Paladin Steel PSLR-10 ‘Maximus’ Laser Rifle “The Maximus? Damn fine weapon...nice balance, good feel, and all the features an infantryman likes in a weapon....Bet those FreeQuees across the ‘Lawrence are in for a surprise when they discover we’re all totin’ VeeFells(Variable Frequency Lasers) against all them bright shiny Glitterboys they like struttin’ in front of us!”
-----Debbie Rhodes, Vermont Free State Regular Army
“You see the funky grips here and _here_ on the barrel? And the heavy buttstock? Note the heavy-duty ceramet construction and the way the sighting module can slide forward from the back like so? You get a good solid hold on the forward parts of the rifle, it makes a damn fine bludgeon swung like so....That can’t be a coincidence, that’s damn fine design!”
The Maximus came out of a Paladin Steel initiative to create a new, distinctive, multipurpose laser rifle for the Vermont Free State military; one that would incorporate the best features of the prominent weapons of the time, such as the Wilks Pulse Rifles, JA-12 Juicer Laser Rifle, and the C-12 Heavy Assault Laser Rifle. The Maximus vaguely resembles the fictious “Phaser Rifle Type 3a” from the pre-Rifts ‘Star Trek’ media series; a sleek rifle with large, bullpup-configuration stock, black neo-rubber grips on the barrel, and a streamlined targetting sensor package mounted on top, but the business end and innards are pure Rifts Earth badness.
The Maximus takes advantage of new PS technologies acquired through trade alliances to produce a ‘dream gun’...the use of GMR-technology to create micro-gravity fields conducive to the production of cheaper, higher-quality lasing crystals, the use of PS superconductors for more efficient power storage and delivery, advanced composites for the weapon casing, a Japan-inspired targetting package, and advanced micro-chip micro-manager regulator systems, combine to produce a weapon with durability, multiple power levels, variable-frequency capabilities, and rapid-fire pulse features. However, this means, also, that the weapon is rather more expensive than the average single-shot, single-frequency NG weapon, Wilks rifle, or Triax laser, but PS/VFS is committed to making the Maximus its standard infantry weapon, based on the glowing reports of the field-testers. This, in itself, has resulted in howls from cost-conscious critics in the PS/VFS administration, who have derided the “and the kitchen sink” philosophy of the Maximus, in favor of cheaper, simpler, imports from the GNE’s allies or cheaper weapons already in production by PS(such as the Partisan laser rifle). The original target range requirement of four thousand feet(based on studies of the JA-12 Laser Rifle) had to be cut back, however, though the final one-thousand yard range for the weapon was judged more than adequate for most infantry combat.
The Maximus is expensive for a PS-made weapon, but that’s because it’s been designed with so much from the start---Though the GNE gets a healthy discount from Paladin Steel when equipping the troops. Extensive testing has added to the delays in introducing the weapon to GNE troops---Paladin Steel is well aware of the risks in trying to create an ‘all-in-one’ weapon, and has no desire to deliver an inferior, potentially dangerous, product to frontline soldiers whose lives will depend on a perfectly functioning weapon.
(Post-110 P.A. Update: Despite expected early development problems owing to the effort to incorporate so much into one weapon, the Maximus has indeed become ubiquitous as the ‘Vermonter Rifle’, and emerged as a reliable performer in its own right. It is the standard long arm of the GNE military and issued to all branches.)
Weight: 8 lbs
MDC of Weapon: 45
Range: 3,000 ft
Damage:(SDC) 6d6 SDC single shot
(MDC) 3d6 MD single shot, 6d6 MD double-shot blast, or 1d6x10+10 MD per triple shot pulse burst
Rate of Fire: Standard
Payload: 35 single shots or 12 pulse shots(more efficient power usage)Six SDC shots equal 1 MDC shot
Bonuses: +1 to strike on an aimed shot
Features:
*-Variable Frequency Settings---Has twelve different light frequencies that can be changed with a touch or voice command. When connected to the targetting module, this system automatically resets in the next melee if the target proves impervious to a given frequency.
*-Targetting Module Package:---This sophisticated, precision sensor package is one of the most compact scope mounts to be produced by PS. In itself, it’s worthy of production; mounted on the Maximus, it makes for a lethal combination of power and accuracy.
