ZINO wrote:hey broken linkPaladin Steel VTOL-8C ‘Flitter’ Light VTOL
Use this one Two-seater Hummel helicopter concept folds-up for easy storage
The posted one was broken in part because of length.
Moderators: Immortals, Supreme Beings, Old Ones
ZINO wrote:hey broken linkPaladin Steel VTOL-8C ‘Flitter’ Light VTOL
abe wrote:how about tolet paper of some kind?
taalismn wrote:abe wrote:how about tolet paper of some kind?
Well, yes, we provide a 'green' toilet paper(made from processed fast-growing 'weed' plants) that incidentally provides any extra nutrients and 'refresher' spore cultures to the digestor tank to keep it running...in a variety of scents and patterns!
Balabanto wrote:Well, something called The Devastator should Devastate things. 1d6x10 couldn't devastate your mother in Rifts.
amodernheathen wrote:If, in one posting, I can increase the hellish chaos of even a single planet seven-fold, then I believe that I have done my duty as a Game Master to the widows and orphans of that world. By increasing their number. Drastically.
Ziggurat the Eternal wrote:taalismn wrote:abe wrote:how about tolet paper of some kind?
Well, yes, we provide a 'green' toilet paper(made from processed fast-growing 'weed' plants) that incidentally provides any extra nutrients and 'refresher' spore cultures to the digestor tank to keep it running...in a variety of scents and patterns!
*sigh* can't believe I'm doing this.*sigh*
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......................................................................................................please do continue..........
I am actually interested in an extrapolation on this subject. mostly how and why the plant speeds up or increaes effiency of the process, but also slightly interested in what kind of....smells and patterns(but not textures) that may be provided. IE artificial or natural and the like.
and by request of my players is there *sigh* MDC toilet paper. god I hate them sometimes. need to get there own internet!
Now, I REALLY want to know what justification your players have for WANTING the stuff....
Balabanto wrote:Well, something called The Devastator should Devastate things. 1d6x10 couldn't devastate your mother in Rifts.
amodernheathen wrote:If, in one posting, I can increase the hellish chaos of even a single planet seven-fold, then I believe that I have done my duty as a Game Master to the widows and orphans of that world. By increasing their number. Drastically.
Ziggurat the Eternal wrote:My Mega-Juicer player is under the impression that he can't use regular toilet paper.
I wouldn't allow MDC toilet paper, so he coated one side with duct tape, and decided to do that instead. Cuz duct tape is teh ****.
Aramanthus wrote:Maybe you need to create a device to compost the waste deposited in the last creation.
Shark_Force wrote:whew, finally got through =S
(incidentally, you've mentioned stuff that isn't posted i think... not sure you've hit the PA-10 power armor, and i'm pretty sure you haven't put the vixen fighter you keep mentioning in...)
and on a side note, i can't get the image out of my head of a snail-shaped vehicle with no wheels, fan-driven, which rides on a trail of slipspray... (at least it would probably be cheap... just one solid block of material =P)
Aramanthus wrote:Well the reason I suggested some of these things os to provide fuel for some of the more advanced smaller communities. Although the TP is cute! So would PS or one of their spin off companies provide that. Well it can be used to TP someone's vehicle or their property! Especially if they deserve it!
Aramanthus wrote:Very cool! Someday you are going to have to lay out the entire Paladin Steel organization. Including the various head of it's operations! And maybe stat them out.
Arnie100 wrote:I wonder if there's a Megaversal United Parcel Service??? Company motto: "We deliver anything, anywhere!!"
Arnie100 wrote:Oh, that's funny! Armed delivery trucks!!
Robber 1: Oh, come on, mate! It's just a delivery truck! We can take 'em!
Robber 2: I don't know...
Robber 1: You bloody wuss (points weapon)! You in the delivery truck, give us everything you've got!
*Suddenly, gun ports open up revealing large-caliber weapons*
Robber 2: Oh, s**t!
Aramanthus wrote:So is this new company a subsiderary of PS? Or did some other group start it up?
Arnie100 wrote:Oh, that's funny! Armed delivery trucks!!
Robber 1: Oh, come on, mate! It's just a delivery truck! We can take 'em!
Robber 2: I don't know...
Robber 1: You bloody wuss (points weapon)! You in the delivery truck, give us everything you've got!
