Paladin Steel Colter Rover
Posted: Mon Jul 07, 2008 3:18 pm
Paladin Steel Colter Rover
“Ah Jeez! We get a COLTER!? Why couldn’t they have issued us a Megabago, for cryin’ out loud!? We’ll never get anywhere this glorified golf-cart! Ain’t nothing good about these boxes!”
“Look, greenie, I had a Megabago go sour on me in the middle of the Amazonia Planitia...no hoverjets, no com...had to WALK half the way to Mons Olympus before anyone picked up our suit coms and came to get us! I would have LOVED to have something as simple as the Rover!”
“*Snort* I still say it’s like driving a garbage dumpster! ‘Intrepid Explorers of the Final Frontier’ indeed!”
“Wanna waste an evening? Try cataloguing all the option variants possible on a Colter Rover...start with the off-the-shelf add-ons, then the factory refits, then the battlefield improvizations...cancel your social life, because you’ll be at it for awhile...”
----Goggie Howler, ‘The Mech Medic’, Operator
“I was on the ‘Inferno’ expedition...pole-to-pole dash through the equatorial regions of a planet gone greenhouse. Balmy two hundred seventy degrees celsius average...plus acid rain and hurricane-winds in the upper latitudes....Even with our specially fitted vehicles, we almost melted our wheel bearings crossing the equatorial zone...Anybody would been flashfried the minute they stepped out to fix them if they’d broken down...As it was, the extendable airlocks that were supposed to allow our convoy to link together when we were parked got cooked...the flexible gaskets melted in the heat...That meant I got stuck inside my Colter for the better part of a month, sharing air, sweat, and smell with my partner...Fortunately, the expedition vehicles were self-contained, and we had enough food and water packed inside in case of just such a contingency...Though the water re-filters were starting to look a little green by the time we got to the other pole, and I was mighty sick of protein-chalk...Fortunately, the two of us refrained from swapping life stories on the way...
And fortunately the trip was worth it....the crystals we found at the other end were as good as predicted, and we had another bit of good luck when base camp finally managed to get a sub orbital HLV to remote control land through the perpetual polar hurricane...Getting back was ANOTHER story, however, but that’s for the next round of drinks...”
--- Kal Gorman, Planet Scout, Greater New England Corps of Exploration.
Basic APC, a slab-sided, boxy, armored landrover, the Colter(named for the pre-Rifts mountain man and explorer John Colter), is a real contender for the ugliest, most utilitarian, vehicle produced by Paladin Steel. It’s smaller than the standard PS utility ground vehicles like the Camper Van, but it is just as rugged, and is much more compact, lightweight, and inexpensive. It’s surprisingly well-armored for its size; built as it is of heavy armor plates and ceramic armor, while the wheels are spun-wire, variable tension, all-terrain types, each fitted with its own drive motor and mounted on its own ‘grasshopper leg’(said to have been inspired by pre-Rifts Moon and Mars rover designs) that can extend out to almost absurd lengths(perfect for clearing debris and getting over trenches). Its boxy and often begrimed appearance have tagged it with the nickname ‘Dumpster Jeep’(rumor has it, it IS engineered from debris municipal sanitation containers). Supposedly the angular main hull is based on the ‘armored egg’ of old U.S. military mine-proof vehicles....whatever the origins, the design has proven itself in blunting IED explosions, and in making the vehicle somewhat amphibious. Simple, efficient, short-range transport without a whole lot of bells and whistles(and, dignity, it’s claimed). Its compact size, simple construction, and light weight make it beloved of quartermasters and supercargoes, and resented by the more glamor-minded adventurers.
The Colter has two weapons hardpoints, one a top-pintle mount, and the other mounted up front, usually fitted with a light energy cannon and a rail gun respectively. As an exploration vehicle, its roof is typically festooned with all manner of sensors; air samplers, motion detectors, mini-radar, camera mounts, audio surveillance gear, magnetometers, etc., as the expedition profile dictates.
Internally, it’s not much bigger than an SUV or sports van...There’s just enough room for a person to stand up and move from seat to seat, and to stretch out to sleep on the rear seats. However, the environmental system is well-tested and reliable, and the interior well-protected.
The Colter has become pretty well ubiquitous in all walks of VFS life; despite its (undeserved) poor reputation, the vehicle is common with the Explorer Corps, VFS military, private, and commercial sectors owing to its economy. Sometimes called a ‘Kumpfelwagon’ due to its short, squat, boxy resemblance to a pre-Rifts vehicle of similar utility and lack of esthetics.
