, illuminating the bed.
-GOOD MORNING, ELLE!-
“Good morning, boys and girls,” she smiled at the DWBs bustling into her bedroom bearing her pre-selected clothes for the day, the morning print-mail, and her slippers.
Elegance found it ironic; robots waiting on a robot, but such was the way of the world. Though she wondered; would one day advanced DWBs be waited on by lesser machines in turn? Handitracs, perhaps?
An amusing image to be sure, she thought, as she slipped her feet into her slippers and rose to meet the day.


<“Car Fifty-Four, we have a report from the neighborhood of Elfelm and Ogrelane of an animal disturbance; looks like the Collisons’ dragonsaurus has dragged their DWB up into a tree again. Mind driving over there and assisting?”>
“Car Fifty-Four responding; Mikletts here. On our way. When will they learn you can’t use a forty-pound ‘bot to walk a four hundred-pound domesticated predator?”
<“Ours is not to reason why, just to serve. Try not to get slobbered on.”>

These short, stubby, big-headed space-suited beings with the energetic personalities are often mistaken for some new race of d-bee as they run around underfoot in a number of GNE/Alliance cities. In fact, they are civilian-application robots produced by Paladin Steel.
Dweebs look like small dwarf astronauts, with stubby limbs, a large glass-visored helmet, backpack, and fabric covering. Some retrotech experts have wondered if perhaps the Dweebs aren’t a chibification of the ancient ASIMO robot, arguably their ancestor.
DWBs aren’t terribly strong, and their short stature means that they often have problems reaching high objects, but they’re versatile, durable, and reliable. Depending on their assigned duties and owner preference, DWBs can be fitted with a variety of power source options, though most are battery-powered, and must regularly recharge off the house or community power grid. The standard DWB is encased in high-impact plasic, but this can be upgraded, at extra cost, to megadamage polycarbonate armor similar to that used to make ‘Plastic-Man’ EBA.
Dweebs are programmed with happy, merry, child-like personalities, ever-helpful and eager to please. On the minus side, if they run into problems they can’t handle, they can devolve into a trembling, frantic ‘panic’ mode until they can receive further orders on how to proceed.
Dweebs are primarily meant as domestic assistants, working around homes and gardens, acting as teaching aides, office gofers, and scut-workers, but they have also begun appearing in technical and utility work, modified accordingly.
Since their introduction, DWBs have become fairly ubiquitous around the GNE, reinforcing the appearance that they’re really a d-bee race, and in spite of such lurid low-budget horror vids such as the popular Revenge of the Dweebs.

Type: PS-R-DWB-01
Class: Domestic Work Robot, Light
Crew: None; semi-autonomous Robot Intelligence
SDC/Armor by Location:
Main Body 90
Head 30
Arm/Leg 30 each
Hand/Foot 15 each
Armor Rating: 16
Height: 3.2 ft
Width: 1.2 ft
Length: 1.2 ft
Weight: 40 lbs
Cargo: Only what can be carried or strapped to the outside. A concealed compartment, similar to those available to cyborgs, can be installed in the utility backpack, at extra cost.
Physical Strength: Robotic P.S. of 8
Other Notable Attributes: I.Q. 10, P.P. 12
Powerplant: Battery( 96 hour power life), Fuel Cell( 18 day power life), or Micro-Nuclear(5 year energy life)
Speed:(Running)Spd. 8(about 4 MPH)
(Leaping) Can manage a short hop of 1 ft up, 2 ft across, double that with a running start.
(Climbing)Not possible unless specifically programmed and modified. Most DWBs are restricted to climbing stairs and ramps.
(Flying) Not possible
(Underwater) Sinks like a brick unless fitted with flotation devices. Can survive being submerged and can walk along the bottom at roughly 3 MPH, but has a low depth tolerance of 100 ft.
Market Cost: 40,000 credits for a basic R-DWB-01
Battery Packs cost 1,000 credits each
Fuel Cell Pack costs 12,000 credits each
Micro-Nuclear Pack costs 900,000 credits each
Systems of Note:
*Basic Robot Optics
*Basic Robot Audio
*Basic Voice Synthesizer(voice sounds obviously artificially and deliberately robotic, but in a ‘cutesy’ manner)
*Locking Joints
*Facial Expression Display---Rather than an articulated facemask, the Dweeb has a basic flatscreen display in the faceplate(the display does not interfere in any way with the drone’s sensor abilities) that can be used to display basic CGI facial expressions...ranging from simple line ‘stick figure’ faces to more elaborate creations, depending on how much the buyer wants to spend. The cheapest and most popular package consists simply of illuminated pixelated lines on a black background, with a light blue ‘nuetral’ expression, bright blue or green ‘happy face’ and a glowing red ‘unhappy/angry’ face to accompany such simple statements like ‘Job Done!’ or ‘Do Not Enter This Area!’.

Weapons Systems: None standard
Hand to Hand Combat: None standard
Programming:
ALL DWBs get the equivalent of the basic Human Emulation routine as part of their baseline DWB1 core programming. Thanks to the biochip technology, this does NOT cost any additional skill slots.

Commercial service DWBs typically have selections from the following:
-Any of the Domestic programs(Rifts Sourcebook One(Revised))
-’Pirated’ versions of Triax Domestic Robot programs are also available.

Options:
DWBs are almost ALWAYS modified with additional options by their owners. Most modifications are cosmetic(changes in body shell styling or color, or voice alterations), additional sensors, or to the manipulator hands(fitting the hands with cybernetic-style fingers, or specialized tool hands), but there are a few more extensive modifications available, as follows:

*Extending Stilts---These telescope out of the legs, allowing the DWB to raise its height up to an additional 3 ft. Reduce speed by 25%, however, when at maximum extension. Cost: + 6,000 credits.

*Megadamage Construction
MDC/Armor by Location:
Main Body 90
Head 30
Arm/Leg 30 each
Hand/Foot 15 each
Market Cost: 300,000 credits

*’Marshmallow Armor’---The ‘bot is covered in a rubbery padded oversuit that absorbs kinetic energy, kicks, punches, concussive explosions, and falls/tumbles/collsions doing HALF damage. Cost: +50,000 credits, +90,000 creditsfor the MDC version.

*Environmental Sealing---Can be sealed for deep sea work, deep space work,
Cost: +50,000 credits

*Increased Strength----Strength can be increased to a maximum of 16, at a cost of 8,000 credits per point over 8.

*Increased Speed----Speed can be increased to a maximum of 16, at a cost of 10,000 credits per point over 8.

*Improved Agility---The speed and accuracy of the DWB’s responses can be sharpened, with enhancements to P.P. , at a cost of 10,000 credits per point over12, to a maximum of 20. Particularly popular with sports-model DWBs.

*BounceRods---The same system available to cyborgs and integral to ‘Tumbler’ EBA.
Effects: Allows leaps of (Bionic) P.S. x25 ft across, half that vertically. Allows for jumps down of TWICE horizontal distance.
Cost: 200,000 credits

Variants:
A variety of DWB variants exist, from streetcleaner DWBs to rollerblade-equipped courier DWBs, but the following are several of the more radically-enhanced models:

*R-DWB-01F---The ‘Fweeb’, or fire-fighting DWB, is designed to withstand fire and hazmat suitations. The -01F is covered in heat-resistant materials similar to those used in the NEMA ‘Roscoe’ armor, and the head sports an armored visor that protects the optical plate from extremes of heat(regular fires do NO damage, MD fires, magic, and nuclear/plasma do 10% less damage). It typically is fitted with thermal imaging optics and carries a thermally resistant rescue bag or a large fire extinguisher on its back.

*R-DWB-01H---Hazmat unit, aka ‘Pipecleaner’ and ‘Sewer Diver’. The ‘bot appears to be wearing full hazmat-suiting, with a chemical-resistant material covering that allows the little ‘bot to swim in toxic waste and corrosive acids without harm(do NO damage). Also comes with a molecular analyzer and radiation detector as standard equipment.

*R-DWB-01M---’Windowasher’ or ‘Mountaineer Dweeb’; the lower legs of this variant have knees that bend backwards, and the arms and feet are fitted with pads that that be swapped out for suction cups, ‘gecko pads’, electromagnets, or molecular adhesion pads. The -01M has the Climbing/Rappeling skill at 98%, and is typically programmed for maintenance or Search and Rescue.

*R-DWB-01N---’WaterDweeb’; variant DWB configured for underwater operations. Has neutral bouyancy aides, a small hydro-propulsion unit(can swim at 9 MPH) and depth tolerance of 12,000 ft. Has Navigation(Underwater) at 80%

*R-DWB-01S---’AstroDweeb’; variant DWB configured for deep space. EM and radiation shielding, along with thermal insulation are standard, and the unit can be fitted with a zero-gee maneuvering unit(30 MPH speed, six hours total burn remass). Standard programming includes Movement: Zero Gravity and EVA(80%).

*‘Dark Dweeb’----The rumored military versions of the DWB are known as Dark Dweebs. Alledged features include MDC construction, maxed out stats, and combat programming.

Re: Paladin Steel Storefront

Posted: Wed Dec 28, 2022 10:12 pm
by taalismn
Scary'
*PS-R-28 Cyberconda Unmanned Semi-Autonomous Utility Drone

‘Cyberconda’ Flex-Bot

“Rumor has it a Tolkeenite Retribution Squad managed to get a crate
of these things aboard some Coalition general’s DHT, and activated
them when the Deadboys were traveling at altitude. Don’t know if
there’s any truth there, but I DO know that some CS bigwig went
down in the wastes, causing one helluva scramble all over the
region...Of course, the CS ain’t saying anything, which itself speaks
volumes.”
The ‘Cyberconda’ or ‘cybersnake’ is a small semi-autonomous robot
based on cyborg tentacle technology (especially the linear truss and
myomer technology of the PS ‘Flexman’ cyborg). Its long
body is packed with micro-muscle actuators and motors, allowing it
to quietly slither along at a fair rapid speed. It can also raise roughly
half of its body up from off the ground. The only real shortcoming of
the Cyberconda is a limited power life; the lithe form of the robot is
too small and narrow to accommodate a fusion or radioisotopic
powerplant, forcing the engineers to use finite-charge power cells.
Cybercondas are typically used for infiltration, surveillance, search
and rescue, and building/ship inspection, as their serpentine shapes
and small sizes allow them to squirm through narrow openings and
down air shafts and crannies larger beings cannot go. They are often
used to pull fiber optic cables and flex-cables, making them
invaluable for construction projects. Of course, it’s rumored that
they’re a favorite tool of PS corporate ‘black ops’ teams and GNEAS
Special Forces for infiltrating enemy facilities and assassinating
enemy soldiers.
Type: PS-R-28 Cyberconda
Class: Unmanned Semi-Autonomous Utility Drone
Crew: None; semi-autonomous robot or remote control.
MDC/Armor By Location:
Main Body 40Height: 6 inches
Width: 6 inches
Length: 10 ft
Weight: 6 lbs
Cargo: None
Powerplant: Electric Battery (good for 72 hours of continuous
operation)
Speed: (Crawl) Can crawl along at Spd 10
(Climbing) Can climb at a skill equal to 75%
(Jumping)--The cybersnake can coil a part of its body and
literally spring up in a jump; 6 ft up/across.
(Swim) Can serpentine along at Spd 12
Market Cost: 30,000 credits for the basic model, 90,000 credits for
combat programming
Features of Note:
*Basic Robot Audio/Optics w/ Low-Lite, Infrared, and Passive
Nightvision
Weapons Systems: None standard, and their size limits what the
robots can carry. The Cyberconda has two slots in its head that can
be fitted with the following:
a) Vibroblade Fang
Range: Melee
Damage: 1d4 MD
Rate of Fire: ECHH
Cost: 3,000 credits
b) Drug Injector
Range: Melee
Damage: 1d4 SDC, plus chemical injection
Rate of Fire: ECHH
Payload: 20 doses
Cost: 3,000 credits
c) Drug Injector/Vibro-Stilleto---A hollow-bodied vibroblade for
penetrating light armor and tough skin
Range: Melee
Damage: 1 MD, plus chemical injection
Rate of Fire: ECHH
Payload: 20 doses
Cost: 4,000 credits
d) Buzzsaw
Range: Melee. As a projectile, can reach up to 200 ft
Damage: 2d6 MD swipe/projectile throw, 5d6 MD full melee cut
Cost: 6,000 credits each. New blades cost 300 credits each
e) Laser Torch---Copied from the cybernetic laser finger option.
Powered by its own small power cell.
Range: 50 ft
Damage: 1d6 or 3d6 SDC
Rate of Fire: ECHH
Payload: 12 shots
Cost: 5,000 credits
f) Short Range Pulse Laser---Powered by its own small power cell.
Range: 300 ft
Damage: 1d4 MD per blast
Rate of Fire: ECHH
head slot is used for a power cell, or a mini-e-clip is incorporated
into one of the body segments.
Cost: 20,000 credits
g) Microchip Tagger---This allows the cybersnake to bite a target
and implant a small microchip. The microchip can be a tracer,
biomonitor, surveillance device (or combination of all). Can carry up
to 20 microchips ready to use in each slot
h) Chemical Sprayer---Can ‘spit’ a fine mist or stream of chemical
compounds.
Range: 60 ft, point targeting or 5 ft area
Damage: Varies by chemical type
Rate of Fire: ECHH
Payload: 15 shot reservoir
Cost: 40,000 credits
i) Camera---Still photography optics with 50-shot high-res digital
chip memory.
Cost: 2,500 credits
j) Computer Jack
Cost: 2,400 credits
k) Tazer Bite---Save at 16 or better or be -6 to strike, parry, dodge,
and roll, HALF speed and APMs, for 1d4+1 melee rounds, +1d4 if
the ‘snake was able to bite soft tissues(like the neck, lips, back of the
knee or inside of the elbow.
Cost: 1,100 credits
l) Spotlight
Cost: 600 credits
m) Micro-Grenade---One shot launcher; range of 100 ft and does
2d4 MD to a 10 ft area
Cost: 1,200 credits
Bonuses:
Hand to Hand Combat: (*3 from combat programming)
Actions/Attacks per Melee: 2 (*5 from combat programming)
Initiative: +1*
Strike: +2*
Parry: +2*
Dodge: +2*
Roll:+2*
Pull:+2*
Entangle: +3
Damage:
Head Punch 1d6 SDC
Tail Slap 1d4 SDC
Programming:
Navigation 80%
Climbing 75%
Spelunking 80%
Prowl 85%
Options:
*Molecular Pads---Allow the cybersnake to climb just about ANY
surface without problem.
Cost: 80,000 credits
*Disguise---The Cyberconda can be disguised with a false skin
covering and sculpted features to resemble a real snake.
Cost: 9,000 credits
*Thermal Sensors----3,000 ft range.
Cost: 15,000 credits
*Tail Computer Jack
Cost: 2,400 credits
*Tail Vibroblade--- 1d8 MD.
Cost: 7,000 credits
*Tail Stinger---Identical to the Bionic version. +1 to strike, +2 to
Parry, +1 to Dodge, and 4d6 MD for an energized ‘sting’.
Cost: 275,000 credits
*HoopSnake Conversion---This substantially modifies the
Cyberconda to be able to stiffen its body into a hoop shape, and roll
like a wheel, at a speed of 25.
Cost: 20,000 credits
*Constrictor---Adds more myomer fibers and actuators to give the
cybersnake the ability to SQUEEZE an entangled target. Equivalent
Robotic P.S. of 28 for damage purposes; does 2d6 MD per melee of
constriction .
Cost: 25,000 credits
*Walking Stick Conversion---This modifies the cybersnake so its
default form is that of an innocuous walking stick (at least as far as a
snake-headed walking stick can look) or staff,shrinking the length
down to 3-4 ft. Adds 10 MDC, and add +1d4 to Punch damage when
fully extending from its collapsed state.
Cost: 17,000 credits
*Cobra Hood---Builds in two extendable ‘flaps’ for a cobra
aappearance. Added to the chemcial spraying option or other
weapons system, they can be modified as part of a short range radar
targeting system (+2 to strike)
Cost: 800 credits for the cosmetic flaps, 18,000 credits for the
microwave radar option
*Glide Option---Modifies the cybersnake so it can effectively flatten
itself out and make controlled glides. The ‘snake, provided it jumps
off from a high enough point, can glide between trees and buildings,
and make glides from as high up as 2,000 ft. +1 to strike on a flying
tackle.
Cost: 20,000 credits
*Extensor---This adds extension sections that allow the cybersnake
to stretch as much as an additional 6 ft.
Cost: 8,000 credits
*Exploding Body Segments---The Cybersnake can be fitted with a
false tail consisting of detachable explosive segments. The ‘snake
can be fitted with up to 12 light explosive charges or 5 heavy
explosive charges; light charges do 2d4 MD to a 10 ft area, heavy
charges do 2d6 MD to a 20 ft area (or 6d6 MD to a 12 ft area for
demolition charges). Can be laid as delayed-action/remote
detonation mines, or can whip-thrown by tail action up to 40 ft away.
Cost: 1,200 credits per light explosive, 2,000 credits for heavy
explosives



*PS-RU-005-4 Smash-Master Remote Control Robotic Drone, Utility, Multi-Purpose, Semi-Autonomous
Paladin Steel ‘Smash-Master’ Demolitions Drone
(aka ‘KrakTrak’)
http://www.popsci.com/files/imagecache/ ... tanley.jpg
http://dcnonl.com/images/archivesid/44123/412.jpg

“Are we through yet?!”
“Al, I’ve got four ‘bots drilling and jackhammering around the clock through hard basalt! We still got a few more yards of bedrock to cut through. That will take ..oh, another half hour? So go back to your book; we’ll be through soon enough.”

“Yeah, I heard the rumors, too, about how PS set up a mining operation on a remote island---ain’t they ALL remote islands?--- with about a dozen demolition ‘bots run off a central computer and powerplant, then for some reason or other had to abandon the place without even being able to mothball the works. By the time they finally got back they’d discovered that the ‘bots had gone blinky and carved the local cliffs and rockfaces into curliques and engravings like ‘I’m Lonely’, ‘Send Help’, ‘Sod Off!’, and ‘Santa, Can I Have a Kitten?’”

The Smash-Master is a simple, but sturdy, robot utility drone that is a direct descendant of the pre-Rifts Stanley LaBounty F16 Demolition Robot, a tread-borne remote control hydraulic armature used in deconstruction. The machine became quite popular well into the Golden Age, with the design being updated and upgraded to be tougher and more reliable, with an increasing degree of automation applied as well, allowing the rig to carry on work semi-autonomously. The original pre-Rifts Paladin Steel Corporation actually bought a number to facilitate repair and maintenance on its giant kilns and foundaries, and it is from these relics that PS was able to produce the current model.
The Smash-Master externally resembles its ancestor, which in turn resembled an overgrown Handi-Trac(indeed, it is often referred to as the Handi-Trac’s ‘big brother’); a scaled down set of tank treads carrying a robotic armature, ending in a modular tool hand. The ‘bot is built sturdy, with a dealed megadamage body providing protection from debris falls and choking airborne dust and grit. The robot can be powered by onboard fuel cells, by an external electric power cable, or by a nuclear power pack. The robot can also be programmed to return on its own to an external recharge station.
The Smash-Master can be operated remotely by a live operator, or can be allowed to run on its onboard computer. The robot can be trusted to carry out simple operations on its own, such as driving a tunnel or demolishing a building; the demolitions and excavation programs are sophisticated enough that the robot won’t undercut itself or debris on top of itself, but the machine is otherwise very single-minded in carrying out its given job. The machine must be given very specific instructions if working in an obstacle-crowded environment(‘Tear down this building’ can lead to disaster if the building in question is sitting atop and directly up against another structure, while ‘Tear down this wall’ would be a better and more limited task within the Smash-Master’s level of comprehension). There have been rumors that early model Smash-Masters could ‘run rogue’ upon finishing a task, and becoming ‘bored’, start demolishing random structures on their own; Paladin Steel denies these rumors, and points to a number of failsafes and ‘kill-switch’ measures installed to prevent such happenings.
The Smash-Master is too slow on its treads to be an effective weapon, but a number of buyers have modified the armature for faster reflexes and have modified the programming to include combat moves, either to use the robot in gladiatorial fights, or as a security robot. The ‘bot has some limited utility in these roles, though it is best suited for operating in circumstances where mobility is not a critical issue.
Smash-Masters are typically assigned to demolition and excavation, but they are also used in demolitions disposal, construction, repair, hazmat handling, foundary work, and general labor. They are also used in forestry, highway maintenance, shipyard work, and other areas involving repetitive, tedious, or dangerous work. Smash-Masters(and their derivations) are fairly ubiquitous around GNE territory and PS facilities.

Type: PS-RU-005-4 Smash-Master
Class: Remote Control Robotic Drone, Utility, Multi-Purpose, Semi-Autonomous
Crew: Semi-Autonomous; remote control or robot drone A.I.
MDC/Armor by Location:
Main Body 90
Treads(2) 15 each
Armature: 90
Height: 61 inches
Width: 31 inches
Length: 7 ft
Weight: 3,400 lbs
Cargo: The robot can heft a 550 lb tool head
Strength: Robotic P.S. of 30(for damage purposes).
Lift: 1.37tons/Carry: 690 lbs
Powerplant: Electric cable feed, battery(18 hour charge) , or micro-nuclear(5 year energy life)
Speed: (Treads) 7 MPH
Market Cost: 230,000 credits for the basic (externally powered) rig, 330,000 credits for battery-powered, 1.2 million for micro-nuclear
Systems of Note:
-Modular Tool Arm---The modular attachment point can be fitted with any of the standard Mining Cyborg Tool Arm features(also see Options, below)
-360 degree turret rotation
-16 ft reach w/ the robotic arm
-Basic Robot Optical
-Laser Range Finder/Measure---Range: 100 ft
-External Audio Pickup---300 ft
-Radiation Detector/Geiger Counter
-Metal Detector------200 ft range. Fairly useless in metal-rich environs, like a city or ship.
-Ultra-Sound Scanner---This system uses ultra-high frequency sound to read the internal layout and composition of structures, such as concrete pipes, composite materials, and cement walls. 80 ft range

-Stress Monitor---This system uses polarized light, short-range ultra-sound, and magnetic resonance imaging(MRI) to read stresses and metal fatigue in metallic structures. This is also useful for detecting cracks in structures, and assessing damage. 20 ft range

*Stabilization Pylons(4)---These four hydraulic pylons deploy from the ends of the robot and lift the treads clear of the ground, bracing and locking the robot in place.

Weapons Systems: None
Programming: The standard programming module holds three programs:
-Demolitions(Non-Explosive) 85%
-Mining 86%
-Excavation 80%

The Smash-Master also has basic voice-recognition and can take vocal commands in four different languages(re-programmable).

-Combat Programming: As noted above, some buyers adapt their Smash-Masters for fighting. Same as for the selected skill program, only the robot does not enjoy any sort of dodge, kick, or roll ability.

Options:
*Thermal Insulation----This option effectively heat-proofs the robot in refractory materials, permitting it to operate in intense heat environs, such as in close to kilns and metal foundaries. Megadamage heat does 1/4 normal damage. Cost: 200,000 credits

*Vibro-Claw/Jaw Attachment---Does 4d6 MD on a power ‘snip’, 1d4x10 MD on a full-melee crush/bite. Cost: 75,000 credits

*Circular Saws-----This option consists of a large(3ft diameter) circular saw studded with teeth of superhard ceramic, a swivel mount, and a blade guard. The Circular Saw is primarily intended for those jobs where tearing with a claw is not precise enough, and where plasma torches might do unacceptable thermal damage, like felling trees, cutting asphalt and concrete, and carving up debris.
Weight: 100 lbs
Range: Melee
MDC per Blade:45
Damage: 6d6 MD per slash, 1d6x10+10 MD per full melee cut
Cost: 150,000 credits

*Forklift Tines----Allows for lifting and carrying cargo palletes(load cannot exceed 500 lbs). Cost: 1,000 credits

Variants:
Variants consist mainly of changing the programming(Basic Maintenance and other general labor functions are possible) and the modular tool head. Additional sensors and other gear can also be added. The basic chassis and tread propulsion unit can be used for a variety of different purposes as well.


*PS-HLUR-03 ‘Atlas’ Heavy Labor Utility RobotS HLUR-03 ‘Atlas’ Heavy Labor Utility Robot
(aka ‘Atlas Arm-Strong’, ‘Boxer’, ‘Hurler’, ‘Hurl’ )

“Somebody care to explain how THIS happened?!”
Captain Adrianne Velazquez glared around at the assembled crew of the GNEMSS Mystic River, as they stood in one of the cargo bays of the merchant starship. Around them were sealed and wrapped transparisteel caskets of various sizes, each holding the floating form of some large livestock animal, sleeping in induced comas, suspended in artifical amiotic fluids. The exception was a smaller case that had been pulled out to the center of one of the cargo bay aisles. Within the cabinet-sized case a nude human form floated, insensate to the world and the commotion around her.
“Supercargo Loy’tens was doing a midflight inspection of our sleeping cargo when he found THIS tucked in amongst our live cargo! Now, before I start accusing people of trying to run a slave-smuggling ring behind my back, I’ll give you people a chance to ‘fess up!”
Puzzled looks passed down the line of crew.
“Oh splug-spit.....” the ship’s purser moaned, “I thought the gint was -kidding-”
All eyes shot to the man. The insuing silence DEMANDED explanation from the fidgeting man.
“I was taking my leave time in the local philosophy gardens when I ran into one of the local mezzis, you know, the local aristocracy, who I recognized as one of our local trade contacts, and we got to talking and drinking and the next he invites me to his place, nice opulent place on the edge of town and we get to some SERIOUS talking and drinking and we start talking about chess and chess-like games...you know their game of caliphate-chess is almost EXACTLY like High Chess....and we start playing, making small wagers on the outcome. And somewhere along the line, when we’re both rather buzzed and talking about how chess evolved as a war game, real life and death stuff you know, the mezzi up and makes me a bet over the servent girl waiting on us...I win, she’s mine, spoils of war, I lose, she gets tossed in the moat with the ‘gators. I figure he’s drunk and not serious, even when the two chopper-waving goons show up and grab her, ready to throw her over the wall. So we play, I win, he congratulates me, excellent game, the goons put their swords away and take the girl off back to the house and he calls me a taxi to get me back to my ship because he knows we’re leaving the next day.
Anyways, I got back to the ship and got over my hangover, I thought the whole thing was a drunken joke to add more suspense to our game, hahaha.”
Captain Velazquez looked at the embarrassed junior officer.
“Well, the shipping codes on the case register the contents as ‘livestock’ and the destination registered to this ship and the ultimate recipient is your name, Mister Tarmon, so I’d sayyour mezzi-friend WASN’T joking. She was slipped into the load-line late last night before we left and got through the box-code check and the bio-scan as clean. And since I know both of your predilection for chess and your lack of maliciousness when it comes to personal liberties, I’ll not open up your skull with a fire axe for slave-trafficking. But you ARE now responsible for her once the good ship’s doctor decants her! Up until she either requests a return to her homeworld or is granted asylum, whichever works out!”
The Captain turned back towards the rest of the crew; “I WARNED everybody going offship for shoreleave about the different customs there! Especially the chattel-slavery angle and the casual human rights laws! Could have been any other of you who wound up with a slave on their hands or AS a slave in somebody else’s hands! I expect you people to exercise some COMMONSENSE!”
“And Mister L’gens! YOU were in charge of overseeing the loading, were you not?” The Captain singled out the small Q’uratigo standing in front of the half-dozen hulking Atlas roboloaders standing at the end of the aisle, “It doesn’t matter if we WERE dealing with a reputable dealer in a secure port. I spent enough time with loader drones to know THEY can’t spot anything suspicious, so YOU have to when taking on cargo! You should have been eyeballing EVERY cargo box as it came aboard!!! That should have been spotted and brought to my attention IMMEDIATELY! It could have been something FAR WORSE somebody was trying to sneak aboard, and a possible danger to THIS SHIP! I expect you from now on to upgrade the security programming on your ’bots on a regular basis and to PERSONALLY oversee and INSPECT cargo intake! Your’re supposed to be SMARTER than your drones!!! DO I MAKE MYSELF CLEAR???!!”


