Scary'
*PS-R-28 Cyberconda Unmanned Semi-Autonomous Utility Drone
‘Cyberconda’ Flex-Bot “Rumor has it a Tolkeenite Retribution Squad managed to get a crate
of these things aboard some Coalition general’s DHT, and activated
them when the Deadboys were traveling at altitude. Don’t know if
there’s any truth there, but I DO know that some CS bigwig went
down in the wastes, causing one helluva scramble all over the
region...Of course, the CS ain’t saying anything, which itself speaks
volumes.”
The ‘Cyberconda’ or ‘cybersnake’ is a small semi-autonomous robot
based on cyborg tentacle technology (especially the linear truss and
myomer technology of the PS ‘Flexman’ cyborg). Its long
body is packed with micro-muscle actuators and motors, allowing it
to quietly slither along at a fair rapid speed. It can also raise roughly
half of its body up from off the ground. The only real shortcoming of
the Cyberconda is a limited power life; the lithe form of the robot is
too small and narrow to accommodate a fusion or radioisotopic
powerplant, forcing the engineers to use finite-charge power cells.
Cybercondas are typically used for infiltration, surveillance, search
and rescue, and building/ship inspection, as their serpentine shapes
and small sizes allow them to squirm through narrow openings and
down air shafts and crannies larger beings cannot go. They are often
used to pull fiber optic cables and flex-cables, making them
invaluable for construction projects. Of course, it’s rumored that
they’re a favorite tool of PS corporate ‘black ops’ teams and GNEAS
Special Forces for infiltrating enemy facilities and assassinating
enemy soldiers.
Type: PS-R-28 Cyberconda
Class: Unmanned Semi-Autonomous Utility Drone
Crew: None; semi-autonomous robot or remote control.
MDC/Armor By Location:
Main Body 40Height: 6 inches
Width: 6 inches
Length: 10 ft
Weight: 6 lbs
Cargo: None
Powerplant: Electric Battery (good for 72 hours of continuous
operation)
Speed: (Crawl) Can crawl along at Spd 10
(Climbing) Can climb at a skill equal to 75%
(Jumping)--The cybersnake can coil a part of its body and
literally spring up in a jump; 6 ft up/across.
(Swim) Can serpentine along at Spd 12
Market Cost: 30,000 credits for the basic model, 90,000 credits for
combat programming
Features of Note:
*Basic Robot Audio/Optics w/ Low-Lite, Infrared, and Passive
Nightvision
Weapons Systems: None standard, and their size limits what the
robots can carry. The Cyberconda has two slots in its head that can
be fitted with the following:
a) Vibroblade Fang
Range: Melee
Damage: 1d4 MD
Rate of Fire: ECHH
Cost: 3,000 credits
b) Drug Injector
Range: Melee
Damage: 1d4 SDC, plus chemical injection
Rate of Fire: ECHH
Payload: 20 doses
Cost: 3,000 credits
c) Drug Injector/Vibro-Stilleto---A hollow-bodied vibroblade for
penetrating light armor and tough skin
Range: Melee
Damage: 1 MD, plus chemical injection
Rate of Fire: ECHH
Payload: 20 doses
Cost: 4,000 credits
d) Buzzsaw
Range: Melee. As a projectile, can reach up to 200 ft
Damage: 2d6 MD swipe/projectile throw, 5d6 MD full melee cut
Cost: 6,000 credits each. New blades cost 300 credits each
e) Laser Torch---Copied from the cybernetic laser finger option.
Powered by its own small power cell.
Range: 50 ft
Damage: 1d6 or 3d6 SDC
Rate of Fire: ECHH
Payload: 12 shots
Cost: 5,000 credits
f) Short Range Pulse Laser---Powered by its own small power cell.
Range: 300 ft
Damage: 1d4 MD per blast
Rate of Fire: ECHH
head slot is used for a power cell, or a mini-e-clip is incorporated
into one of the body segments.
Cost: 20,000 credits
g) Microchip Tagger---This allows the cybersnake to bite a target
and implant a small microchip. The microchip can be a tracer,
biomonitor, surveillance device (or combination of all). Can carry up
to 20 microchips ready to use in each slot
h) Chemical Sprayer---Can ‘spit’ a fine mist or stream of chemical
compounds.
Range: 60 ft, point targeting or 5 ft area
Damage: Varies by chemical type
Rate of Fire: ECHH
Payload: 15 shot reservoir
Cost: 40,000 credits
i) Camera---Still photography optics with 50-shot high-res digital
chip memory.