Type: PS-S-ATV17
Class: Light Utility All Terrain Vehicle
Date of Introduction: 106 PA
Crew: One, plus 1-3 passengers
MDC/Armor By Location
Main Body 280
Wheels(6) 20 each
Top-Mount Cannon 60
Rail Cannon 50
Length: 16.2 ft (14 ft folded for storage) W/ ‘legs’ at full extension, the Colter can stretch out about 19 ft.
Width: 9 ft (7.6 ft folded for storage) W/ ‘legs’ at full extension, the Colter can span up to 12 ft.
Height: 9 ft (7.8 ft folded for storage) W/ ‘legs’ at full extension, the Colter can tower up to 13 ft.
Weight: 8.5 tons
Cargo: Can carry up to a ton of cargo, and haul up to 3 tons in a trailer
Powerplant: Liquid-fuel, electric, super-solar electric(same as described in Rifts Source Book One and SB1 Revised), or Nuclear-Fusion w/ 20 energy life
Range:600 miles for liquid fuel or electric, Effectively unlimited for super-solar or nuclear powerplant
Speed: 80 MPH
(Water) As is, the Colter can ford fairly readily, and can putter along on the water’s surface at a humble 8 MPH. The hull is stress-tested for dives down to 300 ft.
Market Cost: 36,000 credits for the basic vehicle, 40,000 credits for electric, 200,000 for super-solar, and 1.3 million credits for nuclear
Systems of Note:
All standard Robot Sensors & Features, plus:
*Solid/Run-Flat Megadamage Mesh and Coil Tires
*Nose & Trail Winches---w/ 60-ft of cable each
*Trailer Hitch
*External Tool Racks
*Headlights--Normal and Infrared
*External Loudspeaker/Sirens---90 decibels
*Prism/Periscope Vision Blocks---The nose, rear, and hatch have periscope arrays that permit excellent vision, without compromising the structural integrity of the vehicle.
*Laser/Satellite Communications---Top mounted dome antennae and laser pointer-projector; 7,000 range of line-of-sight.
*Angular Hull---The Colter’s ‘angular egg’ design gives some improved resistance to mines; takes HALF damage from explosions underneath the hull.
*Folding Legs---The suspension pylons and wheels can be turned and semi-folded, making the vehicle slightly more compact for stowage aboard ships, aircraft, and spacecraft.
Weapons Systems:
1)Heavy Plasma Cannon---This fairly simple and unimpressive weapon is mounted on a turret-top pintle with 360-degree arc of fire, and can be fired by remote control from inside the vehicle.
Range:2000 ft
Damage: 1d4x10 MD per blast
Rate of Fire: EGCHH
Payload:Unlimited
2) Rail Gun---This weapon is mounted under the angled prow of the ‘dumpster’, has 60 degree traverse side to side and up-down, and is a standard PS-100 rail gun of proven reliability.
Weight: 300 lbs
Range: 4000 ft
Damage: 1d4 MD single rd, 1d6x10 MD 60 rd burst
Rate of Fire:EPCHH
Payload:12,000 rd drum(200 bursts)
3) Pintle-Mount Laser Rifle
An energy rifle, rail gun, or other weapon can be mounted on this pintle mount, and can be remote controlled from inside the vehicle.
Options:
The Colter is a brick waiting to be used and modified. The roof equipment racks can be expanded to carry all manner of additional cargo, light power tools, additional sensor gear, experiment canisters, drone launch/recovry racks, and aerials. Too many to be listed here...
Armament-wise, few soldiers bother mounting anything heavier than infantry weapons on the Rover, but improvised armored fighting vehicles have been seen in the field mounting everything from light gauss cannon turrets to calliope-style rocket launchers and MRM launch rails.
The wheels of the Colter are another popular swap-out, depending on the anticipated terrain. Over-inflated balloon tires, for instance, allow Colters some amphibious travel ability in wet and swampy terrain, while oversized studded tires allow for easier going in rough terrain. Other options include replacing the wheels with independently-sprung snow-cat treads for traveling over snow. Extended life support configurations are also common, especially in Explorer Corps vehicles.
Several Colters have been known to have been outfitted as remote piloted vehicles, for exploring environments that are too hostile for living crews. These ‘Robo-Rovers’ have rather simplistic robotic brains, a simple manipulator or two, and large instrumentation complements.
A few sample options:
(note: any of the appropriate extras offered by GAW in the Mercenaries Sourcebook are available at the PS factory, typically for 10-20% less. )
* Applique Armor---Additional armor plates can be hooked, welded, or epoxied on. For the sake of calculating movement penalties, three armor weight categories are used; Light, Medium, and Heavy, and several armor options are offered.
