Paladin Steel Storefront - Page 118 (2024)

Paladin Steel ‘Skywinder’ Sport Hovercar

“What’s there to do in the Relic? Skyscrapper drifting.
---’Maniac Mary’, Turbojockey

“Sure, the Germans will sell you something cheaper, but those volkscuttles got -nothing- on the skyrockets we got. The shell’s Golden Age refinement, but the heart’s pure Paladin Steel; reliable, hardcharging, combat-tested.”

While Paladin Steel’s catalogue of utilitarian and military vehicles numbers in the dozens, if not hundreds, the number of designs made by PS that could be called ‘luxury’ or ‘sporty’ can be counted on one hand. In general, Paladin Steel is known for staid and reliable workhorses, rather than exciting and zippy recreational vehicles with upper class or youth market appeal, and designs like the Peregrine and Silken Swift are considered by many industry analysts as lucky shots in the dark, or copies of earlier Golden Age designs. The Skywinder falls into the latter category, but at least represents an effort to appeal to a younger, civilian, market with a need for style and speed. The growing economies of the United Systems Alliance, wth an increasing amount of disposable income available to the member worlds, are a big market for these vehicles, especially with the growing ‘buy home-grown’ movement against imports from the older metroworlds, while the still-’wild’ nature of many of the Fringe worlds makes milspec M-factor durability sought afteer and considered worth the extra cost.
The Skywinder bears more than a little resemblance to a wheelless Kia Sidewinder, a pre-Rifts concept car that existed only on paper(or computer simulation) that generated a lot of buzz in its time, but which was, to the best of anybody’s knowledge, never actually built. It’s rumored, though, that in the flush of the Golden Age, when new technology and materials were cheap, and computer-assisted small-gig manufacturing made it possible to fabricate objects that previously needed a full-wing assembly line, that somebody commissioned an actual Sidewinder using licensed design software(possibly at the pre-Rifts Paladin Steel facility, known to do odd fabrication jobs for the open market). Another rumor is that PS got an example from another dimensional Earth where the Sidewinder WAS put into production. In either case, the basic design of the ‘drift’-racer seems to have inspired the current PS Skywinder hovercar.
The Skywinder does away with the wheels of the original design, in favor of high-power, high-efficiency hoverjets, powered by a choice of powerplants(the original was meant to be powered by liquified natural gas). Two hover jets in the forward fuselage provide lft and control, two small jets in separate nacelles at the rear provide additional lift and drive, and a large main thruster at the stern provides kick-in-the-ass main power. The ‘Skywinder’ has a few tricks inspired by its ‘Sidewinder’ namesake; ost notably that it is nearly as fast moving sideways as it is in forward flight, thanks to its vectorable hoverjets.
Two basic models of the Skywinder are in mass-production. The SW-01 is the SDC ‘economy model’, using less durable materials, but also cheaper to build, buy, and maintain. The SW-02A model uses aerospace-grade megadamage materials for a more durable vehicle better suited for dangerous environments like Rifts Earth.
There’s a military variant of course, that trades some performance for added military equipment.
There is noticeably an uncharacteristic lack of space for weapons hardpoints, which makes the Skywinder unpopular with gun-loving users, but most speed afficionados defend this by pointing out that the Skywinder is optimized weight-wise for speed and performance, not firepower.

Type: PS-SW-01 Skywinder
Class: Sport Hovercar
Crew: 2
MDC/Armor by Location:
(SW-01)(SDC)
Main Body 1,000 SDC
Windshield 120
Doors(2) 90 each
Spoiler Bar 90
Hoverjets(5) 100 each

(SW-02A)(MDC)
Main Body 120
Windshield 40
Doors(2) 50 each
Spoiler Bar 40
Hoverjets(5) 30 each
Height: 3.8 ft
Width: 5 ft
Length: 12 ft
Weight: 3,520lb
Cargo: Glove compartment-sized space, plus some room behind the seats for luggage.
Powerplant: Fuel cell electric(w/ mile range), or nuclear.
Speed: (Flying) Hover to 250 MPH, maximum altitude 200 ft. 180 MPH in sideways flight.
Bonuses: +10% to Pilot Hovercraft rolls for purposes of stunts, +1 Dodge
Market Cost:(SW-01) 68,000 credits for fuel cell electric(w/ 300 mile range), 120,000 credits for nuclear(w/ 15 year energy life)
(SW-02A) 350,000 credits for fuel cell electric(w/ 300 mile range), 400,000 credits for nuclear(w/ 15 year energy life)
Systems of Note:
Tinted Windows(standard)
Life Support w/ Full Air-Conditioning and Air Filtration(8 hour air supply)
Radio: 50 mile range
Stereo System
Normal Light/IR Headlights
Inertial Compass
AutoPilot---Basic
*Reclining Bucket Seats w/ Auto-Adjust(for maximum comfort)
Weapons Systems: None standard(see Options)
Options:
*Engine Upgrade----A more powerful engine, more efficient power train, and improved transmission can be added, improving overall speed, but at greater expense;
Speed: Can improve top speed by up to 50%
Cost: 120,000 credits per 10% of improvement over base. 300,000 credits for nuclear upgrades. +50,000 per 10% for hoverjet systems(actually simpler to upgrade GEV systems past the initial high cost by adding more/bigger jet thrusters).