*Suddenly, gun ports open up revealing large-caliber weapons*
Robber 2: Oh, s**t!
Knight's Armament Company
My dad is very fond of chain saws, and KAC was showing an aptly-named Chain Saw that shoots at 600 RPM with a 200-round drum. Don't mess with a man with a Stetson and a chain saw:
taalismn wrote: In my old Robotech campaign, the Logistics Company's motto was 'Anything, Anywhere, Anytime."
Arnie100 wrote:Oh, definetely want stats for that!
Arnie100 wrote:Now, if someone would come up with something like Mecha-Godzilla, we'd have a proper monster mash!!
taalismn wrote:Paladin Steel ‘Mandril’ Heavy Robot Vehicle
“Damn! Looks like that intel flash was right! Somebody IS hitting across dimensions, kidnapping people! “
“Looks like the same crowd that hit Alsorport....The ship description matches, even down to the damage the security guards at the Alsorport outlet inflicted on it...”
“Same bunch, same modus operandi....They’re coming in sneaky, like they aren’t aware we’re tracking them...”
“Doubt they do...This place is fairly primitive, and we wouldn’t have known how to adjust our scanners if the Company hadn’t couriered us an intel update...”
“Okay...looks like they’re down about 6 miles outside of town. If they’re true to form, they’ll be sending out scouts to locate their targets...young women...before doing their big grab and dash...”
“They have any idea this is now a company town?”
“If they did, they’d be behaving differently, ESPECIALLY if they knew there was somebody else with transdimensional travel capabilities in the area aware of them...Disguising the outlet and the minehead seems to be working...Once we confirm movement in that area, Tomlin and his scouts will encircle and cut off their landing party, and the heavy armor will dash in and hit their ship...That would be you and your Mandril, Sergeant Hurt....With luck, we’ll catch ‘em with their airlocks open and their engines powered down.”
“Looks like it’s up to us and ‘Mighty Joe Young’ then to save the %*^ing day...”
While PS engineers were trying to iron out all the bugs with their uber-modular ‘Patriot’ robot concept, PSRbt got several of the Kittani-trained engineers they had headhunted from the refugee exodus from Atlantis to work on a stop-gap heavy design. These rogue techs gave to PS’s normally staid and conservative designs an innovation and aesthetic lacking in previous efforts, and helped revitalize the robotics effort. The brutal Mandril is one of the results of the collaboration....
The Mandril, as its name suggests, resembles a hunchbacked, knuckle-walking ape. The robot can waddle on two rear legs, or gallop on all fours. Armor is extremely heavy; meant to handle both combat damage and heavy rough-terrain movement. The design is headless, the robot instead having a bulging, thickly-armored torso covered in sensor blisters and vision periscopes for its crew.
Weaponry is heavy, consisting of two heavy shoulder-mount weapons systems, and an optional rear missile pod. For close-in defense, the broad chest mounts an array of pulse lasers that can flay off the armor of most power armors, and vaporize lesser targets. And, when it comes to melee combat, the Mandril can apehandle most robots and monsters into smash-origami with its brute strength....
The Mandril is essentially a brutish strong, but not particularly agile, tank on legs. Its ability to drop to a stable four-legged posture allows it to become a stable platform for heavy weapons, so the design has been optimized as a mobile artillery platform, able to bring heavy guns and launchers to bear on the battlefield. This comes at the cost of response time(the Mandril is not any more agile than the average battlefield robot), and its massive forepaws are not able to pick up and use handheld weapons(aside from telephone poles and other robots) like many other PS machines.
Mandrils are just starting to enter service with the GNE military, where it is typically part of artillery support units. Crews of Mandrils have already garnered such (unflattering) nicknames as ‘Apemen’, ‘Knuckle-Draggers’, and ‘Hunchies’.
Type: PS-AR-17
Class: Heavy Artillery/Assault Robot
Crew: 2+1-2 passengers
MDC/Armor by Location:
Main Body 780
Reinforced Crew Compartment 200
Sensor Boom 25
Arms(2) 350 each
Legs(2) 300 each
Shoulder Mount Weapons(2, optional) 150 each
Backpack Weapon(1, optional) 200
Height: 16 ft
Width: 18 ft
Length: 14 ft
Weight: 65 tons
Physical Strength: Robotic P.S. of 55
Cargo: Small space in crew cabin for survival packs and sidearms. If not carrying a weapons system on the external backpack mount, can carry an additional 2.5 tons of cargo.
