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Paladin Steel “Chimera’ Full Conversion Heavy Assault Cyborg

The stars got in her eyes...and they just wouldn’t leave...she shook her head to scare them off, but they just got more excited...
With a jolt, she shook herself awake, powdered windshield glass raining off her hair and shoulders as she sat up in remembered panic, her heart racing as she realized where she was and why she was here....
Her partner slumped bonelessly across the dashboard, the odd angle of his neck showing that he was, if not immediately dead, then beyond what simple medical attentions she could give. The sight of her precious laptop in his lifeless grasp reminded her that she had to get moving again...if only her car would cooperate...
She whimpered as she frantically tried to extricate the car from its perch up against the curb and downed lightpole, the abused frame and transmission grinding and groaning as the vehicle burned rubber futily. The vehicle was held fast up against the curb, where failing brakes and her headlong panicked flight had deposited them. That the engine fuel cell was still intact and humming was a good sign, but it wouldn’t matter at all if the Coalition caught up with her here...
So intent was she on pulling her car loose that she didn’t realize that the Coalition already WAS here, the lanky form of a mechanical assassin looming out of the street fog behind her stalled car...
She didn’t notice as the Assault Skelebot lined up its rocket launcher on her car, the laser designator shining its innocuous red dot through the back window, on to the back of her head. Nor did she notice the whoosh of the missile as it leapt hungrily forward, closing the distance to its victim.
She DID notice, however briefly, the massive shadow that occulted her view beyond the spiderwebbed fractal of her front windshield, just before she felt a sharp and agonizing blow to the back of her head. Bright light, splashing red, and sudden darkness claimed her....
Just as it was about to smash through the rear windshield, the missile intersected another barrier; an invisible wall that silently slid into place, nearly bisecting the missile and stopping it in its tracks. Its timing was not quite perfect however, and instead of a primed shaped-charge warhead passing through the back of the car to explode in a bloom of blood and brains, the exploding missile was transmuted into a shockwave that flexed the late-established force barrier. A concussion blast catches the young woman from behind, pushing her forward with rib-breaking force against her seatbelt, hair snapping forward, slamming her head against the remains of the windshield, just missing being impaled on the steering column....
But she still breathes.
However, her attendant concussion means she does not hear the massive shape crouched over the wreckage of her car curse in a loud, electric monotone, does not hear the harsh barking of the autocannon it holds as it guns down the Assault Skelebot, readying another kill shot. Nor does she hear or feel the top of her much-abused car being peeled away, or the giant paw that reaches in and scoops up her limp form, and her laptop, nor does she see her dead, but still warm, partner’s body similarly scooped up by another giant form that appears beside the first. She cannot know how she is gently cradled in giant servomech arms, nor feel the fuzzy tingling as she and her rescuers fade from material state seconds ahead of the Assault Skelebot’s reinforcements.

The SpecFor major looked back up from watching the medteam hustling the gurnies out of the Pentagon Room, nurses already wrapping bandages around one patient’s bloodied head and ribcage, a monitor beating a steady, if weak, beep of vital signs.... a mage-priest of the Phoenix House bending over the other, lifeless, body, already inscribing mystic symbols on the corpse. He met the cyclopean gaze of the huge mass of living ceramic and metal that stepped off the Recall Platform and shifted its field artillery rifle pod over one battleship-plated shoulder.
“Well, Amistan, could you have cut it a little finer? Another centimeter and we’d have lost her! House of Phoenix can’t resurrect brain spray paint!”
“Shi-it, Lou, think I don’t know that? We’re lucky to have found the Relic Hacker at all! Or that the Deadboys were using armor-piercing bazookas instead of spreaders or infernos! But hey, your info was dead-on! She’s our girl...her sig’s all over the laptop interfaces!” The enormous cyborg replied in a surprisingly mellow and human-sounding voice, rather than the harsh identity-masking tones of the Battle Voice. A smaller armature extended from the ‘borg’s chest, holding a battered laptop computer covered with glittery stickers and a series of crystalline and shiny metallic devices attached to one side. “Here’s her comp-pad...same one she used to hack into our ‘net and send her message.....also looks like her regular hack deck!”
The Major took the device and examined it critically, noting the oversized grafted-on proccessor cards, the cobbled-up TW interface antennae, and the sealed mini-harddrives with security-locking, before wrapping a red security tape around it and handing it to an adjutant. “I’ll let the lab boys handle it...If she was telling the truth in that ley-mail, she’s hacked CS Mainframe Alpha...the one our boys have been trying to get into for years...Even if she didn’t though, anyone who could crack the protocols on the leynet deserves our attention...provided she makes it!”
The cyborg whistled, co*cking an antennae optic in the direction the crash teams had gone.”Mainframe Alpha AND the Leynet? Hope she does pull through...talent like that...we either gotta recruit her or arrest her!”
“Yeah, yeah..well, now that’s over with, I got another assignment for you..Seems one of our outposts over in Greenland just stopped reporting a half hour ago...their last message said something about being attacked by big silvery mecha...Here’s how we’re going to get your team in...”