Cost: 2,500 credits
j) Computer Jack
Cost: 2,400 credits
k) Tazer Bite---Save at 16 or better or be -6 to strike, parry, dodge,
and roll, HALF speed and APMs, for 1d4+1 melee rounds, +1d4 if
the ‘snake was able to bite soft tissues(like the neck, lips, back of the
knee or inside of the elbow.
Cost: 1,100 credits
l) Spotlight
Cost: 600 credits
m) Micro-Grenade---One shot launcher; range of 100 ft and does
2d4 MD to a 10 ft area
Cost: 1,200 credits
Bonuses:
Hand to Hand Combat: (*3 from combat programming)
Actions/Attacks per Melee: 2 (*5 from combat programming)
Initiative: +1*
Strike: +2*
Parry: +2*
Dodge: +2*
Roll:+2*
Pull:+2*
Entangle: +3
Damage:
Head Punch 1d6 SDC
Tail Slap 1d4 SDC
Programming:
Navigation 80%
Climbing 75%
Spelunking 80%
Prowl 85%
Options:
*Molecular Pads---Allow the cybersnake to climb just about ANY
surface without problem.
Cost: 80,000 credits
*Disguise---The Cyberconda can be disguised with a false skin
covering and sculpted features to resemble a real snake.
Cost: 9,000 credits
*Thermal Sensors----3,000 ft range.
Cost: 15,000 credits
*Tail Computer Jack
Cost: 2,400 credits
*Tail Vibroblade--- 1d8 MD.
Cost: 7,000 credits
*Tail Stinger---Identical to the Bionic version. +1 to strike, +2 to
Parry, +1 to Dodge, and 4d6 MD for an energized ‘sting’.
Cost: 275,000 credits
*HoopSnake Conversion---This substantially modifies the
Cyberconda to be able to stiffen its body into a hoop shape, and roll
like a wheel, at a speed of 25.
Cost: 20,000 credits
*Constrictor---Adds more myomer fibers and actuators to give the
cybersnake the ability to SQUEEZE an entangled target. Equivalent
Robotic P.S. of 28 for damage purposes; does 2d6 MD per melee of
constriction .
Cost: 25,000 credits
*Walking Stick Conversion---This modifies the cybersnake so its
default form is that of an innocuous walking stick (at least as far as a
snake-headed walking stick can look) or staff,shrinking the length
down to 3-4 ft. Adds 10 MDC, and add +1d4 to Punch damage when
fully extending from its collapsed state.
Cost: 17,000 credits
*Cobra Hood---Builds in two extendable ‘flaps’ for a cobra
aappearance. Added to the chemcial spraying option or other
weapons system, they can be modified as part of a short range radar
targeting system (+2 to strike)
Cost: 800 credits for the cosmetic flaps, 18,000 credits for the
microwave radar option
*Glide Option---Modifies the cybersnake so it can effectively flatten
itself out and make controlled glides. The ‘snake, provided it jumps
off from a high enough point, can glide between trees and buildings,
and make glides from as high up as 2,000 ft. +1 to strike on a flying
tackle.
Cost: 20,000 credits
*Extensor---This adds extension sections that allow the cybersnake
to stretch as much as an additional 6 ft.
Cost: 8,000 credits
*Exploding Body Segments---The Cybersnake can be fitted with a
false tail consisting of detachable explosive segments. The ‘snake
can be fitted with up to 12 light explosive charges or 5 heavy
explosive charges; light charges do 2d4 MD to a 10 ft area, heavy
charges do 2d6 MD to a 20 ft area (or 6d6 MD to a 12 ft area for
demolition charges). Can be laid as delayed-action/remote
detonation mines, or can whip-thrown by tail action up to 40 ft away.
Cost: 1,200 credits per light explosive, 2,000 credits for heavy
explosives
*PS-RU-005-4 Smash-Master Remote Control Robotic Drone, Utility, Multi-Purpose, Semi-AutonomousPaladin Steel ‘Smash-Master’ Demolitions Drone
(aka ‘KrakTrak’)
http://www.popsci.com/files/imagecache/ ... tanley.jpghttp://dcnonl.com/images/archivesid/44123/412.jpg “Are we through yet?!”