Telescopic Optics
Passive Night Vision
Thermo-Imaging
Laser Targetting: +1 to strike
PPE Sensor---Thanks to advanced micro-chip engineering expertise, PS has managed to get the size of the system down to compact enough to fit into the rifle module. The sensor has a 200 ft range(out to 400 ft with 50% error in determination), 60-degree arc, and can detect invisible entities. Othe penalties similar to the Japanese SNARLS system(on which it is based.....see Rifts: Japan, pg. 116).
IR/Normal Light Spotlight-----300 ft range.
Optional Smart Gun Link---Can be fitted for a ‘Smart Gun’ link or any other targetting interfacing.
*Underbarrel attachment point for a bayonet of grenade launcher.
*Underbarrel light guide for attaching and firing PS Rifle Grenades without need of a barrel adaptor. Note that before the laser rifle can be used normally, any attached rifle grenade MUST be fired off first.
*E-clip Porting Power Link---Allows the Maximus to be linked to a cyborg, power pack, or vehicle power source for extended operations.
*Buttstock Tool Kit---The buttstock holds a mini-tool kit with weapon maintenance tools, a small folding-blade multi-tool, fire-starter, mini-mirror, and small first aid kit.
Cost: 60,000 credits; 40,000 without the targetting module. Part of the expense of this weapon is because it is not sold to the mass market.
Options:
*Sniper Kit---This adds a 48 cm barrel extension that focuses the beam, and extends the range to 4,200 ft, but drops the damage to 2d6 MD single shot, 5d6 MD double-shot blast, or 1d6x10 MD per triple shot pulse burst. Cost: 7,000 credits
*Scatter-Laser Kit---This conversion adds what looks like a round-tipped air-cooled muzzle or perforated silencer to the end of the muzzle. In reality, it is a beam-splitter that converts the PSLR-10 into a short ranged ‘laser shotgun’, doing 2d6 MD to an 10 ft-wide area, at about 900 ft range, with a single shot, and 4d6 MD to a 10 ft area with a burst shot. Cost: 8,000 credits
*Naval Conversion---This adds a blue-green frequency setting, neutral bouyancy to the casing, and permits operation down to 3,000 ft underwater. Cost: 8,000 credits.
*Corner-Shot Kit---An extensive modification kit inspired by PS’s discovery(and subsequent mass-production) of workable pre-Rifts ‘corner shooter’ devices. This is more integral to the laser, and consists of an articulated lasing lightpath guide-barrel and attched micro-video-sight that allows the weapon’s firing angle to be ‘bent’ as much as 50 degrees. Normal manual targetting, even with the video-array, is -2 to strike, but this penalty is negated with a smartlink through a headjack and/or cyberoptic HUD(allowing the shooter to be more ‘there’). Popular with police SWAT teams and urban guerillas. Cost: 9,000 credits.
*Regenerating Power Pack---PS introduces its own version of the NG Regenerating Power Pack in 111 P.A., using more advanced d-bee-donated engineering and synthetic power matrix-crystals. This 10 lb unit fits on the buttstock and provides the weapon with 72 single shots, and regenerates 4 shots per hour, up to seven times. The technology is still fairly expensive, though; a single PS RPP costs 80,000 credits(more than the Maximus rifle!), though as PS’s orbital manufactories increase production, the cost is expected to come down in coming years.
Paladin Steel PSR-1 ‘Saber Rifle’ Multi-Mode Plasma Carbinehttp://i408.photobucket.com/albums/pp164/taalismn/PSR-01_zpsf0268533.jpg “Aw shucks, with the Saber in ‘Lance’ mode, you’re swingin’ a twenty foot polearm of plasma...you can cut down a whole frackin’ forest with one of these things!”
-Jerry Brunwhiner, Wilderness Scout
“The Saber’s fly-weight compared to your average Northern Gun plasma ‘zooka, which is sure to make this thing friends in the adventurer community, but it’s the energy blade modes that are really going to rock ‘em! It just looks so damn cool (especially with all that chrome!)when you can go from one-hand pistol-shooting with this thing, to blazing sword-mode without pausing...Real nice....”
