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Unread postPosted: Fri Apr 15, 2022 9:06 pm
  

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Location: Somewhere between Heaven, Hell, and New England
The Terran Protectorate is from the www.supernexus.com website Riftsspace; I do not claim ownership of its original material.
The Kithians are from Rifter #56 and are the creation of Ovid Pinckert

GNE Threat Assessment: MIlky Way Galaxy
Author: Trenis Raquel, Senior Secretary, Greater New England Corps of Exploration.

Summary of PERIWINKLE GRAIN explorations, 200 ly mark.
Our ‘near neighborhood’ explorations of our own Milky Way Galaxy have turned up that, as we long suspected, we are not alone in this galaxy, and the multitude of species flooding our solar system are not solely the result of dimensional rifting However, compared to the fairly high density of lifeworlds, populated planets and evolved species familiar to us in the Three Galaxies, the Milky Way seems fairly scantly populated, given our small sample of surveyed systems. This may not seem readily apparent, though, given that we sit next to one of the major clusters of inhabited systems only a few dozen light years away, and are positioned next to an older cluster of once-inhabited worlds that the local cultures avoid like a plague zone. Our explorations in other directions have, aside from locating the KIthian homeworlds, turned up little so far, but our few contacts with starfaring species have given us cause for concern.

Of immediate concern in our interstellar neighborhood are the Arkhon/Terran Protectorate Sectors and the Kithians.

*Arkhon/Terran Protectorate Sectors
These are our closest neighbors, onlya few dozen light years away across the Orion Arm, making them a few days’ journey by 3G cntragravity FTL. However. it seems that native Milky Wave FTL systems are a lot slower and more finicky, as has been demonstrated by the technologies of all the cultures we’ve so far discovered.
The A/TP Sectors contain some old enemies, some old relatives, and a bunch of new species grouped around the remains of a collapsed empire. There’s also at least one mysterious elder race we should steer clear of for the time being.

Arkhon Imperial Freehold
Yes, this is the original home culture of our friends the ratdoggies in South America. hey’re more advanced technologically, but just as aggressive, ambitious, and even more numerous. Fortunately, they’re on the other side of the Terran Protectorate from us, so the Protectorate is buffering Arkhon expansion in our direction. However, estimates of the rate of AIF shipbuilding and territorial creep indicate that the current status quo won’t hold forever, and the next Arkhon-Protectorate War may critically bleed the Protectorate and bring the Arkhions to the Terminus Line facing us. Whether or not the rat-doggies will dare to cross the Line in search of new worlds to conquer is uncertain, but we do NOT want the AIF as an interstellar neighbor. Sooner or later we’re going to have to deal with them, either directly or by coverly supporting the Terran Protectorate. The only bright note is that the Arkhons seem mired in a technological stasis; they are very slow to develop or adopt new technologies, so they adapt poorly to a rapidly-changing technological environment.
Gven the expansionist and clannish nature of the Arkhons, though, we should be prepared for offshoot Arkhon freeholds and cultures who may have immigrated into other sectors of the Milky Way and pose just as great, if not greater, threat to us in the future.

Empire of Many Suns
This fallen and fractured empire does not present a threat to us; the many races inhabiting it are too busy trying to sort themselves out to bother the Protectorate’s long-lost homeworld. In fact, much of the information we’ve gleaned about the TP and AIF has come from EoMS sources, as it is much easier to infiltrate former Many Suns territory and pose as outlier Humans. Though reports of the weaponry used to destroy the former Mogg’Theran homeworld are concerning and worth looking into.

Xitrin Merchant Guild
Again, we’ve been able to buy a good deal of representative technologies and information about the Arkhon/Terran Prtectorate region from Xintrin sources, who don’t seem to care what our agents are buying as long as we pay up front and on time.

Terran Protectorate
The Terran Protectorate is apparently the descendants of a lighthugger seedership launched at the end of the Golden Age. They got off just before the Rifts washed over the Earth, caught the last agonized communiques of the disaster, and thinking that Earth was destroyed, kept going and didn’t look back. They found suitable lifeworlds, cloned up a whole bunch of colonists, and began carving out a star nation for themselves.

The Protectorate is well-organized, well-run, and has been on a near-war footing for the last century or so. Their clan-caste structure, though giving them advanced skills in some fields, has also given their society a certain stodginess and inflexibility in others, but has also created significant hurdles n everyday life for the casual visitor. It also amounts to an internal security net against those unaware of the many nauances of their complex society. That’s made infiltrating their society and gahering hard intel rather more difficult.

The Terran Protectorate has a technology roughly equivalent to our own. In some areas they surpass us, as in projectile weapons development and some personal armor materials technology. In general they possess good weapons, and good ships. Because they’ve been fighting the Arkhons for several decades, their kinetics are arguably on a par with our own.

The TP does not embrace cybernetics or bionics as we do, so they are behind us in cyborg technologies. This seems more a result of personal ethics, rather than a lack of capability. Similarly, while they have a sophisticated biotech capability aimed primarily at facilitating their terraforming efforts, they do not apply it to personal augmentation as we do, nor to the same levels of ability.

The Terran Protectorate has at least a basic grasp of psionics and an even more basic awareness of magic, good enough to have recognized psychic societies in the first case and cautious xperimentation with the second.

Their main disavantages are relatively slow FTL propulsion and a lack of extreme range real time sensor systems. In general, if we can see them coming, we can outrun them. They are also lacking in forcefield technology, but if they ever got hold of something like Naruni or open-source Three Galaxies systems, we can predict that they could easily reverse-engineer the basic principles of such. IT is thus imerative at the current time that we do not allow any examples of our better technologies to fall into their hands; as we came into possession of them ourselves through trade/acquisition from outside sources, it is easy to imagine the Terran Protectorate and their affiliated species bootstrapping theor own capabilities from studying OUR technology.

However, the real advantage they currently enjoy are NUMBERS. The Terran Protectorate(and the Arkhons for that matter) have more heavy iron in the way of capital ships, organized fleets, and operating bases than we have in this universe. They have the numbers on hand; we don’t. They’ve been growing a multiworld star nation for ths last hundred or so years, and building a matching military, with reserves and defense-on-depth, while we’ve been struggling to claw our way back into Earth orbit. We have a still divided homeworld, and no substantial offworld colonies in this galaxy/universe.
Fortunately, they regard our region of space as cursed. and have set up a boundary, that matches the extend of Flash inflation towards their region of space, they call the Terminus Line that is forbidden to cross. They’ve established a line of fortress worlds facing us, manned by zealous orders of horrorhunters, with orders to interdict and blast anything that crosses the line.
If the Inquisition is in charge of dealing with us, we can expect treatment little better than what we’d get at the hands of the Coalition States. Of course, given that we’ve encountered on our side of the Line some of the bogeymen the Inquisition most fears, we can hardly blame them for their caution. It makes their worlds hard to approach vis the direct line, however, so our intelligence gathering missions have to take a circuitous route, rife with its own dangers, to avoid being detected crossing the line.
Fortunately, the Protectorate’s mythologizing of what lies across the Line means that they are deadset against poking around in our space. The Flash also seems to interfere with extreme range sensing, so aside from passive astrnomical instruments, they can’t see squat in the way of intelligent activity in our space.

Recommendation:
We don’t, DON’T, make contact with the Terran Protectorate, until we’ve dealt with the other problems in our backyard, established a few dozen robust colonies, built up our local numbers and forces, and lined up a team card of allies in this universe. We don’t dare let them know we exist until we can meet them on even terms, because as long as they regard our side of the galaxy as offlimits, they won’t bother us.
Keep them ignorant of our existence and buy us time.

Vorhasi
This enigmatic species seems to represent one of the few elder species kicking around in the area. What little data we have on them paint a picture of a cagey aloof species ill-inclined to deal much with the younger races. Reports of them destroying the Mogg’Theran homeworld are disturbing to say the least. While we’re continuing our efforts to gather more information on them, we also advise avoiding getting their attention until we know more about their capabilities and agendas.


Berylan
The species across the Terminus Line fear and hate the Berylan for good reason; they are NASTY pieces of work who regard all other lifeforms as prey and target practice. We’ve encountered a few and only our experiences on Rifts-torn Earth and the Infernals have prepared us to deal with them. Fortunately, they seem to avoid Sol System, but they are likely to pose a problem if we begin expanding our holdings in the Milky Way. Current protocols are to shoot on sight. Long term we may have to engage in a Sorm-pattern extermination campaign to clear our space of them. Fortunately, as noted, they seem afraid, if such an emotion can register with them, of Sol System, possibly due to the number of Alien Intelligences that predate our space.

*Sea of Dead Stars/Space
Unfortunately, it happens that adjacent to us on our side of the Terminus Line is a region of space the inhabitants of the A/TP Sectors refer to as the Sea of Dead Stars, with the hints that the region of space once played host to ancient cultures millions of years old that have since mysteriously disappeared, leaving an interstellar wasteland behind. Frankly it scares the A/TPers **** and is another reason only the foolhardy and stupid dare cross the Terminus Line. Honestly, from what we’ve heard, it’s a part of space we shouldn’t go poking around in either, Given what else has been awakened by the Flash, however, it’s likely that we’ll find out to our misfortune, and it’s some small consolation that some of the first BREAKWATER missions were to solar systems between Sol and the Dead Stars.

Bio-Infiltration Units
We’ve had few contacts with these cyborg femme fatales and they are concerning. Somebody out there is targeting technology and using modified humans to do the deed. Similarities between the BIU and the Eloi-Inviri’ we encountered in Greenland suggest a possible common link. However, there are also similarities between the Bio-Infiltration Units and some of the observed castes and technologies of the Shemarrians, though our contacts with the Shemarrian Nation(s) deny any involvement in the BIUs’ ship-jacking activities. Fortunately our to-date four contacts with them have resulted in four failures on their part; we have custody of one, and our Shemarrian allies claimed the other prisoner(and under the circumstances we gave up the prisoner to them), but our studies have come no closer to revealing the origins or agendas of these enigmatic beings.

Vinali Ravagers
We have had few contacts with these marauders and they’ve almost always hit, cut, and run before we could get good data on them. If they’re as savage as our sources across the Line claim, they could pose a problem for us in the future. Fortunately they seem to avoid coming near the Sol system.
What little our long range scans have picked up is disturbing; we’ve gotten hints of Splugorth/Kittani technology in our readings. This would suggest a link between the Vinali and our old friend the Kittani Dreadnought. Whether this means the Dreadnought was returning from a supply run to a locally-raised minion species, trading with possible allies, or chastising an upstart species that stole from the Splugorth remains undetermined at this time, but we’re keeping the files open on the Vinali.

Jotnarans
As little as we know about the other species in the Expanse, we know even less about the Jotnarans and have had no contacts with them. As with the other species, we seek information and encourage inquiry, but we advise that we stay clear of seeking contact or confrontation until we have more solid information about these unknowns.

* Kithians
The KIthians are farther away from us at 128 light years, but they happen to be on our side of the Flash line, which is why they tried to blow us away with a WMD. Anybody who throws around world-eating blackhole bombs needs to be dealt with and fast, Fortunately, their first attempt wasn’t expecting the resistance the Orbitals put up, and their second mothership ran into one our long range patrols well before it could make its go at bombing us. We shouldn’t wait for a third attempt.
Fortunately, the KIthian excursions into our solar system have given us good examples of their best equipment to look at, so we have a good idea of what they’re capable of. That forewarning is the only real good news in the dossier.
The bad news: the Kithians also have numbers on us, and their technology makes them almost a peer for our Three Galaxies holdings, as they have comparable weaponry, avionics, and forcescreening technology. They also have very good stealth, which would make them damn-near invisible if not for the Flash, which screws with their tech. Fortunately their FTL is rather finicky, and again, vulnerable to Rifts energies. However, by what we’ve been able to discern, the Kithians were able to beat back an unexpected rift event on their own worlds without resorting to magic. They also assumed moral leadership in trying to protect the rest of the galaxy from the Flash, including making the hard decision to genocide an inhabited world for the greater good of everybody else in the galaxy. That attitude arguably makes them even more dangerous than the metaphorical evil mustache-twirling of any Splugorth or Arkhon.

The good news: if we could secure their cooperation in buffering or baffling the spread of the Flash across the Milky Way, that would be of tremendous help to our efforts. We should also make a point of showing them the calculations that their ley line disruption scheme is just as likely to result in a PERMANENT giant dimensional rift taking the place of Earth instead of closing off the cosmic network, and leaving the Kithians with an Eye of Terror problem instead. And if they show a positive response to our reasoned approach, we can offer to cut them in on how to utilize the Flash energies to bolster their culture as we’re learning to. At the evry least, they should be amenable to not interfering with our BREAKWATER capstoning operations.
Of course, they might not be so open-minded and reject our overtures out of sheer bloodiminded attachment to their scientific mindset and ‘greater good’ morality.

Recommendation:
Dealing with the Kithians should be our top prioriiy. By all means we should try diplomatic approaches and seek to engage them in cooperative efforts to minimize the damage done to their space, and hopefully bring them around to being an ally in the long run, but we should be prepared to take more drastic measures to curtail their genocidal response to the Flash problem. They have eighteen organized worlds to our chaotic one; but if we were to hit their infrastructure at key points hard and fast, we should be able to buy enough time to shore up our conventional defenses before they can rebuild and send a better-equipped taskforce after us. However, starting open war with the Kithians will be a costly and time-consuming affair that will require us to move resources and forces from other parts of the USA network, and present us with a conflict front we can’t really afford right now. If war it must be, we must be prepared to be as ruthless as they decided to be with their blackhole bomb plot.
Send the diplomats, but keep the bombers close by on ready-unleash.


Addendum:
Exploring the Milky Way is going to be a whole different ballgame from our activities in the Three Galaxies. We don’t know anybody here...at least anybody friendly...and we’re pretty much on our own with very limited extraterrestrial support structure. No backup from our nearest colonies, of which we have none in this galaxy, and no allies to bail us out. We don’t have a chronological roadmap of events that have affected this galaxy; the Atlanteans for all their prowess were more inward-looking than outward voyaging. We’re going to have to modify a lot of our existing equipment and bring in new gear to handle the expanses we’re going to have to map. We are, for all intents and purposes, on our own.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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Unread postPosted: Sat Apr 23, 2022 11:12 am
  

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Location: Somewhere between Heaven, Hell, and New England
Vehicle Variants:
*PS-S-GMR-LBT-7 Zephyr Hover Tank
-PS-S-GMR-LML-7JSM Missile Carrier
(aka ‘LimJam’, ‘Buzzbomber’)
“The United System Alliance’s ranged combat doctrine really pays off in its light fast artillery units. They hide easily, they evade quickly, and they strike hard. An opponent has to constantly watch all possible directions of attack with them, because they might circle around behind the opposition’s main body and attack from an unguarded quarter, or they can snake some smart missiles around the terrain to make terminal approach coinciding with attacks on other sections. And that’s just their REGULAR forces; their Irregulars are even worse!”

The ‘LimJam’ is a variant of the highly successful PS Zephyr light grav/GMR-tank, a design that has dozens of variants, mainly by swapping the conventional turret for other weapons types or extended casemate housings for extra crew and equipment. The -7JSM is a dedicated missile carrier, replacing the turret with triple launch rails for AGM-258 JASSMs, fourteen-foot-long weapons normally air-launched, but adapted for surface launch. An attached cold-jet booster catapults the missile up to speed where its turbojet can cut in and it speeds off to its target.
Aside from the three cruise missiles, the -LML-7JSM carries only a bow-mounted light laser for defense. Once it launches its missiles, the hovertank will use its superior speed to get away from the launch point to avoid counter-battery fire. With forward target designators, spotter drones, and modular seeker heads to guide the missiles to their targets, the combinatiom of heavy warloads(the AGM-258 has a 1,000-lb payload) and elusive launch platforms, the effect can be devastating on an enemy. Typically, several units of the missile carriers will fire mixes of jammer- equipped drones and explosive-armed hunter-killers to confuse and swamp enemy tactical air defenses and strike home.
With constant upgrades to the -GMR-LBT-7 Zephyr , many older chassises have seen conversion to missile carriers, insuring the type is well-represented in GNE/USA formations and those of allies.
The Free Worlds Council has been quick to copy the -LML-7JSM configuration, using its own light GMR tanks as the basis, and using its own copy of the AGM-258 JSM, nicknamed the ‘Chisel’, in actions aganst TGE forces. Both the GMR chassis and the JSM are sufficiently low-tech that many can be produced and deployed against the Empire such that the Legions’ air defenses are overwhelmed, or at least sorely taxed to the breaking point by attacks from multiple directions.

Changes/Modifications:
MDC/Armor by Location:
Missile Launcher(replaces turret) 150
Systems of Note:
*Battle Link----This combat communications system allows the crew to upload targeting infomation from distant sources to the missiles, or to set the wavelength/frequency recognition for terminal ‘beamrider’ approach once the missile reaches the target.
Weapons Systems:
1) Missile Launcher, Heavy Joint Surface Strike Missile-----A box-launcher with launch rails for three AGM-258 JASSMs. Depending in mission profile, the missiles can be equipped with self-guidance hunter-seeker packages, or can be handed off to a n escort or forward spotter to guide to the target.
Weight: 2,500 lbs per missile
Range: 230 miles
Damage: 1,000 lb warhead: ----1d4x100 MD to 70 ft blast radius; +2d4 MD for the extra speed assist in penetration.
Other warhead types can be carried instead, including specialized (TW, multi-warhead, chemical, tactical nuclear, EW decoy, etc.) munitions.
Payload: 3

2) Bow-Mounted Light Gun(1)---Typically a light pulse laser or rail gun.


-PS-S-GMR-LML-7C Missile Carrier
(aka ‘Skulker’, ‘Death-Zeph’)
“’Light’ doesn’t mean ‘harmless’; I’ve seen heavy armor crippled, if not outright destroyed, by shoot-scoot skitters. Sure, the guerillas can only take one or two hits before going down, but if they can throw enough fire-and-forget missiles at the big boys, often enough, they can attrite the big battlers something serious enough to stall battle strategy. And light units are typically a lot cheaper to field than heavies.”

The -GMR-LML-7C is another missile carrier conversion of the ‘Zephyr’ light grav-tank. The hull has been modified for stealth operations along the same lines as the PS-R-SO-GEV-27 ‘Airshark’ Stealth Skimmer and PS-Hv-MEDSAR-06 ‘Garman’ Medical Search and Rescue Transport Hovervehicle, and the turret replaced wiith a twin-pod tactical missile launcher.
The -GMR-LML-7C is an ambush attacker, firing its missiles from behind cover, then zipping off to avoid retaliation. It often works in cooperation with other low-observable units, such as stealth-skinned scouts and infantry, or stealth drones, the better to detect, track, and interdict enemy forces. Its specialty is headhunting enemy vehicles, using specialized anti-armor missiles to target opposition armor.
The Free Worlds Council has adapted a similar configuration and ordnance for its own forces, and uses similar mechanized guerilla tactics to wreak havoc on TransGalactic Empire forces.

Changes/Modifications:
MDC/Armor by Location:
Missile Launcher(replaces turret) 150
Targeter Mast 80
Systems of Note:
*Thermo-Optical CamouSkin----A copy of Naruni Enterprise’s stealth systems on their Nomad Robot. -20% to Detect Ambush/Detect Concealment rolls

*Stealth Design---The hull configuration and systems design is intended to minimize thermal emissions, accoustic signature, and radar returns. Invisible to thermo-optics and heat detection gear, -25% to Read Sensory Instrument rolls for radar and laser systems.

*Targeter Mast----A retractable sensor mast with optics and a laser sight(+1 to strike). Can extend up about 6 ft, allowing the AFV’s crew to observe from behind cover/concealment.

Weapons Systems:
1) Missile Launcher, Light---This box-turret normally sits concealed in a casemate on the top of the tank, but raises for action. It can accommodate regular ‘standardized’ mini-missiles, but works best with anti-armor types, such as the PS Copperhead, Cobra, and Heavy ATGMs.
Range: Varies; typically 1-3 miles
Damage: Varies; typically 1d4x10-3d6x10 MD
Rate of Fire: Volleys of 1-6 per launcher
Payload: 12x2 box units, 24 missiles total

2) Bow-Mounted Light Gun(1)---Typically a light pulse laser or rail gun.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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Unread postPosted: Sat Apr 23, 2022 6:43 pm
  

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Joined: Thu May 08, 2008 11:04 pm
Posts: 420
taalismn wrote:
Vehicle Variants:
The Free Worlds Council has been quick to copy the -LML-7JSM configuration, using its own light GMR tanks as the basis, and using its own copy of the AGM-258 JSM, nicknamed the ‘Chisel’, in actions aganst TGE forces. Both the GMR chassis and the JSM are sufficiently low-tech that many can be produced and deployed against the Empire such that the Legions’ air defenses are overwhelmed, or at least sorely taxed to the breaking point by attacks from multiple directions.

Good ideas all around, but I want to add onto the 3G use. My personal take is that even with a Golgan-level tech-base small scale Pure Fusion (hydrogen isotopes set off by a laser or equivalent) warheads are easy to make, and are reasonably common as true tactical scale munitions. The shear durability of M-Factor vehicles make them best suited for taking out/crippling individual vehicles, wiping off exposed systems if unable to crack the main body, with the theoretical anti-infantry capability being better served by dedicated higher AoE fragmentation munitions. Pure Fusion also has the advantage of not having a neutrino signature to detect beforehand, and you try telling me that the TGE skimps on detectors for their valuable installations. Even the TGE can put together a functional anti-missile system though, so that needs to be chipped away at before a crippling blow can be landed.