The HLUR-03 is a basic heavy labor utility robot drone produced by Paladin Steel and used extensively both domestically and marketed abroad.
‘Boxy’ doesn’t begin to describe the brute angular design of the HLUR-03; its torso is almost cubic in shape, its head shoebox-shaped, its massive arms rectangular and reaching all the way to the floor, while its legs are thick and heavy(and can split at the hip to form a four-legged stand for bracing under heavy loads). The HLUR-03 is built tough for loading cargoes in a variety of environments and survive rough-and-tumble accidents on the loading docks. It can be fitted with a variety of powerpacks from replaceable fuel cells and batteries to micro-nuclear powerpacks. Its manipulator hands aren’t very dexterous, but can get a good secure grip on a variety of materials.
The HLUR-03 also isn’t terribly bright; it’s your basic rote-routine work-bot, just aware enough of its surroundings to avoid most trouble, but unable to cope with anything falling outside the parameters of its limited situational response repetoire. If facing something that blatantly impinges on its programmed behavioral responses, the ‘bot is most likely to simply stop and call for supervision, rather than try to figure out the problem on its own.
HLUR-03s are too slow to make effective combat units in all but the most desperate and adhoc manner, but they ARE, as mentioned earlier, heavily reinforced and constructed to take considerable punishment, both from hostile working environments and falling heavy loads. They’re priced competitively with Northern Gun’s NG-W10s, so sales are brisk and the HLUR-03s fairly common.

Type: PS HLUR-03 ‘Atlas’
Class: Heavy Labor UtilityRobot drone
Crew: None; robot intelligence(drone)
MDC/Armor by Location:
Main Body 135
Head 60
Hands/Grippers(2) 15 each
Arms(2) 50 each
Legs(4) 45 each
Height: 8 ft
Width: 6 ft at shoulders
Length: 5 ft
Weight: 1,500 lbs
Cargo: Only what can be carried or attached to the outside of the ‘bot’s body.
Physical Strength: Equivalent to Robotic P.S. of 45
Powerplant: Electric Battery with 72 hour power life, Fuel Cell w/12 day power life) , or Nuclear w/ 5 year energy life
Speed: (Running) 20 MPH
(Leaping) Not possible
(Flying) Not possible
(Space) Not possible
(Underwater) Not possible unless specially modified for underwater labor
Market Cost: 3.8 million credits for for a basic HLUR-03
Battery Packs cost 1,000 credits each
Fuel Cell Pack costs 12,000 credits each
Micro-Nuclear Pack costs 900,000 credits each
Systems of Note:
Basic Optical Systems
Basic Audio Systems
Short Range Radio(5 mile range)
Laser Barcode Scanner
360-degree waist rotation
Locking Joints
Weapons Systems: None standard

Programming:
Math: Basic 96%
Language/Literacy:
-3 of choice, all at 92%
General Repair and Maintenance 90%

Actions/Attacks Per Melee: 5
-CAN be fitted with the Hand to Hand Combat Program(Rifts Sourcebook One, Revised, pg. 21), giving it the equivalent of Hand to Hand: Basic at 5th level proficiency, for 255,000 credits, but few buyers bother.

Options:
*Molecular Grippers---Allow the ‘bot to grab just about ANYTHING. Cost: 30,000 credits

*EM Shielding---Protects against radiation and magnetic effects. Cost: 100,000 credits

*Chemical Resistant Armor(Option)----PS’s patented chemically inert armor that sheds the effects of corrosive chemicals and stick’ums. Acids and chemical weapons do NO damage. Cost: 400,000 credits

*Stabilization Jacks--- This interesting little system uses Glitterboy-style pylon technology to las and hydraulically drive four stabilizer jacks up to 5 ft into the ground, even through concrete and metal gratings, within 5 seconds, affixing you like a barnacle, and able to stay upright in even hurricane-force winds. System can disengage in 2 seconds. Not recommended for shipboard or wharf work.
Cost: 65,000 credits


Variants:
*HLUR-03F---Foundry-worker variant, armored in refractory material(heat does HALF damage). Cost: 4.7 million credit base cost.

*HLUR-03D----Military variant, with weapons hardpoint mountings replacing the arms. The HLUR-03D is little more than a walking weapons turret, programmed as a sentry gun or fire-synched battery component taking direction from a centralized fire control system.
Systems of Note:
*Fire Control Sensors
*Combat AI---A modification of the existing ‘Goalkeeper’ PDS turret automatics deployed aboard many PS vehicles.
Weapons Systems:
1) Forearm Weapons Mounts(4, 2 each arm-unit)
a) Cyborg Forearm Weapon---Any of the standard cyborg forearm weapons can be mounted.
b) .50 caliber Machine Gun
Range: 10,000 ft
Damage:(SDC) 7d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst, 8d6x10 SDC per 20 rd burst, 1d4 MD per 40 rd burst.
(Ramjets) 1d4 MD single shot, 5d6 MD per 40 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst, 2d6 MD per 20 rd burst, 4d6 MD per 40 rd burst.
(PSX-2) 1d6 MD per rd, 1d6x10 MD per 10 rd burst, 2d6x10 MD per 20 rd burst, 4d6x10 MD per 40 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 6,000 rpm(or 1,500 rounds per melee)
Payload: 2,000-rd belt per gun
Cost: 8,000 credits per gun

c) Light Rail Gun(PS-RFG202)
Range: 4,000 ft
Damage: 1 MD single rd, 3d6 MD per 15 rd burst, 6d6 MD per 30 rd burst.
Rate of Fire: ECHH
Payload: 9,000 rd drum per cannon
Cost: 75,000 credits

d)Flamer
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: 20,000 credits.

e) 40mm Grenade Launcher
Range:7,000 ft
Damage: Fragmentation: 4d6 MD to 12 ft area, 2d6x10 MD to a 40 ft area for a 10 rd burst.
Armor-Piercing: 1d4x10 MD to 3 ft area, 3d6x10 MD to a 8 ft area for a 10 rd burst.
Rate of Fire: Standard
Payload: 300 rd drum each AGL
Cost: 50,000 credits for the launcher

f) Light 20mm Autocannon
Range: 4,000 ft
Damage:(20mm) 1d4 MD single shot
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 5 ft blast radius(single shot)
(PSX 20mm) 4d4 MD single shot
2d4x10 MD per 5 rd burst
4d4x10 MD per 10 rd burst
Airburst does 4d4 MD to 5 ft blast radius(single shot)
(Wood Rounds) 6d6 SDC single shot (1d4x10 HP to vampires)
2d4x10 SDC MD per 5 rd burst (2d4x10 HP to vampires)
6d6 MD per 10 rd burst (3d6x10 HP to vampires)
Rate of Fire: Standard
Payload: 200 rds
Cost: 30,000 credits

g)PS-DL-110 Razor-Frizzer( a copy of an imported Russian design). The PS version uses ceramic and light alloy discs that, either by accident or deliberate design, give off a very audible high-pitched shrieking or buzzing noise when fired.
Range: 2,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
Rate of Fire: EGCHH
Payload: 2,000 rd drum
Cost: 80,000 credits

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
Payload: 1,000 rd drum
Cost: 100,000 credits


*HLUR-04---This is the upper torso of the HLUR-03 mounted on a quad-unit tread-laying lower chassis. Though not as agile as the HLUR-03, the HLUR-04 is arguably more stable, and the lower section easier to maintain. Maximum Speed is 24 MPH, MDC and cost all remain the same.


*PS-TAA02 ‘CyberSpinne’ Semi-Autonomous Android, Cybernetic Intelligence Life Assistant
Paladin Steel PS-TAA02 Technical Assistant Android
(aka ‘TAAD’, ‘cybospinne’)

“Aren’t bugs in machinery supposed to be a BAD thing?”
“Not with these guys on the job!”

“What do you call a swarm of these things in the field?”
“A factory. No kidding; get them deployed and given orders and they’ll coordinate with each other to make an impromptu assembly line. Makes setting up a repair line or salvage sorting operation that much easier.”

The TAA emerged when a trade delegation of Spinne(see D-Bees of North America, pgs 193-198) visited Paladin Steel and encountered CILAs and FALSTAFFs in action, and were favorably impressed by the androids. The arachnohumanoids almost immediately requested that a variant of the androids be produced for them, only modeled after their physiology and configured as a technical assistant, doing tasks the Spinne thought too boringly repetitive or physically dangerous. With Spinne assistance, Paladin Steel was able to develop the TAA in record time and start producing the androids, with the initial production runs selling out quickly to Spinne customers.
The TAA is based on the basic chassis of the CILA, but is configured as a four-armed arachnohumanoid. In place of false flesh, however, the TAA has a hard megadamage plastic exoshell and looks more obviously mechanical. The four arms are each equipped with integral tools, or have fittings for additional tool arms. The head apes the Spinnes’ real heads in having two large optics with an array of smaller specialized sensor-optics mounted between. A set of non-finctional mandibles flank a voice synthesizer box.
The TAA is programmed primarily for engineering and maintenance tasks. It is not (legally) programmed for combat, although it is often called upon(and indeed has been reinforced for) to perform battlefield work.
TAAs don’t have much in the way of artificial personalities, as per Spinne request. They tend to be job-focused, technical, and to-the-point, almost to the point of curtness(some outsiders have joked that isn’t too far removed from how actual Spinne act when engrossed in a problem, so people might have problems telling the difference).
Though not intentional, the TAA looks enough like a Spinne on casual inspection(and especially in a busy garage, mine, or worksite) that it can be mistaken for the real thing. This has confused reports of the actual numbers and locations of Spinne, especially as the androids have caught on with non-Spinne customers.
The TAA has proven quite popular, especially for jobs where a FALSTAFF is just too short and small to be effective. Compared to other PS robots, the TTA may seem rather vanilla, but the Spinne have insisted on practicality over extravagance. The Spinne purchase just over half of PS’s current production of the ‘bots. Despite its insectile looks, the TAA02 also came into high demand on Rifts Earth during the Minion War, with a pressing need to repair combat gear and infrastructure damged or destroyed by the Infernals.

Type: PS-TAA02
Class: Semi-Autonomous Android, Cybernetic Intelligence Technical Assistant
Crew: None; Robot- or Neural-Intelligence
MDC/Armor by Location:
Main Body 60
Head 25
Arms(4) 30 each
Hands(4) 20 each
Legs(2) 35 each
Feet(2) 16 each
Height: 7 ft
Width: 2.8 ft
Length: 1 ft
Weight: 160-300 lbs
Cargo: Small compartment in the chest for tools and accessories, otherwise only what can carried in the arms or strapped to the body.
Powerplant:
-Battery---Most commercial service TAAs are equipped with a rechargeable battery system that affords them 60-80 hours of activity between recharging. An e-clip can give them an additional 1 hour of activity, a long e-clip 90 minutes, and an e-canister three hours.
-MicroCell Nuclear----Military service TAAs tend to be equipped with higher-end micro-nuclear power systems witth 2-10 year energy lives.


Physical Attributes: Equal to I.Q. 18, PS. 16, PP. 18, SPD. 58 .
Speed: (Running) 40 MPH
(Leaping) Can leap 12 ft up/across, while a full speed running leap(at 40 MPH) will add +10 ft to height/length of the jump.
(Flying) Not possible without a jetpack or vehicle.
(Space) Not needing to breath, most TAAs can operate in a vacuum, but CANNOT fly in space without the use of EVA gear.
(Underwater) Most TAAs are waterproofed and can handle depths of down to 800 ft, but most are limited to walking along the bottom at 5 MPH, unless specially programmed and equipped for swimming.

Market Cost: 380,000 credits for a basic PS-TAA02
Battery Packs cost 1,000 credits each
Fuel Cell Pack costs 12,000 credits each
Micro-Nuclear Pack costs 900,000 credits each

Systems of Note:
*Standard Robot Optical and Audio

*Wireless Modem and Short Range Radio(5 miles)

*Zoom/Macro Lens---Can magnify up to 80x.

*Multi-Spectral Optics---The Cybospinne can see in the UV and infrared spectrums.

*EM Scanner---The Cybospinne can ‘see’ EM activity, allowing it to trace power conduits and detect active EM sources. Effective range of 60 ft.

*Radiation Detector

*Basic Voice Synthesizer(voice sounds obviously artificially and deliberately robotic)

*Locking Joints---Can freeze or brace in place

*360-degree Waist Rotation

*Extra Pair of Arms---+1 APM

*Tool Arms(4)---Typically two are fitted with tools(can use the standard Mining Borg tool-arms), while the other two are fitted with sensors;
a) Ultrasound---Contact device for doing ‘echo’ soundings of materials
b) Mini-Magnetoscope---An EM device useful for checking metal materials for rust infiltration and stress fractures.
c) Circuit Scanner---Senses EM activity such as electrical flow; good for tracing live wires and detecting active electronic surveillance bugs.
d) Laser Imager---Does a detailed surface scan and measurement of a surface or object. Typically the ‘bot will have to wave the scanner around the object to get the data for a full 3-D digital model.

Weapons Systems: None.
Hand to Hand Combat: None standard
Actions Per Melee: 4 standard

Programming:
TAA02s are typically programmed with Electrical, Mechanical, and Technical tasks in mind
As an Artificial Intelligence, the Cybospinne has the General Labor Program and FOUR selections from Non-Military Skill Programs, although TWO will be from the Labor selections.
Rarely ever given combat programming.

Options:
*Thermal Armor---Heat-refractive plating, meant for drones involved in foundry work or firefighting duties. Heat does 1/4th normal damage. Cost: 200,000 credits

*Molecular Adhesion Pads---Allows the ‘bot to cling to precarious perches and even walk up walls. Cost: +90,000 credits

*Frame Reinforcement---The durability of the TAA02 can be increased, albeit at the possible risk of bulking the robot out(preventing it from easily fitting inside standard body armor types). +10 MDC, +5 MDC per limb, per reinforcement, up to a maximum of +100 MDC, but add 20 lbs per reinforcement
Cost: + 30,000 credits per reinforcement

*Strength Enhancement---More powerful actuators and myomers can be added, increasing the robot’s strength to a maximum Robotic P.S. of 35
Cost: + 8,000 credits per point of enhanced strength

*Increased Speed---Running speed can be jacked up to a maximum of 125 MPH.
Cost: + 9,000 credits per point of enhanced speed

*Environmental Sealing---Can be sealed for deep sea work, deep space work, and the like. Cost: + 280,000 credits


*HazMat Sealing---- Designed to operate in toxic environs. Sealed chassis and covered in Hazmat-K composite armor(Corrosives such as acids and alkaline solutions do NO damage). Cost: +140,000 credits

*Amphibious Operations Kit----This waterproofs the whole ‘bot and fits it with a ‘life preserver’ flotation pack, that allows the ‘bot to float and swim(Spd of 5 MPH).
For an additional 4,000 credits, the vest can be fitted with special neutral bouyancy packs and a mini-thruster, allowing the ‘bot to dive and swim faster underwater(moves at a speed of 10 MPH)
Cost: 7,000 credits

*Zero-Gee Maneuvering Pack---This requires the JetPack and EVA skill slots(part of the package) and fits the TAA02 with a mini-MMU for jetting around space stations and spacecraft. Has 8 hours of fuel/reaction mass, and allows the robot to reach speeds of 20 MPH.
Cost: 10,000 credits

Variants:
There has been some talk about a variant of the TAA02 to a Spinne-Schnelling specification for a combat model, although none has been marketed yet. Such a combat model would most likely have 30%-50% more armor to all locations, be programmed with appropriate combat skills in place of the engineering and labor programs, and would most likely have proviso to fit the tool-arms with standard off-the-shelf bionic forearm weaponry instead.

Re: Paladin Steel Storefront

Posted: Thu Dec 29, 2022 12:20 pm
by taalismn
Ectothread Sutures

The team corpman bit off a curse as the young parahuman he was working on jerked in agony, sending arterial blood spraying and knocking his hand away from where it should be working.
“Hold her still while I sew this up or she’s going to tear her own leg off! Can’t you sedate her or something?!”
“She’s just coming out of a mickey! I don’t want to risk hurting her by knocking her out again so soon!”
“Well, somebody took HACKSAWS to her legs and she’s going to bleed out and go into ###ing SHOCK if I can’t stop the bleeding down here! I just need a minute-”
A commando peeled off from the guard detail and pounced on the thrashing limb in question, locking the leg in place while the medic deftly applied needle and thread.
“Thank you! Okay, got it! Now just have to apply a little prayer-”
The sutures webbing the massive gashes lit with magic energy, then rearranged themselves into lines of fine calligraphy-script. The young kitsune went stiff, a low long moan making its way past the mouthguard wadding another commando had stuffed between her teeth. then slumped back limp. The blood gushing from the lacerations stopped as the wounds sealed up.
“There. that oughta hold until we can get her to a hospital! And if this stuff works as advertised, she shouldn’t even have any scars!”


Ectothread Sutures are a medical application of ectofiber, using a finer grade of biodegradable e-fiber for the purpose of sewing up wounds. With the application of a little PPE or ISP, the suture material instantly activates as a healing spell.
Ectothread suturing has the benefits of being non-allergenic, instantly biodegradeable in being absorbed into the healing wound, and not leaving any scarring.
Effects: With a successful medical skill roll and the application of 1 PPE or 2 ISP, the suture instantly heals 1d6x10 SDC or 3d6 Hit Points, and stops bleeding.
Cost: 120 credits per 50 ft spool.

Re: Paladin Steel Storefront

Posted: Wed Jan 04, 2023 11:33 pm
by taalismn
*PS-RLR01’Longstreak’ Rocket Rifle(13mm)
(aka ‘Plenko’, ‘Plink-roc’, ‘Long-zippo’)
“Word has it PS rushed this gimmick into service in response to leaked reports of the Terran Protectorate using gyrojets weaponry of their own. While there’s nothing technically wrong with this thing, and it’s very reliable, it’s a paint-scratcher in terms of damage. What I suspect the gyro-sniper really is is a kneejerk response project that got handed to a junior design team to work on. Oh, there will be a few buyers, but I don’t see this particular line making any big waves in the marketplace.”

“The Plenko’s another sign of the sniper-culture that’s sunk into the Greater New England tactical culture. Its range is really too long for a practical battle rifle, and damage is too light for heavy gunfighting, but if you got a good position beforehand and your objective is just to keep somebody away, it can prove quite handy.”

“I prefer the Greaser-Three as my shooting iron on the job, but I keep a Longstreak for practice and light work. It’s a clean and handsome weapon with few vices.”

“Only hellworlders would consider and format a semiautomatic feed armor-piercing rocket launcher as a sports weapon.”

This is a ‘light’ long arm using the same projectiles as the PS-RL-210 Fragmentation Rocket Launcher( a copy of an imported Russian design). The primary advantages of the ‘Longstreak’ are its range, low recoil, good accuracy, reliable mechanisms, and use of an already existing and readily available ammunition type(the belt-fed PS-RL-210 being fairly common throughout the GNE/USA). Because the projectiles develop most of their thrust outside the barrel, the ‘Longstreak’ is made of lightweight composites and uses a gas blowback system to assist the feed on its box-magazine ammunition clip.
The drawback of the weapon is the light damage per projectile, so shooters tend to use burst mode to increase the damage curve, eating through the limited clip payload that much faster . This has kept the weapon from finding favor with the mainstream GNE/USA militaries, but the Longstreak has found a niche with militia snipers and adventurers hunting lighter game.
The Longstreak is also manufactured in the Domain of Warlord Burgasov in Russia, where the PS-established factories produce a cosmetically different but performance-wise identical weapon. Given that it is based on a Russian design, the PS-RL-210 and its Burgasov brother have subsequently been knocked off by other Camps and weapon smiths in Russia.

MDC: 35
Weight: 15 lbs
Range: 4,000 ft
Damage: 1d6 single projectile, 5d6 MD for a five-shoot burst, and 1d6x10 MD per 10 rd burst/volley
at 3,500 ft, the rds go ‘grapeshot’, doing 3d6 MD(1 MD for a single shot, 2d4 MD on a 5-shot volley) 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: Single shot, or 5- to 10-shot bursts, ECHH
Payload: 10 or 25-round clip
Special Features:
* Good Balance/Low Recoil----Unlike the heavier belt-fed heavy weapon it was developed from, the RLR01 is constructed to sharpshooter spec, and its projectiles impart only a low recoil, making it more accurate; +1 to strike on called shots.
*Top Sight Rail---Can be fitted for a variety of sights, laser spots, and scopes.
*Corrosion-proof Construction
*Bipod attachment
Cost: 9,000 credits. Ammunition costs 40 credits per regular rd(so a 10-rd clip costs 400 credits), and 55 credits per incendiary rd.

Re: Paladin Steel Storefront

Posted: Sat Jan 07, 2023 9:42 pm
by taalismn
Greater New England Police Officer O.C.C.

As a citizen, you have a right to free speech, to protest peacefully, and to make your feelings known on issues that concern you. What you DON’T have is license to threat people with death and dismemberment, to use violence against your fellow citizens, and to abuse your rights and impede public services. Consider yourself -very- lucky your fellow citizens called us and didn’t exercise their right of self-defense tonight. So you get your free communication; I suggest you make it to a legal advocate, because you’re not going anywhere except into a holding cell tonight.”

“Don’t EVER call the police ‘tin cup soldiers’ or ‘donut raiders’; regular troops will blast the #### out of you, while a copper will try to take you alive so the state can put you to work, drop you in a hole to rot, or kill you later. They may be polite about it, but cops will take you down HARD.”

“Compared to war, maintaining peace is the harder job. And enforcing the law can be an even greater quagmire to deal with on a daily basis.”

“Pushing a lady’s rude, pushing a lady off an eighth story balcony’s attempted murder, doing it in front of patrolling flying armor cops and then flashing them with a blinder laser? That’s just plain -stupid-. Now quit your squirming; I haven’t ripped your arm off, just broken it!”

“ Hate to break in a rookie by throwing them in at the deep end, but as things go, talking down a stark naked drunk-off-her-ass demigoddess from really going off on the town, then making sure her equally drunk or ignorant superpowered or possibly draconic friends don’t try breaking her out of the drunk tank is the EASIER of the things we can expect in this job.”

For most of its history, the GNE has relied on its community militia to double as its peacetime constabulary. This has been a motley collection of occupational classes, mainly ex-men-at-arms, schooled in legal procedures and armed with stepped-down reduced-lethality weaponry. However, as the GNE has grown and its territories, especially the offworld colonies, have arguably grown more ‘civilized’, the need for specially-trained law enforcement personnel has grown, until finally the GNE has set out the resources to train and equip ’proper’ policemen.
The GNE has adopted a system similar to its military in having police cadets train in basic law enforcement skills, and then further train in a Law Enforcement Occupational Specialty(LEOS).
Even with the new system gaining ground, the various regional security forces of the GNE still welcome a variety of OCCs into the ranks, many taking a dual OCC(usually after leaving the service of the other).
Unlike the military, police generally are assigned a specific area to live in and patrol/serve for the bulk of their career; this allows them the time and experience to gain insight into the social rhythms and moods of the community and neighborhoods, cultivate contacts, and acquire reputations with community members. A good cop can sense the general health of his or her community and spot trouble ideally before it becomes worse.
In a wartime crisis situation, GNE police are expected to again revert to being militia, acting as rear echelon security, protecting civilians and civilian facilities, and securing prisoners. GNE police also work closely with the military, the latter providing heavy firepower and overwatch.
In the colonies and United Systems Alliance territories, Police often take over peacekeeping duties from military forces and help restore law and order. They work with other members’ law enforcement to make sure that criminals don’t escape justice, and that the law treats everybody fairly.

Note: Besides the Professional GNE Police O.C.C.(s), any number of other professions can serve as lawmen, given the breadth and scale of the GNE and the United Systems Alliance. Many ex- and Reservist military personnel find second careers as police. Ludicrous Mages are popular recruits, because of their magic abilities, sense of presence, and range of nonlethal options when dealing with domestic situations.

GNE Police O.C.C.

