kronos wrote:Hey Taalismn, there been much research at Paladin Steel for more anti-Xiticix weapons besides the one cyborg?
Something like THIS maybe?
Paladin Steel IRA-04 Zysha Heavy Hover Assault Robot “Great, we’re outnumbered a thousand to one, we’re completely surrounded, we got no friends to help us out, and we’re in the middle of Bug Central, waiting for FRIENDLY artillery strike to come down on top of us! Remind me again that we VOLUNTEERED for this?”
“Just keep us spinning and keep those xits’ heads down with plasma fire until the gas bombs get here.”
“How’bout I cut those towers down on top of their pointy little heads?”
“That will do quite nicely, thank you, but do it fast, ..they’re biting through our GEV intake grilles...”
---Captain Kato Morenz and his co-pilot Corporal Jake Austin, FCM-MS018 ‘Northern Thunder’, during ‘Operation Butterfly Stomper’, Lake Choda Extermination Campaign, 108 PA.
A new heavy robot vehicle developed by Paladin Steel , the Zysha is unusual for a number of different reasons, the first being that it is a legless design. Instead of the standard humanoid lower torso and legs, the Zysha mounts a roughly humanoid upper torso on a heavily armored hoverplatform. This was intentional on the part of PS, given the GNE’s lack of experience with heavy robots at the time the Zysha was developed...by packaging the Zysha as akin to a traditional hovertank, PS hoped to ease training problems. Another advantage of the hemi-humanoid design is that there are no vulnerable legs to target, the machine is better balanced, more heavily armored, and the hoverjets provide far greater speed. The Zysha was developed also in part to meet the concerns of the western satellite states and affiliates of the GNE/PS about the growing Xiticix threat...’Zysha’ is the name of a Wynaro insectivore known for its voracious appetite and ability to carve open the large hive-mounds of its favorite prey.
In overall aspect, though, the Zysha looks downright squat and ugly, with a rather squat head and face almost merged into a hunchback, large box-like chest, protruding jet thrusters in the chest and back, and awkward angular arms terminating in ape-like stub-fingered paws, all set atop a roughly circular base bulging with thrusters and armor plate. The Zysha is NOT going to win any beauty contests...and that’s BEFORE the heavy accessory weapons are added.
The weapons fitout is equally exotic. The large, seemingly clumsy hands , with their large stubby fingers, actually conceal a battery of powerful plasma cannons capable of melting armor or boiling insectoid carapace to vapor in seconds. The head mounts an equally powerful laser, just sabove the main optical array slit, in an armored blister-turret. Arrayed around the armored skirt are a series of concealed missile launchers for long range and indirect fire support. Two hardpoints on the back can be fitted to mount over-the-shoulder weapons modules(though at a reduction in mobility), and a chemical sprayer system can be deployed from the skirt and chest jets.
The Zysha is immensely heavy, but due to the lower center of gravity, and primary propulsion means, the robot is arguably less expensive than a fully legged robot of equal size would be. However, for back-up, the Zysha can deploy four ‘crawler legs’ similar to those on the Black Bear Medium Tank, in the happenstance that the main hoverfans should be out of commission, or for maneuvering the giant robot in its garages and service areas.
Perhaps most important is the inclusion of the first advanced systems to come out of Project BattleWeb into the PSW monster-stomping version, the IRA-04Xcx ‘BugZapper’. To provide the machine with a integral defensive ‘umbrella’ when attacking Xiticix hives, the ‘Suit has a computer-cordinate ‘grid’ controling the movement of a small ‘squadron’ of Midge ‘bots ‘slaved’ to the mech. These attending escorts can act as semi-autonomous airborne sensor pickets, security force, or a mobile secondary weapons battery, reducing the effectiveness of Xiticix ‘swarming’ attacks.
The IRA-04Xcx was the first model rolled out, and was developed expressly for the purpose of supporting the anti-Xiticix campaign. Subsequent successful trials at the CHeVeR facility and in operations with the Tundra Rangers in Minnesota and Canada against both the Xiticix and the Coalition resulted in the GNE militaries taking an interest in the design as well, and several companies of the machines have been deployed in the Greater New England region. The GNE models are typically used as mobile artillery and heavy fire support units.
Model Type: PS-IRA-04 Zysha
Class: Infantry Assault Robot Vehicle
Date of Introduction: 107 PA
Crew: 2 (Pilot and gunner). An additional passenger or crewmember may be squeezed in.