The Chimera is the latest in PS’s series of heavy Assault Cyborgs, having emerged after a long stint in development hell as PS engineers labored to work out a plethora of teething problems with the various new systems incorporated into it. Arguably, the Chimera is the most powerful, and most expensive, of the series, and many observers feel that the ‘borg is more akin to a cyborg-transplant robot vehicle than to conventional cyborgs. The Chimera blurs the line between cyborgs and robots, hence its name, for a creature neither fish nor fowl, ‘borg nor robot.
At first glance, the Chimera looks nowhere remotely human, with no concessions whatsoever made to esthetics; the Chimera has a heavy, rough humanoid build in that it has two arms, two legs, a head, and an upright posture. The limbs are thick and chunky, bulging with powerful servo motors wrapped in heavy protective armor plating. The legs are thick and trunk-like, with large three-toed, heel-clawed feet, and protective kneecap plates. The heavyarms end in large three fingered armor-plated claws with an opposable thumb. To allow the massive hands to be able to grasp and use handheld weapons, the hands have an inner ’sub-hand’ that can disengage from the armored ‘overmitten’, and which can more effectively grip delicate or smaller-scaled objects. The chest is broad and glacis-plated, flanked by two pectoral compartments for holding modular subsystems(described below). The head is flat and arrowhead shaped, with a wrap-around ‘slot’ of sensors. Two extending antennae-’ears’ protrude from the back of the head, and are used for ‘bot radio transmission/reception, and for looking around corners, and out of water with tip-mounted ‘periscope’ optics. Some observers have wondered if the basic chassis is the same as that of PS’s ‘Bull Dog’/’Mongrel’ heavy power armor.
The Chimera is a powerhouse, jammed with high-grade servo-motors, fast-release myomer tensors, backup power generators and micro-fusion powerpacks, and layers of armor, protecting the special systems and the life support system buried deep with the thing’s inner recesses. Unlike a power armor or robot vehicle, however, the Chimera’s armor and subdermal systems are packed with special neural sensors and ‘pain’ stimulators, giving the transplanted brain a crude sense of tactile sensitivity NOT possessed by PA and Robot Pilots in their machines.
The most obvious and interesting feature of the Chimera, besides its hulking size, are the extendible tentacles that reel out from the back and sides. These flat, snake-like appendages, using advanced linear-truss motors similar to those used on the PS ULTRA(Universal Light Trooper Reflex Armor) series, can bend and stretch in all directions around the ‘borg, and are able to extend up to 10 ft out from the cyborg. Each tentacle holds a basic optic cluster and a targeting sensor at the end, as well as the emission aperture for the ‘borg’s MagPlasPlex system. The MPP is an advanced development by PS’s Advanced Weapons division in creating a multi-function offensive/defensive system that uses advanced EM and plasma technology to create, among other functions, a magnetic forcefield, plasma bolts, force bolts, or concussion vortices. In addition, the tentacles are heavily armored, and, though not flexible enough to entangle or pick up opponents or objects, can be used to deliver a powerful slap in melee combat.
Less obvious, but no less impressive, are the two pectoral mounts---compartments set aside for carrying additional cargo, weapons modules(such as missile launchers), or special tech modules, including such infamous special purpose systems as the TW Multiplexor and TW Teleport Module. Depending on how the Chimera has been outfitted, these pectoral accessory modules can give the ‘borg an unexpected, and critical, edge in any action.
Other features include optional weapons and equipment mounting slots in the arms, legs, and head. Many of these weapons have come straight off the massive line of options available to PS’s modular power armors, giving the Chimera a wide selection of ways to deal mayhem. When fully outfitted, the Chimera can easily equal, if not outright outclass, most tanks and robot vehicles of Rifts Earth.
The Chimera has only recently been introduced to the GNE military, and only limited numbers(Likely no more than a dozen or so) have been produced, owing to their expense, and the limited pool of candidates that GNE can trust with these powerful cyborg bodies. It is not known how these ‘super-heavy’ cyborgs will fare in cost-effectiveness per operation against more conventional power armors and vehicle-borne operatives, but PS continues to have success with its supercyborgs, justifying, at least to the GNEAS, the value of these pricy, but powerful, cyborgs . The Chimera is considered an Elite unit, rarely seen outside special assault and combat units(though one Chimera was reportedly seen out-dimension, in the robin’s-egg blue of the local United Nations), and is considered one of PS’s ‘super-soldiers’. They are also considered to be the apex of ‘monster’ cyborg design for PS...if PS wants anything bigger and meaner, they convert a robot vehicle into a cyborg body.