Prerequisites: I.Q. 10 , M.E. 12 , P.S 12. A high MA and PP are also desirable, but not mandatory.
Bonuses: +2 Pull Punch
Occupational Skills:
Language/Literacy: Native 98%/98%
Language/Literacy: Dragonese 80%/80%
Math: Basic(+10%)
Radio: Basic(+10%)
Land Navigation(+10%)
First Aid(+10%)
Lore: D-bees(+10%)
Lore: Law(+20%)
Streetwise(+15%)
Pilot: Automobile(+15%)
Pilot: Hovervehicle(+15%)
Read Sensory Instruments(+10%)
Running
-HtH Expert, can substituted for either Judo or Jujitsu, or by Martial Arts for 1 other skill
W.P. Blunt
W.P. Shield
W.P. Handguns
W.P. Energy Pistol
W.P. Shotgun

Law Enforcement Occupational Specialty(LEOS):
*Animal Control---When an invasive animal species makes itsefl known in the neighborhood, it’s usually Animal Control that’s the first to get the call.
Track Animals(+15%)
Trap Construction(+15%)
Prowl(+10%)
Lore: Demons and Monsters(+15%)
Lore:
Veterinary Medicine/Paramedic(as it applies to small animals)(+5%)
W.P. Rope
W.P. Net

*Detective--- Detectives investigate crime scenes, ferret out the truth, develop leads, and track down suspects. While more extensive forensics testing is left to field scientists and laboratory technicians, the detective has a working knowledge of the techniques and can conduct field kit tests.
Crime Scene Investigation(+15%)
Intelligence(+15%)
Find Contraband(+15%)
Interrogation(+15%)
Streetwise(+15%)
Tracking(people)(+10%)


*Horror Hunter----(aka ‘Shadowhunters’) This is the same as the military MOS, and is taught by the same people. They are trained to recognize the spoor of the supernatural and have been specially mentally girded to face the stuff of nightmares up close. HorrorHunters are usually assigned to SWAT teams, but they are just as frequently assigned to detective squads and patrol units, keeping an eye on the streets for the spoor of the supernatural, witches and cultists. Taking the HorrorHunter MOS requires a minimum M.E. of 14.
-Horror Desensitization(+1d4 M.E., +1 to save versus Horror Factor, +1 every 4 levels of experience (or at levels 1, 4, 8 and 12). +2 save versus insanity.+1 save versus possession.Even on an unsuccessful save versus Horror Factor, the trainee only suffers HALF penalties(effect, duration) for being frightened. -1d4 to M.A.)
-Torture Resistance(+1d4 M.E., +1 P.E., +2 to save versus pain, torture, hypnosis, and mind control, +1 every 3 levels of experience.
+2 save versus insanity, +1 save versus possession)
-Lore: D-Bee(existing skill gets a +10%)
- Lore: Magic(+10%)
-Lore: Faerie & Creatures of the Night(+10%)
-Lore: Demons & Monsters(+10%)
-Lore: Vampire(+10%)
-Tracking(+10%)
- One Modern projectile-based W.P. of choice
- Two Ancient W.P.s of choice


*K-9 Corps Handler---Besides knowing how to handle dogs(cloned or naturally bred), ‘Beasties’ learn how to handle a variety of small animals/dog analogues, and PS/ASI’s cyberanimals.
-Breed & Train Dogs(+15%)
-Veterinary Medicine/Paramedic(as it applies to small animals)(+5%)
- Prowl(+10%)
- Tracking*(+15%)
- Trap/Mine Detection*(+10%)
- Detect Ambush*(+5%)
- Detect Concealment*(+10%)
- Find Contraband*(+10%)
*These skills receive a bonus of +5% when working with an animal)

*Mounted Police---It’s been discovered that often a police officer on a large animal has more presence than a cop on foot or inside a vehicle. This LEOS is little different from the military’s Cavalry program.
-Horsemanship: Cowboy(can be upgraded to Knight/Cossack at the cost of an elective ‘Other’ skill)(+15%)
-Horsemanship: Exotic, Equiv. to Cowboy(can be upgraded to Knight/Cossack at the cost of an elective ‘Other’ skill)(+15%)
-Wilderness Survival(+10%)
-Veterinary Medicine/Paramedic(as it applies to Horses/Riding Animals)(+5%)
- Land Navigation(+15%)
- Identify Plants & Fruits(+15%)
- Outdoorsmanship
- W.P. Rope
-W.P. Staff

*Patroller---Patrollers are the equivalent of the SAMAS or Skycycle pilots, they pilot power armors, chase vehicles and high speed hovercraft/cycles and patrol the transportation arteries and urban canyons of the GNE.
Combat Driving
Pilot: Automobile or Hovervehicle(+15%)
Pilot: Motorcycle or Hovercycle(+15%)
Pilot: Jetpack (+15%)
Pilot: Power Armor(+15%)
Combat: Power Armor(Basic)
Read Sensory Instruments(+15%)
Weapons Systems(+10%)

*Social Welfare Expert--Social Welfare Experts are called upon in special circumstances to deal with domestic issues, traumatized victims, as well as matters involving children, elders and the mentally challenged . If a Combat Psychologist isn’t available, SWEs may be called upon to act as negotiators.
Empathy Training(+1d4 to MA, +1 ME. +5% to Psychology skill)
Language(three of choice)(including Sign Language)(+25%)
Psychology(+15%)
Streetwise(+20%)
Paramedic(+10%)

*Special Weapons and Tactics---This is a borderline full military specialization
Climbing/Rappeling(+15%)
Trap/Mine Detection(+15%)
Sniper
W.P. Rifle
W.P. Energy Rifle
W.P. Heavy Military Weapons
Demolitions(+15%)
Demolitions: Disposal(+15%)

*Space Security---This is applicable to offworld space habitats; it’s effectively identical to the SpaceForce Shipboard Security MOS.
Movement: Zero-Gee
- Zero Gravity Combat
-VacSuit Operations(+15%)
-Physical: Two of choice(+10% where/if applicable)
-Surveillance Systems(+5%)
-Hojo-Jutsu(Binding)(+15%)
-W.P. Ancient, two of choice
- W.P. Modern of choice

*Surveillance---Expertise in performing stakeouts and running distance montoring systems. Also knows how to create blinds, site concealed cameras, and spot surveillance gear.
TV/Video(+15%)
Optic Systems(+15%)
Surveillance Systems(+20%)
Read Sensory Instruments(+15%)
Camouflage(+15%)
Detect Concealment(+15%)
Pilot: Drone(Choose one type)(+10%)
Base Skill: 50% for ground vehicles, 40% for water vehicles, 30% for air/space vehicles, + 5% per level of experience, +10% if the respective Piloting skill appropriate to the drone-type is also taken.

*Undercover---The blackest of the LEOs, Undercovers have the daunting task of passing themselves off as the lawless side, infiltrating criminal activities and organizations, risking discovery...or falling too far into their roles.
Disguise(+20%)
Performance(+20%)
2 Espionage skills of choice(+15%)
2 Rogue skills of choice(+15%)
Select a Black Market Special Ability

Special Skills/Abilities:
Starting at Level 3, GNE Police can select a Black Market Special Ability to reflect their increasing presence in their community or progress in the police organization. Obviously some abilities may take some explaining(like how a Good-aligned cop might be a B&E expert). Can pick up an additional BM Special Ability at levels 6, 9, and 12.

Skills: Select 6 ‘other skills at Level One, plus an additional 2 at levels 4, 8 and 12.
Communications: Any(+10%)
Domestic: Any
Electrical: Basic Electronics only
Espionage: None( Undercover LEOs can select from this category at +10%)
Mechanical: Basic and Automotive Mechanics only
Medical: Paramedic( counts as 2 skill selections) (+10%)
Military: None
Physical: Any
Pilot: Any, except robots and spacecraft
Pilot Related: Any
Rogue: Any(+10% to Streetwise: Drugs, and Find Contraband, Undercover LEOs can select from this category at +10%)
Science: Advanced Math only
Technical: Any (+5%)
Wilderness: None
Weapons Proficiencies(W.P.): Any
Secondary Skills: Select 4 at first level, plus an additional +1 at levels 2, 5, 8, and 13
Experience Tables:
Use the Headhunter exp. tables
Standard Equipment:
Standard uniform, skinsuit, light body armor(typicallyLVEBA-09 Kinetic Armor or PS-E-EBA-4 Corporate Security Armor), flashlight, handy communications device, audio/video recorder/body-cam, two sets of handcuffs, a dozen plastic ties, neural mace or CQW01 Pummeler Night Stick, handgun(typically a S-9 Sandman Automatic Shock Pistol, M-120 Automag Pistol or R-7 Dekar Revolver ) and energy pistol(most commonly a KPESB-01 ‘Kesper’ Pump-Action Stun Blaster or S-6/IMP-07 ‘MagMaster’ ElectroMagnetic Pistol). Other equipment includes a first aid kit, a dozen road flares or glow-sticks,
Additional equipment, such as heavier body armor, heavier weapons, shields, or specialized equipment is available upon assignment.
Starting Money: 1D4x1,000 in savings, base salary is 2,000 credits per month. May or may not have government-subsidized housing or barracks(depending on assignment and region).
Cybernetics: If the character is so inclined, they may start with 1d4cybernetic implants

Bio-Modification:
The proliferation and lowering cost of bio-modification in the GNE means that increasingly this option is being made available to security organizations. Dealing with superhuman d-bees and augments such as full conversion cyborgs and Juicers on the street level means that GNE law enforcement is very interested in means to level the playing field(or, rather, ideally make it hugely one-sided in favor of the police).
Full mods such as MERCURY LANGUR and COPPER SLANT are seen as good counters to M.O.M. Crazies and Juicers respectively.

Re: Paladin Steel Storefront

Posted: Sun Jan 08, 2023 8:13 am
by SolCannibal
taalismn wrote: For most of its history, the GNE has relied on its community militia to double as its peacetime constabulary. This has been a motley collection of occupational classes, mainly ex-men-at-arms, schooled in legal procedures and armed with stepped-down reduced-lethality weaponry. However, as the GNE has grown and its territories, especially the offworld colonies, have arguably grown more ‘civilized’, the need for specially-trained law enforcement personnel has grown, until finally the GNE has set out the resources to train and equip ’proper’ policemen.
The GNE has adopted a system similar to its military in having police cadets train in basic law enforcement skills, and then further train in a Law Enforcement Occupational Specialty(LEOS).
Even with the new system gaining ground, the various regional security forces of the GNE still welcome a variety of OCCs into the ranks, many taking a dual OCC(usually after leaving the service of the other).
Unlike the military, police generally are assigned a specific area to live in and patrol/serve for the bulk of their career; this allows them the time and experience to gain insight into the social rhythms and moods of the community and neighborhoods, cultivate contacts, and acquire reputations with community members. A good cop can sense the general health of his or her community and spot trouble ideally before it becomes worse.
In a wartime crisis situation, GNE police are expected to again revert to being militia, acting as rear echelon security, protecting civilians and civilian facilities, and securing prisoners. GNE police also work closely with the military, the latter providing heavy firepower and overwatch.
In the colonies and United Systems Alliance territories, Police often take over peacekeeping duties from military forces and help restore law and order. They work with other members’ law enforcement to make sure that criminals don’t escape justice, and that the law treats everybody fairly.

Note: Besides the Professional GNE Police O.C.C.(s), any number of other professions can serve as lawmen, given the breadth and scale of the GNE and the United Systems Alliance. Many ex- and Reservist military personnel find second careers as police. Ludicrous Mages are popular recruits, because of their magic abilities, sense of presence, and range of nonlethal options when dealing with domestic situations.



This O.C.C. and the many associated training programs bring some interesting ideas and situations to the table - plus some extra questions about law, its administration and enforcement in the USA as a whole.

Where, when and how are standards defined and adopted, who possesses authority to settle legal disputes between member-states or to judge certain individuals on various levels, over what issues, and so on and more.

There's a lot of intrigue, diplomacy and trouble for one to explore there as agent of law, lawyer, judge or policy makers, that's for certain. Might merit some discussion in the Star Kingdoms thread i'd say.

Re: Paladin Steel Storefront

Posted: Sun Jan 08, 2023 10:25 am
by taalismn
SolCannibal wrote:[

This O.C.C. and the many associated training programs bring some interesting ideas and situations to the table - plus some extra questions about law, its administration and enforcement in the USA as a whole.

Where, when and how are standards defined and adopted, who possesses authority to settle legal disputes between member-states or to judge certain individuals on various levels, over what issues, and so on and more.

There's a lot of intrigue, diplomacy and trouble for one to explore there as agent of law, lawyer, judge or policy makers, that's for certain. Might merit some discussion in the Star Kingdoms thread I'd say.


Yah, especially since the United Systems Alliance is not quite wholly unified in leadership and organization as the United States of America, but more like a confederation like the Confederate States of America might have been at its best(if one ignored the glaring philosophical and sociological injustices, such as its support of slavery), with its members having their own legal systems. The GNE might have something akin to the local/state/federal police distinctions, but these could be arguably greater in the United Systems Alliance...and a good excuse to make lots of Lore: Legal rolls when crossing into other jurisdictions. The nascent USAMS(USA Marshals' Service) likely operates as much as a guide service to negotiating and smoothing over legal hurdles as it does logistical and coverage issues.

Re: Paladin Steel Storefront

Posted: Sun Jan 08, 2023 3:26 pm
by SolCannibal
taalismn wrote:
SolCannibal wrote:
This O.C.C. and the many associated training programs bring some interesting ideas and situations to the table - plus some extra questions about law, its administration and enforcement in the USA as a whole.

Where, when and how are standards defined and adopted, who possesses authority to settle legal disputes between member-states or to judge certain individuals on various levels, over what issues, and so on and more.

There's a lot of intrigue, diplomacy and trouble for one to explore there as agent of law, lawyer, judge or policy makers, that's for certain. Might merit some discussion in the Star Kingdoms thread I'd say.


Yah, especially since the United Systems Alliance is not quite wholly unified in leadership and organization as the United States of America, but more like a confederation like the Confederate States of America might have been at its best(if one ignored the glaring philosophical and sociological injustices, such as its support of slavery), with its members having their own legal systems.


Maybe closer to an EU or NATO in the birth pangs just freshly out of WW2 rebuilding process (when not still halfway through it), i dare say.

taalismn wrote: The GNE might have something akin to the local/state/federal police distinctions, but these could be arguably greater in the United Systems Alliance...and a good excuse to make lots of Lore: Legal rolls when crossing into other jurisdictions. The nascent USAMS(USA Marshals' Service) likely operates as much as a guide service to negotiating and smoothing over legal hurdles as it does logistical and coverage issues.


So many legal systems - the quite active from major member worlds, the moribund or defunct but freshly remembered ones of the shatterworld refugees, convoluted and somewhat informal ones from many habitats or fringe associated groups - to consider, navigate and balance out....

The day someone decides to do some serious administrative or juridical finagling of things to organize matters should be quite the circus indeed for whatever world or habitat gets picked as victim of that summit.

Re: Paladin Steel Storefront

Posted: Sun Jan 08, 2023 9:42 pm
by taalismn
SolCannibal wrote:[
The day someone decides to do some serious administrative or juridical finagling of things to organize matters should be quite the circus indeed for whatever world or habitat gets picked as victim of that summit.


That's why mental enhancements and combat psychiatrists are so popular in the GNE, and why some of the most powerful stimulant drinks originate in the Fringe. :D

Re: Paladin Steel Storefront

Posted: Mon Jan 09, 2023 5:03 am
by SolCannibal
taalismn wrote:
SolCannibal wrote:[
The day someone decides to do some serious administrative or juridical finagling of things to organize matters should be quite the circus indeed for whatever world or habitat gets picked as victim of that summit.


That's why mental enhancements and combat psychiatrists are so popular in the GNE, and why some of the most powerful stimulant drinks originate in the Fringe. :D


::::Flashbacks of Lawyer Wars in TransZedonian Sector Ensues::::

Re: Paladin Steel Storefront

Posted: Mon Jan 09, 2023 9:39 pm
by taalismn
SolCannibal wrote:
::::Flashbacks of Lawyer Wars in TransZedonian Sector Ensues::::


They're still in armed arbitration on that one.
It doesn't help that those who have suffered collateral damage have tried to sue the responsible parties, leading to preemptive strikes against those most likely and willing to take the cases. Then there are those casualties who have been stuck paying attorney-combatants NOT to get involved on their behalf, for fear of inciting further violence and doing much more damage.

Re: Paladin Steel Storefront

Posted: Tue Jan 10, 2023 10:41 pm
by SolCannibal
taalismn wrote:
SolCannibal wrote:
::::Flashbacks of Lawyer Wars in TransZedonian Sector Ensues::::


They're still in armed arbitration on that one.
It doesn't help that those who have suffered collateral damage have tried to sue the responsible parties, leading to preemptive strikes against those most likely and willing to take the cases.


Nasty, but then Thundercloud is not the home field of any of the intergalactic powers and they have much more prioritary brushfires to focus in extinguishing.
The Bushi Federation might be the closest to a canon regional power i remember and involving themselves in foreign businesses is definitely not their forte.

taalismn wrote:Then there are those casualties who have been stuck paying attorney-combatants NOT to get involved on their behalf, for fear of inciting further violence and doing much more damage.


Reasonably sure that already crosses the line on protection racket and all the attorney companies be caned for that. But then Thundercloud, the major powers have much more appetizing fish to spend their iron in frying.
Maybe Naruni Enterprises could make a play for some acquisitions, but then that might be the reason all sides have access to so much firepower in the first place...

Re: Paladin Steel Storefront

Posted: Tue Jan 10, 2023 11:41 pm
by taalismn
Well, it got so bad that the Desperate Measures law firm pulled out early, seeing the whole business as a waste of good ammunition.

Re: Paladin Steel Storefront

Posted: Sat Jan 21, 2023 12:35 pm
by taalismn
PS-4PTW TW Spud Bucket Matter Conversion Device
(aka ‘Spudinator’)
“Magic used tio be a mystery to the vast majority of people. Mages used to be held in awe for our command of the powers of the cosmos. Kings used to call upon me for advice on matters of state. Now, thanks to these devices, what I get is housewives and kitchen help asking me for a good quick reciple to smooth over a weekend dinner with the in-laws, or what’s the best way to conjure up a stable meringue. Damn you, Paladin Steel!”

“Th problem is that these things are becoming so popular that some city-dwellers now think potatoes come from a steel pot and a mystic crystal, rather than out of the ground! No, seriously, we have dome-dwellers in the Three Galexies who think exactly that!”

“Paladin Steel is changing the face of logistics one dish at a time. No more jokes abut dehydrated potatoes except that now we supposedly make them from sand. Now the most common complaint we hear from the line troops is that they’re running low on butter, bacon bits, and sour cream.”

The TW Spud Bucket does for potatoes what the PS-3MTW ‘MystiMeat-Maker’ TW Matter Conversion Device does for meat. Built into a large colander-like bucket device, the TW Spud Bucket uses the ‘Stones to Spuds’ spell to convert a bucketload of rocks into edible potatoes(note, these spuds CANNOT be used for seed purposes). The Spud Bucket uses the same rose quartz matrix type as the Meat-Maker, but translates stones into vegetable matter. Simply toss the rocks in, close the lid, apply PPE(or activate the PPE cell) and get your favorite potato recipe ready. Insert-spellcards can vary the sort of spud produced( from russet-burbanks and red potates to yams).
The Spud Bucket is often sold in package deals with other TW food-makers, and sales have soared since its introduction.

Weight: 5 lb.
MDC:5
Spells:
-Generates 10 lb. of tubers from 10 lb. of rock, for 13 PPE/26 ISP.
Special Features:
*Nonstick Surfacing---Makes cleaning up a snap!
Cost: 1,400 credits
Options:
*Battery-powered/Plug-in Heating Coil ---Standard technological heating system with attachable/rechargeable battery good for 24 hours continuous heating. Can also be plugged into outside power grids or powered by E-clips. Cost: +500 credits

*Magic Heating--Don’t like having your magically-created potato cooked with mundane technology? This add-on, for the cost of 4 PPE/8 ISP, will magically heat up your food(choice of boiling or roasting). Cost: +800 credits

*“Flavor’ Crystals---These are agate crystals that are imprinted with specific types of potato, and can be plugged into the matter-conversion device to reconfigure the basic spud simulation to a more flavorful /textured style. Cost: 50 credits for common types like russet-burbanks and red potates to yams trending upwards in cost for more exotic vegetable types, like the Jorgmundson Purple Halpy Melon or the Styxian tater-truff.

*PPE Battery---Don’t have the mana or the psi-power to activate the spud-maker? No problem, PS can provide a regenerating PPE power cell (75 PPE capacity) for as low as 9,000 credits.

Variants:
Larger models are available that can convert 50 lb., 100 lb., up to 750 lb. at a go, at the same PPE cost, but greater mass of apparatus and material cost. The GNE employs MASSIVE static convertor banks in its ‘food factories’ and asteroid miner ‘food mines’.

Re: Paladin Steel Storefront

Posted: Sat Jan 21, 2023 7:22 pm
by SolCannibal
taalismn wrote:PS-4PTW TW Spud Bucket Matter Conversion Device
(aka ‘Spudinator’)
“Magic used tio be a mystery to the vast majority of people. Mages used to be held in awe for our command of the powers of the cosmos. Kings used to call upon me for advice on matters of state. Now, thanks to these devices, what I get is housewives and kitchen help asking me for a good quick reciple to smooth over a weekend dinner with the in-laws, or what’s the best way to conjure up a stable meringue. Damn you, Paladin Steel!”


Could be an utterly baseless and unfair assumption on my part, but i have a quite strong hunch this particular spellcaster's woes have far more to do with carelessness about access to its contact info for services than Paladin Steel's success.... :P


taalismn wrote: *PPE Battery---Don’t have the mana or the psi-power to activate the spud-maker? No problem, PS can provide a regenerating PPE power cell (75 PPE capacity) for as low as 9,000 credits.


Question - ain't there some spell to convert PPE in eletrical energy or something similar? It's something that nags me from time to time and i always forget to check for in the books...

Re: Paladin Steel Storefront

Posted: Sat Jan 21, 2023 9:10 pm
by taalismn
SolCannibal wrote:[

Question - ain't there some spell to convert PPE in eletrical energy or something similar? It's something that nags me from time to time and I always forget to check for in the books...


Yes. Yes, there is. In both the RMB and RUE in the Technowizardry description, under example TW devices, there's the Mystic Portable Generator....It costs 45,000 credits and as long as you keep iy on Ley line, it will keep pumping out power continuously. No word on how much power it puts out, but I figure it's equivalent to a pickup-portable gas generator.

Or you can go the indirect route and use a magic spell like Fuel Flame, Windrush, or TK to run a steam engine or wind turbine and generate electricity that way, but you'd loose some oomph to thermodynamics.

I'll check the fan Invented Spells thread too....there might be some tech-spells along similar lines.

Re: Paladin Steel Storefront

Posted: Sun Jan 22, 2023 5:12 pm
by SolCannibal
taalismn wrote:
SolCannibal wrote:[

Question - ain't there some spell to convert PPE in eletrical energy or something similar? It's something that nags me from time to time and I always forget to check for in the books...


Yes. Yes, there is. In both the RMB and RUE in the Technowizardry description, under example TW devices, there's the Mystic Portable Generator....It costs 45,000 credits and as long as you keep iy on Ley line, it will keep pumping out power continuously. No word on how much power it puts out, but I figure it's equivalent to a pickup-portable gas generator.

Or you can go the indirect route and use a magic spell like Fuel Flame, Windrush, or TK to run a steam engine or wind turbine and generate electricity that way, but you'd loose some oomph to thermodynamics.

I'll check the fan Invented Spells thread too....there might be some tech-spells along similar lines.


It's a start, but guess i'll need to do some heavy tinkering myself to make my "reverse engineering" idea, of a star kingdom, one of those rare samples of "more hard-tech than magical" nations within the UWW, that makes monumental hemi-dysonian scale solar energy stations to them make use of all this collected power in a number of ways, including its conversion in PPE, for all kinds of uses.

Re: Paladin Steel Storefront

Posted: Sun Feb 19, 2023 12:27 am
by taalismn
PS-TW3DA TW Masker Amulet
“Hah, you think you foolish mortals are powerful enough to fight ME, a djnn of the Eight Fires?! You possess no weapons that can defeat me, no powers to harm me...what are you doing with that piece of jewelry? You actually think a mere CHARM can defeat me? That’s right, throw away your useless little trinket-ohhellsyou’reoneofTHOSEmages-

The Masker Amulet is considered by many GNE mages on the move to be necessary equipment because the psylite and silver charm hides the wearer’s PPE aura 24/7. Using a Mask P.P.E. psionic power embedded in the psylite crystal, and activated by contact with bare skin, the Masker Amulet reduces the perceived quantifiable PPE rating to a mere 1d4. A favorite of GNE mage-operatives not wanting to advertise their magic abilities until they absolutely have to.
Cost: 30,000 credits

PS-TWID02 TW Policeman’s Lantern
(aka ‘Watchman’s Wizard Lantern’)
“Well, well, what do we have here lurking in the dark? Looks like you boys are up to a spot of trouble-”

A combination of several different convergent technologies(or magical lines of development), the TW Policeman’s Lantern is a multi-mode illumination device. Resembling an old-style handheld lantern with a four-sided box construction and hinged mirrored shutters on all four windows, the TW device provides sensory enhancement as well as disorientation capabilities. It comes standard with a regenerating ‘Greenstar’ PPE power crystal feeding its mainly quartz crystal array.
Among its advantages over a conventional flashlight-style device, the Lantern can be set up to illuminate a larger area or project a more focused beam, simply by opening or closing the mirrored shutters on the sides of the lantern.
In addition to its magical properties, the TW Policeman’s Lantern incorporates a number of regular technological features, such as a regular electric illuminator and flashing strobe function.
The Lantern is both heavy and durable enough to be used as a blunt instrument, carried as it is usually by hand, or hung from a chain at the end of a staff. The angled corners of the casing help add to any damage done by the swinging lantern.
Since its introduction, the TW Policeman’s Lantern has become popular with security forces and law enforcement. Nightwatchmen and patrollers in particular have come to love the device, though some others dislike the magic emissions of the Lantern making them more visible and attractive to magic-sensitive opposition.

Weight: 3 lbs
MDC: 16
Range:
(See the Invisible)---200 ft
(Blinding Flash)---10 ft radius, up to 60 ft away
(Globe of Daylight)---60 ft radius
(Lantern Light)---10 ft area
Damage/Effects:
(See the Invisible) Illuminates anything mystically invisible in the vicinity
(Blinding Flash) Strobe-flashes the area of effect with blinding intensity.
(Globe of Daylight) Fills the area with natural sunlight. Vampires and other sunlight-sensitive beings beware.
(Lantern Light) Fills a ten foot area with soft illumination, but CANNOT drive off vampires or other sunlight-sensitive beings.
Rate of Fire:ECHH
Payload:
PPE Capacity:(Light)----75 PPE battery capacity; recharges at 5 PPE per hour, 10 PPE/hour at a leyline, 20 PPE/hour on a nexus or in a dimensional pyramid
Note: The user can pump his or her own PPE or ISP into the weapon to recharge it an emergency, but at DOUBLE the above listed PPE cost(x4 if ISP; so 10 PPE battery shot takes 20 PPE/40 ISP to manually recharge)
(See the Invisible)1 minute per PPE
(Blinding Flash) 1 PPE and lasts an instant
(Globe of Daylight) 30 minutes per 2 PPE
(Lantern Light) 1 PPE and lasts 300 minutes(5 hours)
Special Features:
*Sense Evil---The PPE crystal will flash red if supernatural evil entities approach within a 90 ft radius.

*Sense Magic---The PPE crystal will flash yellow if active magic occurs within 120 ft of the Lantern.

*Reinforced Frame---Does 1d6 SDC damage+ P.S. damage if used as a blunt instrument.

*Conventional Electric Lantern---Rechargeable battery-powered and good for 120 hours continuous operation. Can radiate normal and IR light, and can be set to strobe as an emergency beacon.

Cost: 18,000 credits
Options:
*Etched Crosses----Useful for repelling vampires with the backlit symbol of the cross. Cost: 50 credits

*Spell: Light of Truth(Words of Truth)---Shining the lantern’s light on a person requires them to save versus magic or be compelled to tell the truth. Requires installment of a ten-carat agate crystal. Range: 5 ft and costs 4 PPE for 5 minutes’ worth of questioning. Cost: 1,550 credits

*Spell: Tracker’s Light (Hunt Path)---Touching/illuminating a foot or claw print while casting this spell-light on them will cause any more marks made by the same foot or claw to softly glow within the above radius around the caster or designated tracker, and will move as the caster follows the trail of the prints. The spell will only work within 24 hours+2 hours per level of experience of the caster, after which the psychic ‘residue’ on the prints fades(other, more conventional tracking methods may still be able to work, though). Escape and Erase Path spells will block this spell. Requires installment of a ten-carat agate crystal. The expenditure of 3 PPE will give an hour’s worth of tracking time(though some more expensive models will give up to 3 hours’ worth). Cost: 4,240 credits

*Spell:Chromatic Protection ---A handy spell for a cop to have up when going into close quarters where they might be ambushed. The holder of the lantern activates this spell before going in somewhere, and acquires a soft magic glow(often overlooked in the ambient glow of the lantern). If, during the 10-minute duration of the spell, the lantern-carrier is attacked at close quarters, the attacker will be struck by an intense flash that will temporarily blind them for 1d4 melee rounds (on a failed save versus magic), Can be added to the existing quartz matrix for no extra cost. Costs 5 PPE for a 10-minute duration. Cost:1,000 credits

Re: Paladin Steel Storefront

Posted: Mon Feb 20, 2023 9:39 pm
by taalismn
LEA---Law Enforcement Androform
(aka ‘’Copbot’, ‘Blue Doll’, ‘Cop Doll’, ‘Fuzette’)

“Okay, the thing that looks like a big robot is actually a cyborged regular joe. The short young woman is really a robot. It gets confusing real fast in the GNE, telling who’s really who. Transhuman, nonhuman, sortahuman.....”
“Oh, by the way, that wasn’t really a fern you just tossed your cigarette butt into its flowerpot.”