*Cyberlink Drive System--Allows a driver with a headjack to ‘jack in’ to the vehicle for more responsive control. This allows the driver to drive without their hands on the wheel(“Look, Mom, no hands!”), and/or to respond with greater speed to road situations. Similar to the system presented in Rifts: Russia, but GNE makes them less expensive(the real expense is in the implant end)
Bonuses: For anyone with the CyberVehicle Link, the following bonuses apply: +1 to initiative, +1 to strike using the vehicle or vehicel-mount weapons, +1 to Dodge, +1 Action/Attack per Melee, Base Driving skill of 45%, or +10% to existing driving skill. Driver can also ‘tweak’ the vehicle’s maximum speed by 1% per I.q. point. Note that the operator can only be controling the vehicle while doing this....no other relevant actions(can carry on light conversation, or take a quick bite/drink, but can’t disassemble their weapons or whittle a wooden toy .
To anyone lacking the CVL, there are no bonuses to vehicle operation, but they CAN make minor adjustments to vehicle peripherals’ without using their hands(turning on/off headlights, booting up the stereo, rolling down the electric windows, adjusting the AC, etc...).
Cost: Vehicle installation is 10,000 credits, the cybervehicle link(implant) costs 120,000 credits

*Autopilot---Available in both a ‘dumb’ and a ‘smart’ version. Dumb versions will basically just keep the vehicle going straight and level on a pre-set course, never deviating from said course...the ‘dumb’ system will alert the crew if anything trips the sensors or gets in the way, and it can be programmed to stop, or deviate a set distance from course in such events, until the crew can regain/resume control.
A ‘smart’ system is actually an onboard Artificial Intelligence(AI) using PS’s new microtronics AI chips. The ‘smart’ system can actually evade and maneuvar to avoid obstacles, and even anticipate trouble, while remaining on the general course. The ‘smart system’ has a +1 to dodge
Cost: ‘Dumb’ version comes standard with the Skywinder, 12,000 credits for the ‘smart’ Auto-Pilot
For an additional 8,000 credits, this can be modified with a remote start(triggered by a remote control in the keycard) and a remote ‘recall’ that allows the owner to summon the car to him, and for another 8,000 credits, even command its functions by remote control.

*Crash Control/Safety Restraints/Fire Control System---Reduces the damage that passengers take in a crash by HALF. PS actually offers a 10% discount on other options if this option is taken(hey, auto insurance is sorta ridiculous in monster infested Rifts Earth, but there should be some economic incentives for safety devices...).
Cost: 10,000 credits

*Ejection Seats---Great for last minute bailouts, or, if one decides to take the ‘master control’ option built into a secret control, ejecting unwelcome passengers from the vehicle. Includes auto-deploy restraints and head protector. Typically fire the seat up to 250 ft away; comes standard with zero-altitude capability, so if you leave the kids in the car, folks, while you pick up some groceries, disable the seats first....
Cost: 6,000 credits per chair
(Master Control): 1,000 credits

*JATO--- Applicable to nuclear and conventionally powered vehicles. This is essentially a Power Booster(nitrous oxide injection system, improved power delivery system, rocket booster, overcharger), and a tuned-up engine to attain higher performance, if only for a few minutes.
Speed: 350 MPH for 1d4 minutes, or adds 100 MPH to an existing flight system, for 1d4 minutes. Cannot be re-engaged for another 2d6 minutes after that(recharge period, cool-down, etc.).
Cost: 200,000 credits

*Chaff/Flare Launcher---For those of you afraid of eating a missile from your friendly Coalition Highway Patrol....
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is nuetralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 12 per launcher
Cost: 3,500 credits for the launcher, 100 credits per bundle

*EM Jammers---Great for blasting through radar traps. Radar-guided weapons are -6 to strike. Effective range of 500 ft
Cost: 50,000 credits

*Morphing ‘Armadillo’ Armor---Enfolds the ENTIRE vehicle in articulated armor plates, increasing armor protection, but effectively immobilizing the car. Can only be openned from the outside by special electronic passcode(included in cost)
MDC: +100 MDC when deployed
Cost: 150,000 credits; 80,000 credits for three Glitterboy-style laser pylons that drive into the ground and anchor the vehicle to the ground(takes a Robotic PS of 40 or greater to uproot the vehicle)