“Al, I’ve got four ‘bots drilling and jackhammering around the clock through hard basalt! We still got a few more yards of bedrock to cut through. That will take ..oh, another half hour? So go back to your book; we’ll be through soon enough.”
“Yeah, I heard the rumors, too, about how PS set up a mining operation on a remote island---ain’t they ALL remote islands?--- with about a dozen demolition ‘bots run off a central computer and powerplant, then for some reason or other had to abandon the place without even being able to mothball the works. By the time they finally got back they’d discovered that the ‘bots had gone blinky and carved the local cliffs and rockfaces into curliques and engravings like ‘I’m Lonely’, ‘Send Help’, ‘Sod Off!’, and ‘Santa, Can I Have a Kitten?’”
The Smash-Master is a simple, but sturdy, robot utility drone that is a direct descendant of the pre-Rifts Stanley LaBounty F16 Demolition Robot, a tread-borne remote control hydraulic armature used in deconstruction. The machine became quite popular well into the Golden Age, with the design being updated and upgraded to be tougher and more reliable, with an increasing degree of automation applied as well, allowing the rig to carry on work semi-autonomously. The original pre-Rifts Paladin Steel Corporation actually bought a number to facilitate repair and maintenance on its giant kilns and foundaries, and it is from these relics that PS was able to produce the current model.
The Smash-Master externally resembles its ancestor, which in turn resembled an overgrown Handi-Trac(indeed, it is often referred to as the Handi-Trac’s ‘big brother’); a scaled down set of tank treads carrying a robotic armature, ending in a modular tool hand. The ‘bot is built sturdy, with a dealed megadamage body providing protection from debris falls and choking airborne dust and grit. The robot can be powered by onboard fuel cells, by an external electric power cable, or by a nuclear power pack. The robot can also be programmed to return on its own to an external recharge station.
The Smash-Master can be operated remotely by a live operator, or can be allowed to run on its onboard computer. The robot can be trusted to carry out simple operations on its own, such as driving a tunnel or demolishing a building; the demolitions and excavation programs are sophisticated enough that the robot won’t undercut itself or debris on top of itself, but the machine is otherwise very single-minded in carrying out its given job. The machine must be given very specific instructions if working in an obstacle-crowded environment(‘Tear down this building’ can lead to disaster if the building in question is sitting atop and directly up against another structure, while ‘Tear down this wall’ would be a better and more limited task within the Smash-Master’s level of comprehension). There have been rumors that early model Smash-Masters could ‘run rogue’ upon finishing a task, and becoming ‘bored’, start demolishing random structures on their own; Paladin Steel denies these rumors, and points to a number of failsafes and ‘kill-switch’ measures installed to prevent such happenings.
The Smash-Master is too slow on its treads to be an effective weapon, but a number of buyers have modified the armature for faster reflexes and have modified the programming to include combat moves, either to use the robot in gladiatorial fights, or as a security robot. The ‘bot has some limited utility in these roles, though it is best suited for operating in circumstances where mobility is not a critical issue.
Smash-Masters are typically assigned to demolition and excavation, but they are also used in demolitions disposal, construction, repair, hazmat handling, foundary work, and general labor. They are also used in forestry, highway maintenance, shipyard work, and other areas involving repetitive, tedious, or dangerous work. Smash-Masters(and their derivations) are fairly ubiquitous around GNE territory and PS facilities.
Type: PS-RU-005-4 Smash-Master
Class: Remote Control Robotic Drone, Utility, Multi-Purpose, Semi-Autonomous
Crew: Semi-Autonomous; remote control or robot drone A.I.
MDC/Armor by Location:
Main Body 90
Treads(2) 15 each
Armature: 90
Height: 61 inches
Width: 31 inches
Length: 7 ft
Weight: 3,400 lbs
Cargo: The robot can heft a 550 lb tool head
Strength: Robotic P.S. of 30(for damage purposes).
Lift: 1.37tons/Carry: 690 lbs
Powerplant: Electric cable feed, battery(18 hour charge) , or micro-nuclear(5 year energy life)
Speed: (Treads) 7 MPH
Market Cost: 230,000 credits for the basic (externally powered) rig, 330,000 credits for battery-powered, 1.2 million for micro-nuclear
Systems of Note:
-Modular Tool Arm---The modular attachment point can be fitted with any of the standard Mining Cyborg Tool Arm features(also see Options, below)
-360 degree turret rotation
-16 ft reach w/ the robotic arm
-Basic Robot Optical
-Laser Range Finder/Measure---Range: 100 ft
-External Audio Pickup---300 ft
-Radiation Detector/Geiger Counter
-Metal Detector------200 ft range. Fairly useless in metal-rich environs, like a city or ship.
