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Paladin Steel PSAKM-80 ‘Mega-Deuce’ Combo Heavy Rifle (aka ‘Bubba Gun’, ‘Tommy Junior’)
( Explosive shells courtesy of Rifts South America II)
“Well, it’s way cheaper than a rail gun, but just as brutal...and you don’t have to worry about magnetic spikes, or keeping the magcoils in alignment. The J-11 component looks alittle lame perched up on top of the big autoshoot, but it’s just as powerful, and has even better range...half of the added weight of the laser unit is the extra insulation wrapping it to keep the lasing elements from cracking under the strain of the vibrations of the autoshot on full rock and roll mode....and when that baby gets to rocking, it shakes, rattles, and rolls...”
-Mickey Hammer, Merc.
“HAHAHAHAHAHA! SO THE SILLY TINMAN THINKS THAT LITTLE GUN’S GOING TO STOP ME!? I AM THE RIGHT HAND OF KRONOS, PATHETIC WORM! AND....”
*WHAMWHAMWHAMWHAMWHAM*
*THUD*THUD*THUD*THUD*THUD*THUD*Splat!*
“Kronos will just have to learn to scratch his ass with his left hand, then....”
The PSAKM-80 is the PSAKR-74’s ‘Big Brother’, a double-mount, over-and-under, shotgun-and-pulse laser combo designed for use by bionically-enhanced or exceptionally strong individuals. It’s considered to be roughly between a Columbian CR-Rocket Rifle and a PS Taskin 20mm Light Autocannon in weight and range.
The PSAKM-80 was scaled up from the ‘Double Deuce’ after the lighter ‘partisan weapon’ fell through in the battlefield. Though mechanically sound, and extremely reliable, the ‘Double Deuce’s’ marketing campaign tied it to the new AhmEx-12 Explosive Bullet, which was promised to give the weapon power equal to any energy weapon’s. When the AhmEx-12 fell far short in terms of power, reliability, and delivery schedule, most buyers ignored the fact that the Double Deuce was still a good weapon, and perfectly capable of chambering commercially available MD rounds from Northern Gun, Wellington, and the PS knock-offs. Hundreds of ‘Double Deuces’ were dumped back on the market. PS was faced with a problem; good concept, proven reliability, lousy timing, and bad image.
PS decided to throw good money after bad, by converting the PSAKR production line to produce the similar, but larger, PSAKM-series weapons. The PSAKM mated the well-known J-11 Pulse Laser to an automatic shotgun, combining firepower and versatility. Though more expensive, and geared to a narrower market, the PSAKM combined reliable and proven technologies to devastating effect, while still remaining affordable. The addition of new munitions types from PS’s munitions labs, and from the trade exchanges with the Silver River Republics of South America, has only increased the versatility and marketability of these weapons.
The PSAKM-80 has found considerable acceptance for an ‘on-the-rebound’ weapon, especially among mercenaries, gunfighters, and security forces. PS’s own Chai-Chuk and Dwarf population have taken to the weapon, and the weapon has also been seen in the hands of GNE Marine honor guards protecting Greater New England’s overseas embassies.
Weight: 25 lbs
Range:(12 Gauge)) 300-1,000 ft(varies by ammunition type)
(Laser) 4,000 ft!
Damage:(12 Gauge)
*Standard Shotgun shell--300 ft range, 5d6 SDC
*Standard Buckshot shell---300 ft range, 4d6 SDC to 5 ft area
*Teargas shell---300 ft range, 25 ft radius---victims are -10 to strike, parry, and dodge, -3 initiative, lose 1 melee attack/action, for the next 1d6+1 melees
*Baton shell---300 ft range, 2d6 SDC, plus humans and human-sized D-Bees must roll a D20 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174).
*S-9Dex Incapacitation Munition ---300 ft range, Essentially a paper-shelled shotgun shell-sized gas-propelled 'cold rocket', packed full of taser beads. Beads powder on impact, reducing the chance of bystanders or ingoing police stepping on undischarged beads. Great for crowd control and dealing with closed-space situations(alleyways, rooms, vehicle interiors, etc...)
Effective Range: 300 feet, w/ 20 ft radius
Damage: Nil. Humanoids struck with this weapon must save vs. coma or be shocked unconscious for 1D6 minutes.