M.D.C By Location:
*Head - 250
Head Laser -50
Hands (2) - 130 each
Arms (2) - 200 each
Upper Body/Torso-500
Main Body/Lower Torso - 600
Missile Launchers(8; lower torso)--50 each
Reinforced Pilot's Compartment - 250
Back-up Crawler Legs(4) ---80 each
Speed:
Running: In an emergency, the IRA-04 can deploy four ‘crawler legs’ from the sides of its lower torso, and waddle along at a slow 15 MPH, and can clear obstacles as tall as 7 ft.
Hovering: Using its hoverjets, the IRA-04 can "skate" along most flat surfaces at
up to 200 mph at an altitude of 25 ft(kicks up a MASSIVE dust plume, though).
Leaping: By revving the hoverjets to max output, the Zysha CAN make a powered leap of about 100 ft up/500 ft across, enough to clear obstacles, or leap small rivers and canyons.
Flight: True flight is NOT possible
Underwater: The Zysha is fully watertight and can operate underwater, to ford rivers at 15 MPH, maximum depth of 500 ft. The Zysha can also skim over the surface of relatively calm water(no more than a ten-foot swell) at 100 MPH.
Statistical Data:
Height: 30 feet
Width: 35 ft
Length: 40 ft
Weight: 110 tons
Physical Strength: Equal to a P.S. of 55
Cargo: Minimal cargo space; about five feet in the crew compartment.
Power System: Nuclear with a 20 year lifespan.
Cost: 150 million credits for a new unit with fully loaded weapons.
Systems of Note:
360-degree Waist Rotation
Radar: Range 250 miles and can track up to 50 targets at once.
Radio/Video Communications: Wide band and directional, radio and
video transmission capabilities with a 300 mile range.
Standard Video Optics plus:
Thermo-Imaging
IR/UV Optics
Telescopic/Image Enhancement Optics
Low-Light/Nightvision system
Laser Targeting
Shoulder Headlights/Spotlights: 300 foot range.
Ejector Seat
Heat & Radiation Shields
Independent Oxygen & Circulatory System
Combat Computer: The mecha is equipped with an advanced combat computer
that can store and analyze data during combat with hostile forces.
Data collected by the combat computer can be displayed on the virtual
environment cockpit of the mecha (see below), which allows the system
to display large amounts of data to the pilot and even highlight
enemies and missile attacks with overlaid graphics. +2 to Strike w/ ranged weapons.
The combat computer tracks and identifies specific enemy targets,
and has a database of over 10,000 images stored in memory. The
computer can identify and track up to 250 targets simultaneously.
Weapons Systems:
1) Plasma Finger Projectors---Each hand mounts four plasma projection cannon in the fingers. The weapons used as the basis of the finger blasters are modified plasma rifles with better range and an unlimited payload linked to the ‘bot’s power systems.
As a result of this installation, the fingers tend to be thick and stubby; and are ill-suited for holding handheld weaponry. Any hand-held long-range weaponry will be -2 to strike, because of the poor balance and clumsy grip.
Range: 3,000 ft
Damage: 1d6x10 MD per finger blast(so a full hand blast does 4d6x10 MD!)
By angling the fingers slightly to shoot in different directions, the hand can also spray a 50 ft area with plasma blasts, doing 4d6 MD per strike(no bonuses to strike)
Rate of Fire: EPCHH
Payload: Effectively unlimited
(Alternative)---Later model Zyshas would be refitted with a normal hand manipulator and a smaller, but arguably more powerful triple-barrel 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
2) Head-mounted Laser Cannon---Mounted atop the head is a powerful laser cannon for close-in defense
Range: 4,000 ft
Damage: 6d6 MD per blast, 1d6x10 MD per pulse burst
Rate of Fire:EPCHH
Payload:Effectively unlimited
Bonus: +3 to strike airborne targets
3) Multi-Role Missile Launchers(8, four per side)---Built around the rim of the circular lower body are concealed missile launch tubes. When in operation, the lids quickly snap up and open, launch, and then snap closed.