*Light----Adds 10-100 MDC main body, + 1-2 tons, without movement penalties
----Cost: 15,000 credits per 10 MDC
*Medium---Adds 110-200 MDC main body, +2-4 tons, but with a reduction in top speed of 15%
----Cost: 16,000 credits per 10 MDC
*Heavy----Adds 210-360 MDC main body, +4-6 tons, but with a reduction in top speed of 25%
----Cost:18,000 credits per 10 MDC
*Laser Ablative Armor(Option)---PS laser-ablative ceramic, based on alien materials. Lasers do HALF damage. VFLs can NOT adjust to compensate. As an added bonus, Arkhon triphase weapons do 1/10 less damage.
----Cost:+800,000 credits(Rarely available to outsiders)
*Thermal Resistant Heat-Refractory Tile Armor(Option)---Special heat-resistant materials designed originally for reentry vehicle shielding. Heat and plasm-based attacks do HALF damage
----Cost: +1 million credits
*Chemical Resistant Armor(Option)----PS’s patented chemically inert armor that sheds the effects of corrosive chemicals and stick’ums. Acids and chemical weapons do NO damage.
----Cost: +1.1 million credits
*Advanced Radiation Shielding---This shields the vehicle against even the sort of radiation to be expected in the close vicinity of a breached nuclear reactor. Adds 20% to weight.
----Cost: +1.3 million credits
*Jettisonable Armor(Option)---Special pre-cut division channels, break points, and integral explosive bolts allow the vehicle crew to jettison the applique armor, shedding it, usually to restore mobility(in the case of medium- and heavy-armors), lose contaminated outer plates, or shed unwanted riders. Once jettisoned, the applique armor CANNOT be re-attached without extensive reconstruction and refurbishment(if anything is left at all of the original material)....Essentially, one has to re-buy the applique and/or jettisonable armor option to regain its benefitts.
OPTIONAL: The explosive bolts, at the GM’s discretion, can explode off with enough force to do 1d6 MD to an 15 ft radius around the vehicle, due to flying armor fragments.
Cost: +4,000 credits+cost of armor
*Magshield---This is an adaptation of Orbital magnetic shields that generate a low-power localized magnetic ‘envelope’ that deflects cosmic rays and other harmful particles. It also HALVES the damage from particle beams.
Cost: 90,000 credits
*Roll-Cage---This is a set of curved external bars (+80 MDC) that allow the vehicle to actually ROLL with impacts and impact damage(as well as roll-overs, crashes, and falls) and roll upright again, ready to get moving on. +2 to Roll.
Cost: 50,000 credits
*Electro-Shock Security System----Special contacts in the skin of the vehicle can be electrically charged to deliver a taser-like shock to anyone attempting to break into the vehicle. Alternatively, the system can be set to dump most of its power into a vaporizing megadamage shock blast, though this tends to drain the batteries far faster. CANNOT be mounted on top of Applique Armor.
Range: 3 ft
Damage: 3d6 SDC plus Humanoids struck with this weapon must save
vs. coma or be shocked unconscious for 1D6 minutes.
(MD ) The higher end setting does 1d6 MD per shock
Payload: 20 SDC (2 Megadamage charges) charge battery(recharges off the conventional powerplant at one SDC blast per 5 minutes), or unlimited if linked to a nuclear powerplant.
Cost: 3,000 credits
*Fletchette Packs----Located around the hull are special ‘reactive armor’ panels that can be also be triggered as anti-personnel grenades.This is one of several similar systems currently in service/under development by PS.
Range: 100 ft
Damage: 5d6 MD to a cone swath roughly 50 ft long, by 10 ft wide.
Used as reactive armor against plasma and armor-piercing missiles, the computerized firing system acts as a PARRY, rolling to match or better the missile’s strike roll...a successful counter means that the missile damage is HALVED, while a failure means the tank takes full damage. Note: when dealing with volleys, one reactive armor pack can match TWO missiles in a volley, so in order to effectively counter a five missile volley, the tank must expend 3 reactive armor packs...two packs would roll twice to defeat their respective missiles, the third would only roll once. If the enemy missile launcher has a line of sight on the tank, they can target a spot on the hull which has no packs covering it (a called shot), in which case the remaining reactive armor is -4 to cover the gap.
Rate of Fire: One at a time or can be simultaneously fired in volleys of 1-3
Payload: Up to six plates can be fitted to each side of the Colter’s hull, for a total of 24.