-Dirk Wolfgar, Duelist, ‘Reagan’s Rangers’
“Like most plasma weapons, the Saber Rifle has pathetic range for a battle rifle, but seeing as the thing’s the size of a submachine gun, and not a piece of stovepipe like its competitors, it has excellent range....and the new superconductors that PS uses means that the thing squeezes the e-clips for all the juice they got....BIG payload for a light plasma weapon...but if you think that makes you invincible, think again....you’re not going to kill tanks with this thing, nor can you parry energy blasts...so don’t figure on playing ‘Sir Supremo the CyberKnight’ with your Saber Rifle and a squad of Deadboys....unless you got a real deathwish...”
-Rugy Backfire, Ogre Mercenary, for “Firepower!” magazine.
“I hate to say this, but when I was going after the rats who hurt my brother, I set down my favorite Nova Rifle and picked up a Saber Rifle.....I could sling it better, and it still made short work of the goons at short range, but it was that reinforced club-muzzle that came in handy when I brained their boss-bitch at close quarters....good heft....good crunch on impact....Never underestimate the value of a good solid blunt weapon in modern combat...never....”
---Sakura Illiyvich, Commander, GNE Special Forces.
Paladin Steel has always been fond of multi-option gear that give the user more types of bang in one package; a policy introduced in their vehicles, and which has extended to their small arms lines as well. The ‘Maximus’ Laser Rifle, SPC-7 ‘Nova’ Particle Beam Rifle, ‘Nimro’ Plasma Rifle/Cutter, OICW ‘Waybur’ Rifle, Multiplexor Mageblade, and the ‘Comet’ Plasma Cannon are just a few examples.The PSR-1 ‘Saber Rifle’ is an extension of PS’s fascination with variable-mode plasma weaponry, and combines the latest in plasma-control Magtech research with PS’s own study of the plasma weaponry of the Kittani.
The ‘Saber Rifle’ is a short, submachine gun-sized weapon of rather heavy metal and ceramic construction(as opposed to the molded plastic and composite typical of PS infantry weapons), with a distinctive axe-blade forestock, and short, narrow, stub buttstock, where the e-clip is loaded in. The handle-grip is jointed, so it can fold flat into the body of the weapon, or stick out at an angle like a conventional firearm. Rippled plastic grips are mounted on the handle, top, and butt of the weapon, allowing it to be held like a two-handed melee weapon with the firing grip locked in the folded position.
The Saber Rifle is, as indicated, a multi-mode weapon. It can operate as a conventional plasma rifle, firing a heavy bolt, or multiple low-power bolts, or, with the flip of a switch, it can extend a magnetic confinement field, and be energized into a two-handed plasma sword! Even in ‘sword’ mode, though, the Saber Rifle is capable of multi-level damage, able to be dialed to a long-burning, short-range plasma blade, or a much longer, more powerful, if short-endurance, ‘plasma lance’! The weapon’s shape and weight, as well as its sturdy construction, also make it a good blunt instrument, able to break skulls without damaging its internal workings. The Saber Rifle combines a long-range weapon and a melee weapon into one; no more scrambling to mount a bayonet or grab a knife when caught at short range, just flip a switch and carve up that charging Juicer!
Paladin Steel anticipates a rush on these novel weapons, and it’s no accident that the first production run of 5,000 units comes out in a chrome-plated surfacing. The Saber Rifle is being plugged as the ‘weapon for your favorite Paladin’, and the public relations for the new weapon almost inevitably feature a knight-figure slashing away with the plasma sword mode.
Date of Introduction: 109 PA
Weight: 6 lbs
Range:(Heavy Bolt) 1,000 ft
(Light Bolt) 2,000 ft
(Plasma Saber) 3 ft
(Plasma Lance) 18 ft
Damage:(Heavy Bolt) 5d6 MD
(Light Bolt) 2d6 MD
(Plasma Saber) 2d4 MD
(Plasma Lance) 6d6 MD
(Blunt Instrument) 1d8 SDC
Rate of Fire: ECHH
Payload:(Heavy Bolt): 10 shots per standard E-clip. Each shot takes 10 minutes off the saber mode duration,
(Light Bolt) 20 shots per E-clip(1 Heavy Bolt =2 Light Bolts)Each shot takes 5 minutes off the saber mode duration
(Plasma Saber) E-clip can power the saber mode for 2 hours.