“FREEZE! DROP THE GU-Oh, you’ve already disarmed him, LEA. Good job there. Now just hancu-okay, you already did. Yep, you got the drill down pat. I think I can bring the car around at least so we can load this perp up and take him back to the station.”

“If you’ve got a skinsuit fetish, you’re going to LOVE getting pulled aside and collared by a LEA, or at least the primary marks; whoever designed those gynoids must’ve made them to partner with skintight polymer suits because that’s their general uniform over figures that are essentially weaponized curves. Oh, they’ll don heavier regular armor if the situation calls for it, but duty uniform seems to be slicksuits, and they seem to know the effect the combination has on the average human male or female bi-lesbian psyche.”

“-I interrupted the efforts of three identifed KASCHAN-model domestic sensoids in performing a ‘naughty nurse’ abduction scenario with an involuntary human subject. The disturbing fact in the incident is that the sensoids had developed the scenario on their own. Sometimes I cannot understand what goes on in the cognitive systems of other AIs.”
“And you’re also annoyed that a fourth one you didn’t detect got the drop on you and they left you surgical-taped to the wall.”
“-That goes without repeating.”

“During the Mexico Crusade we actually had a handful of villages where our VK vampire killer ‘bots became the defacto law in town, especially after they knocked over the local vampire overlord and the freed locals started obeying the Vikky, because nobody else was going to challenge the little girls who wiped out the bloodsuckers and their minions. Some of their experiences made their way into the LEA program.”

“-We did not expect the devourer maw to come up under us and it swallowed both of us before we could jump clear. Fortunately my cop armor’s acid-proof enough that I managed to cut our way out with my pummeler blade. LEA-Seven’s skinsuit and epidermis were tough enough to also survive the stomach juices but she’s seriously dismayed that her favorite leather cap didn’t fare as well. She also requested, and I granted her permission, to spend an extra few cycles in the decon bay getting maw-gut gunk out of her hair.”

Based on their experience with their own CILAs, VKs, and imported Sensoids, Paladin Steel/Aegis Stellar Industries decided to go ahead with developing a humaniform android/gynoid police assistant.
Often described as the ‘offspring of a CILA and a ninjabot’, LEAs are generally small-statured, slender-build, typically(90%) female humanoids in appearance. They are often mistaken for cyberhumanoid cyborg frames(and indeed, much of their technology was derived from PS/ASI’s cyborg programs). A telltale of their true nature is their large eyes, which often glow when engaged in active duty. Emphasis is less on armor and weaponry, and more on speed, agility, and precision. The decision was made to generate LEAs with neural net intelligences, the better to acquaint the ‘bots with the many nuances of policing, and LEAs tend to improve with experience. Under the GNE’s(and a growing number of USA worlds’) Sophancy Laws, many graduate to being recognized as citizens, though they tend to remain employed by their respective law enforcement agencies.
LEAs tend, by default personality and at least initially, to be laconic and seemingly cold and impersonal, but can be quite emotionally supportive when dealing with people in distress. And over time, LEAs can develop individual personalities with distinctive opinions, desires and tendencies. Veteran LEAs, especially those that have had time to absorb experience with crustier organic partners, can acquire quite critical opinions of the follies and foibles of organic sophonts, though they are just as, if not more, critical of other A.I.s.

LEAs are rarely assigned to solitary assignments; they are most frequently teamed with a senior organic partner or squad, similar to military duty CILAs. The general imperviousness of the LEAs to toxins, drugs, psychological and magic and psionic mental attacks makes them a good backup to the organics.

LEAs are controversial in other sectors of the Three Galaxies; the Human Alliance refuses to allow LEAs to operate in their space, and the CCW is very restrictive about where LEAs can move about. Furthermore, in some regions, evidence collected by an A.I,, even in the apprehension of a criminal in the act, is not recognized as legally admissible, unless organic supervisors are also at the scene to witness and oversee it.
On the Fringe, however, there are far fewer restrictions, and LEAs are typically and regularly deployed as the adjutants and assistants to frontier lawbeings,a s well as bodyguards and security personnel. Notably, a sizable number of LEAS have been deployed to the Veranan protectorate, to help protect the robot population there from pirates and anti-AI zealots.

Naturally, LEAs are targets for Ecotroz infiltration, and a number of LEAs have been infected and Awakened with the psi-entities. By now the GNE has come to recognize that many of their AI systems play host to psychically-active personality overlays(not all of who are loyal to the EShemarrian Nations most often associated with the Ecotroz), and have established policies to deal with them. Using the Trelvi Protocols as a basis, the GNE (and by extension the USA) accept the presence of the Awakened ‘bots, as long as they declare themselves, follow the law, and do not impede or disrupt operations.

Type: PS-LEA-4
Class: Law Enforcement Android
Intelligence Type: Robot Intelligence
S.D.C./MDC by Location:
Head 85
Main Body 180
Arms 65 each
Hands 25 each
Legs 70 each
Feet 30 each
Skin Covering 15
A.R. 13
Height: 5-7 ft tall(human average), but generally fall into the lower end of this size scale.
Weight: 120-300 lbs(Generally the same as a similarly sized humanoid, +25 lbs)
Cargo: Three small internal compartments (one in each leg, and one in the upper torso, under an armpit) large enough to hold a clip of bullets, handcuffs, gas/flashbang grenades, cuff-tape dispenser or extendable baton .
Physical Strength: Robotic P.S. of 25
Powerplant: Micro-Fusion Bottle w/ 10 year energy life
Physical Attributes:
I.Q.: (Neural Intelligence A.I.) 19
M.A.: 12
P.P.: 24
P.S. 25(Robotic)
P.B.: 10-20(the early series LEAs 1-8 tend towards the upper end of the scale for maximum presence, while later more specialized batch-blocs show more diversity in appearance)
Speed:(Running) 90 MPH
(Leaping) 20 ft up/32 ft across. Increase by 30% with running start.
(Climbing) Climbs at 96%/86%
(Swimming) LEAs can actually float and swim at 75 yards(225 ft) per melee round. Maximum Depth Tolerance: 800 ft.
(Flying) Not possible without some external means, such as a jet pack.

Market Cost: Paladin Steel hasn’t quoted a price on these miracles, in part due to the sheer secrecy of the program, but it’s estimated that each unit costs somewhere in the area of 3-4 million credits, or more. Some Rifts Earth rivals, like Triax would pay 2-3 times that to get a fully functional example to study and reverse-engineer.

Systems of Note:
*Basic Robot Optics and Audio
*Thermal Imaging, Telescopic, and Passive Night Vision Optics
*Universal Headjack(behind one ear)
*Molecular Analyzer Olfactory Sensors---Can track by smell with 65% accuracy.
*Full Tactile/Motion Detector Sensory Net Skin(w/ pleasure/pain sensory simulation/stimulation). 500 ft range.

*Explosives Sniffer---Can detect the emissions of various common explosive compounds. Effective range of 12 ft.

*Schematic Sensor---A electromagnetic ‘stud finder’ system with sensors built ito the hands, that can detect metal objects and active electrical activity from up to 6 ft away. Typicaly used for identifying cybernetic implants and detecting surveillance bugs.

*Hardened Circuitry---A standard in PS/ASI robotics/cyberware; this prevents EM disruptions to the ‘bot’s systems.

*Memcorder---High density crystal recorder records everything the ‘bot sees and hears. Typically stores 24 hours of duty shift before downloading at the end of a shift and resetting, but can store up to a week’s worth of data.

*Simulated Organic Covering/Components----Like their Cyberoid cousins, the LEAs are fitted with a form of advanced artificial skin, as well as being fitted with various cloned synthetic bio-system organs to give them a fully organic appearance, feel, and even smell....The artificial skin can blush, be cut, bruised, and even bleed, and will even regenerate and scar convincingly in some cases(heals 5 SDC or 1 MDC per hour, but only with special nutritional supplements and injections)...Only taste or detailed chemical analysis will reveal the synthetic nature of the tissues. The android does need to intake special nutrients and enzymes at least once a week to maintain the ‘aliveness’ of the artificial flesh.

*Micro-Repair Robot System---This system allows the android to repair minor damage, rents in its skin, and tears in its body plating. The system can repair up to 140 MDC before needing to be recharged.

*PPE Sensor---An ultra-miniaturized copy of PS’s adapted SNARLSystem(see Rifts Japan for details). This ‘third eye’ system allows the ‘bot to detect supernatural presences.

*Integral Internal PPE Amulet System---This was initially designed to give the VK-II the appearance of life to those with fey senses, but has been expanded to give the LEA ‘droids limited TW abilities(can be upgraded, if so deemed). Typically has 1d6 PPE, but can be expanded in capacity and modified with special ectofiber power conduits and internal multiplexors, to allow the android to operate TW weaponry and even cast spells!

*Arm Power-Link---LEAs can power handheld energy weapons and other devices through either hardwire plugged power links or induction systems connected to their own power systems.

Weapons Systems:
1) Laser Fingers(2)--One finger on each hand conceals a laser finger with both low-power utility and high-power military modes.
Range: 300 ft
Damage:(Variable) 1d6-3d6 SDC, or 1d4 MD
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Knuckle Tazer Contacts---Either through contacts under the fingernails or through retractable studs in the knuckles, the LEA can deliver a punch/slap strike equal to a neural mace.
Range: Melee, contact
Damage: +1d6 SDC, and victim must save at 16 or higher is -8 to strike, parry, and dodge, plus speed and actions/attacks per melee are reduced by half, for 2d4 melees, plus 2d4 melees per additional strike. After being struck four times, the victim may be stunned unconscious(42% chance) for 2d4 melees. Upon waking up, the victim continues to suffer the stun penalties for 1d4 minutes.

3) Palm-Mounted EM Bolt Projector ----This is a stepped-down version of the S-6/IMP-07 ‘MagMaster’ ElectroMagnetic Pistol, meant to do less damage as a police/security weapon. if megadamage lethal firepower levels are needed, the LEA typically uses a regular IMP-07.
Range: (SDC Shot) 800 ft
(Scattershot SDC Bolt) 400 ft, covers 15 ft area
(Stun Vortex) 300 ft
Damage: (SDC Shot) 4d6 SDC per bolt
(Scattershot SDC Bolt) 2d4 SDC to everything in 15 ft area
(Stun Vortex) None; has 80% chance of knocking down human-sized targets(lose initiative and 1 action/attack getting up), plus 60% chance of knocking them out, stunning them with concussion effects(-10 to strike, parry, roll, and dodge, lose initiative, lose HALF speed and actions/attacks for 1d4 melees!)
Payload: Effectively Unlimited
Bonus: Laser targeting add +1 to strike. EM bolts are -6 to dodge, on top of that!

4) Concealed Leg Weapon---One leg holds a slim tubular weapon in a concealed sheath; usually a stun blaster, three-shot capture gel sprayer(50 ft range) or laser rod.

Hand to Hand Combat:
Actions/Attacks per Melee: 7
Initiative +4
Strike +7
Parry +9
Dodge +8, +9 while running
Roll +4
Pull +6
Disarm +3
Critical Strike on unmodified 18-20
Automatic Knockout on a Natural 20
Restrained Punch 6d6 SDC
Full Strength Punch 1d4 MD
Power Punch (2 attacks) 2d4 MD
Kick 1d6 MD
Leap Kick 2d6 MD
Roundhouse Kick 2d4 MD
Axe Kick 1d8 MD
Knee Strike 1d4 MD

Programming:(Neural Intelligence)
Language/Literacy
English 94%
Spanish 94%
Dragonese 94%
Techno-Can 94%
- Language/Literacy of choice at 94%
Radio: Basic 94%
Surveillance Systems 82%
Mathematics: Basic 98%
Military Etiquette 96%
Climbing 96/86%
Gymnastics 90%
Boxing
Wrestling
Prowl 80%
Swimming 90%
Kick Boxing
Pole Vaulting 90%
General Repair and Maintenance 80%
Intelligence 90%
Interrogation 80%
Law, General 70%
Detect Ambush (75%) OR Undercover Ops 90%
I.D. Undercover Agent 78%
Criminal Science/Forensics 88%
Lore: Demons and Monsters 80%
Land Navigation 94%
Automobile 96%
Pilot Hovercraft OR Hovercycle 92%
Weapons Systems 90%
Sensory Equipment 80%

Wardrobe & Grooming 80%
First Aid 90%
Computer Operation 92%
Research 88%

Hand to Hand: Expert
W.P. Paired Weapons
W.P. Blunt(+3 strike, +3 parry, +1 throw)
W.P. Knife(+4 strike, +6 parry, +3 throw)
W.P. Net (+2 stroke/entangle, +3 parry) OR Bola(+2 strike, disarm, entangle)
W.P. Targeting/Thrown(+2 strike)
W.P. Shield (+1 strike, +2 parry)
W.P. Staff(+2 strike, +2 parry, +1 throw)
W.P. Spear(+3 strike, +3 parry, +2 throw)
W.P. Chain(+2 strike, +2 parry)

W.P. Handgun(+3 strike, +4 on aimed shot, +1 with burst)
W.P. Shotgun(+3 strike)
W.P. Submachine Gun(+3 strike, +4 on aimed shot, +1 with burst)
W.P. Rifles(+3 strike, +4 on aimed shot, +1 with burst)
W.P. Energy Rifle or Heavy MD Weapons
W.P. Energy Pistol(+3 strike, +4 on aimed shot, +1 with burst)

-Two Secondary Skills at levels 2, 4, 6, 9. 12, and 15.

LEAs also have the Advanced Human Emulation programming for dealing with organic lifeforms. though their Neural Intelligences eventually make their empathy programming arguably very real in sincerity. LEAs know the basics of when it is appropriate to act brusque and authoritative, and when being calming and sympathetic is better.

Standard Equipment:
LEAs are generally issued the same equipment as any line police officer, with special gear available on assignment.

Options:
Depending on individual department deployments/assignments, and later personal request/preferences, LEAs may receive additional implanted systems, such as concealed weaponry, cyberdisguises, communications and sensory upgrades, and TechnoWizardry implants similar to the CILAs.
Depending on assignment, LEAs may get tweaks to their programming(usually language/literacy or piloting skills) to better fit in their new areas of operation.

Variants:
While the initial production runs of LEAs were human and female in appearance, subsequent batches have included nonhumans(but still humanoid) and male versions. Stats and programming are generally the same.
Some bleed-over between various types of PS/ASI androforms/Assembled Intelligences leads to mistaken identity; some MARI and CILA-types outfitted as office assistants, communications and signals analysis units, have been mistaken for LEAs, despite their lack of tactical programming.

Re: Paladin Steel Storefront

Posted: Tue Feb 28, 2023 3:49 pm
by taalismn
Paladin Steel PSZR-GMR-LAH20 ‘Bahan’ Security Hover-Flitter
(aka ‘Pazer’, ‘Scallop-Racer’, ‘Dishplate’)
“Looks like a set of wingless Siamese Cessnas escorting a flying saucer to the prom, but flies like a fairy belle.”

“Handling on a Bahan’s surprisingly smooth for what’s essentially a hover-van; especially with the auto-stabilizers on. Most people hear about the agility, though, and turn the autostabs off, figuring they’ll fly even smoother with their skill on the controls. I wouldn’t advise it, though; in combat mode the stick’s rather ticklish, and if you’re not rock-steady and situationally aware on the manuals, a twitch will not only sweep you out harm’s way...at least the harm you were responding to...but it will also send you offcourse and potentially heading for another hazard.”

“Only time we had problems with the downgrading of the original CG lift and drive to the mag-repulsors was when we assigned a squad of Pazers to one of the big cylinder colonies around Carmantu. The flitters had no problems levitating off the metal understructure but some of the open areas use grav-plates to simulate different environments for the inhabitants or industrial processes. The patrollers hit the grav-difference and couldn’t re-adjust on the fly. Had a couple of near pile-ins that could have been catastrophic but for station-mandated onboard backups. After that we had to install contragrav on the whole security squadron, but at least we weren’t comping for fatalities.”

“Fido-Three here; have suspects designate- ‘A’ and ‘-R’ in custody, wrapped up and ready for transport.”
“Jolly Two available for transport. ETA, your position, Fido-Three, in six.”
“Fido-Three here; all units: suspect designate-‘J’ slipped the dragnet. Be advised suspect has been de-magicked and de-armored, but is still considered to be dangerous, to herself if nobody else.”
“Jolly Four to Fido-Three; Got your suspect sighted running into the old town rehab zone.”
“Jolly Six confirms suspect seen in the Nugrange Development. We’re light a tac-squad, but got a full load of floater-bots we can send in after her. Permission to deploy?”
“Sic the BlueBots on her.”
“Releasing the Ar-BeeEssFive-Zeroes. Seek and fetch, boyos!”


The “Bahan’ is a new gravimagnetic resist hovervehicle that came about as a result of a collaboration between Paladin Steel and Zasper-Rhoden Hovertronics. ZRH was/is a small manufacturer of hovercars in the Three Galaxies, but was suffering a downturn in fortunes due to a sector-wide economic slump. In desperation, ZRH began looking for other markets, but found stiff competition in civilian markets outside its sector. ZRH then turned to try to land government contracts with a new security vehicle that had been on their drawing boards for some time, but they now lacked the expertise to finalize the design and the facilities to build it. Though some ZRH executives proposed trying to sell the design to Naruni Enterprises or the Hartigal Combine, the idea came up to run the idea past a promising newcomer in the sector, Paladin Steel, which had already proven itself a turn-around partner to previously failing Locke-Snye Automotive in an adjacent sector. Although PS/ASI was already introducing the PS-LCGVAPC-03 ‘Turlent’ as an urban security vehicle, early reports showed that some organizations objected to the clearly military lines of the Turlent. The ZRH design had many traits and features that appealed to the PS/ASI engineers who reviewed them, and potential if refined and finished by PS’s combat-experienced staff. ZRH’s proposed joint venture was given the go-ahead, and Paladin Steel would outright acquire and upgrade a ZRH factory that was due to be sold off, and take over management of two of ZRH’s production plants that were scheduled to be shut down. The factories would be retooled to produce new designs, including the new security vehicle, the sale profits for which both PS/ASI and ZRH would share.
The ‘Bahan’ has a flattened saucer main body, with two flanking nacelles and a double-boom tail joined at the top by a broad airfoil. The Bahan is wholly propelled by an antigravity system, and is both fast and agile. Two rear ramp hatches provide access to a passenger/cargo compartment in the back.
The Bahan uses a high-performance but lower-tech GMR system, rather than a regular contragravity system. This requires some adjustment to the system to balance it in its operating environment, but this isn’t seen as an issue, as few Bahans are expected to have to work in different gravitational environments. The adoption of the GMR system also keeps the cost down and reduces power usage.
Despite its design as a domestic security vehicle, the Bahan is still very well armed, with an underside turret, two lateral hardpoints, and countermeasure launchers. As a security vehicle, emphasis will be on non/reduced lethality weapons, especially crowd control, but, depending in circumstances, more deadly weaponry can be mounted. Armor is comparatively heavy for a police vehicle, meant to provide protection against illegal military-grade weaponry.
The Bahan has begun to enter the market place and initial sales have been promising. The rounder, softer lines of the Bahan do, indeed, make the vehicle more attractive to domestic buyers than the more angular lines of a military-grade vehicle, while still mounting the necessary armaments and protection desired of a security craft.

Type: PSZR-GMR-LAH20 ‘Bahan’
Class: Security Hover-Flitter, GraviMagnetic Resist
Crew: 3; pilot, co-pilot, and a communications/sensor operator. Can carry 18 passengers.
MDC/Armor by Location:
Main Body 385
Turrets(2) 60 each
Side Nacelles(2) 100 each
Tail Vane 110
Height: 12 ft
Width: 22 ft
Length: 50 ft
Weight: 25 tons
Cargo: 3 tons or 18 passengers.
If not carrying passengers, can carry6 PS/ASI-R-BS5-0 Semi-Autonomous Police Security Drones.
Powerplant: Nuclear-Fusion (10 year energy life)
Speed:(Flying) Hover to 460 MPH, maximum altitude of 12,000 ft.
Market Cost:, 25.3 million credits (5 million in the Three Galaxies)
Systems of Note:
Standard Aircraft Systems, plus:
*Ejection Seats---Facilitates crew escape in event if an emergency bailout situation

*Spotlight: 800 ft

*Radio w/ signal scrambler: 500 mile long range, 5 mile short range.

*External Loudspeaker: 80 decibels

*Laser Targeting---Laser range finders on the turret-mounted weapons, and added gyrostabilization, gives the weapons a +2 to strike.

*EM Alert System---Sounds an alert if the aircraft is detected/scanned by radar, and can be set to trigger the countermeasure launchers if a radar ‘lock-on’ is detected.

*ECCM system: A semi-automatic 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.

*Composite Armor---The Bahan adopts the megadamage composite fiber armor of the Cheyenne III, that reduces damage by projectile weapon strikes(autocannon, rail guns, fragmentation missiles, arrows, spears) by 25%.

*Advanced Fly-By-Wire Pilot Assist System---Advanced flight controls give the pilot a +5% to piloting skill, and a +2 to dodge with the flitter.

*Multi-Directional Maneuvering---The lenticular layout of the lift/propulsion system gives it extra agility in changing direction; it can quickly brake, fly backwards, and dodge sideways; +1 to dodge in addition to any other bonuses.

*Rear Lift Hoist---An overhead powered lift hoist at the rear door-jatch, effectively at the center of mass. It has 100 ft of high strength cable and can lift up to 2,000 lbs. Can be fitted with a basket-hoist, grapple, adhesion-head, or jungle-penetrator.

Weapons Systems:
1) Weapons Turret---The lower hull mounts a weapons turret for ground attack. The turret can mount TWO weapons in side-by-side configuration from the following list:
a) Neural Disrupter Blaster---A knockoff of a Northern Gun weapon(industrial espionage being alive and well), but tweaked for greater efficiency and range. Nicknamed the ‘nerve blaster’ and the ‘brain sandblaster’ for its brute force approach to taking people down. NOT recommended for gentle persuasion or use on children, elders, or other innocent bystanders.
Range: 1,400 ft
Damage: (Setting One) 2d6 SDC and victim must roll versus non-lethal poison(16 or better). On a successful save the target is -3 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A FAILED save means the target is -7 to all actions, loses initiative, reduce APMs to ONE, skill performance is -60%, -90% to Speed, and suffers convulsions that do 1d6 SDC per round for 2d4 melee rounds.
(Setting Two) Does 2d6x10 SDC(or 1 MD), and victim must roll versus non-lethal poison(16 or better). On a successful save an augmented human(oid) is -5 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A successful save by UNaugmented human(oid)s results in -10 to strike, parry, dodge, lose initiative and is reduced to 1 APM, skill performance is -80%, speed reduced 95%, and suffer painful convulsions doing 1d6 SDC per melee for 2d4 MINUTES.
A FAILED save by augmented human(oid)s means the target is -7 to all actions, loses initiative, reduce APMs to TWO, skill performance is -60%, -80% to Speed, and suffers convulsions that do 4d6 SDC per round for 2d4 melee rounds.
Note: Works through most body armor up to 50 MDC. Those in armor protection of 51-80 MDC are +6 to save. Those in heavier armor, power armor, full conversion cyborgs, vehicles, robots, or who are MegaJuicers or Dragons are impervious.
Rate of Fire: ECHH
Payload: Effectively unlimited hitched up to a nuclear power plant.
Cost: 55,000 credits

b) Light Machine Gun(x2)
Range: 2,000 ft
Damage: (Conventional) 1d6x10 SDC/HP per 10 rd burst
(Exploding) 1 MD single round, 2d4 MD ten-shot burst
(PSX-1)1d4 MD per single rd, 1d4x10 MD per 10 rd burst
Rate of Fire: Standard
Payload: 100 rd box magazine
Cost: 18,000 credits

c) Heavy Machine Gun
Range: 10,000 ft
Damage:(SDC) 7d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst, 8d6x10 SDC per 20 rd burst, 1d4 MD per 40 rd burst.
(Ramjets) 1d4 MD single shot, 5d6 MD per 40 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst, 2d6 MD per 20 rd burst, 4d6 MD per 40 rd burst.
(PSX-2) 1d6 MD per rd, 1d6x10 MD per 10 rd burst, 2d6x10 MD per 20 rd burst, 4d6x10 MD per 40 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 6,000 rpm(or 1,500 rounds per melee)
Payload: 2,000-rd belt per gun
Cost: 8,000 credits per gun

d)PS-M136 Minigun
Range: 10,000 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst, 8d6x10 SDC per 20 rd burst, 1d4 MD per 40 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst, 2d10 MD per 20 rd burst, 1d4x10 MD per 40 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst, 2d6 MD per 20 rd burst, 4d6 MD per 40 rd burst.
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst, 2d4x10 MD per 20 rd burst, 4d4x10 MD per 40 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 6,000 rpm(or 1,500 rounds per melee)
Payload: 4,000-rd belt
Cost: 27,000 credits

e)40mm Grenade Launcher
Range:7,000 ft
Damage: (Fragmentation) 4d6 MD to blast area of 12 ft
2d6x10 MD to blast area of 40 ft w/ 10-rd burst
(Armor Piercing) 1d4x10 MD to blast area of 3 ft
3d6x10 MD to blast area of 8 ft w/ 10-rd burst
Rate of Fire: Standard
Payload: 250 rds
Cost: 50,000 credits

f) Spray Cannon
Range: 300 ft
Damage: Varies by chemical carried; Some examples:
(Water)None, if carrying water, but human-sized beings struck with the stream but roll versus the ‘cannon’s To Strike roll, or be bowled off their feet. Does 2d6x10 HP to vampires per blast