Cost: 3,000 credits for system, explosive plates cost 800 credits each
*Stabilization Jacks---Tired of being knocked over by concussion blasts, or being rolled over by a giant’s kick? This interesting little system uses Glitterboy-style pylon technology to las and hydraulically drive six stabilizer jacks up to 5 ft into the ground, even through concrete and metal gratings, within 5 seconds, affixing you like a barnacle, and able to stay upright in even hurricane-force winds. System can disengage in 2 seconds, for that speedy getaway.
Cost: 80,000 credits
* Swamp Tires---These oversized wheels (roughly 6 ft wide and 5 ft in diameter) allow the vehicle to practically walk (reduce top speed by 10%) over soft, marshy ground that would suck down conventional vehicles. It also allows the vehicle to ‘waterstride’ over open water, although speed is reduced by 50% and the water must be calm(otherwise the vehicle is in danger of capsizing).
Cost: 60,000 credits per set of four
*TracCat Treads---This replaces the original wheels, each with a triangular tread unit with three bogie wheels. Top road speed is reduced by 25%, but the vehicle has superior traction and performance on soft surfaces like sand, bog, or snow(no reduction in speed to travel over these surfaces)
Cost: 36,000 credits
*Stabilization Jacks---Tired of being knocked over by concussion blasts, or being rolled over by a giant’s kick? This interesting little system uses Glitterboy-style pylon technology to las and hydraulically drive six stabilizer jacks up to 5 ft into the ground, even through concrete and metal gratings, within 5 seconds, affixing you like a barnacle, and able to stay upright in even hurricane-force winds. System can disengage in 2 seconds, for that speedy getaway.
Cost: 80,000 credits
*---Walker Legs---Replaces the wheels of any of the aforementioned variants with robotic legs. Each leg has 60 MDC, and the vehicle’s top speed is 60 MPH, but it has superior rough terrain handling. Cost: Cost is 30% of the Colter’s variant cost.
*Smoke/Grenade Launcher Clusters---These mini-multi-tube grenade/smoke launcher clusters can be added to the sides of the vehicle. Up to 4 can be added...two forward and two aft.
Range: (light) 1,200 ft (heavy) 2,000 ft.
Damage: Varies by chemical/smoke/grenade used 'Light' grenades are equivalent to those used by NG rifle launchers. 'Heavy' grenades are the equivalent of hand-thrown types.
Rate of Fire: Volleys of 1-3
Payload: Each launcher has 12 light or 6 heavy grenades each, for a total of 36 light grenades or 18 heavy grenades
Cost: 28,000 credits for both light and heavy varieties(grenades cost extra)
*Sensors---Many buyers/operators reconfigure the sensor suite, adding additional sensor mounts or installing wholly new ones.
a)Sensor Cluster--Small sensor dish on a turntable
MDC: 25
Sensors: Mini-Radar--5 mile range
Motion Detector--200 ft range
Laser Illuminator-----12,000 ft range, Designates targets for laser-guided munnitions/weapons
Laser targetting System(+1 to strike)
Cost: 20,000 credits
b) Lance Scanner---Looks like a long lance protruding from the front of the craft. The Lance Scanner contains a magnetometer(MAD) and a short-range microwave radar for groundsearching minefields(in theory, the ground radar sound be able to detect even non-metallic mines, but takes twice as long).
Range: The magnetometer has a range of 4,000 ft and can detect vehicles and other metallic structures with 80% accuracy
The ground radar has a range of 3,000 ft, and has a 90% chance of detecting metal-cased mines, 60% chance of detecting non-metallic ordnance.
Cost: 40,000 credits
c) Aura Scanner---For detecting and identifying PPE concentrations
Range: 2000 ft
Cost: 35,000 credits
d)Bio-Scanner---Has a molecular analyzer, enhanced radiation detector, high-powered accoustic ‘shotgun mike’(3,000 ft range), and thermo-imager optics(3,000 ft).
Cost: 10,000 credits
e) Optical Cluster---Mini-optics turret similar to those mounted on helicopters and aerodynes
Sensors: Telescopic (2 mile accuity, 4-10x50 magnification)
IR/UV(2,000 ft)
Thermo-Imaging (3,000 ft)
Audio-Video-Survellance System w 48 hour recording capability
Laser Illuminator---’Paints’ targets for laser-guided weaponry. Range of 2 miles and gives a +1 to strike for L-G ordnance.