(Plasma Lance) E-clip can power the lance mode for 1 hour
Cost: 20,000 credits
Paladin Steel ‘Comet Rifle” Plasma Bazooka “We like to use the magnetic vortice launcher selector on this thing to prepare a clearing for camping by using it to knock down the low brush and flatten it into a clearing and fire zone....pull the stuff up and pile it in the center, and a touch of the plasma arc, and we got a camp fire going....instant camp!”
---Gorgo Dinkbutton, Orc Grunt, VFS Regular Army
This is another in PS’s small arms efforts; a heavy, bazooka-like over-and-under multi-mode infantry weapon that has been described as a beefed-up version of the breakthrough ‘Nimro’ variable-power plasma rifle, produced by Paladin Steel. The Comet Rifle is heavy, consumes power like a hog, but is incredibly powerful, capable of firing both a standard plasma bolt, a multi-bolt barrage, a magnetically-’packaged’ ‘plasma torpedo’, or an invisible magnetic vortice. It’s designed to be fired from one shoulder, braced with two hands, and sports two e-cips in the stock. An advanced targeting/sensor system is built into the ‘outrigger’ scope for greater accuracy and versatility. The Comet was originally intended for the PS space forces, but has since been adapted by a number of other agencies and branches as well.
The Comet is actually based on Paladin Steel efforts to reconstruct captured Mechanoid plasma rifles, and though the engineers haven’t managed to duplicate the alien weapon exactly, the resulting weapon is more efficient in its power usage, and has better range than any other manportable plasma weapon currently in PS’s arsenal, trading payload and power for range.
The production and distribution of the ‘Comet’ has thus far been rather limited to the PS Stelmarines(orbital armed forces) and elite groundside forces, but a number have also been made available to GNE allies for their evaluation.
Weight: 15 lbs
Range: (Plasma)3,500 ft
(Plasma Bolt) 2,000 ft
(Magnetic Vortices) 2,000 ft
Damage: (Plasma)1d4x10 MD per plasma blast, 3d4x10 MD for a 3-shot rapid-fire burst(takes two attacks)
(Plasma Bolt) 1d4x10 MD to 15 ft blast radius
(Magnetic Vortice-SDC) 2d8 SDC per vortice, plus 60% chance of knocking down human-sized targets, and affects a 10 ft radius
(MDC) 2d8 MD per vortice, 3 ft radius
Rate of Fire: ECHH
Payload: Short E-clip proivides enough energy for 8 plasma blasts, or 8 plasma bolts, or 16 MD magnetic vortices, or 160 SDC blasts(10 SDC vortices equal 1 MD blast)
Long E-clip provides enough energy for 16 plasma blasts/bolts, 32/320 magnetic vortices
Remember: TWO clips can be carried; a push of a button above the trigger switches the clips.
Bonuses: +1 to strike from laser targeting
Note: Magnetic force vortices, being invisible, are -8 to dodge
Special Features:
*Sensor Package---To make this weapon more valuable to space forces, PS installed a ‘smart’ sensor package, taken directly off the ‘Maximus’ Laser Rifle.
Telecopic Optics
Pasive Nightvision
Thermo-Imaging
Laser Tageting---+1 to strike
PPE-Sensor----200 ft range(out to 400 ft w/ 50% error in aura determination), 60-degree arc, and can detect invisible enemies(See Rifts: Japan, pg 116 for details on the SNARLS system on which this weapon is ultimately based)
IR/Normal Light Spotlight---300 ft range
Optional Smart-Gun link--Can be fitted for a ‘smart-gun’ link or any other targeting interface
Cost: 90,000 credits
Options:
“Hot Shotting”---This systen augments the normal air-draw plasma re-mass system with deuterium-gas injected into the plasma flow for a cleaner, hotter, more potent ‘burn’. The deuterium is stored in pressurized cylinders attached to the feeds of the Serap, like a CO2 air rifle cartridge. This allows the plasma to do 50% more damage, but the weapon now has a bit of a recoil due to the more powerful plasma acting like a crude plasma drive(-1 to strike). HotShot modding on the Comet costs 10,000 credits, and a recharged cylinder of refined d-gas costs 700 credits(500 credits if the user can return a depleted gas cylinder at the time of purchase) and is good for 30 shots.