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Unread postPosted: Sat Apr 23, 2022 9:21 pm
  

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Omegasgundam wrote:
[

Good ideas all around, but I want to add onto the 3G use. My personal take is that even with a Golgan-level tech-base small scale Pure Fusion (hydrogen isotopes set off by a laser or equivalent) warheads are easy to make, and are reasonably common as true tactical scale munitions. The shear durability of M-Factor vehicles make them best suited for taking out/crippling individual vehicles, wiping off exposed systems if unable to crack the main body, with the theoretical anti-infantry capability being better served by dedicated higher AoE fragmentation munitions. Pure Fusion also has the advantage of not having a neutrino signature to detect beforehand, and you try telling me that the TGE skimps on detectors for their valuable installations. Even the TGE can put together a functional anti-missile system though, so that needs to be chipped away at before a crippling blow can be landed.[/quote]


That's why you take out the 1,000 lb warhead and replace it with any number of clever spoofers, sensor ghost projectors, and sensor-sig-apers. What goes unsaid in the canon stats is the war of deception that the TGE Legions and the GWC freedom fighters are waging in the way of sensor-queering gear.
It might take twenty or more decoys to snake one warhead in close enough to do some damage, but you can bet the FWC figures that's very good odds that they can afford. :D :bandit:

But yeah, use the stats for the MAULER/Davy Crockett mini-nuke as a 3G 'pony nuke' easily portable on a. variety of delivery systems.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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Unread postPosted: Sun Apr 24, 2022 11:35 pm
  

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Joined: Thu May 08, 2008 11:04 pm
Posts: 420
Dredging at Kitsune's Pre-Rifts USAF to give some illusion of parity to the Coalition

USAF SF-72C Starblade Hypersonic Fighter
"Intel has confirmed that Chi-Town is trying to resurrect the Starblade, and they’re pulling out the stops to make it worthwhile. Even in the original configuration, the thing’s performance characteristics are IMPRESSIVE, to the point where we incorporated most of its programming into our ASF’s flight models. It's seriously lacking in overall firepower however, which means that it’s not up for the job of going on the offensive. Superior to the SkyTiger II outside of that, but the Tiger’s a budget craft for a reason."
---Excerpt from GNEIA documents.

“The prototype Starblades are still far too expensive to become our main line craft, but they fill a critically needed hole. Our minimum force commitments mean that we will need an easier to produce craft better than the Shrike however, and our delving into the newly acquired American Empire archives shows that their Air Force was lagging far behind in developing their own equivalent. Thus, the only viable option is to improve upon the Shrike’s format, but there is thankfully a large amount of low hanging fruit to pluck before more radical measures are needed.”
---Memo to CS High Command.

The single most advanced atmospheric combat craft produced before the Cataclysm, the Starblade was the USAF’s pride and joy, with less than 400 having been produced before the end. NEMA records indicate that those that were not in the air were at bases hit by strategic nuclear warheads, and those in flight would have been either choked to death by volcanic ash or torn apart by the wildly fluctuating and still forming dimensional interface. After the cataclysm, the only remaining design files were those stored in NEMA’s ECC-HQ, leaving the Starblade to be forgotten by the world.

Until the Shemarian Civil War and the functional collapse of the Republican Secret Society.

Hit by the rapid hammer blows of the SCW, the GNE’s accidental subversion of much of the Republican network, and the effective denouement by General Emmel, Director Elliot effectively had the psychotic breakdown. Surrounded by what he saw as a defilement of Republican ideals, he decided to give what little assets he had left to what he saw as the least terrible of the North American governments, the Coalition States. Materially, this has reduced to a handful of caches of NEMA equipment, but he also had the contents of several high-capacity server banks, which included most of the ECC’s databanks. Fortunately, he was unable to bring himself to out active Republican cells or facilities, which included Archie 3 and his empire, and he suffered a fatal aneurysm immediately afterwards. Unfortunately, this still left the Coalition with virtually everything there was to know about NEMA technology, including the Starblade.

The Coalition is in the process of developing an improved version of the Starblade to incorporate reverse engineered technologies, but High Command hopes it will be able to hold the GNE’s Air Force at bay well enough that their forces are not under constant risk. Offensive operations across the Appalachians remain completely out of the question however, but so long as the Greeners stay on the other side of it that will be enough.
Spoiler:
Type: Lockheed SF-72C Starblade

Class: Air Superiority Fighter.

Crew: Two, one Pilot, one Weapons Officer.

MDC/Armor by Location:
    Main Body-------------400
    Engines (2)------------175 each
    KEML-------------------80
    Large Ordinance Bay---180
    Smaller Ord Bays (2)---85 each
    Wings (2)--------------200 each
    Canards (2)------------70 each
    Rudders (2)------------110 each
    Elevators (2)-----------110 each
    Reinforced Cockpit-----100

    Losing a wing will cause the plane to crash while in the atmosphere, and means it will not be able to re-enter the atmosphere safely.
    Losing a canard will inflict -2 to dodge and a -10% penalty to all piloting rolls, loss of both increases it to -6 to dodge and -30% on all piloting rolls.
    Losing a rudder or an elevator will inflict -5 to dodge and a -20% penalty to all piloting rolls. Loss of both elevators means the plane is uncontrollable.
    Losing an engine cuts the top speed by half and inflicts a -2 penalty to dodge and 10% penalty to piloting. Destruction of both engines will cause the aircraft to crash, but may attempt an emergency landing. The deep location makes them -3 to strike on a called shot.
    Depleting the M.D.C. of the main body will shut the aircraft down completely, rendering it useless and causing it to crash if in flight. Damage to the main body will also reduce the aircrafts stealth, for every 10% of damage to the main body, reduce the aircrafts stealth by 10% of its total.

Statistics
    Height: 12 feet (3.6 meters)
    Width: 66 feet (19.8 meters).
    Length: 90 feet (27 meters)
    Weight: 44 tons (39.9 metric tons) fully loaded

Cargo: Minimal (Storage for small equipment), does not include ordnance bays. Heavy Ordnance bay, if emptied of ordnance can carry up to 15,000 lbs (6,840 kg) of cargo. Light Ordnance bays, if emptied of ordnance can carry up to 5,000 lbs (2,268. kg) of cargo each.

Powerplant: Nuclear Fission, has an average lifespan of 20 years.

Speed:
    Ground: Only possible for conventional take offs and landings as well as for parking and storage. Speed is 40 mph (64 kph) when traveling and not on take off or landing, and has a minimum glide-speed of 150 mph (240 kph) to not stall.
    Stratosphere: The theoretical maximum is Mach 14.3 (9,405 mph / 15,085.6 kph) at an altitude of 126,000 feet (37,800 meters), matching the GNE’s modern ASFs in the near void environment, and can do this will having the inner hardpoints loaded. With the outers loaded, it is limited to Mach 9.6 (6,336 mph /10,163 kph)
    ‘Low’ Altitude: When operating below 50,000 feet (15,240 meters), the normal cruising speed is between 500 mph (802 kph) and Mach 1.6 (1,186 mph/ 1,902.7 kph), with a maximum speed of mach 5.8 (4,463.1 mph / 7,158.8 kph) without the outer hardpoints, and mach 4.7 (3,616.7 mph / 5,801.1 kph) with.
    Range: The engines do not need to cool.

Bonuses: +3 Dodge, +5 to dodge while traveling over 300 mph, +3 Initiative, +3 to strike with KEM, mini-missiles, or any radar guided missiles, and +20% to all piloting skills

Market Cost: All have been confirmed destroyed, but the Coalition is working to reproduce it. Production cost is estimated to be more than 3x that of a more conventional fighter due to the extremely powerful fission pack needed to power the engines, but switching to fusion will bring that down to something reasonable.

Systems of Note:
    Standard (RE) Fighter Aircraft Systems, plus;

    Stealth Features: The fighter is covered with the same radar absorbent materials as the Hypersoar bomber. Coupled with its shape, this makes the Starblade nearly invisible to any radar system at long range (-80% to be detected). When a Starblade is battle damaged it becomes less stealthy (For every 10% of damage to the main body, reduce the aircrafts stealth by 15% of its total.). Despite the special shape of its exhaust the plane is quite visible to IR sensors, due to the huge heat signature of the engines. Normally the plane is -20% to detect using IR sensors. All IR guided missiles are -2 to strike. When breaking into or descending from orbit the plane is +30% to detect with IR sensors, and all IR guided missiles get a +2 to strike

    Internal Active Jamming Gear: Causes -30% to detection but when it is active, other vehicles/ bases can detect that it is jamming, and some missiles will home in on jamming signals. Jamming also causes a -4 penalty to all radar guided weapons

    Radar: Range of 500 miles (805 km), the system can identify and track up to 96 targets simultaneously, It is also capable of Terrain Following for low altitude flight. The fighter can fire missiles at up to twenty four targets at the same time using this system. The weapon officer frees the pilot from controlling the missiles so he can retain his full attacks.

    E.S.M.: Radar Detector, Passively detects other radars being operated at 125% of the other radars maximum detection range.

    ALIR: Around Looking Infrared. Range 40 miles (64.4 km). A set of IR sensors set to cover the entire hemisphere, including aft of the plane. Allows the Star Blade`s Pilot to get visuals on targets at night, and also allows the pilot to target an enemy plane by detecting the heat from its engines.

    V. A. S.: Visual magnification that multiplies all images by about 300 times which allows visual identification and tracking of fighter sized objects out to 30 to 40 miles (48.3 km to 64.4 km). System has low light amplifications to allow for the systems use during night time conditions. The low light system uses light amplification to make a picture. Emits no light but will not work in absolute darkness. System can be dazzled by sudden bright lights but does not physically blind the pilot. Note that the system will NOT be blinded by the flashes of the Starblades own weapons, as these are automatically filtered out.

    Radio Communications: Wide band and directional radio and video telecast capabilities. Range is 1000 miles (1609.3 km) and can communicate with up to 48 vehicles simultaneously.

    Laser Communications: Long range directional communication system that was designed to be able to communicate with satellites. Range is 20,000 miles (32,186.8 km) and can communicate with 20 vehicles simultaneously.

    Laser Navigational System: Allow flight at low altitude without use of Radar. Gives a map of the Terrain.

Weapons Systems:
    1) KEM-1000 Kinetic Energy Missile: A combination of mass driver and ramjet, the KEM shots a rod of high-strenge MD material at incredible velocities, leaving the barrel 6,500 mph (10,460 kph) faster than the Starblade. While limited in payload, it inflicts enough damage to truly hurt the designs the GNE uses on Rifts Earth, which makes it of paramount interest to the Coalition.
      Range: 8,000 feet (2,400 m)
      Damage: 3D4x10+20 per missile / projectile.
      Rate of Fire: ECHH
      Payload: 48

    2) Large Ordinance Bay (Belly): up to 6 LRMs or equivalent, volley up to 16

    3) Small Ordinance Bays (Wings): 3 MRMs or equivalent, volley up to 8

    4) Wing Hardpoints (4): 1 LRM or equivalent. Rarely used.

    5) Chaff Dispenser: TRAIX style, 10 charges

    6) Towed Decoys (4): 80% chance of fooling ordinary non military radars and non smart guided missiles, the decoy has a 50% chance of fooling military level radars (like those of the Coalition), and the decoy has a 25% chance of fooling advanced military radars (Like those of the New Navy and Triax) and smart missiles. Against missiles homing on a jamming signal, jamming has a 40% chance of tricking missiles if both the aircraft and missile are jamming and an 80% chance if the jamming system on the aircraft is deactivated before the missile reaches it.

Variants: The Coalition is actively working towards incorporating GMR and force field technology to the design, and has already managed to upgrade the Fission powerplant to a much more powerful Fusion model.

USAF FV-124 Aardwolf VSTOL Fighter-Bomber
"Similarly, they’re putting a lot of effort into getting the Aardwolf back in the air, which makes sense from a ‘high-low mix’ doctrine. Good enough to clobber anybody that isn’t using 3G tech, and should be cheap enough to field in enough numbers to actually matter. Not sure if the CSN is going to fully drop the Dagger for it considering the shear size, but it has almost twice the payload capacity and a lot more versatile it’s plausible that they’d be willing to put in the effort to up-spec their elevators to be able to handle a GMR model.
---Extript from GNEIA documents.

For all of the Starblade’s capabilities, one area that it was severely lacking in was ground support capability, being simple too fast, not having enough ordinance capacity, and being frankly too expensive to continuously risk against massed short range air defenses. While the Air Force’s fleet of Hypersonic bombers could fill the task via massed long range stand off munitions, they were simply gross overkill in nearly all situations and even more expensive. The original intent was to have this role covered by the then developmental Hawk program, but the Air Forces withdrawal from it resulted in it becoming a Navy exclusive. This meant that the Air Forces was forced to rely on the fleet of 2050’s era FV-38 Panter IIs, which had become distinctly long in the tooth. Thus, in 2085 a tender was put out for an intermediary sized Fighter-Bomber craft, esentially repraising the roll of the ancient F-111 Aardvark.

In overall capabilities, the Aardwolf was considered a thoroughly conservative design, drawing heavily on pre-existing platforms to speed development. Most of the electronics and avionics were taken straight from the Sea Hawk, and the engines were essentially linear progressions with improved cooling rates. Elements from the Starblade came in the stealth features and weapon arrangements, with the Aardwolf’s nose mounts coming from early models of the pre-KEM using SF-72A and B. Despite this off the shelf construction, the Aardwolf could still reach speeds of up to Mach 3 and was meaningfully more durable than anything short of the cutting edge -72C, and had less than half the flyway cost.

Similar to the Starblade, those that were not in the air were destroyed on the ground during the Cataclysm, and the Aardwolf’s lesser flight characteristics meant that it was forced to land sooner. Additionally, the Aardwolf was still in the midst of being phased in at the time, resulting in there being relatively fewer numbers in the first place. In the centuries since, only a handful of wrecks across North America have been even tenuously identified as Aardwolfs, being more useful as scrap M-Factor metal than a source of engineering knowledge. Thus, it was doomed to be forgotten until the end of the Shemarian Civil War and the resulting shattering of the Republicans.

The Coalition States is naturally quite interested in the Aardwolf files, seeing it as a practical replacement of the now obsolete CSN-118 Dagger. The switch to a fusion power plant and GMR lift surfaces would allow the design to be greatly simplified, resulting in mass producible craft that can outmatch the lower end designs that the GNE offers on the open market while still having a very significant payload capability.
Spoiler:
Type: F-124

Class: Twin Engine Fighter-Bomber

Crew: Two, one Pilot, one Weapons Officer.

MDC/Armor by Location:
    Main Body------------------450
    Engines (2)-----------------125 rach
    Nose Laser------------------40
    Nose MML-------------------60
    Large Ordinance Bays (2)---125 each
    Smaller Ord Bays (2)--------75 each
    Wings (2)-------------------200 each
    Rudders (2)-----------------100 each
    Reinforced Cockpit----------120

    Destroying a wing will cause the plane to crash. Pilot and Radar Officer must eject to survive.
    Destruction of one rudder will result in the fighter having a penalty of -3 to strike and dodge and removes the 5% bonus to piloting aircraft. Destruction of both rudders will still allow the fighter to be controlled by the varying of power levels and direction of thrust of the engines but the fighter has a penalty of -5 to strike, -10 to dodge, and a -30% penalty to all piloting rolls
    The destruction of one engine will reduce the fighter’s top speed by half and give the pilot a -2 penalty to dodge as well as giving a 10% penalty to piloting. Destruction of both engines will cause the aircraft to crash. The crew may attempt an emergency landing or Crew can choose to eject.
    Depleting the M.D.C. of the main body will shut the aircraft down completely, rendering it useless and causing it to crash if in flight. Damage to the main body will also reduce the aircrafts stealth, for every 10% of damage to the main body, reduce the aircrafts stealth by 10% of its total.

Statistics
    Height: 17.4 feet (5.3 meters)
    Width: 55.1 feet (16.8 meters) with wings extended and 46.6 feet (14.2 meters) with wings swept back fully.
    Length: 82.7 feet (25.2 meters)
    Weight: 24.6 tons (22.3 metric tons) empty, 53.5 tons (48.5 metric tons) fully loaded

Cargo: Minimal (Storage for small equipment), does not include ordnance bays. Heavy Ordnance bays, if emptied of ordnance, can carry up to 20,000 lbs (9071.8 kg) of cargo each. Light Ordnance bays, if emptied of ordnance can carry up to 5,000 lbs (2,268. kg) of cargo each.

Powerplant: Nuclear Fission, has an average lifespan of 20 years.

Speed:
    Ground: Only possible for conventional take offs and landings as well as for parking and storage. Speed is 40 mph (64 kph) when traveling and not on take off or landing, and has a minimum glide-speed of 120 mph (192 kph) to not stall unless the VTOL engines are used.
    Flight: Mach 3.05 (2,261.4 mph / 3,639.4 kph) and climb to an altitude of 63,000 feet (19,200 meters). When the fighter is carrying ordnance on its external hard points, the fighter has a top speed of Mach 2.7 (2,001.9 mph / 3,221.8 kph. Cruising speed tends to be between 250 mph (400 kph) and Mach 1.0 (741.4 mph/ 1193.3 kph)
    Range: Nuclear powered, giving it continual energy, but the jet engines begin to overheat after 24 hours of continual use. Occasional rest stops every 6 to 8 hours, giving the engines an hour to cool down, will allow the aircraft to travel indefinitely.

Bonuses: +3 Dodge, +5 to dodge while traveling over 250 mph, +2 to Strike with Forward Mounted Gun and Mini-Missile Launchers.

Market Cost: All have been confirmed destroyed, but the Coalition is working to reproduce it. Production cost is estimated to be more than 2x that of a more conventional fighter due to the extremely powerful fission pack needed to power the engines, but switching to fusion will bring that down to at least parity.

Systems of Note:
    Standard (RE) Fighter Aircraft Systems, plus;

    Stealth Features: Uses radar absorbent materials and other improvements to increase the stealth of the fighter. Causes a -80% to any attempts to detect the fighter using radar. The special shape of its exhaust also means that the plane is -20% to detect using IR sensors. All IR guided missiles are -3 to strike. Opening the ordnance bays of the aircraft greatly increase the aircraft's radar signature from the underside of the aircraft and aircraft creates no penalties to be detected in those conditions. Also, reduce Stealth by 10% for every external hard point carrying ordnance.

    Internal Active Jamming Gear: Causes -25% to detection but when it is active, other vehicles/ bases can detect that it is jamming, and some missiles will home in on jamming signals. Jamming also causes a -4 penalty to all radar guided weapons

    Radar: Range of 500 miles (805 km), the system can identify and track up to 72 targets simultaneously, It is also capable of Terrain Following for low altitude flight. The fighter can fire missiles at up to 16 targets at the same time using this system. The weapon officer frees the pilot from controlling the missiles so he can retain his full attacks.

    E.S.M.: Radar Detector, Passively detects other radars being operated at 125% of the other radars maximum detection range.

    Laser Navigational System: Allow flight at low altitude without use of Radar. Gives a map of the Terrain.

Weapons Systems:
    1) Nose Laser Cannon (Left): Can be positioned up and down 30 degrees.
      Range: 4,000 feet (1220 meters)
      Damage: 5D6 M.D.
      Rate of Fire: ECHH
      Payload: EU

    2) Nose MML (Right): 30 MMs, Volley 1-8

    3) Large Ordinance Bays (Belly): up to 8 LRMs or equivalent each, volley up to 20

    4) Small Ordinance Bays (Wings): 2 LRMs or equivalent, volley up to 8

    5) Wing Hardpoints (8): 1 LRM or equivalent. -10% to radar stealth each

    6) Chaff Dispenser: TRAIX style, 8 charges

    7) Towed Decoys (4): 80% chance of fooling ordinary non military radars and non smart guided missiles, the decoy has a 50% chance of fooling military level radars (like those of the Coalition), and the decoy has a 25% chance of fooling advanced military radars (Like those of the New Navy and Triax) and smart missiles. Against missiles homing on a jamming signal, jamming has a 40% chance of tricking missiles if both the aircraft and missile are jamming and an 80% chance if the jamming system on the aircraft is deactivated before the missile reaches it.

Variants: The Coalition is actively working towards incorporating GMR and force field technology to the design, and has already managed to upgrade the Fission powerplant to a less expensive Fusion model. Further alterations are needed to make it more suited to the post-Cataclysm environment however.

USAF SF-74 Startalon Hypersonic Fighter
"Yes, it would have been extremely helpful if we had these documents back when we were planning MAYFLOWER, if only to make the Crusader less of a damn cludge, but it has its shortcomings. It's somewhat lightly armed for its displacement, and it lacks any anti-missile turrets, but it was intended for a much less ‘cluttered’ AO so that makes sense. If I could go back with this, I would have swapped out the Crusader’s SRMs, engines, and life support systems in a heartbeat, which would have served us well enough to not have needed the Thunderchief or Tercal so much."
---Azurel Dench, ex-CEO of Paladin Steel Aerospace

The last craft fielded by the pre-Cataclysm USAF, the Startalon was also its first aerospace combat craft, capable of taking off from a planet’s surface, breaking orbit, and freely maneuvering in zero-gravity for a prolonged period. Earlier attempts during the Second Cold War all had numerous faults that made them unacceptable for service, the majority of which revolved around being forced to use dangerous fuels to achieve acceptable delta-V profiles. The preceding XF-64 was almost fit for use, but the problematic 1st gen Fusion Pulse Engines proved to be too unstable for prolonged use, relegating them to munition propulsion. The Startalon had been in production for less than a month before the Cataclysm, resulting in only half of the 5 squadron initial production run being in service, and all of them would be lost shortly thereafter.

As the apex of what the USAF was able to field, the Startalon was a breathtakingly capable starfighter for its time. The largest technical accomplishment are the 2nd gen FT-1500 Fusion Pulse Engines that give it an impressive thrust-to-mass ratio, respectable even compared to Three Galaxy torch drives. The combined output is enough to theoretically get the Startalon from Earth to Mars in 4 days should it have enough fuel, and the gimbal mounting of the engines allows them to be vectored up to 25 degrees, giving it phenomenally short take-off and landing requirements. Offensive systems consist of the cutting edge KEM-1000 launcher system, a pair of Ion Pulse Cannons taken from the USN’s Manta Ray, and a meaningful number of hardpoints for missiles. Total payload capacity is less than its purely atmospheric counterparts, but this was considered an acceptable trade-off to be fully Ground-to-Orbit capable without any boosters.

