Stuff that's too cheesy, overpowered, or insane.
This thread IS for stuff that I write up that IS too cheesy, too overpowered, and/or too insane.
I'm still going to stick to canon, taking reasonable extrapolations of existing material... I'm just going to be making reasonable extrapolations of unreasonable material.
So, be warned.
Company Profile:
Putus Caseus Armaments was formed by a renegade Shifter who uses his magic to import magic and technology, as well as mages and technicians, from a number of dimensions, as well as from across the face of Rifts Earth.
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PCA-LB1 Light Laser Crossbow
The techs at PCA have analyzed the technology behind the NA-LB1 Laser Bow, and integrated the technology into a medieval light crossbow. As with the original laser bow, the energy for the laser blast is generated by pulling back the drawstring of the crossbow. The crossbow's string can be pulled by hand.
Weight: 6 lbs
Damage: 4d4 MD
Range: 1,000'
Ammunition: An E-Clip holds 15 shots, but this is a backup power source in case the string breaks. Normally, pulling the cord back generates enough power to fire the laser, and this charge is held in a built-in battery (holds only one shot). The cord has an average lifespan of 500 pulls.
Cost: CR 8,500
PCA-LB2 Heavy Laser Crossbow
The techs at PCA have analyzed the technology behind the NA-LB1 Laser Bow, and integrated the technology into a medieval light crossbow. As with the original laser bow, the energy for the laser blast is generated by pulling back the drawstring of the crossbow. The crossbow's string can be pulled by hand, but requires a PS of 15.
Weight: 6 lbs
Damage: 4d8 MD
Range: 1,000'
Ammunition: An E-Clip holds 8 shots, but this is a backup power source in case the string breaks. Normally, pulling the cord back generates enough power to fire the laser, and this charge is held in a built-in battery (holds only one shot). The cord has an average lifespan of 500 pulls.
Cost: CR 8,500
PCA-LB3 Light Laser Arbelest
The techs at PCA have analyzed the technology behind the NA-LB1 Laser Bow, and upped the ante a bit by integrating the technology into a medieval siege weapon. As with the original laser bow, the energy for the laser blast is generated by pulling back the drawstring of the arbelest. The arbelest's string can be pulled by hand, though a Physical Strength of 18 is required, or the cord can be cranked back by a build-in hand-winch.
Weight: 10 lbs
Damage: 4d6 MD
Ammunition: A Long E-Clip holds 15 shots, but this is a backup power source in case the string breaks. Normally, pulling the cord back generates enough power to fire the laser, and this charge is held in a built-in battery (holds only one shot). The cord has an average lifespan of 500 pulls.
Rate of Fire: 2 shots per melee, due to the lengthy reload time.
Cost: CR 10,000
PCA-LB4 Medium Laser Arbelest
The techs at PCA have analyzed the technology behind the NA-LB1 Laser Bow, and upped the ante a bit by integrating the technology into a medieval siege weapon. As with the original laser bow, the energy for the laser blast is generated by pulling back the drawstring of the arbelest. The arbelest's string can be pulled by hand, though a Physical Strength of 18 is required, or the cord can be cranked back by a build-in hand-winch.
Weight: 14 lbs
Damage: 6d6 MD
Ammunition: A Long E-Clip holds 10 shots, but this is a backup power source in case the string breaks. Normally, pulling the cord back generates enough power to fire the laser, and this charge is held in a built-in battery (holds only one shot). The cord has an average lifespan of 500 pulls.
Rate of Fire: 2 shots per melee, due to the lengthy reload time.
Cost: CR 12,500
PCA-LB5 Heavy Laser Arbelest
The techs at PCA have analyzed the technology behind the NA-LB1 Laser Bow, and upped the ante a bit by integrating the technology into a medieval siege weapon. As with the original laser bow, the energy for the laser blast is generated by pulling on the drawstring of the arbelest. The arbelest's string can be pulled by hand, though a Physical Strength of 19 is required, or the cord can be cranked back by a build-in hand-winch.
Weight: 20 lbs
Damage: 1d4x10+10 MD
Ammunition: A Long E-Clip holds 8 shots, but this is a backup power source in case the string breaks. Normally, pulling the cord back generates enough power to fire the laser, and this charge is held in a built-in battery (holds only one shot). The cord has an average lifespan of 500 pulls.
Rate of Fire: 2 shots per melee, due to the lengthy reload time.