Powerplant: Nuclear Fusion w/ 20 year energy life
Speed: (Running) On the hind legs, the Mandril can make 35 MPH, and on all fours can gallop at 120 MPH
(Leaping) 10 ft up/across standing jump, 35 ft up/across with running leap.
(Flying) Not Possible
(Underwater) Limited to running along the bottom at 6 MPH, maximum depth of 800 ft.
Market Cost: 36 million credits
Systems of Note:
Standard Robot Systems, plus:
*Extendable Periscope Boom---The Mandril has an Enforcer-style sensor tower that can rise or sink 10 ft from a well in the upper surface of the main body, allowing the ‘bot’s crew to look around from behind cover, or from under the water.
Weapons Systems:
1) Pulse Lasers(4)---The only real complaint about this concentration of firepower is the limited arc of fire; the lasers’ fixed position in the front torso limits the play of the lasers, and when the Mandril is on all fours, the position of the arms limits them even more.
Range: 4,000 ft
Damage: 4d6 MD single shot, 1d6x10 MD for a pulse shot, 4d6x10 MD for all four lasers firing simultaneously(counts as one attack).
Rate of Fire: EGCHH
Payload: Effectively Unlimited
2) (Optional) Shoulder Hardpoints(2)
a) Micro-Missile Launcher---75 shot launcher(3 banks of 25)
b) Mini-Missile Launcher---24 shot launcher
c) Short Range Missile Launcher---12 shot launcher
d) Medium Range Missile Launcher---6 shot launcher
e) Long Range Missile Launcher---2 LRMs per hardpoint
f) Chain Gun--PS-HSGC-AAM-11 20mm Six-Barrel Super Vulcan Cannon
Range: 7,000 ft
Damage:(Proximity-fuzed High-Explosive) 4d4 MD single shot (2 ft blast radius)
1d6x10 MD per 5 rd burst
2d6x10 MD per 10 rd burst(but -1 to strike)
6d6x10 MD for a 40 rd burst(takes THREE attacks and is -3 to strike targets smaller than 20 ft long)
Rate of Fire: EPCHH
Payload: 4,000 rd drum each gun
Penalty: If more than 4 full 40-rd bursts are fired consecutively, there is a +10% cumulative chance per additional burst of the weapon overheating and seizing up....Takes 1d6 melees to purge the coolant system and unjam the mechanism. Firing multiple lower-volume bursts incurs NO penalty.
Cost: 250,000 credits
g) Heavy Rail Gun ---30mm Rail Gun
Range: 10,000 ft
Damage: 4d6 MD single rd, 1d6x10 MD two-rd burst, 3d6x10 MD for a six round burst
Rate of Fire:EPCHH
Payload:800 rds
Cost: 280,000 credits
h) 80mm SB Massdriver---
Range: (Direct Fire) 19,000 ft (3.8 miles)
(Indirect Fire) 47,500 ft (9.3 miles)
Damage: High Explosive(HE)----1d4x10 MD to 15 ft radius
High Explosive Anti-Tank(HEAT)---- 3d4x10 MD to 5 ft radius
Fragmentation--- 5d6 MD to 30 ft radius
Plasma----- 1d6x10 MD to 20 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 3d6x10 MD out to 6,600 ft, 2d4x10 MD out to maximum range
Rate of Fire: 5 shots per melee
Payload: 50 shots
Cost: 400,000 credits
i) Demolition Projector ---150mm short range cannon. This weapon fires a ‘can’ of plastic explosive that ‘splashes’ against a target and detonates, shattering it. It’s typically used for cracking bunkers and knocking down buildings, but it has occasionally found use against vehicles.
Range: 4,800 ft
Damage: 5d4x10 +40 MD to 6 ft blast radius, plus 1d6x10 SDC to anyone inside the armor(or 6d6 SDC to anyone within 10 ft of the other side of the wall). HALF that if used against composite ‘meshed’ armors designed to flex, rather than spald(most power armors are contructed to have a certain amount of ‘warp’ to their structure, but cheaper armors, like Chipwell and early Northern Gun designs, lack this protection).