Type:PS-FC-SA-36 Chimera
Class: Full Conversion Borg - Assault
Crew: One volunteer
Minimal Requirements: Because of the strain placed on the recipient’s psyche, the conversion is available ONLY to those with a demonstrated M.E. rating of 14 or better
M.D.C. By Location:
MPPS Tentacles(13, back) 80 each
MPPS Torso Projectors(4)40 each
Hands(2) 60 each
Arms(2) 150 each
Legs(2) 200 each
Feet (& Foot Pads)(2) 100 each .
*Head 180
**Sensor Antennae(2)25 each
***Main Body 780
*Destroying the head of a Chimera will take out the main sensor systems, but will NOT kill the cyborg(lifepod is inside the main torso)
**Destroying the sensory antennae will HALF any bonuses to strike and dodge
***Depleting the M.D.C. of the main body will effectively
destroy the artificial body, but emergency systems will keep the brain and
vital organs alive for 36 hours. Recovery of the severely damaged body
will enable doctors to place the character on life support systems that
will keep him alive until a new bionic body (same style or other) is
available, for full conversion. Failure to find the damaged Borg within 36
hours means the character dies.

Note: The Chimera CANNOT be fitted with any additional armor; it’s already maxed out, though the armor can be re-surfaced in a variety of different armor enchancements(see Options).

Speed:
Running: 100 mph max . However the act of running does
not tire the operator out and the maximum speed can be maintained indefinitely.
Jumping: The powerful robotic legs are strong and capable of leaping 10 feet high or 18 ft lengthwise. A running leap adds 50% to distance/height.
Flying: Not possible without a jet pack
Underwater: The Chimera CANNOT swim, but sinks like a rock. It can survive depths of down to 2.5 miles

Statistical Data:
Average Height: 15 feet
Width: 6 feet
Length: 2.4 feet ,
Weight: 5.8 tons
Power System: Nuclear
Physical Attributes: Equal to Robotic PS. 50, PP. 24,.
Bonuses: Standard cyborg bonuses of +3 save vs magic, +5 vs possession, impervious to Bio-Manipulation, Telemechanics(all), See Aura, and any attacks that do damage directly to Hit Points.
+4 initiative
+5 strike/parry
+6 dodge
+3 Pull Punch
(tentacles)
+4 APMs
+1 strike
+3 parry
+2 dodge
+2 entangle
+5% to Maintain Balance
Penalties: Touch/tactile sense is 60% of human norm.
Prowl penalty: -20%

Special Skills/Training---Use standard 'Borg, Shocktrooper ‘Borg, or Headhunter OCC.
Black Market Cost: NOT FOR SALE! EXCLUSIVE TO PS!

Standard Bionic Features
Note: These features are all found in the bionic and
cybernetic section of the Rifts RPG.
1. Bionic lung with gas filter & storage cell
2. Built-in language translator
3. Built-in radio receiver & transmitter
4. Clock calendar
5. Gyro-compass
6. Modulated voice synthesizer
7. Multi-optic eyes
8. Built-in loudspeaker
9. Universal headjack with amplified hearing and
sound filtration systems.

