Putus Caseus Armaments

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Killer Cyborg
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Putus Caseus Armaments

Unread post by Killer Cyborg »

Normally, when I write up my own stuff for Rifts, I try to keep things reasonable, sticking not only to canon material and logical derivatives, but also ignoring canon material that does not make sense.
Stuff that's too cheesy, overpowered, or insane.

This thread IS for stuff that I write up that IS too cheesy, too overpowered, and/or too insane.

I'm still going to stick to canon, taking reasonable extrapolations of existing material... I'm just going to be making reasonable extrapolations of unreasonable material.

So, be warned.

Company Profile:
Putus Caseus Armaments was formed by a renegade Shifter who uses his magic to import magic and technology, as well as mages and technicians, from a number of dimensions, as well as from across the face of Rifts Earth.


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PCA-LB1 Light Laser Crossbow
The techs at PCA have analyzed the technology behind the NA-LB1 Laser Bow, and integrated the technology into a medieval light crossbow. As with the original laser bow, the energy for the laser blast is generated by pulling back the drawstring of the crossbow. The crossbow's string can be pulled by hand.
Weight: 6 lbs
Damage: 4d4 MD
Range: 1,000'
Ammunition: An E-Clip holds 15 shots, but this is a backup power source in case the string breaks. Normally, pulling the cord back generates enough power to fire the laser, and this charge is held in a built-in battery (holds only one shot). The cord has an average lifespan of 500 pulls.
Cost: CR 8,500

PCA-LB2 Heavy Laser Crossbow
The techs at PCA have analyzed the technology behind the NA-LB1 Laser Bow, and integrated the technology into a medieval light crossbow. As with the original laser bow, the energy for the laser blast is generated by pulling back the drawstring of the crossbow. The crossbow's string can be pulled by hand, but requires a PS of 15.
Weight: 6 lbs
Damage: 4d8 MD
Range: 1,000'
Ammunition: An E-Clip holds 8 shots, but this is a backup power source in case the string breaks. Normally, pulling the cord back generates enough power to fire the laser, and this charge is held in a built-in battery (holds only one shot). The cord has an average lifespan of 500 pulls.
Cost: CR 8,500

PCA-LB3 Light Laser Arbelest
The techs at PCA have analyzed the technology behind the NA-LB1 Laser Bow, and upped the ante a bit by integrating the technology into a medieval siege weapon. As with the original laser bow, the energy for the laser blast is generated by pulling back the drawstring of the arbelest. The arbelest's string can be pulled by hand, though a Physical Strength of 18 is required, or the cord can be cranked back by a build-in hand-winch.
Weight: 10 lbs
Damage: 4d6 MD
Ammunition: A Long E-Clip holds 15 shots, but this is a backup power source in case the string breaks. Normally, pulling the cord back generates enough power to fire the laser, and this charge is held in a built-in battery (holds only one shot). The cord has an average lifespan of 500 pulls.
Rate of Fire: 2 shots per melee, due to the lengthy reload time.
Cost: CR 10,000

PCA-LB4 Medium Laser Arbelest
The techs at PCA have analyzed the technology behind the NA-LB1 Laser Bow, and upped the ante a bit by integrating the technology into a medieval siege weapon. As with the original laser bow, the energy for the laser blast is generated by pulling back the drawstring of the arbelest. The arbelest's string can be pulled by hand, though a Physical Strength of 18 is required, or the cord can be cranked back by a build-in hand-winch.
Weight: 14 lbs
Damage: 6d6 MD
Ammunition: A Long E-Clip holds 10 shots, but this is a backup power source in case the string breaks. Normally, pulling the cord back generates enough power to fire the laser, and this charge is held in a built-in battery (holds only one shot). The cord has an average lifespan of 500 pulls.
Rate of Fire: 2 shots per melee, due to the lengthy reload time.
Cost: CR 12,500

PCA-LB5 Heavy Laser Arbelest
The techs at PCA have analyzed the technology behind the NA-LB1 Laser Bow, and upped the ante a bit by integrating the technology into a medieval siege weapon. As with the original laser bow, the energy for the laser blast is generated by pulling on the drawstring of the arbelest. The arbelest's string can be pulled by hand, though a Physical Strength of 19 is required, or the cord can be cranked back by a build-in hand-winch.
Weight: 20 lbs
Damage: 1d4x10+10 MD
Ammunition: A Long E-Clip holds 8 shots, but this is a backup power source in case the string breaks. Normally, pulling the cord back generates enough power to fire the laser, and this charge is held in a built-in battery (holds only one shot). The cord has an average lifespan of 500 pulls.
Rate of Fire: 2 shots per melee, due to the lengthy reload time.
Cost: CR 15,000

PCA-LB6 Light Laser Ballista
The techs at PCA have analyzed the technology behind the NA-LB1 Laser Bow, and upped the ante a bit by integrating the technology into a medieval siege weapon. As with the original laser bow, the energy for the laser blast is generated by pulling back on the torsion springs of the ballista. The ballista's torsion springs can be pulled by hand, though a Physical Strength of 25 is required, or the cord can be cranked back by a build-in electric winch. The winch is powered by a battery that is recharged by the energy generated by pulling the string (enough energy is generated that recharging the winch does not significantly reduce the amount of energy channeled to the laser).
Weight: 300 lbs
Damage: 2d4x10 MD
Ammunition: A Long E-Clip holds 4 shots, but this is a backup power source in case the string breaks. Normally, pulling the cord back generates enough power to fire the laser, and this charge is held in a built-in battery (holds only one shot). The torsion springs have an average lifespan of 500 pulls.
Rate of Fire: 1 shots per melee, due to the lengthy reload time. Laser ballistas fire much faster than conventional ballistas, due to the lack of requiring actual ammunition.
Cost: CR 20,000

PCA-LB7 Heavy Laser Ballista
The techs at PCA have analyzed the technology behind the NA-LB1 Laser Bow, and upped the ante a bit by integrating the technology into a medieval siege weapon. As with the original laser bow, the energy for the laser blast is generated by pulling back on the torsion springs of the ballista. The ballista's torsion springs can be pulled by hand, though a Physical Strength of 25 is required, or the cord can be cranked back by a build-in electric winch. The winch is powered by a battery that is recharged by the energy generated by pulling the string (enough energy is generated that recharging the winch does not significantly reduce the amount of energy channeled to the laser).
Weight: 385 lbs
Damage: 2d6x10 MD
Ammunition: A Long E-Clip holds 3 shots, but this is a backup power source in case the string breaks. Normally, pulling the cord back generates enough power to fire the laser, and this charge is held in a built-in battery (holds only one shot). The torsion springs have an average lifespan of 500 pulls.
Rate of Fire: 1 shots per melee, due to the lengthy reload time. Laser ballistas fire much faster than conventional ballistas, due to the lack of requiring actual ammunition.
Cost: CR 25,000