*Super-Glo Paint Job(Flare Paint)---A specialized coating of highly reflective and electro-
luminescent paint, typically in Day-Glo Orange, Green, Electric Blue, and Psychodelic....extremely
loud and painfully bright to look at....Lasers do 1/3 normal damage, and the vehicle is extremely
easy to spot and difficult to camouflage. The vehicle also seems to glow at night in any sort of
ambient light.
When charged with an electric current, the paint flash-luminesces, with effects similar to a
Blinding Flash spell
Damage: Unless wearing flash-protection equipment, like polarizing goggles, or otherwise
protected, victims are blinded for 4 melees, and are -5 to strike, -10 to parry and dodge.
Range: Omni-directional: 100 ft range
Cost: 60,000 credits
(Hypno pin-wheel paint job on hubcaps optional)

*Blurr Armor---The Skywinder is one of the first PS-made vehicles to be fitted with vehicular blurr-armor:
Bonuses: The faster the vehicle moves, the greater the distortion; at speeds of 15 MPH or less, no bonus, 15-25 MPH; -1 to strike the wearer, 26-60 MPH; -2 to strike, 61-90 MPH; -3 to strike, 91 MPH or greater, -4 to strike. These penalties only apply to visual targeting(Mark One Eyeball).
CAN be combined with Super-Glo Paint Job.
Cost: 90,000 credits

*Laser Headlights(1-2)
Range: 4,000 ft
Damage: Variable settings; 1d6, 2d6, 3d6, 4d6, or 6d6 MD per gun.
Rate of Fire: ECHH
Payload: 250 shot battery per gun. Effectively unlimited linked to a powerplant.
Cost: 30,000 credits per gun

*Nose Gun---This is a rather recently introduced option, after many complaints about the optional laser headlights being ‘not enough gun’. Thus some effort has been made to make room under the hood for an extra weapon, a standard cyborg forearm-mount gun. 45-degree arc of fire to the front.
Cost: 40,000 credits for the nose mount
a) Laser---Range: 2,000 ft, Damage: 3d6 MD per shot, Payload: 200 shot battery. Effectively unlimited linked to a powerplant. Cost: 32,000 credits

b) Ion---Range: 1,200 ft, Damage: 3d6 MD per shot, Payload: 120 shot battery. Effectively unlimited linked to a powerplant. Cost: 20,000 credits
Option: Scatter-Shot Mode---This i turns the Ion Blaster into a short range shotgun with an area of effect blast. Reduce range to 600 ft, but does 4d6 MD to a 12 ft wide area. Cost: 8,000 credits

c) Plasma---Range: 1,000 ft, Damage: 4d6 MD per shot, Payload: 100 shot battery. Effectively unlimited linked to a powerplant. Cost: 40,000 credits
Option: Scatter-Fire---This modifies the muzzle plasma ejector mechanism to fire a dozen or so smaller plasma bolts at shorter range and with less individual damage, but with a scatter effect like a shotgun---ideal for clearing out rooms and compartments.
Reduce range by 1/3, and mini-plasma bolts do 2d4 MD each, but now covers a 30-degree arc(or rougly 15 ft wide area)
Cost: +8,000 credits

d) Particle Beam---Range: 1,000 ft, Damage: 6d6+6 MD per shot, Payload: 100 shot battery. Effectively unlimited linked to a powerplant. Cost: 60,000 credits

e) Light Machine Gun
Range: 2,000 ft
Damage: (Conventional) 1d6x10 SDC/HP per 10 rd burst
(Exploding) 1 MD single round, 2d4 MD ten-shot burst
(PSX-1)1d4 MD per single rd, 1d4x10 MD per 10 rd burst
Rate of Fire: Standard
Payload: 200 rd box magazine
Cost: 18,000 credits

*’Sidewinder’ Lasers(2)---This is another late offering originating from the Steel Gaians, who had received enough requests for post-market modifications. It’s suspected that these small fire-linked laser turrets mounted on the spoiler ends are knockoffs of the wing lasers on the Flying Titan power armor. Each turret has a 240-degree arc of fire, allowing engagement of targets to the sides and back of the hovercar.
Range: 4,000 ft
Damage: 2d6 MD per blast, 4d6 MD for a linked(counts as one attack) blast from both turrets on the same target.
Rate of Fire: ECHH
Payload: 200 shot battery per gun. Effectively unlimited linked to a powerplant.
Cost: 86,000 credits for the set

Variants:
*PS-SW-01M ----Military variant, based on the SW-02. Weighs 25% more and reduces maximum speed by 20%, but increases main body MDC by 30%. Nose gun mount comes standard, as well as a targeting system(+1 to strike) Primarly marketed towards military police and security organizations as a ‘pursuit vehicle’. The PS-SW-02M has, on some worlds, earned the contempt of some drift-racing gangs as the local police have used the racer lines of the ‘car to approach and infiltrate their groups and shut down their illegal racing. 30% increase in price over regular civilian model.

