Re: Paladin Steel Storefront
Posted: Mon Sep 15, 2008 1:57 pm
by taalismn
Paladin Steel ‘Zerkat’ Light Armored Vehicle Family
“You may notice we got a lot of foreign-designed weapons available for grafting onto the Zerkat....That’s because OTAR tested a lot of ‘em on the Zerkat chassis during technology evaluations, and they worked out so well, they got included as options. Yeah, the Zerkat’s a real International Crawler of Flaming Death...I particularly like those Russian-designed flying circular saw blades...You got four of those launchers going, pumping spinners, you can fill the air with some serious flying death, like forty blades at a time...and in urban quarters, those blades SKIP and BOUNCE...off buildings, off armor, until they stick in something....keeps infantry down and burrowing like you wouldn’t believe.”
“I don’t get it...How you drive that thing around under the weight of that big gun?!”
“Bah! All they have are teeny, tiny, clumsy little crawlers! Tin sheds on treads! Farm tractors with pop guns! Our Goliaths will crush the little pitchfork-wavers!”
----Last public speech of Lord Soulsbane, before the Battle of Merry Meadows
The unexpected success of the Ontos II weapons carrier, and increased interest in similar vehicles such as the Skorpion III, caused Paladin Steel to take another look at the vehicles. Both vehicles, based on the reworked chassis of the discontinued Jeb Stuart LBT, had originally been produced in limited numbers mainly as experiments, but an unexpected market for light air-transportable combat vehicles caused the few that had been released to the market to be quickly snapped up. PS market agents soon discovered a growing number of professional ‘paratrooper’ mercenary units (aided by an increase in the number of suitable medium and heavy air transports, including , ironically, Paladin Steel’s own air transports) looking for appropriate equipment. Growing trade between smaller communities had also incited an interest in low-cost armored vehicles for security purposes, a need that established firms like GAW, Northern Gun, and Chipwell couldn’t always meet.
Paladin Steel has thus elected to develop(or RE-develop) the JB-LBT /Ontos II/Skorpion III hull into a family of light armored vehicles that share common parts compatibility and low cost. The ‘Zerkat’(named for a Wynaro small predator similar to an armadillo) series of weapons carriers/LBTs/APCs share the same megadamage ceramic/light alloy hull, tread units, and sloped barbarette hull. However, the original intention of simply producing a ‘stripped down Ontos’ went awry when the head of the project got in fight with his spouse, assigned to the PSA-11 power armor modular weapons project over the versatility and cost effectiveness of light vehicles versus power armors. This led to a large time delay in the development of the Zerkat, as the design team received new directives to make the light AFV as versatile as possible. The basic frame and chassis now became a modular armored pod for the crew and swap-out powerplant, with powerleads and mounting brackets on either side. The shock absorption system and tread assembly now became two bolt-on drive and suspension assemblies, and the turret became a modular turntable, with provision for mounting 1-4 weapons hardpoints. Ironically, many of the weapons that were compatible with the vehicle weapons racks were seconded from the power armor program, allowing for weapons and ammunition compatibility between the two systems(this may well have saved the chief engineer’s marriage).
The Zerkat is generally considered too lightly armored to be an effective frontline unit against faster hovertanks, robots, and power armors, but if used wisely, it can be an effective fire support platform, akin to a mobile support gun or missile launcher mount. Its small size makes it readily transportable aboard ships and large aircraft, as well as making it easy to camouflage and maneuver in close quarters, such as urban areas.
Paladin Steel uses a number of Zerkats as company security, weapons test rigs, and ‘mobile foxholes’ for range safety tests. The GNE military uses them as rear echelon security, urban defense, and as infantry support. The big users, however, are mercenary and adventurer groups, as well as small kingdoms needing some inexpensive light armor.
Type: PS-LT-48 Zerkat
Class: Light Tank
Crew: 1-2, plus provision for one passenger
MDC/Armor by Location:
Main Body 300
Reinforced Crew Cabin 100
(Optional)Treads(2) 70 each
(Optional)Wheels(6) 15 each
(Optional) Hoverfans(4) 30 each
Turret 180
Height: 6 ft 9 in.
Width: 9 ft
Length: 13 ft
Weight: 6 tons
Cargo:Small space in crew compartment for several backpacks, sidearms, and a few small personal possessions.
Powerplant: Liquid Fuel( w/ 300 mile range) or Electrical Fuel Cell( w/ 400 mile range)
A nuclear power pack with 10 year energy life has been tested, but adds 1.8 million credits to the price.
Speed:*(Treads-configuration)
(Ground) 65 MPH
(Water) 15 MPH
*(Wheels-configuration) 75 MPH
*(Hoverjets-configuration) 120 MPH, 1-5 ft off the ground. Can skim over water at about 60 MPH, but wave height cannot be more than 3 ft swell. Reduce range by 20%
(Walker Legs Configuration)--60 MPH, can climb a 45-degree slope, get over obstacles up to 5 ft tall, and traverse gaps up to 8 ft wide.