PCA-ATL7G
A gatling-gun version of the ATL-7, which uses 6 ATL-7s mounted in a device that ejects spent E-clips, and reloads each gun as they rotate through the circuit. If the weapon is not mounted on a vehicle or stable platform, carrying and firing it requires a PS of 30, a Robotic PS of 24, or a Supernatural PS of 20.
Weight: 350 lbs
Damage: 3d6x10+20 MD per single shot, 2d6x100 MD per short burst (6 shots, counts as one attack).
Range: 3,000'
Ammunition: Either a special belt that can be loaded with conventional E-Clips (CR 1,000 per 100 clips of length), or a nuclear power supply that can power each gun (CR 1 million, 2 year life)
Cost: CR 1 million

PCA-PMPP1 "String Theory" Perpetual Motion Power Plant
Utilizing the technology behind the Laser Bow, the techs at PCA have developed a perpetual motion device that is used to generate power. Each PMPP1 is a small, sealed box containing the power-generating plunger from a laser bow, connected instead to a MDC wire instead of the weaker string typically used in the weapon. This string is repeatedly pulled and released by a small robotic arm, with each pull of the string generating enough energy to power the robotic arm itself, with a hefty power surplus left over.
Since we know that each E-Clip has the same storage capacity as 1,000 standard car batteries (CB1 47), and we know that each pull of the string on a Laser Bow generates 1/20 the total energy of 1 E-Clip (RGMG 154), we know that each pull of the string generates the same amount of power as can be held by 50 standard car batteries.
With a single robotic arm able to pull a string 6 times per 15 seconds, this power plant can produce a net amount of energy equal to 1 standard E-Clip per approximately every 60 seconds, or equal to 60 standard E-Clips per hour.
Each "String Theory" PMPP comes standard with 12 E-Clip recharging ports, connection cables and/or ports for replacing a robot or vehicle's conventional electric or nuclear power supply, 1 connection port for an energy weapon designed to attach to nuclear power supplies, 3 standard AC outlets, 3 standard DC outlets, and a built-in clock-radio!
Weight: 25 lbs
Cost: CR 250,000

PCA-BBK1 "Magekiller"
A Kalashnikov version of the Bandit BigBore, with a 100-round drum. If the weapon is not mounted on a vehicle or stable platform, carrying and firing it requires a PS of 22 to fire, and a PS 25 in order to fire bursts (Or a robotic/supernatural PS capable of carrying 440 lbs for single-shot or 500 lbs for bursts), otherwise the shot is Wild.
Weight: 8 lbs
Damage: 2d4 MD per single shot, 4d4 MD per short burst (3 rounds, counts as one attack), or 4d6 MD per long burst (6 rounds, counts as two attacks).
Knockdown: Humans and human-sized D-Bees hit by a single round must roll a D20 at -6, trying to roll higher than the attackers strike roll. If this roll is successful, the target is staggered, knocked to his knees, and loses initiative. A failed roll means that the target is knocked off of his feet and flung 8'-10' before hitting the ground, in addition to losing initiative, and becoming dazed (reduce all combat bonuses by half for one melee round per blast taken), and loses one attack per melee.
Humans and human-sized D-Bees hit by a burst must again roll a D20 in order to avoid being knocked back (-12 for a short burst, -18 for a long burst). If the roll is successful, then the character is staggered, knocked to his knees, and loses initiative. A failed roll means that the target is knocked off of his feet and flung backward (12'-15' for a short burst, 16'-20' for a long burst) before hitting the ground, in addition to losing initiative, and to becoming dazed (reduce all combat bonuses by half for 2 melees per short burst taken, or 3 melees per long burst taken), and loses melee attacks (-2 attacks per short burst, -3 attacks per long burst).
Supernatural beings, creatures of magic, full conversion Borgs, giants, robots, and characters in power armor are less likely to be knocked down. The effects are the same as above, but these targets get a +6 bonus to save versus the knockdown effect.
Horror Factor: 12
Range: 300'
Ammunition: Comes with a 100 round drum as standard, but special magazines holding only 30 rounds can be ordered. Can be loaded with conventional BigBore explosive rounds (CR 120 per round, or CR 16,000 for a box of 144 round).
Cost: CR 22,000

PCA-FRG Rail Gun
A full-sized version of the Bandit 5500, which uses the same flechette rounds. The techs at PCA were amazed by the incredible accuracy of this weapon, which is able to deliver 4.5x the damage of a single round with a burst of only 6 shots. Compared to standard rail guns such as the C-40R, which only delivers only 1x the damage of a single round per burst of 4 shots in every burst. Using stupendous technology responsible for the amazing increase in power in the lighter, weaker, Bandit 5500, the techs at PCA have developed a rail gun that is smaller and lighter than the C-40R and similar conventional rail guns, but that provides twice the firepower for only a modest increase in cost.
Weight: 80 lbs
Damage: 1d4 MD per single shot, 3d6 MD per short burst (6 rounds, counts as one attack), or 2d4x10 MD per long burst (48 rounds, counts as one attack) .
Range: 3,000' (the nuclear power source provides that extra zip)
Ammunition: Nuclear power pack.
Cost: CR 150,000

PCA-LWP Laser Wand Pistol
This rather intimidating pepperbox laser pistol has 25 barrels, each composed of a conventional Laser Wand set to maximum damage (1 MD). Multiple barrels can be set to fire simultaneously when the trigger is pulled, with potentially devastating results for any target in range on the maximum setting. On the side of the pistol is a small dial that can be set anywhere from 1 to 25.
Weight: 3.25 lbs
Damage: 1 MD per barrel, for a maximum total of 25 MD per shot.
Range: 10' (although this can be increased to 13.33', if the shooter takes a -5 penalty to strike)
Ammunition: Each wand/barrel has its own power supply, which holds 50 shots for that barrel. Each wand/barrel is wired together in such a way that these batteries pool their collective energy into one pool, for customer convenience. This results in a rather large overall ammunition capacity (1,250 total blasts of 1 MD each), but an inconvenient reload time of up to 50 actions/attacks (roughly 10 melee rounds on average) to reload the entire weapon!
Cost: CR 50,000 for the pistol. Each Mini-Energy-Clip costs CR 200.