While capable of atmospheric flight, this is a distinctly secondary role, resulting in the Startalon being substantially less agile in the air than the Starblade. This is combined with the lack of passive stealth systems, with such capabilities being effectively useless given the technological limitations. Beyond the normal thrust trail problems, space based sensor systems track any contact regardless of its signature size, and optical enhancement systems are easily able to filter out true debris for intact objects. Thus, the USAF intended to use the Startalon as almost exclusively an orbital vehicle, with groundside postings being for ready coverage. Sadly, the few that were finished and in orbit were destroyed during the bloodbath by automated SDI platforms during the Cataclysm, and those waiting to be launched at Cape Canaveral were either destroyed by the nuclear attacks or the Atlantis Wave.

The Coalition States and Greater New England acquired the development documents for the USAF’s final-generation inventory after the Shemarian Civil War, but neither are interested in resurrecting the Startalon. The Coalition States has far more pressing security needs in the post-Minion War era than attempting an orbital breakout, and the GNE has full access to Three Galaxies Contra-Gravity technology, making the Startalon little more than an interesting novelty. The NGR and symbiotic TRAIX industries are behind the GNE, but are making increasingly widespread use of CG technology as well, and have shared this knowledge with the Japanese Republic as part of their diplomatic efforts. The party with the most interest is Freedom Station, who managed to find a half intact example in 108 PA, which by the luck of the draw had been transporting a large volume of documents regarding the stillborn US Space Force and its intended fleet.
Spoiler:
Type: SF-74 Startalon

Class: Quadruple Engine Aerospace Interceptor/Attack Fighter

Crew: One

MDC/Armor by Location:
    Main Body--------------400
    Wings (4)--------------150 each
    Engines (4)-------------175 rach
    KEML-------------------80
    Ion Cannons (2)--------50 each
    Forwards Canards (4)--40 each
    Reinforced Cockpit------175

    Destroying two wings on the same side of the fighter will cause the vehicle to crash from loss of control if it is flying within an atmosphere. If only one wing is destroyed, the fighter will be -2 to strike and -4 to dodge. Destruction of the fighter's wings has no effect on the fighter in space but the fighter will be unable to re-enter an atmosphere safely if both wings on a side are lost.
    Depleting the M.D.C. of the main body will shut the aircraft down completely, rendering it useless and causing the fighter to crash if in flight in an atmosphere.

Statistics
    Height: 35.86 feet (10.93 meters)
    Width: 86.35 feet (26.32 meters)
    Length: 72.18 feet (22 meters)
    Weight: 21 tons (19.1 metric tons)

Cargo: Minimal (Storage for small equipment).

Powerplant: Nuclear Fission, has an average lifespan of 20 years.

Speed:
    Ground: Only possible for conventional take offs and landings as well as for parking and storage. Speed is 40 mph (64 kph) when traveling and not on take off or landing.
    Stratosphere: The fighter can easily achieve escape velocity (Mach 32.6 / 25053 mph / 40320 kph) within 3 minutes, but needs to stay below Mach 10 (7695 mph / 12,384 kph) until it reaches the stratosphere to prevent stress damage to the fighter.
    ‘Low’ Altitude: Practical atmospheric speed is Mach 7.5 (5771.25 mph / 9288 kph), and the full directional thrust makes it almost fully VTOL capable. It does need some runway to land safely, and a full runway when fully loaded.
    Space: Maximum acceleration of 9G, but usually limited to 7G to prevent Blackouts. Normal cruising acceleration is between 0.5 to 1 G for patrol duties. Limited to 5G when fully loaded.
      Or have a Palladium speed of Mach 15 (9,900 mph / 15,840 kph) half loaded, Mach 11 (7,260 mph / 11,616 kph) fully loaded.
    Range: 4 days of reaction mass at .5G acceleration, 2 days at 1G, exponentially doubling every 1G (so 128x normal at 7Gs, or 45 minutes full burn). 14 days consumables for the pilot.

Bonuses: +1 to initiative, +1 to strike with the nose guns or with mini-missiles, +3 to dodge, +5% to all piloting skills, and use Phase World Starfighter combat skills.

Market Cost: All have been confirmed destroyed, and the Coalition is not working on an orbital breakout attempt at this time.

Systems of Note:
    Standard (Mutants in Orbit) Fighter Systems, plus;

    Heat Shielding: The fighter's hull is made out of heat shielding ceramic materials. The shielding causes plasma weaponry to do half damage to the fighter.

    Full Cockpit Ejection: The full Reinforced Cockpit can be ejected to serve as a lifeboat, with a homing 1 week beacon and the complete life support system.

    Internal Active Jamming Gear: Causes -30% to detection but when it is active, other vehicles/ bases can detect that it is jamming, and some missiles will home in on jamming signals. Jamming also causes a -4 penalty to all radar guided weapons

    Radar: Range of 500 miles (805 km) in an atmosphere and 50,000 miles (80,500 km) in space. The system can identify and track up to 96 targets simultaneously, It is also capable of Terrain Following for low altitude flight. The fighter can fire missiles at up to 24 targets at the same time using this system.

    E.S.M.: Radar Detector, Passively detects other radars being operated at 125% of the other radars maximum detection range.

    V. A. S.: Visual magnification that multiplies all images by about 1000 times which allows visual identification and tracking of fighter sized objects out to 80 to 100 miles.

    Laser Navigational System: Allow flight at low altitude without use of Radar. Gives a map of the Terrain.

    Rear Grapple: 100 ton limit, 1,640 feet (500 meters) range, 1D4x10 S.D.C., may be used once per minute.

Weapons Systems:
    1) KEM-1000 Kinetic Energy Missile: A combination of mass driver and ramjet, the KEM shots a rod of high-strenge MD material at incredible velocities, leaving the barrel 6,500 mph (10,460 kph) faster than the Startalon.
      Range: 8,000 feet (2,400 m) in an atmosphere and 64,000 feet (19,200 m) in space.
      Damage: 3D4x10+20 per missile / projectile.
      Rate of Fire: ECHH
      Payload: 48

    2) Ion Pulse Cannons (2, Nose): As on the New Navy Manta Ray, 30 degree arc of fire

    3) Body Hard Points: 4 LRMs or equivalent, with an alternative Recon Pod using all of them
      Neutrino Sensor: All fusion and fission reactors output neutrinos (So do stars and anti-matter systems as well). The ship uses a specialized magnetic field to capture and focus neutrinos into a sensor designed to detect neutrinos. The system also eliminates neutrinos from the sun although it is impossible to detect a target if the sun is directly in the sensor as well due to the sun overloading the ability of the system to detect neutrinos. The Neutrino sensor has a range of 50 miles (80 km) in an atmosphere and has a range of 5,000 miles (8,050 km) in space. The sensor has a 35% chance of being able to differentiate between fusion and fission reactors.
      Radar: Range of 800 miles (1,288 km) in an atmosphere and 80,000 miles (128,750 km) in space., the system can identify and track up to 1024 targets simultaneously although it is not a targeting radar. It is also gives the fighter the ability to make high quality radar maps using this system
      Visual Magnification: Visual magnification multiplies all images by about 5000 times which allows visual identification and tracking of fighter sized objects out to 400 to 500 miles.

    4) Wing Hardpoints (4): 2 MRMs or equivalent.

    5) Chaff Dispenser: TRAIX style, 10 charges


Last edited by Omegasgundam on Sun Apr 24, 2022 11:41 pm, edited 1 time in total.

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Unread postPosted: Sun Apr 24, 2022 11:41 pm
  

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Joined: Thu May 08, 2008 11:04 pm
Posts: 420
And some love for the Orbitals. Also Kitsune conversions.

Laika Station L-12 ‘Star Raven’ Flying Robot
One of the MANY painful lessons that Laika Station has learned in recent years is that the L-7 Adventurer was too slow and poorly armed to be competitive in the current Orbital environment, as clearly shown during the Dreadnought Crisis and the continued Arkon attacks on Cislunar space. The damage that had been inflicted on the station meant that every asset was badly needed, so a more effective design was mandated before the destruction of the Kittani vessels. The resulting L-12 Star Raven looks like a fighter that has grown legs, with the robotic limbs mounted in the side pods at the rear of the hull. Technical support was gained from the CAN Republic, who were quite keen on their only reliable ally rebuilding its strength, resulting in the Star Raven being armed with twin energy efficient VF Pulse Lasers and more efficient fusion pulse drives, which make it capable in planetary atmospheres.

As Laika was operating at substantially reduced output, the effective price of the few Star Raven’s they offered was greatly inflated, but the demand for new hulls and continued reluctance to turn to the upstart planetsiders means that a substantial number of wealthy individuals were willing to buy them. Laika would have preferred not to sell them, but reconstruction demands meant that they had little choice in the matter. Laika had almost finished its restoration when the Minion War broke out and had begun selling off its old L-7s at half the previous price.

Spoiler:
Type: L-12

Class: Combat Robot / Shuttle

Crew: Two and can fit two passengers

MDC/Armor by Location:
    Main Body------------------------------450
    Retractable Arms (2)--------------------65 each
    Legs (2)--------------------------------150 each
    Feet (2)---------------------------------50 each
    Side Pods (2)---------------------------225 each
    Rear Thrusters (4; 2 main & 2 sides)---120 each
    *VFPL Cannons (2)---------------------50 each
    *Mini Missile Launchers (2; side pods)--50 each

    *These are small and difficult targets to strike, requiring the attacker to make a “called shot,”, but even then the attacker is -4 to strike.
    Loss of each engine cuts thrust by a fourth.
    Depleting the M.D.C. of the main body will shut the robot down completely, making it useless.

Speed
    Walking (Mag Boots): 10 mph (16.1 kph)
    Running: 40 mph (712.6 km) maximum. Note that the act of running does not tire out its operator.
    Leaping: The powerful robot legs can leap up to 20 feet (6 m) high or across unassisted by the thrusters. A jet thruster assisted leap can propel the unit up to 100 feet (30.5 m) high and 200 feet (61 m) across without actually attaining flight
    Atmosphere: The Star Raven can achieve escape velocity (Mach 32.6 / 24,170 mph / 38,900 kph) but will only do this when trying to escape a planet. The vehicle has a maximum acceleration of 4.8 G. When the shuttle is operating within an atmosphere, pilot will normally keep velocity below Mach 5 (3,707.3 mph / 5966.3 kph). The Star Raven can also hover in place.
    Space: The vehicle does not have an effective top speed but is limited by acceleration. The Star Raven can reach a top acceleration of 4.8 G but will normally travel at .6 G to conserve fuel. The vehicle will often travel at an acceleration of 0.6 for extended periods for patrol and shut down the engines and use inertia. Because the Star Raven is mostly unshielded from the effects of radiation and hypervelocity atomic particles, the vehicle is not operated at speeds exceeding 20% of the speed of light
      Or have a Palladium speed of Mach 10.
    Range: 2 days (48 hours) of reaction mass for travel at 0.6 G of acceleration. Double the consumption of fuel for every 0.6 G of acceleration. This translates to 22 minutes at 4.8 G
    Underwater: Although not designed for underwater use, it can walk along the bottom of the sea at about 25% of its normal running speed. Using the jet thrusters, the Star Raven can travel on the surface of water at 50 mph (80 km/42.5 knots), underwater at 40 mph (64 km/34 knots) or fly above the water surface an normal speeds. Maximum depth is 3000 feet (915 meters).

Statistics
    Height: 26 feet 3 inches (8.0 meters) with legs extended, 14 feet 9 inches (4.5 meters) with legs retracted
    Width: 16 feet 5 inches (5 meters)
    Length: 27 feet 11 inches (8.5 meters)
    Weight: 17.6 tons (15 metric tons)
    Physical Strength: 25 Robotic

Cargo: Small Storage Space, 4 ft x 4 ft x 3 ft (1.2 x 1.2 x .9 meters) compartment and storage for three rifles, three pistols, first aid kit, and small personal items.

Powerplant: Nuclear Fission, has an average lifespan of 15 years.

Market Cost: Initially 36 million IOU due to Laika’s post-Crisis demands, but it fell to a reasonable 12 million by the time of the Minion War. Improved models using reverse engineered Paladin Steel technology can vary wildly.

Systems of Note:
    Standard (Mutants in Orbit) Fighter Systems, plus;

    Extended Range Radar: Range of 500 miles (805 km) in an atmosphere and 25,000 miles (40,250 km) in space., the system can identify and track up to 64 targets simultaneously, It is also capable of Terrain Following for low altitude flight. The fighter can fire missiles at up to twelve targets at the same time using this system. The weapons officer frees the pilot from controlling the missiles so he can retain his full attacks.

    Laser Communication System: The Star Raven has a special extended range radio and laser communication system. The radio system has a range of 1,000 miles (1,600 km) in an atmosphere and 100,000 miles (160,000 km) in space. The laser communication system is directional and has a range 1,000 miles (1,600 km) in an atmosphere and 100,000 miles (160,000 km) in space.

    Magnetic Boots: On both feet of the robot armor are powerful electromagnetic so the power armor can attach to ships and space stations. Each Electromagnetic is capable of withstanding a strain of 4 tons.

    2x Forward Grapple System: 100 ton limit, 1,640 feet (500 meters) range, 1D4x10 S.D.C., may be used once per minute.

Weapons Systems:
    1. Variable Frequency Pulse Laser Cannons (2): Mounted on either side of the cockpit, these laser cannons have the ability to be positioned up or down 30 degrees.
      Range: 4,000 feet (1,200 meters).
      Damage: 3D6 for one cannon, 6D6 for both cannons, 1D6x10 for three round burst from one cannon, 2D6x10 for three round burst from both barrels (6 total shots)
      Rate of Fire: ECHH
      Payload: Effectively Unlimited

    2. Mini-Missiles Launchers (2, side pods): 20 MM, Volley 1-20

    3. Ordnance Rack (Bottom): 2 LRMs or equivalent

    5) Hand Weapons: The L-12 Star Raven can fire any other robot sized weapon currently in use in the orbital community including the rifles used by the robots of Moon Colony. Most noticeable this includes the VX-20 Super Cannon of the VRRDS-200 Mikado.

    6) Hand to Hand Combat: Substantially poorer than usual.
      Restrained Punch: 1D4x10 S.D.C.
      Full Strength Punch: 1D4 M.D.C.
      Power Punch: 2D4 M.D.C. (Counts as two attacks)
      Full Strength Kick: 2D6 M.D.C.
      Leap Kick: 4D6 M.D.C. (Counts as two attacks)
      Body Flip /Throw: 1D4 M.D.C.

Hand to Hand Combat: L-12 Star Raven Elite:
    Two Melee Attacks at level one
    +1 additional attack at level 3, 6, 10, and 14.
    +2 to Strike
    +2 to Parry
    +3 to dodge on the ground
    +5 to dodge flying
    +3 to roll with punch, fall, or impact.
    +1 to pull punch

Variants:
    The most common major modification is to replace the arms with single barrel 30mm flak cannons acquired from either Paladin Steel or TRAIX, being exceptionally well suited for use against the Arkons and having almost non-existing installation requirements. The most common fittings have 400 rounds each barrel.

    Laika Station has begun fitting its hulls with moderately powerful forcefields (150 MDC, 1 MDC/minute), acquired from the CAN Republic or ‘acquired’ from Yuro Station. Liberty Station has fitted several of theirs with more advanced Fusion Pulse Engines, but this is thought to be part of a larger R&D effort. None of the old Orbital Powers can produce personal vehicle sized Fusion powerplants at this time, which would be required for anything more advanced to be fitted.

Orbital ‘Star Hawk’ Assault Shuttle
The ‘Star Hawk’ pattern is a catch-all term for a large number of very similar designs, serving as combination heavy fighters and assault transports for the Orbital Community. The first examples were built from atmospheric cargo shuttles, which were thought of as more expendable due to the quarantine, and the various combat profile advantages meant that their replacements followed suit. Due to the passage of time and operational attrition, effectively all of the Pre-Flash hulls have been long destroyed, resulting in the current fleets consisting of new construction.

Beyond military use, the Star Hawk has a particular niche that has ensured that it remains fully atmospheric capable; Gas Miners. The gas giants of the outer system were long the only source of fresh volatiles and organic compounds, and Europa has always been a heavily contested source. Thus, an atmospheric capable vessel capable of being fitted with a drogue extraction system was the only consistent and reliable method of harvesting, and were critical in allowing the Orbitals to survive the first 2 centuries after the Flash. Advancements in recycling technology and methodology made this less critical over time, but it soon came back to the fore with the arrival of the Arkons.

Spoiler:
Type: Various Pre-Flash designs

Class: Heavy Space Fighter

Crew: 5 (Pilot, Co-pilot, 3 Gunners)

Troops: One of the following configurations
    120 Soldiers in body armor with full equipment

    80 CAN-7V Hard Suit Power Armors or other light power armors

    20 Soldiers in body armor with full equipment
    20 Heavy Power Armors or Robot Vehicle (or Cargo)

    15 CAN-7V Hard Suit Power Armors or other light power armors
    20 Heavy Power Armors or Robot Vehicle (or Cargo)

MDC/Armor by Location:
    Main Body--------------1400
    Wings (2)---------------320 each
    Tail Fin------------------350
    Engines (3)-------------300 each
    Reinforced Cockpit------500
    Troop Compartment----400
    Cargo Bay--------------300
    Laser Turrets (3)-------350 each

    Destroying a wing will cause the shuttle to crash if it is operating in an atmosphere. Has no effect if shuttle is operating in space.
    Destruction of the shuttle's rudders by the varying of power levels of the engines and vectoring thrusters but the shuttle has a penalty of -10 to dodge, and a -30% penalty to all piloting rolls if operating in an atmosphere. Has no effect if the shuttle is operating in space.
    The Destruction of one engine reduces the ship’s acceleration by one third.
    Depleting the M.D.C. of the main body will shut the shuttle down completely, rendering it useless and causing the shuttle to crash if in flight in an atmosphere.

Speed
    Atmosphere: The shuttle can achieve escape velocity (Mach 32.6 / 24,170 mph / 38,900 kph) within 15 minutes. When the shuttle is operating within an atmosphere, pilot will normally keep velocity below Mach 5 (3,707.3 mph / 5966.3 kph).
    Space: The shuttle does not have an effective top speed but is limited by acceleration. The shuttle can reach a top acceleration of 3.5 G but is normally limited to 0.5 or 1 G except when trying to escape the atmosphere.
      Or have a Palladium speed of Mach 7.
    Range: 2 weeks of reaction mass for travel at 0.5 G of acceleration. Double the consumption of fuel for every 0.5 G of acceleration. This translates to 3.5 hours at 3.5 G. Life support for the (base) crew can last up to 6 months, with 2 months of food.

Statistics
    Height: 65.6 feet (20 meters)
    Width: 114.8 feet (35 meters.)
    Length: 180.5 feet (50 meters)
    Weight: 418.9 tons (380 metric tons)

Cargo: 400 tons in the main cargo bay only if troops, power armors, or robot vehicles are not carried in the cargo hold. The shuttle also has small lockers for the shuttle's crew for personal items.

Powerplant: Nuclear Fission, has an average lifespan of 20 years.

Market Cost: 350 million IOU

Systems of Note:
    Standard (Mutants in Orbit) Shuttle Systems, plus;

    Hardened Circuitry and Electromagnetic Shielding: All electronics and computers on the star ship are constructed with hardened circuitry and the ship itself is built with shielding to prevent EMP and jamming from damaging circuitry. The effect is that jamming and EMP will not damage any system while it can blind the ships radar and radio communication system. Laser systems will not be effected by jamming

    Active Jamming System: Causes -25% to detection but when it is active, other vehicles/ bases can detect that it is jamming, and some missiles will home in on. Jamming also causes -4 to all radar guided weapons.

    Radar: Range of 250 miles (400 km) in an atmosphere and 25,000 miles (40,250 km) in space., the system can identify and track up to 96 targets simultaneously. The Shuttle can fire missiles at up to twenty four targets at the same time using this system. The weapons officer frees the pilot from controlling the missiles so he can retain his full attacks.

    E.S.M.: Radar Detector, Passively detects other radars being operated.

    5x Rear Grapple System: 100 ton limit, 1,640 feet (500 meters) range, 1D4x10 S.D.C., may be used once per minute

Weapons Systems:
    1. Laser Cannons Turrets (3, 2 doral, 1 ventral): Each Laser Cannon is mounted in a turret that can rotate 360 and has a 180 arc of fire.
      Range: 6,000 feet (1,830 meters) through atmosphere and 48,000 feet (14,630 meters) in space.
      Damage: 2D6x10 M.D. each
      Rate of Fire: ECHH
      Payload: Effectively Unlimited

    2. Missile Hardpoints (24): 1 LRM equivalent, volley 1-16

    3) Chaff Launcher TRAIX style, 8 charges.

Variants:
    The most common current modification is to replace the turrets with alternative weapons, with the Akron War seeing many mounding double barrel 30mm flak cannons acquired from either Paladin Steel or TRAIX. The most common fittings have 400 rounds each barrel.

    Laika Station has begun fitting its hulls with moderately powerful forcefields (300 MDC, 1 MDC/minute), acquired from the CAN Republic or ‘acquired’ from Yuro Station. Liberty Station has fitted several of theirs with more advanced Fusion Pulse Engines, but this is thought to be part of a larger R&D effort. None of the old Orbital Powers can produce small enough Fusion powerplants at this time, which would be required for anything more advanced to be fitted.

Orbital ‘Black Sun’ Capital Ship
“To be perfectly fair, the Black Suns were rushed bodge jobs built with what they had on hand. The spaceframe and engines were taken from Pre-Flash super-freighters that had been used as pressurized hulks for centuries, and had less than a fourth the pre-conversion volume. Even with all the armor, the shear drop in mass made them fast enough to be useful. Firepower was definitely the biggest problem though, with the pop-guns they had for heavies being nowhere near enough to handle Arkons, even the relics Enno’s get has. And the Dreadnought was an exercise in sadism.”

Built in a rare show of legitimate show of Orbital unity at the start of the Arkon War, the Black Sun class was the largest and most powerful warship that could be produced at the time. While the fleets of the Arkon Empire could have easily dispatched the crude ships, the ships available to Lord Enno are long obsolete and poorly armed, which made it a far more even fight. Still, almost half the class had been destroyed or rendered inoperable by the time of the Dreadnought Crisis, and the Black Suns fared no better than any of its peers against the Kittani relic. Only a pair remained intact in the aftermath, the Invisible Hand of Freedom Station and Lacus Odii of the CAN Republic.