(TW Float-Drive-configuration) 80 MPH, 1-200 ft off the ground. 140 MPH on a ley line. Unaffected by sea state. Also completely silent(Base Prowl skill of 80%). DOUBLE range on ley lines.
Market Cost: 2.2 million credits for liquid-fuelled version, 2.4 million for electrical
Systems of Note:
*NBC-shielded crew compartment with air filtration and 8-hour independent air supply
*Radio----100 mile range
*IR/Normal Light Headlights
*Optical Suite---Low Light/Nightvision Optics, Infrared, Thermo-Imaging, and Laser-Targetting(+1 to strike to ranged weapons)
*Mini-Radar---10 mile range
*Periscope---Standard optics periscope that can elevate up to 6 ft, allowing the tank to remain behind cover while surveying surrounding territory.
*Towing Hitch---Can pull a trailer load of up to 5 tons without significant performance degradation.
Weapons Systems: None standard
Optional weapons configurations include a small bow turret, a light main turret mounting a single gun, or larger weapons racks for carrying heavier weapons ‘Ontos-style’, and a small gun mount or weapons slit on each side of the vehicle.
Options:
Propulsion:
*Treads---Identical to the original Ontos II. Standard
*Wheels---Three armored solid wheels on either side for a total of six. ...Cost: 200,000 credits
*Hoverjets---A blower assembly on each side with fore and aft positionable lift-fans...Cost: 700,000 credits
*Walker Legs---Replaces the side propulsion units with a underframe ‘buckboard’ 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: 700,000 credits
*TW Float-Drive---An expensive techno-wizardry option utilizing four spheres on either side of the hull(enclosed in an armored skirt) ...Cost: 1.8 million credits
1) Turret:
The turret can be fitted with a single weapon, or a double-, triple-, or quad-hardpoint rack, as follows:
*Single Turret:--- MDC: 180, Cost: 200,000 credits
a) PS-US-RG14PS Boom Gun---PS produces a high-powered rail gun akin to the Glitterboy’s RG-14, only with a different mounting, style, and lack of laser-reflective armor
Range: 11,000 ft
Damage: 3d6x10 MD per shot
Sonic shock effects remain unchanged.
Rate of Fire: ECHH
Payload: 180 rd drum
Cost: 280,000 credits
b)Mass Driver Cannon---The old 60mm Snapfire artillery weapon.
Range:(Direct Fire Mode): 6000 ft
(Artillery Mode) 2 .5 miles
Damage:(Direct Fire Mode) 3d6x10 MD, no blast radius
(Artillery Mode) Everything within the 30 ft blast radius takes 2D6x10 M.D. and has a 75% chance of being knocked flat.
Rate of Fire:(Direct Fire Mode) EPCHH
(Artillery Mode) Three times per melee
Payload: 50 rds
Bonuses/Penalties: +1 strike in direct fire mode. -2 to strike in Artillery mode.
Cost: 250,000 credits
c) 75mm Low Velocity Gun (Turret Mounted)
Using low-pressure propellant techniques, this cannon heaves a beer-can sized projectile at opponents with considerable punch.
However, the 75mm can be used to fire a variety of rounds, from expanding
foam-plastic "punching glove" non-lethal people-stoppers, to megadamage plasma shells.
Primary Purpose: Anti-armor
Secondary Purpose: Anti-personnel
Range: 6000 m(roughly 18000 ft)
Damage:
"Bubblegum Round": Restraint Caster(AKA "Loogie"). This "safe" munition blasts out an expanding glop of adhesive resin and plastic fibers that entangle and immobilize targets.
The "Loogie" suffers from atrocious range; it can only reach 150 ft before flopping to the ground. Covers an area of 5 ft, and is
air permeable, so even if a perp is covered head to foot they can still breath.
Damage: 1d4 SDC bruising damage on impact, restrains with a PS of 30(characters without a robotic or supernatural PS of 30 or greater
are stuck until released. Even with r/s PS 30, takes 1d4 melees to bust out/be cut out).
Note: Police carry solvents that dissolve the "Loogie" within 1d4 melees.
(Black Market cost for the solvent is 500 credits per 3-use tube)
Riot Rd: This munition is an expanding ball of sponge plastic,swelling up to roughly the size of a basketball. The Riot Round has better
range than the Restraint Rd, and is designed to deliver a bruising kinetic slap.
Range: 500 ft
Damage: 4d6 SDC plus 80% chance of knockdown(60% chance of stunning for 1d4 melees, -10 to initiative, strike/parry/dodge/roll, and half apms. Reduce percentiles for stun and penalties by half if wearing MDC armor)
Smoke Rd: Smoke in a 30 ft area
Foam Rd: Designed for fire-fighting. Covers a 15 ft area in fire-retardant foam.
High Explosive Rd: 8d6 MD to 10 ft area
Armor Piercing Round: 1d6x10 MD to 3 ft area
Plasma Rd:Does 1d8x10 MD to a 6 ft blast radius.