PCA-LB8 Repeating Laser Crossbow
The techs at PCA have analyzed the technology behind the NA-LB1 Laser Bow, and integrated the technology into a medieval light crossbow. As with the original laser bow, the energy for the laser blast is generated by pulling back the drawstring of the crossbow. The crossbow's string can be pulled by hand initially, but every time the crossbow fires, some of the energy generated by pulling the string is used to power a mechanical reloading system that instantly draws the string back so that it can be fired again. This allows the weapon to not only fire single shots repeatedly without the shooter having to manually deal with the string each time, but it also allows for the weapon to fire bursts.
Weight: 6 lbs
Damage: 2d4 MD per single shot, 4d4 per short burst (3 rounds), or 4d6 for a long burst (6 rounds, takes 2 attacks)
Range: 1,000'
Ammunition: An E-Clip holds 24 shots, but this is a backup power source in case the string breaks. Normally, pulling the cord back generates enough power to fire the laser, and this charge is held in a built-in battery (holds only one shot). The cord is mega-damage, rendering it effectively unbreakable unless it is actively attacked.
Cost: CR 9,000

PCA-LB9 Repeating Laser Double-Crossbow
A variation on the PCA-LB8, but with a second, inverted prong and string on the underside of the bow, effectively doubling the firepower of this weapon. As each bow fires, it re-cocks the other bow, allowing for more rapid fire than with the LB9
Weight: 9 lbs
Damage: 2d4 MD per single shot, 4d8 for a short burst (6 rounds, takes 1 attack), or 1d4x10 MD for a long burst (10 rounds, takes 2 attacks)
Range: 1,000'
Ammunition: An E-Clip holds 24 shots, but this is a backup power source in case the cord is damaged. Normally, pulling the cord back generates enough power to fire the laser, and this charge is held in a built-in battery (holds only one shot). The cord is mega-damage, rendering it effectively unbreakable unless it is actively attacked.
Cost: CR 18,000

PCA-LB10 Repeating Light Laser Ballista
The techs at PCA have analyzed the technology behind the NA-LB1 Laser Bow, and upped the ante a bit by integrating the technology into a medieval siege weapon. As with the original laser bow, the energy for the laser blast is generated by pulling back on the torsion springs of the ballista. The ballista's torsion springs can be pulled by hand, though a Physical Strength of 25 is required, but this is normally not required, as the built-in mechanical system re-cocks the weapon every time it fires.. Instead of a standard winch, this ballista uses a more complex design which uses the energy created by the string to power a mechanical system that is able to pull back the string again more swiftly than a standard winch would be able to), allowing for more rapid fire than with the conventional Light Laser Ballista. This system requires enough energy that there is a slightly reduced damage per shot, however.
Weight: 300 lb.
Damage: 1d6x10+10 MD
Ammunition: A Long E-Clip holds 4 shots, but this is a backup power source in case the springs are damaged. Normally, pulling the cord back generates enough power to fire the laser, and this charge is held in a built-in battery (holds only one shot). The torsion springs are mega-damage (5 each), rendering them effectively unbreakable unless they are actively attacked (Called Shot).
Rate of Fire: Single shot only (1 attack per shot).
Cost: CR 25,000

PCA-LB11 Repeating Heavy Laser Ballista
The techs at PCA have analyzed the technology behind the NA-LB1 Laser Bow, and upped the ante a bit by integrating the technology into a medieval siege weapon. As with the original laser bow, the energy for the laser blast is generated by pulling back on the torsion springs of the ballista. The ballista's torsion springs can be pulled by hand, though a Physical Strength of 25 is required, but this is normally not required, as the built-in mechanical system re-cocks the weapon every time it fires. Instead of a standard winch, this ballista uses a more complex design which uses the energy created by the string to power a mechanical system that is able to pull back the string again more swiftly than a standard winch would be able to, allowing for more rapid fire than with the conventional Heavy Laser Ballista. This system requires enough energy that there is a slightly reduced damage per shot, however.
Weight: 385 lbs
Damage: 2d4x10+10 MD per double-blast.
Ammunition: A Long E-Clip holds 3 shots, but this is a backup power source in case the springs are damaged. Normally, pulling the cord back generates enough power to fire the laser, and this charge is held in a built-in battery (holds only one shot). The torsion springs are mega-damage (5 each), rendering them effectively unbreakable unless they are actively attacked (Called Shot).
Rate of Fire: Single shot only (1 attack per shot).
Cost: CR 30,000

PCA-LB12 Repeating Laser Double-Ballista
The techs at PCA have analyzed the technology behind the NA-LB1 Laser Bow, and upped the ante a bit by integrating the technology into a medieval siege weapon. As with the original laser bow, the energy for the laser blast is generated by pulling back on the torsion springs of the ballista. The ballista's torsion springs can be pulled by hand, though a Physical Strength of 25 is required, but this is normally not required, as the built-in mechanical system re-cocks the weapon every time it fires.. Like the PCA-LB9, the LB12 is essentially two weapons in one, including a second set of torsion springs and a second prod, doubling the firepower. Both weapons fire simultaneously. Instead of a standard winch, this ballista uses a more complex design which uses the energy created by the string to power a mechanical system that is able to pull back the string again more swiftly than a standard winch would be able to), allowing for more rapid fire than with the conventional Light Laser Ballista. This system requires enough energy that there is a slightly reduced damage per shot, however.
Weight: 450 lb.
Damage: 2d6x10+20 MD
Ammunition: A Long E-Clip holds 4 shots, but this is a backup power source in case the springs are damaged. Normally, pulling the cord back generates enough power to fire the laser, and this charge is held in a built-in battery (holds only one shot). The torsion springs are mega-damage (5 each), rendering them effectively unbreakable unless they are actively attacked (Called Shot).
Rate of Fire: Simultaneous dual-blasts only (one attack).
Cost: CR 50,000

PCA-LB13 Heavy Laser Double-Ballista
The techs at PCA have analyzed the technology behind the NA-LB1 Laser Bow, and upped the ante a bit by integrating the technology into a medieval siege weapon. As with the original laser bow, the energy for the laser blast is generated by pulling back on the torsion springs of the ballista. The ballista's torsion springs can be pulled by hand, though a Physical Strength of 25 is required, but this is normally not required, as the built-in mechanical system re-cocks the weapon every time it fires. Like the PCA-LB9, the LB13 is essentially two weapons in one, including a second set of torsion springs and a second prod, doubling the firepower. Both weapons fire simultaneously. Instead of a standard winch, this ballista uses a more complex design which uses the energy created by the string to power a mechanical system that is able to pull back the string again more swiftly than a standard winch would be able to), allowing for more rapid fire than with the conventional Heavy Laser Ballista. This system requires enough energy that there is a slightly reduced damage per shot, however.
Weight: 580 lbs
Damage: 3d6x10 MD per dual-blast.
Ammunition: A Long E-Clip holds 3 shots, but this is a backup power source in case the springs are damaged. Normally, pulling the cord back generates enough power to fire the laser, and this charge is held in a built-in battery (holds only one shot). The torsion springs are mega-damage (5 each), rendering them effectively unbreakable unless they are actively attacked (Called Shot).
Rate of Fire: Simultaneous dual-blast only (1 attack).
Cost: CR 60,000