More advanced modern armors, such as those used by the Coalition, Triax, and other very high tech nations(the Kittani, for instance), for their EBA, power armors, robots, some vehicles, and special purpose fortifications(such as high echelon command bunkers) are designed NOT to spald, due to multiple composite layers of megadamage fabric and netting.....for these armors, spalding/bleed-through damage may be reduced to 1/4, or may not apply at all(GMs, use your discretion). Normal blast damage still applies, though, as the ouuter layers of armor are blown off/vaporized.
Rate of Fire:Single shot
Payload: 10 rds
Penalties: The D-charge is rather slow (250 ft per second) and is meant to be used against stationary and slow-moving targets(like vehicles)...Against faster, more agile, targets like power armors and hovercycles that actually get a dodge, the D-charge is -2 to strike.
Cost: 200,000 credits, Projectile: 2,800 credits each
j) Autocannon---3-Inch(76mm) Gun
Range:14,600 yards in a surface role, 29,800 feet in anti-aircraft mode
Damage:
(Fragmentation) 4d6 MD to 20 ft blast radius
(High Explosive-Armor-Piercing)2d4x10 MD to 8 ft blast radius
(Flare)Burns for 1d4 minutes, illuminating a 2,000 ft area
Rate of Fire: 20 rds per minute(5 shots per melee)
Payload: 35 shot magazine per gun
Cost: 200,000 credits
k)Heavy Flamer
Range: 800 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: Standard
Payload:
(Gasoline/Alcohol) 25 blasts
(Napalm) 70 blasts
(MD Fluid) 140 blasts
(Incendi-Gel) 150 blasts
(WI Napalm-P) 220 blasts per tank(much more concentrated than the regular gasoline/alcohol).
Cost: 90,000 credits
(Gasoline/Alcohol) Typically 5-60 credits(depending on availability)
(Napalm) 90 credits per tank
(MD Fluid) 1000 credits per tank
(Incendi-Gel) 1800 credits per tank
(WI Napalm-P) 2500 credits per tank
l) Plasma Cannon
Range:(Plasma Stream) 2000 ft
(Plasma Bolt) 1500 ft
Damage:(Plasma Stream) 1d6x10 MD per blast*
*Can be increased by 50% with a ‘hot shot’ injection of deuterium gas
(Plasma Bolt) 1d4x10 MD to 8 ft blast radius
Rate of Fire: Single shot, ECHH
Payload: Effectively Unlimited
Deuterium Gas Reservoir has enough gas under pressure for 45 shots.
Cost: 100,000 credits, plus 1,200 credits per deuterium ‘hotshot’ cartridge.
m) Plasma Sprayer----The Mandril saw the first fitting of the PPR-9D ‘Scorch-Wave’ Plasma projector, an adaptation of the PPR-9 ‘Heat Wave’ Tri-Barrel Plasma Gatling Projector. Instead of using compact plasma cartridges, however, the PPR-9D uses a conventional plasma draw and generation system, powered by a link to the robot’s main powerplant. The PPR-9D is heavier than its infantry counterpart, and requires a heavy cooling jacket, but has the advantage of nearly unlimited shots.
Range: 3,000 ft...Maximum range for a six-shot burst drops to 2,500 ft with a 6-ft wide ‘spread’, and for a twelve-shot burst to 2,000 ft with an eight-foot spread.
Damage: 5d6 MD per single blast, 2d4x10+10 MD per three-shot burst, 3d6x10 MD per six-shot burst(2d6x10 MD beyond 2,500 ft out to its maximum range), and a whopping 6d6x10 MD for a twelve-shot burst(4d6x10 MD beyond 2,000 ft out to its maximum range)
Rate of Fire: Single shot, three, six, or twelve shot bursts
Payload: Effectively Unlimited
Cost: 75,000 credits
n) Pulse Laser----RFL-42 Slayer Quad-Laser Cannon---The powerful PS-RFL-40, a new PS laser weapons system with better range and a redesigned coolant jacket.
Range: 6,000 ft(60,000 ft in space)
Damage: 4d6 MD single shot, 2d4x10 MD short burst (four shots, one from each barrel), 4d4x10 MD medium burst (eight shots, two from each barrel in sequence), 4d6x10 MD long burst (takes two attacks), or 6d6x10 MD full melee burst (takes three attacks).