Cyborgs have a 60% chance of having their cybernetics disrupted for 1D10 minutes, and a 30% chance of a non-vital system being permanently shorted out.
*High Explosive Armor Piercing Shell---1,000 ft range, 6d6 MD(no blast radius)
*Mini-Grenade(plasma)--- 1,000 ft range, 5d6 MD to 5 ft blast radius
*Mini-Grenade II(Fragmentation)---1,000 ft range, 2d4 MD to 10 ft blast radius
*Standard HESH Shell---1,000 ft range, 2D4 M.D. plus 4D4 S.D.C. to the person(s) inside of EBA power/body armour & roll versus knockdown (14)
(Laser)4d6 MD per single blast, 1d6x10+10 MD per triple blast
Rate of Fire:(12 Gauge) Standard
(Laser) ECHH
Payload:(12 Gauge) 20 rd ‘banana’ clip
Or a 50 shot drum can be added
(Laser) 10 shot standard E-clip in handle, 30 shot long E-Clip, or 60 shot rechargeable canister. Or can be linked to an external power source for potentially infinite shots
Special Features:
*Mounting Socket under barrel---Holds a flashlight or bayonet
*Tool Kit---Barrel cleaning rod stored alongside the gun barrel, fieldstripping tool incorporated into muzzlebrake assembly.
*Optional Forward Hand Grip
*Optional Survival Kit in Gun Stock---Includes compass, small knife/file-tool, fishline spool, disinfectant swaps, gauze and sterile tape rolls, firestarter, chlorine tablets.
Cost: 18,000 credits(yep!)
Now, if you REALLY wanna customize your gun:
Paladin Steel ‘GunLoc’ Modular Long Arm System “Now ‘standard issue’ becomes ‘have it your way!’”
“Just one short hop of the finger from one trigger to the other and that demon-mage who was looking so smug after shrugging off my laser burst suddenly wasn’t looking so confident after those DU rounds chewed off his face!”
“And this here is my ‘little bundle of joy’
“ The upsides of the new GunLoc system are that you can finally mix and match your favorite PS weapons into your own combi-weapon...and to get the line moving in sales, PS has slashed the costs on a lot of their guns, so you can buy a gross of the component guns, and save enough to buy a half-dozen of the original stand-alone types with their accessories.
The downside is that the individual component weapons, in order to save weight, use as much ceramic and composite structural materials as possible...Sure, PS has tested them enough to insure that your gun isn’t going to peel apart in your hand, or debond in hot weather, but the weapons just feel lighter in the hand....fire a burst and the vibration or vac-snap gets transferred to your hands, rather than ground itself in the weight of the gun....that can make it real uncomfortable holding the weapon on target in prolonged fire mode.
Cutting the weight of the individual weapons also means that you lose a lot of the extras tacked on the originals, like special sensors, or balancing gear, or tool kits in the buttstock...sure, you can add those on later, but that costs extra and adds weight...until you’re toting around a howitzer, rather than a rifle. “
The recently introduced GunLoc system started out as Paladin Steel’s repackaging of several of its lighter and more popular small arms lines so that two weapons can effectively be locked together to form a combination rifle/long arm. The Gunloc system was devised after experience with Paladin Steel’s copies of the pre-Rifts OICW(Objective Individual Combat Weapon), an assault rifle that combined a 9 mm light assault rifle with a 20mm mini-cannon in an over-and-under barrel configuration, showed that users often carried a second, back-up, energy long arm to compensate for some of the weaknesses of the projectile weapon(s). Often, however, the lower caliber component of the OICW went underutilized, even with the use of megadamage explosive bullets, while the twenty-millimeter weapon, with its smaller ammunition capacity, but greater stopping power, was favored. Similar observations were made of another Paladin Steel weapon, the Double Deuce, that combined a light laser with a combat shotgun. Naruni Enterprise’s recent introduction of a line of multi-weapon rifles also offered a strong incentive to Paladin Steel to quickly field similar weapons to re-acquire market share.