Cost: CR 15,000
PCA-LB6 Light Laser Ballista
The techs at PCA have analyzed the technology behind the NA-LB1 Laser Bow, and upped the ante a bit by integrating the technology into a medieval siege weapon. As with the original laser bow, the energy for the laser blast is generated by pulling back on the torsion springs of the ballista. The ballista's torsion springs can be pulled by hand, though a Physical Strength of 25 is required, or the cord can be cranked back by a build-in electric winch. The winch is powered by a battery that is recharged by the energy generated by pulling the string (enough energy is generated that recharging the winch does not significantly reduce the amount of energy channeled to the laser).
Weight: 300 lbs
Damage: 2d4x10 MD
Ammunition: A Long E-Clip holds 4 shots, but this is a backup power source in case the string breaks. Normally, pulling the cord back generates enough power to fire the laser, and this charge is held in a built-in battery (holds only one shot). The torsion springs have an average lifespan of 500 pulls.
Rate of Fire: 1 shots per melee, due to the lengthy reload time. Laser ballistas fire much faster than conventional ballistas, due to the lack of requiring actual ammunition.
Cost: CR 20,000
PCA-LB7 Heavy Laser Ballista
The techs at PCA have analyzed the technology behind the NA-LB1 Laser Bow, and upped the ante a bit by integrating the technology into a medieval siege weapon. As with the original laser bow, the energy for the laser blast is generated by pulling back on the torsion springs of the ballista. The ballista's torsion springs can be pulled by hand, though a Physical Strength of 25 is required, or the cord can be cranked back by a build-in electric winch. The winch is powered by a battery that is recharged by the energy generated by pulling the string (enough energy is generated that recharging the winch does not significantly reduce the amount of energy channeled to the laser).
Weight: 385 lbs
Damage: 2d6x10 MD
Ammunition: A Long E-Clip holds 3 shots, but this is a backup power source in case the string breaks. Normally, pulling the cord back generates enough power to fire the laser, and this charge is held in a built-in battery (holds only one shot). The torsion springs have an average lifespan of 500 pulls.
Rate of Fire: 1 shots per melee, due to the lengthy reload time. Laser ballistas fire much faster than conventional ballistas, due to the lack of requiring actual ammunition.
Cost: CR 25,000
PCA-ATL7G
A gatling-gun version of the ATL-7, which uses 6 ATL-7s mounted in a device that ejects spent E-clips, and reloads each gun as they rotate through the circuit. If the weapon is not mounted on a vehicle or stable platform, carrying and firing it requires a PS of 30, a Robotic PS of 24, or a Supernatural PS of 20.
Weight: 350 lbs
Damage: 3d6x10+20 MD per single shot, 2d6x100 MD per short burst (6 shots, counts as one attack).
Range: 3,000'
Ammunition: Either a special belt that can be loaded with conventional E-Clips (CR 1,000 per 100 clips of length), or a nuclear power supply that can power each gun (CR 1 million, 2 year life)
Cost: CR 1 million
PCA-PMPP1 "String Theory" Perpetual Motion Power Plant
Utilizing the technology behind the Laser Bow, the techs at PCA have developed a perpetual motion device that is used to generate power. Each PMPP1 is a small, sealed box containing the power-generating plunger from a laser bow, connected instead to a MDC wire instead of the weaker string typically used in the weapon. This string is repeatedly pulled and released by a small robotic arm, with each pull of the string generating enough energy to power the robotic arm itself, with a hefty power surplus left over.
Since we know that each E-Clip has the same storage capacity as 1,000 standard car batteries (CB1 47), and we know that each pull of the string on a Laser Bow generates 1/20 the total energy of 1 E-Clip (RGMG 154), we know that each pull of the string generates the same amount of power as can be held by 50 standard car batteries.
With a single robotic arm able to pull a string 6 times per 15 seconds, this power plant can produce a net amount of energy equal to 1 standard E-Clip per approximately every 60 seconds, or equal to 60 standard E-Clips per hour.
Each "String Theory" PMPP comes standard with 12 E-Clip recharging ports, connection cables and/or ports for replacing a robot or vehicle's conventional electric or nuclear power supply, 1 connection port for an energy weapon designed to attach to nuclear power supplies, 3 standard AC outlets, 3 standard DC outlets, and a built-in clock-radio!