Cost: 18,000 credits
*-----Mine Detector-----A detection coil can be installed in the bow, and uses a variety of magnetic, chemical, and ground sonar detection systems to sniff out mines and buried ordinance. 85% accuracy. Cost: 3,500 credits
“Ah Jeez! We get a COLTER!? Why couldn’t they have issued us a Megabago, for cryin’ out loud!? We’ll never get anywhere this glorified golf-cart! Ain’t nothing good about these boxes!”
“Look, greenie, I had a Megabago go sour on me in the middle of the Amazonia Planitia...no hoverjets, no com...had to WALK half the way to Mons Olympus before anyone picked up our suit coms and came to get us! I would have LOVED to have something as simple as the Rover!”
“*Snort* I still say it’s like driving a garbage dumpster! ‘Intrepid Explorers of the Final Frontier’ indeed!”
“Wanna waste an evening? Try cataloguing all the option variants possible on a Colter Rover...start with the off-the-shelf add-ons, then the factory refits, then the battlefield improvizations...cancel your social life, because you’ll be at it for awhile...”
----Goggie Howler, ‘The Mech Medic’, Operator
“I was on the ‘Inferno’ expedition...pole-to-pole dash through the equatorial regions of a planet gone greenhouse. Balmy two hundred seventy degrees celsius average...plus acid rain and hurricane-winds in the upper latitudes....Even with our specially fitted vehicles, we almost melted our wheel bearings crossing the equatorial zone...Anybody would been flashfried the minute they stepped out to fix them if they’d broken down...As it was, the extendable airlocks that were supposed to allow our convoy to link together when we were parked got cooked...the flexible gaskets melted in the heat...That meant I got stuck inside my Colter for the better part of a month, sharing air, sweat, and smell with my partner...Fortunately, the expedition vehicles were self-contained, and we had enough food and water packed inside in case of just such a contingency...Though the water re-filters were starting to look a little green by the time we got to the other pole, and I was mighty sick of protein-chalk...Fortunately, the two of us refrained from swapping life stories on the way...
And fortunately the trip was worth it....the crystals we found at the other end were as good as predicted, and we had another bit of good luck when base camp finally managed to get a sub orbital HLV to remote control land through the perpetual polar hurricane...Getting back was ANOTHER story, however, but that’s for the next round of drinks...”
--- Kal Gorman, Planet Scout, Greater New England Corps of Exploration.
Basic APC, a slab-sided, boxy, armored landrover, the Colter(named for the pre-Rifts mountain man and explorer John Colter), is a real contender for the ugliest, most utilitarian, vehicle produced by Paladin Steel. It’s smaller than the standard PS utility ground vehicles like the Camper Van, but it is just as rugged, and is much more compact, lightweight, and inexpensive. It’s surprisingly well-armored for its size; built as it is of heavy armor plates and ceramic armor, while the wheels are spun-wire, variable tension, all-terrain types, each fitted with its own drive motor and mounted on its own ‘grasshopper leg’(said to have been inspired by pre-Rifts Moon and Mars rover designs) that can extend out to almost absurd lengths(perfect for clearing debris and getting over trenches). Its boxy and often begrimed appearance have tagged it with the nickname ‘Dumpster Jeep’(rumor has it, it IS engineered from debris municipal sanitation containers). Supposedly the angular main hull is based on the ‘armored egg’ of old U.S. military mine-proof vehicles....whatever the origins, the design has proven itself in blunting IED explosions, and in making the vehicle somewhat amphibious. Simple, efficient, short-range transport without a whole lot of bells and whistles(and, dignity, it’s claimed). Its compact size, simple construction, and light weight make it beloved of quartermasters and supercargoes, and resented by the more glamor-minded adventurers.
The Colter has two weapons hardpoints, one a top-pintle mount, and the other mounted up front, usually fitted with a light energy cannon and a rail gun respectively. As an exploration vehicle, its roof is typically festooned with all manner of sensors; air samplers, motion detectors, mini-radar, camera mounts, audio surveillance gear, magnetometers, etc., as the expedition profile dictates.
Internally, it’s not much bigger than an SUV or sports van...There’s just enough room for a person to stand up and move from seat to seat, and to stretch out to sleep on the rear seats. However, the environmental system is well-tested and reliable, and the interior well-protected.
The Colter has become pretty well ubiquitous in all walks of VFS life; despite its (undeserved) poor reputation, the vehicle is common with the Explorer Corps, VFS military, private, and commercial sectors owing to its economy. Sometimes called a ‘Kumpfelwagon’ due to its short, squat, boxy resemblance to a pre-Rifts vehicle of similar utility and lack of esthetics.