-Ultra-Sound Scanner---This system uses ultra-high frequency sound to read the internal layout and composition of structures, such as concrete pipes, composite materials, and cement walls. 80 ft range
-Stress Monitor---This system uses polarized light, short-range ultra-sound, and magnetic resonance imaging(MRI) to read stresses and metal fatigue in metallic structures. This is also useful for detecting cracks in structures, and assessing damage. 20 ft range
*Stabilization Pylons(4)---These four hydraulic pylons deploy from the ends of the robot and lift the treads clear of the ground, bracing and locking the robot in place.
Weapons Systems: None
Programming: The standard programming module holds three programs:
-Demolitions(Non-Explosive) 85%
-Mining 86%
-Excavation 80%
The Smash-Master also has basic voice-recognition and can take vocal commands in four different languages(re-programmable).
-Combat Programming: As noted above, some buyers adapt their Smash-Masters for fighting. Same as for the selected skill program, only the robot does not enjoy any sort of dodge, kick, or roll ability.
Options:
*Thermal Insulation----This option effectively heat-proofs the robot in refractory materials, permitting it to operate in intense heat environs, such as in close to kilns and metal foundaries. Megadamage heat does 1/4 normal damage. Cost: 200,000 credits
*Vibro-Claw/Jaw Attachment---Does 4d6 MD on a power ‘snip’, 1d4x10 MD on a full-melee crush/bite. Cost: 75,000 credits
*Circular Saws-----This option consists of a large(3ft diameter) circular saw studded with teeth of superhard ceramic, a swivel mount, and a blade guard. The Circular Saw is primarily intended for those jobs where tearing with a claw is not precise enough, and where plasma torches might do unacceptable thermal damage, like felling trees, cutting asphalt and concrete, and carving up debris.
Weight: 100 lbs
Range: Melee
MDC per Blade:45
Damage: 6d6 MD per slash, 1d6x10+10 MD per full melee cut
Cost: 150,000 credits
*Forklift Tines----Allows for lifting and carrying cargo palletes(load cannot exceed 500 lbs). Cost: 1,000 credits
Variants:
Variants consist mainly of changing the programming(Basic Maintenance and other general labor functions are possible) and the modular tool head. Additional sensors and other gear can also be added. The basic chassis and tread propulsion unit can be used for a variety of different purposes as well.
*PS-HLUR-03 ‘Atlas’ Heavy Labor Utility RobotS HLUR-03 ‘Atlas’ Heavy Labor Utility Robot(aka ‘Atlas Arm-Strong’, ‘Boxer’, ‘Hurler’, ‘Hurl’ )
“Somebody care to explain how THIS happened?!”
Captain Adrianne Velazquez glared around at the assembled crew of the GNEMSS Mystic River, as they stood in one of the cargo bays of the merchant starship. Around them were sealed and wrapped transparisteel caskets of various sizes, each holding the floating form of some large livestock animal, sleeping in induced comas, suspended in artifical amiotic fluids. The exception was a smaller case that had been pulled out to the center of one of the cargo bay aisles. Within the cabinet-sized case a nude human form floated, insensate to the world and the commotion around her.
“Supercargo Loy’tens was doing a midflight inspection of our sleeping cargo when he found THIS tucked in amongst our live cargo! Now, before I start accusing people of trying to run a slave-smuggling ring behind my back, I’ll give you people a chance to ‘fess up!”
Puzzled looks passed down the line of crew.
“Oh splug-spit.....” the ship’s purser moaned, “I thought the gint was -kidding-”
All eyes shot to the man. The insuing silence DEMANDED explanation from the fidgeting man.
“I was taking my leave time in the local philosophy gardens when I ran into one of the local mezzis, you know, the local aristocracy, who I recognized as one of our local trade contacts, and we got to talking and drinking and the next he invites me to his place, nice opulent place on the edge of town and we get to some SERIOUS talking and drinking and we start talking about chess and chess-like games...you know their game of caliphate-chess is almost EXACTLY like High Chess....and we start playing, making small wagers on the outcome. And somewhere along the line, when we’re both rather buzzed and talking about how chess evolved as a war game, real life and death stuff you know, the mezzi up and makes me a bet over the servent girl waiting on us...I win, she’s mine, spoils of war, I lose, she gets tossed in the moat with the ‘gators. I figure he’s drunk and not serious, even when the two chopper-waving goons show up and grab her, ready to throw her over the wall. So we play, I win, he congratulates me, excellent game, the goons put their swords away and take the girl off back to the house and he calls me a taxi to get me back to my ship because he knows we’re leaving the next day.