Work is ongoing with a replacement design, who's tentative name is the uninspired ‘Standard Cruiser’. Interestingly, the technical leads have been split between Freedom and Yuro stations, with Freedom providing most of the systems and Yuro the hull design. This is an unusual arrangement to say the least, leading many to suspect each party had managed to acquire caches of Pre-Flash knowledge.
Spoiler:
Type: Adapted Pre-Flash Super-Freighter.

Class: Space Cruiser

Crew: 410 (20 officers and 390 Enlisted) standard

Troops: 600 Soldiers (or 400 C.A.N. Hard Suit pilots), 90 to 120 Robot Pilots, 120 Shuttle Crew Members, and ship can carry up to 250 additional passengers
    Up to 400 CAN-7V Hard Suit Power Armors or other light power armors
    60 Heavy Power Armors or Robot Vehicle (or Cargo)
    20 Assault/Cargo Shuttles
    4 Fuel Shuttles

MDC/Armor by Location:
    Main Body------------------12,000
    Main Engines (4)-------------800 each
    Secondary Engines (4)------400 each
    Control Center / Bridge-----1,500
    Sensor Arrays (4)-----------200 each
    Hangers (4)-----------------2,000 each
    Heavy Laser Cannon (4)----200 each
    Rail Gun Turrets (8)---------100 each
    Light Ion CIWS Turrets (6)--400 each
    LRM Launchers (4)----------400 each
    AM MML (2)-----------------100 each
    Chaff Throwers (2)----------50 each

    The destruction of one sensor tower will cause a 25% reduction in sensor effectiveness.
    This ship does not have an auxiliary control center. Even if the control center is destroyed, the ship can still be piloted from engineering but the ship is -3 to dodge and all weapon systems will be at local control. Weapon hits near the bridge that do not penetrate the ships integrity can injure crew members on or near the bridge

Speed
    Space: The starship does not have an effective top speed but is limited by acceleration. The Battlecruiser can reach a top acceleration of 2.4 G but due to high fuel consumption and extra strain on the engines, the ship will normally accelerate at 0.3 G for any extended trips. Top acceleration is only meant for emergencies and combat maneuvers.
      Or have a Palladium speed of Mach 5.
    Range: 3 months of reaction mass for travel at 0.3 G of acceleration. Double the consumption of fuel for .6 G of acceleration and double the consumption again for every .6 G of acceleration beyond .6 G. Hydroponics and recycling systems allow the ship to go up to 10 months without resupply

Statistics
    Height: 656 feet (200 meters)
    Width: 328 feet (100 meters)
    Length: 1,640 feet (500 meters)
    Weight: 165,300 tons (150,000 metric tons)

Cargo: Ship has six small cargo holds that are each 15 x 15 x 20 feet (4.5 x 4.5 x 6 meter) in dimensions. The ship has a total of 27,000 cubic feet (729 cubic meters). Each enlisted crew member has a small locker for personal items and uniforms. Ships officers have more space for personal items. Most of the ship’s spaces are taken up by extra ammo, armor, troops, weapons, engine, reaction mass, equipment, and hydroponics.

Powerplant: Nuclear Fission, has an average lifespan of 10 years.

Market Cost: Out of production due to the lack of donor hulls and available construction berths among the Orbital Community, and horrifically obsolete besides, but they were valued at around 5.5 billion IOU each.

Systems of Note:
    Standard (Mutants in Orbit) Large Craft Systems, plus;

    Hardened Circuitry and Electromagnetic Shielding: All electronics and computers on the star ship are constructed with hardened circuitry and the ship itself is built with shielding to prevent EMP and jamming from damaging circuitry. The effect is that jamming and EMP will not damage any system while it can blind the ships radar and radio communication system. Laser systems will not be affected by jamming

    Jamming System: This system scrambles all electronic signals for a range of 8,000 miles (12,875 km) in space and will penetrate an atmosphere for a distance of 80 miles (128.8 km). The system can also confuse missiles. It has a 45% chance of confusing missiles but some missiles can home on jamming signals.

    Magnetic Shield: The ship has special generators that generate a magnetic field. This field reduces the effects of particle beam weaponry. It causes particle beams and Ion cannons to do half damage. The magnetic field can sometimes also confuse ordinary missiles but not smart missiles. It has a 35% chance of confusing the missiles. If operating at the same time as the jamming systems, do not roll for this system to confuse non smart missiles.

    Phase Array Radar System: A powerful and flexible radar system that comprised of four panels that each emit radar waves. The radar system is mounted on both the front, rear, and sides of the ships and are used for both fire control and tracking. The system has a range of 50,000 miles (80,500 km) in space and can penetrate the atmosphere up to 500 miles (8,050 km). The system can track and identify 1024 targets at on time. Can also target each individual missile to a separate target at up to 256 targets.

    E.S.M.: Radar Detector, Passively detects other radars being operated.

Weapons Systems:
    1. Heavy Laser Cannons (4, forward): Mounted on pylons on the top and bottom of the ship, 60 degree firing arc.
      Range: 80 miles (128.8 km) in space and 4 miles (6.4 km) if fired into an atmosphere.
      Damage: 5D6x10 each (all four cannons can be combined for up to 2D6x100).
      Rate of Fire: 2 per cannon per melee.
      Payload: Effectively Unlimited

    2. Railgun Turrets (8, 4 each side):
      Range: 10 miles (16 km) in space and 6,000 feet (1,830 meters) if fired into an atmosphere.
      Damage: 2D4x10 for a 80 round burst
      Rate of Fire: ECHH
      Payload: 8000 rounds (100 bursts) each

    3. Ion CIWS Turrets (6, 1/facet): Tied to an automated targeting system with 4 APM and +2 to strike.
      Range: 6 miles (9.6 km) in space and 4,000 feet (1,220 meters) if fired into an atmosphere.
      Damage: 5D6
      Rate of Fire: ECHH, but 4 under automatic.
      Payload: Effectively Unlimited

    4. LRM Launcher (4, front): 24 LRMs each, volley 1-8

    5) Anti-Missile Launcher System (2) See MiO pg 83, 80 MMs each.

    6) Chaff Throwers (2) See MiO pg 83, 50 charges each.

Variants:
    The scattershot nature of their hulls meant that all of the Black Suns were different in minor ways, although it never really mattered in combat against the Arkons.


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Unread postPosted: Mon Apr 25, 2022 1:09 am
  

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Joined: Thu May 08, 2008 11:04 pm
Posts: 420
And a bit of back filling for Kitsune ideas that haven't been formally part of the PS continuity. Need to whack at his spell lists and see if they've been covered elsewhere on the forum.

Crystal TW Warheads
“The biggest advantage of Crystal Heads is how easy they are to make. You don’t even need a techno-wiz, only a spell caster who’s read the right scroll, and only to finish a component. The rest of it, including carving out the quartz, can be done by an assembly line if need be. I hear there’s some steam-heads working on an automated enchantment device though, so watch this space.”

A development of Dweomer of all places, Crystal Warheads were clearly inspired by Tolkien’s TW Rockets, but goes in a different direction. Rather than put them on magically constructed missiles, these devices are warhead and explosive replacements for conventional weapons. Using a combination of quartz and a lesser version of the ‘Talisman’ spell called ‘Spell Store’, this allows magical effects to be brought enmass to the battlefield by non-Magos soldiers. Such creations are not unheard of, but have been traditionally too easy to accidentally set off, but Dweomer techno-mages found that conventional explosives can easily pulverize more durable materials for crush based operation. Thus, a low grade quartz crystal is mated with a mundane detonation device, resulting in it being far easier to make disposable munitions.

(Spell Store: 10th level Invocation, 125 PPE +Spell cost, 50 PPE discount for Technowizards and other enchantment focused classes. Limits are as Talisman but cannot have rituals, and can only be used once.)

Market Price: Base Item +100 Credits per P.P.E.
Spoiler:
Arrows: 2,000 Credits
Grenade or Pump Pistol Cartridge: 4,000 Credits
Mini-Missile: 7,200 Credits
Short Range Missile: 14,500 Credits
Medium Range Missile: 60,000 Credits
Mini-Torpedo: 14,500 Credits
Light Torpedo: 18,000 Credits
Medium Torpedo: 30,000 Credits
105 mm Howitzer: 11,200 Credits
155 mm Howitzer: 13,000 Credits
203 mm Howitzer: 18,000 Credits

Most Common Types: With added cost. See Invocations for further details
Spoiler:
Blinding Flash: 100
Turn Dead: 600
Carpet of Adhesion: 1000
Magic Net: 700
Agony: 2000
Dispel Magic Barriers: 2000
Globe of Silence: 2000
Frequency Jamming: 1500
Negate Mechanics: 2000
Sonic Blast: 2500
Fire Globe: 4000
Negate Magic: 3000
Shockwave: 4500

‘Apparition’ Decoy Drone
An expansion upon the idea of Paladin Steel’s ‘Tacit Rainbow’ and ‘Tactful Roamer’ Drones, these creations use the spell of ‘Apparition’ to create the appearance of the actual aircraft, which is preconfigured when attached to a launch platform. MRM sized platforms have a maximum spell endurance of 6 minutes, while LRMs can manage 12 minutes. LRMs can also potentially mount multiple Apparition modules for more complex flight plans. If the enemy suspects that the aircraft is an illusion, they can save against magic and if successful then the decoy can be seen as a drone, and iron projectiles disrupt the illusion. Simply destroying the drone also ends the illusion. Out of common sense, the illusion shows damage from would-be hits to the aircraft it is mimicking in order to not arouse immediate suspicion.
Market Price: +40K for MRM sized drones, +200K for LRM sized drones.

Elemental Mines
Collaborative efforts between Techno-Wizards and Warlocks has become more common in recent years, resulting in more Elemental spells being used in TW creations. The Tolkien War demonstrated one of the more obvious uses; with elementally enchanted mines reaping a fearsome toll on the Coalition. The physical form, and often triggering mechanism, is effectively identical to late 20th century examples, although naturally dotted with the usual array of TW oddities. While they can be detected by Psi-Stalkers and Dog Boys, they are easily lost in high magic environments like ley lines.

These munitions are still quite expensive due to their recent development and novelty, costing around 10,000 credits per PPE for the more powerful devices (5th level+), and more bearable 1,000 per PPE for the lesser ones (4th level or below). Lesser devices are much lighter (10 lbs /4.5 kg) than the larger ones (80 lbs/36.3 kg).
Spoiler:
Quick Sand (4th): 15,000 Credits
Chasm (5th): 250,000 Credits
River of Lava (7th): 500,000 Credits
Earthquake (7th): 500,000 Credits
Magnetism (8th): 400,000 Credits

Greater PPE Attire
Similar in operation to Ghanam Arm Ltd’s Green Star system, using emerald based techno-wizardry to create a supplementary PPE pool, but for the caster instead of the weapon. While not having as much raw capacity as traditional Talisman based methods, it is both much cheaper and has a degree of passive regeneration, as well as being able to be freely recharged by anyone. Naturally, this has led to ‘Wizard Fashion’ incorporating increasingly gaudy jewelry in a race to get as much storage capacity as possible, but ‘thankfully’ the more respectable (ie snobbish) fraternities have started imposing style guides to stop the worse eye sores from being seen anywhere but the battlefield.
Spoiler:
P.P.E. Storage Capacity:
    Belt & Wide Collar: 300. 2 P.P.E. per hour normally, 10 P.P.E. per melee at a ley line or at a nexus point.
    Crown, Bracelet, Choker Collar, & Hair Nets: 120
P.P.E. Cost to Create:
    Belt & Wide Collar: 600.
    Bracelet, Crown, Choker Collar, & Hair Nets: 240.
Physical Requirements:
    Belt & Wide Collar: 30 Emeralds worth 500 Credits each and gold or silver belt / collar worth 10,000 credits or more.
    Bracelet, Crown, Choker Collar, & Hair Nets: 12 Emeralds worth 500 Credits each and gold or silver crown (or hair net / choker collar) worth 5,000 credits or more.
Black Market Price:
    Belt & Wide Collar: 80,000 Credits.
    Bracelet, Crown, Choker Collar, & Hair Nets: 40,000 Credits

‘Armor of Ithan’ Shield Bracer
One of the most common TW defenses available, Shield Bracers are the economical alternative to Altarain Talisman of Armor or equivalents. Physically, the device is constructed from silver with potential decorative elements, and normally fitted with four emeralds and a single ruby. The number of emeralds can vary with four being the normal minimum. When the ruby is pressed, the gem begins to glow and the ‘Armor of Ithan’ force field is activated, and does not require the user to be trained in magic.

In terms of usage, a non-integrated bracer can be used over lightweight soft armors (15 lbs / 6.8 kg or lighter), and can be built into larger platforms. In such cases it often has a different physical format, but must always have an exposed ruby to press.
Spoiler:
P.P.E. Cost to Create: 215 + 40 Per Emerald (375 P.P.E. most common)
Spells Needed: Mystic Alarm (5), Armor of Ithan (10)
Physical Requirements: Silver Bracer (Can be decorated with gold), Emeralds - normally four or more (worth 1000 credits or more each), Ruby (worth 2000 credits or more)
Duration of Charge: 4 melees (One minute) per level of experience of creator
M.D.C. of Force Field: 10 M.D.C. per level of experience of creator
Cost of Activation: 10 P.P.E., draws P.P.E. from storage in emeralds. Each emerald stores 20 P.P.E. with a normal total of 80 P.P.E. The Bracer regenerates at the rate of 2 P.P.E. per hour normally, 10 P.P.E. per melee at a ley line or at a nexus point.
Cost: 50,000 credits for each 10 M.D.C. of Force Field and 2,000 credits per emerald.


Last edited by Omegasgundam on Tue Apr 26, 2022 2:22 am, edited 2 times in total.

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Unread postPosted: Mon Apr 25, 2022 8:52 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 46125
Location: Somewhere between Heaven, Hell, and New England
Wizard Fashion----Gotta love it. Woven-in spell symbols, automatic protections, dimensional pockets(the latter the bane of airport metal detectors)....
Even when it looks silly, it can be dangerous....

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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Unread postPosted: Wed May 11, 2022 1:08 am
  

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Joined: Wed Nov 12, 2008 8:33 pm
Posts: 556
I like how you reasoned out why expansion into the Milky Way should be minimal at least until the Sol system and Earth has a foundation of unity.

Loving the kinetic energy missile, I want to attach it to everything now.

Any ideas where to make an initial underground exploration outpost/Earthscraper in the GNE territory? Maybe a few kilometers below ground and with a train system to Paladin Steel West lands. Aside from rural inhabited wildness are the major locations arcologies?


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Unread postPosted: Wed May 11, 2022 9:20 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
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Location: Somewhere between Heaven, Hell, and New England
89er wrote:
I like how you reasoned out why expansion into the Milky Way should be minimal at least until the Sol system and Earth has a foundation of unity.

Loving the kinetic energy missile, I want to attach it to everything now.

Any ideas where to make an initial underground exploration outpost/Earthscraper in the GNE territory? Maybe a few kilometers below ground and with a train system to Paladin Steel West lands. Aside from rural inhabited wildness are the major locations arcologies?


Well, I did early on mention some Dwarven communities(such as Uberburrough) in Idaho and eastern Washington State and Oregon, one of which was built inside an old railway tunnel under the Rockies. They might be good places to start.
Geofronts would be more likely to exist in built-up urban areas where space was at a premium(with the exception of the Geofront in China). In the continental US it would have to be someplace special to attempt a geo front complex away from the major cities.

I've also got to finish up an NPC who is basically a Transferred Intelligence AI in a Golden Age deep mining mech who 's become something of a deep underground explorer and god-hero to some underground communities.

Aside from revisiting the Rifted article on underground species and the classic Trogs/trogldytes, it might be worth creating. few new species of subterranean dwellers.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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Unread postPosted: Sat May 14, 2022 9:24 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 46125
Location: Somewhere between Heaven, Hell, and New England
(because time marches on, and so does, ideally progress. A few updated oldies, inspired by some comments by omegasgundam)


*PSLR-7E Improved ‘Rattler’ Rapid-Fire Light Laser Rifle
(aka ‘Seven-Economy’,‘Ever-blaster’ )
“The improved efficiency seriously moves this thing from ‘laser tag saturday night special’ to ‘seemingly never runs out of juice beam-spammer’. The range and damage haven’t changed any, but the extra payload means that many more bursts you can get off before having to change e-clips. That could save you the sort of interruptions in a firefight that could cost you your life.”

This is the ‘Luzi’ updated with more efficient semiconductor elements for more efficient power draw off the e-clip. Using the PSLR-6 Partisan’s power tap system doubled energy efficiency and saved both R&D time and production cost for the updated Luzi. Rationalized and streamlined mass production in the Three Galaxies has also kept the price for the improved weapon down. The new improved PSLR-7E is already flying out of PS/ASI warehouses and into the hands of militias and paramilitaries looking for an inexpensive close-quarters pulse laser with power economy.
While the earlier-pattern Luzi is still available for 11,000 credits, it is expected to be phased out of production and replaced by the PSLR-7E.

Weight: 5 lbs
Range: 900 ft
Damage: 2d6 MD single shot, or 1d6x10 MD per 5 shot burst
Rate of Fire: Standard
Payload: 65 shots standard E-clip,115 shots long E-clip, 230 shots from a E-canister.
Bonuses: +1 to strike on an aimed shot, because of its superior balance and light weight.
Special Features:
Same as for the original Rattler
Cost: 12,000 credits
Note: Full compatible with the full range of options available to the standard PSLR-7 line.
Note2: Despite hopes of offering a patch-kit for existing early-model Rattlers, the power tap systems are too integrated into the lightweight frame of the laser, making easy swap-outs of the improved systems no simple matter wiithout essentially rebuilding the entire rifle.


Paladin Steel PPHvR-01C ‘HellBrand’ Heavy Plasma Cartridge Rifle
(aka ’Hot-Capper’)

“While not an earthshaking improvement over either the Sunstorm or the X-Stab, the zero-one-cee’s a lot more convenient and versatile than the Deatth-Flare. The wide-blast mode is more consistent and leaves a distinct splash pattern that gives it its name. The three shot clip’s easier on the attention in a sustained firefight, but you still have to pick your shots with some care; this is not a spray and pray weapon for easily-spooked newbies, Still, it’s a lot more practical as an aug’s heavy gun or as a crew-served weapon if you got a loader ready with fresh cartridge clips ready to drop in.”

The PPHvR-01C is a refinement of the PPHvR-01, and sits in mass and capabilities between the earlier weapon and the heavier PPHvR-02. The body frame is refined with redesigned and more ergonomic recoil-absorbing furniture, and a three-shot clip is introduced, but the big change is in the variable choke barreling, which gives the gunner a choice between a more focused plasma steam and a more consistent wide-area blast(the latter having been an option on the original weapon). The PPHvR-01C is still too heavy for the average infantryman to be able to routinely heft and use, but it’s proving popular with augments and extra-strong nonhumans,

Weight: 94 lbs
MDC: 100
Range: 4,000 ft
Damage: (Narrow Stream) 2d4x10+20 MD per shot
(Wide Stream) Reduce range by 1/3, and mini-plasma bolts do 5d6 MD , but now covers a 30-degree arc(or roughly 20 ft wide area), and +1 to strike.
Rate of Fire: Single shot. Reloading a round takes 2 actions per melee.
Payload: Three-shot clip
Special Features:
*Basic Flip-Up Ring and Post Sights
*Smart-ported for sensor pack- and cyberlink- hookup
Note: A P.S. of 22 or better is needed to fire this weapon with any sort of accuracy, or the operator will take 1d4 SDC damage even through protective armor due to the recoil kick and be -1 to strike.
Cost: 100,000 credits. 40mm cadmium-telluride cartridges cost 95 credits each.


ASI/UWW-PB-86 ‘Skagger’ Blast Rifle
(aka ‘Skaggy’, ‘Beta-Lighter’)
“Puts the ‘blast’ back in blast rifle.”

“The upgraded peebee-eight-five or six would easily be a shoo-in for the Warlock Marines’ new standard rifle if they hadn’t already committed to the Kurang. As it is, the skagger dovetails quite nicely with the Kurangs’ production, seeing as a byproduct of one enhances the other. The uwwie planetary militias are going to be seriously all over this one.”

“Better range and accuracy than the HI-50. It does a little less damage for sure, but its power efficiency is better. The Skagger’s a little heavier, but its list price is actually LESS than the old HI-50. It also makes use of an industrial waste product from pebeecee-related manufacture, so there’s production economy as well. No wonder there’s more than a few of our own organizations interested in acquiring some for themselves.”

The post-Minion War reformation of the United Worlds of Warlock’s military arsenal meant resulted in a lot of former staples of their armed services being retired to second echelon status or revamped. Some, like the PB-60 Blast Pistol and PB-85 Blast Rifle, were relegated to planetary militias as newer weapons took over their roles in the Warlock Marines. Specifically, the aforementioned charged particle weapons were dropped in favor of licensed local production of the PSPBW-7 ‘Kurang’, meaning that as production and distribution of the Kurang ramped up, hundreds of thousands of the older, but still perfectly servicable, weapons were stockpiled or handed down to second echelon units.
The PB-85 was one of the weapons that got a second look at, with regards to updating its capabilities. As with the process that salvaged the PB-60 into a rapid fire submachine weapon, UWW and Aegis Stellar Industries weaponsmiths took a long look at the PB-85 and tried to figure out ways to make the old staple of the Warlock conjoined militaries more relevant in light of new developments.
One of the solutions that was developed was suggested by ASI, and entailed adding a few crystals of skagerium(a byproduct of viritalium synthesis) to the particle source element of the UWW charged particle system. Though the crystals of skagerium aren’t pure enough to produce the same energy levels as refined viritalium(used in higher energy particle beam technology weapons like the PSPBW-8 ‘BlueBolt’), they so increase the PB-85/86’s charged particle stream density, and its damage, with only a little extra loose beta rays emitted during firing as a side effect. As skagerium is considered as wasteproduct ‘ slag’ of skagerite refining and viritalium production, it costs relatively little to produce the upgraded PB-86. Other changes include an improved muzzle booster that adds slightly greater range. Steps were also taken to simplify the line; rather than separate general issuance rifles and specialized sniper models, a series of frame adjustments and modular scopes allowed the same weapon to perform in both roles.
All this adds up to major gladness for native UWW long arms manufacturers. Though the license-produced PSPBW-7 ‘Kurang’ is considered the favored weapon of the Warlock Marines, the manufacturers of the PB-85 are glad they don’t have to retire production of the trusty blast rifle and have only had to make relatively minor changes to their line to keep it in vogue and in demand.