Type: PS-S-ATV17
Class: Light Utility All Terrain Vehicle
Date of Introduction: 106 PA
Crew: One, plus 1-3 passengers
MDC/Armor By Location
Main Body 280
Wheels(6) 20 each
Top-Mount Cannon 60
Rail Cannon 50
Length: 16.2 ft (14 ft folded for storage) W/ ‘legs’ at full extension, the Colter can stretch out about 19 ft.
Width: 9 ft (7.6 ft folded for storage) W/ ‘legs’ at full extension, the Colter can span up to 12 ft.
Height: 9 ft (7.8 ft folded for storage) W/ ‘legs’ at full extension, the Colter can tower up to 13 ft.
Weight: 8.5 tons
Cargo: Can carry up to a ton of cargo, and haul up to 3 tons in a trailer
Powerplant: Liquid-fuel, electric, super-solar electric(same as described in Rifts Source Book One and SB1 Revised), or Nuclear-Fusion w/ 20 energy life
Range:600 miles for liquid fuel or electric, Effectively unlimited for super-solar or nuclear powerplant
Speed: 80 MPH
(Water) As is, the Colter can ford fairly readily, and can putter along on the water’s surface at a humble 8 MPH. The hull is stress-tested for dives down to 300 ft.
Market Cost: 36,000 credits for the basic vehicle, 40,000 credits for electric, 200,000 for super-solar, and 1.3 million credits for nuclear
Systems of Note:
All standard Robot Sensors & Features, plus:
*Solid/Run-Flat Megadamage Mesh and Coil Tires
*Nose & Trail Winches---w/ 60-ft of cable each
*Trailer Hitch
*External Tool Racks
*Headlights--Normal and Infrared
*External Loudspeaker/Sirens---90 decibels
*Prism/Periscope Vision Blocks---The nose, rear, and hatch have periscope arrays that permit excellent vision, without compromising the structural integrity of the vehicle.
*Laser/Satellite Communications---Top mounted dome antennae and laser pointer-projector; 7,000 range of line-of-sight.
*Angular Hull---The Colter’s ‘angular egg’ design gives some improved resistance to mines; takes HALF damage from explosions underneath the hull.
*Folding Legs---The suspension pylons and wheels can be turned and semi-folded, making the vehicle slightly more compact for stowage aboard ships, aircraft, and spacecraft.
Weapons Systems:
1)Heavy Plasma Cannon---This fairly simple and unimpressive weapon is mounted on a turret-top pintle with 360-degree arc of fire, and can be fired by remote control from inside the vehicle.
Range:2000 ft
Damage: 1d4x10 MD per blast
Rate of Fire: EGCHH
Payload:Unlimited
2) Rail Gun---This weapon is mounted under the angled prow of the ‘dumpster’, has 60 degree traverse side to side and up-down, and is a standard PS-100 rail gun of proven reliability.
Weight: 300 lbs
Range: 4000 ft
Damage: 1d4 MD single rd, 1d6x10 MD 60 rd burst
Rate of Fire:EPCHH
Payload:12,000 rd drum(200 bursts)
3) Pintle-Mount Laser Rifle
An energy rifle, rail gun, or other weapon can be mounted on this pintle mount, and can be remote controlled from inside the vehicle.
Options:
The Colter is a brick waiting to be used and modified. The roof equipment racks can be expanded to carry all manner of additional cargo, light power tools, additional sensor gear, experiment canisters, drone launch/recovry racks, and aerials. Too many to be listed here...
Armament-wise, few soldiers bother mounting anything heavier than infantry weapons on the Rover, but improvised armored fighting vehicles have been seen in the field mounting everything from light gauss cannon turrets to calliope-style rocket launchers and MRM launch rails.
The wheels of the Colter are another popular swap-out, depending on the anticipated terrain. Over-inflated balloon tires, for instance, allow Colters some amphibious travel ability in wet and swampy terrain, while oversized studded tires allow for easier going in rough terrain. Other options include replacing the wheels with independently-sprung snow-cat treads for traveling over snow. Extended life support configurations are also common, especially in Explorer Corps vehicles.
Several Colters have been known to have been outfitted as remote piloted vehicles, for exploring environments that are too hostile for living crews. These ‘Robo-Rovers’ have rather simplistic robotic brains, a simple manipulator or two, and large instrumentation complements.
A few sample options:
(note: any of the appropriate extras offered by GAW in the Mercenaries Sourcebook are available at the PS factory, typically for 10-20% less. )
* Applique Armor---Additional armor plates can be hooked, welded, or epoxied on. For the sake of calculating movement penalties, three armor weight categories are used; Light, Medium, and Heavy, and several armor options are offered.