PCA Warmaster Combat Suit
Styled after the much-maligned Chipwell Arms Warmonger, the PCA Warmaster is heavily upgraded and anybody who mistakes the two will be in for a VERY big surprise!
Spoiler:
The Warmonger's batteries have been replaced with a PMPP, so the suit will never run out of power, and the cheap environmental system has been upgraded to full environmental. Also, the suit's physical strength has been upgraded, as well as its speed. A full array of sensors and other upgrades (Advanced Audio, Built-In Language Translator, Built-In Loudspeaker, Juke Box, Wide Band Radio Receiver/Transmitter, Radio Signal Scrambler, Advanced Optics, Visual Recognition: Combat Computer, Gyro-Compass, Motion-Detector & Warning System, and Robot Radar system, all as described in SB1r) has been added.
Next, the entire suit is covered with a layer of specially-designed parchment that is both glued and riveted in place for extra protection (the rivets are also covered with parchment), then silver runes are inscribed on the parchment, rendering this outer layer indestructible! Of course, this layer is literally paper-thin, so the suit itself can still be damaged, but it does increase the durability of the Warmaster significantly. The parchment layer is smoothly attached to the suit's armor, so there is no significant increase in bulk or noise. The parchment layer is designed so that all entry and repair hatches, as well as all venting, works as normal.
(1/2 damage from cutting/piercing attacks, including bullets and rail gun rounds. 1/2 damage from fire/heat for the first 1d4 melee rounds after being set on fire.)
Then, the PCA Alchemist Squad takes each suit to a far off dimension, and enchants each suit with the following magical properties: Regenerating Armor (10 MDC/Hour), Magic SDC (+200 SDC, this SDC can only be repaired by magic), Impervious to Fire (normal and mega-damage fire inflicts no damage, but magical fire inflicts 1/2 damage), and Fleet Feet (3x/day).
MDC By Location:
Arms (2): 500 MDC Each
Legs (2): 800 MDC Each
Shoulder-Mounted Rail Gun (1): 50 MDC
Head (1): 1,000 MDC
Main Body: 4,000 MDC
Special: The outer layer of Rune Parchement protects the vehicle (including the shoulder-cannon) as follows- 1/2 damage from cutting/piercing attacks, including bullets, rail gun rounds, and armor piercing or fragmentation missiles. 1/2 damage from fire/heat for the first 1d4 melee rounds after being set on fire, in addition to the magical protection from enchantments, meaning that for the first 1d4 melee rounds after being set on fire, the armor takes 1/4 damage from magical fire. All other fire/heat/plasma inflicts no damage.

Speed: Running speed is 150 mph, and does not tire the pilot.
Height: 11'
Width: 5'
Length: 5'
Weight: 500 lbs
Robotic Strength: 50
Cargo: None.
Power System: PAI Perpetual Motion Power Plant

Weapon Systems
1. SPCA-FRG Rail Gun
Weight: 80 lbs
Damage: 1d4 MD per single shot, 3d6 MD per short burst (6 rounds, counts as one attack), or 2d4x10 MD per long burst (48 rounds, counts as one attack) .
Range: 3,000'
Ammunition: PMPP powered. Ammunition drum (200 lbs) holds 4,000 rounds.
2. PAI-M20 Missile Rifle (Ripoff of the Coalition CTT-M20)
Weight: 110 lbs fully loaded (30 lbs are missile weight)
Missile Type: Comes loaded with Armor Piercing Mini-Missiles as standard (1d4x10 MD)
Payload: 20 missiles (10 per tube)
Range: 1 mile for most mini-missile types
Rate of Fire: Single shot, or in volleys of 2 or 4 missiles.
Laser: 2d6 MD per shot.
Laser Range: 2,000'
Laser Payload: Tied in to the PMPP of the armor, but has a long E-Clip in case the link is severed or damaged (30 shots).
Targeting: Laser targeting sight (+1 Strike)
3. The robot's hands are capable of dealing mega-damage, and have been modified with the following alchemist enhancements:
Indestructible (can parry or grab weapons without fear of damage), Additional Damage (+1d6 MD), and Thunder Hammer (+2d6 MD, and creates a thunderclap when striking or when struck).
Punch Damage: 6d6 MD (including enchantments)

Cost: CR 5,000,000

PCA-HG50 Hand Grendade
While the standard hand grenades that are commonly available through the Black Market pack a reasonable amount of power for their cost, some of our customers at Putus Caseus Armaments desire an unreasonable amount of power, and they are able to afford the price!
So to meet the needs of these consumers, we created the HG50 Hand Grenade, which uses the same explosive compounds found in the infamous bionic High Explosive Finger Joints, and packed as much as we could into a hand grenade roughly the size of a baseball.
Just be sure to throw it FAR!!
Weight: 1 lb
Damage: 1d4x100 MD
Blast Radius: 250'
Cost: CR 50,000 per grenade

PCA-CCG Clawed Combat Gloves
This lovely pair of indestructible gloves comes in a variety of styles and colors, for customers with discriminating tastes! The fixed claws extending from the tips of the fingers are vibro finger-blades, similar to those often included in bionic weapon hands, only we've had OUR claws spruced up a bit by our team of highly talented alchemists.
Damage: 5d4+35 MD per glove (1d4+7 MD per claw), 1d4x10+70 MD for a Paired Weapon dual-strike. (MD punch attacks stack with these claw weapons, so add that in too!)
Enchantments: Indestructible, Super-Sharpness (+2 to crit), and Eternally Sharp
Cost: CR 635,000 (each)


(More to be added later)
Last edited by Killer Cyborg on Fri Nov 23, 2012 8:32 pm, edited 9 times in total.
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Blindscout
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Re: Putus Caseus Armaments

Unread post by Blindscout »

:lol: :lol:

[volus] Most excellent, earth Clan [/volus]
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Re: Putus Caseus Armaments

Unread post by Faceless Dude »

:eek: :lol:

An ATL Gatling???

You, sir, win.
And please keep posting!
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Killer Cyborg
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Re: Putus Caseus Armaments

Unread post by Killer Cyborg »

Faceless Dude wrote::eek: :lol:

An ATL Gatling???


Oddly enough, using the most recent rules that I could find for gatling guns (mini-guns, in RUE), it didn't come out THAT powerful... well, you know... considering.

You, sir, win.
And please keep posting!


Will do. :ok:
Annual Best Poster of the Year Awards (2012)

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Re: Putus Caseus Armaments

Unread post by Blindscout »

And yeah, those are definitely reasonable extrapolations of unreasonable things from the books. I'm still chuckling about the thought of the ATL-7 gatling. How would Psi-Tek ISP conversion work on it? :twisted:
Guy_LeDouche wrote:Any experiment of any kind that starts with "hold my beer" should make the property owner immune to frivolous lawsuits.

Mack wrote:Oh, and if the POTUS evey gave me a nuke, I think I'd aim it at Bieber.


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Re: Putus Caseus Armaments

Unread post by Faceless Dude »

Killer Cyborg wrote:
Faceless Dude wrote::eek: :lol:

An ATL Gatling???