Anyways, I got back to the ship and got over my hangover, I thought the whole thing was a drunken joke to add more suspense to our game, hahaha.”
Captain Velazquez looked at the embarrassed junior officer.
“Well, the shipping codes on the case register the contents as ‘livestock’ and the destination registered to this ship and the ultimate recipient is your name, Mister Tarmon, so I’d sayyour mezzi-friend WASN’T joking. She was slipped into the load-line late last night before we left and got through the box-code check and the bio-scan as clean. And since I know both of your predilection for chess and your lack of maliciousness when it comes to personal liberties, I’ll not open up your skull with a fire axe for slave-trafficking. But you ARE now responsible for her once the good ship’s doctor decants her! Up until she either requests a return to her homeworld or is granted asylum, whichever works out!”
The Captain turned back towards the rest of the crew; “I WARNED everybody going offship for shoreleave about the different customs there! Especially the chattel-slavery angle and the casual human rights laws! Could have been any other of you who wound up with a slave on their hands or AS a slave in somebody else’s hands! I expect you people to exercise some COMMONSENSE!”
“And Mister L’gens! YOU were in charge of overseeing the loading, were you not?” The Captain singled out the small Q’uratigo standing in front of the half-dozen hulking Atlas roboloaders standing at the end of the aisle, “It doesn’t matter if we WERE dealing with a reputable dealer in a secure port. I spent enough time with loader drones to know THEY can’t spot anything suspicious, so YOU have to when taking on cargo! You should have been eyeballing EVERY cargo box as it came aboard!!! That should have been spotted and brought to my attention IMMEDIATELY! It could have been something FAR WORSE somebody was trying to sneak aboard, and a possible danger to THIS SHIP! I expect you from now on to upgrade the security programming on your ’bots on a regular basis and to PERSONALLY oversee and INSPECT cargo intake! Your’re supposed to be SMARTER than your drones!!! DO I MAKE MYSELF CLEAR???!!”
The HLUR-03 is a basic heavy labor utility robot drone produced by Paladin Steel and used extensively both domestically and marketed abroad.
‘Boxy’ doesn’t begin to describe the brute angular design of the HLUR-03; its torso is almost cubic in shape, its head shoebox-shaped, its massive arms rectangular and reaching all the way to the floor, while its legs are thick and heavy(and can split at the hip to form a four-legged stand for bracing under heavy loads). The HLUR-03 is built tough for loading cargoes in a variety of environments and survive rough-and-tumble accidents on the loading docks. It can be fitted with a variety of powerpacks from replaceable fuel cells and batteries to micro-nuclear powerpacks. Its manipulator hands aren’t very dexterous, but can get a good secure grip on a variety of materials.
The HLUR-03 also isn’t terribly bright; it’s your basic rote-routine work-bot, just aware enough of its surroundings to avoid most trouble, but unable to cope with anything falling outside the parameters of its limited situational response repetoire. If facing something that blatantly impinges on its programmed behavioral responses, the ‘bot is most likely to simply stop and call for supervision, rather than try to figure out the problem on its own.
HLUR-03s are too slow to make effective combat units in all but the most desperate and adhoc manner, but they ARE, as mentioned earlier, heavily reinforced and constructed to take considerable punishment, both from hostile working environments and falling heavy loads. They’re priced competitively with Northern Gun’s NG-W10s, so sales are brisk and the HLUR-03s fairly common.
Type: PS HLUR-03 ‘Atlas’
Class: Heavy Labor UtilityRobot drone
Crew: None; robot intelligence(drone)
MDC/Armor by Location:
Main Body 135
Head 60
Hands/Grippers(2) 15 each
Arms(2) 50 each
Legs(4) 45 each
Height: 8 ft
Width: 6 ft at shoulders
Length: 5 ft
Weight: 1,500 lbs
Cargo: Only what can be carried or attached to the outside of the ‘bot’s body.