(Gloop) PS’s sticky goop---This material is used in constuction, 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 enyzme 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 travelling in ground contact across sufficently large patches of slipspray will be at -15% to their piloting rolls..failure means the vehicel goes out of control and takes on the chaarcteristics 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 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: 200 gallon internal tank,
Cost: 10,000 credits

g) Sonic Cannon
Range:(Stun) 2,000 ft
(Disruptor) 2,000 ft
Damage:(Stun)1 SDC, plus victims must save versus non-lethal poison or be rendered unconscious for 1d6 melee rounds. Even on a successful save, the victim is -2 to strike, parry, and dodge for 1d6 melee rounds. Multiple blasts are cumulative for duration. 30 ft diameter area of effect.
(Disruptor)(Variable power settings) 4d6 SDC-1d6x10 MD per blast, plus 3d6 MD to a 10 ft diameter area around the blast area
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 120,000 credits

h) Laser Cannon---A light-caliber pulse 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 melee burst(80 shots, no bonuses to strike...does 3d6 MD to 4d4 targets if in a spray attack).
Rate of Fire: Standard
Payload: Effectively Unlimited
Cost: 78,000 credits

i) 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: Effectively Unlimited
Cost: 32,000 credits

j) Plasma Cannon
Range:(Plasma Stream) 2000 ft
(Plasma Bolt) 1500 ft
Damage:(Plasma Stream) 1d6x10 MD per blast
(Plasma Bolt) 1d4x10 MD to 8 ft blast radius
Rate of Fire: Single shot, ECHH
Payload: Effectively Unlimited
Cost: 80,000 credits.
Options:
“Hot Shotting”---This systen augments the normal air-draw plasma re-mass system with deuterium-gas injected into the plasma flow for a cleaner, hotter, more potent ‘burn’. The deuterium is stored in pressurized cylinders attached to the feeds of the Serap, like a CO2 air rifle cartridge. This allows the plasma to do 50% more damage, but the weapon now has a bit of a recoil due to the more powerful plasma acting like a crude plasma drive(-1 to strike). HotShot modding costs 8,000 credits, and a recharged cylinder of refined d-gas costs 700 credits(500 credits if the user can return a depleted gas cylinder at the time of purchase) and is good for 30 shots.

k) EM Bolt Cannon
Range: (EM Bolt) 4,000 ft
(Vortice) 3,000 ft
Damage: (EM Bolt) (Variable) 4d6 SD, 1d6x10 SD, or 5d6 MD per shot
(Vortice) Same as for the bolt at the point of impact, plus HALF damage in a 7 ft radius, and an 88% chance of knock-down(lose 1 APM and Initiative) for beings of 350 lbs or less, 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees).
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Bonus: Laser targeting add +1 to strike. EM bolts are -6 to dodge, on top of that!
Cost: 64,000 credits

2) Lateral Hardpoints(2)---The outrigger nacelles sport underbody hardpoints/bays that can be used to hold the following:
a) Illumination Flare Launcher---These are large parachute flares, dropped from altitude. They can drift down for 1d4 minutes, and can illuminate a roughly quarter-mile radius nearly bright as day. Globe of Daylight flares can be substituted for anti-vampire actions.
Payload: 10 per launcher
Cost: Basic Launcher Unit costs 2,000 credits. Flares cost 120 credits each

b) Bomb/Grenade/Mine Dispenser---A pannier for delivering large numbers of light area-denial munitions.
Range: Can be accurately dropped from as far up as 8,000 ft.
Damage: (AP Grenade) 4d6 MD to 8 ft area
(Chemical Grenade) Varies by chemical type and atmospheric conditions. A chemical grenade will generally generate a cloud of aerosol 15 ft in radius.
(HE Shell) 5d6 MD to 20 ft area
(Fragmentation Mine) 4d6 MD to 12 ft area
(Incendiary Bomb) Does 4d6 MD to 40 ft area, does an additional 2d6 MD for 1d6 melees, and 1d6 MD per melee for an additional 2d4 melees
(Angel Hair)---Does NO damage, but against conventional power generators and uncovered power lines and distribution systems, it can short out power grids, clog generator air intakes(80% effectiveness against industrial generators and internal combustion engines), and be a general nuisance to clean up.
Rate of Fire: Can drop up to 20 bomblets at a time
Payload:(Typical loadouts)
200 AP/Chemical grenades
OR
50 HE/anti-vehicle grenades
OR
50 Fragmentation Mines
OR
25 Incendiary Bombs
OR
250 spools of wire, each spool holding up to 4,000 ft of aluminum-coated fiber

c) Mini-Missile Launcher---19 shot pod

d) Flare/Chaff Pod---Extra missile countermeasures can be carried if a missile-rich hostile environment is anticipated.
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fy into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 10 per launcher

e)Sprayer Pod---This liquid storage pod deploys two diffusers from the back to spray chemicals from the back. This is typically used to control agricultural pests(if the infestation is too great, the ‘copter crew typically fires the affected field), crowd control, firefighting, or other vermin management roles.
Range: Depending on wind and altitude, the pod can spray a 100 foot wide swath at maximum dispersal.
Damage: Varies by chemical type. If using water, typically does 4d6 HP to vampires(‘Bless the tank, Holy Father!”).
Rate of Fire: ECHH
Payload: 200 gallons
Cost: 17,000 credits

f) Forcefield Generator---Any of PS/ASI’s independently-powered forcefield pods can be mounted. This is in addition to any internally-mounted systems(see Options)

g) Anti-Missile Laser Turret---This is simply another application of the system first mounted on PS’s PSA-11 power armors and since adapted to otehr platforms. Very useful in insurgency areas where the criminal element is known to have MANPAD weapons.
Range: 6,000 ft
Mega-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: Unlimited
Bonuses: +2 to strike airborne targets like missiles and aircraft/flying opponents(must be traveling higher than 10 ft off the ground)
Cost: 70,000 credits

h) Plasma Blaster Turret
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: 55,000 credits

i) Ion Blaster Turret
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: 55,000 credits

j) Tech-Disruptor Missiles(from Rifts Manhunter, pg.55)
Range:2,000 ft
Damage: 2d6 MD plus graduated chance of knocking out robots or electrically-wired vehicles.
Rate of Fire: Volleys of 1-6
Payload: 18 missiles per hardpoint.

k)Stun Blaster----Copied from the Japanese AT-23 Stun Rifle:
Range: 800 ft
Damage:(Setting One) ‘Soft’ setting; used against children, weak, elderly, sickly. 1d6 SDC.
(Setting Two) Moderate: 2d6 SDC. Teens, adult in poor to average condition, small to medium-sized animals.
(Setting Three) Heavy; 3d6 SDC. Adults in good condition
(Setting Four) Extreme; 6d6 SDC, recommended against Juicers, Crazies, large animals.
(Setting Five) Maximum power, anti-Juicer: 1d6 MD, crazies, partial/full-con cyborgs, amd non-humans
Each setting , the target must save versus non-lethal poison(16 or better; children and small animals need an 18 or better). On a successful save, the target is
-1 APM from the jolt, plus takes damage. On an UNsuccesful save, they are -9 to initiative,
-7 strike/parry/dodge, and reduce Speed, APMs, and skill performance by HALF. Duration of stun is 2d4 melee rounds, and duration is cumulative with succcessive hits. There is also a 15% cumulative chance per additional strike of being rendered unconscious for 1d4 minutes.
Being struck by a too low setting for one’s body type means the character suffers little or no effect(+4 to save per level below the appropriate setting). Being struck with a HIGHER setting runs the risk of a +15% chance per level above one’s recommended tolerance setting of being rendered unconscious, provided the target isn’t fatally electrocuted already.
Rate of Fire: Single shot, ECHH
Payload: Effectively Unlimited
Cost: 25,000 credits

l) Light Plasma Cannon
Range: 3,300 ft
Damage: 5d6 MD per shot, 2d4x10 MD for a four-shot burst
Rate of Fire: Standard
Payload: Effectively Unlimited
Cost: 33,000 credits

m) ECM/Radar Jammer Pod---5 mile range. Jams radars and radar targetting systems with 60% effectiveness. Radar-guided weapons are -6 to strike. Note that this affects friendly systems as well unless they are set to specific, per-arranged, non-jammed frequencies(that it may be possible for the enemy to discover). Carrying extra jammer pods does NOT increase the range or effective bonuses of the system, but may provide redundancy and multi-wavelength coverage.
Note: In the alternative, this system can be internally mounted.
Cost:50,000 credits

3)Countermeasure Launchers(2)---Two standard flare.chaff launchers are fitted inside the rear tail booms.
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fy into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 10 per launcher


Options:
*Forcefield Generator---Some of the more lawless planets in the galaxies require that security vehicles carry extra protection. The standard type used by most buyers/operators is a light forcefield with 180 MDC and selling for 190,000 credits, but there are rumors of some security vehcles mounting variable forcefields with much heavier protective values.

*Police Sensor Package----A sensor suite configured with security force requirements in mind. Includes:
*Remote Control Spotlights(1-2)
*Nose-Mounted Microwave Radar----A directional high-definition microwave radar assembly that can be directed to scan a specific area and produce high-detail imaging. This system can look through light walls and clothing(including plastic MDC armor), and pick up details as fine as a zipper’s teeth....Typically used for checking out suspects for concealed weapons. Effective range of 300 ft, and scans an area of 12 square ft at once. Includes accompanying A.I. pattern-recognition software to assist in interpreting scan data for specific details/paramters.
*PPE Sensor---SNARLS derivation system with a range of 2000 ft
*Directional Microphone----Can pick up and amplify conversations from up to 500 ft away
* Sonar System: Sensitive enough to give a detailed analysis of the inside of a car's trunk. Can penetrate up to 6 inches of steel, or 1 foot of concrete, from up to 80 ft away. Subject to GM's discretion.
Cost: 200,000 credits

*Nose-Mounted Extended Range Search Radar---Intended for naval aircraft, this look-down radar has enhanced software for differentiating between possible targets and surface clutter. Effective range of 50 miles
Cost: 100,000 credits

*Nose-Mounted Sensor Turret ----Adds a dedicated sensor turret with the following:
*Telescopic Optics
*Enhanced Thermo-imaging/Nightvision
*Laser Targeting
*Parabolic Microphone
*Laser Illuminator---’Paints’ targets for attack with laser-guided weaponry. Effective range of 3 miles.
Cost: 200,000 credits

Variants:
Most variants of the Bahan fit out the rear bay for carrying various configurations of cargo or personnel. The security models typically carry a squad of security personnel, robots, power armors, or lockdown capsules for transporting prisoners. Other security variants include electronic surveillance vans with extra antennae and EM sensors, and workstations for several communications technicians in the rear. Ambulance configurations have space for up to eight stretchers and an EMT team.
Cargo models include firefighting/cropsprayer models with 1,890 gallon fluid tank in the rear compartment.

* PSZR-GMR-LAH20TWHH---(aka ‘Twitch’) Horrorhunter model with integrated magitech sensors, backup technowizardy powerstone system, magic defenses and anti-magic weaponry. The Horrorhunter model has been fitted with starfighter-grade TW magic sensor suites(PS/ASI and UWW mass-production of the sets making them more widely available), allowing the aerodynes to more effectively hunt out paranormal incursions. Besides Rifts Earth and other ‘hot zone’ worlds in GNE/USA territory, the LAH20TWHH has been acquired by the Celsian Primarchy to monitor and police the growing ambient PPE levels and incidence of dimensional rifts on its colony world of Ulmanan, the Saphian Royal Confederation to do similar policing on several of its outpost worlds(the Saphian models notably have flotation pod landing gear), the Kamasauni Stellar Coalition, Kasenti Stellanion and the Seneky Caliphate. The Syndian Republic has also acquired a number for use in mopping up demonic activity in the wake of the Second SynRyz War.

Changes/Modifications:
Powerplant:
*Supplemental TW PPE Powerstone System(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
Systems of Note:
*TW Magic Sensors(courtesy of Kitsune)
• See Aura: Slightly different than the spell in that it can scan an entire target such as a ship or station. The enchantment can be used to target a single individual but only have one tenth normal range when being used in that matter. Costs 60 P.P.E. per activation due to extended range. Range: 1 mile (1.6 kilometers) in an atmosphere. Effects / Abilities: Gives an approximate count of the number of life forms onboard. Gives the average level of experience, highest level of experience, and lowest level of experience [Given in these terms: Low (1-3), medium (4-7), high (8th and up).] Tells if there is any magic onboard. Gives if there are any psychics onboard (Mind Block will prevent detection), Gives a general count on the amount of P.P.E. the target has (basically the P.P.E. of the crew and any devices which store P.P.E.). Detects if there is any kind of possession. Finally sees if the crew or ship has any unusual aberrations. Cost: 400,000 credits for a fighter mount .
• See the Invisible Sensors: The ships has several special optical and other sensor systems with see the invisible on them. Same as spell and used at will (requires no P.P.E. to activate). Range: Fighter Mount: 2 miles (3.2 km) in an atmosphere. Effects / Abilities: Can see forces, objects, and creatures which can turn invisible, or are invisible. Can also see vaporous beings and astral bodies. Cost: 200,000 credits for a fighter mount
• Sense Magic: The ship has sensors which the give the ability to detect active magic. Similar to spell and used at will (requires no P.P.E. to activate). Range: 200 miles (320 km) in an atmosphere. Effects / Abilities: detects the presence of magic if within detection range of ship and gives bearing on magic and basic range although not exact position. Detects active enchantments but will not generally detect spell casters in general. Cost: 500,000 credits for a fighter mount
• Sense Rifts: Ship has sensors which effectively allow Rifts to be detected. The system can be (requires no P.P.E. to activate). Range: Fighter Mount: 500 miles (805 km) in an atmosphere. Effects / Abilities: Detects the presence of Rifts (including those created by Rifts Drives) and unlike when detecting magic gives position very accurately.

Weapons Systems:
1)Turret-mount Weapon---Can now use directly-powered TW weapons, but typically carries an anti-theron cannon

l)Type 1 Anti-Theron Disruptor Cannon
Range: 4,000 ft
Damage: Does 6d6 HP/MDC damage(based on what the creature is)

Effects of Anti-Theron Weaponry: 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 implants), but who can otherwise survive without magic present are affected, but the effects aren’t as dramatic. They do NOT get a save versus the disruption because all of their effort has gone into OPENING themselves to the supernatural and embracing their magical potential.
Supernatural Creatures who possess some small measure of magical ability will suffer a greater degree of damage/injury. ...normal damage x1.5. Gargoyles, Brodkil, Lycanthropes, Shapeshifters(including Nightspawn), Possessees, Shifters, and Witches, are all examples of beings in this category. Note that if these beings were to possess bionics or other conditions that NEGATE their magical abilities(like Brodkil bionics) they lose this vulnerability, and are NOT affected, taking damage only as normal. These beings do NOT get a saving roll versus the PPE disruption.
‘High’ Supernatural Beings with a high level of, and reliance on, PPE will suffer greatly, taking DOUBLE damage. This includes Dragons, Angels, Demons, Splugorth, Faerie Folk, Demi-Gods. However, these beings DO get a roll to SAVE versus their own PPE backfiring on them. A successful roll to save HALVES the damage done to them.
Creatures of Pure Magic that cannot survive without magic are the most seriously affected, and take TRIPLE damage. This covers ghosts, possessing entities, Undead, Elemental Beings, Alien Intelligences, and god-beings. However, these beings DO get a roll to SAVE versus their own PPE backfiring on them. A successful roll to save HALVES the damage done to them.
Golems, Iron Juggernauts, and other magically-powered automatons/automations will be effectively STUNNED, being paralyzed for 1d4 melees per shot, and will be unable to move or defend themselves, as magical energy shorts out and storms over them.

Other Effects:
*Magic Disruption----Each blast NEUTRALIZES HALF the number of PPE points that it does damage...these points are temporarily lost to the magic user/creature until it can regain them normally(by rest or drawing on other sources).
*Magical Forcefields take 1.5 normal damage.
*Invisible beings will be revealed by an anti-theron burst and will remain visible for 2d4 melees(gradually fading) as a result of residual anti-therons causing them to fluoresce and become visible to the naked eye.
Rate of Fire: EGCHH
Payload: One gallon-sized anti-theron cartridge that’s good for 200 shots before needing replacement.

m) 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: Effectively Unlimited; powering spells must be recast every six months. 200 shot ‘back-up’ PPE clip
Cost: 600,000 credits

n)*Multiplexor Cannon---PS’s famous ‘SpellCard’ and ‘Magebolt/Pod’ system. This weapon can be powered by PPE Batteries or by an integral PPE TW Generator. The technology(magick?) has been considerably refined, through the use of higher quality natural crystals(acquired from the deep space mining operations), improved microchip manufacturing techniques, metal refining methods, and the use of such exotic materials as EctoFiber low-loss magic-conductive cabling.
The Multiplexor Cannon has the capacity for 5 SpellCards.
Note: This is one of Paladin Steel’s exclusive systems, and is rarely sold/given to outsiders.
Range: Varies by spell, but spell projection boosters DOUBLE range.
Damage/Duration: Varies by spell
Rate of Fire: EPCHH
PPE Cost per Use: Varies by spell. However, the use of focusing elements and activator spells effectively reduces spell PPE cost by HALF.
OR...retain the original PPE costs, but increase range and damage by 20-40%(Use your discretion)...While radius of effect spells may cost an additional 5-20% more PPE for the larger area affected(again, use your discretion)
(So you Technowizards aren’t flummoxed by PPE costs in a long-running battle, while the still relatively high PPE costs for the high-end spells keeps someone from using Sphere of Annihilation in every battle).
Payload: Draws from the main PPE Battery, but can also draw upon supplementary PPE reserves. In an emergency, the pilot, if they are a mage or psychic, can kick in their own PPE.
Bonuses: As per spell(if any)

Spell Cards cost (as per Jason Richards’ guidelines in Rifter #2) 5,000 credits per PPE cost of main spell plus an additional cost (as per following modifiers)
*500 credits per level of the creating caster(Mages’ time and PPE are money, so expect to pay more for the longer duration/higher power spells)
*Warlock spells cost 20% more, in addition to above modifiers, owing to the difficulties of adapting Elemental Magic to ‘conventional” magic systems.

2) Hardpoints(2)
m) TW Missile Launchers---Can carry and fire either 24 Light TW Rockets OR 12 Heavy TW Rockets per hardpoint.

Magic Systems:
*Forcefield---Provides 50 MDC per 10 PPE/20 ISP pumped into the system; lasts 10 minutes per 10 PPE/20 ISP.
*Impervious to Energy---5 minutes per 20 PPE/40 ISP pumped in.
*Leyline Booster(Accelerates the jet up to 50% greater top speed when on a leyline, -10% to pilot skill when engaged)
*MagePlate Armor(Formulation-1C) Armor---.When it became clear that F-1B had problems with vulnerabilities to magic attacks, PS engineers learned from their mistakes and sought to reformulate the armor composition to remove its most glaring defects. Formulation-1C is only now reaching field deployment; it lacks F-1B’s vulnerability to magic, but takes DOUBLE the PPE to repair...1 MDC=2PPE/4 ISP.
This system CANNOT replace a wing or tail that’s been blown off, but it CAN repair damaged fuselage armor, damaged flaps, and other barely-functional, but still attached, parts of the aircraft.

Re: Paladin Steel Storefront

Posted: Thu Mar 02, 2023 9:17 pm
by taalismn
My apologies to MadMike who first floated this idea/loophole but, to his credit, didn’t formally write it up as an official product of anybody because of its ramifications. Well, I’m weak, so I did the math too and went ahead with it.

PS-TMED07 ‘Agatron’ Medical Resurrection Device
(aka ‘Ultimate Resuscitator’, ‘Red-ee Rez-Tech’)
“Charged and ready!”
“CLEAR!”
%ZORP%
“Vitals?!”
“---No vitals!”
“Try again or bag?”
“Go again!”
“Charged and ready!”
“CLEAR!”
%ZORP%
“---got a pulse! Okay, vitals coming back up! Tissue regenerators! Now! Let’s not lose this one just as we got them back!”
“Funny-”
“What’s funny?”
“I thought bringing somebody back from the dead would make some more impressive sound than ‘zorp’.”


“Surprisingly expensive little piece of jewelry.”
“You mean surprisingly INexpensive little piece of jewelry for what this pretty does, don’t you? The casualty mongers aside, what is life and limb really worth to people?”

“Remember; rezing somebody typically isn’t enough. You often need to regenerate a limb or two, preferably before your lazarus is conscious enough to realize they’re missing some parts.”

“Sure, it’s cheaper per individual unit if you build them with just one spell each, but it’s more convenient if you bundle them on the same frame. It’s one-stop-emergency-room-onna-suit. It’s also why these things are zealously guarded by the people who are issued them; the Company doesn’t make them cheap and anybody losing one is going to be charged out of their own pay for replacement.”

“The diagnostic harness is arguably the most expensive part of the whole ensemble, what with the various sensors and species-adjustable reads. You can use the TMED units separately of the harness, but most docs and medtechs claim that the magicks work better if you keep them together and have the means to run before- and after- scans to see what you’re dealing with and how you’re doing. Call it what you may; synergism, placebo effect, or just plain superstition, but some medics won’t budge on it.”

“You say she was still breathing and talking to you an hour ago before she died on you? Well, she’s still fresh! Put her down over here and let’s see if we can’t do something about this ‘dead’ condition.”

The GNE has long been rumored to have access to inexpensive TW-induced resurrection capabilities, but it wasn’t until the ‘Agatron’ began appearing in the hands of field medics that it was underscored just how right these rumors were.
The Agatron is an array of circuitry and red agate crystals(one hundred eighty carats’ worth) that is laid on/around a patient/victim and activated, fed PPE from a battery or other source, and healing functions keyed in.
The Agatron Array proper actually consists of several separate devices with their own crystalline matrixes. The devices can be used separately as such, but are often mounted together on the same harness. This has sometimes given observers the wrongful impression that all of the spell effects are the result of a single device.
The spell selection of a ‘rez-kit’ covers the heavy-hitters of magical healing; Resurrection, Greater Healing, Purge Other, Restore Limb, Restoration, and Super Healing, each with their own agate arrays, but combined in one convenient harness assembly(as one medic put it “I seldom find a body in one convenient piece”) .
The Resurrection function still has only a 45% chance of successful revival, but with three tries possible, and so many Agatrons in circulation, along with PPE batteries to power them, the chances of another Agatron being available to make another three attempts and proving successful are pretty good.
The Agatron is typically incorporated into/attached to a suitably armored vambrace or suit pack worn by a medic so it isn’t easily lost.
Despite its proven effectiveness, the ‘Ultimate Resuscitator’ has its share of critics who fear the prospect of ‘fast and cheap resurrection’ may make the GNE cavalier about life and death issues. There’s also been some friction between zealous GNE medics with Agatrons and other cultures, who sometimes object to ‘foreign magics’ or ‘unnatural mechanisms’, even used by nominal allies, being used on their recently dead, however noble the intent. Spreading knowledge of this technowizardry is also possibly why the GNE favors vaporization or uses a variety of mystic accompaniments to executions of convicted criminals, in order to prevent unwelcome resurrections after the fact.

TW Redstone Healer Pads
(aka ‘Trauma Stone Collection’, ‘Rez-kit’)

PS-TMED07(Resurrection)(aka ‘Agatron’)

PS-TMED08 (Greater Healing)(aka ‘Quik-fix’)
PS-TMED09 (Purge Other)(aka ‘Purger’)
PS-TMED10(Restore Limb)(aka ‘Gluon’)
PS-TMED11(Restoration)(aka ‘’Eraser)
PS-TMED12(Super Healing)(aka ‘Extra-fix’)
These are agate-based TW healing devices; each uses a fifteen carat red agate array. For the sake of convenience they are designed to clip onto a common biosensor harness, but can be detached for separate operations.

Weight: 1 lb each(complete kit weighs 12 lbs)
MDC: 20 each
Range: Touch; the Agatron/Trauma Stone array is typically wrapped around the body or limb to be regenerated.
Damage/Effect:
(Resurrection) 45% chance of raising the dead, restoring life but not missing limbs. Can b attempted three times, and another three times by a different spell-applicator/caster.

(Greater Healing) Restores 2d4x10 SDC, 6d6 Hit Points, or 1d4 MDC
(Purge Other) Flushes a patient’s body of toxins, drugs, disease, impurities, and parasites.
(Restore Limb)Reattaches a severed limb, provided it is available.
(Restoration) Restores full SDC and Hit Points to a damaged body, but NOT missing limbs or organs.
(Super Healing) Restores 4d6 MDC
Rate of Fire: Not applicable
Payload:
(Resurrection) 11 PPE per attempt
(Greater Healing) 1 PPE
(Purge Other) 4 PPE
(Restore Limb) 3 PPE
(Restoration) 25 PPE
(Super Healing) 3 PPE
Special Features:
*Megadamage casings
*Compatible with PPE Clips and Powerstones
Cost:
(Resurrection) 3,970 credits= 6,000 credits
(Greater Healing) 1,100 credits 200 +900 +2,000= 3,000 credits
(Purge Other) 1,560 credits 660 +900 +2,000= 3,500 credits
(Restore Limb) 1,430 credits 530 +900 +2,000= 3,400 credits
(Restoration) 5,900 credits 5,000 +900 +2,000= 8,000 credits
(Super Healing) 1,370 credits 470 +900 +2,000= 2,400 credits

Bio-Sensor Harness
The mundane component of the Agatron Medical Array is a combination plate and webbing harness that doubles as a carryall for the various TMED devices and as a diagnostic tool. Worn by a medic over their other equipment, the harness can be quickly taken off and wrapped around a patient, to give a pre-treatment assessment of the patient, and a post-treatment read on the results of TMED application. Many medics like to have a ‘second opinion’ scan backup to other diagnostic devices(like the PSE-8000 Medical Scanner). The harness can also be used to position limbs while they’re being reattached prior to revivification.
Weight: 6 lbs
Special Features:
*Bio-Sensors---Skin-contact sensors that monitor life signs.
*EKG---Reads cardiovascular activity
*EEG---Reads nervous system activity
*Ultra-Sound---Detects the presence of foreign objects in the body adn the location of internal organs
*Mag-Scan---Detects the presence of metal objects in the body
Cost: 280,000 credits +26, 300

The complete Agatron Array, harness and med-stones, costs 306, 000 credits
One or two PPE Powerstones can be added as power batteries; typically a ‘Light’ Greenstone Regenerator w/ 100 PPE(recharges 2 PPE per hour/10 at a ley line, 20 PPE/hour on a nexus) costs 12,000 credits.

Re: Paladin Steel Storefront

Posted: Mon Mar 06, 2023 9:55 pm
by taalismn
New Oslo in the GNEverse
(based on David Collins’ posting in the Rifter # 79, with some Russia ideas from omegasgundam)
“The aurora activity up at these latitudes can be SPECTACULAR, but it can also wreak merry havoc with our electronic sensors. We have to be constantly readjusting the settings and checking the scopes for any abnormal readings, because it could be static...or it could be an Arzhur strike squadron angling to hit one of the towns or factories. We need to have our detection and targeting right perfect because people are depending on us to protect them. And we promised King Dierks he wouldn’t regret letting us into his country to help him fight his part of the war, so our performance better be spot on!”
---Anoymous Air Defense Missile Battery officer and ‘Northern Legion’ volunteer

New Oslo became a frequent target of Azhur-led attacks during the Arctic War. Despite this, New Oslo continued to grow in population, as volunteers arrived to help defend the new kingdom.
Though the NGR insisted on an increased military presence in the New Oslo territories to protect their assets there and facilitate actions against the arctic powers, New Oslo has managed to make it clear that the larger NGR military numbers incountry are a TEMPORARY measure, and that civil governance rmains firmly in local hands. Thus, even though the NGR has established a very visible military base bear New Oslo, the German troops remain on their base; if and when they venture off it on non-military business, they are subject to local law and no favoritism is accorded them. As one NGR officer put it in an orientation lecure to new troops;
“It isn’t like back home; here, you beat up a non-human, you better have
definite proof you were acting in self-defense, because you’ll go to jail and
serve time for it, though it’s likely that when you rotate back to Germany, it
will be stricken from your record. KILL a non-human here and get convicted,
and you WILL be prosecuted to the full extent of the law, both to assuage
King von Dierks and because you were a ####ing dumbkopf who can’t
follow orders!”