Paladin Steel elected to experiment, to see if there couldn’t be some way of providing a readily reconfigurable small arms system that would streamline logistical concerns and ease the maintenance requirements of a military already swimming in light weapons, and needing a variety of such hardware to counter various threats. Applying its expertise with modularity to small arms, Paladin Steel decided to remanufacture several of its energy small arms and other infantry accessory systems to be better able to fit into the same lock points as the 7.62 sub-weapon under the heavier 20-mm component, allowing soldiers to customize their rifles to their own preferences. A forward ring clamp can be slipped over the weapon barrels, further locking them together, as well as providing a ring-socket for slinging underbarrel flashlights, bayonets, laser spots, tasers, light grenade launchers, foregrips, or other accessories. Additional accessorization allows a THIRD weapon to be fitted to a side-slot, in addition to any underbarrel accessories and the top-mounted sighting assembly, but this is rarely done, as most soldiers find the resulting conglomeration too cumbersome to handle.
Firing the various weapons is handled by a common trigger in the core unit. The core unit long arm features a side-mounted trigger-lock box that with a push-button toggle control, allows the user to select which weapon is controled by the main trigger, or if both weapons are fired simultaneously with one pull(one attack). Of course, the combined weapons have their own individual triggers, and can be fired independently of each other, but this requires a separate action for each weapon.
The new system does make some compromises; the combined weapons tend to be heavier, and often the individual weapons are less powerful compared to stand-alone types of similar class, but many infantrymen like the idea of having a variety of types of mayhem at their fingertips, especially against foes who may have defenses against certain classes of weapon. Though originally intended to use as many existing off-the-shelf components as possible, PS has also found it hard NOT to develop additional accessories specifically for the GunLoc system and its components.
Coinciding with Paladin Steel’s release of the GunLoc system has been an across the board repricing of many of the company’s older gun lines; in some cases prices have been slashed as much as 50% from original starting cost(when the particular weapon was first introduced).
Paladin Steel has also considered devising a ‘GunLoc II’ system, using heavier component systems for cyborgs and other exceptionally strong beings.
Base Units----The main ‘base’ weapon into which the others lock. Originally, PS thought only to offer the original 20-mm mini-cannon as the only base unit, but expanded the system to include two of the more popular weapon types as the ‘heavy’ element of the GunLoc system.
*20mm Long Arm----Favored for its heavy kinetic punch and ability to use special ammunition types. Its high-explosive ammunition uses adjustable ‘smart’ fuzing for either direct contact detonation, or timed airburst for area of effect and more effective penetration of light structures and cover(the shell can pass through an SDC door or brushes before exploding). Feeds through a ‘bulldog’-configuration ammunition clip at the back of the weapon. PS seems to adore the 20mm projectile since they began manufacturing disposable plastic and ceramic casings that are equal to brass, and lightweight MD weapons barrels that hold up under autofire.
Weight: 7 lbs
Range: 3,000 ft
Damage:(Standard) 4d4 MD single rd, or 8d6 MD per 3 shot burst
Airburst does 4d4 MD to 2 ft blast radius. Burst does 3d6 MD to 4 ft blast radius
Rate of Fire:Single shot or 3 shot burst
Payload: 12 round clip
Special Features: *Integral Laser Sight (+1 to strike)
*Proximity fuzing feature for shells
Cost: 6,000 credits
*Heavy Laser----Based on the ever popular Wilks and Juicer pulse models
Weight: 10 lbs
Range: 3,500 ft
Damage: 4d6 MD single shot, 1d6x10 MD triple shot burst
Rate of Fire: Standard
Payload: 30 shots long e-clip
Special Features:-----
Cost: 40,000 credits
15,000 credits for a sniper focusing element attachment to the barrel; increases the range to 5,000 ft, but reduce damage per shot to 2d6 MD
*Plasma---Lighter than most plasma weapons, but still packing a considerable punch, this component was based on PS’s popular ‘Nimro’ variable mode plasma rifle, already favored by engineers, but lacks the variable setting modes.
Weight: 7 lbs
Range: 1,500 ft
Damage: 1d4x10 MD per blast
Rate of Fire:Standard
Payload: 12 shots standard e-clip, 20 shots long e-clip
Special Features:-----
Cost: 25,000 credits
*Mini-Missile Launcher---Essentially a much cut-down Missile Rifle with a two-barrel four-shot clip top-fed configuration. Because of the weapon type, this base unit requires an exhaust venturi over the conventional rifle butt-stock, and must be fired with sufficient clearance to the rear.