Rate of Fire: EPCHH
Payload: Effectively unlimited
Cost: 4 million credits; rarely available
o) Heavy Laser Cannon
Range: 6,000 ft
Damage: 4d6 MD single blast
1d4x10 +6 MD double blast
1d6x10 +10 MD triple blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 2 million credits
p) Ion Cannon
Range: 4,000 ft
Damage: 1d6x10 MD per blast
Rate of Fire: EGCHH
Payload:200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost:200,000 credits
Options:*Ion Scatter-Shot Module---This is a barrel mod that turns the cannon into a short range shotgun with an area of effect blast. Reduce range to 2,000 ft, but does 5d6 MD to a 30 ft wide area. Cost: 10,000 credits
*Ion Booster Module---Another mod that boosts the range of the ion bolts, albeit with a small reduction in damage capability. Reduce damage to 1d4x10 MD, but boost range to 7,000 ft. Cost: 12,000 credits
q) Particle Beam Cannon
Range: 6,000 ft
Damage: 3d6x10 MD per blast
Rate of Fire: Three times per melee
Payload:80 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 950,000 credits
r) Metal Storm 40mm Mortar System
Range: 6 miles
Damage:(Fragmentation) 4d6 MD to 6 ft blast radius
(High Explosive) 1d4x10+3 MD to 1.5 ft blast radius
Rate of Fire: Volleys of 1-18
Payload: Each barrel holds 5 40-mm projectiles for a total of 180 rds
Cost: 60,000 credits for the basic unit
s)PS-L-CIWS Vulcan Chain Gun(aka “Button Guns”)---This installation, introduced on the Type 9 Battlemover, then adapted as an air defense weapon option for the VW Camper Gunship, has been adapted for shipboard use as PS’s standard light maritime weapons system. The system is a very compact and neat installation that takes up little space, and has been compared to the pre-Rifts Russian ADMG-630 30mm Gatling CIWS that saw extensive service aboard Russian warships. The PS-L-CIWS is often called the “Button Gun” because of its squat, flattened dome-like turret.
Range: 4,000 ft
Damage: 1d4x10 MD per 20 rd burst(can only fire bursts)
Rate of Fire: EGCHH, as an automated defense system linked to a radar/sensor system, the “Button Gun” has a +2 to strike, and four attacks per melee.
Payload:8,000 rd drum(200 bursts)
Cost: 30,000 credits
t)Magepod TW Magic Projector System
Weight: 1,000 lbs
Range: Varies by spell
Damage/Duration: Varies by spell
Rate of Fire: EPCHH
PPE Cost per Use: Varies by spell. However, the use of focusing elements and activator spells effectively reduces spell PPE cost by HALF.
(So you Technowizards aren’t flummoxed by PPE costs in a long-running battle, while the still relatively high PPE costs for the high-end spells keeps someone from using Sphere of Annihilation in every battle).
Payload: Draws from the main PPE Battery(the model fitted to the Mandril shoulder mounts has 200 PPE). In an emergency, the pilot, if they are a mage or psychic, can kick in their own PPE.
Bonuses: As per spell(if any)
Cost: The basic mage Pod system costs about 1.2 million credits
Spell Cards cost (as per Jason Richards’ guidelines in Rifter #2) 5,000 credits per PPE cost of main spell plus an additional cost (as per following modifiers)
*500 credits per level of the creating caster(Mages’ time and PPE are money, so expect to pay more for the longer duration/higher power spells)
*Warlock spells cost 20% more, in addition to above modifiers, owing to the difficulties of adapting Elemental Magic to ‘conventional” magic systems.
3)(Optional) Backpack Hardpoint
a)Mini-Missile Launcher----120 mini-missiles, volleys of 1-10
b) Short Range Missile Launcher----50 SRMs, volleys of 1-10
c)Medium Range Missile Launcher---18 MRMs, volleys of 1-9
d) Long Range Missile Launcher---6
e) Katyusha Rack----North American version of the RM-72 MRLS, firing two generic types of unguided artillery rocket.