Rate of Fire: EPCHH
Payload: 30 rds
Cost:150,000 credits.
d) Laser Cannon Pod---A heavier single-barrel laser cannon, based on a weapon acquired from South America(the ATL-7 Anti-Tank Laser)
Range: 3,000 ft
Damage: 3d6x10+10 MD per single shot
Rate of Fire: Four shots per melee
Payload: 80 shot battery
Cost: 180,000 credits
e) PS-RG-60 Heavy Rail Gun( a copy of an imported Russian design)
Range: 5,000 ft
Damage: 1d6x0 per 20 rd burst
Rate of Fire: EGCHH
Payload: 3,000 rd drum
Cost: 100,000 credits
f)PS-XGECAL 50 “Ripkiller” ---An experimental weapon based on the pre-Rifts .50 caliber GECAL 50 Six Barrel Machine Gun. This weapon fires high explosive shells(based on the Wellington Industries Heavy Explosive shells) over three miles, to devastating effect. In theory, the XGECAL 50 can fire off 8,000 rounds per minute(or 2,000 rounds a melee), but PS has limited the weapon to a maximum of 100 rounds per burst , and even that can shoot the magazines dry in one melee! Only a special coolant jacket, shock-absorbing stabiilizer, and burst limiter prevent this weapon from tearing itself apart under maximum rate of fire, and keeps enough rounds on target to inflict maximum damage. The weapon also tears out its meter-long barrel linings faster than any other weapon in PS service(a cannon barrel is estimated to have a standard combat life of 4,000 shots). Some military analysts at PS are rather critical of this weapon, citing its reliance on specialized ammunition, and its potential, in the hands of an inexperienced gunner, to empty its ammunition reserve too quickly, leaving the gunner without their primary weapon at a critical time. The great range of the weapon, increasing supplies of explosive ammunition, as well as newer, more durable, space-manufactured gunbarrel materials, may save the PS-XGECAL 50 yet, in the eyes of VFS officials.
Note: The PS-XGECAL 50 is currently LIMITED to GNE service, though they figure it’s only a matter of time before someone else combines the Wellington munitions with the pre-Rifts weaponry and comes up with something similar...Already reports of a disturbingly similar weapon being tested at the Coalition’s proving grounds at Lone Star are circulating.
Range: 19,000 ft!
Damage: 1d4 MD single shot, 1d4x10 MD per 10 shot burst(1 attack), 2d4x10 MD per 20 rd burst(2 attacks), 4d4x10 MD per 50 rd burst(3 attacks), 1d4x100 MD per 100 shot burst(takes ALL attacks that melee)
Rate of Fire: ECHH
Payload: 1,000 round drum per cannon(10 full-melee bursts)
Note: The use of tracer ammunition gives a +1 to strike
Cost: 200,000 credits
g)PS-HSGC-AAM-11 20mm Six-Barrel Super Vulcan Cannon---A proven system with good range and damage, but a tendency to seize up under protracted firing.
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
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
h)Rapid-Fire 35 mm Cannon----This is an anti-aircraft-mounting, and is fed from two massive ammunition drums on either side of the cannon. The turret has a full 360-degree arc of fire, while the gun can depress 5 degrees and elevate 85 degrees.
Range: 2.5 miles
Damage:(Proximity Fuzed Fragmentation) 3d6 MD to a 10 ft blast radius, 2d6x10 MD to a 30 ft blast radius per 10 rd burst.
(Armor Piercing Tracer) 4d6 MD single shot, 3d6x10+10 MD per 10 rd burst
Rate of Fire:EPCHH
Payload: Each drum holds 215 rounds(430 total)
With a trained crew in power armor, a fresh drum can be changed in 3 minutes
Cost: 180,000 credits
i)PS McML-08 ‘BoomBox’(aka ‘Pencil Box’, ‘RacketRak’)----This consists of five disposable plastic cassette-style launch ‘boxes’ stacked on an erectable launch frame and turntable. Bringing to mind the ‘Metalstorm’ guns of the past, each box-cassette has 25 micro-missiles(5 rows of 5) for a total of 125 projectiles, and can fire them in volleys of 5 to all 125 at once. It uses Pattern 1A -1C micro-missiles, but is problematic in laser-guidance mode due to frequent inadvertent missile fratricide when all 125 micro-missiles are trying to home on the same target(volleys of 5-20 are recommended instead). The entire set-up weighs in at 120 lbs, making it barely manportable, but a trained crew can swap out expended cassettes in 3 actions(typically takes 30-45 seconds to reload the entire weapon with new magazines). Cost: 80,000 credits.
j)23mm Arden Light Autocannon---The 23mm ‘Arden’ is a favorite because it has both range and damage comparable to heavier ramjet and rail cannon. The light cannon is often nicknamed the ‘Gimlet’ after the large hole-making tool used by carpenters. With high explosive shells, it can rival a tank gun at full auto.