Oddly enough, using the most recent rules that I could find for gatling guns (mini-guns, in RUE), it didn't come out THAT powerful... well, you know... considering.

You, sir, win.
And please keep posting!


Will do. :ok:


Except the rules are all over the place. For example, in Naruni wave 2, the NE700 plasma cartridge Gatling is 100% accurate, with the damage for a 6-round burst doing the equivalent of 6 rounds worth of damage. I'd say that for a house Gatling laser, without recoil to worry about, this might apply as well.
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Re: Putus Caseus Armaments

Unread post by Killer Cyborg »

Faceless Dude wrote:
Killer Cyborg wrote:
Faceless Dude wrote::eek: :lol:

An ATL Gatling???


Oddly enough, using the most recent rules that I could find for gatling guns (mini-guns, in RUE), it didn't come out THAT powerful... well, you know... considering.

You, sir, win.
And please keep posting!


Will do. :ok:


Except the rules are all over the place. For example, in Naruni wave 2, the NE700 plasma cartridge Gatling is 100% accurate, with the damage for a 6-round burst doing the equivalent of 6 rounds worth of damage. I'd say that for a house Gatling laser, without recoil to worry about, this might apply as well.


Hmm.... I'll check that out!

Edit:
Yup! You're right.
It's cheesy... but that's kinda the point.
I'll update the stats. :D
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Re: Putus Caseus Armaments

Unread post by taalismn »

I applaude you for discovering your inner psycho. Just keep it the hell away from me. :ok:
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
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Re: Putus Caseus Armaments

Unread post by Killer Cyborg »

Lost Seraph wrote:The laser bows are pretty well balanced, (aarg! unintentional pun), given Rifts weapons.


Yeah, Bill Coffin kind of locked me in by listing the ROF for those seige weapons as fixed, and emphasizing "no exceptions."
I should probably up the rate of fire a bit, simply because no actual ammunition needs to be put into place, and because they're designed for people/creatures with a high enough PS to be able to pull back the string by hand instead of using a winch... but the "no exceptions" bit is pretty firm, so I went with it.
And the result was actually fairly balanced, firepower-wise.

Still illogical as hell, but balanced.
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Re: Putus Caseus Armaments

Unread post by Killer Cyborg »

FOUR new items added:
-"String Theory" Perpetual Motion Power Plant
-PCA-BBK1 "Magekiller"
-PCA-FRG Rail Gun
-PCA-LWP Laser Wand Pistol


Edit: added the LWP
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Re: Putus Caseus Armaments

Unread post by Killer Cyborg »

Added 6 more laser crossbow variants.
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Re: Putus Caseus Armaments

Unread post by taalismn »

Adding ti hardcopy file. :ok:
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Re: Putus Caseus Armaments

Unread post by Killer Cyborg »

Just added another one.
I'll post it here, as well as editing it into the original post:

PCA Warmaster Combat Suit
Styled after the much-maligned Chipwell Arms Warmonger, the PCA Warmaster is heavily upgraded and anybody who mistakes the two will be in for a VERY big surprise!
The Warmonger's batteries have been replaced with a PMPP, so the suit will never run out of power, and the cheap environmental system has been upgraded to full environmental. Also, the suit's physical strength has been upgraded, as well as its speed. A full array of sensors and other upgrades (Advanced Audio, Built-In Language Translator, Built-In Loudspeaker, Juke Box, Wide Band Radio Receiver/Transmitter, Radio Signal Scrambler, Advanced Optics, Visual Recognition: Combat Computer, Gyro-Compass, Motion-Detector & Warning System, and Robot Radar system, all as described in SB1r) has been added.
Next, the entire suit is covered with a layer of specially-designed parchment that is both glued and riveted in place for extra protection (the rivets are also covered with parchment), then silver runes are inscribed on the parchment, rendering this outer layer indestructible! Of course, this layer is literally paper-thin, so the suit itself can still be damaged, but it does increase the durability of the Warmaster significantly. The parchment layer is smoothly attached to the suit's armor, so there is no significant increase in bulk or noise. The parchment layer is designed so that all entry and repair hatches, as well as all venting, works as normal.
(1/2 damage from cutting/piercing attacks, including bullets and rail gun rounds. 1/2 damage from fire/heat for the first 1d4 melee rounds after being set on fire.)
Then, the PCA Alchemist Squad takes each suit to a far off dimension, and enchants each suit with the following magical properties: Regenerating Armor (10 MDC/Hour), Magic SDC (+200 SDC, this SDC can only be repaired by magic), Impervious to Fire (normal and mega-damage fire inflicts no damage, but magical fire inflicts 1/2 damage), and Fleet Feet (3x/day).
MDC By Location:
Arms (2): 500 MDC Each
Legs (2): 800 MDC Each
Shoulder-Mounted Rail Gun (1): 50 MDC
Head (1): 1,000 MDC
Main Body: 4,000 MDC
Special: The outer layer of Rune Parchement protects the vehicle (including the shoulder-cannon) as follows- 1/2 damage from cutting/piercing attacks, including bullets, rail gun rounds, and armor piercing or fragmentation missiles. 1/2 damage from fire/heat for the first 1d4 melee rounds after being set on fire, in addition to the magical protection from enchantments, meaning that for the first 1d4 melee rounds after being set on fire, the armor takes 1/4 damage from magical fire. All other fire/heat/plasma inflicts no damage.

Speed: Running speed is 150 mph, and does not tire the pilot.
Height: 11'
Width: 5'
Length: 5'
Weight: 500 lbs
Robotic Strength: 50
Cargo: None.
Power System: PAI Perpetual Motion Power Plant

Weapon Systems
1. SPCA-FRG Rail Gun
Weight: 80 lbs
Damage: 1d4 MD per single shot, 3d6 MD per short burst (6 rounds, counts as one attack), or 2d4x10 MD per long burst (48 rounds, counts as one attack) .
Range: 3,000'
Ammunition: PMPP powered. Ammunition drum (200 lbs) holds 4,000 rounds.
2. PAI-M20 Missile Rifle (Ripoff of the Coalition CTT-M20)
Weight: 110 lbs fully loaded (30 lbs are missile weight)
Missile Type: Comes loaded with Armor Piercing Mini-Missiles as standard (1d4x10 MD)
Payload: 20 missiles (10 per tube)
Range: 1 mile for most mini-missile types
Rate of Fire: Single shot, or in volleys of 2 or 4 missiles.
Laser: 2d6 MD per shot.
Laser Range: 2,000'
Laser Payload: Tied in to the PMPP of the armor, but has a long E-Clip in case the link is severed or damaged (30 shots).
Targeting: Laser targeting sight (+1 Strike)
3. The robot's hands are capable of dealing mega-damage, and have been modified with the following alchemist enhancements:
Indestructible (can parry or grab weapons without fear of damage), Additional Damage (+1d6 MD), and Thunder Hammer (+2d6 MD, and creates a thunderclap when striking or when struck).
Punch Damage: 6d6 MD (including enchantments)