*Light----Adds 10-100 MDC main body, + 1-2 tons, without movement penalties
----Cost: 15,000 credits per 10 MDC
*Medium---Adds 110-200 MDC main body, +2-4 tons, but with a reduction in top speed of 15%
----Cost: 16,000 credits per 10 MDC
*Heavy----Adds 210-360 MDC main body, +4-6 tons, but with a reduction in top speed of 25%
----Cost:18,000 credits per 10 MDC
*Laser Ablative Armor(Option)---PS laser-ablative ceramic, based on alien materials. Lasers do HALF damage. VFLs can NOT adjust to compensate. As an added bonus, Arkhon triphase weapons do 1/10 less damage.
----Cost:+800,000 credits(Rarely available to outsiders)
*Thermal Resistant Heat-Refractory Tile Armor(Option)---Special heat-resistant materials designed originally for reentry vehicle shielding. Heat and plasm-based attacks do HALF damage
----Cost: +1 million credits
*Chemical Resistant Armor(Option)----PS’s patented chemically inert armor that sheds the effects of corrosive chemicals and stick’ums. Acids and chemical weapons do NO damage.
----Cost: +1.1 million credits
*Advanced Radiation Shielding---This shields the vehicle against even the sort of radiation to be expected in the close vicinity of a breached nuclear reactor. Adds 20% to weight.
----Cost: +1.3 million credits
*Jettisonable Armor(Option)---Special pre-cut division channels, break points, and integral explosive bolts allow the vehicle crew to jettison the applique armor, shedding it, usually to restore mobility(in the case of medium- and heavy-armors), lose contaminated outer plates, or shed unwanted riders. Once jettisoned, the applique armor CANNOT be re-attached without extensive reconstruction and refurbishment(if anything is left at all of the original material)....Essentially, one has to re-buy the applique and/or jettisonable armor option to regain its benefitts.
OPTIONAL: The explosive bolts, at the GM’s discretion, can explode off with enough force to do 1d6 MD to an 15 ft radius around the vehicle, due to flying armor fragments.
Cost: +4,000 credits+cost of armor
*Magshield---This is an adaptation of Orbital magnetic shields that generate a low-power localized magnetic ‘envelope’ that deflects cosmic rays and other harmful particles. It also HALVES the damage from particle beams.
Cost: 90,000 credits
*Roll-Cage---This is a set of curved external bars (+80 MDC) that allow the vehicle to actually ROLL with impacts and impact damage(as well as roll-overs, crashes, and falls) and roll upright again, ready to get moving on. +2 to Roll.
Cost: 50,000 credits
*Electro-Shock Security System----Special contacts in the skin of the vehicle can be electrically charged to deliver a taser-like shock to anyone attempting to break into the vehicle. Alternatively, the system can be set to dump most of its power into a vaporizing megadamage shock blast, though this tends to drain the batteries far faster. CANNOT be mounted on top of Applique Armor.
Range: 3 ft
Damage: 3d6 SDC plus Humanoids struck with this weapon must save
vs. coma or be shocked unconscious for 1D6 minutes.
(MD ) The higher end setting does 1d6 MD per shock
Payload: 20 SDC (2 Megadamage charges) charge battery(recharges off the conventional powerplant at one SDC blast per 5 minutes), or unlimited if linked to a nuclear powerplant.
Cost: 3,000 credits
*Fletchette Packs----Located around the hull are special ‘reactive armor’ panels that can be also be triggered as anti-personnel grenades.This is one of several similar systems currently in service/under development by PS.
Range: 100 ft
Damage: 5d6 MD to a cone swath roughly 50 ft long, by 10 ft wide.
Used as reactive armor against plasma and armor-piercing missiles, the computerized firing system acts as a PARRY, rolling to match or better the missile’s strike roll...a successful counter means that the missile damage is HALVED, while a failure means the tank takes full damage. Note: when dealing with volleys, one reactive armor pack can match TWO missiles in a volley, so in order to effectively counter a five missile volley, the tank must expend 3 reactive armor packs...two packs would roll twice to defeat their respective missiles, the third would only roll once. If the enemy missile launcher has a line of sight on the tank, they can target a spot on the hull which has no packs covering it (a called shot), in which case the remaining reactive armor is -4 to cover the gap.
Rate of Fire: One at a time or can be simultaneously fired in volleys of 1-3
Payload: Up to six plates can be fitted to each side of the Colter’s hull, for a total of 24.