Weight: 25 lbs
Cost: CR 250,000
PCA-BBK1 "Magekiller"
A Kalashnikov version of the Bandit BigBore, with a 100-round drum. If the weapon is not mounted on a vehicle or stable platform, carrying and firing it requires a PS of 22 to fire, and a PS 25 in order to fire bursts (Or a robotic/supernatural PS capable of carrying 440 lbs for single-shot or 500 lbs for bursts), otherwise the shot is Wild.
Weight: 8 lbs
Damage: 2d4 MD per single shot, 4d4 MD per short burst (3 rounds, counts as one attack), or 4d6 MD per long burst (6 rounds, counts as two attacks).
Knockdown: Humans and human-sized D-Bees hit by a single round must roll a D20 at -6, trying to roll higher than the attackers strike roll. If this roll is successful, the target is staggered, knocked to his knees, and loses initiative. A failed roll means that the target is knocked off of his feet and flung 8'-10' before hitting the ground, in addition to losing initiative, and becoming dazed (reduce all combat bonuses by half for one melee round per blast taken), and loses one attack per melee.
Humans and human-sized D-Bees hit by a burst must again roll a D20 in order to avoid being knocked back (-12 for a short burst, -18 for a long burst). If the roll is successful, then the character is staggered, knocked to his knees, and loses initiative. A failed roll means that the target is knocked off of his feet and flung backward (12'-15' for a short burst, 16'-20' for a long burst) before hitting the ground, in addition to losing initiative, and to becoming dazed (reduce all combat bonuses by half for 2 melees per short burst taken, or 3 melees per long burst taken), and loses melee attacks (-2 attacks per short burst, -3 attacks per long burst).
Supernatural beings, creatures of magic, full conversion Borgs, giants, robots, and characters in power armor are less likely to be knocked down. The effects are the same as above, but these targets get a +6 bonus to save versus the knockdown effect.
Horror Factor: 12
Range: 300'
Ammunition: Comes with a 100 round drum as standard, but special magazines holding only 30 rounds can be ordered. Can be loaded with conventional BigBore explosive rounds (CR 120 per round, or CR 16,000 for a box of 144 round).
Cost: CR 22,000
PCA-FRG Rail Gun
A full-sized version of the Bandit 5500, which uses the same flechette rounds. The techs at PCA were amazed by the incredible accuracy of this weapon, which is able to deliver 4.5x the damage of a single round with a burst of only 6 shots. Compared to standard rail guns such as the C-40R, which only delivers only 1x the damage of a single round per burst of 4 shots in every burst. Using stupendous technology responsible for the amazing increase in power in the lighter, weaker, Bandit 5500, the techs at PCA have developed a rail gun that is smaller and lighter than the C-40R and similar conventional rail guns, but that provides twice the firepower for only a modest increase in cost.
Weight: 80 lbs
Damage: 1d4 MD per single shot, 3d6 MD per short burst (6 rounds, counts as one attack), or 2d4x10 MD per long burst (48 rounds, counts as one attack) .
Range: 3,000' (the nuclear power source provides that extra zip)
Ammunition: Nuclear power pack.
Cost: CR 150,000
PCA-LWP Laser Wand Pistol
This rather intimidating pepperbox laser pistol has 25 barrels, each composed of a conventional Laser Wand set to maximum damage (1 MD). Multiple barrels can be set to fire simultaneously when the trigger is pulled, with potentially devastating results for any target in range on the maximum setting. On the side of the pistol is a small dial that can be set anywhere from 1 to 25.
Weight: 3.25 lbs
Damage: 1 MD per barrel, for a maximum total of 25 MD per shot.
Range: 10' (although this can be increased to 13.33', if the shooter takes a -5 penalty to strike)
Ammunition: Each wand/barrel has its own power supply, which holds 50 shots for that barrel. Each wand/barrel is wired together in such a way that these batteries pool their collective energy into one pool, for customer convenience. This results in a rather large overall ammunition capacity (1,250 total blasts of 1 MD each), but an inconvenient reload time of up to 50 actions/attacks (roughly 10 melee rounds on average) to reload the entire weapon!
Cost: CR 50,000 for the pistol. Each Mini-Energy-Clip costs CR 200.