Range: (Effective Range)2,000 meters (6,000 ft)
(Maximum Range)(-3 to strike)3,600 meters (roughly 10,000 ft)
Damage:(MD)(Fragmentation)1d6 MD to 7 ft radius
4d6 MD per 5 rd burst, 10 ft blast radius
2d4 x10 per 10 rd burst, 15 ft blast radius
(High Explosive) 3d6 MD single shot, 5 ft blast radius
1d4x10 per 5 rd burst, 8 ft blast radius
2d4 x10 per 10 rd burst, 12 ft blast radius
(Armor Piercing)4d6 MD single shot, no blast radius
2d4x10 per 5 rd burst, 1 ft blast radius
3d4 x10 per 10 rd burst, 2 ft blast radius
*Note that beyond the accurate range of 6,000 ft, AP rounds lose some of their effective penetrating power due to diminishing velocity; reduce damage by 20%
(Crowd Control rds)---Essentially an expanding plastic ‘flyswatter’ that delivers a bruising knockdown punch. Cut effective range to 200 ft. Does 2d4 SDC per rd, humans and human-sized D-Bees must roll a D20-5 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174). Human-sized light power armors(500-800 lbs) also roll on a D20, but are +2 to save versus knockdown
(Wood Rounds) 7d6 SDC single shot (1d4x10+5 HP to vampires), no blast radius
2d4x10+10 SDC per 5 rd burst (2d4x10+10 HP to vampires), 2 ft blast radius
6d6 MD per 10 rd burst (3d6x10+10 HP to vampires), 3 ft blast radius
Rate of Fire: Rated at 260 Rounds per minute...Can fire single shot, or in bursts of 3-10 rounds per melee( a 60-rd burst capability was tested, but it tended to wear out the gun barrel in two or three melees of continious fire).
Payload: The OCSW typically comes with two 37 round box-magazines(total of 74 rounds) or can be belt- or drum-fed.
Bonuses: From any sensor package fitted
Special Features:
*Air Burst ‘smart’ munition capability---Shells can be set to explode on contact or proxiimity fuze.
Cost: 8,000 credits
k)PS-L-CIWS Vulcan Chain Gun(aka “Button Gun”)---This installation, introduced on the Type 9 Weapons Carrier, 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, but is often mounted on other vehciles as well. 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:4,000 rd drum(100 bursts)
Cost: 30,000 credits
l)*PS-862 AC Anti-Aircraft Flak Cannon(Paladin Steel knockoff of the TriaxTX-862FC)
Range:10,000 ft
Damage:4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD six-round burst
Rate of Fire:EPCHH
Payload:800 rds, 400 rds per cannon
Bonuses:Independent laser and radar tracking system(range: 11,000 ft). +1 strike set on automatic against aerial attack, +2 strike fired by gunner
Cost: 500,000 credits
m)The Mage Pod is probably the most significant technology and option to come out of PS’s earlyy robotics programs. The Mage Pod also represents a crowning achievement for Paladin Steel’s industrial-magery division, and helped establish it as a power to be reckoned with in the PS organization(it had previously been regarded as a ‘cottage industry’ department compared to the large-scale assembly-line centered Heavy Machinery, Aviation, and Naval Engineering sections). The Mage Pod is an effort to develop a modular TechnoWizardry weapon, applicable to vehicles and robots, and is a TW weapons module that incorporates a PPE Battery(Maximum Strength: 500 PPE!) and a pre-programmed crystal spell projector, with hardwired activator spells(Energy Bolt, Energy Field, Domination[for mental spells], and Wind Rush).
The heart of the system, though, lies between the crystal lenses and the PPE Battery. There are three option spaces for Spell Cards. What’s a Spell Card? A Spell Card is a brick-sized wafer of pure iron, crystals, and wiring(typically a large percentage of the wiring consists of gold or silver), woven in mystic configurations, typically around a central gemstone or crystal lense/’lasing’ element, and incorporating a ‘hardwired’ spell. The Spell Card can be simply installed in the Mage Pod’s option slot( a matter of 10-15 minutes to check for correct lense alignment), fed PPE from the Battery via the activator spell, and projected via the crystal ‘shooter’. Instant spell magic! This system also allows the weapons system to be specifically configured to a particular mission needs(i.e. , a Minotaur wheeled tank expected to act as an ECM/ECCM vehicle might carry Frequency Jamming, Illusion, and Illusion Booster, while a vampire hunter might carry Globe of Daylight, Circle of Rain, and Water Wisp).
The Mage Pod has a few drawbacks; one is the fact that the mys-technology is still new and fairly expensive. Spell Cards are rather rare and hard to come by on the market(currently available direct from PS only). The other is that currently only simple single spells can be incorporated into the Spell Card module. Combined effect spells cannot currently be incorporated, though PS is working feverishly on the means to do so.
The model described is a MagePod Model 0.1C, a (slight) refinement over the original model, and featuring a three-slot Spell Card ‘magazine’, allowing the operators to clicke between three spells with the flip of a switch.
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, but can also draw upon the robot’s/vehicle’s other PPE reserves/batteries(if any have been fitted). 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 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.