Cost: 3,000 credits for system, explosive plates cost 800 credits each
*Stabilization Jacks---Tired of being knocked over by concussion blasts, or being rolled over by a giant’s kick? This interesting little system uses Glitterboy-style pylon technology to las and hydraulically drive six stabilizer jacks up to 5 ft into the ground, even through concrete and metal gratings, within 5 seconds, affixing you like a barnacle, and able to stay upright in even hurricane-force winds. System can disengage in 2 seconds, for that speedy getaway.
Cost: 80,000 credits
* Swamp Tires---These oversized wheels (roughly 6 ft wide and 5 ft in diameter) allow the vehicle to practically walk (reduce top speed by 10%) over soft, marshy ground that would suck down conventional vehicles. It also allows the vehicle to ‘waterstride’ over open water, although speed is reduced by 50% and the water must be calm(otherwise the vehicle is in danger of capsizing).
Cost: 60,000 credits per set of four
*TracCat Treads---This replaces the original wheels, each with a triangular tread unit with three bogie wheels. Top road speed is reduced by 25%, but the vehicle has superior traction and performance on soft surfaces like sand, bog, or snow(no reduction in speed to travel over these surfaces)
Cost: 36,000 credits
*Stabilization Jacks---Tired of being knocked over by concussion blasts, or being rolled over by a giant’s kick? This interesting little system uses Glitterboy-style pylon technology to las and hydraulically drive six stabilizer jacks up to 5 ft into the ground, even through concrete and metal gratings, within 5 seconds, affixing you like a barnacle, and able to stay upright in even hurricane-force winds. System can disengage in 2 seconds, for that speedy getaway.
Cost: 80,000 credits
*---Walker Legs---Replaces the wheels of any of the aforementioned variants with robotic legs. Each leg has 60 MDC, and the vehicle’s top speed is 60 MPH, but it has superior rough terrain handling. Cost: Cost is 30% of the Colter’s variant cost.
*Smoke/Grenade Launcher Clusters---These mini-multi-tube grenade/smoke launcher clusters can be added to the sides of the vehicle. Up to 4 can be added...two forward and two aft.
Range: (light) 1,200 ft (heavy) 2,000 ft.
Damage: Varies by chemical/smoke/grenade used 'Light' grenades are equivalent to those used by NG rifle launchers. 'Heavy' grenades are the equivalent of hand-thrown types.
Rate of Fire: Volleys of 1-3
Payload: Each launcher has 12 light or 6 heavy grenades each, for a total of 36 light grenades or 18 heavy grenades
Cost: 28,000 credits for both light and heavy varieties(grenades cost extra)
*Sensors---Many buyers/operators reconfigure the sensor suite, adding additional sensor mounts or installing wholly new ones.
a)Sensor Cluster--Small sensor dish on a turntable
MDC: 25
Sensors: Mini-Radar--5 mile range
Motion Detector--200 ft range
Laser Illuminator-----12,000 ft range, Designates targets for laser-guided munnitions/weapons
Laser targetting System(+1 to strike)
Cost: 20,000 credits
b) Lance Scanner---Looks like a long lance protruding from the front of the craft. The Lance Scanner contains a magnetometer(MAD) and a short-range microwave radar for groundsearching minefields(in theory, the ground radar sound be able to detect even non-metallic mines, but takes twice as long).
Range: The magnetometer has a range of 4,000 ft and can detect vehicles and other metallic structures with 80% accuracy
The ground radar has a range of 3,000 ft, and has a 90% chance of detecting metal-cased mines, 60% chance of detecting non-metallic ordnance.
Cost: 40,000 credits
c) Aura Scanner---For detecting and identifying PPE concentrations
Range: 2000 ft
Cost: 35,000 credits
d)Bio-Scanner---Has a molecular analyzer, enhanced radiation detector, high-powered accoustic ‘shotgun mike’(3,000 ft range), and thermo-imager optics(3,000 ft).
Cost: 10,000 credits
e) Optical Cluster---Mini-optics turret similar to those mounted on helicopters and aerodynes
Sensors: Telescopic (2 mile accuity, 4-10x50 magnification)
IR/UV(2,000 ft)
Thermo-Imaging (3,000 ft)
Audio-Video-Survellance System w 48 hour recording capability
Laser Illuminator---’Paints’ targets for laser-guided weaponry. Range of 2 miles and gives a +1 to strike for L-G ordnance.
Cost: 18,000 credits
*-----Mine Detector-----A detection coil can be installed in the bow, and uses a variety of magnetic, chemical, and ground sonar detection systems to sniff out mines and buried ordinance. 85% accuracy. Cost: 3,500 credits