Cost: CR 5,000,000
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Re: Putus Caseus Armaments

Unread post by Killer Cyborg »

Two new items added:
PCA-HG50 Hand Grendade
While the standard hand grenades that are commonly available through the Black Market pack a reasonable amount of power for their cost, some of our customers at Putus Caseus Armaments desire an unreasonable amount of power, and they are able to afford the price!
So to meet the needs of these consumers, we created the HG50 Hand Grenade, which uses the same explosive compounds found in the infamous bionic High Explosive Finger Joints, and packed as much as we could into a hand grenade roughly the size of a baseball.
Just be sure to throw it FAR!!
Weight: 1 lb
Damage: 1d4x100 MD
Blast Radius: 250'
Cost: CR 50,000 per grenade

PCA-CCG Clawed Combat Gloves
This lovely pair of indestructible gloves comes in a variety of styles and colors, for customers with discriminating tastes! The fixed claws extending from the tips of the fingers are vibro finger-blades, similar to those often included in bionic weapon hands, only we've had OUR claws spruced up a bit by our team of highly talented alchemists.
Damage: 5d4+35 MD per glove (1d4+7 MD per claw), 1d4x10+70 MD for a Paired Weapon dual-strike. (MD punch attacks stack with these claw weapons, so add that in too!)
Enchantments: Indestructible, Super-Sharpness (+2 to crit), and Eternally Sharp
Cost: CR 635,000 (each)
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Re: Putus Caseus Armaments

Unread post by taalismn »

Killer Cyborg wrote:Two new items added:
PCA-HG50 Hand Grendade
While the standard hand grenades that are commonly available through the Black Market pack a reasonable amount of power for their cost, some of our customers at Putus Caseus Armaments desire an unreasonable amount of power, and they are able to afford the price!
So to meet the needs of these consumers, we created the HG50 Hand Grenade, which uses the same explosive compounds found in the infamous bionic High Explosive Finger Joints, and packed as much as we could into a hand grenade roughly the size of a baseball.
Just be sure to throw it FAR!!
Weight: 1 lb
Damage: 1d4x100 MD
Blast Radius: 250'
Cost: CR 50,000 per grenade
(each)



You beat me to it, dang!
Well, it makes a great turkey stuffer when you're planning on wiping out enemies by the platoon.... :twisted:
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
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Re: Putus Caseus Armaments

Unread post by Killer Cyborg »

PCA-PMPP2 "Stroke-Off" Perpetual Motion Power Plant
A refinement of the PMPP1 power plant, the PMPP2 replaces the overly-elaborate robot arms with a simple two-stroke engine that repeatedly pushes the plunger, each push generating enough power to power the engine AND produce a significant surplus. At a slow-but-steady 1,600 Revolutions Per Minute, the PMPP2 can produce roughly 80,000 standard car batteries worth of energy per minute, which nets out as enough to charge to about 8 E-Clips.
Each PMPP-2 comes standard with 12 E-Clip recharging ports, connection cables and/or ports for replacing a robot or vehicle's conventional electric or nuclear power supply, 1 connection port for an energy weapon designed to attach to nuclear power supplies, 3 standard AC outlets, 3 standard DC outlets, and a built-in clock-radio!
Weight: 25 lbs
Cost: CR 20,000
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Re: Putus Caseus Armaments

Unread post by Aramanthus »

Nice to see a reasonably priced clip recharger.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

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Re: Putus Caseus Armaments

Unread post by taalismn »

Aramanthus wrote:Nice to see a reasonably priced clip recharger.



I should think e-clip chargers would all be reasonably priced, except for a PB attempt using shoddy economics to put a chokehold on e-clip availability(if e-clips could be cheaply recharged, people would be using them for EVERYTHING).
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Re: Putus Caseus Armaments

Unread post by taalismn »

Oh yeah....that's plenty absurd, with the sort of gizmo-appeal that will hook it a few actual buyers. :D 8)
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
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Re: Putus Caseus Armaments

Unread post by Killer Cyborg »

Hey_I_Can_Chan wrote:If I may be so bold.

LP36-Z Multi-lens Revolving Laser Rifle
The current Wilk's line of laser weapons that incorporate multiple sets of focusing lenses just doesn't go far enough for the innovators at Putus Caseus! No, sir! We've designed this 36-lens beauty around 6 long E-Clips--revolver-style, for those with flair--, which provides enough energy for 6 shots. We believe you'll need only 1. You're going to have to get in close, though--photonic interference diminishes the weapon's range drastically--, but once you're up close, the enemy is toast!
Weight: 33 lbs.
Range: 10 ft.
Mega-Damage: 6d6x12 M.D. per blast.
Rate of Fire: Each shot counts as 1 melee attack.
Payload: 6 shots, 1 from each long E-Clip.
Cost: 305,000 credits.

Design Notes: Rifts Black Market (pages 145-6) extrapolates on the 2d6-per-E-Clip-charge mechanic, but tweaks it by claiming multiple laser lenses can increase damage by sacrificing range. So, yeah, going from 800 ft. to 700 ft. is approximately 12% and 12% 35 more times cuts the range to about 7 ft. (rounded here to 10 ft. for simplicity), and each lense apparently adds 8,000 credits to the price, but each lense also adds 2d6 to the damage the weapon can deal in one go. The price is high, the range sucks, but when an alien intelligence must die--or when the GM says, "Yeah, it says 1 weapon per W.P., so whatever!"--give this a go. The weight is a guess; it might weigh 33 lbs. if it's based on the idea that the LP2 is the original model and each lens adds 3 lbs., but that seems excessive; nonetheless, I've adhered to it and made this a rifle, just in case.


Not bad!

I'll have to give Rifts Black Market a good read sometime.
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Re: Putus Caseus Armaments

Unread post by flatline »

taalismn wrote:
Aramanthus wrote:Nice to see a reasonably priced clip recharger.



I should think e-clip chargers would all be reasonably priced, except for a PB attempt using shoddy economics to put a chokehold on e-clip availability(if e-clips could be cheaply recharged, people would be using them for EVERYTHING).


If my current flashlight can run for 48 days on low on a regular alkaline AA, I bet it could run 10 years on a mini e-clip!

Of course, I make charging e-clips relatively cheap and easy, so in my version of the setting, e-clips are used for everything from weapons to camping equipment to musical instruments. Anywhere you have non-trivial power requirements and don't want to have a cord running to a generator of some sort.

--flatline
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Re: Putus Caseus Armaments

Unread post by taalismn »

flatline wrote:
If my current flashlight can run for 48 days on low on a regular alkaline AA, I bet it could run 10 years on a mini e-clip!