*PS-SW-02(TW) ----TW version, with the following:
*TW Batteries/Generators:
PPE Capacity:(Light)----200 PPE battery capacity; recharges at 10 PPE per hour, 20PPE/hour at a leyline, 40 PPE/hour on a nexus
(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
Cost:(Light)----500,000 credits
(Medium)-----1 million credits

-Leyline Booster(Accelerates the aircraft up to 50% greater top speed when on a leyline, -10% to pilot skill when engaged)

*TW Overdrive Booster----Adds a TW Full Throttle spell enhancement to the ‘car, adding bursts of even greater speed. This option is generally BANNED from competition racing, however.
Bonus: Increase maximum speed by 40% for 6 melees.
Penalty: -5% to basic Piloting rolls, -20% to skill rolls for stunt maneuvering.
PPE Activation Cost: 10 PPE/20 ISP per activation.
Cost: 120,000 credits

TechnoWizardry Options:(Cost is HALF if the TechnoWizardry powerplant is taken)

Paladin Steel ‘Preston’ Hovercar
(aka ‘Torpedo’)

“This is the Retro Rocketcar of the Future!”
---PS sales ad

“You know what’s ironic? Preston Tucker designed an armored car for the old U.S. empire before he set to work on the Torpedo. Given what armor and armaments I’ve seen loaded into this remake, it’s almost like a historical merging of ideas.”
---Galter Hezlip, Scholar, Professor of Pre-Rifts Studies, University of New Lazlo.

“There’s some military commanders, and some Irregular units, who eschew standard-issue military vehicles, and go for heavily-modified civilian models like the Stratos and the Preston. Sometimes it’s just an obsession with looking stylish, other times it’s a desire to look inconspicious especially in urban settings, and other times with the right mods some of these pseudo-civie hack-jobs can oufperform the military lines.”

The Shrivving of Atlantis and the Great Escape that brought hordes of liberated slaves to the shores of Rifts Earth also brought with it hundreds, arguably thousands, of tons of booty taken by the escapees as they sought refuge, or sought to buy escape farther and faster from their Splugorth enslavers. Along with all that material wealth came an incalculable wealth of skills; sentients enslaved for their knowledge, for their expertise, for their talents in fields and professions both unique and coveted by the Splugorth and their associates. Many businesses in the Splynn Dimensional Market lost valuable talent (that was costing them little or nothing) during the Great Escape, that would cost them dearly in the years to come.
One of the businesses that suffered especially hard was Wheels of Time, a company that specialized in producing custom TW vehicles based on classical transport vehicles of (mainly terrestrial) antiquity. Though the Jotan-owned Wheels generally treated its slaves better than most, it wasn’t enough to prevent most of its slave engineers and mechanics from slipping their leashes and joining the exodus to freedom. Before leaving, however, the quicker-thinking of these refugees snapped up the history and design files of Wheels of Time. One of these escaping slaves, Giro Klhanne, a psi-mechanic, managed to bring with him a full portfolio set of WoT’s project files. When he arrived in Greater New England, Klhanne turned over the files and his technical assistance to Paladin Steel, in return for safe passage off Rifts Earth and as far from the Splugorth as possible.
Wheels of Time was manufacturing, by hand, their own version of a pre-Rifts classic automobile, the Tucker Torpedo, using TW enhancements to make it into a magically-levitated hovercar. However, they also had plans in development for a pure hovercar conversion of the same, plans that were detailed, along with the original car specs, in Klhanne’s purloined file copies. Paladin Steel engineers soon completed the unfinished redesign, added their own tweaks to it, and were soon retooling(or building) a new assembly line for their latest roll-out.
The Preston resembles a wheel-less version of the original Tucker Torpedo, with rear-mounted engines, side-mounted air intakes, and a large spacious cargo trunk in front. However, where the WoT design called for an Eye of Eylor in the place of the third, centrally-mounted headlight, Paladin Steel instead installed a sensor mount, with the option of upgrading to a powerful energy weapon system or technowizardry sensor.
The large forward trunk space allows for a variety of modifications; Operators and Technowizards are fond of fitting missile launchers and heavy weapons into the front of the car. This practice of loading heavy weapons into the front space is particularly popular with organized crime elements in the Relic, where the Preston is selling quite well as a luxury status symbol car. Ironically, the Preston has sold just as well to the private security outfits and vigilante groups thate are fighting the criminal gangs, leading to the Paladin Steel-affiliated garages in the region getting a fair amount of business repairing combat damage to Prestons.
Since its (re)introduction, the Preston is selling very well to those looking for some Golden Age antiquity styling, without sacrificing modern mobility and protection.