Weight: 18 lbs
Range: Varies by Mini-Missile Type
Damage:Varies by Mini-Missile Type
Rate of Fire:Volleys of 1-2
Payload: 4 mini-missiles
Special Features:
*Side-Mounted Low-Lite Sight
Cost: 20,000 credits
Sub-Units----These are the typically SMG-sized weapons locked into the underside or side of the main weapon
*9 mm SMG----The original under-component of the Waybur; lightweight and easy to maintain, and still popular for use against ‘soft’ targets. Can use standard SD rounds or megadamage high explosive bullets.
Weight: 4 lbs
Range: 1,000 ft
Damage:(Standard) 4d6 SDC single shot, 2d6x10 SDC per 5 rd burst
(MD explosive) (PX-1)1d4 MD single round, 1d4x10 MD for a burst of 10 rounds
Rate of Fire:Standard
Payload: 30 shot clip
Special Features: * Selective single-shot, 3-shot burst, or full autofire modes
Cost: 1,000 credits
* Light Grenade Launcher---PS’s knockoff/improvement on arch-rival Northern Gun’s 30mm grenade launcher.
Weight: 4 lbs
Range: 800 ft
Damage: 2d6 MD to 6 ft blast area
Rate of Fire:Standard
Payload: 6
Special Features:-----
Cost: 4,000 credits
*Medium Grenade Launcher----PS’s combination of Wellington Industries’ familiar 40-mm grenade and resurrected Golden Age tech. PS frankly can’t understand why the Black Market is charging eighteen-thou for ‘megadamage launchers’ when the boom’s in the projectile, not the launcher.
Weight: 4 lbs
Range: 1,250 ft
Damage: Fragmentation: 4d6 MD to 12 ft blast area
Armor Piercing: 1d4x10 MD to 3 ft blast area
Rate of Fire:Standard
Payload: 4
Special Features:-----
Cost: 4,000 credits
*10 Gauge Auto-Shotgun---A clip- or drum-fed combat automatic shotgun. Especially popular for security forces engaged in riot control. Can fire a variety of rounds from SDC buckshot to high-explosive micro-grenades.
Weight: 4.8 lbs
Range: 150 ft
Damage:(Solid Slug) 5d6 SDC
(SDC Buckshot) 4d6 SDC to a 6 ft spread
(Riot Baton)---Plastic bullet; does 1d6 SDC, and has 50% chance of knocking down human-sized targets
(Taser)---Essentially an airborne nueral mace. Delivers a powerful electrical charge on contact. 1d8 SDC, and -8 to strike, parry, and dodge for 2d4 melees, plus an additional 2d4 melees per subsequent hit. Roll versus non-lethal poison, 16 or higher, or be knocked unconscious.
(Wooden Slug)----For anti-vampire use. Does 1d8 SDC, but 4d4 HP to vampires
(Gas/Smoke) Effects vary by specific chemical, but typically has enough agent to cover roughly 10 square ft.
(High Explosive)
Rate of Fire:Standard
Payload: 6 shot clip, or 25 rd drum
Special Features: *Barrel-bumper Trigger---A forward trigger pad around the muzzle that fires the weapon at point-blank range when rammed into an object...great for blasting down doors and melee fighting.
Cost: 1,000 credits
*Ion---Developed from PS’s popular ‘Smasher’ series, only striped of the carrying handle, wire stock, and some of the casing to save weight(though these can be snapped back on with a special conversion kit)
Weight: 4 lbs
Range: 800 ft
Damage: 4d6 MD single shot, 1d4x10 MD per three shot burst
Rate of Fire:Standard
Payload: 30 shots short e-clip, 60 shots long e-clip
Special Features:
*Waterproof, pressure-resistant construction. Perfectly useable down to 600 ft underwater
Cost: 18,000 credits. 500 credits for the conversion kit
*Laser ---Developed from PS’s popular PSLSMG-03 ‘Rattler’ Laser Submachine Gun. Loses the bonus to strike due to superior balance, owing to design changes to make it part of the GunLoc system, but slightly less expensive.
Weight: 5 lbs
Range: 900 ft
Damage:2d6 MD single shot or 1d6x10 MD per 5 shot burst
Rate of Fire:Standard
Payload: 20 shot standard e-clip, or 35 shot long e-clip
Special Features:
Cost: 17,000 credits
*Plasma---Actually a derivation of reverse-engineered alien gear.