Of course, I make charging e-clips relatively cheap and easy, so in my version of the setting, e-clips are used for everything from weapons to camping equipment to musical instruments. Anywhere you have non-trivial power requirements and don't want to have a cord running to a generator of some sort.

--flatline



Thanks...giving me ideas for how to stock convenience stores in my Rifts world.

"But isn't stocking e-clips like the equivalent of selling AMMUNITION at the 7-11?!"
"Well, admittedly we DO sell ammunition at our 7-11s, but e-clips aren't JUST ammunition, they're...well, they're so much MORE to us in this space-time! They're just so convenient!"
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Re: Putus Caseus Armaments

Unread post by flatline »

Gryphon wrote:Never mind the nonsense whereby additional lensing decreases range, rather than increasing range, and somehow has a significant boosting aspect to intensity, when it actually plays out more or less the opposite...

Rifts, mauling physics sine 1990!


Thank you.

I was holding my tongue.

--flatline
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Re: Putus Caseus Armaments

Unread post by Killer Cyborg »

An apocalypse that deluges the world with supernatural energy can play hell with the laws of physics, perhaps leaving them changed in many ways from the rules that we know today.
So Rifts physics can make a kind of sense.


Granted, that leaves the rest of the Palladium worlds high and dry...
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Re: Putus Caseus Armaments

Unread post by flatline »

Killer Cyborg wrote:An apocalypse that deluges the world with supernatural energy can play hell with the laws of physics, perhaps leaving them changed in many ways from the rules that we know today.
So Rifts physics can make a kind of sense.


Granted, that leaves the rest of the Palladium worlds high and dry...


All your golden age tech (and its derivatives) was designed before all that, so if the laws of physics were changed, all that stuff would have stopped working as designed.

Fred Saberhagen's Empire of the East trilogy explores that idea some. Excellent read if you can find it in a used bookstore somewhere.

--flatline
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Re: Putus Caseus Armaments

Unread post by Killer Cyborg »

flatline wrote:
Killer Cyborg wrote:An apocalypse that deluges the world with supernatural energy can play hell with the laws of physics, perhaps leaving them changed in many ways from the rules that we know today.
So Rifts physics can make a kind of sense.


Granted, that leaves the rest of the Palladium worlds high and dry...


All your golden age tech (and its derivatives) was designed before all that, so if the laws of physics were changed, all that stuff would have stopped working as designed.


Maybe it has, actually. ARCHIE certainly works differently now than he did originally.

Fred Saberhagen's Empire of the East trilogy explores that idea some. Excellent read if you can find it in a used bookstore somewhere.

--flatline


I read have Empire of the East in paperback, which includes the first three books of the trilogy. Apparently a fourth one came out in 2006, but I don't have that one.
Likewise, I've read quite a few of the Books of Swords, and the Books of Lost Swords, which take place in the same setting, and which are also awesome.
:D

I don't think that Palladium actually intends for Rifts physics to be different from normal physics, unfortunately.
I feel that it could explain a lot.
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Re: Putus Caseus Armaments

Unread post by Aramanthus »

I like that you added a wilks weapon. We could use more of those. They have sucha limited catalog at the moment.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

"As you will it, your Grace."

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Re: Putus Caseus Armaments

Unread post by Alrik Vas »

I want to see something with scram jet assisted, depleted uranium, armor peircing, reactive rounds that cycles over 12,000 per minute.

I like my long bursts to hit with all 60 rounds for like 4d6x10+60

It must be a general infantry weapon and hold 200 rounds with a range over 7500ft.

Thanks in advance. :P
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Re: Putus Caseus Armaments

Unread post by Ectoplasmic Bidet »

Killer Cyborg wrote:PCA-PMPP2 "Stroke-Off" Perpetual Motion Power Plant
A refinement of the PMPP1 power plant, the PMPP2 replaces the overly-elaborate robot arms with a simple two-stroke engine that repeatedly pushes the plunger, each push generating enough power to power the engine AND produce a significant surplus. At a slow-but-steady 1,600 Revolutions Per Minute, the PMPP2 can produce roughly 80,000 standard car batteries worth of energy per minute, which nets out as enough to charge to about 8 E-Clips.
Each PMPP-2 comes standard with 12 E-Clip recharging ports, connection cables and/or ports for replacing a robot or vehicle's conventional electric or nuclear power supply, 1 connection port for an energy weapon designed to attach to nuclear power supplies, 3 standard AC outlets, 3 standard DC outlets, and a built-in clock-radio!
Weight: 25 lbs
Cost: CR 20,000


:lol:

Hilarious!
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Re: Putus Caseus Armaments

Unread post by Killer Cyborg »

Ectoplasmic Bidet wrote:
Killer Cyborg wrote:PCA-PMPP2 "Stroke-Off" Perpetual Motion Power Plant
A refinement of the PMPP1 power plant, the PMPP2 replaces the overly-elaborate robot arms with a simple two-stroke engine that repeatedly pushes the plunger, each push generating enough power to power the engine AND produce a significant surplus. At a slow-but-steady 1,600 Revolutions Per Minute, the PMPP2 can produce roughly 80,000 standard car batteries worth of energy per minute, which nets out as enough to charge to about 8 E-Clips.
Each PMPP-2 comes standard with 12 E-Clip recharging ports, connection cables and/or ports for replacing a robot or vehicle's conventional electric or nuclear power supply, 1 connection port for an energy weapon designed to attach to nuclear power supplies, 3 standard AC outlets, 3 standard DC outlets, and a built-in clock-radio!
Weight: 25 lbs
Cost: CR 20,000


:lol:

Hilarious!


Thank You!
:ok:
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Re: Putus Caseus Armaments

Unread post by Subjugator »

The string theory item is HYSTERICAL.
There's a reason...and a very good one...that I have certain people in this forum blocked both here and on Facebook.

I can see an illustration of that nearly every time I come here.
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Re: Putus Caseus Armaments

Unread post by Killer Cyborg »

PCA-227 Laser Pulse Rifle
The PCA technicians managed to acquire an unusual weapon known as the "Arch-22 Pulse Rifle," which is able to fire an unprecedented 5-shot pulse. With a bit of reverse engineering, we managed to adapt that technology to our own version of the Wilk's 457, creating a new laser rifle with impressive firepower!
Weight: 7 lbs
Mega-Damage: 3d6+2 MD per shot, or 2D4x10+12 per 5-shot pulse.
Effective Range: 2000'
Payload: 40 shots per Long E-Clip
Bonus to Strike: +1 on Aimed Shots
Last edited by Killer Cyborg on Sun Mar 01, 2015 12:20 pm, edited 1 time in total.
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Re: Putus Caseus Armaments

Unread post by taalismn »

Killer Cyborg wrote:PCA-227 Laser Pulse Rifle
The PCA technicians managed to acquire an unusual weapon known as the "Arch-22 Pulse Rifle," which is able to fire an unprecedented 5-shot pulse. With a bit of reverse engineering, we managed to adapt that technology to our own version of the Wilk's 457, creating a new laser rifle with impressive firepower!
Weight: 7 lbs
Mega-Damage: 3d6+2 MD per shot, or 15d6+10 per 5-shot pulse.
Effective Range: 2000'
Payload: 40 shots per Long E-Clip
Bonus to Strike: +1 on Aimed Shots


Give it an amped-up cooling system(for extra weight) and go for 10-shot bursts! :demon: That way you can clean out the magazine in one melee.
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Re: Putus Caseus Armaments

Unread post by Aramanthus »

Nice weapon. Just one thing.... Does each pulse count as a shot?
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Re: Putus Caseus Armaments

Unread post by Killer Cyborg »

Aramanthus wrote:Nice weapon. Just one thing.... Does each pulse count as a shot?