Range: Varies by Missile Type
Damage:Varies by Missile Type
Rate of Fire: Volleys of 1, 2, 4. 8, 16, 20, or 24
Payload: Each launch cell can hold 6 MRMs, OR 12 SRMs, OR 24 Mini-missiles OR 50 Micro-Missiles
4) Optional Backpack Pods(2)---The back of the upper torso can be modified to carry special heavy weapons systems, such as AA lasers, or ballistic mortars. Adding a backpack pod adds extra height and unbalances the ‘mech slightly, resulting in a cumulative -1 to dodge, and 15% decrease in speed per Backpack Pod carried.
a) Missile Pod---Each pod can hold 4 LRMS, OR 8 MRMs, OR 16 SRMs, OR 32 Mini-Missiles
b) Heavy Rail Gun Pod/Mass Driver Rifle--Another new weapon; a snub-nosed massdriver submachine cannon that can be clipped to the IRA-04’s forearms. This heavy weapon looks like an old water-cooled Spandau machinegun, with a much larger bore, and much higher muzzle velocity. The MDR fires the same heavy-weight projectiles used by Paladin Steel’s “Hellshot” anti-armor cannon, but with much higher range, rate of fire, and payload. When not in use, this weapon is slung across the back, on top of the main jetpack. Only the expense of the heavy metal, long-rod penetrator rounds keeps this weapon from becoming more common, as it is EXTREMELY powerful! Early tests showed this thing able to blow apart daemons with a single burst!
The MassDriver has proven particularly spectacular in tearing apart Xiticix hives.
MDC of Mass Driver Rifle: 200
Range: 3,300 ft
Damage: 2d6x10 MD per shot, or can fire off a 5-shot burst doing 1d6x100 MD!
Rate of Fire: Standard, EPCHH
Payload: 50 rd drum
Penalty: The bad news is, the multiple recoils on a five-shot burst cause such bursts to be -2 to strike(-5 if TWO cannon are carried and fire simultaneously), unless the target is 100 ft long or larger.
c) Heavy Autocannon Pod---Uses the same IH-B 200 mm Autocannon used by locally-produced copies of the Iron Heart IronFist Heavy Tank.
Weight: 3 tons
Range: 6000 ft
Damage:High Explosive(HE): 2d6x10 MD to 30 ft blast radius
High Explosive Anti-Tank(HEAT): 3d6x10 Md to 12 ft blast radius
Armor Piercing(AP) 1d6x10 MD, no blast radius
APSD: 2d6x10 MD, no blast radius
Rate of Fire:Twice per melee
Payload: 80 rds
d) PSGC-2 Heavy Gatling Cannon--- This oversized weapon, actually a six-barrelled ‘Taskin’ Rifle, spews high explosive shells at a rate that would melt a lesser weapon’s barrel.
Range: 3,000 ft(1,000 ft underwater)
Damage: 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 -2 to strike targets smaller than 60 ft)
Rate of Fire: EPCHH
Payload: 4,000 rd drum
e) Heavy Plasma Cannon---Heavy plasma cannon adapted from PS’s own aircraft weapons research.
Range: 6,000 ft
Damage: 2d4x10 MD per blast
Rate of Fire: EPCHH
Payload:Effectively Unlimited
f) Superheavy Pulse Laser(takes two spaces; only ONE can be carried)
Range:5 miles
Damage:Cannon can fire at three fire power levels: 1d4x10 MD, 1d6x10 MD, or 3d6x10 MD per blast.
Rate of Fire: EGCHH
Bonuses: +2 to Strike
Payload: Effectively Unlimited
g) Rapid Fire AA Laser ---A rapid-fire pulse laser on a back-pivot, for rapidly following and engaging airborne targets. Comes standard with its own targeting sensors.
These are built on individually pivoting mounts at the top of the backpack pod. Each cannon can fire separately, or in synch with the other.
Range: 2 miles
Damage: 1d6x10 MD per cannon, 2d6x10+20 per simultaneous burst
Rate of Fire: ECHH
Bonuses: +2 to Strike
Payload:Effectively unlimited
h) 155 mm Ballistic Mortar(takes two spaces; only ONE can be carried)-Adapted from PS’s 155mm M-series massdriver cannons.
Range: 72,000 ft indirect fire
Damage:(Fragmentation)2d4x10 MD to a 70ft radius
(High Explosive) 4d6 x10 MD to 30 ft radius
(Armor-Piercing Self-Forging Skeet) 5d6x10 MD to a 3 ft area.
(Plasma)1d6x*50* MD to a 50ft radius
(ICN)(Incendiary Cluster Net) The ICN shell is one of a new ‘family’ of artillery munitions being fieldtested by PS as an answer to Xiticix ‘swarm attacks’...Using weapons technology copied from samples acquired in South America, the ICN shell throws out a cloud of 25 Plasma Nets(thermite-impregnated plastic webbing) out over a roughly 80 ft radius, each net of which is roughly 7 ft in diameter, and which is designed to entangle a target(takes 4 melees to disentangle, HALF that if the target has a supernatural PS of 40 or better) and then bursts into flames, doing 2d6 MD per melee for 1d4 melee rounds(the target meanwhile cannot strike or parry, is -2 to dodge, and moves at a speed of 4). Nets that do not hit targets fall to the ground and self-incinerate. This weapon earned the nicknames the ‘Fireswatter’ and ‘TangleBurn’ during field trials against Xiticix hives in Canada.