PPE Generators:
PPE Capacity:(Light)----200 PPE battery capacity; recharges at 10 PPE per hour, 20PPE/hour at a leyline, 40 PPE/hour on a nexus
(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
(‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
(‘Sorcerer’)--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus
Cost:(Light)----500,000 credits
(Medium)-----1 million credits
(‘Wizard’)----2 million credits
(‘Sorcerer’)---- 3 million credits
n)*-----Air Defense Radar Array-------An enhanced radar system that can track up to 96 targets and ID them at 100 miles range. ADRA requires a dedicated sensor operator and a mast-mounted array(50 MDC).
Cost: 250,000 credits
*Double-Weapon Rack... MDC: 150, Cost: 300,000 credits
a) 40mm Grenade Launcher
Range:7,000 ft
Damage: Fragmentation: 4d6 MD to 12 ft area, 2d6x10 MD to a 40 ft area for a 10 rd burst.
Armor-Piercing: 1d4x10 MD to 3 ft area, 3d6x10 MD to a 8 ft area for a 10 rd burst.
Rate of Fire: Standard
Payload: 300 rd drum each AGL
Special Features: None
Cost: 50,000 credits for the launcher
b)PS-RG-44 Rail Gun(a copy of an imported Russian design)
Range: 4,000 ft
Damage: 1d4x10 MD per 20 rd burst
Rate of Fire: EGCHH
Payload: 3,000 rd drum
Cost: 75,000 credits
c)FA-A9 2-pounder (40mm)Autocannon
Range:(High Velocity Round)5,000 yards(15,000 ft)
Maximum AA altitude w/ HV shells: 13,300 ft
(Low Velocity Round) 3,800 yards(11,400 ft)
Damage:(Fragmentation) 4d6 MD to 6 ft blast radius
(High Explosive) (HV) 1d4x10+3 MD to 1.5 ft blast radius
(LV)1d4x10 MD to 1.5 ft blast radius
Rate of Fire: 120 rounds per minute(or up to 30 rds per melee)
Payload: box magazine of 200 rounds
Cost: 150,000 credits
High Velocity(Fragmentation) shells cost 200 credits apiece, 245 credits for HE
Low Velocity(Fragmentation) shells cost 180 credits apiece, 200 credits for HE
d)Mini-Missiles---10 shot pod
e)Short Range Missiles---A 4-shot pod can be mounted on each hardpoint
f)Copperhead Anti-Armor Missiles----(Range: 1 mile, Damage: High Explosive 2d4x10 MD, Rate of Fire: Volleys of 1, 2, or 4, Payload: 4, Bonuses: +5 to strike, Market Cost: 50,000 credits for the launcher, 8, 000 credits per missile)---4 shot pod
g)Medium Range Missiles---One MRM can be mounted on each hardpoint
h) Black Talon LSAMs---Each hardpint can hold two Black Talon tubes
i)*PS-862 AC Anti-Aircraft Flak Cannon(Paladin Steel knockoff of the TriaxTX-862FC)
Range:10,000 ft
Damage:4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD six-round burst
Rate of Fire:EPCHH
Payload:800 rds, 400 rds per cannon
Bonuses:Independent laser and radar tracking system(range: 11,000 ft). +1 strike set on automatic against aerial attack, +2 strike fired by gunner
Cost: 500,000 credits
*Triple-Weapon Rack... MDC: 150, Cost: 400,000 credits
a) Plasma Cannon---Adapted from PS’s PPR-3 Serap Heavy Plasma Projector. The weapon also has the option of firing ‘hot shots’ of deuterium-enriched plasma feeding from a pressure cylinder
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 20 shots.
Cost: 100,000 credits, plus 800 credits per deuterium ‘hotshot’ cartridge.
b) Particle Beam Cannon
Range: 2,000 ft
Damage: 1d6x10 MD per blast
Rate of Fire: EGCHH
Payload: 80 blast battery per cannon
Cost: 120,000 credits
c)Pulse Laser
Range: 4,000 ft
Damage: 4d6 MD single shot, 1d6x10+10 MD triple pulse blast
Rate of Fire: EGCHH
Payload: 100 shot battery
Cost: 65,000 credits
d)PS-RL-210 Fragmentation Rocket Launcher( a copy of an imported Russian design). Note that PS has also been experimenting with an incendiary variant using a magnesium mixture.
Range: 4,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
at 3,500 ft, the rds go ‘grapeshot’, doing 3d6 MD(1 MD for a single shot) in a 12 ft wide area.
(Incendiary “Hot-Grape” Version)---Do an additional +2 MD per rd, and 1 MD of damage for 1d4 melees as the flare portion burns down.
Rate of Fire: EGCHH
Payload: 1,000 rd drum
Cost: 100,000 credits
e)Ion Cannon---A copy of the ion weapon in the M-90 “Beach Stormer”, samples of which were acquired by Paladin Steel West, though with slightly less damage due to differing production methods.
Range: 4,000 ft
Damage: 1d6x10 +7 MD per energy burst
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: 60,000 credits
f) Missiles---(Same as for 2-HP configuration)
*Quad-Weapon Rack... MDC: 140, Cost: 500,000 credits
a)PS-5400 Caseless Machinegun---This weapon is a repackaging of the Bandito Arms 5500 "Cactus Juicer" Fletchette Rail Gun, with bigger ammo drum.