Physical Strength: Equivalent to Robotic P.S. of 45
Powerplant: Electric Battery with 72 hour power life, Fuel Cell w/12 day power life) , or Nuclear w/ 5 year energy life
Speed: (Running) 20 MPH
(Leaping) Not possible
(Flying) Not possible
(Space) Not possible
(Underwater) Not possible unless specially modified for underwater labor
Market Cost: 3.8 million credits for for a basic HLUR-03
Battery Packs cost 1,000 credits each
Fuel Cell Pack costs 12,000 credits each
Micro-Nuclear Pack costs 900,000 credits each
Systems of Note:
Basic Optical Systems
Basic Audio Systems
Short Range Radio(5 mile range)
Laser Barcode Scanner
360-degree waist rotation
Locking Joints
Weapons Systems: None standard
Programming:
Math: Basic 96%
Language/Literacy:
-3 of choice, all at 92%
General Repair and Maintenance 90%
Actions/Attacks Per Melee: 5
-CAN be fitted with the Hand to Hand Combat Program(Rifts Sourcebook One, Revised, pg. 21), giving it the equivalent of Hand to Hand: Basic at 5th level proficiency, for 255,000 credits, but few buyers bother.
Options:
*Molecular Grippers---Allow the ‘bot to grab just about ANYTHING. Cost: 30,000 credits
*EM Shielding---Protects against radiation and magnetic effects. Cost: 100,000 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: 400,000 credits
*Stabilization Jacks--- This interesting little system uses Glitterboy-style pylon technology to las and hydraulically drive four 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. Not recommended for shipboard or wharf work.
Cost: 65,000 credits
Variants:
*HLUR-03F---Foundry-worker variant, armored in refractory material(heat does HALF damage). Cost: 4.7 million credit base cost.
*HLUR-03D----Military variant, with weapons hardpoint mountings replacing the arms. The HLUR-03D is little more than a walking weapons turret, programmed as a sentry gun or fire-synched battery component taking direction from a centralized fire control system.
Systems of Note:
*Fire Control Sensors
*Combat AI---A modification of the existing ‘Goalkeeper’ PDS turret automatics deployed aboard many PS vehicles.
Weapons Systems:
1) Forearm Weapons Mounts(4, 2 each arm-unit)
a) Cyborg Forearm Weapon---Any of the standard cyborg forearm weapons can be mounted.
b) .50 caliber Machine Gun
Range: 10,000 ft
Damage:(SDC) 7d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst, 8d6x10 SDC per 20 rd burst, 1d4 MD per 40 rd burst.
(Ramjets) 1d4 MD single shot, 5d6 MD per 40 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst, 2d6 MD per 20 rd burst, 4d6 MD per 40 rd burst.
(PSX-2) 1d6 MD per rd, 1d6x10 MD per 10 rd burst, 2d6x10 MD per 20 rd burst, 4d6x10 MD per 40 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 6,000 rpm(or 1,500 rounds per melee)
Payload: 2,000-rd belt per gun
Cost: 8,000 credits per gun
c) Light Rail Gun(PS-RFG202)
Range: 4,000 ft
Damage: 1 MD single rd, 3d6 MD per 15 rd burst, 6d6 MD per 30 rd burst.
Rate of Fire: ECHH
Payload: 9,000 rd drum per cannon
Cost: 75,000 credits
d)Flamer
Range:(Direct-Stream Mode) 230 ft
Damage:(Direct-Stream Mode)
(Gasoline/Alcohol) 1d4x10 SDC
(Napalm) 1d6x10 SDC, plus does 5d6 SDC per melee for 1d4 minutes
(MD Fluid) 1d4 MD per blast, 1d4 MD per melee for 2d4 minutes
(Incendi-Gel)2d6 MD, 2d6 MD per melee for 1d6 minutes
(WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Note: The flamethrower can also be used to cover an area with fluid: up to 10 ft per attack used. Used with Super-Napalm, this does 1d4 MD, Incendi-Gel does 1d6 MD, and with Napalm-P, this does 2d6 MD.
Rate of Fire:(Direct-Stream Mode) Standard
Payload:(Direct-Stream Mode
(Gasoline/Alcohol) 20 blasts
(Napalm) 60 blasts
(MD Fluid) 100 blasts
(Incendi-Gel) 120 blasts
(WI Napalm-P) 200 blasts per tank(much more concentrated than the regular gasoline/alcohol).