Weight: 7.6 lbs
MDC: 45
Range: 2,800 ft
Damage: 4d6 MD single shot, 1d6x10+6 MD triple shot burst
Rate of Fire: Standard
Payload: 24 shots short e-clip, 48 shots long e-clip,
Special Features:
*Top Scope Rail---Can be fitted with a modular scope package; a favorite is the now infamous LR-OTS07 scope, that gives the rifle a +1 to strike.
Cost: 25,000 credits. 7,000 credits to refit an older PB-85.
Options:
*Bipod---Especially popular with snipers

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


Last edited by taalismn on Wed Jun 01, 2022 5:48 pm, edited 1 time in total.

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Unread postPosted: Sun May 22, 2022 9:42 pm
  

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Location: Somewhere between Heaven, Hell, and New England
Paladin Steel GMRPSA-27 ‘Manowar’ Combat-Pod Robot Vehicle
(aka ‘Jellyfish’, ‘Zeb’, ‘Tin Zebuloid’, ‘Atomic Polyp’, ‘Pod-o-war’)

“Looks like a killer jellyfish in flight, and a striking cobra when on the ground. One thing’s for certain, though; it looks -different- regardless of where it is.”

“The Paladins apparently feel comfortable enough with their business model and prosperity that they can afford to experiment with high-end concepts like this, because uber-tech weirdass designs like the Manowar are NOT what the merc in the field or the hometown militiawoman is looking for. Ask what Northern Gun or Chipwell are doing; THAT’S where the real sales are. Paladin Steel is distracting itself playing with expensive play-pretties like the Manowar instead of keeping focus on what built them up in the first place.”

“Interfacing with the Manowar systems through the SQUID array the first time? Orgasmic..No, seriously, your brain lights up like nothing I’ve experienced before. It takes some real getting used to the first couple of times you strap in and link. After you get over the sensations, you’ll think you’ve been flexing tentacles all your life.”

“At the very least, we’re sure to get orders from the Octomen enclaves.”

“It’s rather telling about the nature of the GNE colonial network what we got in the ranks; take that lady over there; she’s from the Kaldia-New Providence territories. A couple of years ago she was a local aristocrat field officer in one of the local Renaissance-level kingdoms that got overrun by a resident strain of humanoid nasty. After being worked over by the Strelthi and losing pretty much all confidence in herself, got rescued and gave up her previous life and titles to work servant-class for the liberators, then got her martialness re-ignited and volunteered for militia service. Now she’s flying one of our latest cutting edge personal war machines. Make of it what you will; either we got excellent training that can train a sword-and-horse soldier up to mechanized combat standards or the Manowar’s got command and control interfaces so good somebody who a year ago never saw a video screen, let alone an HUD fly-by-wire rig, before can now pilot a cee-grav combat pod like an ace.”

“We add a backup GMR unit to these things, attune them to the magnetic field of the gas giant world we’re deploying to, and we got ourselves the perfect safe flier and defense pod for protecting our floater platforms and gas mines.”

One of the more exotic and unusual designs to be experimented with by Paladin Steel engineers playing with new technologies imported from the Three Galaxies, the GMRPSA-27 arguably straddles the line between power armors and contra-gravity vehicles(such as Naruni’s Combat Pods and PS’s own Taon ). Though meant to be piloted by humanoids, the GMRPSA-27 has a very non-humanoid design, and some military experts feel that the Manowar is more properly classed as a single-person vehicle, and not a power armor, as some contend. Regardless of the controversy, the Manowar is a cutting edge design with many exceptional features.
The GMRPSA-27 is based on the PS-GMR-Ut17 SkyTek Armored Gravi-Magnetic Resist Utility Vehicle, enhanced with ideas reverse-engineered from studies of alien meks found on New Vita (the same research would be used in creating the PS-AFV-M37 Akkorukami Armored Fighting Vehicle for the New Vitan Militia). PS engineers modified the SkyTek concept with better military-quality materials and systems to produce the more aggressive Manowar combat pod.
The Manowar has a bulbous main body with a suggestion of a beak or prow on one side, and four energy weapon ‘horns’ sticking up atop it. Over a half-dozen tentacles are attached to the underside, though a pair of short, powerful, and more conventionally-jointed robotic arms are tucked in close underneath the main body. The GMRPSA-27 is slightly smaller than the SkyTek, more rounded, better armored, and more agile. The CG generator is housed more securely and better protected inside the main body, and the tentacles more robust and able to support the Manowar in ground motion, when flying is not preferred or required. The A-G propulsion system is also multi-environment, allowing the ‘pod to move through air and water with equal ease.
A more advanced pilot interface was required, especially with the non-humanoid design and the tentacle limbs, and development of the control software took up a substantial amount of the development time The pilot does not directly move the limbs as they might a more conventional power armor’s, but directs the AI to carry out specified actions through a combination neural linkage system and ‘expert system’ artificial intelligence.
Because of its rounded, organic design and dangling tentacles, the Manowar is frequently mistaken for some sort of d-bee monster, or, if seen with GNE/USA forces, mis-reported as an imported alien beast of burden or an allied alien species. In the Three Galaxies, it’s been mistaken as a sign of rogue Zebuloids working with the United Systems Alliance.
The Manowar has started field tests and early deployments with a number of colonial units of the GNE/United Systems Alliance, with early combat reports being complimentary of the combat pod’s performance. The New Vitan Militia have acquired several dozen, and two another hundred or so are being tested across the United Systems Alliance. A dozen(at least) have been spotted on the GNE’s homeworld of Rifts Earth .

Type: PS- GMRPSA-27 Manowar
Class: Gravi-Magnetic Resist Combat Armor
Crew: One
MDC/Armor by Location:
Main Body 400
Reinforced Crew Compartment in turret 100
Tentacle Arms(4) 100 each
Tentacle Legs(6) 90 each
Claw Arms(2) 90 each
Energy Weapon Spines(4) 50 each

Height: 7 ft. The tentacles add 25 ft dangling underneath
Width: 9 ft diameter
Length: 9 diameter
Weight: 3.8 tons
Cargo:
Can lift up to 2 tons slung underneath
Physical Strength: Tentacles have a Robotic P.S. of 40
Claw Arms have a Robotic P.S. of 45
Powerplant: Nuclear Fusion w/ 10 year energy life
Speed: (Ground) Can ‘walk’ on its arms at 55 MPH
(Flying) Hover to 560 MPH, no altitude limit
(Space) Perfectly capable of flying in space with its contragravity propulsors; can hit speeds of Mach 3.
(Underwater) Perfectly capable underwater; can swim at 25 MPH, maximum depth tolerance of 9,000 ft

Market Cost: 6.5 million credits
Systems of Note:
Standard Robot Vehicle Systems, plus:
*Spotlights---800 ft
*Radio--500 mile long range, 5 mile short range.
*External Loudspeaker---90 decibels
*Low-Light Optics(Passive night vision and InfraRed)
*Thermo-Imaging Optics
*Short Range Radar-----10 mile range
*Collision Warning/Motion Detector system---600 ft range.
*Molecular Grippers---The tentacles are fitted with special molecular adhesion grippers for latching onto ship hulls(be they wood or metal), debris, and wreckage
. *Crash Protection---Internal padding, air bags, and active shock-resistance systems reduce injury/damage to the pilot in a crash by HALF.

*ECCM system: A semiautomatic system that uses electronic encryption and frequency jumping to (attempt to) negate jamming systems. The system has a 25% chance of negating radar or communications jamming (non-magical) on its own, or a +5% if the pilot has a Read Sensory Instruments or Radio: Scramblers skill and devotes a full melee to operating the system(no other attacks/actions are possible).
Having an Electronic warfare Skill gains a +15% bonus to operating this system.
Note that this only applies to received communications (the system filters them out from the jamming clutter) and sensory data received by that unit alone (other units cannot make use of it, unless they have an unaffected datalink/info-share with the ECCM equipped unit. Magic/psychic jamming is NOT affected by this system.

*Laser Designator/ Illuminator---’Paints’ targets for attack with laser-guided weaponry. Effective range of 3 miles.

*Chameleon Camouflage---Like the octopi it emulates, the Manowar can change its appearance colors to match its surroundings; Visually, the ‘bot is -20% for others to Detect Ambush/Detect Concealment, +5% to prowl, and has a 40% chance of remaining undetected if standing still(60% if standing in dim/indirect light). Has only a 20% chance of showing up on radar/motion detection systems, and is, combined with the existing thermal shielding, only 10% likely to show up on thermal sensors.

*Stealth----The tentacle propulsion is particularly quiet compared to conventional treads and hover systems; the Manowar actually gets a Prowl roll of 60% to go unheard when moving on its tentacles and 86% when flying. Its composite materials hull gives it a -25% to be detected by radar and thermographic systems.

*Advanced Neural Link Pilot Interface------The Manowar uses an advanced interface system that duplicates the bonuses of the CyberVehicle Link, only without the need for an implanted cyberjack. Instead, it uses ulta-sensitive electroencephalograph scanner sysems and ultra-fine nanoprobes to make the link between pilot and machine.
Bonuses: See Hand to Hand Combat for total/modified bonuses
+10% to Hovercraft flying skill for trick maneuvers.


Weapons Systems:
1) Quad Energy Weapon Mounts(4)----The Manowar mounts four energy weapons, based on existing rifle designs, in ball mounts on the upper body of the vehicle. These weapons are fire-linked to fire in synchronized action. Typically, all four weapons are of the same type.
Because of the experimental nature of the Manowar, a variety of different weapons are offered.
a)Pulse Laser---Based on the high-quality JA-10 Juicer Laser Rifle photonics.
Range: 4,000 ft
Damage: 3d6 MD single shot. 1d6x10 MD per triple-shot burst
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 60,000 credits

b) Pulse Laser---Based on the PSLR-52 ‘Chintiss’ Laser Rifle
Range: 2,000 ft
Damage: 4d6+6 MD single shot, 2d4x10+10 MD triple-shot burst
(Spray Mode) 3d6 MD to an 10 ft-wide area, at about 1,000 ft range, with a single shot, and 7d6 MD to a 10 ft area with a burst shot.
Rate of Fire: Standard
Payload:: Effectively Unlimited
Special Features:
*-Variable Frequency Settings---Has twelve different light frequencies that can be changed with a touch or voice command. When connected to the targeting module, this system automatically resets in the next melee if the target proves impervious to a given frequency.
Cost: 50,000 credits

c) Pulse Laser Lances---Adapted from the Kittani Energy Lance; modest damage, but good range, and excellent accuracy
Range: 6,000 ft in hi-mode, 3,000 ft in lo-mode
Damage: 3d6 MD single shot in hi-mode, 6d6 MD per blast in lo-mode
Rate of Fire: ECHH
Payload: : Effectively Unlimited
Bonus: +2 to strike
Cost: 75,000 credits

d) E-Zapper----Versatile multi-mode ion projector based on the PSIR-08 ‘Rip-Zapper’ Ion Rifle; it even has a melee combat mode.
Range:(Ion Beam Mode) 1,700 ft
(SDC Beam) 2,000 ft
(Ion Bolt Mode) 3,000 ft
(Lightning Zapper Mode) 500 ft
(Shock-Zap Mode) 1-3 ft
Damage:(Ion Beam Mode) 4d6+2 MD per single shot
(SDC Beam)1d6 SDC shock-burn. Plus, victims must make a save of 14 or better, or be -8 to strike, parry, and dodge for 2d6 melees. A savings throw versus non-lethal poison means the person is unimpaired. 25% chance of knocking out unshielded cybernetics for 1d4 melees, and a 75% chance of permanently frying nanotech devices(like Armor-dissolving nanites or RMK/IRMSS systems).
(Ion Bolt Mode) 2d4 MD to 5 ft radius, 55% chance of knocking out unshielded cybernetics for 1d4 melees.
(Lightning Zapper Mode) Does stun damage similar to SDC beam through metal armor and light power armor.
On an unmodified roll of 18-20, it causes unshielded BIONICS and robots to spasm for 1d4 melees(Cyborg is at HALF bonuses to strike, parry, dodge, roll, and is -3 to initiative. Reduce speed by HALF).
This weapon does 1d4x10 EMP damage(no physical damage) to a 10 ft radius. The resulting percentage of the target location MDC is the chance of shutdown/disablement. All damage is cumulative. Damage in excess of 50% target MDC will require repair to make it functional; 75% or more damage will require replacement of the entire electrical system. Does double damage to non-shielded civilian systems. Bionics are -1 to dodge, roll, and strike for the affected limb/system, lasting 1d4 melees, non-cumulative, before the system resets itself.
(Shock-Zap Mode) Similar to a Shock Rod; 5d6 SDC, plus 55% chance of stunning humans, d-bees, and small animals for 1d4 melees, 15% against large or inhumanly powerful beings. Cumulative effects same as for Electro-Stunner(see pg 50 of Coalition: Lone Star).
Rate of Fire:(Ion Beam Mode) ECHH
(SDC Beam) ECHH
(Ion Bolt Mode) Four times per melee
(Lightning Zapper Mode) Can fire only one Zap every melee(takes fifteen seconds to power up)
(Shock-Zap Mode) ECHH
Payload:: Effectively Unlimited
Cost: 36,000 Credits

e) Light Ion Cannon----Based on the PSIC-03 “Scheffer’ Ion Cannon
Range: (Ion Bolt) 3,000 ft
(Spray Bolt)1,500 ft and affects a 15 ft wide area
Damage: (Ion Bolt) 1d6x10 MD per single bolt
(Spray Bolt) 4d6 MD to a 15 ft wide area
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 32,000 credits

f) Heavy Ion Rifle----Based on the PSIR-17 ‘Zonn’ Ion Rifle
Range: 4,500 ft
Damage: 4d6 MD per shot,
1d4x10 MD double pulse shot,
1d6x10 MD triple pulse shot
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage.
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 58,000 credits

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

h) PSBW-11 ‘Super-BAR’ Particle Beam Rifle
Range: 2,600 ft
Damage: Two fire modes; 6d6 MD low power and 1d4x10 MD high power mode
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 32,000 credits

i) EMVortex Projector----Modified version of the EMVR-08 ‘MagHammer’ ElectroMagnetic Rifle
Range: (EM Bolt) 3,000 ft
(Vortice) 2,000 ft.
Damage: (EM Bolt) (Variable) 4d6 SD, 1d4x10 SD, or 3d6 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: ECHH
Payload: Effectively Unlimited
Bonus: EM bolts are -6 to dodge!
Cost: 29,000 credits


2) Weapons Modules(2)----Tucked in close under the edges of the bulbous upper body of the Manowar are two small weapons modules for expendable ordnance; these are typically fitted with self-powered projectiles such as missiles, rockets, or torpedoes, but can also be fitted with gunpacks. The relatively small size of the modules limits ammunition capacity however. Given the experimental nature of the Manowar, a variety of different weapons types are available.
a) Micro-Missiles ----3x25-shot cassettes, for a total of 75 micromissiles
b) Mini-Missiles----6 mini-missiles
c) Micro-Torpedoes----3x12-shot cassettes, for a total of 36 microtorps
d) Mini-Torpedoes----6
e) 30mm Grenade Launcher
Range: 1,200 ft
Damage:
(SDC)* (Fragmentation) 2d6x10 SDC to 16 ft radius
(High Explosive) 6d6x10 SDC to 4 ft radius
(Armor Piercing) 1d4x100 SDC, no blast radius
(Crowd Control rds)---Essentially an expanding plastic ‘flyswatter’ that delivers a bruising knockdown punch. Cut effective range to 200 ft. Does 2d4 SDC per rd, humans and human-sized D- Bees must roll a D20-5 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174). Human-sized light power armors(500-800 lbs) also roll on a D20, but are +2 to save versus knockdown
(Wood Rounds) 7d6 SDC single shot (1d4x10+5 HP to vampires), no blast radius
*(Yes, I know, why include SDC when it just as quickly becomes MDC? You’re still being hit with a pretty hefty shell)
(MD) (HE) 2d6(12 ft blast radius)
A 5 rd burst does 1d4x10 MD to an 20 ft area
(Armor-Piercing) 4d6(3 ft blast radius)
A 5 rd burst does 1d4x10 MD to an 9 ft area
(Light micro-fusion) 6d6 MD (12 ft blast radius)
A 5 rd burst does 1d6x10 MD to an 25 ft area
(HESH) (High Explosive Squash Head)) - Designed to ‘spald’ off armor on the interior of power armors and vehicles. Composite ‘chobham’ (layered armor and nylon mesh) armor reduces this internal damage by HALF, by holding the armor together. HESH rounds do NOT have a blast radius. 3D6 MD plus 4D6 SDC to the person(s) inside the object.
(Incendiary) 2d4 MD to a 12 ft blast radius, plus an additional 1d6 MD per melee for 1d6 melees.

The GL can also be used to fire radio beacon adhesion heads, flare rounds, paint shells, EMP grenades, flash-bangs, and, it’s rumored, TW grenades like the feared ‘Snuffers’ and Aura of Doom curse grenades.
Rate of Fire: ECHH
Payload: 300 rds
Cost: 19,000 credits

f) 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: ECHH
Payload: 250 rds
Cost: 50,000 credits

g) PS-RL-210 Fragmentation Rocket Launcher( a copy of an imported Russian design).
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: ECHH
Payload: 1,000 rd drum
Cost: 100,000 credits

h) 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: ECHH
Payload: 2,000 rd drum
Cost: 80,000 credits

i).50 Caliber Heavy Machine Gun(Browning M2HB-pattern)
Range: 6,000 ft(9,000 ft HB)
Damage: 1d6x10 SDC per rd
(WI Exploders) 2d6 MD per 20 rd burst
(Ramjets) 1d4 MD single rd, 5d6 MD per 40 rd burst
(PSX-1) 2d6 MD single rd, 4d6x10 MD per 20 rd burst
Rate of Fire: ECHH
Payload: 500 rds
Cost: 9,000 credits

j) 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: ECHH
Payload: 200 rds
Cost: 30,000 credits

k) 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

l) ShocPlug Gun---Fires gel-battery tazer rounds that stick to a target and deliver repeated electrical shocks.
Range: 700 ft
Damage: None against inorganic targets.
Against organic targets, the stun-plug inflicts an electrical shock that
does 1d6 SDC/HP per jolt. However, this is STUN damage and not tissue-damage. Being shocked five or more times, or with less than HALF hit points remaining, and failing a roll of 15 or better means falling unconscious for 2d4 melee rounds, and suffering stun penalties for a minute (4 melees) afterwards. Stunned victims are -6 to strike, parry, dodge and reduce Speed and APMs by HALF.
The Stun Plug has enough capacity for 60 charges. Depending on the situation and intended target, the Stun Plug can be set to discharge at rates of 1-5 shocks per melee until they run dry or the target falls unconscious, whichever comes first. If the person regains consciousness with the Stun Plug still attached (and with remaining charges in it), there’s a 60% chance of the Stun Plug re-activating and proceeding to discharge.
Note that even if/when the Plug runs out of electrical charge, it may still be attached and the tracker chip will still be active for up to 4 hours.
Effects from multiple stun-plugs are cumulative.
A full charge discharge (as can occur when tampering) does 4d6 SDC/HP damage. Unlike the stun-shock, this IS tissue damage, and at 8 or less hit points remaining, there’s a 01-60% chance of cardiac arrest and death within 1d4 minutes unless CPR is administered or a successful save versus coma/death is made. Recovery from such will leave the victim feeling stunned (same penalties) for 2d4x10 minutes.
Removing the stun-plug isn’t as easy as one would think; touching the stun-plug with an unprotected hand incurs an electrical shock (1d6 SDC) to the grasper, and risks (75% chance) discharging the entire battery load into the victim. Furthermore, the adhesive head uses a molecular ‘flesh glue’ binder, so simply yanking hard on the plug will take off a swath of skin (1d4 SDC or 1 MD damage, depending on the constitution of the tagee). Trying to blast or cut the plug off behind the adhesive head also risks the same chance of discharging the full shock load into the victim (note: the tough plastic plug has 15 SDC). Safe removal of the plug requires either deft work with an insulated scalpel(1d4 SDC damage, no damage on a successful Field Surgery roll) or application of a special solvent (allows for safe removal in 1d4 minutes).
Note that it IS possible to kill targets with this weapon if not used carefully (or used sadistically), if a struck target is knocked unconscious and unable to be helped (being subjected to repeated
shocks in the meantime).