Range: 2,000 ft
Damage: 1D6 MD single round, 6D6 MD per burst of six rounds
Rate of Fire: Single shot, or 6-round burst
Payload: 320 rounds (60 bursts)
Cost: 50,000 credits
b)*12.7mm PS-MRG03 Snub-nose Short Gatling Gun : This high-powered four-barreled gatling rail cannon features enormous damage potential, and fair range in a small package. The MRG-03 trades range for blistering short-range fire power, and is frequently used as a ‘streetsweeper’ in built-up areas.
MDC: 30
Weight: 50lbs
Range: 2000 ft
Damage: 1D6 MD single round, 1D6x10 MD per 10 round burst,
2D6x10 +60 per Full Melee Burst of 40 rounds
Rate of Fire: EGCHH
Payload: 500 rounds; the forearm magazine can hold an additional 200 rds.
Market Cost: 12,000 credits
c)PS-DL-110 Razor-Frizzer( a copy of an imported Russian design). The PS version uses ceramic and light alloy discs that, either by accident or deliberate design, give off a very audible high-pitched shrieking or buzzing noise when fired.
Range: 2,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
Rate of Fire: EGCHH
Payload: 2,000 rd drum
Cost: 80,000 credits
d)*45mm PS-HRG05 'Hellshot' Rail Cannons: An early attempt to equal the power of the infamous "Boom Gun" carried by the Glitterboy, these fearsome handheld weapons fire a much larger heavy metal kinetic energy penetrator with a massive punch. Unfortunately, the engineers were unable to equal the Boom Gun's long range or build the projectiles any smaller, limiting the payload.
MDC: 50
Weight: 500lbs
Range: 3,300 ft
Damage: 3D6x10 MD
Rate of Fire: Single shot only; EGCHH
Payload: 12 shots
Market Cost: 120,000 credits per cannon, 800 credits per penetrator round
e)Light 20mm Autocannon
Range: 4,000 ft
Damage:(20mm) 1d4 MD single shot
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 5 ft blast radius(single shot)
(PSX 20mm) 4d4 MD single shot
2d4x10 MD per 5 rd burst
4d4x10 MD per 10 rd burst
Airburst does 4d4 MD to 5 ft blast radius(single shot)
(Wood Rounds) 6d6 SDC single shot (1d4x10 HP to vampires)
2d4x10 SDC MD per 5 rd burst (2d4x10 HP to vampires)
6d6 MD per 10 rd burst (3d6x10 HP to vampires)
Rate of Fire: Standard
Payload: 200 rds
Cost: 30,000 credits
f)Pulse Laser Lances---Adapted from the Kittani Energy Lance; modest damage, but good range, and excellent accuracy(due to its light weight and integral laser sighting). These weapons are heavier than the original, due to different production methods(70 lbs), and are just now becoming available; PS is testing out the market and applications.
Range: 6,000 ft in hi-mode, 3,000 ft in lo-mode
Damage: 3d6 MD single shot in hi-mode, 6d6 MD per blast in lo-mode
Rate of Fire: EGCHH
Payload: 100 shot battery
Bonus: +2 to strike
Cost: 75,000 credits
g) Missiles---(Same as for 2-HP configuration)
2)Forward Ion Pulse-Gun---Mounted in a ball-mount in the forward glacis plate and operated by the driver is an ion pulse-weapon, a variant of the popular PSIP-2 ‘Smasher’ series. Mount has a 45-degree arc of fire. Like the handheld version, it can be modified for additional damage effects.
Range: 800 ft
Damage: 4d6 MD single shot
1d4x10 MD per three-shot burst
Rate of Fire: Standard
Payload: 100 shot battery for fuel cell models, effectively unlimited for nuclear-powered models. Can also use a back-up e-clip system; 30 shots short e-clip, 60 shots long e-clip
Options: Like the handgun version, the vehicle-mounted version can be similarly modified for extra effect/power:
Note: It takes a person with the Weapons Engineer skill a successful roll and about 5 minutes to install and test one of the following modules, those with the Armorer/Field Armorer skill about 10 minutes, and someone following the printed instructions about 30-45 minutes to install/swap modules.
*Ion Scatter-Shot Module---This is a barrel clip-on that turns the PSIP-2 into a short range shotgun with an area of effect blast. Reduce range to 400 ft, but does 4d6 MD to a 10 ft wide area. Cost: 5,000 credits
*Ion Booster Module---Another barrel attachment that boosts the range of the ion bolts, albeit with a small reduction in damage capability. Reduce damage to 3d6 MD, but boost range to 1,500 ft. Cost: 7,000 credits
*Ion Focal Booster Module---Aka ‘Puncher’---This barrel attachment improves the focus of the ion pulse density, improving damage at the cost of range. Reduce range to 400 ft, but up damage to 5d6 MD per shot. Cost: 5,000 credits.