Cost: 20,000 credits.
e) 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
Cost: 50,000 credits for the launcher
f) 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
g)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
h)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
*HLUR-04---This is the upper torso of the HLUR-03 mounted on a quad-unit tread-laying lower chassis. Though not as agile as the HLUR-03, the HLUR-04 is arguably more stable, and the lower section easier to maintain. Maximum Speed is 24 MPH, MDC and cost all remain the same.
*PS-TAA02 ‘CyberSpinne’ Semi-Autonomous Android, Cybernetic Intelligence Life AssistantPaladin Steel PS-TAA02 Technical Assistant Android
(aka ‘TAAD’, ‘cybospinne’)
“Aren’t bugs in machinery supposed to be a BAD thing?”
“Not with these guys on the job!”
“What do you call a swarm of these things in the field?”
“A factory. No kidding; get them deployed and given orders and they’ll coordinate with each other to make an impromptu assembly line. Makes setting up a repair line or salvage sorting operation that much easier.”
The TAA emerged when a trade delegation of Spinne(see D-Bees of North America, pgs 193-198) visited Paladin Steel and encountered CILAs and FALSTAFFs in action, and were favorably impressed by the androids. The arachnohumanoids almost immediately requested that a variant of the androids be produced for them, only modeled after their physiology and configured as a technical assistant, doing tasks the Spinne thought too boringly repetitive or physically dangerous. With Spinne assistance, Paladin Steel was able to develop the TAA in record time and start producing the androids, with the initial production runs selling out quickly to Spinne customers.
The TAA is based on the basic chassis of the CILA, but is configured as a four-armed arachnohumanoid. In place of false flesh, however, the TAA has a hard megadamage plastic exoshell and looks more obviously mechanical. The four arms are each equipped with integral tools, or have fittings for additional tool arms. The head apes the Spinnes’ real heads in having two large optics with an array of smaller specialized sensor-optics mounted between. A set of non-finctional mandibles flank a voice synthesizer box.
The TAA is programmed primarily for engineering and maintenance tasks. It is not (legally) programmed for combat, although it is often called upon(and indeed has been reinforced for) to perform battlefield work.
TAAs don’t have much in the way of artificial personalities, as per Spinne request. They tend to be job-focused, technical, and to-the-point, almost to the point of curtness(some outsiders have joked that isn’t too far removed from how actual Spinne act when engrossed in a problem, so people might have problems telling the difference).
Though not intentional, the TAA looks enough like a Spinne on casual inspection(and especially in a busy garage, mine, or worksite) that it can be mistaken for the real thing. This has confused reports of the actual numbers and locations of Spinne, especially as the androids have caught on with non-Spinne customers.
The TAA has proven quite popular, especially for jobs where a FALSTAFF is just too short and small to be effective. Compared to other PS robots, the TTA may seem rather vanilla, but the Spinne have insisted on practicality over extravagance. The Spinne purchase just over half of PS’s current production of the ‘bots. Despite its insectile looks, the TAA02 also came into high demand on Rifts Earth during the Minion War, with a pressing need to repair combat gear and infrastructure damged or destroyed by the Infernals.
Type: PS-TAA02
Class: Semi-Autonomous Android, Cybernetic Intelligence Technical Assistant
Crew: None; Robot- or Neural-Intelligence
MDC/Armor by Location:
Main Body 60
Head 25
Arms(4) 30 each
Hands(4) 20 each
Legs(2) 35 each
Feet(2) 16 each
Height: 7 ft
Width: 2.8 ft
Length: 1 ft
Weight: 160-300 lbs
Cargo: Small compartment in the chest for tools and accessories, otherwise only what can carried in the arms or strapped to the body.
Powerplant:
-Battery---Most commercial service TAAs are equipped with a rechargeable battery system that affords them 60-80 hours of activity between recharging. An e-clip can give them an additional 1 hour of activity, a long e-clip 90 minutes, and an e-canister three hours.
-MicroCell Nuclear----Military service TAAs tend to be equipped with higher-end micro-nuclear power systems witth 2-10 year energy lives.
Physical Attributes: Equal to I.Q. 18, PS. 16, PP. 18, SPD. 58 .
Speed: (Running) 40 MPH
(Leaping) Can leap 12 ft up/across, while a full speed running leap(at 40 MPH) will add +10 ft to height/length of the jump.
(Flying) Not possible without a jetpack or vehicle.
(Space) Not needing to breath, most TAAs can operate in a vacuum, but CANNOT fly in space without the use of EVA gear.