Range:(Short) 7 miles
(Long) 13 miles
Damage: Both missile types use a 122mm warhead, typically the following warhead types(damage may vary as much as 50% by the quality of warhead manufacture):
(Fragmentation) 1d6x10 MD to a 60 ft blast radius
(Incendiary) 1d4x10 MD to a 50 ft blast radius, plus 01-75% chance of setting combustible materials aflame
(High Explosive) 2d6x10 MD to a 20 ft blast radius
(Plasma) 3d4x10 MD to a 40 ft blast radius
(Smoke) Covers a 100 ft area in thick obscuring smoke. Typically disperses within 1d6 melees, depending on local wind and humidity conditions.
(Chemical) Varies, but typically used to dispense CS or nerve agents Typically covers a 100 ft area. Like the smoke, local weather conditions determine the dispersal rate.
(Submunition)---Detonates airburst style over the target and scatters a small cloud of grenade-like sub-mines, that can be used to infilade an area with contact explosives or delayed-fuze mines. Carries over 18 submunitions, scattering over a 100 ft area, and doing 5d6 MD to a 10 ft blast radius each.
Rate of Fire: Volleys of 1-30
Payload: 40-shot calliope array
Penalties: Katyushas use the standard rules for unguided artillery with regard to deviation from target. Best fired in salvoes of 4 or more rockets.
Cost: 750,000 credits for the launcher array, missiles cost 5,000 credits for short range, 10,000 credits for long, plus the cost per warhead; Fragmentation costs 45,000 credits, Incendiary 60,000 credits, High Explosive 70,000 credits, plasma 100,000 credits, smoke 800 credits, sub-munitions 120,000 credits.
f)Heavy Autocannon---175mm LB Mass Driver Cannon(PS-MDJ175L)
Weight:41,000 lbs(20.5 tons)
Range:(Direct Fire) 44,000 ft (8.8 miles)
(Indirect Fire) 110,000 ft( 22 miles)
Damage:High Explosive(HE)---- 4d6x10 MD to 50 ft radius
High Explosive Anti-Tank(HEAT)----5d6x10 MD to 10 ft radius
Fragmentation--- 3d6x10 MD to 70 ft radius
Plasma-----1d6x 50+10 MD to 50 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 7d6x10 MD out to 15,000 ft, 4d6x10 MD out to maximum range
Rate of Fire: Once per melee
Payload: 35 rounds
Cost: 8.3 million credits
g) Heavy Plasma Cannon---This weapon fires a plasma ‘torpedo’ for greater range and area of effect.
Range: 5,000 ft
Damage: 2d6x10 MD to a 10 ft blast radius
Rate of Fire: Three times per melee maximum
Payload: Effectively Unlimited
Cost: 3 million credits
h) Twin Chain Gun Mount---This is a twin mount of the single SuperVulcan available as a shoulder-mount, on its own turntable and with its own sensor/targeting system.
Range: 7,000 ft
Damage:(Proximity-fuzed High-Explosive) 4d4 MD single shot (2 ft blast radius)
1d6x10 MD per 5 rd burst
2d6x10 MD per 10 rd burst(but -1 to strike)
6d6x10 MD for a 40 rd burst(takes THREE attacks and is -3 to strike targets smaller than 20 ft long)
A DOUBLE burst(80 rds) would take ALL attacks that melee, would still have the same -3 to strike, but would do a whopping 6d6x20 MD!
Rate of Fire: EPCHH
Payload: 4,000 rd drum each gun
Bonus: +2 to strike airborne targets, thanks to an onboard independent targeting sensor system.
Penalty: If more than 4 full 40-rd bursts are fired consecutively, there is a +10% cumulative chance per additional burst of the weapon overheating and seizing up....Takes 1d6 melees to purge the coolant system and unjam the mechanism. Firing multiple lower-volume bursts incurs NO penalty.
Cost: 250,000 credits
i) Mega-Scat Cannon(Twin mount)--Designed, ideally, for bringing down large numbers of airborne Xiticix, the Mega-Scat is no more than a heavy howitzer modified into a giant shotgun, blasting huge amounts of metal and ceramic shrapnel into a lethal cloud of death. The shell is a garbage-barrel sized drum. PS is working on a version that scatters aerodynamic fletchettes for greater blast radius and damage.