With the PCA-227?
Each pulse takes one attack, and counts as 5 shots from the eclip.
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Re: Putus Caseus Armaments

Unread post by Alrik Vas »

I will accept your laz0r rifle...this time...

but I demand solid ammunition. Ooh...maybe we could make HE rounds for an anti-tank rifle using those finger-joint explosives.../ponder
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Re: Putus Caseus Armaments

Unread post by Mack »

Killer Cyborg wrote:PCA-227 Laser Pulse Rifle
The PCA technicians managed to acquire an unusual weapon known as the "Arch-22 Pulse Rifle," which is able to fire an unprecedented 5-shot pulse. With a bit of reverse engineering, we managed to adapt that technology to our own version of the Wilk's 457, creating a new laser rifle with impressive firepower!
Weight: 7 lbs
Mega-Damage: 3d6+2 MD per shot, or 15d6+10 per 5-shot pulse.
Effective Range: 2000'
Payload: 40 shots per Long E-Clip
Bonus to Strike: +1 on Aimed Shots


For convenience, you might consider swapping the 15D6+10 with 2D4x10+12. The average is only off by half a point and is a lot easier to roll. The downside is that it will have a much, much wider standard deviation.

Of course, if you're using something electronic for your dice rolls, then it doesn't matter.
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Re: Putus Caseus Armaments

Unread post by Killer Cyborg »

Mack wrote:
Killer Cyborg wrote:PCA-227 Laser Pulse Rifle
The PCA technicians managed to acquire an unusual weapon known as the "Arch-22 Pulse Rifle," which is able to fire an unprecedented 5-shot pulse. With a bit of reverse engineering, we managed to adapt that technology to our own version of the Wilk's 457, creating a new laser rifle with impressive firepower!
Weight: 7 lbs
Mega-Damage: 3d6+2 MD per shot, or 15d6+10 per 5-shot pulse.
Effective Range: 2000'
Payload: 40 shots per Long E-Clip
Bonus to Strike: +1 on Aimed Shots


For convenience, you might consider swapping the 15D6+10 with 2D4x10+12. The average is only off by half a point and is a lot easier to roll. The downside is that it will have a much, much wider standard deviation.

Of course, if you're using something electronic for your dice rolls, then it doesn't matter.


Sounds good. :ok:
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Re: Putus Caseus Armaments

Unread post by Mack »

So couldn't resist doing some math.

At one standard deviation (68%) here's the difference:
    15D6+10 will range from 55.9 to 69.1
    2D4x10+12 will range from 45.7 to 78.3

And at two standard deviations (95%) here's the difference:
    15D6+10 will range from 49.3 to 75.7
    2D4x10+12 will range from 29.3 to 94.7

So that gives an idea of how much more variability will be introduced.
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Re: Putus Caseus Armaments

Unread post by flatline »

Mack wrote:
Killer Cyborg wrote:PCA-227 Laser Pulse Rifle
The PCA technicians managed to acquire an unusual weapon known as the "Arch-22 Pulse Rifle," which is able to fire an unprecedented 5-shot pulse. With a bit of reverse engineering, we managed to adapt that technology to our own version of the Wilk's 457, creating a new laser rifle with impressive firepower!
Weight: 7 lbs
Mega-Damage: 3d6+2 MD per shot, or 15d6+10 per 5-shot pulse.
Effective Range: 2000'
Payload: 40 shots per Long E-Clip
Bonus to Strike: +1 on Aimed Shots


For convenience, you might consider swapping the 15D6+10 with 2D4x10+12. The average is only off by half a point and is a lot easier to roll. The downside is that it will have a much, much wider standard deviation.

Of course, if you're using something electronic for your dice rolls, then it doesn't matter.


I don't know how others feel about this, but I prefer predictable damage rather than highly variable. I'd rather roll (or simulate) 10D6 than 1D6x10.

The Authors clearly feel that rolling more than 6 dice at a time is too much, but their approximations aren't very good.

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Re: Putus Caseus Armaments

Unread post by Shark_Force »

5d6 + 45 works too :)
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Re: Putus Caseus Armaments

Unread post by Killer Cyborg »

flatline wrote:
Mack wrote:
Killer Cyborg wrote:PCA-227 Laser Pulse Rifle
The PCA technicians managed to acquire an unusual weapon known as the "Arch-22 Pulse Rifle," which is able to fire an unprecedented 5-shot pulse. With a bit of reverse engineering, we managed to adapt that technology to our own version of the Wilk's 457, creating a new laser rifle with impressive firepower!
Weight: 7 lbs
Mega-Damage: 3d6+2 MD per shot, or 15d6+10 per 5-shot pulse.
Effective Range: 2000'
Payload: 40 shots per Long E-Clip
Bonus to Strike: +1 on Aimed Shots


For convenience, you might consider swapping the 15D6+10 with 2D4x10+12. The average is only off by half a point and is a lot easier to roll. The downside is that it will have a much, much wider standard deviation.

Of course, if you're using something electronic for your dice rolls, then it doesn't matter.


I don't know how others feel about this, but I prefer predictable damage rather than highly variable. I'd rather roll (or simulate) 10D6 than 1D6x10.

The Authors clearly feel that rolling more than 6 dice at a time is too much, but their approximations aren't very good.

--flatline


I like the feel of rolling a lot of dice... but it can get to be a pain if you do it for every attack.
Also, I like the consistency of using a lot of dice... but I kind of like the gambler's high of rolling max on 1 or 2 dice that have a high multiplier.
Like when you roll three sixes for the Boom Gun's 3d6x10 MD.
It would probably feel a lot better to roll 30 sixes on a 30d6 MD weapon... but you'd probably die of old age before that ever happened.
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Re: Putus Caseus Armaments

Unread post by SpiritInterface »

Alrik Vas wrote:I want to see something with scram jet assisted, depleted uranium, armor peircing, reactive rounds that cycles over 12,000 per minute.

I like my long bursts to hit with all 60 rounds for like 4d6x10+60

It must be a general infantry weapon and hold 200 rounds with a range over 7500ft.

Thanks in advance. :P



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