PCA-LB8 Repeating Laser Crossbow
The techs at PCA have analyzed the technology behind the NA-LB1 Laser Bow, and integrated the technology into a medieval light crossbow. As with the original laser bow, the energy for the laser blast is generated by pulling back the drawstring of the crossbow. The crossbow's string can be pulled by hand initially, but every time the crossbow fires, some of the energy generated by pulling the string is used to power a mechanical reloading system that instantly draws the string back so that it can be fired again. This allows the weapon to not only fire single shots repeatedly without the shooter having to manually deal with the string each time, but it also allows for the weapon to fire bursts.
Weight: 6 lbs
Damage: 2d4 MD per single shot, 4d4 per short burst (3 rounds), or 4d6 for a long burst (6 rounds, takes 2 attacks)
Range: 1,000'
Ammunition: An E-Clip holds 24 shots, but this is a backup power source in case the string breaks. Normally, pulling the cord back generates enough power to fire the laser, and this charge is held in a built-in battery (holds only one shot). The cord is mega-damage, rendering it effectively unbreakable unless it is actively attacked.
Cost: CR 9,000
PCA-LB9 Repeating Laser Double-Crossbow
A variation on the PCA-LB8, but with a second, inverted prong and string on the underside of the bow, effectively doubling the firepower of this weapon. As each bow fires, it re-cocks the other bow, allowing for more rapid fire than with the LB9
Weight: 9 lbs
Damage: 2d4 MD per single shot, 4d8 for a short burst (6 rounds, takes 1 attack), or 1d4x10 MD for a long burst (10 rounds, takes 2 attacks)
Range: 1,000'
Ammunition: An E-Clip holds 24 shots, but this is a backup power source in case the cord is damaged. Normally, pulling the cord back generates enough power to fire the laser, and this charge is held in a built-in battery (holds only one shot). The cord is mega-damage, rendering it effectively unbreakable unless it is actively attacked.
Cost: CR 18,000
PCA-LB10 Repeating Light Laser Ballista
The techs at PCA have analyzed the technology behind the NA-LB1 Laser Bow, and upped the ante a bit by integrating the technology into a medieval siege weapon. As with the original laser bow, the energy for the laser blast is generated by pulling back on the torsion springs of the ballista. The ballista's torsion springs can be pulled by hand, though a Physical Strength of 25 is required, but this is normally not required, as the built-in mechanical system re-cocks the weapon every time it fires.. Instead of a standard winch, this ballista uses a more complex design which uses the energy created by the string to power a mechanical system that is able to pull back the string again more swiftly than a standard winch would be able to), allowing for more rapid fire than with the conventional Light Laser Ballista. This system requires enough energy that there is a slightly reduced damage per shot, however.
Weight: 300 lb.
Damage: 1d6x10+10 MD
Ammunition: A Long E-Clip holds 4 shots, but this is a backup power source in case the springs are damaged. Normally, pulling the cord back generates enough power to fire the laser, and this charge is held in a built-in battery (holds only one shot). The torsion springs are mega-damage (5 each), rendering them effectively unbreakable unless they are actively attacked (Called Shot).
Rate of Fire: Single shot only (1 attack per shot).
Cost: CR 25,000
PCA-LB11 Repeating Heavy Laser Ballista
The techs at PCA have analyzed the technology behind the NA-LB1 Laser Bow, and upped the ante a bit by integrating the technology into a medieval siege weapon. As with the original laser bow, the energy for the laser blast is generated by pulling back on the torsion springs of the ballista. The ballista's torsion springs can be pulled by hand, though a Physical Strength of 25 is required, but this is normally not required, as the built-in mechanical system re-cocks the weapon every time it fires. Instead of a standard winch, this ballista uses a more complex design which uses the energy created by the string to power a mechanical system that is able to pull back the string again more swiftly than a standard winch would be able to, allowing for more rapid fire than with the conventional Heavy Laser Ballista. This system requires enough energy that there is a slightly reduced damage per shot, however.
Weight: 385 lbs
Damage: 2d4x10+10 MD per double-blast.
Ammunition: A Long E-Clip holds 3 shots, but this is a backup power source in case the springs are damaged. Normally, pulling the cord back generates enough power to fire the laser, and this charge is held in a built-in battery (holds only one shot). The torsion springs are mega-damage (5 each), rendering them effectively unbreakable unless they are actively attacked (Called Shot).
Rate of Fire: Single shot only (1 attack per shot).