(Smoke/Chemical) 100 ft radius
(Illumination) Illuminates a 1 mile area bright as day, and burns for 2d6 melees
Can also chamber other specialized ordnance, such as TW shells, Can-O-Man dispensers, EMP bombs, and other types currently in development
Rate of Fire: Twice per per melee
Payload: 50 rds (ICN rounds take up TWICE as much space)
i) Mega-Scat Cannon--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 that fragments in midair. PS is working on a version that scatters aerodynamic fletchettes for greater blast radius and damage, while another variant would scatter-shot armor-piercing ‘beebees’ impregnated with chemical agents (see descriptions below for chemical types).
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) Microwave Cannon Horn---Another experimental weapon, modelled after information on the Gurgoyle G-40 Super Robot(See Rifts: Mindwerks, pg 81 for details) recovered by agents in Europe, following the New German Republic’s campaign against the Gargoyles. PS and the Canadians hope that the use of microwaves to literally boil the Xiticix from the inside out will be particularly effective against the exoskeletal monsters.
Range: 300 ft, 40 ft area of effect
Damage: 4d6 MD to everything in the blast area, plus unprotected SDC animals and plants wither and die. Does 1d6 SDC through EBA, metal power armors and robots will spark and suffer a 50% chance of the communications and sensor systems being knocked out for 1d4 minutes. 01-63% chance of setting combustible materials on fire.
Against Xiticix and other exoskeltal beings, the microwaves will boil them in their shells, pockets of steam doing additional damage and at the very least disconcert the monsters; 4d6 MD to exterior, 1d4 MD per melee from internal damage, -10 to strike, parry, and dodge, -1 APM, and -2 to initiative as long as the creatures remain under microwave attack.
Rate of Fire: EGCHH
Payload:Effectively Unlimited
k)Metal Storm 40mm Mortar System---Multi-tube, rapid-fire box-launcher 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
5) Chemical Sprayer System---Introduced on the IRA-04Xcx as a weapon of last resort, this allows the crew to introduce chemical agents from internal reservoirs into the hoverjets’ slipstream for maximum dispersal, The most dramatic use of this system has been to spray highly toxic pesticides into the center of a Xiticix hive complex, a move that, while effective, also has the unwelcome side effect of killing all life in the area of affect, and poisoning the land. The Tundra Rangers and PS are currently trying to find other, equally effective, but bio-degradable, toxins...an enzyme that attacks chitin proteins(dissolving ONLY the Xiticix exoskeleton) has shown promise, but has yet to make it to the battlefield in significant operational quantities.
Range: 100 ft range(1,000 ft w’ hoverjets engaged)
Damage: Varies by chemical used, but PS has tested a few special weapons of particular note:
(PESTEX) The most lethal and effective agent in the chemical arsenal is this potent pan-neural toxin that blocks chemical life proccesses dead...PESTEX is severely limited in use(it’s only been used operationally twice, all two times to stop Xiticix hordes/hives from overwhelming major population centers). PESTEX does the equivalent of 2d6x10 MD to Xiticix and anyone else who inhales it, and does 1d4 x10 MD skin contact damage to any other creatures unlucky enough to make contact with the gunk(or whoever makes a successful saving throw against inhaled poison). It is a persistant poison, doing 3d6 MD(equivalent--which is to say it kills SDC beings on contact) to anyone coming in close contact with the contaminated area for 2d6 days---possibly longer...environmental impact studies haven’t been ongoing long enough...PESTEX has thus fallen out of favor due to its toxicity, and is released for operational use ONLY with special permission and under circumstances wheere it is certain that the poison will not threaten water supplies, environmentally sensitive regions, or populations....PESTEX is also called ‘Suicide Gas’ because the various restrictions on its use mean that there is only one environment in which the material CAN be used...that is, deep inside a Xiticix hive complex....