Type: PS-HV-17 Preston
Class: Medium Hovercar Sedan
Crew: One+1-5 passengers
MDC/Armor by Location:
Main Body 180
Reinforced Interior Compartment 100
Hoverjets(4) 50 each
Height: 60 in.(5 ft)
Width: 79 in.( 6.4 ft)
Length: 219 in.( 33.5 ft)
Weight: 4,500 lbs
Cargo: The forward trunk space is about 4 ft long, 4 ft wide, and 3 ft deep.
Powerplant: Conventional Liquid Fuel(250 mile range), Electric(300 mile range), Nuclear Fusion (w/ 15 year energy life), or TechnoWizardry(w/ 10 year energy life)
Speed: (Flying) Hover to 180 MPH, maximum altitude 1,000 ft.
Market Cost: 320,000 credits for Liquid Fuel, 380,000 credits for Electric, 950,000 credits for nuclear w/ 15 year energy life, 1.2 million credits for TW; options cost extra
Systems of Note:
Tinted Windows(standard)
Life Support w/ Full Air-Conditioning and Air Filtration(8 hour air supply)
Radio: 50 mile range
Stereo System
Normal Light/IR Headlights
Inertial Compass
AutoPilot---Basic
*Reclining Bucket Seats w/ Auto-Adjust(for maximum comfort)

Weapons Systems: None standard, but can be fitted as Options:

Options:
*Robot-Orb---This replaces the central headlight with a Flying Probe, a re-manufacture of the NEMA Flying Eye Probe. It can link its sensors to a dashboard display in the car to share its data.
Cost: 75,000 credits

*Engine Upgrade----A more powerful engine and more efficient power train can be added, improving overall speed, but at greater expense;
Speed: Can improve top speed by up to 50%
Cost: 7,000 credits per 10% of improvement over base.

*Mini-Radar----8 mile range
Cost: 2,000 credits

*Radar Detector----A dashboard ‘fuzzbuster’ for detecting other folk’s radar sensors.
Cost: 200 credits

*Gunports---Use your own handweapons to blast away at the bad guys outside, without compromising your own safety and the vehicle’s environmental integrity, with these special gunports with one-way locks(they let you shoot out, but keep the outside from getting in). Gunports impose a -1 to strike because of the limited field of fire. Heavy Weapons CANNOT fit in the gunports.
Cost: 1,000 credits each

*Chemical Sprayer System---For wiping vermin, mobs, or those equally obnoxious vampires off the car.
Range: 50 ft
Damage: Varies by the chemical agent used. If using water, does 4d6 HP to vampires
Rate of Fire: ECHH
Payload: 100 blasts of chemical/liquid
Cost: 200,000 credits

*Smoke Screen Generator---Generates a thick, obscuring cloud of dense smoke. Each blast covers a 60 ft area and anyone caught in the cloud of thick, obscuring smoke is. Has enough smoke-matrix for 12 clouds.
Cost: 10,000 credits

*Applique Armor---Adds additional protection(and weight) to the main body. Up to 200 additional MDC can be added, at 7 lbs, and 150 credits, per 1 MDC point. Lighter armor can be substituted, at 1 lb per MDC point, but the stronger polycarbonate armor costs 400 credits per MDC point.
*Thermal Resistant Heat-Refractory Tile Armor(Option)---Special heat-resistant materials designed originally for reentry vehicle shielding. Heat and plasma-based attacks do 1/4 damage
----Cost: +1 million credits
*Chemical Resistant Armor(Option)----PS’s patented chemically inert armor that sheds the effects of corrosive chemicals and stick’ums. Acids and chemical weapons do NO damage.
----Cost: +1.1 million credits
*Jettisonable Armor(Option)---Special pre-cut division channels, break points, and integral explosive bolts allow the vehicle crew to jettison the applique armor, shedding it, usually to restore mobility(in the case of medium- and heavy-armors), lose contaminated outer plates, or shed unwanted riders. Once jettisoned, the applique armor CANNOT be re-attached without extensive reconstruction and refurbishment(if anything is left at all of the original material)....Essentially, one has to re-buy the applique and/or jettisonable armor option to regain its benefitts.
OPTIONAL: The explosive bolts, at the GM’s discretion, can explode off with enough force to do 1d6 MD to an 15 ft radius around the vehicle, due to flying armor fragments.
----Cost: +4,000 credits+cost of armor

*Shock Blaster Security System---This addition to the standard anti-theft locks and alarms BLASTS the miscreant with bullhorns and industrial-strength strobelights that override passersbys’ normal apathy about car alarms, and limelights the thieving bastards like jack-lit deer, as well as chiseling their eardrums and optical nerves. Imagine a flash-bang grenade going off in your face while you’re trying to coathangar the door-lock.....
Range: 10 ft radius
Effects: Targets without ear and eye protection are temporarily blinded and deafened; -5 to strike, -10 parry/dodge, and 40% chance of stumbling and falling per 10 ft of movement. Has a Horror Factor of 8 to anyone else standing nearby, who think the car just exploded. Effects last 1d4 melees
Cost: 700 credits

Weapons Options:
*Laser Headlights
Range: 4,000 ft
Damage: Variable settings; 1d6, 2d6, 3d6, 4d6, or 6d6 MD per gun.
Rate of Fire: ECHH
Payload: 250 shot battery per gun. Effectively unlimited linked to a powerplant.
Cost: 30,000 credits per gun
Option: For an additional 20,000 credits, these can be replaced/upgraded with TW Sun Lasers that do DOUBLE damage to vampires.