Unseen Allies:
Though not formally an ‘open’ city and despite the increased NGR military presence in-country, New Oslo is more accepting and open in relations with outside powers....as long as they don’t jeopardize NGR interests and the flow of low cost resoures to the Republic. As long as the Osloites keep mum, the Germans are willing to look the other way and pretend to be unaware of the British kingdoms, Russians, and even Greater New England trading with them. This is especially true of the Arctic War, when it was no secret that the GNE/Five Star Alliance was funneling aide to New Oslo. New Oslo became something of a crossroads for quiet trade and cooperation between various groups involved in the Arctic War, though the NGR’s military intelligence kept an eye on things to insure there was no threat to German national security. These quiet or ‘unseen’ allies helped defend the many scattered Scandanavian settlements when the New Olso militia and NGR military were overstretched.
By the end of the Arctic War, New Oslo and its satellite communities will also be home to thousands of liberated/defecting Klia slaves.

-Greater New England ----Despite the publicity about New Oslo being a high discipline, no-nonsense ‘sweatship colony’ set up to exploit desperate d-bee refugee labor, tthe GNE has seen through King von Dierks’ outward appearance of being a exploitive landlord and glimpsed the vision of what he hopes New Oslo to be. They recognize New Oslo as an outpost of tolerance and sanity worth protecting. GNE policy is to quietly support the new kingdom.
Thus, even with the close proximity of the rival NGR and its military presence in the region, it’s unacknowledged but no secret that the GNE is trading with New Oslo.
For their part, the Germans ignore the GNE’s presence. As long as New Oslo remains ‘independent’(and economically tied to the NGR) and doesn’t join any GNE-led alliance, GNE-origin merchant transports can continue to quietly dock at the deep fjord ports the NGR isn’t supposed to know about.
The other part of the story is the NGE is using New Oslo to ‘launder’ their own limited trade with the GNE, without alienating the Coalition States. Interested parties in the Republic have been ordering goods from Greater New England through cut-outs in New Oslo. And less scrupulously Triax and other firms under the NGE umbrella have been acquiring examples of non-strategic GNE technologies and reverse-engineering them.

-Warlord Burgasov---Already a quiet trade partner with New Oslo, the flow of goods to and from this Russian warlord’s territory has only increased. The fact that Burgasov’s industrial base has begun license-making a number of Paladin Steel products , albeit with a ‘Russian’ design aesthetic to them, has allowed the GNE’s weapons shipments and munitions assistance to New Oslo to pass unnoticed under the cover of being Russian trade goods. Burgasov has also allowed a number of his warriors to travel to Scandanavia as part of the volunteer brigades fighting the Neo-Vikings and Arzhur. This has also allowed Burgasov’s oft-overlooked espionage-intelligence ministry to keep closer tabs on any expatriate members of the Kahzmyr warcamp that might be tempted to stir up trouble.

-The Eshemarrians---It’s rumored that Shemarrians have been sighted in the Scandanavian penninsula. This is true; a pack of the Wolf’s Path Tribe have come to northern Europe, prompted by visions of a ‘War of Wolves’ foreseen by their Psi-Shamanesses and male Cerberons. The particularly spiritual sub-pack of Eshemarrians has been engaged in hunting Hellhounds and other Infernal canines.
Clan Gothek is also active in Scandanavia. Though nominally these nomadic d-bees are supposed to be scavenging for New Oslo, the fact is they’re also engaged in combat against remanent Brodkil, Gargoyles, Formorians and other enemies in Scandanavia.
It’s also rumored that there have been sightings of the Aurora Warriors in the extreme northern parts of Scandanavia.

Re: Paladin Steel Storefront

Posted: Fri Mar 10, 2023 9:30 pm
by taalismn
Paladin Steel M47 ‘Havelock’ Heavy Multi-Rifle
(aka “Snipe’n’snip’, ‘multi-splatter’)
“No, we can’t sue them for copyright infringement; the weapon they’re inspired by isn’t sold by us on the general market, and there’s nothing in what law exists about them prohibited from cobbling together their off-the-shelf systems to make a facisimile of our tech. But what really galls is that they still managed to IMPROVE on our tech!”
---Anonymous Triax analyst

“This thing’s great for test-sniping monsters to see what affects them. We can hit them with a bullet or an energy blast, and as a last resort, we can try stabbing them. The whole rig’s also sturdy enough that as a very last resort we can try bludgeoning or choking them with it.”

“It’s a double-barrel Simarand for the uber-strong set.”

The M47 ‘Havelock’ was developed as a PS Gunloc-system copy of the Triax VX-635 Multi-Weapon Gun-Arm as seen on the VX-635 Prowler full conversion cyborg. Having a light rail gun, precision laser, and large vibro-bayonet on one weapon appealed to many GNE soldiers, but the immediately available Gunloc components didn’t -quite- match up to the Triax weapons, so some modifications were made.
What ultimately emerged was based around a modified BAR-2 light rail gun with a boostered barrel for greater range and an autofeed system replacing the clip magazines. The e-clip power system is done away with in favor of a conventional powerpack or cyborg power linkage. The BAR-2 uses heavier rounds than the VX-635 rail gun, but does more damage per round and with a smaller burst, preserving ammunition economy, It does, however, encourage greater attention to marksmanship over the gatling-style VX-635’s twenty-round ‘spray and pray’ bursts.
The extendable/ejectable vibroblade was easy enough to provide, such weapons already existing in the ready inventory. When not in use, the blade retracts/folds back into an integral scabard between the two ranged weapons.
The laser component was hardest to substitute for, as Paladin Steel didn’t have an equivalent compact laser system to match the Triax weapon. PS could either duplicate the weapon, adding to R&D costs, or go with an imperfect subtitute. Fortunately, because of the rifle format of the weapon, PS could use conventional tube focal elements, rather than the more sophisticated, compact and expensive VX-635 laser optics, and the existing PSLR-50 Widower laser rifle’s war-laser component fit just fine, with the bonus of better damage.
The ‘Havelock’ is too heavy for use by regular infantry, but can be handled easily enough by augmented troops, cyborgs, and power armor. Some United Systems Alliance members use it as a squad heavy weapon. The PS-Esp/Recon-FC-1 'Wolfman", PS-FC-21 ‘Stalker’, PS-FC-39 Argus and PS-FC-42 ‘Levitor’full conversion cyborgs like the combination of long-range weapons.

Weight: 49 lbs + 10 lbs for a 100-rd box magazine, 32 lbs for a 300 rd drum.
MDC: 85. Ammunition drums have 60 MDC
Range:(Rail Gun) 4,000 ft
(Vibroblade) Melee. 300 ft as a projectile
(Laser) 3,000 ft
Damage:(Rail Gun)(SDC) 3d6+1 per single shot
(MD)4d6 MD per single shot, 1d6x10+4 MD per 5 rd burst
Note: Can chamber specialized rail gun ammunition, such as silver and wood rounds.
(Vibroblade) 2d6 MD as a melee weapon, 6d6 MD as a projectile.
(Laser) 4d4 MD single shot, 1d4x10 +10 MD per triple shot burst
Rate of Fire:(Rail Gun) Singl shot or 5-round burst, ECHH
(Vibroblade) ECHH
(Laser) ECHH
Payload:(Rail Gun)20 rd ‘short’box clip, 100 rd box magazine, or a 300 rd drum.
(Vibroblade) Single blade
(Laser) 25 shots standard E-clip, 35 shots from a long E-clip, effectively unlimited linked to a cyborg power source.
Special Features:
*Top Sight Rail----Any sighting package can be mounted on the Havelock, but the favorite is the compact LR-OTS07 sight:
Telescopic Optics---4,000 ft
Passive Night Vision---3,000 ft
Thermo-Imaging---2,000 ft
Laser Targetting: +1 to strike
PPE Sensor---Thanks to micro-chip engineering expertise, PS has managed to get the size of the system down to compact enough to fit into the scope module. The sensor has a 200 ft range(out to 400 ft with 50% error in determination), 60-degree arc, and can detect invisible entities. Othe penalties similar to the Japanese SNARLS system(on which it is based.....see Rifts: Japan, pg. 116).

*Variable Frequency Capability---The laser component retains its VFL capability. A special integral chip can adjust the combat frequency to do maximum damage within 1d4 melees.

*Optional Smart Gun Link---Can be fitted for a ‘Smart Gun’ link or any other targetting interfacing.

*Optional Bipod Mount

Cost: 68,000 credits+ scope

Options:
Many buyers order customized outer shroud-casings or have the vibroblade changed to a silver-plated or ‘ripper’ model.

Variants:
*M47N “Nightlock’---This version of the M47 debuted during the Mexico Crusade. Its main difference was swapping out the PSLR-50 for a TWHLR-08 ‘Sunburn’ Heavy TW Liquid Chemical Laser. Equipped with a TW/PPE sight, firing liquid-sunlight fueled laser beams, loaded with wood or silver rounds, and sporting a silver-plated vibroblade, these weapons came to be prized by horrorhunters in Mexico.
Range: 4,000 ft
Damage: 6d6 MD MD per blast, double damage to beings sensitive to sunlight, 6d6 HP to vampires.
Rate of Fire: ECHH
Payload: 12 shots from a quart-sized clip-bottle, 22 shots from an attached half-gallon hip tank, and 220 shots from a 5-gallon backpack tank.
Special Features:
*Spray Pump----As a backup, the TWHLR-08 can spray its liquid ammunition directly on ts target, using a pump-action system, and spraying from an aperture under the laser barrel. Range is 50 ft, and a six-ounce shot of liquid sunshine does 3d6 HP to vampires. It can also be used to spray glowing circles of denial(or glowing markers), the sunlight effect lasting 10 minutes.

Re: Paladin Steel Storefront

Posted: Thu Mar 16, 2023 8:12 pm
by SolCannibal
taalismn wrote:New Oslo in the GNEverse
(based on David Collins’ posting in the Rifter # 79, with some Russia ideas from omegasgundam)
“The aurora activity up at these latitudes can be SPECTACULAR, but it can also wreak merry havoc with our electronic sensors. We have to be constantly readjusting the settings and checking the scopes for any abnormal readings, because it could be static...or it could be an Arzhur strike squadron angling to hit one of the towns or factories. We need to have our detection and targeting right perfect because people are depending on us to protect them. And we promised King Dierks he wouldn’t regret letting us into his country to help him fight his part of the war, so our performance better be spot on!”
---Anoymous Air Defense Missile Battery officer and ‘Northern Legion’ volunteer


Interesting place, checking that Rifter right now for reference. Guessing from it being a sort of sattelite of the NGR making the most of refugees, relocated D-bee immigrants and other such groups that german & euro are the main languages locally. Someone really needs to give poor Euro some places or populations to show its actual heft.... :|

Little aside, New Oslo's registering but overall tolerance of psychics, at least in comparison to practicioners of magic - an attitude that seems to be somewhat commonplace in many of the "heirs of the golden age" nations, Coalition included (though to admitedly varied degrees) - can make for an interesting loophole of sorts for Mystics to settle in i guess, since in many places the main thing separating them from psychics might be their own self-identification. Just a thought.


Giving some extra presence to the fomorians, mostly forgotten since Rifts: England, as a threat to individuals adventures or nations, is a good addition too.

Now thinking that the Cernun Mystics and some of the guys in Sourcebook 2 could also get some extra screen time....

Re: Paladin Steel Storefront

Posted: Thu Mar 16, 2023 8:48 pm
by taalismn
SolCannibal wrote:
Now thinking that the Cernun Mystics and some of the guys in Sourcebook 2 could also get some extra screen time....


As soon as the Cernuns gather enough gigantes and find boats to carry them to go a-raiding... :demon:

Re: Paladin Steel Storefront

Posted: Thu Mar 16, 2023 9:00 pm
by SolCannibal
taalismn wrote:
SolCannibal wrote:
Now thinking that the Cernun Mystics and some of the guys in Sourcebook 2 could also get some extra screen time....


As soon as the Cernuns gather enough gigantes and find boats to carry them to go a-raiding... :demon:


Or some other convenient vehicles through deals with Gargoyles, Brodkill or the Splugorth even. Now i'm thinking of a few even trading for some Gargoyle gear for their mind-controlled goons to wield.

Re: Paladin Steel Storefront

Posted: Thu Mar 16, 2023 10:09 pm
by taalismn
SolCannibal wrote:[

Or some other convenient vehicles through deals with Gargoyles, Brodkill or the Splugorth even. Now I'm thinking of a few even trading for some Gargoyle gear for their mind-controlled goons to wield.


And right now, with the Bloody Campaign going against them, the Gargoyles might be wanting some hard cash, provided they aren't hoarding all their weapons production for their own beleaguered forces.

Though buying direct from the Splugorth would entail either making runs down to the Splugorth base down at London(though, I think in the GNEverse it's already been blasted off the Island or at least besieged), or having Splugorth freighters or Horume middlemen running up to make deliveries(and in an ironic twist of the old WW2 convoy runs to Russia, the Splugorth/Horune have to run a gauntlet of TW commerce raiders(aircraft and possibly privateers and submarines) operating out of the Kingdom of Bath and other kingdoms(like, say, the NGR sortying).

Re: Paladin Steel Storefront

Posted: Thu Mar 16, 2023 10:43 pm
by SolCannibal
taalismn wrote:
SolCannibal wrote:Or some other convenient vehicles through deals with Gargoyles, Brodkill or the Splugorth even. Now I'm thinking of a few even trading for some Gargoyle gear for their mind-controlled goons to wield.


And right now, with the Bloody Campaign going against them, the Gargoyles might be wanting some hard cash, provided they aren't hoarding all their weapons production for their own beleaguered forces.


It might vary depending on faction really - some warlords or rogue generals splintering from Zerstrun (specially if inflamed by ambassador/consultants Gargoyle groups coming from Hades) could end up outright rejecting tech gear as responsible for the "softening" of the Gargoyle as a supernatural race, a case where the re-selling of any such remaining materials (specially to non-gagoyles) in exchange for magical resources might be desirable.

Plus, there's the problem of high-tech having a "shelf life" of sorts and requiring periodic maintenance, even if not in regular use. Something that requires know-how and infrastructure, resources that any Gargoyles not strongly connected in Zerstrun's power pyramid will have considerably less of, i dare say. Magical or bio-wizard gear could be much more convenient for groups that, even if not averse to tech at all, are not exactly big on logistics planning.

taalismn wrote:Though buying direct from the Splugorth would entail either making runs down to the Splugorth base down at London(though, I think in the GNEverse it's already been blasted off the Island or at least besieged), or having Splugorth freighters or Horume middlemen running up to make deliveries(and in an ironic twist of the old WW2 convoy runs to Russia, the Splugorth/Horune have to run a gauntlet of TW commerce raiders(aircraft and possibly privateers and submarines) operating out of the Kingdom of Bath and other kingdoms(like, say, the NGR sortying).


That could be fun scenario indeed - depends on the degree of interest of the Horune and/or Splugorth in playing smuggler vs marauding raiders from the seas.
It's not hard to imagine the Horune actually raiding Splugorth trade convoys out of self-interest in fact.

Re: Paladin Steel Storefront

Posted: Fri Mar 17, 2023 12:48 am
by taalismn
SolCannibal wrote:[

That could be fun scenario indeed - depends on the degree of interest of the Horune and/or Splugorth in playing smuggler vs marauding raiders from the seas.
It's not hard to imagine the Horune actually raiding Splugorth trade convoys out of self-interest in fact.


The vast majority of Horune, I believe, are firmly in the Splugorth camp, because Splynncryth gives them safe harbor to dock, provision, and sell their slaves and plunder. A Horune doing otherwise is either an incredible rogue or incredibly stupid-crazy.

Another possibility MIGHT be the Naut'yll, though they'd be hard pressed to go unnoticed by the Splugorth in the North Atlantic. Still, they might make some sort of arrangement with the Cernun or the Formorians(remember, the Gargoyles are Splugorth allies and the Brodkil nominally so), in return for hidden harbors and land support. AS long as it doesn't require koralyte or other proprietary tech, the Naut'yll might supply the Cernun and Formorians with weaponry and transport.

Re: Paladin Steel Storefront

Posted: Fri Mar 17, 2023 2:22 am
by SolCannibal
taalismn wrote:
SolCannibal wrote:
That could be fun scenario indeed - depends on the degree of interest of the Horune and/or Splugorth in playing smuggler vs marauding raiders from the seas.
It's not hard to imagine the Horune actually raiding Splugorth trade convoys out of self-interest in fact.


The vast majority of Horune, I believe, are firmly in the Splugorth camp, because Splynncryth gives them safe harbor to dock, provision, and sell their slaves and plunder. A Horune doing otherwise is either an incredible rogue or incredibly stupid-crazy.


Fair point that Atlantis makes for a quite lucrative harbor, while trying to poach on Splugorth business can be quite the high risk endeavour.

taalismn wrote:Another possibility MIGHT be the Naut'yll, though they'd be hard pressed to go unnoticed by the Splugorth in the North Atlantic. Still, they might make some sort of arrangement with the Cernun or the Formorians(remember, the Gargoyles are Splugorth allies and the Brodkil nominally so), in return for hidden harbors and land support. AS long as it doesn't require koralyte or other proprietary tech, the Naut'yll might supply the Cernun and Formorians with weaponry and transport.


True and considering there's no love lost between the Naut'yll and Splynn's forces, selling any gear looted from splugorth forces or patrols along with other merchandise is most certainly fair.

Re: Paladin Steel Storefront

Posted: Fri Mar 17, 2023 9:12 pm
by taalismn
Lizardmen buying black market arms from squids....what is the world coming to?

Re: Paladin Steel Storefront

Posted: Fri Mar 17, 2023 9:24 pm
by SolCannibal
taalismn wrote:Lizardmen buying black market arms from squids....what is the world coming to?


More enterpreuning? Moolah is moolah, they say.

Lizardmen buying black market arms for giants troopers from squids....details, details.

And utterly unrelated, but now i'm thinking of what kind of socio-political upheavals could it cause for a number of Cernun mystics to migrate into the Republic of Lagarto....
Good thing the Pucara giants are much smarter than Gigantes or South America might come across a lot of problem with such a migration.


As an aside, have been reading that Rifter and while i liked the concept of the place, it's hard to avoid a certain feeling of artificialism or excess in nostalgic propaganda in naming New Oslo the capital of what is pretty much a buffer/colony state of the NGR. That the place picked ain't even the original Oslo in the first place only makes the name choice feel more tacked on and kind of farsical, imho.

But that's secondary - the state per se and some of the troubles it must deal with make for a nice addition to use in Rifts games.

Re: Paladin Steel Storefront

Posted: Fri Mar 17, 2023 10:45 pm
by taalismn
SolCannibal wrote:And utterly unrelated, but now i'm thinking of what kind of socio-political upheavals could it cause for a number of Cernun mystics to migrate into the Republic of Lagarto....
Good thing the Pucara giants are much smarter than Gigantes or South America might come across a lot of problem with such a migration.



South American brushwork between the Pucara and Gigantes shock troops/cannonfodder. Gets worse if the Cibolans start selling the Cernun dumped-down versions of their Pogtal-oriented Dragosnslayer power armor customized for Gigantes.

Re: Paladin Steel Storefront

Posted: Fri Mar 17, 2023 10:48 pm
by SolCannibal
taalismn wrote:
SolCannibal wrote:And utterly unrelated, but now i'm thinking of what kind of socio-political upheavals could it cause for a number of Cernun mystics to migrate into the Republic of Lagarto....
Good thing the Pucara giants are much smarter than Gigantes or South America might come across a lot of problem with such a migration.



South American brushwork between the Pucara and Giganr shock troops/cannonfodder. Gets worse if the Cibolans start selling the Cernun dumped-down versions of their Pogtal-oriented Dragosnslayer power armor customized for Gigantes.


Oh, the Cibolans could make quite the killing - proverbial, literal and figuratively - out of this kind of scenario for sure!

Re: Paladin Steel Storefront

Posted: Sun Mar 19, 2023 4:06 pm
by SolCannibal
Completely changing subject has anyone ever toyed with the idea of making some form of road roller-like vehicle that uses low-powered lasers to blast, melt and compact whatever obstacles stand on its path?

Sounds like something that could be ridiculously practical and cheap for some community to have around, with maybe a variant with robot arms or other bits to help into carving and shaping tunnels.

Re: Paladin Steel Storefront

Posted: Wed Mar 22, 2023 8:26 pm
by taalismn
Update: The Rifts Earth Orbitals
“ Oh, we pretend not to notice, but it’s difficult to not see the Earthers coming and going in their Great Ships on voyages of exploration, trade, and the Doing of Great Things. And it isn’t easy to quell the feelings that where we once held the High Ground, we are increasingly bystanders, being left in the sidelines, watching as giants hike the cosmos.”

“ Didn’t take the dirtsiders very long to get their space-legs, did it? Of course, they’ve got all sorts of fancy outsider tech that allows them to go around in dirtside-style conditions they’re more familiar with. And there’s also a good number of spaceborn who have defected to their side, lured by all that shiny. They’ve been more than happy to show the newcomers the ropes and give them the keys to the High Ground.”

“The stargazers are seeing the big exploration ships, but the rest of us are eying the growing number of big obvious advanced warships the dirtsiders are bringing in. While they claim it’s for ‘security purposes’, that phrase is open to interpretation. Security? From us? Or something nastier from outside they’re worried about coming here, maybe lured by all the activity they’ve stirred up? A lot of the current generation are happy with the picked-up economic activity and the peace bought by the Arkies being punched down onto Mars and the Kithians being slapped down, but for those of us with a more critical eye, these are very uncertain times, and likely the calm before the storm.”

“---the siituation in the Orbitals, despite appearances, continues to be fractious. While the Euroans and most of the independents are all onboard with the changes, the Freedomites, the Liakans and the Lunarians continue to distrust us, there’s Outcast hardliners angling to pay us back, we still have Arkhons in our backyards and as soon as they can start outfitting deep-runners, I expect the NGR will start competing with us for rocks. We’re still quite a ways from presenting a united front to the rest of the galaxy and I’m not sure I want to be in the same room with the Orbitals when we drop our bombshells about what we’ve discovered out there.”
---Danzel Rollins, State Department Sol System Affairs senior analyst, GNE Intelligence.

The GNE Outbreak into Earth Orbit proved to the Orbitals that the Quarantine was ultimately ineffective in containing the madness to Earth, but it also gave the Orbitals a strong shot in the arm against enemies both rift-born and extraterrestrial.
The deployment of the Dawnbringer Array during the Mexico Crusade proved, though, that Orbital assets could still affect Earthside events (for the better). And contact with their Earthside cousins has given many in the Orbitals a taste of ‘Ole Earth’ and things they’ve only heard of in the stations’ historical archives.
While many in the Orbitals cheered the breakup of Outcast Station at the hands of Greater New England aerospace forces, others saw it as an implied threat; the GNE was perfectly willing to take action against the status quo of the major stations. However, with the threat of the Arkhons, and the GNE shouldering the burden of taking the war to the outer system, few are willing to complain too loudly. The Dreadnought Crisis and the conflict with the Kithians has only pushed home how dangerous the galaxy really is, and the fact that the GNE has the most effective shields against the darkness has put the peoples of the Orbitals, who once thought themsleves the refuge of human divilization and technology, in an uncomfortable spot.


The CAN Republic----
“At least we developed grav-plates on our own, so we’re not entirely backwards compared to the Earthers. But we still have a long way to go before we can claim parity of any degree wtth what the Earthers have gotten through the Rifts.”

The CAN community at Mare Imbrium has weathered numerous crisises. Competition with the Orbitals for resources, fighting off monsters from the rifts, helping maintain the Quarantine of Earth, and then being strafed by the Arkhons. Now that the pressure from the Orbitals and the Arkhons is over, but that greater threats have been revealed in the form of the Kithians(nobody has any illusions that the Moon would have survived the Earth being wormholed into a black hole), the CAN can’t ignore the fact that they’re no longer the top of the local heap. The GNE constantly exhibits a better technology and access to resources from beyond the Solar System. There’s even a token presence of ‘Shemarrians’ who have established an enclave on the Moon and refuse to leave.
Though the CAN remains suspicious and paranoid about the GNE Alliance, increasingly they’ve been forced to trade and negotiate with them. At the same time, the CAN has increased its trade with Laika Station and has been collaborating with them on reverse-engineering Arkhon technology, with the expectation that they will be fielding several spinoff designs soon.
The CAN conducts some trade with both the GNE and the Shemarrians.

Freedom Station---
“While trading with the Earthhellers may have cost us some humility, I can’t gripe that it’s adversely affected our productivity. With the changes to our production lines, our output of Glitterboy armors has increased fifty percent!”

Freedom Station’s relationship with the GNE is provisionally cool. PS’s decision to acknowledge the authority of the High Court maintained by Freedom Station in Orbital domestic disputes and trade negotiations has mollified the FS population somewhat, but still hasn’t sat very well with many GNE High Space merchants, who feel that the High Court is under the influence of the Orbital corporations, and will arbitrate in favor of Orbital concerns over Earthside plaintiffs in commercial matters. At least Freedom Station Glitterboys and PSA-11S SpaceGuards are no longer shooting at each other. However, the growing influence of the GNE over the independents in the Orbitals and inroads into the other major stations has the Freedies worried about the day that the GNE may not respect the High Court.

Freedom Station briefly toyed with the idea of re-orienting the anti-Arkhon alliance against the GNE, then decided to try ignoring them. Though shunning the GNE has brought the Orbitals some peace, it’s only been temporary. And now the Freedies and the CANs are falling all over themselves to purchase heavy transports from the GNE as they become available. President Clemons has made it her objective to bootstrap Freedom Station up, build up her nation’s defenses, and try to establish satellite colonies elsewhere in the Solar System(or beyond) that will keep them from being rendered extinct in another incident like the Dreadnought Crisis, the Kithian Bombing Raid, or culturally squeezed out/assimilated by the GNE and its Earth partners. The recent demolition of Outcast Station by the GNE, though cheered by many, has sent shivers through the senior leaderships of many in the Orbitals; it proves that the GNE is not afraid to rearrange the Orbital neighborhood and forcibly remove opposition. Currently Freedom Station trades with the GNE mainly through Laika Station as a cut-out.
President Clemons’ ace in the hole is a secret collaboration between several of the Orbitals in reverse-engineering several captured Kithian smallcraft. While Clemons has no delusions that what they learn will catapult the Orbitals to parity with the GNE, she hopes that the effort will at least keep them from falling too far behind and serve as a morale boost to her people.

Laika Station----
“The Earth is one big hornets’ nest that got stirred up big. We got stung multiple times by the hornets swarming off the Earth. Now we have decisions to make; we can’t swat all the hornets but we can try and get stung over and over again, or we can try to live with the hornets and hope they share some of their honey with us.”
(“Yukov, it’s bees that make honey, not hornets. Take a refresher on Earth-life.”)