Rate of Fire: ECHH
Payload: 200 stun-plugs
Cost: 3,000 credits for the launcher, 8 credits per stun plug.

m) TW Multiplexor---In place of a weapon, the module can instead hold a 3-card TW Powerstone and Spellcaster(can activate self-affecting or projective spells, but not both. If both capabilities are needed, both module slots will be used to hold TW Multiplexor units).

n) 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
Cost: 55,000 credits

o) 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: ECHH
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.


p) PAPS-17 _Black Lightning_ Electro-Magnetic Disruptor Weapon---A highly-classified PS-made weapon that attacks nervous systems, the PAPS is available only to special forces units and black-ops operatives.
Range: 2,000 ft
Damage: (EM Bolts) 5d6 MD per blast
(Microwave) The microwave component does 2d4 directly
to Hit Points, and the target temporarily loses control of their own
body; Victim must also roll versus coma/death or the effects will be
PERMANENT (will require advanced regeneration or magical
healing to overcome). Roll on the following table:
01-10 Brain/Central Nervous System Disability---Brains were fried.
Roll percentile for amount of IQ lost; at 100% the target is a
drooling vegetable. Even at high levels of IQ retention, the victim
suffers memory loss and finds advanced technical skills difficult to
perform; -15% to Technical, Science, and ‘academic’ skills.
11-20 Sensory Disability
01-40 Blindness---Victim is legally blind. 30% chance that damage
was done DIRECTLY to the visual cortex, thus cybernetic implants
will NOT cure this.
41-80 Hearing---Is either plagued by a ringing in the ears, or nothing
at all (-4 to initiative, -4 to dodge)
81-90 Tactile Numbness---Somewhere in the nervous system, the
sense of touch was lost. Sense of touch is now a mere 10% of what it
once was. Also has problems distinguishing hot from cold.
91-00 Sense of Smell--The victim no longer has any sense of
smell---It’s gone completely. Food now tastes rather bland, and
beings with an enhanced sense of smell are particularly hard hit.
21-30 Arms and hands damaged;01-50% one limb is affected (-2
APMs, and -25% to skills requiring two hands to perform), 51-00%
BOTH limbs are affected/unable to perform correctly
31-40 Legs paralyzed; 01-50% one limb is affected(cut speed by
HALF), 51-00% BOTH limbs are affected/unable to perform
correctly
41-50 Muscle Tremors----Victim is afflicted with severe shaking that
keep them from being able to perform any activities requiring fine
coordination(-20% to skill rolls).
51-60 Autonomic Nervous System Damage---Person has problems
doing everyday things; breathing is labored, rigorous physical
activity is courting a heart attack, sphincter control is compromised,
and the person is generally weak and sickly. Reduce P.S. and P.E. by
HALF, and suffers a -4 to rolls to save versus coma/death.
71-80 Cosmetic Damage---Suffers subdermal bruising from blood
vessels expanding under the skin, as well as minor blood vessels
exploding. Fortunately, major hematomas were avoided, but the
victim now has a blotchy complexion (-1d6 PB), and 40% chance of
losing tactile sensation.
81-90 Sexual dysfunction/impotent---Not immediately critical, but
distracting for some people (GMs may want to assign a -1d4 to ME).
In some cultures, such as the Kydians, who place a high value on
fecundity and sexual prowess, this can be prove extremely
damaging.
91-00 Roll twice on above table
Rate of Fire: Standard
Payload: Effectively Unlimited
Bonuses: Magbolts, being invisible, are -6 to Dodge.

q) 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 robotswill 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: 50 gallon internal tank
Cost: 10,000 credits

r) Sonic Cannon
Range:(Sonic Blast) 1,800 ft underwater, 600 ft in air
Damage::Wide Beam: 4d6 MD to a 30 ft area
Concentrated Beam: 1d4x10 MD per blast
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor.
Unprotected personnel must save versus non-lethal poison (16 or higher) or be stunned for 1d4 melee rds. People in sealed power armor save at an 8 or higher for the wide area blast, but make a standard save for the concentrated blast.
Sonar Blast----This is an enormous ‘belch’ of sonic cacophony that can blind sonar systems within range with a mass of ‘white noise’, knocking them out for 1d4 melees. Sonar and acoustic homing systems will lose target lock, and sonar-using creatures will be stunned and ‘blind’ for 1d4 minutes.
Vibration Blast---This takes up ALL attacks per melee to initiate and maintain, and consists of focusing a low powered beam on a sealed ship(submarines are ideal), and gradually inducing an ultra-low frequency vibration throughout its structure. While this doesn’t do any damage per say, it does affect the hearing and inner ears of crewmembers, causing creeping disorientation and increasing unsettledness, leading up to nausea. After one melee people with unprotected hearing(or uninsulated contact with the ship’s hull structure) will be -1 to strike, parry, and dodge, and -5% to skills(they become easily distracted). After two melees they are -2 to strike, parry, and dodge, -10% to skills, and are -10% to their sense of balance...and so on...People with protected hearing are immune to the effect, but beings with enhanced hearing are TWICE as susceptible to the effects.
This setting is most effective against vessels 60 ft long or smaller...larger vessels will take an extra full melee per 50 ft of length for this to work...or several cannon working in concert, to be effective.

Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 90,000 credits

s) Flare/Decoy Laun cher
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

t) ECM/Radar Jammer Pod---8 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.

3)(Optional) Tentacle Weapons---Though less powerful than the hull-mounted weapons,tentacle-mounted weapons enjoy better arcs of fire, and can be snaked into narrow spaces or positioned to fire into small openings/weak spots in an opponent’s armor.
a) Vibroblade----‘Rippers’, copied from the Naruni weapons, and ‘expanders’’, which scissor open inside a wound or rent, are also available.
Range: Melee
Damage: 2d6 MD; 4d4 MD for ‘rippers’, ‘expanders’ d CRITICAL damage on an unmodified strike roll of 18-20
Cost: 11,000 credits for basic
13,000 credits for ‘rippers’
15,000 credits for ‘expanders’

b) Circular Saws-----This option can be added to a tentacle, and 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 the hands is not precise enough, and where plasma torches might do unacceptable thermal damage, like felling trees, cutting asphalt and concrete, and carving up debris.
Note: This is the same system used on other PS heavy armors and is interchangable
Range: Melee
MDC per Blade:45
Damage: 6d6 MD per slash, 1d6x10+10 MD per full melee cut
Cost: 150,000 credits

c) Light Laser
Range: 1,700 ft
Damage: 4d6 MD per shot
Rate of Fire: Single shot, ECHH
Payload: Effectively Unlimited
Cost: 15,000 credits
Options:
*Blue-Green Frequency Kit---This modifies the laser to fire more effectively underwater, down to 1,000 ft. Cost: 6,000 credits
*PSLP-8X---This is an x-ray laser variant with slightly heavier insulation on the barrel and workings. The main advantage of this weapon is that its x-ray frequency modulation allows it to shoot through most laser-reflective armors(like Glitterboy armor) without taking several shots to remodulate. Cost: 19,000 credits

d) Light Ion Blaster
Range: 400 ft
Damage: 5d6 MD per shot,
1d6x10 MD double pulse shot,
2d4x10 MD triple pulse shot
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage.
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 19,000 credits

e) Ion Disruptor----A less powerful version of the E-Zapper, based on the PSIR-08 ‘Rip-Zapper’ Ion Rifle; it even has a melee combat mode.
Range:(Ion Beam Mode) 700 ft
(SDC Beam) 900 ft
(Lightning Zapper Mode) 300 ft
(Shock-Zap Mode) 1-3 ft
Damage:(Ion Beam Mode) 2d6+2 MD per single shot
(SDC Beam)1d6 SDC shock-burn. Plus, victims must make a save of 14 or better, or be -8 to strike, parry, and dodge for 2d6 melees. A savings throw versus non-lethal poison means the person is unimpaired. 25% chance of knocking out unshielded cybernetics for 1d4 melees, and a 75% chance of permanently frying nanotech devices(like Armor-dissolving nanites or RMK/IRMSS systems).
(Lightning Zapper Mode) Does stun damage similar to SDC beam through metal armor and light power armor.
On an unmodified roll of 18-20, it causes unshielded BIONICS and robots to spasm for 1d4 melees(Cyborg is at HALF bonuses to strike, parry, dodge, roll, and is -3 to initiative. Reduce speed by HALF).
This weapon does 4d6 EMP damage(no physical damage) to a 10 ft radius. The resulting percentage of the target location MDC is the chance of shutdown/disablement. All damage is cumulative. Damage in excess of 50% target MDC will require repair to make it functional; 75% or more damage will require replacement of the entire electrical system. Does double damage to non-shielded civilian systems. Bionics are -1 to dodge, roll, and strike for the affected limb/system, lasting 1d4 melees, non-cumulative, before the system resets itself.
(Shock-Zap Mode) Similar to a Shock Rod; 5d6 SDC, plus 55% chance of stunning humans, d-bees, and small animals for 1d4 melees, 15% against large or inhumanly powerful beings. Cumulative effects same as for Electro-Stunner(see pg 50 of Coalition: Lone Star).
Rate of Fire:(Ion Beam Mode) ECHH
(SDC Beam) ECHH
(Lightning Zapper Mode) Can fire only one Zap every melee(takes fifteen seconds to power up)
(Shock-Zap Mode) ECHH
Payload:: Effectively Unlimited
Cost: 24,000 Credits

f) Plasma Arc ----Technological ‘flaming sword’ of superheated plasma
Range: Melee
Damage: 6d6 MD
Cost: 24,000 Credits

4) Flare/Decoy Laun cher---
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

5) Hand to Hand Combat
The non-humanoid configuration and advanced technological interface of the Manowar requires special training and connfers special bonuses, as follows:
Actions/Attacks Per Melee: +2, plus those of the pilot. +1 additional attack at levels 3, 5, 8, 11, and 15.
Initiative +3
Strike +3 (+3 to strike using the vehicle-mount weapons)
Parry +3
Dodge+2 standing stationary, +3 when already in motion (+6 Flying)
Roll +4 (+5 Flying)
Pull Punch +5
Disarm +2
Entangle +2
Critical Strike same as the pilot’s
Pilot can also ‘tweak’ the vehicle’s maximum speed by 1% per I.Q. point.
Arm Tentacle Lash 2d6 MD
Power Punch/Lash(2 attacks) 4d6 MD
Arm Tentacle Crush/Squeeze(full melee) 6d6 MD
Leg Tentacle Lash 4d4 MD
Leg Tentacle Crush/Squeeze 5d6 MD
Claw Arm Restrained Punch 1d6 MD
Claw Arm Punch 3d6 MD
Claw Arm Power Punch(2 attacks) 1d6x10 MD



Options:
Additional options, including more powerful jamming systems and external-mount EW pods are under consideration.

Variants:
While the Manowar is still considered experimental and thus no major variants have yet appeared, they would seem inevitable. Shop rumor around PS/ASI has anti-paranormal versions fitted with PPE sensors and anti-theron PPE disruption equipment as one possible spinoff.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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Unread postPosted: Thu May 26, 2022 12:36 am
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 46125
Location: Somewhere between Heaven, Hell, and New England
Okay, again I use Rifts Manhunter----Not the best of works, mediocre at best, with spotty editing, poor proofeading, large chunks of missing and sometimes essential text and information, inconsistant stats. artwork that doesn’’r match the descriptions, etc......but still, there are a few ideas worth using with a little work. So, here I cheerfully plunder with the borrowing of some of Omegasgundam’s stats, text and concepts )

Greater New England ‘Smiter’ Battle Mage(or, the ‘Smoker’ Combat Mage from Rifts Manhunter gets the Omegasgundam upgrade treatment)

“I’m sympathetic to you Old Magics, not because I practice Old Magic in the traditional sense; I practice newer sleeker magic without a lot of the baggage of tradition. No, I’m really helping you because I hate to see people like yours abused by a-holes like these because you’re different, and you can’t fight back.
So you hear that, you punks? Those sword canes and pistols look pretty spiffy, but here’s some polished up Old School coming at yah! -Blade Storm-

“The greeners train their combat mages like they used to train Jesuits; hard discipline, hitting the books, lots of physical training to build up the body and let them keep up with the rest of the troops, and handle all the rigors of the battlefield. They're arguably tougher than the run of the mill combat mage, and the GNE works them that much harder."

“Besides making your spell casting more efficient, the Principles also teach you how to cast with a minimum of hand and mouth movements. No flailing hand gestures or longwinded encantations to give your game away, just straightforward pitch and hit. Oh, and running and dodging. The Principles have no store with complicated rituals, just result-oriented field magery.”

“Not so sure about the ‘running and dodging’, because just as often I can carry the field with some shield spells and my battle aura out and loud. After seeing their buddies meteored to death and watching their retaliation splash off my aura field, a lot of mooks decide it’s time to be someplace else, fast.

The ‘Smiter’ is a magic discipline that grew out of interdimensional contact, specifically with the so-called ‘Manhunter’ universe. Though Greater New England/United Systems Alliance hasn’t had direct contact with any of the powers of the Manhunter continua, they have made contact with individuals and small groups who have travelled extradimensionally. And the GNE/USA has had contact with allied organizations that have more substantial contacts. In particular, the Shemarrian (Star) Nation has had contact with the organization known as PATCH(People Against the Termination of Constructed Humans), and a few individuals have been forwarded from that organization to learn various new technologies and especially magic. However, the dissemination of knowledge has been two-way, as illustrated when followers of the Principles of Force and Resistance met their opposite numbers in the GNE Mage Corps.
The straightforward teachings of the Principles of Force and Resistance and the low cost of combat spells very much in use on the many fronts the GNE was fighting, so intrigued GNE magic users that they asked the Manhunter Smokers to stay and teach them. Thus a school of the Principles was started in Greater New England, with the GNE Armed Services getting first opportunity to recruit graduates.
As with the GNE Line Mages, Shifters, Stone Masters, and TechnoWizards, GNE government Combat Mages benefit from a more comprehensive training regimen, access to more extensive grimoires, and physical and mental treatments meant to increase their overall health and potential psychic energy reserves. Training emphasizes self-discipline, physical fitness, and a greater knowledge of regular combat skills(the better to allow the mage to keep up in non-magic situations). There is less emphasis on being a free interstellar agent and more on being part of a larger organization facing a wider array of threats, many possessing magic of their own.

Smiters admittedly aren’t as versatile post-service as other mage disciplines, owing to the generally short life span combat mages have in their chosen profession(and, back home, older retiring Smoker mages generally got the protection of a guild), so the GNE/USA generally holds out comprehensive second career training and retirement benefits for older Smiters. Still, most post-service Smiters find employment with security firms and police organizations.

Besides the GNE/USA and the UWW, the Smiter program/discipline has caught the attention of the Free Worlds Council.

GNE Battle Mage OCC Abilities
• 1-4. As Smoker Combat Mage(Aura of Power, Principles of Force and Resistance, See Magic Energy, Sense Magic in Use).

• 5. Initial Spell Knowledge: The starting spell book of the GNE Smiter Combat Mage is incredibly extensive, with the GNE willing to foot the bill to acquire the truly useful Invocations up to 5th level, along with a few up to 7th. For some reason the standard package is known as the ‘Rat Bastard’ set. Additionally, those that are involved with the GNEAF receive an additional two stipends of combat focused utility spells, which have been mass produced on a truly massive scale.
*Those spells marked with a “*” benefit from the Combat Mage’s understanding of the Principles of Force and Resistance, and will only cost HALF the listed PPE cost to cast.

? GNE Set (Invocations): *Armor Bizarre (12), *Armor of Ithan (10), Astral Projection (10), *Aura of Power (4), *Befuddle (6), *Blind (6), Blinding Flash (1), Breathe Without Air (5), *Carpet of Adhesion (10), Charismatic Aura (10), *Cloud of Smoke (2), *Energy Field (10), Energise Spell (12+), Escape (12), Extinguish Fire (4), Eyes of Thoth (8),* Fear (5), Fly as the Eagle (25), Globe of Daylight (2), Globe of Silence (20), Horrific Illusion (10), *Horror (12), *Impervious to Energy (20), *Impervious to Fire (5), *Impervious to Poison (5), *Invincible Armor (30), Invisibility: Simple (6), Invisibility: Superior (20), Lifesource (2), Light Healing (6), *Magic Net (7), Mend the Broken (12+), *Mental Blast (12), *Mystic Alarm (5), Negate Poison/Toxin (5), *Orb of Cold (6), Seal (7), See Aura (6), See the Invisible (4), See the Invisible (4), Sense Magic (4), Shadow Meld (10), Superhuman Speed (10), Superhuman Strength (10), Sustain (12),* Telekinesis (8), Tongues (10), Trance (10), *Watchguard (10), *Wind Rush (20)
?
? GNEAF Set (Combat Magic): *Bullet Proof (1), *Choking Cloud & Dust Cloud (15), Eavesdrop (10), *Electromagnetic Attack (30), *Engine Stall (35), Farseeing (3), *Flareburst (2), *Fighting Spirit (20), Freefall (18), , Full Throttle (2), *Improved Blast Shield (17) , Infrared Vision (5), Invisibility to Sensors (20), Mystic Direction Sense (6), *Stumble (2), *Magelock (20), Mystic Invisibility (25), *Mystic Marksmanship (5), *Mystic Pitching Throw (6), Nightvision (4), Sense Traps & Mines (12), *Slam (5), Spy Eye (25), *Starburst (12), Stealth Walk (10), *Stunblast 16), Superhuman Agility (15), *TK Bullet Attack (3-5), Wakefulness (5).

? GNEAF Smiter Set(Combat Magic):*Energy Disruption(12), * Hands of Stone(15), *Magic Weapon (25), *Lightning Strike (18), *Ricochet Strike(12), *Shockwave(45), *Sonic Blast (25),*Spinning Blades(20), *Sub-Particle Acceleration(20),*Targeted Deflection (15)

• 6. Learning New Spells: As Smoker Combat Mage.

• 7. P.P.E: The GNE has benefited from access to the United Wizards Warlock’s hormone treatments, with their Combat Mages having consistently higher P.P.E storage capability.
? Permanent Base P.P.E.: 2D4x10+80+ME. Add 3D6 P.P.E. per additional level of experience. He can draw additional PPE from other sources the same as a Smoker Combat Mage.

• 8. O.C.C./Magic Bonuses: As Smoker Combat Mage.

Alignment: Any
Attribute Requirements: I.Q. 10, M.E. 13, and P.E. 13.
O.C.C. Skills:
Math: Basic(+20%)
Language/Literacy: Native 98%/98%
Language/Literacy: Dragonese 80%/80%
Language(three of choice)+25%
Radio: Basic(+25%)
Lore (Magic)(+15%)
Lore (Demon and Monster)(+10%)
Computer Operation(+15%)
Read Sensory Equipment(+10%)
Climbing:(+10%)
General Athletics
Military Etiquette
Running
Forced March
Pilot: Any two (+5%)
W.P. Energy Pistol
WP Energy Rifle
W.P. Any three
Hand to Hand: Expert(can be substituted for either Judo or Jujitsu, or upgraded to Martial Arts or Assassin for one ‘other’ skill, or Commando for two other skills)

O.C.C. Related Skills: Select 6 skills from the following categories, plus an 1 additional at levels 4, 8 and. 12
Communications: Any(+5%)
Domestic: Any(+10%)
Electrical: Basic Electronics only
Espionage: Any
Horsemanship: General and Exotic only
Mechanical: Basic only
Medical: First Aid only
Military:: Any
Physical: Any(+5%, where applicable)
Pilot: Any
Pilot Related: Any
Rogue: Any
Science: Any
Technical:: Any(+5%)
Wilderness:: Any
Weapons Proficiencies(W.P.): Any

Secondary Skills: The character also gets to select 5 secondary skills from those listed, +1 at levels, 4, 8, and 12. These are additional areas of knowledge that do not get the advantage of the bonuses listed in parentheses. All secondary skills start at the base skill level.

Standard Equipment: A suit of mage-usable body armor with TW enhancements, 1 GNE weapon per WP, 4 e-clips or loads of ammo for each, TW-Knife, Multiplexor and a large number of spells that he knows to serve as a focus, field uniform (skinsuit), dress uniform, around 100 lbs of whatever field equipment he might need, and some form of light vehicle.

Starting Money: Starts with 6,000 credits in savings. Average wage is 5,000 credits per month.

Cybernetics: None, and has priority to be given magic restoration to replace lost body parts.

Bio Modifications: None so far.


Fan spells applicable to the Principles of Force and Resistance:
Ballistic Control(16 per projectile)
Bullet Blessing( 45 per projectile)
Clear Air Turbulence(12)
Earthspikes( 20)
Fists of Light( 28)
Hellseeker( 10 per enchanted projectile)
Hornet’s Nest(aka Stinging Cloud)(12)
Mystic Detonator(12)
Mystic Pepper Blast( 5)
Mystic Targeting( 8)
Needle-Cast( 4)
Splatter of Fury(42)
Splinter-Cast(6)
Stone Fist(6, 9 w/ stone spikes)
Touch of Darkness( 36)

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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Unread postPosted: Thu May 26, 2022 11:04 pm
  

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I've made some progress on the underground outpost/potential underground settlement.

The working name is Compass Sidedown, and outpost established for the study and exploration of the Porous Earth, not hollow earth.
Located near the ruins of Boise, Idaho less than a kilometer below the surface. The porous earth is named because of further proof that the subterranean rifts allow for voids without compromising the structure of the crust or upper mantle, like pumice rock or a sponge.

A natural patterned opening and closing of certain voids in a pathway can lead all the way to China's Geofront as the 66th Exploration team found out a month after losing contact with Compass Sidedown. The rest of the North American underground has only been explored in GNE/ Allied territories, with debates about how deep does authority of territory go under the rest of NA's factions. Another discovery is a strain of moss that seem to filter out harmful gases and make places where it resides capable of habitation. Samples gathered and studied have shown several markers that are shared with samples acquired from Millennium Trees.

Feel free to give opinions on how this can be improved.


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Unread postPosted: Fri May 27, 2022 12:12 am
  

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Interesting, very interesting...kinda like an underground Bermuda Triangle(with regards to dimensional weakness).
Then again, I've used the idea of necrolithic deposits....geological strategy rifted into the vicinity of pre-Rifts communities that got particularly hard-hit during the (rifts)dark ages and the mass megadeath events contributing to punching more rifts, as an excuse/explanation for bringing in new mineral deposits to played out areas.

And aired mosses...Yep, convenient tool for the underground colonization.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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Unread postPosted: Fri May 27, 2022 8:35 am
  

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Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3955
Location: new york
Comment: NEVER QUIT..... I got lucky
I am humble by you work
Wow

_________________
let your YES be YES and your NO be NO but plz no maybe


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Unread postPosted: Sat May 28, 2022 9:11 pm
  

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89er wrote:
I

Feel free to give opinions on how this can be improved.


Not so much a addition, but something that can be encountered underground...
Ghost subways....
Spelunker breaks into a new cave...finds himself facing a train car...This can be the classic cartoony 'run over by a train' hit, a Hogwarts/Polar Express-style trip to a magic realm, or a creepy spectral haunting experience(Charon the Ferryman's traded in his boat for a conductor's uniform and is taking tickets for various....ghostly...destinations).

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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Unread postPosted: Sun May 29, 2022 12:13 am
  

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taalismn wrote:
89er wrote:
I

Feel free to give opinions on how this can be improved.