Cost: CR 30,000
PCA-LB12 Repeating Laser Double-Ballista
The techs at PCA have analyzed the technology behind the NA-LB1 Laser Bow, and upped the ante a bit by integrating the technology into a medieval siege weapon. As with the original laser bow, the energy for the laser blast is generated by pulling back on the torsion springs of the ballista. The ballista's torsion springs can be pulled by hand, though a Physical Strength of 25 is required, but this is normally not required, as the built-in mechanical system re-cocks the weapon every time it fires.. Like the PCA-LB9, the LB12 is essentially two weapons in one, including a second set of torsion springs and a second prod, doubling the firepower. Both weapons fire simultaneously. Instead of a standard winch, this ballista uses a more complex design which uses the energy created by the string to power a mechanical system that is able to pull back the string again more swiftly than a standard winch would be able to), allowing for more rapid fire than with the conventional Light Laser Ballista. This system requires enough energy that there is a slightly reduced damage per shot, however.
Weight: 450 lb.
Damage: 2d6x10+20 MD
Ammunition: A Long E-Clip holds 4 shots, but this is a backup power source in case the springs are damaged. Normally, pulling the cord back generates enough power to fire the laser, and this charge is held in a built-in battery (holds only one shot). The torsion springs are mega-damage (5 each), rendering them effectively unbreakable unless they are actively attacked (Called Shot).
Rate of Fire: Simultaneous dual-blasts only (one attack).
Cost: CR 50,000
PCA-LB13 Heavy Laser Double-Ballista
The techs at PCA have analyzed the technology behind the NA-LB1 Laser Bow, and upped the ante a bit by integrating the technology into a medieval siege weapon. As with the original laser bow, the energy for the laser blast is generated by pulling back on the torsion springs of the ballista. The ballista's torsion springs can be pulled by hand, though a Physical Strength of 25 is required, but this is normally not required, as the built-in mechanical system re-cocks the weapon every time it fires. Like the PCA-LB9, the LB13 is essentially two weapons in one, including a second set of torsion springs and a second prod, doubling the firepower. Both weapons fire simultaneously. Instead of a standard winch, this ballista uses a more complex design which uses the energy created by the string to power a mechanical system that is able to pull back the string again more swiftly than a standard winch would be able to), allowing for more rapid fire than with the conventional Heavy Laser Ballista. This system requires enough energy that there is a slightly reduced damage per shot, however.
Weight: 580 lbs
Damage: 3d6x10 MD per dual-blast.
Ammunition: A Long E-Clip holds 3 shots, but this is a backup power source in case the springs are damaged. Normally, pulling the cord back generates enough power to fire the laser, and this charge is held in a built-in battery (holds only one shot). The torsion springs are mega-damage (5 each), rendering them effectively unbreakable unless they are actively attacked (Called Shot).
Rate of Fire: Simultaneous dual-blast only (1 attack).
Cost: CR 60,000
PCA Warmaster Combat Suit
Styled after the much-maligned Chipwell Arms Warmonger, the PCA Warmaster is heavily upgraded and anybody who mistakes the two will be in for a VERY big surprise!
Cost: CR 5,000,000
PCA-HG50 Hand Grendade
While the standard hand grenades that are commonly available through the Black Market pack a reasonable amount of power for their cost, some of our customers at Putus Caseus Armaments desire an unreasonable amount of power, and they are able to afford the price!
So to meet the needs of these consumers, we created the HG50 Hand Grenade, which uses the same explosive compounds found in the infamous bionic High Explosive Finger Joints, and packed as much as we could into a hand grenade roughly the size of a baseball.
Just be sure to throw it FAR!!
Weight: 1 lb
Damage: 1d4x100 MD
Blast Radius: 250'
Cost: CR 50,000 per grenade
PCA-CCG Clawed Combat Gloves
This lovely pair of indestructible gloves comes in a variety of styles and colors, for customers with discriminating tastes! The fixed claws extending from the tips of the fingers are vibro finger-blades, similar to those often included in bionic weapon hands, only we've had OUR claws spruced up a bit by our team of highly talented alchemists.
Damage: 5d4+35 MD per glove (1d4+7 MD per claw), 1d4x10+70 MD for a Paired Weapon dual-strike. (MD punch attacks stack with these claw weapons, so add that in too!)
Enchantments: Indestructible, Super-Sharpness (+2 to crit), and Eternally Sharp
Cost: CR 635,000 (each)
(More to be added later)