Special Features:
a) Robotic Strength Enhancement---Super strong servos for heavy work and combat.

b) Integral TW Interface---Allows the cyborg to interface with modified TW devices like Magebolt Multiplexors, and more effectively use them.

c)Psionic Scramblers---Because of its elite cyborg assault unit status, the Chimera comes standard with mental-scrambling gear. +2 save versus possession, +1 save versus magic illusions and mind control, +1 save versus all psionic attacks.

d) Self-Destruct System----PS/GNE rarely requires its cyborg troops to carry suicide charges inside their bodies, but given the Chimera’s sensitive technology, even the recipients of this full-conversion agree that it would be a bad idea to let its technology fall into the wrong hands. As a result, the Chimera has been fitted with a fusion-block self-destruct charge packed around the powerplant and brain stem, that will completely destroy the ‘borg and do 2d6x10 MD to everything in a 10-ft radius of the ‘borg. This system is under the control of the cyborg, who can set it off manually if they think capture/compromise is imminent, or if certain, pre-set conditions are met(a periodic code sequence isn’t regularly entered, internal systems are breached, etc...)

e) Virtual Reality Hookup---Keeps the cyborg from going insane, by providing additional non-combat stimuli, in a virtual reality environment---anything from a fully interactive pre-scripted ‘movie’ to a VR real-time ‘chatroom’.

f) Interchangeable BioPod----Most Chimeras stay with a single body, but when VR-Sim or conversation just aren’t enough, the brain, spinal cord, and remaining organics of the convertee are housed in a special self-contained ‘biopod’ that can be removed from the hulking cyborg body and hooked up into another cyborg mody modified to accept it. This allows the Chimera to exchange his or her hulking combat body for a smaller, more humanoid, more socially-acceptable, cyborg frame for special missions or a ‘night on the town’.

g) Watchguard System---This is effectively an idiot-savant AI system slaved to the cyborg’s consciousness. It runs the tentacles and can be set to keep watch when the organic portion of the cyborg has to sleep. On its own, it has 5 APMs, but otherwise cannot move the cyborg, only activate the forcefield and run the tentacles.

Weapons Systems:
1)MagPlasPlex System(MPPS)---Built into the thirteen tentacles and four hip projectors, this system uses advanced mastery of magnetic field technology to create a true multi-function weapons system.
The MPPS has several different modes;
a) Forcefield---The tentacles/projectors can project a power EM forcefield that protects the cyborg. The forcefield can also be extened out about 5 ft, allowing the cyborg to protect bystanders. Destroying a tentacle or projector reduces the forcefield strength by 20 MDC(or 5%, depending on the state of the forcefield)
b) Camo Field----Derived from active ‘Blurr Field’ camouflage, this system creates a ‘virtual solid’ forcefield ‘screen’ onto which small microlasers can project a false image. This system isn’t as sophisticated as that deployed on other platforms, but it does allow the giant cyborg some ability to hide itself, especially when standing still, with partial cover.
c) Plasma Bolt---This is a plasma burst wrapped in a rapidly deteriorating magnetic ‘blanket’ vortice that allows the bolt to travel further and explode with an area of effect, like a plasma torpedo or warhead.
d) EM Bolt---A simple invisible vortex of force, like a TK-Bolt, that slams into its target unseen, delivering incredible kinetic energy. The MPPS can fire single bolts, or ‘shotgun’-burst a smaller number of less powerful bolts for dealing with large numbers of lesser opponents.
e) Concussion Bolt---A larger, less powerful, EM vortice that spreads out the force of impact over a greater surface area---the intention here is not to go through or destroy a target, as much as it is to knock it down or over.
f) Shock Bolt---A short range bolt of electrical energy, like a more powerful taser, intended to knockout opponents for capture.
Range:(Forcefield) 8 ft radius
(Camo Field) 5 ft radius
(Plasma Bolt) 4,000 ft
(EM Bolt) 3,000 ft
(Concussion Bolt) 2,000 ft
(Shock Bolt) 500 ft
Damage:(Forcefield) 20 MDC per tentacle devoted to shield generation(340 for all 17) Regenerates at 10% per melee
(Camo Field) None...Field has 20 MDC (total)
(Plasma Bolt) 4d6 MD to 5 ft radius, per single bolt
A full salvo(on one target) from all 17 projectors does 1d4x100 MD to a 25 ft blast radius!(counts as ALL the attacks for that melee)
(EM Bolt) 5d6 MD per single bolt
A full salvo(on one target) from all 17 projectors does 1d6x100 MD!(counts as ALL the attacks for that melee)
(Concussion Bolt); 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!)
(Shock Bolt) None:Humanoids struck with this weapon must save
vs. coma or be shocked unconscious for 1D6 minutes.
Cyborgs have a 75% chance of having their cybernetics
disrupted for 1D10 minutes, and a 30% chance of a
non-vital system being permanently shorted out.
Rate of Fire:(Forcefield) Can be maintained as long as there are available projectors
(Camo Field) Can be maintained as long as there are available projectors
(Plasma Bolt) ECHH
(EM Bolt) ECHH
(Concussion Bolt) ECHH
(Shock Bolt) ECHH
Payload: Effectively unlimited
Note: Being invisible, EM Bolts are -8 to dodge
(Optional) The tentacles can be fitted with vibro blades(2d4 MD) or vibro-pincers(1d6 MD), the latter able to latch on and hold prey