Not so much a addition, but something that can be encountered underground...
Ghost subways....
Spelunker breaks into a new cave...finds himself facing a train car...This can be the classic cartoony 'run over by a train' hit, a Hogwarts/Polar Express-style trip to a magic realm, or a creepy spectral haunting experience(Charon the Ferryman's traded in his boat for a conductor's uniform and is taking tickets for various....ghostly...destinations).


I remember a story from Marvel's Incredible Hercules where Charon appears instead as the captain of a mississipian antebellum-style steamboat cassino moving through the Styx and other rivers of the Underworld. And people might gamble the coins of the dead for a chance at ressurection, or service time in the crew, if they lost.


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Unread postPosted: Sun May 29, 2022 1:23 am
  

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SolCannibal wrote:
[

I remember a story from Marvel's Incredible Hercules where Charon appears instead as the captain of a mississipian antebellum-style steamboat cassino moving through the Styx and other rivers of the Underworld. And people might gamble the coins of the dead for a chance at ressurection, or service time in the crew, if they lost.



Wonder if they weren't influenced a little by Phillip Jose Farmer's Riverworld, with its resurrected people traveling by riverboat on the titular river.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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Unread postPosted: Sun May 29, 2022 7:16 am
  

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taalismn wrote:
SolCannibal wrote:
[

I remember a story from Marvel's Incredible Hercules where Charon appears instead as the captain of a mississipian antebellum-style steamboat cassino moving through the Styx and other rivers of the Underworld. And people might gamble the coins of the dead for a chance at ressurection, or service time in the crew, if they lost.



Wonder if they weren't influenced a little by Phillip Jose Farmer's Riverworld, with its resurrected people traveling by riverboat on the titular river.


It's possible though i suspect not, since the focus in that chapter was far more in the idea of a "casino of the afterlife" where the dead gambled ressurection or extended service as shades, in a sort of continuity wink to heroes & villains propensity to coming back from the dead in comics given enough time.

(One that turns in a kind of fridge genius moment when one realizes that Pluto's motive behind the reforms - boredom and passive-agressive sabotage of a role as lord of dead he has come to ressent to the point of trying to trick other gods in taking his place - harkens back directly to the god's first appearance ever, along with Hercules, in Thor's stories back in the early 60s, pretty much retro-justifying every ressurection ever in Marvel Comics since. Damn, it can be said to tie-in directly with Infinity Gauntlet, since Thanos was brought back specifically to deal with "an imbalance between life & death in the cosmos")


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Unread postPosted: Sun May 29, 2022 9:56 am
  

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SolCannibal wrote:

It's possible though I suspect not, since the focus in that chapter was far more in the idea of a "casino of the afterlife" where the dead gambled ressurection or extended service as shades, in a sort of continuity wink to heroes & villains propensity to coming back from the dead in comics given enough time.)


Charon:"Yeah, I got some complaints about the revolving door installed on my landing!"

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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Unread postPosted: Tue May 31, 2022 7:01 pm
  

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Cultural Notes: The GNE and Pathic Healers
“Pathies aren’t organic equipment like electroms; a Pathic Healer can talk and carry half of a conversation for one thing, even if it’s only how you’re neglecting your health. It’s like having a pet stethoscope that talks back to you.“

One of the GNE’s great accomplishments in the aftermath of the Great Escape(from Splugorth Atlantis) was the establishment of a successful breeding program for Pathic Healer symbiotes, using what refugees brought with them as breeding stock(this would be increased with examples liberated from other Splugorth holdings, such as worlds in the Three Galaxies). This has made the healing bio-organisms slightly more available to others outside the Splugorth kingdoms.

Though Pathetic Healers have an extremely narrow life-focus, they ARE sapient and sentient, and the GNE legally recognizes them as sophonts, with the full rights of intelligent beings. Of course, there are many special exceptions that Pathic Healers enjoy due to their physiology and mentality(one can hardly expect them to pay taxes as they would be hard-pressed to find other lines of work).

When not active attached to a host/patient, Pathic Healers can be found at a medical center special resources room or special staff dormitory. Listening to music and audio books, basking in special PPE-infused liquid baths, clinging to PPE-crystals, and chatting with any non-PH colleagues who drop by, the Pathic Healers rest up until their next round of helping others. Besides room and board, GNE-bred Pathic Healers receive small credit stipends and bank accounts to use as they please. Being modest in their needs and desires, most Pathic Healers sparingly spend their earnings on such odds and ends as aromatic herbs, ribbons, or small trinkets to line their off-duty nests. Personal audio-video players are also popular. Splinters of psylite crystal are also popular, though the GNE will gladly provide such useful amplification foci as ‘business expenses’.

Unfortunately, Pathic Healers are also a hot item on the Black Market and, once others got past the idea of a symbiote and a traditionally Splugorth organism bonding to them, abductions of Pathic Healers from GNE facilities began to rise, as the GNE was considered to be a safer source of the useful symbiotes. The GNE considers this to be kidnapping, and will pursue the matter accordingly. Though the Pathic Healers themselves have taken little action of their own aside from voicing complaints about being taken from their workplaces, the GNE has begin implanting tracker chips in the symbiotes to help find them in event of abductions. Security has also been stepped up around Pathic Healer-using medical centers, and field-issued ‘healers are expected to be accounted for(effectively treated a medical teammates or ‘special attached personnel’). As the Black Market has no way, as yet, of breeding their own, larceny continues to be their main source of the symbiotes.

Several times the idea of bioengineering new abilities, such greater mobility, manipulator appendages, and increased powers, has been broached by the GNE biologicals divisions, but so far every such initiative has been shelved after much debate. The Pathic Healers themselves have been passive and noncommittal on the issue, but the GNE/PS ethics boards and courts have so far ruled that engineering a sophont biological species solely for utility to others is a morally slippery slope(this same argument has been applied to modifying the PS/GNE policies on Artificial Intelligences).

Still, many who have encountered PS/GNE-bred Pathic Healers regard them as more animated, chatty, and well-informed than their Splugorth-bred counterparts.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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Unread postPosted: Wed Jun 08, 2022 4:55 pm
  

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ASI/UWW-PB-87 ‘Zoran’ Heavy Blast Rifle
(aka ‘Z-baller’, ‘Sparklin’, ‘Blastoid Cannon’)
‘Stream mode still may not be so impressive, but damn if the vortex-grenades ain’t spectacular!”

“Though this thing is being largely distributed to garrison units and not being sold to anybody outside the UWW-USA alliance, there’s certainly interest in it. It’s half the price of the Naruni plasma machine gun, a little more than a tenth the weight, has better range, and uses conventional e-clips rather than specialized cartridges, so there’s more than some passing desire to acquire a few Zorans. However, the Wizards and the Usans are understandably seeing to their own forces first, but if and when they start manufacturing for export sales, Naruni and Hartigal are going to have another headache undercutting their market.”

“What this proves is that there’s still room for improvement in the design. And if not, I bet we could scale up it up into a proper heavy support weapon!”

It’s unusual for two corporations engaged in competing for the same contracts to cooperate with each other, but such was the close working relationship between the United Worlds of Warlock and the nationalized industries of the United Systems Alliance, that the latter was actually working to bolster the weaponsmiths of the former, even as the UWW was buying PS/ASI weaponry to modernize its military. Even though the UWW was license-producing a good many PS/ASI/WZT weapons, the adoption of outside designs hit some domestic companies hard, However, PS/ASI took the unusual step of looking at the previous weapons manufactured and deployed with the UWW’s armed services and made some suggestions to upgrade them, resulting in the PS/WPB-60C Particle Streamer Pistol and the ASI/UWW-PB-86 ‘Skagger’ Blast Rifle, with the result being that, with some slight retooling, the companies could keep producing and selling. Though the Warlock Marines were re-equipping with newer PS/ASI designed or built weaponry, many second-echelon planetary militias and security organizations could continue to buy from familiar sources while still getting upgrades.
However, even with the improvements of the ‘Skagger’ over the old PB-85, the PB-86 still fell short of the HI-80 laser rifles that were considered to be the standard of modern combat assault weapons to aspire to.
A more radical modification was needed to bring the UWW PB-series rifles up to par, and PS/ASI was perfectly willing to help. What emerged was a combination of design features from PS/ASI’s ion and EM ‘vortex’ weaponry. A heavier barrel was added with two firing modes and the frame reinforced to handle the extra mass. The e-clip receiver was modified to accommodate a new high capacity e-canister/battery-drum.
A novel new feature for particle weaponry was the Zoran’s ability to generate and project a ‘particle vortex’, a packet-pulse of high energy ionized particles kept spinning at superhigh velocity, bound by a weak electromagnetic ‘envelope’. The spinning packet of energy holds cohesion better over longer distances, allowing for greater range, and effectively acts as an explosive upon contact. Though it is less efficient in energy usage, the greater range and area of effect damage were considered worth the tradeoff. That the weapon retained the PB-85’s staility and accuracy were considered additional pluses.
The Zoran is not an ideal weapon; its heavier weight and high energy consumption mismatch it against the benchmark HI-80 and the adopted PSPBW-7 ‘Kurang’, so it is unlikely to be adopted as a replacement for either, but its sheer firepower makes it a more effective support weapon. As a mainline battle rifle, it’s a bust, Still, many UWW paramilitaries have adopted the PB-87, not as a standard-issuance battle rifle, but as a squad assault weapon, an energy grenade launcher for engaging heavier opposition and fortified positions. That it is locally produced is another mark in the PB-87’s favor, though the manufacturers admit that the assistance of their USA allies was invaluable in developing the Zoran.
The Zoran is manufactured primarily in the UWW by the same companies that produced the PB-85(and currently produce the PB-86). Reportedly the terms of the R&D contract with Paladin Steel/Aegis Stellar Industries have PS/ASI refraining from producing their own version for at least ten years, as long as any United Systems Alliance orders for the PB-87 receive substantial discounts. As the United Systems Alliance continues to be the major supplier of skagerium and viritalium to the UWW, this is easily justified. Thus the PB-87 has already appeared with a number of USA units, especially in regions bordering UWW space and sharing a common ‘wild’ frontier.

Weight: 9.6 lbs(11 lbs with e-canister attached)
MDC: 50
Range:(Particle Blast) 2,900 ft
(Particle Vortex) 3,600 ft
Damage:(Particle Blast) 4d6 MD single shot, 1d6x10+6 MD triple shot burst
(Particle Vortex) 2d4x10 MD to a 6 ft blast radius
Rate of Fire: Standard
Payload: 24 shots short e-clip, 48 shots long e-clip, 96 shot e-canister
A particle vortex ‘grenade’ shot takes up 4 regular shots
Special Features:
*Top Scope Rail---Can be fitted with a modular scope package; a favorite is the now infamous LR-OTS07 scope, that gives the rifle a +1 to strike.
Cost: 42,000 credits.
Options:
*Bipod---Especially popular with snipers

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


Last edited by taalismn on Thu Jun 09, 2022 1:48 am, edited 1 time in total.

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Unread postPosted: Thu Jun 09, 2022 1:16 am
  

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The only quibble is that the damage on the grenade is extremely high for the relative power consumption. If that was a 12-shot equivalent it would still be practical, but for 4-shots its a steal. Give it some intermediary steps?


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Unread postPosted: Thu Jun 09, 2022 1:46 am
  

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Omegasgundam wrote:
The only quibble is that the damage on the grenade is extremely high for the relative power consumption. If that was a 12-shot equivalent it would still be practical, but for 4-shots its a steal. Give it some intermediary steps?


How about I drop it to 2d4x10 MD, or 2d6x10 MD at most?
The 12-shot 4d4x10 MD first version will be the full-on light particle beam machine gun...what the Russian RPD is to the AK-47, with the PB-87 being theRPK in the family.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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Unread postPosted: Thu Jun 09, 2022 3:00 am
  

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Joined: Thu May 08, 2008 11:04 pm
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taalismn wrote:
Omegasgundam wrote:
The only quibble is that the damage on the grenade is extremely high for the relative power consumption. If that was a 12-shot equivalent it would still be practical, but for 4-shots its a steal. Give it some intermediary steps?


How about I drop it to 2d4x10 MD, or 2d6x10 MD at most?
The 12-shot 4d4x10 MD first version will be the full-on light particle beam machine gun...what the Russian RPD is to the AK-47, with the PB-87 being theRPK in the family.

Sounds about right. The AoE justifies much of the nominal surcharge over the pulse.


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Unread postPosted: Thu Jun 09, 2022 9:06 am
  

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In what books can one find ships, vehicles and/or weapons of origin or at least common use among the armed forces of the Golgan Republik?


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Unread postPosted: Thu Jun 09, 2022 10:19 am
  

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SolCannibal wrote:
In what books can one find ships, vehicles and/or weapons of origin or at least common use among the armed forces of the Golgan Republik?

The Golgan Republik is introduced in DB5: Anvil Galaxy pg104-110 (their RCC is on pg56-8), where their military is described as using Naruni products for their primary military and their auxiliary units use older tech (pg106 in DB6, 1st and 2nd paragraph left column) they have equipment in DB13: Fleets of the 3-Galaxies (pg50-60, plus pg105-7 has home grown Golgan equipment EBA and guns)

So in terms of gear you'd be looking at Naruni stuff (Mercenaries, DB2, DB3, DB13) in addition to the home grown stuff (DB13) for their military, the auxiliary guard is pretty much using old/out-dated CCW/CAF equipment (IIRC DB2/DB3 stuff mentioned in DB5).


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Unread postPosted: Thu Jun 09, 2022 11:57 am
  

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Omegasgundam wrote:
[
Sounds about right. The AoE justifies much of the nominal surcharge over the pulse.


Good. The P-90 will go full heavy PBC machinegun/energy grenade launcher based on diminishing amounts of P-85, and will more closely resemble the UWW power armor weaponry in size, weight, and expense.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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Unread postPosted: Thu Jun 09, 2022 3:40 pm
  

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ShadowLogan wrote:
SolCannibal wrote:
In what books can one find ships, vehicles and/or weapons of origin or at least common use among the armed forces of the Golgan Republik?

The Golgan Republik is introduced in DB5: Anvil Galaxy pg104-110 (their RCC is on pg56-8), where their military is described as using Naruni products for their primary military and their auxiliary units use older tech (pg106 in DB6, 1st and 2nd paragraph left column) they have equipment in DB13: Fleets of the 3-Galaxies (pg50-60, plus pg105-7 has home grown Golgan equipment EBA and guns)

So in terms of gear you'd be looking at Naruni stuff (Mercenaries, DB2, DB3, DB13) in addition to the home grown stuff (DB13) for their military, the auxiliary guard is pretty much using old/out-dated CCW/CAF equipment (IIRC DB2/DB3 stuff mentioned in DB5).


Thanks a lot. That's should be plenty to tinker with.


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Unread postPosted: Thu Jun 09, 2022 10:40 pm
  

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SolCannibal wrote:

Thanks a lot. That's should be plenty to tinker with.


Uh-oh, SolCannibal's pulling on the leather gloves and welding goggles, and picking up the welding torch...Everybody, get behind the sandbags and shield plates, and keep one hand on a fire extinguisher.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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Unread postPosted: Sun Jun 12, 2022 8:55 pm
  

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PS-FC-62 Vesuvian Assault Cyborg
(aka ‘JetJaeger’, ‘Bic-Borg’, ‘Ronson’)

“So anyways, this VTOL f###er’s one of two cruising over the neighborhood scragging rebels and acting like a real #### about it, when it comes right over me. Guess they were hunting optically, or maybe my electronic camou’s just that good, because they didn’t notice me between the buildings and all. So, presented with a target like that, I just couldn’t resist; gave’em a Saint Helens right in the engine intakes. Poof! Pretty cloud of metal vapor.
Then to get the other one, I lit up and lifted off and tried to pot the other block away. Thing is, that meant taking one of my arms off stabilizing me to take the shot, and I ended up losing control and tumbling back down into the alley and through a couple of walls. I only winged the other f###er’, too, so if they hadn’t seen me before, they knew where I was now, and the next thing I know, -I’m- being hunted, with the building around me sponging scads of anti-armor fire. Good thing my armor’s heavy, ‘cause I had to haul ass out of there with ‘bot-controlled incoming raining down around me and getting closer every second. Barely made it clear and had to rethink my strategy.”


The ‘Vesuvian’ is yet another new Paladin Steel heavy full conversion cyborg frame, this one specializing in thermal combat. It was developed in parallel with the PS-FC-60 as part of a range of cyborgs with incendiary capabilities. With its distinctive angular heat-cowled head, the Vesuvian cuts quite the figure on the battlefield.
A surprising capability of the Vesuvian is its ability to fly using adjustments to its plasma projectors to act as thrusters. Taking note of the ‘kickback’ observed in plasma weapons, PS engineers decided to work on creating dual-mode weapons that could perform as both weapons and superheater jets for propulsion. Smaller and more conventional maneuvering jet nodes on the legs and hips help keep the cyborg stable in flight. Special care had to be taken to insulate the bio-systems from the plasma units, to prevent thermal bleed from cooking the cyborg’s internal organs while lighting up.
Cyborg soldiers quickly warmed to the new ‘borg frame, though learning how to ‘fire-skate’ took some practice. The Vesuvian soon proved itself, especially in the Arctic War, where the cryogenic Arzhur soon learned to fear the fiery flux of the ‘JetJaeger’.
The downside of the Vesuvian is its dependence on plasma weaponry; recent Minion War encounters with heat- and energy-resistant opponents showed up this shortcoming. So many Vesuvians accessorize with backup weapons like shoulder weapons or handheld gun pods.

Type: PS-FC-62 Vesuvian
Class: Full Conversion Borg - Assault
Crew: One volunteer
M.D.C. By Location:
Hands(2) 30 each
Arms(2) 180 each
Forearm Plasma Projectors(2) 90 each
Legs(2) 200 each
Feet (& Foot Pads)(2) 90 each .
*Head 100 .
**Main Body 300
Shoulder Plasma Projectors(2) 100 each
#(Optional) Deuterium Tanks(4) 90 each .
*Destroying the head of a Cyborg will kill the character!
However, the head is a small and difficult target to hit. The attacker
must make a called shot and even then he is -3 to strike. The hands, and
forearms are also difficult targets to hit and are -4 to strike on a
called shot.

**Depleting the M.D.C. of the main body will effectively
destroy the artificial body, but emergency systems will keep the brain and
vital organs alive for 36 hours. Recovery of the severely damaged body
will enable doctors to place the character on life support systems that
will keep him alive until a new bionic body (same style or other) is
available, for full conversion. Failure to find the damaged Borg within 36
hours means the character dies.

#The spherical deuterium gas tanks are small targets and are -3 to strike on a
called shot.

Note: The Vesuvian CAN be fitted with additional armor, but is limited to LIGHT Cyborg Armor

Speed:
Running: 100 mph max . However the act of running does not tire the operator out and the maximum speed can be maintained indefinitely.
Jumping: The powerful robotic legs are strong and capable of leaping 10 feet high or 18 ft lengthwise. A running leap adds 50% to distance/height.
Flying: Hover to MPH, maximum altitude if ft, using only its leg and back thrusters, ft using its arm thrusters as well,
Underwater: The Vesuvian CAN power itself through the water using its thrusters, but the process is VERY noisy, surrounding the cyborg in a cloud of steam bubbles, and the thermal shock between the water and the hot plasma coils taxes the thrusters.

Statistical Data:
Average Height: 7.7 ft
Width: 3.8 ft
Length: 2.9 ft
Weight: 1,000 lbs.
Power System: Nuclear
Physical Attributes: Equal to Robotic PS. 35, PP. 24,.
Bonuses: Standard cyborg bonuses of +3 save vs magic, +5 vs possession, impervious to Bio-Manipulation, Telemechanics(all), See Aura, and any attacks that do damage directly to Hit Points.
+4 initiative
+5 strike/parry
+6 dodge
+2 Roll in flight
+3 Pull Punch
Penalties: Touch/tactile sense is 60% of human norm.
Prowl penalty: -20%

Special Skills/Training---Use standard 'Borg or Headhunter OCC.
Black Market Cost: 8 million credits with all standard features, weapons, and sensors.

Standard Bionic Features
Note: These features are all found in the bionic and
cybernetic section of the Rifts RPG.
1. Bionic lung with gas filter & storage cell
2. Built-in language translator
3. Built-in radio receiver & transmitter
4. Clock calendar
5. Gyro-compass
6. Modulated voice synthesizer
7. Multi-optic eyes
8. Built-in loudspeaker
9. Universal headjack with amplified hearing and sound filtration systems.

Special Features:

*Thermal Resistant Heat-Refractory Tile Armor---Special heat-resistant materials designed originally for reentry vehicle shielding. Heat and plasma-based attacks do 1/4 damage.

Weapons Systems:
1) Forearm Plasma Projectors(2)---These are variable mode weapons that can switch between firing streams of plasma and superheating atmosphere for thrust.
Range:(Plasma)2,500 ft
Damage: (Plasma)1d4x10 MD per plasma blast, 3d4x10 MD for a 3-shot rapid-fire burst(takes two attacks)
Rate of Fire: ECHH
Payload: Effectively Unlimited
Special Features:
*“Hot Shotting”---This system 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 weapon, 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).
The Vesuvian carries enough tankage for 400 enhanced shots(4 tanks, one for each plasma projector, and each holding 100 shots for their respective projectors).

2) Shoulder Plasma Projectors(2)---These large plasma cannons can swivel back and down to form plasma jet thrusters
Range:(Plasma)3,500 ft
Damage:(Plasma) 1d6x10 MD per plasma blast, 3d6x10 MD for a 3-shot rapid-fire burst(takes two attacks)
Rate of Fire: ECHH
Payload:: Effectively Unlimited
Special Features:
*“Hot Shotting”---This system augments the normal air-draw plasma re-mass system with deuterium-gas injected into the plasma flow for a cleaner, hotter, more potent ‘burn’. 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).
The Vesuvian carries enough tankage for 400 enhanced shots(4 tanks, one for each plasma projector, and each holding 100 shots for their respective projectors).