Weight: 5 lbs
Range: 500 ft
Damage: 5d6 MD per shot
Rate of Fire:Standard
Payload: 12 shots per standard e-clip, or 25 from a long e-clip
Special Features:------
Cost: 18,000 credits
*Mini-Flamer----A larger version of the ‘roman-candle’-type unit typically slung under barrels. Uses PS’s patented chemically-inert lining material, variable flow, and adjustable ignition system, allowing the same weapon to handle a variety of different fuel-substances from underslung canisters, as long as they run and burn, from SDC kerosene to superhot thermite gels.
Weight: 4 lbs
Range: 250 ft for napalm gels
Damage:
(Wellington plasma napalm) 3d6 MD burst
(MD Gel)4D6 MD Upon contact, burning for 1D6 rounds doing 2D6 MD per round. Anything that the character touches also starts on fire. Any combustible materials within touching distance, clothes, brush, etc. also ignite.
Rate of Fire:Standard
Payload: Enough fuel for 5-10 blasts
Special Features: *Multi-Fuel Capacity
Cost: 8,000 credits
*Pepper Gun----A larger version of the ‘flit-gun’-type unit typically slung under barrels
Weight: 3 lbs
Range: 80 ft
Damage: Varies by chemical used
Rate of Fire:Standard
Payload: Enough liquid for 15 blasts
Special Features:------
Cost: 500 credits
*Mini-Plexor---A ‘lite’ version of the original Multiplexor, except instead of a spellcard-system built into a vibrosword, it’s an underbarrel unit.
Weight: 3 lbs
Range: Varies by spell
Damage/Duration: Varies by spell
Rate of Fire: EPCHH
PPE Cost per Use: Varies by spell. Spells cost as normal
Payload: Draws from the main PPE Battery, . In an emergency, the user, if they are a mage or psychic, can kick in their own PPE.
Bonuses: As per spell(if any)
Cost: The basic Multiplexor system costs about 35,000 credits
PPE clips cost 6,000 credits for 50 PPE
12,000 Credits for 100 PPE
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.
*Forcefield Generator(experimental)---Part of PS’s effort to produce forcefields cheap enough for wholesale infantry use, this mini-EM field generator is e-clip powered, and small enough to fit under a rifle. Two short EM projection vanes snap out and forward, making the weapon look like a crossbow, but the generator pack produces a small one-directional forceshield(rather than an all-encompassing field) about 5 ft in diameter, centered around the weapon barrel. The main weapon is autosynched with the shield so it can fire through it. Though still in the experimental stages, PS has begun releasing these field-formatted models for field testing.
Weight: 6 lbs
Range: 5 ft diameter shield about six inches in front of the projector
Damage: None; the forceshield has 40 MDC
Rate of Fire: 1 APM to activate it
Payload: E-clip powered; can maintain the field for 25 minutes per short e-clip, 60 minutes per long e-clip
Special Features:------
Cost: Currently considered Experimental, but would cost 20,000 credits
*Lumer Scanner---A derivative of Anti-Theron Projector research and the PPE Scanner copied from Japanese designs, this device resembles a large aperature flashlight clipped under the weapon muzzle. Instead of visible or infrared light, this device projects a stream of invisible particles that fluoresce when they hit magically-charged objects---especially magically invisible beings. The Lumer is relatively inexpensive, and extremely easy to use, but is limited by the short range of the beam and its narrow scope of effectiveness. The particle-source is a PPE-reactive metal held in hardened gel-suspension in a replaceable cartridge that clips into the device, and is activated by an e-clip inserted into the back end.
Weight: 2 lbs
Range: 100 ft, with an 18 ft wide beam at maximum effective range
Damage: None; causes PPE-imbued(15 or more PPE) objects to light up
Rate of Fire:Standard
Payload: Standard E-clip provides 6 hours of continuous operation. Replaceable particle-source is good for 48 hours of continuous operation.
Special Features: *Ruggerized water/shock-proof covering
*Adjustable Focus(can expand the width if the beam, but reduce range accordingly)
Cost: 2,000 credits. Replacement cartridges cost 800 credits each
“Hey! This buttstock? Does it HAVE to be solid? Can’t we hollow it out? Use it hold..I dunno...a recoil compensator? Tool kit? Spare clips? Hip flask?”