(Sterid-10) The next up, and equally controversial) contender in lethality is only marginally effective in immediate fatalities(only does one time damage of ) but interferes with cell division and reproduction...any organism dosed with Sterid-10 will find its healing abilities severely curtailed....Takes the equivalent of 5d6 MD/SDC initially, healing damage at HALF the normal rate for 1d10 days, and must save vs lethal poison or be rendered sterile. Even a successful save doesn’t guarantee safety....there is a 30% chance of birth-defects or smaller broods being produced. Because of this long term damage potential, Sreid-10 is as closely controlled as PESTEX and equally unpopular with chemical warfare handlers.
The environmental concerns surrounding Sterid-10 and its long-term effects on the non-Xiticix environment have resulted in severe protocols applied to its use....Sterid-10 is restricted to deep-Hive incursions designed to kill Queens, and there are extremely strict proccedures for handling the material.
(‘Wobble’) Wobble is an extremely promising chemical, and considered a ‘non-lethal’ agent in that it’s designed to incapacitate, rather than kill. ‘Wobble’, as it is popularly known, seems to overwhelm the Xiticix’s finely tuned senses, causing them to stagger about and lose coordination. Unfortunately, its effects aren’t permanent, but it IS environmentally safe. Xiticix and other insectoid lifeforms that come in contact with the stuff are -4 to save versus poison, and are -5 to strike, parry, and dodge, HALF APMs, and -2 to initiative for 3d4 melees on a failed save. A successful save means that the monster is only -1 to initiative, strike, parry, and dodge for 1d4 melees. It has no discernable effect on mammals and other lifeforms, aside from causing coughing and headaches if inhaled.
Some biologists are concerned, however, that repeated use of ‘Wobble’ on p;opulations of Xiticix may result in the insectoids building up an immunity to the weapon.
(Scourex-5) Scourex is a mildly acidic agent intended to attack the sensitive antennae, soft joints, and eyes of insectoids, its mildly corrosive properties creating a thin layer of white film over the eyes that effectively blinds the monsters. Scourex is a fast-acting agent, and quickly-dispersing one...it only lasts about 2 minutes in aerosol form before it completely oxidizes and becomes useless. Xiticix and other insectoid lifeforms that come in contact with the stuff are -6 to strike, dodge, and parry, lose ALL initiative, and are -15% to track for 2d6 melees, until they can scrape off the film, and their sweat/irrigation glands flush the stuff off. Scourex also does 2d6 SDC per melee to unprotected skin and soft tissues, and hurts like hell until washed off.
Rate of Fire: Four times per melee
Payload: Internal reservoirs hold up to 200 gallons of chemical(enough for 10 shots)
6.(optional)‘Sidekick’ System---This remote operations system is designed specifically to direct and co-ordinate the “Sidekick” system, consisting of specially-modified Paladin Steel ‘Midge’ airborne attack robots. Rather than mount a more balanced set of equipment for independant operations, these ‘Sidekicks’ are essentially flying cannon with attached sensory/fire control, equipment, though, if separated from the command link, they can operate semi-independantly at greatly reduced efficiency....they lack the proper standard programming to operate effectively as free agents, being effectively extensions of the ‘mother’ Zysha which they use as a point of reference.
The system CAN take control of the standard (unmodified) Midges, but these vehicles will not have the special bonuses from the control link.
MDC: 150
Weight: 600 lbs
Length: 7 ft
Powerplant: Nuclear Mini-Pack, w. 2 year energy life.
Speed:(Flying) 300 MPH, 4,000 ft altitude, with a 4,000 ft range of operation, linked to the network grid
Systems of Note: Standard Robot Optics and Audio, Laser targeting, mini-radar(5 mile range)
Weapons Systems:
1) Particle Beam Cannon--Standard PS Double-Barreled Particle Beam Cannon mounted like a double stinger ‘tail’
Range: 4,000 ft
Damage: 1d4x10 MD single blast, 2d4x10 MD double blast
Rate of Fire: Five times per melee
Payload: Effectively Unlimited
Bonuses: +2 initiative, +4 dodge, +4 to strike
7. Hand to Hand Combat: The Zysha can be piloted by anyone with Titan Combat or Enforcer combat training, greatly easing training times. Just add the following bonuses:
Critical Strike equal to Pilot's
+1 attack per round
+3 to roll with impact, punch or fall
+2 on initiative
+1 to strike in hand to hand combat
+1 to parry
+4 to dodge(thanks to hoverjets)
Restrained Punch: 3d6 M.D.
Full Strength Punch:6d6 M.D.
Power Punch: 1d6x10, counts as two attacks
Tear or Pry with hand: 5d6 M.D.
Body Block/Ram: 6d6 M.D.
Stomp(w/ hull): 5d6 M.D. Effective only against objects smaller than 12 feet