*Laser Sight Module---Another underbarrel attachment, this consists of an improved laser sight that adds a bonus to strike, but the laser also creates a temporary ‘guidepath’ of disturbed/ionized air that slightly improves the striking power of the ion bolts. +2 to Strike, and +3 to damage per bolt. This can be used in conjunction with the other barrel attachments, but added damage is reduced to +2 MD. Cost: 1,000 credits
*Ion Step-Down Module---This barrel attachment, rather than increase range or power, actually ‘steps down’ the power of ion bolts into the SDC range, and modulates their effect, making the weapon in effect a ‘super-taser’(albeit it with flash-burns). An added power regulation chip allows the weapon to use less power in SDC mode. CAN be used in conjunction with the the Laser Sight Module. Switching between MD/SDC modes takes 2 actions. Popular with urban security and police units.
Range:(SDC shots) 600 ft
Damage: 1d6 SDC shock-burn. Plus, victims must make a save of 14 or better, or be -8 to strike, parry, and dodge for 2d6 melees. A savings throw versus non-lethal poison means the person is unimpaired. 25% chance of knocking out unshielded cybernetics for 1d4 melees.
Payload: One MD shot equals 10 SDC shots
Cost: 4,000 credits
3) Smoke Mortars(2)---Mounted on the sides of the turret are two gas grenade launchers for providing covering smoke.
Range: 500 ft
Damage: None, smoke(chemical agents such as tear gas can be substituted) in 10 ft radius.
Rate of Fire: Volleys of 1,2,3, 4, or 6
Payload: 6 smoke grenades per launcher, 12 total
Other Options:
*Applique Armor(can only be mounted on tread- and wheel-borne variants)
Light: +80 MDC main body. Cost: 160,000 credits
Medium:+150 MDC main body. Reduce speed by 10%. Cost: 280,000 credits
Heavy: +200 MDC main body. Reduce speed by 25%. Cost: 360,000 credits
*Amphibious----The Zerkat can be watersealed and equipped with flotation units and a propeller drive, allowing it to cross relatively calm/still bodies of water at a leisurely 12 MPH.
Cost: 7,000 credits
*IR Baffling---A passive stealth system that uses special exhausts for the engine and crew compartment, as well as insulation and heatsink systems, to alter and lower the tank’s thermal signature. -20% to detect/target the tank using thermal imaging. Cost: 18,000 credits
*Camou-Shroud---A variant of PS’s portable ‘scrambler’ shelter, only larger to cover the tank. This is a portable folding shelter that can be erected in minutes, providing protection from the elements, limited megadamage protection, as well as concealment from electronic and infra-red/thermographic detection.
The ‘Shelter’ consists of a yard-long ‘can’ that looks like a large drum. When activated, about a dozen articulated ‘spider leg’ structural members of carbon composite branch out, anchor themselves in the ground, and form the skeleton of a dome-shaped igloo roughly 7 ft tall by 20 ft in diameter. The pod then deploys a cover sheet of special plastics, with a camouflage print, and integral sensor-baffling elements.
The Camouflage pattern sheet can be chemo-switched to any one of seven different configurations. The support elements create a degaussing ‘bubble’ that scrambles radar signals(incoming and outgoing), as well as disrupting magnetic resonances(fouling Magnetic Anomaly Detectors), while the fabric itself insulates and disipates the infra-red and thermal emissions and signatures of the occupants, rendering those means of detection less effective.
Care must be taken in setting up the Shelter---The igloo is not invisible to naked eyeball optical searches, so ‘blending’ the shelter into the natural landscape contours is essential for best results. For maximum comfort, a ground sheet or surfacing can be put down first.
The entire shelter can deploy/retract for stowage in 1 melee
MDC: The tent provides about 60 MDC of protection, however, against explosions, it is less effective(being non-rigid, shockwaves pass through its fabric), so explosives will do HALF damage to the occupants, regardless of how much MDC is left in the tent.
Special Features:
*Water-proofing
*Fire Proofing---Can handle temperatures up to 300 degrees centigrade. Normal fires do NO damage
*Minimal Radiation Shielding--The fabric shell provides some protection against radiation(such as that from expended U-rounds laying nearby, or fallout), but is not recommended for protection in ‘hot’ zones (good for maybe 5-6 minutes of exposure).
*Chameleon-cloth Fabric---Can assume one of seven pre-set color configurations.
*Thermal Insulation-Infrared and Thermographic sensors are -20% to detect the shelter.
*Electronic Insulation- Radar, MAD, and EM sensors are -15% to detect the shelter
*Extendable Fiber-optic Periscope
Cost: 80,000 credits; currently unavailable outside GNE military forces and approved affiliates.
*Lance Scanner---Looks like a long lance protruding from the front of the craft. The Lance Scanner contains a magnetometer() 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 ordinance.
Cost: 40,000 credits
*Sensor Cluster--Small sensor dish on a turntable
MDC: 25
Sensors: Mini-Radar--5 mile range
Motion Detector--200 ft range
Laser Illuminator-----6 mile range, Designates targets for laser-guided munnitions/weapons
Laser targetting System(+1 to strike)
Cost: 12,000 credits
*NBC Sensor System Cluster---Small compact mini-lab pod that has the following:
---Geiger Counter---Detects radiation, type, and levels.