(Underwater) Most TAAs are waterproofed and can handle depths of down to 800 ft, but most are limited to walking along the bottom at 5 MPH, unless specially programmed and equipped for swimming.
Market Cost: 380,000 credits for a basic PS-TAA02
Battery Packs cost 1,000 credits each
Fuel Cell Pack costs 12,000 credits each
Micro-Nuclear Pack costs 900,000 credits each
Systems of Note:
*Standard Robot Optical and Audio
*Wireless Modem and Short Range Radio(5 miles)
*Zoom/Macro Lens---Can magnify up to 80x.
*Multi-Spectral Optics---The Cybospinne can see in the UV and infrared spectrums.
*EM Scanner---The Cybospinne can ‘see’ EM activity, allowing it to trace power conduits and detect active EM sources. Effective range of 60 ft.
*Radiation Detector
*Basic Voice Synthesizer(voice sounds obviously artificially and deliberately robotic)
*Locking Joints---Can freeze or brace in place
*360-degree Waist Rotation
*Extra Pair of Arms---+1 APM
*Tool Arms(4)---Typically two are fitted with tools(can use the standard Mining Borg tool-arms), while the other two are fitted with sensors;
a) Ultrasound---Contact device for doing ‘echo’ soundings of materials
b) Mini-Magnetoscope---An EM device useful for checking metal materials for rust infiltration and stress fractures.
c) Circuit Scanner---Senses EM activity such as electrical flow; good for tracing live wires and detecting active electronic surveillance bugs.
d) Laser Imager---Does a detailed surface scan and measurement of a surface or object. Typically the ‘bot will have to wave the scanner around the object to get the data for a full 3-D digital model.
Weapons Systems: None.
Hand to Hand Combat: None standard
Actions Per Melee: 4 standard
Programming:
TAA02s are typically programmed with Electrical, Mechanical, and Technical tasks in mind
As an Artificial Intelligence, the Cybospinne has the General Labor Program and FOUR selections from Non-Military Skill Programs, although TWO will be from the Labor selections.
Rarely ever given combat programming.
Options:
*Thermal Armor---Heat-refractive plating, meant for drones involved in foundry work or firefighting duties. Heat does 1/4th normal damage. Cost: 200,000 credits
*Molecular Adhesion Pads---Allows the ‘bot to cling to precarious perches and even walk up walls. Cost: +90,000 credits
*Frame Reinforcement---The durability of the TAA02 can be increased, albeit at the possible risk of bulking the robot out(preventing it from easily fitting inside standard body armor types). +10 MDC, +5 MDC per limb, per reinforcement, up to a maximum of +100 MDC, but add 20 lbs per reinforcement
Cost: + 30,000 credits per reinforcement
*Strength Enhancement---More powerful actuators and myomers can be added, increasing the robot’s strength to a maximum Robotic P.S. of 35
Cost: + 8,000 credits per point of enhanced strength
*Increased Speed---Running speed can be jacked up to a maximum of 125 MPH.
Cost: + 9,000 credits per point of enhanced speed
*Environmental Sealing---Can be sealed for deep sea work, deep space work, and the like. Cost: + 280,000 credits
*HazMat Sealing---- Designed to operate in toxic environs. Sealed chassis and covered in Hazmat-K composite armor(Corrosives such as acids and alkaline solutions do NO damage). Cost: +140,000 credits
*Amphibious Operations Kit----This waterproofs the whole ‘bot and fits it with a ‘life preserver’ flotation pack, that allows the ‘bot to float and swim(Spd of 5 MPH).
For an additional 4,000 credits, the vest can be fitted with special neutral bouyancy packs and a mini-thruster, allowing the ‘bot to dive and swim faster underwater(moves at a speed of 10 MPH)
Cost: 7,000 credits
*Zero-Gee Maneuvering Pack---This requires the JetPack and EVA skill slots(part of the package) and fits the TAA02 with a mini-MMU for jetting around space stations and spacecraft. Has 8 hours of fuel/reaction mass, and allows the robot to reach speeds of 20 MPH.
Cost: 10,000 credits
Variants:
There has been some talk about a variant of the TAA02 to a Spinne-Schnelling specification for a combat model, although none has been marketed yet. Such a combat model would most likely have 30%-50% more armor to all locations, be programmed with appropriate combat skills in place of the engineering and labor programs, and would most likely have proviso to fit the tool-arms with standard off-the-shelf bionic forearm weaponry instead.