*Central Headlight Turret---This replaces the central headlight with a weapons mount:
a) Laser
Range: 4,000 ft
Damage: Variable settings; 1d6, 2d6, 3d6, 4d6, or 6d6 MD .
Rate of Fire: ECHH
Payload: 250 shot battery. Effectively unlimited linked to a powerplant.
Cost: 30,000 credits
Option: For an additional 20,000 credits, can be replaced/upgraded with a TW Sun Laser that does DOUBLE damage to vampires.

b) Ion Blaster
Range: 600 ft
Damage: 3d6 MD single shot, 6d6 MD pulse burst
Rate of Fire: EPCHH
Payload: 100 shot battery. Effectively Unlimited if nuclear powered
Cost: 18,000 credits
Options:
*Ion Scatter-Shot Mode---This i turns the Ion Blaster into a short range shotgun with an area of effect blast. Reduce range to 200 ft, but does 4d6 MD to a 12 ft wide area. Cost: 4,000 credits

*Ion Step-Down Mode---This ‘steps down’ the power of ion bolts into the SDC range, and modulates their effect, making the weapon in effect a ‘super-taser’(albeit it with flash-burns). An added power regulation chip allows the weapon to use less power in SDC mode. Switching between MD/SDC modes takes 2 actions. Popular with urban security and police units.
Range:(SDC shots) 600 ft
Damage: 2d6 SDC shock-burn. Plus, victims must make a save of 14 or better, or be -8 to strike, parry, and dodge for 2d6 melees. A savings throw versus non-lethal poison means the person is unimpaired. 25% chance of knocking out unshielded cybernetics for 1d4 melees.
Payload: One MD shot equals 10 SDC shots
Cost: 4,000 credits

c) Plasma Blaster
Range: 500 ft
Damage: 4d6 MD per blast
2d4x10 MD per three-shot burst
Rate of Fire: EPCHH
Payload: 70 shot battery. Effectively unlimited linked to a powerplant.
Cost: 17,000 credits
Options:
*“Hot Shotting”---This system augments the normal air-draw plasma re-mass system with deuterium-gas injected into the plasma flow for a cleaner, hotter, more potent ‘burn’. The deuterium is stored in pressurized cylinders attached to the feeds of the gun, like a CO2 air rifle cartridge. This allows the plasma to do 50% more damage, but the weapon now has a bit of a recoil due to the more powerful plasma acting like a crude plasma drive(-1 to strike).
Cost: HotShot modding costs +8,000 credits, and a recharged cylinder of refined d-gas costs 500 credits(300 credits if the user can return a depleted gas cylinder at the time of purchase) and is good for 20 shots.

*Scatter-Fire---This modifies the muzzle plasma ejector mechanism to fire a dozen or so smaller plasma bolts at shorter range and with less individual damage, but with a scatter effect like a shotgun---ideal for clearing out rooms and compartments.
Reduce range by 1/3, and mini-plasma bolts do 2d4 MD each, but now covers a 30-degree arc(or rougly 15 ft wide area)
Cost: +4,000 credits

*Plasma Bolt-exploder----Rather than a single plasma bolt, this mod supercharges the outgoing shot into a sort of freeform plasma ‘grenade’ whose cohesion deteriorates faster, resulting in shorter range, but which explodes with greater area of effect and intensity.
Reduce range by HALF, but the bolt now does 1d6x10MD and explodes in a 5 ft blast radius . A single plasma ‘grenade’ costs two shots from the e-clip.
Cost: +5,000 credits

d) Particle Beam Blaster
Range: 1,000 ft
Damage: 4d6 MD per blast
Rate of Fire: EPCHH
Payload: 250 shot battery. Effectively unlimited linked to a powerplant.
Cost: 80,000 credits