Laika Station sided with Freedom Station and the CAN in shunning the GNE(with a ill-informed grudge against the GNE who they blamed for the Dreadnought Crisis), but found that position impossible to maintain. Instead, the Laikans opened up their station to trade and diplomacy, imcluding, under pressure from the CAN, grudging permission to the GNE. The GNErs cheerfully reciprocated, plying the station with raw materials and spare parts, as well as foodstuffs and items from Earth. This has helped mollify many Laikans, but many still carry resentment towards the GNE.
With contact re-established with Earth, the Laikans have been processing messages from the several interested factions that now occupy Russia. The Sovietski seems the most likely successor to the Russian Federation that established Laika Station, but seems too much the police state, and Laika Station is not about to start taking orders from New Moscow . The Romanov-Kolodenko Federation, on the other hand seems a step farther back(A -Czarina-, really?), but seems fairly liberal....and Ukranian. They don’t know what to make of the ‘Yo, wassup?’ from the Seriyev camp, and have decided to ignore the much-chopped-up demanding mssages claiming to be from a ‘Supreme Warlord Orloff’.
Laika Station has been working on reverse-engneering a number of Arkhon Spikefish fighters they acquired during the Arkhon War and have announced that they will shortly be fielding their own version with their security forces, The CAN has evinced interest in the new spacefighters as well.

Outcast Station---
“We could have had it all; favored trade relations, infusions of cutting edge technology, hardcore protection, supplies up from Earth...but, no, we had to listen to the blowhards who said this was our opportunity to put everybody else, Old Earth included, in their place and launch the Outcast Era, courtesy of an alliance with the Arkhons who would put us in charge of the High Ground. We listened, we followed, and we lost, big time.
Given what I’ve learned about Arkhon psychics, though, I have to wonder if the ratdogs weren’t manipulating us with more than words. I can’t believe that we all suffered genetic brain damage that made us suspectible to ****.”


At first the GNE was sympathetic to the mutants of Outcast Station, in part because they had infiltrated via dimensional rifts the station even before the Breakout, and were thus grateful for the safe harbor the mutants offered. Future relations between the two seemed be on a track to closeness, much to the dismay of the other Orbital powers. However, when the majority of mutants decided to side with the Arkhons, the informal concord between them and the GNE began to fall apart and relations soured, especially with those mitants who felt the GNE wasn’t doing enough to ‘put the others(meaning the CAN and the other Orbitals) in their place’. While the GNE offered sanctuary to mutants and other misfits, they weren’t about to arm the known miltants with axes to grind with the other stations. Among the ‘Brotherhood of Outcasts’, schisms began to form as pro-GNErs who wanted the continued goodwill of the Earthers argued with the radicals who demanded security of arms in return for cooperations with the GNE. The fact that the Outcasts were arguing over the GNE drove many Outcasts to hate the ‘meddling’ Earthers.
After an Arkhon-instigated major raid by Outcast Station operatives, backed by the Outcast leadership, was made on Plymouth One and several satellite stations including the under-construction Dawnbringer Array, the GNE had had enough. Pulling up with some of their heavier available units, they gave the Outcasts twenty-four hours to disarm or evacuate. Seeing the writing on the wall, those who could, got up and got out, but a core of diehards decided to put up a fight. After a controled bombardment that neutralized the external defenses, teams of Stelmarines boarded Outcast Station. While the Outcasts were fighting on their homeground and had the advantage of long experience with microgravity combat, the better tech, various augmentations, and their own mutants allowed the GNE to carry the day and pacify the Outcast situation. The discovery and capture of several Arkhon ‘diplomats’ proved an intelligence boon for the Orbitals and a PR nightmare for the Outcasts.
Controlled demolitions broke up Outcast Station into several smaller sections, some of which would be reclaimed by refugees and refurbished into smaller Indie stations, but Outcast Station is regarded as officially ceasing to exist.
While many in the Orbtal Community cheered the destruction of a ‘wretched hive of mutation and villainy’, others have seen the dissolution of Outcast as a blow against independent spacers and the loss of a sanctuary(or dumping ground) for the misfits of the Orbitals.
The ‘genetic purists’ however, have, despite their initial joy at seeing the ‘mutant cesspool’ broken up, discovered the GNE’s next bombshell not so much to their liking; the GNE would not tolerate any discrimination against mutants as long as they stayed within the common laws. And without a place to ship their mutants, many of the genetic supremacists and DNA-discriminators had no place to conveniently send their unwanted mutations and misfits. However, they’ve quickly taken to sending their mutation cases and foisting their never-do-wells on the GNE. For those genuinely desperately seeking better futures for their malformed or unhinged kin, sending them to the GNE has actually worked out in many cases, as the GNE’s health and human resources services have access to advanced corrective and rehabilitation means able to treat the refugees. Some, though, have sent their misfits to the GNE out of spite, washing their hands of responsibility and sarcastically wishing the ‘dirtsiders’ ‘best of luck with your new family members’.
While the GNE still welcomes mutants and outcasts(and indeed has offered to resettle any who want on outdimension worlds), there is some festering resentment in some of the now indie refugees about the ‘Earther betrayal’’ and the breakup of the ‘true Outcast nation’. The GNE has recently fielded an idea of building one of their Three Galaxies/WZT-pattern spacestations that would serve as both a new orbital mdical center and home-colony for their former Outcast allies; something like an Orbis or a Pacifica Space City with cutting edge technology to reaffim the GNE’s committment to Earth and the Orbitals.
There are rumors that some of the surviving diehard Outcasts acquired an FTL or interdimensional drive from an alien wreck and are waiting to use it to escape the Solar System and establish a new Outcast nation far far away.

Yuro Station----
“Contrary to what some of the Moonies and kayelessers are saying about us selling out the Orbital community for sauerkraut, sugar and wine from Earth, our tastes have changed substantially since we last had hard contact with Earthside. Some of what we eat from our own tank-farms is nothing like what our ancestors had shipped up and we hardly recognize some of what’s been shipped up now. But it’s all stuff that hasn’t been weighed in terms of calculated power to grow, mine and ship, or efficiency of mass, calorie content, or resource usage. While some of what the Earthers have traded with us are what our ancestors would have considered luxuries worth savoring but which hardly appeal to our evolved palates, I had a bottle of raspberry schnapps and a proper hot bratwurst and thoroughly enjoyed them. Not enough to sell out my station for beads and trinkets, but I still enjoyed them. ”

Yuro Station inititially sided with the CAN-Freedom Station coalition in fighting the Arkhons, and later in shunning the GNErs. However, the temptation was too great, and Yuro Station began trading with Plymouth One, especially after the deployment of the Dawnbringer Arrays proved that the GNE was intent on combating the problems on Earth and maintaining, at least partially, the Quarantine system. Now that Triax and the NGR have lofted their own space station, and the British wing has made contacts through the GNE with the kingdoms of Britain, Yuro Station is too busy trading with Earthside to listen much to the Loonies and the Freedies. The Italians have even made tentative contact with the New Roman Republic. and begun some trade.

Independents---
“At least they’re offering to bootstrap us wildcatters, or take us along on the ride with them. I know of a good number of one-ship families that nearly went extinct when the Arkhons came in and who would have been completely lost when the Earthers began assembling their big armored astrominer rigs and moved out into the Outer Deep to pull in metals and CHON product. Instead, they got jobs on those rigs and in some cases wound up owning one. And their ‘Getaway Specials;.... I have an uncle who runs an Astroburger joint and a daughter who’s got rocks of her own in some red dwarf system somewhere out...there.”

The Coalition of Independent Miners and Traders lost and gained with the arrival of the GNE. On one hand, they got a massive handout of help, on the minus side they lost several member stations and ships who joined the GNE. The CIMT shares many values with the GNE(and by extension with the USA), but many members fear that cuddling up to the GNE wil erode and ultimately erase their own independence. Competition between the independent ice and rock miners and the big GNE-sponsored operations has also driven a wedge of contention with the CIMT.
Through the GNE, the CIMT has learned of the United Systems Alliance and fellow ‘Belters’. Many have taken the opportunity to trade with their spiritual cousins in other solar systems and a few have even decided to pack up and leave the Solar System altogether for other stars.


NGR Von Braun Station---
“The dirtsider hermans may have lots of new bright and shiny but they don’t have near enough experience in deep space compared to the Orbital-folk or even the dirtsider geeners. Their tech is good, but their habits are wasteful and sloppy, and they win by numbers and proximity to that fortress of theirs as much as, if not more than, they do by any real skill. Until they get their space legs, they’re going to be dubious allies for the foreseeable future. At least for now they’re a cheap source of goods while they’re still trying to win over friends and spending their remass like party favors.”

The New German Republic is the newest major addition to the Orbital Community, with their Von Braun Station. Despite an initially hostile reception from the Orbitals, the NGR have settled in a politically noncharged orbit and assumed a nonpartisan political stance towards the existing Orbital factions. That having been said, the Earth Germans have made it clear that while they’re not interested in getting involved in Orbital politics, they are open to friendly approaches and trade . They’ve already made contact with Yuro Station and have begun trading with their kindred in the German Arm, though most of the other Stations currently avoid engaging the NGR in any serious relations.
While Von Braun is heavily armed and staffed with a large military contingent, its main purpose is industrial, proucing products and components not so easily done in a gravity well. Thus the NGR has kept its forces very close to Von Braun, protecting its industrial output. The focus on security and large numbers of troops also hint at the NGR’s acknowledgement of their inexperience in deep space combat, despite the long preparation they put into the Von Braun program. The Earth Germans are using the opportunity of the relative peace and quiet they currently enjoy to train their personnel in real environment space combat and operations.
The NGR’s relationship with the GNE is a complex one; to the outsider eye they are clearly competitors, both commercially and politically. Militarily, they more often than not cooperate in opposing common threats, like the Azhur/Arzhur, Gargoyles, and Splugorth, and aren’t about to attack each other for fear of destabilizing and losing what security gains they’ve made on Rifts Earth. However, the NGR has made it clear that they’re going to try winning hearts and minds in the Orbital community as an aside to their space industries program. Triax sees Paladin Steel as an industrial competitor, and the NGR sees Greater New England as a rival, if not openly enemy, power bloc stretching for world influence and hegemony. The GNE, in turn, sees the NGR making some reforms with regards to its d-bee policies, but as long as the Germans retain ties to the Coalition States, cannot wholly trust the NGR. The two will cooperate with each other and come to each others’ aid in a crisis, but generally the two Earth powers leave each other alone and at arm’s length.
The Orbitals don’t know what to make of it. Many see the presence of a rival to the GNE as an opportunity to cultivate an Earth ally and welcome the chance to ‘vote with their wallets’ and buy from a second source. On the other hand, advanced as Triax is, they’re obviously still lower on the tech scale than Greater New England and Paladin Steel, so cozening up to the NGR is not seen as an optimal proposition. Others see the Earth Germans building advanced contragravity drives and shipbuilding slips aboard Von Braun and wonder what hulls the CG engines are going to be fitted into, seeing long-term the Earth Germans further displacing the Orbitals as the premiere space-powers in the Solar System.

Arkhons---
“After the GNE space navy killed the last of the big Arkie carriers out in the Deep Dark, the rat-doggies left in the Inner System were scrambling for resources. They seem more intent on hunkering down on the Red Planet, though, playing Mash the Giant Insects and playing king of the gravity well with the other big bugs out there in Deimos.”

The Arkhons have been pretty well smashed, with only a few rogue ships loose in the outer Solar System(and those running low on supplies). The largest remaining group is huddled around Mars, conserving their resources to try terraforming Mars and wresting control of it from the mutants there and the alien Ares Freehold*. A few of the surviving hardliners from Outcast Station have sought refuge with the Martian Arkhons, but it is unclear how warm a reception the Outcasts got from their nominal alien allies. The Mars Arkhons also do some small trading with Independents, though such trade is considered illegal by the High Courts of the Orbitals and the GNE Space Force will interdict any smugglers they can detect.
(*Ares Freehold is a crossover; a d-stranded Invid SpaceHive from the Third Invid War setting that has joined forces with a taskforce of Macross II UN Spacy soldiers who misFolded while fighting the Marduk. The new Ares Freehold seized control of Deimos and is contesting control of Martian aerospace and several regions on the Martian surface where the Invid Flower of Life...or a mutant strain of it...has been found growing. While there’s some small trade with the GNE and Orbitals, the Ares Freehold has generally stayed away from engagement with the other powers in the Solar System and the madness of Rifts Earth).

Mars---
“Oh, we’ve given up on Mars for now, but the Arkies seem to be having trouble with what we’ve left them, and I figure it’s only a matter of time before they either swallow their pride and beg us for help, or they try lashing out at the inner system again, and give us an excuse to go in an pacify them for good. Then we can start making plans for Mars in earnest.”

The GNE has pretty much left Mars alone. Though the remaining Arkhons are attempting to establish a colony there, they are fighting the environment(partially terraformed), the mutant insects, and the human-xeno Ares Freehold. The Orbitals and the GNE still keep a close eye on activities around the Red Planet, though, and there’s some trade with the Freehold. Several former Outcasts have fled to Mars, either to join the Arkhons or the Freehold.

Ceres---
“It’s just not the same as Belt Way Station. The GNE offered the Wintels help in rebuilding, even offered them a place on Ceres to start over, but, bless them, the surviving Wintels weren’t about to take charity. But while we’re waiting to see what they come up with, most folks daring the Outer Dark make orbit for Ceres for fuel and supplies. The GNErs are polite, efficient, and helpful when they go about servicing visitors, but it’s just not the same as Belt Way’s home-made pies and cookies.”

Ceres is a former Arkhon ‘harbor’ and now GNE-held outpost. It offers refueling, repairs, and supplies to any Indies who venture that far out. While mainly a government/military outpost, it does host some small businesses from the GNE and USA. Some 6,000 GNE personnel man the fortified asteroid and its works, which include several large subsurface hangar pits, defense cannon and missile launchers, and a real-time FTL sensor array. Several older-model PS ‘toadstool’ destroyers call Ceres homebase, and at any given time there are 2d4 other warships docked or waiting to dock. It also lays host to a number of Belter tugs supplying the base with water-ice and minerals.

Shemarrians---
The Shemarrians are tough and smart; besides obviously copying our technology, they’ve learned to spoof it too. We almost lost our VRRDS to their hacking, and some of our operators think they deliberately let us regain control as a warning to us. And their original stuff is just as bad; we never expected mechanical moles popping up under us from the regolith! But unlike the Arkhons, they’re willing to talk....with conditions. If we want to talk to the Shemarrians, we have to include the geners. It’s like a conspiracy of Earthers!”

The Shemarrians have an increasing presence in the Solar System, after several appearances early on, including a raid on the Moon that looted an equipment depot. When next the Shemarrians appeared on the Moon, they established a crater enclave in Bliss Crater(Plato A), near the larger Plato Crater. When the CAN Republic tried to dislodge them, they were astonished to find themselves facing in some cases heavily modified versions(Warmounts such as the Sphinex) of their own equipment! The CAN forces were repelled(with light casualties, but substantial loss of material) and forced into a stalemate.
Ultimately the CAN was forced to a three-party negotiation; the Republic, the Shemarrians, and the GNE. The Shemarrians refused to give up their claim to the region of the Moon, but agreed to help protect the satellite from extraterrestrial and extradimensional threats, to trade some technologies to the Lunies, and supply qoutas of materials to the lunar cities. They’ve also agreed to help the CAN contain, and hopefully shut down, the Archimedes and Demonax rifts. There are estimated to be some 4,000 EShemarrians(mainly Silvermoon Tribe) in a heavily fortified enclave in Bliss Crater. Though details of the EShemarrian base are scant, owing to the gynoids discouraging any probe attempts. the twenty kilometer-wide crater appears roofed over by forcefields, and remote seismology suggests the EShemar have dug extensive tunnels and cavities under the crater floor.

Venus-----
“Still a hot hell, but we’re seeing some interesting activity under the acid clouds. Maybe enough to suspend some long-term terraforming plans the eggheads have been playing with in the sim-tanks.”

The actions of the specially-formed GNESF Venerian Rangers in assisting in the recovery of a stranded alien vessel crashlanded on Venus are now well-known through the System. That they also gathered considerable data on the hellworld and leyline activity on it is less well -known. It is now suspected that Venus is playing host to an increasing level of Fire and Earth Elemental actiivity. The GNE has established several GMR-lofted sensor platforms in Venus’s atmosphere to continue to study the planet.


Mercury---
You either burrow deep or stay ahead of the sun on Mercury. Damn little can survive on that planet otherwise. And it’s that extreme environment combined with the dimensional rifts that has us worried about what MIGHT emerge from a rift able to survive on Mercury. Anything that tough, we want to know about as soon as possible.”

Though the Arkhons tried to harvest some resources from sun-blasted Mercury as part of their ultimately ill-starred Solarwind Offensive campaign(using solar flare activity to mask their attack vectors on Earth), nobody has done much regardng Mercury. Even the GNE, after checking to make sure that the Arkhons hadn’t left anything dangerous behind, have paid the planet only passing attention. That having been said, several GNE-sponsored Belter/Orbital groups have launched mineral survey and mining expeditions to the planet, the GNE has several long-range plans to extablish energy collector projects, and the GNESF maintains a regular patrol and scan schedule to check on both the expeditions and for any anomalies cropping up on Mercury.

Outer System-----
“There are just some things that should never see the light of the sun...now or in the future.”
Using their advanced technology, the GNE has been exploring the other worlds of the Solar System, especially the outer planets.
While they haven’t revealed everything they’ve found, it is known that the Flash/Surge affected other bodies in the Solar System and the GNE has uncovered some things of interest. Of course, it’s also rumored that the GNESF has engaged in some combat actions not related to the Arkhon conflict, including bombarding several sites in the outer worlds, leading to rumors of caches of Golden Age technology or sleeping eldritch terrors hidden in the outer system.

Re: Paladin Steel Storefront

Posted: Thu Mar 23, 2023 8:38 am
by SolCannibal
Now, that's a VERY nice glimpse into the good, ol' home field, pretty useful reference to the bases some of the core members of the USA are working from - and how much they make do on burning midnight oil. To a just so damn scary degree, might be said.

As an aside, how effective would you guys say Necromancers might be at rebuilding an area's technological infrastructure by collecting knowledge from the dead users and technicians and extensive use of corpses as cheap automated labor of sorts? All that talk of reverse-engineering the Arkhon technology got me thinking of some funny things to throw in a "russian" or "chinese" milieu perhaps....

Re: Paladin Steel Storefront

Posted: Thu Mar 23, 2023 10:56 am
by taalismn
SolCannibal wrote:
As an aside, how effective would you guys say Necromancers might be at rebuilding an area's technological infrastructure by collecting knowledge from the dead users and technicians and extensive use of corpses as cheap automated labor of sorts? All that talk of reverse-engineering the Arkhon technology got me thinking of some funny things to throw in a "russian" or "chinese" milieu perhaps....


I'll have to review the necromancer ability and spell lists to render a judgment on thta...but Chinese necromancers in space? That's ....scary....

But then, I think I hinted at a 'battleship conversion'Bradford-freighter sold to a Chinese-offshoot(the image of greatcoated humanoid panda guardsmen carrying space-age AKs/assault weapons somehow amuses me...).

Re: Paladin Steel Storefront

Posted: Thu Mar 23, 2023 12:22 pm
by SolCannibal
taalismn wrote:
SolCannibal wrote:
As an aside, how effective would you guys say Necromancers might be at rebuilding an area's technological infrastructure by collecting knowledge from the dead users and technicians and extensive use of corpses as cheap automated labor of sorts? All that talk of reverse-engineering the Arkhon technology got me thinking of some funny things to throw in a "russian" or "chinese" milieu perhaps....


I'll have to review the necromancer ability and spell lists to render a judgment on thta...but Chinese necromancers in space? That's ....scary....


More like theosophist mystics/necromancers carving a territory of their own somewhere amidst what once were Kazakhstan, Tibet & China borders from dead bodies of Rahu-men, natives, dimensional stranded and downed parts of the original Arkhon fleet/migration that fell in other parts of Rifts Earth.

taalismn wrote:But then, I think I hinted at a 'battleship conversion'Bradford-freighter sold to a Chinese-offshoot(the image of greatcoated humanoid panda guardsmen carrying space-age AKs/assault weapons somehow amuses me...).


Everybody loves pandas i guess.

Re: Paladin Steel Storefront

Posted: Thu Mar 23, 2023 8:53 pm
by taalismn
SolCannibal wrote:Everybody loves pandas I guess.


It's those creepy eyepatches.....You can't see their actual eyes until you're up close, so they look uncannily mask-like....

Re: Paladin Steel Storefront

Posted: Thu Mar 23, 2023 9:47 pm
by SolCannibal
taalismn wrote:
SolCannibal wrote:Everybody loves pandas I guess.


It's those creepy eyepatches.....You can't see their actual eyes until you're up close, so they look uncannily mask-like....


Like they inverted the color pattern of the Orcas so everybody would lower their guards.....

Re: Paladin Steel Storefront

Posted: Mon Mar 27, 2023 8:26 pm
by taalismn
Hesperia Aerospace Fighter Upgrades/Variants
“True, you can’t wipe out an entire city block’s worth of fortified bunkers in one pass like you can with a Mammatan or Derecho, but you CAN take apart individual tanks and most Rim-scum armor with one of these.”

“The old Heppie’s still a good bargain for most planetary security functions. There’s little exotic technology to go wrong, the controls are easy to learn, and it’s still all mll-spec grade, so you’re not making pinpoint bombing raids in a converted grav-scow.”

Though regarded by most in the greater aerospacefighter community as at best a second-, and increasingly third-, tier starfighter, the Hesperia still soldiers on, mainly due to its rugged reliability, low operating costs, handy missile bays, and generally forgiving handling. The Hesperia has become a staple of rear-echelon planetary defense forces in the United Systems Alliance and affiliated territories. Concerns that, as more advanced fighters entered the field, the supply of spare parts to keep the older design going have been allayed by PS/ASI’s practice of licensing the design tooling to new USA members, allowing them to keep their ‘fighters in spec with locally-manufactured parts, and also with the experience bootstrapping their aerospace technology and industry.
The Minion War saw a number of these license-clients and sub-factories cut off from the mainstream trade routes, and local militias had to improvise, leading to a number of variants, some of which became more widely distributed once trade contact was resumed.
In particular, many regional militias found the Hesperia made a good fighter-bomber, and devised a number of new configurations using locally sourced systems and armaments. These ‘spade fighters’ (from the blunt delta wing design of the Hesperia) often supplemented or replaced older WZT-made light gunships already in service.

Honorable Mention: *PS-TAV-XSF-08XAAEP
“No computer simulation, no matter how complex, nor any static test,no matter how rigorous, will ever equal taking a piece of equipment out in the field and testing it hard under real world conditions. We’re dragged nuclear accelerators and compact gravity generators through mud, clashing magnetic fields, chlorine baths and salt dust to simulate field depot base conditions, bolted them into test-ships, and flown them through repeated orbit and de-orbit runs, high speed runs and burns, and turbulence surfs, just to make sure they can handle the stress. A lot of the creating engineers couldn’t, seeing what we were doing to their latest brainchildren; I’ve seen nervous breakdowns on the flight field and I’ve gotten death threats from eggheads for abusing and even outright sabotaging their creations. But as I keep explaining, better we break their stuff now than approve it for production and have it kill some trusting aircrew later.”

“I can’t tell you all the details of anything I’ve tested, but I can tell you I’ve had to force-land a few times on one engine, and I’ve had to eject once. I know that some of the stuff I’ve test-flown has gone on to standard issuance, and there’s some stuff that the Company and Corp rightfully ditched as too dangerous.”

The XSF-08XAAEP is not a production starfighter, but instead is a TAV-SF-08 Hesperia modified as an EXperimental Aerospace Armaments Evaluation Platform. PS/ASI chose the Hesperia as a testbed for new fighter weapons because of its older flight tech, well-documented performance parameters, and stable handling. The Hesperia had few undocumented handling vices that could affect equipment tests. Twin engines and broad wings gave a safe redundancy in flight operations, while the over and under missile bays, central equipment/armament bay, and modular tail and outer wings(which have been used variously to mount extra aerodynamic devices, auxiliary engine thrusters, and weapons mounts) meant that there was plenty of room for test equipment and monitoring gear. The modular cockpit also also allowed for easy testing of various new cockpit configurations, while the original escape pod feature meant faster bailout escapes if any new equipment under test proved dangerously unstable.
The XSF-08XAAEP fills much the same role for PS/ASI as the T-28 did for pre-Rifts Earth NASA. If not testing equipment, XSF-08s are often found escorting and flying chase for test vehicles(the XSFB-26 Jatar often fills a similar role). Every sizable aerospace test center in the GNE(and increasingly the USA) maintains a stable of these handy aerospace vehicles, making them an important part of the overall R&D organization and process.

Honorable Mention: *TAV-UACV-08
“Even some of the swarmer species out there can be taken aback when presented with a hard-charging wing of fighters that are coming on with apparently no regard for self-preservation. Everybody else starts bugging out rather than face kamikazes, and spreading the tale of how -insane- Rimmer pilots are.”

“We -were- going to sunset our Hesperia assembly lines in favor of something more modern, but we kept getting orders for fresh direct-to-drone conversions, probes and fireships alike. So we’re still stamping out Hespies, as long as we still get orders for them, and there’s no end in sight on that score.”

The TAV-SF-08 Hesperia’s been around long enough that many worlds affiliated with the GNE/USA have stocks of older ships of the class that have been declared surplus as newer and higher-performing types have replaced them in local aerospace squadrons. Many older fighters have ended their days outfitted as semi-autonomous drones used for live fire exercises and target practice, and it was from these conversions programmed to simulate combat maneuvers that full-fledged combat dones were developed.
As a good many USA worlds manufacture TAV-SF-08s as part of the tech boot-strap initiatives of the Alliance, appropriating brand new hulls for combat drone conversion was easy and cheap.
TAV-UACV-08s are found serving as heavy probes operating from carrier starships, kamikaze drones, and aerial pickets. A recent innovation has been to equip heavy battlelites and battle-ring weapons platforms with squadrons of parasite drones that detach to provide mobile support to the orbital defenses.
Just about any model TAV-SF-08 can be modified into a ummanned aerospace combat vehicle, but the locally-produced variants are the most common in this role.