Range: 4,000 ft
Damage: 2d6x10 MD to a 30 ft blast radius
Rate of Fire: Four times per melee
Payload: 30 rds per cannon
j) PS-OTO-CIWS Goalkeeper Point Defense Turret---Though the PS couldn’t acquire the plans for the Coalition’s C90R CIWS, they did acquire a similar, if less powerful, system from their European contacts; a modernized upgrade of the OTO Melara Goalkeeper CIWS. The PS-OTO is intended for larger vessels, and is rarely effectively mounted on smaller vessels; the mounting on the Mandril is an experiment in battlefield air defense.
Range: 6,000 ft
Damage: 2d4x10 MD per 60 rd burst
Rate of Fire: 6 attacks per melee
Payload: 12,000 rds per gun(200 bursts each)
Radar Targeting Bonus: +3 to strike
Cost: 200,000 credits
k)T-410 20mm Gun-Launcher System---This is an independent-turreted mounting of the T-410 20mm Micro-Missile Launcher Gun; meant to ‘seed’ areas of sky ahead of airborne enemies with micro-missiles.
Range: (T-410)Gun launcher fires the micromissile out to about 8,200 ft, whereafter the rocket propulsion takes over.
(Micromissiles)8,000 ft for all types
Damage/Bonuses:
(T-410)
Pattern-2a---4d4 MD to 2 ft blast radius
Pattern-2b----6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
Pattern-2c----(Incendiary)2d4 MD to 5 ft blast radius, does an additional 1d4 burn damage for 2d4 melees
Bonuses:
(T-410)(All Patterns)(+3 to strike airborne targets, +1 to strike ground targets) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
Rate of Fire: Bursts of 3-40 rds per melee
Payload: 300 rd bin
Cost: 150,000 credits for the T-410 Gun System
(T-410)
(Pattern-2a) 90 credits each
(Pattern-2b)130 credits each
(Pattern-2c)150 credits each
l)Jump-Pack---This replaces all weapons with a rocket pack able to hurtle the Mandril airborne, rocketing the giant machine up to 360 ft up/across. Can be used once per melee.
Cost: 1.2 million credits
Hand to Hand Combat:
(Use the Basic and Elite Robot Combat Training for the bonuses; no other adjustments)
Restrained Punch 1d6 MD
Punch 5d6 MD
Power Punch(2 attacks) 1d4x10 MD
Kick 1d6 MD
Swinging Kick--By poising on its forelimbs and swinging its legs between, the Mandril can deliver a double-leg power kick. (2 attacks) 1d6x10 MD
Body Block/Tackle 4d6 MD
Variants:
*PS-AR-17E---’Vulture Ape’---This variant of the Mandril has been optimized for battlefield salvage work. The forepaws sport powerful electromagnets for trawling recyclable metals, the back hardpoint holds a large basket for storing salvage(up to 30 tons can be carried), the shoulders mount laser cutters and tool heads. The chest mounts an extendable armature(10 ft reach and 80 MDC) that mounts twin laser torches and cutting heads, as well as standing space for up to two workers, for in-close work.
abe wrote:lego style nanites!
abe wrote:How about animal armor-chicken style
Good for a laugh if nothing else.
Aramanthus wrote:LOL And maybe you could put black armor on them and make sure they have loud respirators on them. And stylize their helmuts.
Natasha wrote:At >1500 posts in this topic you're going to need an index. This topic is unwieldy for me.
taalismn wrote:Natasha wrote:At >1500 posts in this topic you're going to need an index. This topic is unwieldy for me.
I'm composing a product list to help folks out....and now I'm figuring I'll have to add thread page numbers to it...but everytime I get close to finish it, I go lunging after another blazing fresh idea or addition to a WIP...
Yet another project to add to the list...
Natasha wrote:taalismn wrote:Natasha wrote:At >1500 posts in this topic you're going to need an index. This topic is unwieldy for me.
I'm composing a product list to help folks out....and now I'm figuring I'll have to add thread page numbers to it...but everytime I get close to finish it, I go lunging after another blazing fresh idea or addition to a WIP...
Yet another project to add to the list...
Page numbers won't work, since that's mutable in user profile.
One thing you could do is provide a good search string, such as the object's name, in a list so we can look it up for ourselves using the search engine here.