e) S-6/IMP-07 ‘MagMaster’ ElectroMagnetic Blaster
Range: (EM Bolt) 800 ft
(Scattershot Bolt) 400 ft, covers 15 ft area
(SDC Shot) 800 ft
(Stun Vortice) 300 ft
Damage: (EM Bolt) 3d6 MD per shot
(Scattershot Bolt) 2d4 MD to everything in 15 ft area
(SDC Shot) 4d6 SDC per bolt
(Stun Vortice) None; has 80% chance of knocking down human-sized targets(lose initiative and 1 action/attack getting up), plus 60% chance of knocking them out, stunning them with concussion effects(-10 to strike, parry, roll, and dodge, lose initiative, lose HALF speed and actions/attacks for 1d4 melees!)
Rate of Fire:(EM Bolt)(Scattershot Bolt)(SDC Shot)(Stun Vortice)ECHH
Payload: (EM Bolt) 250 shot battery. Effectively unlimited linked to a powerplant.
(Scattershot Bolt) 1 ‘shotgun bolt’ equals 2 EM bolts
(SDC Shot) 6 SDC shots equal 1 MDC shot
(Stun Vortice) 6 Stun Vortices equals 1 MDC shot
Bonus: EM bolts are -6 to dodge, on top of that!
Cost: 20,000 credits

f) Stun Blaster
Range: 1,400 ft
Damage: (Setting One) 2d6 SDC and victim must roll versus non-lethal poison(16 or better). On a successful save the target is -3 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A FAILED save means the target is -7 to all actions, loses initiative, reduce APMs to ONE, skill performance is -60%, -90% to Speed, and suffers convulsions that do 1d6 SDC per round for 2d4 melee rounds.
(Setting Two) Does 2d6x10 SDC(or 1 MD), and victim must roll versus non-lethal poison(16 or better). On a successful save an augmented human(oid) is -5 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A successful save by UNaugmented human(oid)s results in -10 to strike, parry, dodge, lose initiative and is reduced to 1 APM, skill performance is -80%, speed reduced 95%, and suffer painful convulsions doing 1d6 SDC per melee for 2d4 MINUTES.
A FAILED save by augmented human(oid)s means the target is -7 to all actions, loses initiative, reduce APMs to TWO, skill performance is -60%, -80% to Speed, and suffers convulsions that do 4d6 SDC per round for 2d4 melee rounds.
Note: Works through most body armor up to 50 MDC. Those in armor protection of 51-80 MDC are +6 to save. Those in heavier armor, power armor, full conversion cyborgs, vehicles, robots, or who are MegaJuicers or Dragons are impervious.
Rate of Fire: ECHH
Payload: 18 shots standard E-clip, 24 shots long e-clip, 50 shots canister-clip. 250 shot battery. Effectively unlimited linked to a powerplant.
Cost: 55,000 credits

*Hood Compartment Weaponry---If modifying the forward luggage compartment into a weapons bay, the forward space can accommodate the following:
a) Micro-Missiles----2x25 shot cassettes; 50 rds total. Cost: 80,000 credits

b) Mini-Missiles----6 shot pod. Cost: 10,000 credits

c) Anti-Armor Missiles----3 shot launcher; Copperhead Anti-Tank Missile Pod---Uses PS ‘smart’ armor killers for more accurate fire.
Range: 1 mile
Damage: Armor-piercing:2d4x10 MD, no blast radius
Rate of Fire:Volleys of 1-3
Payload: 3
Bonuses: +5 to strike
Cost: 20,000 credits, 18,000 credits per missile

d) 20mm Cannon
Range: 3,000 ft
Damage:(20mm) 1d4 MD single shot
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
(Super-HEX) 4d4 MD single shot
1d6x10 MD per 5 rd burst
2d6x10 MD per 10 rd burst
(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)
(Crowd Control rds)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)
Rate of Fire: EGCHH
Payload:500 rd magazine
Cost: 20,000 credits

e) Mini-Gun
Range: 10,000 ft
Damage:(SDC) 6d6 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) 1 MD single shot, 1d10 MD per 10 rd burst, 2d10 MD per 20 rd burst, 1d4x10 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) 1d4 MD per rd, 1d4x10 MD per 10 rd burst, 2d4x10 MD per 20 rd burst, 4d4x10 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: 4,000-rd belt

f) Dual .50 caliber Machine Guns
Range: 6,000 ft(9,000 ft HB)
Damage: 1d6x10 SDC per rd
(WI Exploders) 2d6 MD per 20 rd burst
(Ramjets) 1d4 MD single rd, 5d6 MD per 40 rd burst
(PSX-1) 2d6 MD single rd, 4d6x10 MD per 20 rd burst
Rate of Fire: Standard
Payload: 500 rds per gun
Cost: 9,000 credits

TechnoWizardry Options:(Cost is HALF if the TechnoWizardry powerplant is taken)

*PPE Generators---Can be fitted to power any magic systems aboard.
PPE Capacity:(Light)----200 PPE battery capacity; recharges at 10 PPE per hour, 20PPE/hour at a leyline, 40 PPE/hour on a nexus
(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
(‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
(‘Sorcerer’)--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus
Cost:(Light)----500,000 credits
(Medium)-----1 million credits
(‘Wizard’)----2 million credits
(‘Sorcerer’)---- 3 million credits