---Molecular Analyzer---A flow-through air sampler that tests for various common airborne contaminants and toxins, and determines air quality.
---Pathogen Screener---Another air sampler that looks for dust particles and spores, and the enyzme/molecular interactions of organic pathogens
Cost: 80,000 credits
*Bulldozer Blade---A bulldozer blade can be mounted on the front, with enough hydraulics to raise and lower the blade. Dozer blade has 80 MDC.
Cost: 15,000 credits
*Mine Rollers/Plows---Mine rollers and plows are simply heavily reinforced(100-200 MDC) modifications of road and farm equipment designed to be pushed ahead of the vehicle into a suspected minefield. Rollers detonate pressure-contact mines by their greater ground pressure, ideally before the vehicle itself passes over them. Plows work to unearth explosives and push them to the side where they explode with less effectiveness, or else can be more easily detonated by other means. A Mine Roller or Plow assembly typically costs 10,000-30,000 credits, and reduces the vehicle’s speed by 25%
*Mine Flail---Inspired by the old WWII Scorpion “Flail Tanks”, this option mounts a long roller-supported assembly on the front of the tank, with a rapidly rotating drum on the end, to which are attached dozens of lengths of high-strength chain. The theory goes that by advancing behind the flailing chains, the tank can safely detonate mines at a standoff distance, triggering them prematurely with the ground-hammering chains. In practice, though, this worked only against the simplest of mines, and the device was easily defeated by time delay fuzes, greater blast radius explosives, and ‘smart’ mines like the Wellington SAW, which could attack targets from the side and from a distance. Most of the flail packages sold by PS ended up being used to clear brush or in riot control. It had some some success against infantry, but as the tank is made rather slow and cumbersome by pushing the flail assembly, it’s easily avoided.
MDC of Assembly:80
Size: The flail assemby adds ten feet to the length of the tank
Range: 8 ft range
Damage: 1d6 MD per chain strike(Roll 1d6 to dtermine number of chains hitting)
Penalties: Reduce speed of tank by 20%, and -10% to Pilot Tank skill
Cost: 20,000 credits
*Mine Detector-----A detection coil can be installed in the prow, 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
*Hedgerow Cutters---A classic and simple device inspired by accounts of the Second World Warm this device simply consists of sharpened blades of megadamage armor mounted to the front of the AFV, and used for assisting in getting the vehicle through dense underbrush, though it can also aide in ramming doors and vehicles. Adds +1d4 MD to a ram attack. Cost: 1,000 credits
A vibroblade version is also available; it does 3d6 MD and costs 15,000 credits.
Variants:
*Firefighter---Special heat-resistant tiles and armor mean megadamage heat and plasma do HALF damage. Boogie-wheels and treads recieve similar protection. The main armament is replaced with a remote-control spray cannon(200 ft range, 200 gallon capacity) for putting water and foaming agents on a blaze. Typically fitted with a dozer blade for clearing debris or mounting heat shields on.
Cost: +500,000 credits
*Hazmat Vehicle---This version is armored with extra radiation shielding, chemically-inert armor surfacing and protection on exposed parts(acids and corrosives do NO damage). NBC sensors are standard. The Hazmat vehicle is typically fitted with a dozer-blade and spray cannon.
Cost: + 1.3 million credits
*Urban Crowd Control---This version carries a tear gas dispenser ‘pepper gun’(100 ft range, 100 shots of chemical agent) and special stand-off shields and wire mesh frames around the vehicle(4 shields, each 35 MDC) that keep improvized explosive/incendiary devices off the vehicle. A close-in hull fire extinguisher system is also incorporated, that oozes fire retardant agents onto the hull. Can accommodate two extra crewmen, working ball-mount weapons on the sides(typically the bow and side weapons mounts are replaced with non/reduced-lethality auto-shotguns, stunners, or light machineguns firing rubber bullets). A close-proximity motion detection system also alerts the crew to the likely source of incoming fire(especially important to know in built-up urban areas). Loudspeakers and flashing strobe lights(effects equivalent to a Blinding Flash spell) are also standard equipment.
Cost: + 300,000 credits
*Robot Tank---An attempt to make a cheaper drone tank than the PS “Damnthing”, this mod fits any Zerkat model with a robotic A.I. capable of handling all onboard functions:
Sensor Upgrades: Basic Robot Audio, Advanced Robot Video(w/ IR/Thermographic/Passive Nightvision), Laser Targeting, Laser Rangefinder, Motion Detector.
Programming:
Radio: Basic 80%
Navigation: Land 80%
Weapons Systems 90%
Read Sensory Instruments 80%
Is programmed to identify and profile up to 1,800 common vehicles, lifeforms, uniforms, insignia, and weapons and react accordingly.
Actions/Attacks Per Melee: 4
Initiative:+1
Strike w/ ranged weapons: +2
Cost: + 300,000 Credits