3) Extendable VibroBlades(2)---Each arm conceals an extendable vibrosabre blade.
Range: Melee
Damage: 4d6 MD

4) (Optional) Shoulder Hardpoint---The cyborg can be fitted with a hardpoint for a back-mount weapon, such as a micro-missile or mini-missile launcher pod. The back mount assumed greater importance during the Minion War incursion on Rifts Earth when it was discovered many Infernals had inherent or magical resistance to plasma attacks.
a) Micro-Missiles---25-shot cassette
b) Mini-Missiles---4-shot box
c) Machine Gun--- Standard cyborg forearm weapon w/ 500 rd magazine.
d) 40mm Automatic Grenade Launcher--- 100 rd magazine
e) PS-RL-210 Fragmentation Rocket Launcher--- 1,000 rd drum
f) PS-DL-110 Razor-Frizzer---150 rd drum
g) LaserCannon---Typically a PS-RFL2-33 ‘Blazer’ Rapid-Fire Infantry Laser or PSLR-52 ‘Chintiss’ Laser Rifle.
h)Particle Beam---Typically a PSBW-11 ‘Super-BAR’ Particle Beam Rifle or PSPBW-10 ‘Fanblaster’ Particle Beam Weapon.
i) Ion Cannon---A copy of the ion weapon in the M-90 “Beach Stormer”, samples of which were acquired by Paladin Steel West, though with slightly less damage due to differing production methods.
Range: 4,000 ft
Damage: 1d6x10 +7 MD per energy burst
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: 60,000 credits

5)(Optional) Use of Handheld Weapons----The Vesuvian can pick up and use infantry-scale handheld weaponry.

Hand to Hand Combat
Restrained Punch 1d4 MD
Full Strength Punch 1d6 MD
Power Punch( 2 attacks) 3d4 MD
Kick 1d6 MD
Leap Kick(2 Attacks) 2d6 MD
Judo-Style Throw/Flip 1d4 MD
Body Block/Ram: (2 attacks) 1d6 MD
Flying Body Block(in excess of 60 MPH) (3 attacks) 5d6 MD

Options:
The Vesuvian can be fitted with any of the standard cybernetic and bionic features in the Rifts books. Favorite options include fitting the 'borg with additional sensors, head-mounted light lasers, and self-repair systems.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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Unread postPosted: Tue Jun 21, 2022 5:44 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 46125
Location: Somewhere between Heaven, Hell, and New England
Random Roll GNE/USA NPC OCCs:
“Why are we heading for Center’s eighth level? We’re going there meeting a guy I know; he claims to be from an alternate version of our own world, where some corporation in what used to be New England pretty much took over North America and started a cross-dimensional trading empire. It sounds like pure fantasy; everybody knows the Coalition States wouldn’t tolerate having ANY competition, especially d-bee lovers, for top position in NortAm, so I figure the guy’s an ex-pat Tolkeenite who went around the bend. But crazy or not, the guy’s given me some good leads in the past and knows where we can get a good ship for a good price-”

If you ever need a random encounter with official Greater New England/United Systems Alliance pesonnel as allies, villains, or background, here’s some handy charts and notes. These are the more common encounters with personnel and personalities representing the GNE/going about official GNE business.

Also, given the racial /species tolerance in the GNE, there’s a 35% chance of the random encounter being with a nonhuman.

Categories:
01-30% GNE Men at Arms

“We are the sword and shield of the Alliance; we are the protectors of the innocent. We are the deliverers of justice upon the wicked. We are the torch that burns back the darkness.”
The core of the GNE/USA’ s military might is specially-trained professionals(special thanks to omegasgundam for most of these)
01-14% GNE Grunt
-01-05% EOD/Demolitions Expert
-06-30% Foot Soldier
-31-45% Point Man
-46-60% Heavy Weapons
-61-80% Vehicle Crewman
-81-85% Horror Hunter
-86-92% Animal Cavalry
-93-97% K-9 Corps Handler
-98-00% Artillery

15-21% GNE Technical Specialist
-01-11 % Comm Expert
-12-30% Electrician
-31-52% Mechanic/Robotics
-53-65% Medical
-66-70% BioGear Specialist
-71-77% Mess Officer
-78-85% Vehicular Drone Pilot
-86- 90% Drone Handler
-91-00% Combat Engineer

22-30% GNE RPA/Aircraft Pilot
-01-35% Ground PA/Robot Pilot
-45-60% Flying PA/Robot Pilot
-61-95% Aircraft Pilot
- 96-00% Vehicular Drone Pilot

31-35% GNE Special Forces
-01-20% Wilderness Pathfinder
-21-40% Man-Hunter/Assassin
-41-60% Sabotage & Harassment
-61-80% RPA Strikeforce
-81-00% Horror Hunter

36-39% GNE Military Specialist
-01-20% Intelligence & Reconnaissance
-21-38% Undercover Agent
-39-55% Electronic Intelligence
-56-72% Man-Hunter/Assassin
-73-96% Sabotage & Harassment
-97-00% Interrogation Expert

40-46% GNE Cyborg
-01-12% Recon/Infiltration
-13-25% Melee
-26-45% Heavy Assault
-46-65% Flying
-66-75% Aquatic Operations
-76-85% Space Operations
-86-90% HAZMAT Operations
-91-00% Horror Hunter

47-50% GNE Ley Line Walker
51-52% GNE Shifter
53-55% GNE Stone Master
56-60% GNE Smiter Combat Mage
61-65% GNE Field Scientist
66-68% GNE Dimensional Scout
69-73% GNE Technowizard

74-85% GNE Naval Specialist
-01-04% Bridge Operations
-05-10% Communications
-11-15% Corpsman
-16-20% Damage Control
-21-30% Naval Aviation-
-31-42% Naval Engineering
-43-52% Naval Gunnery
-53-60% Naval Security
-61-65% Salvage
-66-77% Search and Rescue
-78-85% Sensor Operations
-86-95% Submarine Operations
-96-00% Vehicular Drone Pilot

86-95% GNE Spacer
-01-02% Bridge/Command
-02-07% Communications
-08-12% Corpsman
-12-20% Damage Control
-21-30% Engineering
-31-35% EVA Specialist
-36-40% Hangar Bay Operations
-41-45% Helm
-46-55% Life Support Technician-
-56-60% Salvager
-61-63% Security
-64-71% Sensor Operations
-72- 83% Small Craft Operations
-84-90% Starship Gunnery
-91-00% Technical

-96-00% Stelmarine
-01-06% EOD/Demolitions Expert
-07-21% Heavy Weapons
-22-40% Planet Ranger
-42-55% Point Man
-56-83% Power Armor/Robots
-84-00% Vehicle Crew

31-40% Allied Men at Arms:
“If there’s going to be a fight for the future, we want to be part of it.”
The GNE attracts a great number of other combat OCCs to their ranks, especially to its militia and Irregular units)and many of the canon Rifts OCCs reflect the retring ‘old guard’ that once made up all of the GNEAS occupationa ranks). While just about any combat-oriented OCC(with the exception of definitely evil-aligned ones) can officially join the GNEAS or sign on join an officially-resgistered/acknowledged Irregular unit, the following are the most common to do so:
-01-03% Glitterboy Pilot
-04-10% Headhunter
-11-12% Cyberknight
-13-15% Crazy
-16-17% Juicer
-18-24% Paratrooper
-25-30% Tin Soldier/NBC Specialist
-31-37% Magebane
-38-48% Cyborg
-49-70% Merc Soldier
-71-86% Robot Pilot
-87-96% Skip Tracer/Bounty Hunter/Manhunter

-97-00% Splicer/Biotech Warrior**
-01-15% Roughneck
-16-20% Gardener(Rifter #50)
-21-25% Packmaster
-26-35% Outriders
-36-40% Swarmlord(Rifter #51)
-41-54% Biotic
-55-62% Metamorph(Rifter #51)
-61-64% Geneticist(Rifter #50)
-65-85% Archangel
-86-95% Dreadguard
-96-00% TechnoJacker

(*Juicers are generally not officially recognized as full-time members of the GNEAS ranks, though there are no restrictions to them being part of Irregular units. However, the GNEAS encourages those in their pay to opt for detox, and offer cyborg or bio-mod conversion as alternatives. By the same token, M.O.M. Crazies in GNEAS service are required to attend regular psychological evaluations and counseling)

(**Splicers OCCs are also possible with some adjustment to reflect the more cosmopolitan mindset of these desendants of d-stranded exiles adapting to the arguably more tech-safe environments off the Splicer world. However, a deep-seated fear of the NanoPlague and lingering suspicion of high-tech remains part of the mindset, and this has also infected the Cambridge Jungle/MIT Forest tribes. However, insulating adaptations and pressure to expand, especially with access to offworld colonies and government encouragement /sponsorship of biotech initiatives under the ‘combined arms/and the kitchen sink’ doctrines means that the equivalent of Splicers Roughnecks, Gardeners, Packmasters, Outriders, Biotics, Archangels, Dreadguard, and TechnoJackers traveling in GNE employ or with GNE citizenship are possible)

45-65% Scholars/Technicians/Academics:
“We’re the cogs and pistons that make civilizations go places.”
Not everybody in GNE/USA employ is a GNEAS gunslinger; there’s plenty of others engaged in official business for the GNE/USA, making things, fixing things, buying things, and selling things.
-01-05%Body Fixer
-06-08% Cyber-Doc
-09-13%Operator
-14-15%(Rogue) Scientist
-16-19%Civil Engineer
-20-23% Mining ‘Borg/Prospector
-24-30%Trucker
-31-35% Sailor/Merchant Marine
-36-38 %Salvage Expert
-39-44% Spacer(especially in the Three Galaxies)
-45-53%Vagabond Scout
-54-58%Floater(especially in the Three Galaxies)
-59-65%Wilderness Scout

-66-73%Black Market/Corporate Agent(also often serve in the GNE/USA Diplomatic Corps/Foreign ffice) 9(11.11)
-01-15% Enforcer/Coporate Security
-16-20% Banker/Corporate Financial Officer
-21-26% Case Man/OPO Operative
-27-32% Con Artist/OPO Operative
-33-44% Expediter/Fixer
-45-56% Information Broker/OPO Operative
-57-85% Merchant
-86-95%Runner/Courier
-96-00% Refurbisher/OPO-OTAR Tech-Wrangler

-74-79%GNE Human Resources Officer
-80-86%(Rogue) Scholar
-87-90%GNE Combat Psychiatrist
-91-92%GNE Cyberpsychologist
-93-00%Waste Management Technician

66-81% Mages/Magiic Users:
“Magic is a resource, one that we of belief can tap.”
Being magic-tolerant and probably the biggest integrated tech-magic-using polity outside the United Worlds of Warlock, the GNE/USA attracts and employs a great number of magic-users in its official undertakings.
-01-08% Ley Line Walker
-09-11% Mystic
-12-18% Stone Master
-19-27% Technowizard
-28-30% Combat Mage
-31-35% Elemental Fusionist(01-50% Fire/Water, 51-00% Earth/Air)
-36-42% Provender Mage
-43-50% Half-Mage
-51-53% Grand Illusionist
-54-56% Spacial Mage
-57-62% Shifter
-63-64% Rifts Priest
-65-72% Elemental Warlock
-73-82% Conjuror
-83-86% Diabolist
-87-95% Herbalist
-96-00% Ludicrous Mage

82-00% Psychics:
“Our natural power calls us to service.”
Natural psychics are just as common, or maybe even more so, as magic users in the GNE, and the government aims to make as much use of them in official work(if only to counter the Coalition States’ use of psychics)
-01-04% Psi-Stalker
-05-10% Mindmelter
-11-18% Nega-Psychic
-19-26% Psi-Slayer
-27-30% Soaker(Rifter #19)
-31-35% Psi-Slinger
-36-40% Psi-Tech
-41-45% Psi-Ghost
-46-53% Psi-Nullifier
-54-61% Freezer(Rifter #19)
-62-68% Kinetic Master(Rifter #25)

-69-75% Psi-Druid
-76-82% Burster
-83-90% Telepath(Rifter #25)
-91-95% Blaster(Rifter #19)
-96-00% Zapper

(Remember also that the GNE can induce psionics in people via bio-modding, and can create some quite powerful Major and even Master psychics in this manner)

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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Unread postPosted: Wed Jun 22, 2022 9:15 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 46125
Location: Somewhere between Heaven, Hell, and New England
Greater New England and Glitterboy Culture
(with a big nod of gratitude to Will Erwin and Johnny Roccia’s articles in the Rifter #85, and Omegasgundam for his PSA-16TW )
“We’re the shining personification of human resilience in a dark and dangereous world!”

Glitterboy power armors are a distinctive feature of the Rifts Earth societal landscape, and it is inevitable that they would factor into the culture of Greater New England.
Greater New England’s resident megacorporation, Paladin Steel, has arguably had the ability to manufacture their own GBs for decades, and certainly have the ability since acquiring Three Galaxies technologies. They’ve also developed a number of different laser-resistannt/reflective armor materials. However, though they’ve come close on occasion to creating their own GBs, as with the PS/KT- G-10MDXL Samaritan frame, PS has typically shied away from ‘slavishly copying’ the GB-10, prefering instead to focus on their own distinctive designs. Arguably, enough of these power armors and light robots have laser reflective armor as options that they count as ‘Glitter-armors’, but true GBers scoff at this. At best, the traditionalists maintain, Paladin Steel turns out the equivalent of Black Market Shadowboys’; near-similacrum of proper Glitterboys.
This hasn’t stopped PS/ASI from offering repairs and modifications, supplies at the very least, to Glitterboy pilots, especially those in GNE community militias and GNEAS-affiliated Irregular units.
When Paladin Steel/Aegis Stellar Industries DID make a new blatant bid to enter Glitterboy manufacture, their offering, the extravagant PSA-16TW ‘Minuteman’ , has been considered so over the top, the new machine was met with mixed feelings by the Glitterboy community; some saw it as an ‘ultimate gebee’ and others as a travesty trying to capitalize on the legend of a classic. Similar differences of opinion have accrued to various mirror-chromed power armors(illicting such nicknames as ‘faux-boys, ‘near-bees’. ‘hood ornaments’, ‘chromatics’, ‘glittergunners’) also in PS/GNE service.


MInutemen
“They built none better, for the betterment of mankind, and the protection of the Earth for mankind.”

The Minutemen are generally apathetic about the GNE and Paladin Steel. While they will buy repair materials from them, and those Minutemen GBers in GNE territory will readily stand up to defend their communities if attacked, the rank and file MInutemen distrust the d-bee-embracing and modification-happy Eastern Seaboard nation as disrespecting the ‘American’ , ‘Human’ and ‘Terran’ aspects of the Glitterboy and the tradition-steeped design of the GB-10. The fact that the G-10 Samaritan is a downrated GB-frame relegated to be an oversized firefighting and paramedic armor pricks some. The fact that the latest blatant offering is called a ‘Minuteman’ offends many traditionalists, who regard the PSA-16TW as ‘an over the top tecnho-confection only a Rigger could love’.
Making the matter less certain is that with the collapse of the Republicans, many Heritage-clan GB families have turned to Greater New England as the next best thing to a resurrected American nation, though this has required a great deal of attitude adjustment and has divided the Minuteman Assemblage(most of the Midwestern Minuteman organization regard the Greater New England Heritage-families as having ‘fallen’ from orthodoxy grace).
Another divisive factor is the revelations of New Liberty, the NEMA enclave in Shemrrian Nation territory, that has the ability to manufacture new GB-10s, but has been producing a modified version of them, the USA-G10NL ‘Liberty 7’, and the derivative Chromium Guardsman Mk III. Many Heritage-clan members, remembering their family stories of being part of the NEMA organization, have moved to New LIberty to get closer to the legends, but in doing so have alienated themselves from the Minuteman orthodoxy.

Old Guard
“Not one kilometer, not oe CENTIMETER, closer to the Saint Lawrence; I don’t care how many anti-armor missiles or bullets you think you can throw at us, you’ll not claim another FRACTION of Free Quebec territory you ####ing yankees!”

The GB pilots of the Old Guard are generally regarded as enemies of Greater New England, given the simmering distrust and border tension between Free Quebec and the GNE. There’s not much to say beyond the fact that what little interaction between the Old Guard and the GNE is hostile.

Riggers
“-when are you going to offer the new anti-gravity leg units I’ve heard rumors of being in development? I got some ideas for my next overhaul-”

Riggers LOVE Paladin Steel and Greater New England, no two buts about it; besides a reliable source of materials, technowizardry ammunition and modifications are considerably less expensive and the machine shops of GNE and PS offer ready assistance in modifying and upgrading the tired old GB-10 into something adaptable and (sometimes literally) living. The only problem is that too many Riggers then take their modified Glitterboys on the road and don’t settle down in GNE long enough to become a significant part of society. Still, enough Riggers settle down or join Irregular units that they are noted as factors in GNEAS military formations. Most GNE GB Pilots are likely to have Rigger origins, and continue to modify and upgrade their machines, or proposition Paladin Steel to come up with new Glitterboy designs.

Boomers
“The feeling of invincibility goes to their heads, makes them feel they can get away with just about anything. Of course that isn’t true; there’s plenty of ways of disabusig them of that, but the problem is that until they are brought down to size, they can do a LOT of damage, and shed a LOT of innocent blood before they are.”

Outlaw GBs are as much a problem for for the GNE as for anybody else. While a few exceptional individuals of good alignment have become notable members of GNE militias or Irregular units, the majority of these techno-rogues have the negative attention of Greater New England law enforcement amd military intelligence.

Resident GNE Glitterboys
“They aren’t a particularly numerous part of our social landscape, but every now and then, seeing those legended shining warriors in amidst the ranks of the regular forces and militia, just gives a boost of confidence to our troops.”

In general, the GB pilots of Greater New England are considered to be a Chapter-strength minor group of their own, supported by the GNE. Their GB-10s tend to be heavily and obviously modified, and members of extended Heritage-clan military families will often have other ‘chromed’ power armors as support units, to compensate when there are not enough true GB-10s to make upmutually-supporting fire squads or brigades. These ‘faux-boys’ are generally looked upon with disdain by the Minutemen and Old Guard, but to do so is to ignore the strengths of such powerhouses as the PSA-11, PSPA-12S ‘Caliban’, PS-PSA-15 ‘Drakon’ , PS-PA-17 ‘Verl’ and PSPA-23 ‘Gryphon’.
The GNE is just glad that if and when forces of domination, be they other humans or monsters, ever decide to invade Greater New England, proud Glitterboy warriors will be standing shoulder to shoulder with the defenders to meet the enemy.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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Unread postPosted: Fri Jun 24, 2022 8:38 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 46125
Location: Somewhere between Heaven, Hell, and New England
The Bridgewater Triangle(Greater New England)
“Usually what we get in the swamp are d-bees floundering, animals from other worlds, and the occasional d-scout doing practice returns. We rescue the first and turn ‘em over to ech-arr, we quarantine the second, and we fish out the last and haze them if they’re okay, patch ‘em up if they’re not. Pretty routine stuff.
But every once in a while we get something big try to come through. That’s when it’s really nice we have artillery here at the Fort and heavy support on speed-dial; Boston, Springfield, and Hartford can get air strikes here in minutes. Things that get that treatment haven’t gotten far in the ground, so we consider it good practice if somebody like the Splugorth figure out a way to use the nexi here to jump an invasion force that much closer to our heartlands.
Oh, and another thing, if you decide to you want to go for a walk outside the perimeter or you panic and decide a run for the woods is a good idea, DON’T. The Jungfolk haven’t told us about every sort of biological defense they got planted in the deep woods to trip up anything we miss, and they aren’t always around to pull newbies out of trouble before they screw up, so watch out!“


The ‘Bridgewater Triangle’ is a region of southeastern Massachusetts that has locally been associated with odd goings-on dating back to pre-colonial times. Not surprisingly, in the modern post-Rifts era several leylines frame it and it sports several minor nexi points. In the past it may have been a dimensional window for paranormal phenomena to visit our Earth; in the Dark Age immediately after the Coming of the Rifts it frequently tore open, depositing all manner of extradimensional detritus, d-bees, and monsters on Earth. Activity has settled down since then, and the nexi of the Bridgewater Triangle are nowhere near as active as other regions of North America(such as the Devil’s Arch), but the area is dimensionally unstable enough to warrant attention. During the Shriving of Atlantis, a number of escaping slaves with the means, upon getting out of Splugorth Atlantis and reaching the North American mainland, used the nexi to gate to other dimensions, hopefully far from Splugorth reprisal. The nexi still continue to cough up the occasional d-bee or animal lifeform.
The Bridgewater Triangle sits within the dense Cambridge Jungle spreading over southeastern New England, and is centered on the Hockamock Swamp, so there’s few communities actually in the area to be affected. Fort Taunton sits at one point of the triangle(though some surveys place it smack in the center of the area of disturbance...part of the reason Fort Taunton is supplied with full ‘transposition supplies’, allowing the facility to become a self-sustaining colony in event of a dimensional rifting ), and the garrison there pays attention to sensors scattered through the area. The Fort Taunton garrison also coordinates patrols with the Cambridge Jungle biotech tribes, who have their own security forces(and rings of tailored defensive lifeforms) watching the area for trouble. Overall, the region covers some two hundred square miles of swamp, wetlands, and thick bramble. even before the Coming of the Rifts, and the envelopment by the spreading Cambridge Jungle has only made the going in the region harder. The area has been observed to host will-o-the-wisps, ghosts, mutant insects, giant snakes, gargantuan birds of prey, pukwudgies(and other paranormal humanoids) and odd catlike or doglike creatures to name a few of the things sighted in the region.
Fears of a catastrophic eruption of rifts energy in the Bridgewater region have recently been laid to rest by the construction of three small pyramids at crucial points of the triangle, part of the GNE’s stonemaster-led ‘Stonewall’ program, but the region still experiences some dimensional leakage. Most days, however, the Triangle is quiet, save for scientific teams doing studies on new and mutant lifeforms, the GNE’s OUTSTEP organization running exercises and tests(the Triangle is one possible secondary route for incoming extradimensional traffic), and MIT Forest tribe harvest parties gathering foodstuffs from the rich and productive Hockamock wetlands.
Securing the Bridgewater Triangle had gained greater emphasis of late as plans have been advanced to extend the old 495 corridor to improve overland access to the naval base at New Bourne, currently accessed by a coastal road from New Boston and by air//water.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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