Standard UACV-08 Drone Programming Package:
Programming:
Pilot: Space Fighter(for maneuvering purposes) 80%
Navigation: (Air/Space) 96%
Radio: Basic 98%
Radio: Scramblers 96%
Math: Basic 98%
Read Sensory Instruments 80%

Actions/Attacks Per Melee: 6
Initiative: +1
Strike: +5
Dodge: +2
Roll: +4


Paladin Steel/Aegis Stellar Industries PS-TAV-SF-15 ‘Mattock’Aerospace Fighter-Bomber
(aka ‘Stump Remover’)

“The TeeGee Imps thought they had us against the wall when they dropped heavy armor against our positions on Halkadia, figuring all us farm-peasants had no artillery or armor of our own to counter them. Well, we didn’t have them, but we didn’t need them. Once our q-ships blindsided their orbital assets, we introduced the impies to the new Halkadian Tactical Air Wings. While our new fighters danced with the impie Flying Fangs, our fighter-bomber squadrons came around to play tag with the prox-kreegie ground forces. Those first few days were grand! Impies no longer had sky superiority, and our boys had plenty of bombs and ammo to spend busting up armor. Okay, we lost a few to inexperience, but saving grace was the impies weren’t expecting farmers with aerospace assets, and we have good trainers who taught us to go after air defense assets first. Gave the ground armor time to scatter, but terrain around here’s not ideal for dispersing. All them tanks running for cover either got cut off and ambushed, or got reported by all us peasants, who pinpointed ‘em for our bombers. Glorious cook-offs all over the landscape.”
---Sergeant Hallovo Wipak, Free Halkadian Militia, Free Worlds Council

“You do NOT want to get caught out in the open in a Mattock by a Flying Fang. The Mat’s a decent enough gunboat for pounding dirt, but it wallows. Fang’s got speed, range, and armor on it, and the teegees teach their pilots strafe-and-run. The Mat’s a gen behind the Fang, and its big flying wing makes it a big fat target that impie thrusterjocks can’t resist. Best bet is to travel in numbers. If you’re alone, head for low cover; try to hide yourself in the ground clutter. Make the ridgeheads work for ganking you. If you got friendly infantry with AA weaponry in the area, set up an ambush. DO NOT TRY TO FIGHT THE FANG IN ITS OWN DOMAIN. You’re NOT an even match for the ‘Fang; don’t prove it by being stupid.”
---Flight Captain Ferep Tomaz, Free Worlds Council Joint Taskforce, Free Halkadian Sector

“The Travees really HATE us and the Mattock in particular for what they call the Eyvan Massacre. Commodore Jesik’s wake-up blitz on them, with KEW strikes on their military facilities and ground attack fighter-bombers strafing at near street-level wiped out a substantial portion of their military forces still in their barracks or on liberty nearby. Poor persecuted slavers thought they were safe from reaping the consequences of their atrocities elsewhere, until they got gunned down in their happy places by some of the meanest-flying ground attackers in the Fleet. The Blackwings hardly made friends that day, unless you count all the Travesdeens’ victims who got some payback when the Fleet went to town.”

Even with the proven versatility and reliability of the Star Tiger and Star Fox aerospace fighters that had been adopted as the main workhorses of the GNE’s aerospace forces, Paladin Steel engineers still felt that they hadn’t wrung all the usefulness out of their first Three Galaxies-style fighter, the Hesperia. Several variants, and one major derivative showed that the original airframe was still solid and could be further modified.
The TAV-SF-15 combines several aspects of the previous Hesperia variants, to produce a vehicle optimized for strike missions. The cockpit is expanded into a two-seater housing a dedicated weapons officer, the original MRM bays are divided into four ordnance bays, the chin turret removed to make way for a large central gun bay, a tail turret is added, and the large lasers moved to the wing tips, which now feature strake winglets and manuevering jets. The original two main engines are complimented by a second pair of smaller thrusters for better maneuverability in atmosphere, and the main powerplant(s) beefed up to accommodate the added mass. The integral forcefield has been strengthened slightly to better deal with ground counterfire. The Mattock is still slightly slower than the -08 original, but its throw-weight of ordnance makes it a fearsome combatant, especially in delivering smack-down against surface targets.

Type: PS-TAV-SF-15G Mattock
Class: Medium Aerospace Fighter, Ground Attack
Crew: Two; pilot and weapons officer
MDC/Armor by Location:
Main Body 400
Reinforced Cockpit 100
Engines(2) 150 each
Auxiliary Thrusters(2) 90 each
Primary Laser Cannon(2) 45 each
Heavy Cannon Bay 100
Light Laser Cannon(2) 30 each
Missile Launchers(4) 60 each
Forcefield 900
Height: 20 ft
Width: 29 ft
Length: 25 ft
Weight: 15 tons
Cargo: Small space behind pilot’s seat for a survival pack and sidearm(s)
Powerplant: Nuclear-Fusion w/ 20 year energy life
Speed:
(Atmosphere)Hover to Mach 7; transatmospheric.
(Space)Mach 7
(Kitsune Values: 40 % of light speed; Accelerates/decelerates at 0.7% of light speed per melee)
(FTL) Not Possible
(Underwater) Not Possible
Cost: 47 million credits
Systems of Note:
Standard Starfighter Systems, plus:
*Cockpit Ejection System---The cockpit can be entirely ejected from the rest of the craft, to serve as a lifeboat. The cockpit pod can make a safe atmospheric re-entry, if necessary, with deployable parachutes, and can even float for a time on water, increasing the chances for crew survival.

*ECCM system: A semi-automatic 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.

*ECM Suite----- The Mattock has a standard ECM suite for confusing sensor-guided weapons; -5 to strike

Weapons Systems
1) Central Weapons Bay---The small forward turret has been replaced with a larger weapons bay for holding a forward-firing cannon
a) Laser Gatling Cannon---A multi-barreled heavy pulse laser
Range: (Palladium Values) 8,000 ft in atmosphere, 24,000 ft in space
(Kitsune Values) 3 miles in atmosphere, 300 miles in space
Damage: 2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: 300,000 credits

b) XHIC-02 ‘Hell-Bowler’ Ion Cannon---(aka ‘Exhic’) This is an upgraded and scaled-up version of the PSIC-02 Infantry Ion Cannon, specially developed by the PS/ASI weaponeers and field-tested on the TAV-SF-15G. It’s proven especially effective against tight infantry formations.
Range:(Palladium Values) 5,000 ft in atmosphere, 20,000 ft in space
(Kitsune Values) 4 miles in atmosphere, 400 miles in space
Damage: 2d4x10 MD per bolt to primary target.
Furthermore, a secondary bolt will jump to 1d6 targets in the vicinity of the main target, starting with the nearest target(or the nearest metallic target) as long as they are within 12 ft(25 ft for metal targets) of the initial target/point of impact, then jumping to the next one until the ball lightning disipates. Secondary targets can attempt to dodge the energy ball as standard.
Secondary targets will take HALF damage(1d4x10 MD).
Does only 1/4 of the original damage if the secondary targets are non-metallic or grounded
Organic targets roll for Stun; save at 16 or better or be -8 to strike, dodge, parry, roll, and initiative, reduce APMs and Spd by HALF, for 2d4 melee rds. A successful save means lose only initiative and 1 APM for 1 melee round.
50% chance of knocking out unshielded electronics(or 1d4 subsystems like radio, electronic image amplification, cybernetic sensory implant, or the like) for 1d4 melees.
Beings susceptible to electricity take DOUBLE damage.
Rate of Fire: Standard
Payload: Effectively Unlimited
Bonuses: +2 to strike metallic targets
Cost: 1.2 million credits(still considered experimental)

c) Plasma Cannon---Heavy multi-barrel plasma cannon
Range: 3,000 ft(Palladium Values) 4,000 ft in atmosphere, 16,000 ft in space
(Kitsune Values) 3 miles in atmosphere, 300 miles in space
Damage: 1d6x10 MD per single blast(so a full triple blast from one cluster does 3d6x10 MD!)
By angling the aperatures slightly to shoot in different directions, the array can also spray a 50 ft area with plasma blasts, doing 3d6 MD per strike(no bonuses to strike)
Rate of Fire: EGCHH
Payload: Effectively unlimited
Cost: 750,000 credits.

d) K-T Plasma Gatling Cannon
Range: (Palladium Values) 8,500 ft in atmosphere, 16,000 ft in space
(Kitsune Values) 3 miles in atmosphere, 300 miles in space
Damage:1d4x10 MD per single blast(4d6 MD at ranges beyond 7,000 ft out to maximum), 3d4x10 MD per three-shot burst(1d6x10 MD at ranges beyond 7,000 ft out to maximum), 4d6x10 MD per six-shot burst(2d6x10 MD at ranges beyond 7,000 ft out to maximum), and a whopping 8d6x10 MD(4d6x10 MD at ranges beyond 7,000 ft out to maximum) for a twelve-shot burst per single cannon.
Rate of Fire: EGCHH
Payload: 240 rd belt.
Cost: 950,000 credits. 40mm Cadmium-telluride cartridges cost 95 credits each

e) Particle Beam Cannon
Range: 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 2 miles in atmosphere, 200 miles in space)
Damage: 4d6x 10 MD single blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited

f) Rail Cannon----80mm SB Massdriver Cannon(PS-MDJ80S)
Range: 19,000 ft (3.8 miles)(Palladium Values) 4,000 ft in atmosphere, 16,000 ft in space
(Kitsune Values) 3 miles in atmosphere, 300 miles in space
Damage: High Explosive(HE)----1d4x10 MD to 15 ft radius
High Explosive Anti-Tank(HEAT)---- 3d4x10 MD to 5 ft radius
Fragmentation--- 5d6 MD to 30 ft radius
Plasma----- 1d6x10 MD to 20 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 3d6x10 MD out to 6,600 ft, 2d4x10 MD out to maximum range
(Gravitic---Collapsar) 5d6x10 MD to a 8 ft radius
Note that the gravitic waves work THROUGH armor, but NOT forcefields and other energy barriers.
(Gravitic---Repulsor) 3d6x10 MD to a 15 ft radius.
There is also an extended ring-radius of lateral gravitic force that extends out an additional 25 ft. sending objects and people caught in it flying(2d4x10 ft): 90% chance of knock-down(lose 1 APM and Initiative), 80% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees).

BOTH Collapsars and Repulsors have the effect of temporarily disrupting C-G drives in a 30 ft radius of them, with a 30% chance of knocking personal and vehicular drives(starship drives are much more resilient to gravitic disruption) completely offline.
Rate of Fire: 5 shots per melee
Payload: 180 rds
Cost: 730,000 credits

g) Grav-Cannon---The TAV-SF-15G mounts a slightly heavier weapon than the CAF Scorpion, though shorter-ranged.
Range:(Palladium Values) 4,000 ft in atmosphere, 16,000 ft in space
(Kitsune Values) 3 miles in atmosphere, 300 miles in space
Damage: 4d6x 10 per 20-round burst
Rate of Fire: ECHH
Payload: 500 bursts
Cost: 850,000 credits

h) Missile Cannon(T-410)---Not really effective in space, except as a a direct fire weapon, but hell on fliers in atmoshere.
Range: (T-410)(Palladium Values) Gun launcher fires the micromissile out to about 8,200 ft, whereafter the rocket propulsion takes over. 16,000 ft in space
(Micromissiles) 8,000 ft for all types
Damage/Bonuses:
(T-410)
Pattern-2a---4d4 MD to 2 ft blast radius
Pattern-2b----6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
Pattern-2c----(Incendiary)2d4 MD to 5 ft blast radius, does an additional 1d4 burn damage for 2d4 melees

Bonuses: (T-410)
(All Patterns)(+3 to strike airborne targets, +1 to strike ground targets) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.

Rate of Fire: Bursts of 3-40 rds per melee
PS is rumored to be experimenting witb versions that can fire as many as 100 missiles in a melee round(or 400 mimis in a minute!) or more!
Payload: Varies; typically feeds from a 10 missile clip, or 180 rd ammunition box or drum, though 200 and 300 rd bins are also available.

Cost: 150,000 credits for the T-410 Gun System
(T-410)
(Pattern-2a) 90 credits each
(Pattern-2b)130 credits each
(Pattern-2c)150 credits each

i)EMVC-07 ‘MagStorm’ ElectroMagnetic Vortex Cannon
Range: 6,000 ft n atmosphere, 12,000 ft in space
(Kitsune Values) 2 miles in atmosphere, 200 miles in space
Damage: 1d4x10 MD at point of impact
Within a 60 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(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).
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.
Rate of Fire: ECHH
Payload: Effectively unlimited
Bonus: EM bolts are -6 to dodge.
Cost: 120,000 credits

j) Plasma-Laser Cannon
• Range:(Laser) 3 miles in atmosphere, 6 miles in space
? (Kitsune Values: 6 miles in atmosphere, 600 miles in space)
? (Plasma) 2 miles in atmosphere, 4 miles in space
? (Kitsune Values: 4 miles in atmosphere, 400 miles in space)
• Damage:(Laser) 3d6x10 MD per shot
? (Plasma) 1d4x10 MD per blast, affects a 50 ft-wide blast area.
• Rate of Fire:(Laser) EGCHH
? (Plasma) 4 times per melee
• Payload: (Laser)Effectively Unlimited
? (Plasma)Has enough deuterium for 100 bursts per gun.

2) Heavy Pulse Lasers(2)---These are the primary anti-fighter weapon for dogfighting, and are now mounted in the wing tips.
Range:(Palladium Values) 6,000 ft in atmosphere, 60,000 ft(12 miles) in space
(Kitsune Values) 12 miles in atmosphere, 1,200 miles in space
Damage: 3d6x10 MD per pulse burst, 6d6x10 MD per simultaneous blast(counts as one attack)
Rate of Fire: EPCHH
Payload: Effectively Unlimited

3) Light Laser Cannon(2)---Two light pulse cannon are retained from the original configuration, but are now mounted in a tail turret for rear defense.
Range:(Palladium Values) 4,000 ft in atmosphere, 16,000 ft in space
(Kitsune Values) 3 miles in atmosphere, 300 miles in space
Damage: 4d6 MD per blast, 8d6 MD per dual blast
Rate of Fire: EPCHH
Payload: Effectively Unlimited

4) Medium Range Missile Racks(4)---Buried in the wings are four MRM launchers; these are the fighter’s main weapon against larger ships.
Range: Varies by Missile Type
(Kitsune Values)160 miles in an atmosphere and 80,000 miles in space.
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-5
Payload: 15 MRMs per launcher, 60 total

In the alternative, the MRM racks can be outfitted as the following
(Lower Racks)
*Bombs
*250-lb Bomb----2d4x10 MD to 50 ft blast radius
*500-lb Bomb----4d4x10 MD to 60 ft blast radius
*750-lb Bomb----4d6x10 MD to 65 ft blast radius
‘Smart’ bombs from Rifts: Mercenaries(pg. 115)
Bonuses for ‘Smart’ munitions: Hitting a large stationary target like a buiilding, bridge, or large immobile vessel/vehicle is automatic! To hit a moving target, roll to strike(with a +6 to strike), A volley can target one target, or seperate to attack several targets.

*Slammer Concussion Missiles/Bombs---Knockoff Triax Weapon, acquired through industrial espionage.
Range:(Missiles) 6,000 ft
(Bombs) Van be accurately dropped from 5,000 ft
Damage: (Missiles) 2d4x10 MD to 90 ft radius.
(Bombs) 3d4x10 MD to 100 ft blast radius.
88% chance of knock-down(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: (Missiles) 8 per launcher
(Bombs) 12 per launcher

5) Countermeasure Launchers(2)---Mounted on either side of the tail are two decoy countermeasure launchers. Each is capable of mounting one of the following countermeasure types:
a)Chaff/Flare Launchers---Standard radar-reflective strips and thermal flares
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 12 per launcher

b) Nano-Pods-----The second system releases a nanotech swarm of active jamming pods and decoys that are programmed to emulate a spacecraft’s sensor signature, or, at the very least, bury enemy tactical communications in ‘white noise’.
Effective Range: 25 mile jamming radius
Duration: 5 minutes per pod-spray
Effects: Jams radio signals(75% chance of jamming military band command-guidance ordnance), and 60% chance of deflecting ordinary missiles.
Payload: 9 swarm packs

c) Grav-Pack Decoy---The third system uses modified grav-pack drives and signal projectors to create a moving pattern of sensor signatures. The grav-pack mini-missile drives can go for 10 minutes before self-destructing, and can either be remotely directed or run a preset pattern.
Effective Speed: Mach 6
Duration: 10 minutes per pod
Effects: The decoys have a 70% chance of fooling enemy sensor operators and expert systems. They are are also +2 to enemy sensor-guided munitions to strike, increasing the chance that the missiles will elect to pursue the ‘louder’ sensor signature(the missile rolls to strike for both the original ship and each decoy deployed....highest to strike roll determines which target the missile(s) go after).
Payload: 9 decoys are carried, and can be deployed singly, or in ‘packs’ of 1-3.


PS-TAV-SF-17B Nagegama Aerospace Fighter
(aka ‘Zap-Swatter’, ‘Bug-Wiper’)

“Funny; the old Es-Ef-Eight was meant as a stopgap until the faster and more sophisticated Es-Ef Sevens and Nine-Thirty-Nines could be rolled out, and then it was expected that we would begin retiring the Hesperias. But the way things have worked out, we’re building and selling more Hespies than ever! The design’s just made rugged, and it’s very tolerant of modification; somebody’s always coming up with some new derivative, some more radical than others, some just looking to make use of a locally-produced weapon or two.
Mind you, the Es-Ef-Eight is by no means a perfect fighter; it’s slow and agile as a brick compared to the newer ships I mentioned before, and there are some limits you can’t push the basic frame and design past, but within those limits, you still have a very capable machine, and some of the spinoff designs like the Nagegama are VERY capable birds in their niches.”

“When those storms of macro-viroids started coming out of the Deep Dark, our Nagies came through when it came to wiping space clean of them. Not a single super-spore came close to infecting our colonies.”

The PS-TAV-SF-17B is yet another major derivative of the rugged Hesperia airframe. The SF-17B demonstrates how, with a well-tested and familiar desgn, Paladin Steel/Aegis Stellar Industries can quickly customize a major piece of equipment to a specific mission-purpose. The SF-17B was put together to create a deep space fighter that could counter star wasp hive attacks on the increase in the Three Galaxies.
The SF-17B borrows heavily from the previous SF-15 in adding multiple missile bays and extra small laser turrets. In the case of the SF-17B, no less than four automated laser turrets are added, one in the nose, one in the tail, and one on each wingtip, providing all-around point-defense against swarming attacks. The decision was also made to equip the Nagegamas with an ion scrambling field generator that reduces the damage done by star wasp bio-electrical strikes by HALF.
In combat, the SF-17B will attempt to cull star wasp swarms with missile swarms of its own, then will engage any survivors with its lasers.
Though derided in some circles as merely a modification of the existing Almar Escort Fighter, the SF-17B has proven an instant hit with frontier worlds facing possible star wasp attacks.

Type: PS-TAV-SF-17B Nagegama
Class: Medium Aerospace Fighter, Anti-StarWasp Interdiction
Crew: Two; pilot and weapons officer
MDC/Armor by Location:
Main Body 400
Reinforced Cockpit 100
Engines(2) 100 each
Auxiliary Thrusters(2) 90 each
Primary Laser Cannon(2) 45 each
Chin Cannon 50
Light Laser Cannon(4) 45 each
Missile Launchers(4) 50 each
Forcefield 800
Height: 20 ft
Width: 29 ft
Length: 25 ft
Weight: 15 tons
Cargo: Small space behind pilot’s seat for a survival pack and sidearm(s)
Powerplant: Nuclear-Fusion w/ 20 year energy life
Speed:
(Atmosphere)Hover to Mach 7; transatmospheric.
(Space) Mach 7
(Kitsune Values: 40 % of light speed; Accelerates/decelerates at 0.8% of light speed per melee)
(FTL) Not Possible
(Underwater) Not Possible
Cost: 45 million credits
Systems of Note:
Standard Starfighter Systems, plus:
*Cockpit Ejection System---The cockpit can be entirely ejected from the rest of the craft, to serve as a lifeboat. The cockpit pod can make a safe atmospheric re-entry, if necessary, with deployable parachutes, and can even float for a time on water, increasing the chances for crew survival.

*ECCM system: A semi-automatic 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.

*Magnetic Scrambler Shield---- Ion, neutron, and plasma energy weapons do HALF damage, and missiles are deflected 40% of the time.

Weapons Systems
1) Lower Rail Gun Turret----The underside of the Nagegama sports a rapid-fire rail gun, providing a kinetic punch to its weaponry. This weapon is primarily used to spray a window of space with rounds, increasing the chances of a hit on a fighter or missile. The rail gun can also fire fragmenting chaff rounds. Its placement allows it to rotate to engage targets behind the fighter.
Range: (Palladium Values) 4,000 ft in atmosphere, 40,000 ft(8 miles) in space
(Kitsune Values) 8 miles in atmosphere, 800 miles in space
Damage: 1d4 MD single rd, 1d6x10 MD 60 rd burst
(Chaff rounds) 5d6 SDC per shell at ranges of 2,000 ft or less. None beyond that.
3d6x10 SDC per 5 rd burst
1d4 MD per 10 rd burst
01-50 Enemy Missile or volley detonates in chaff and threat is nuetralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees Any missiles/projectiles passing through the expanding chaff cloud take 2d6 MD damage.
Rate of Fire: EGCHH
Payload:12,000 rd drum(200 bursts)

2) Heavy Pulse Lasers(2)---These are the primary anti-fighter weapon for dogfighting, and are mounted in mid-wing.
Range:(Palladium Values) 6,000 ft in atmosphere, 60,000 ft(12 miles) in space
(Kitsune Values) 12 miles in atmosphere, 1,200 miles in space
Damage: 3d6x10 MD per pulse burst, 6d6x10 MD per simultaneous blast(counts as one attack)
Rate of Fire: EPCHH
Payload: Effectively Unlimited
Option: Some PS-TAV-SF-17Bs were fitted with special beam-spreaders(‘beam-spammers’) that could open up the laser beam to affect a 35 ft-wide area(100 ft in space), but damage drops to 4d4x10 MD and reduce maximum range by 30%.

3) Light Laser Cannon(4)---Four light pulse cannon are retained from the original configuration, but are now upgraded to double-barrel pulse models, mounted in wingtip, dorsal, and tail turrets. To better defend against swarm attacks, they can be set to an autodefense mode with each turret aimed by its own limited AI system.
Range:(Palladium Values) 4,000 ft in atmosphere, 16,000 ft in space
(Kitsune Values) 3 miles in atmosphere, 300 miles in space
Damage: 4d6 MD per blast, 8d6 MD dual barrel blast
Rate of Fire: Equal to the pilot's or weapons officer’s combined hand to hand attacks, or 4 attacks in auto-defense mode(+2 to strike).
Payload: Effectively Unlimited

4) Missile Bays(4)----The missile bays can accommodate gun-packs and high-density salvo launchers.
a)T-410 MicroMissile Cannon----Not really effective in space, except as a a direct fire weapon, but hell on fliers in atmoshere.
Range: (T-410)(Palladium Values) Gun launcher fires the micromissile out to about 8,200 ft, whereafter the rocket propulsion takes over. 16,000 ft in space
(Kitsune Values) 1.3 miles in atmosphere, 130 miles in space
(Micromissiles)8,000 ft for all types
Damage/Bonuses:(T-410)
Pattern-2a---4d4 MD to 2 ft blast radius
Pattern-2b----6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
Pattern-2c----(Incendiary)2d4 MD to 5 ft blast radius, does an additional 1d4 burn damage for 2d4 melees. The rounds carried by the Nagegama are formulated with their own thermite-style oxidizer, so they can burn in airless space.

Bonuses: (T-410)
(All Patterns)(+3 to strike airborne targets, +1 to strike ground targets) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.

Rate of Fire: Bursts of 3-40 rds per melee
Payload: 500 rd bin

Cost: 150,000 credits for the T-410 Gun System
(T-410)
(Pattern-2a) 90 credits each
(Pattern-2b)130 credits each
(Pattern-2c)150 credits each

b) Mini-Missiles---40 per launcher

c) “S-Sting” ‘Smart Mini-Missile Launcher-----The S-Sting(for ‘Space Stinger’) is an attempt to scale down the advanced micro-intelligence guidance system of more advanced and larger missiles into a package compact and accurate enough for an infantryman to tote. The ‘S-Sting’ is essentially a ‘smart’ short-range, hyper-velocity, anti-air/spacecraft missile. The program has had its first successes with a space-based missile, owing to the fact that the vacuum of space negates the need for streamlining the weapon. As a result, the missile resembles a rather stubby cylinder with a blunt-nosed optical cluster and protruding verniers(extend after launching).
Note that the ‘S-Sting’ has only limited effectiveness in an atmosphere....HALF bonuses in a thin atmosphere and weak gravity well like Mars’, and NO bonuses, and HALF range in a thick atmosphere and standard gravity like Earth’s.
Range: 4 miles in atmosphere, 32 miles in space
Damage: 2d6x10 MD to a 15 ft blast radius
Rate of Fire: Volleys of 1-20(all)
Payload: 20 shots per launcher
Bonuses: +7 to strike
Cost: 80,000 credits. 10,000 credits per missile

d) L-AAM ‘Black Talon’ Launcher---These super-accurate light AAMs are mainly of use in an atmosphere, but the Nagegama DOES occasionally mount them.
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1-20(all)
Payload: 20 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: 200,000 credits per launcher, 10,000 credits per missile

e) Short Range Missiles---10 per launcher

f) Medium Range Missiles---6 per launcher
- PS/ASI ‘Starslam’ AMRASIM(Advanced Medium Range AeroSpace Interception Missile)---An adaption of the ’SkyFlash’ Advanced Short Range Air to Air Multiple Missile(ASRAAMM). ‘Starslam’ is an MRM that splits in flight to unleash a pack of four smaller SRMs, each carrying an MRM warhead....a surprise that at relatively short dogfighting ranges(10-30 miles) can be devastating, filling airspace with a swarm of corkscrewing projectiles. It is also commonly fitted with a ‘swarmhead’ that breaks down into 10 plasma munitions, rather than four SRMs.
Range: 15 miles for the ‘bus’ in atmosphere, 60 miles in space
(Kitsune Values: 60 miles for the ‘bus’ in atmosphere, 50,000 miles in space)
Damage: 6d6 MD per each SRM missile(3d4x10 MD per volley)
Bonuses:+3 to strike

OR:
-Shrike III ‘Brilliant’ anti-aircraft missiles.
Range: 75 miles
Damage: 3d4x10 MD to 60 ft blast radius
Bonus: +7 to strike

5) Countermeasure Launchers(2)---Mounted on either side of the tail are two decoy countermeasure launchers. Each is capable of mounting one of the following countermeasure types:
a)Chaff/Flare Launchers---Standard radar-reflective strips and thermal flares
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 12 per launcher

b) Nano-Pods-----The second system releases a nanotech swarm of active jamming pods and decoys that are programmed to emulate a spacecraft’s sensor signature, or, at the very least, bury enemy tactical communications in ‘white noise’.
Effective Range: 25 mile jamming radius
Duration: 5 minutes per pod-spray
Effects: Jams radio signals(75% chance of jamming military band command-guidance ordnance), and 60% chance of deflecting ordinary missiles.
Payload: 9 swarm packs

c) Grav-Pack Decoy---The third system uses modified grav-pack drives and signal projectors to create a moving pattern of sensor signatures. The grav-pack mini-missile drives can go for 10 minutes before self-destructing, and can either be remotely directed or run a preset pattern.
Effective Speed: Mach 6
Duration: 10 minutes per pod
Effects: The decoys have a 70% chance of fooling enemy sensor operators and expert systems. They are are also +2 to enemy sensor-guided munitions to strike, increasing the chance that the missiles will elect to pursue the ‘louder’ sensor signature(the missile rolls to strike for both the original ship and each decoy deployed....highest to strike roll determines which target the missile(s) go after).
Payload: 9 decoys are carried, and can be deployed singly, or in ‘packs’ of 1-3.