*TW Weapon Headlight---This replaces the central headlight with a TW weapon
*TW Sunbeam Laser--- 2,000 ft range, 2d6 MD single blast, double damage to beings sensitive to sunlight, 4d6 HP to vampires, 10 shots per 40 PPE. Cost: 23,000 credits
*TW Fireball Launcher---1,000 ft range, 4d6 MD per blast, 10 shots per 12 PPE. Cost: 60,000 credits
*TW Lightning Blaster---2,000 ft range, 5d6 MD per blast, 10 shots per 15 PPE. Cost: 100,000 credits
*TW P-Beam---1,000 ft range, 1d4x10+6 MD per blast, 10 shots per 25 PPE. Cost: 150,000 credits

*TW Sensor Orb---This replaces the central headlight with a TW sensor system with the following abilities; Nightvision(600 ft, 42 minutes, 2 PPE), See the Invisible(200 ft range, 10 minutes, 2 PPE), Infrared Vision(500 ft range, 35 minutes, 3 PPE), Sense Mines & Traps(94%, 10 minutes, 6 PPE),
Cost: 150,000 credits

*TW SpyEye---Can be added to the TW Sensor Orb. 300 ft range, 20 minute duration, 13 PPE.
Cost: 70,000 credits

*LeyLine Booster---Accelerates the ‘craft up to 50% greater top speed when on a leyline, -10% to pilot skill when engaged. Cost: 500,000 credits for regular installation, 300,000 credits for addition to an existing TW-powered vehicle

*Protective Energy Field---50 MDC and 10 minutes duration per 10 PPE/20 ISP pumped in. Cost: 240,000 credits

*Impervious to Energy---5 minutes per 20 PPE/40 ISP pumped in. Cost: 700,000 credits

*De-Icer---Keeps the windows clear of ice build-up. ---2 hours per 5 PPE, or 24 hours for 60 PPE. Cost: 70,000 credits

*MultiPlexor/MagePod Model 0.2 Spell Projector----The vehicle can be fitted with PS’s technowizardry spell-projection system. The Model 0.2 is a refined and enhanced version of the original Model 0.1C, and featuring a three-slot Spell Card ‘magazine’, allowing the operators to click between three spells with the flip of a switch. The 0.2 also features enhanced barrel-focusing elements, boosting the range of the spells.
Weight: 1,000 lbs
Range: Varies by spell, x2 due to ecoto-glass focusing and spell-booster elements.
Damage/Duration: Varies by spell
Rate of Fire: EPCHH
PPE Cost per Use: Varies by spell. However, the use of focusing elements and activator spells effectively reduces spell PPE cost by HALF.
(So you Technowizards aren’t flummoxed by PPE costs in a long-running battle, while the still relatively high PPE costs for the high-end spells keeps someone from using Sphere of Annihilation in every battle).
Payload: Draws from the main PPE Battery, but can also draw upon the robot’s/vehicle’s other PPE reserves/batteries(if any have been fitted). In an emergency, the pilot, if they are a mage or psychic, can kick in their own PPE.
Bonuses: As per spell(if any)
Cost: The Mage Pod system costs about 1.8 million credits
Spell Cards cost (as per Jason Richards’ guidelines in Rifter #2) 5,000 credits per PPE cost of main spell plus an additional cost (as per following modifiers)
*500 credits per level of the creating caster(Mages’ time and PPE are money, so expect to pay more for the longer duration/higher power spells)
*Warlock spells cost 20% more, in addition to above modifiers, owing to the difficulties of adapting Elemental Magic to ‘conventional” magic systems.

Variants:
*PS-HV-18 Preston Sunfire---Preston Tucker had planned an even sleeker and sportier development of the Torpedo, nicknamed the Corona. While Wheels of Time had no plans for such a vehicle, Paladin Steel jumped at the chance to diversify its luxury vehicle lineup and decided to go ahead and develop it fully.
The Preston Sunfire is even more streamlined and does away with the rear passenger seats, mounting a more powerful engine in the rear compartment.
Speed: (Flying) Hover to 320 MPH, maximum altitude 1,000 ft.
Market Cost: 700,000 credits for liquid fuel, 900,000 credits for electric, 1.5 million credits for nuclear w/ 15 year energy life, 1.9 million credits for TW.

*WoT ‘Triklops’---This is the original WoT configuration that was being built at the time of the ZOT invasion and the Great Exodus. WoT managed to get out about three dozen before being overtaken by the ZOT attack; reportedly the owner is struggling to rebuild his company and get back into business. Also reportedly, at least two of the original configuration ‘Triklops’(so named for the three headlights) were stolen and taken off Atlantis by escaping slaves.
Details are scant about the exact configuration of the WoT design, but the ‘Triklops’ reportedly depended heavily on magic systems to operate. Its signature was the Eye of Eylor taking the place of the middle headlight.

Paladin Steel Storefront - Page 118 (2024)
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