2) Vibroblade Hands and Feet---The fingers and toes of the cyborg can extend vicious slashing claws
Range: Melee
Damage: +3d6 MD to punch/kick

3) (Optional) Arm Mounted Weapons---Both of the oversized forearms can mount extra equipment or weapons on special hardpoints.
a) Light Rail Gun----A variable power light weapon, based on PS’s ‘SHazardRifle’ series, and replacing the light machine gun originally slated for this slot.
Range:(SDC Mode) 600 ft
(MDC Mode) 2,000 ft
Damage:(SDC Mode) 3d6 SDC per single shot
(MDC Mode) 1d6 MD per single shot, 1d6x10 MD per 10 rd burst.
Rate of Fire: Standard
Payload: 300 rd drum
Cost: 3,500 credits

b) Rail Gun---A heavier, more powerful weapon for anti-armor work
Range: 2000 ft
Damage: 1D6 MD single round, 1D6x10 MD per 10 round burst,
2D6x10 +60 per Full Melee Burst of 40 rounds
Rate of Fire: EGCHH
Payload: 500 rounds; the forearm magazine can hold an additional 200 rds.

c) BAR-2 Rail Gun
Range:2,600 ft
Damage:(SDC) 3d6+1 per single shot
(MD)4d6 MD per single shot, 1d6x10+4 MD per 5 rd burst
Note: Can chamber specialized rail gun ammunition, such as silver and wood rounds.
Rate of Fire:Single shot, ECHH
Payload: 300 rds. Forearm magazine can hold 150 rds
Cost: 29,000 credits

d) ‘Mega-Deuce’ Auto-Shotgun---A slightly heavier version of the PA AutoShot.
*Standard Shotgun shell--300 ft range, 5d6 SDC
*Standard Buckshot shell---300 ft range, 4d6 SDC to 5 ft area
*Teargas shell---300 ft range, 25 ft radius---victims are -10 to strike, parry, and dodge, -3 initiative, lose 1 melee attack/action, for the next 1d6+1 melees
*Baton shell---300 ft range, 2d6 SDC, plus humans and human-sized D-Bees must roll a D20 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174).
*S-9Dex Incapacitation Munition ---300 ft range, Essentially a paper-shelled shotgun shell-sized gas-propelled 'cold rocket', packed full of taser beads. Beads powder on impact, reducing the chance of bystanders or ingoing police stepping on undischarged beads. Great for crowd control and dealing with closed-space situations(alleyways, rooms, vehicle interiors, etc...)
Effective Range: 300 feet, w/ 20 ft radius
Damage: Nil. Humanoids struck with this weapon must save vs. coma or be shocked unconscious for 1D6 minutes.
Cyborgs have a 60% chance of having their cybernetics disrupted for 1D10 minutes, and a 30% chance of a non-vital system being permanently shorted out.
*High Explosive Armor Piercing Shell---1,000 ft range, 6d6 MD(no blast radius)
*Mini-Grenade(plasma)--- 1,000 ft range, 5d6 MD to 5 ft blast radius
*Mini-Grenade II(Fragmentation)---1,000 ft range, 2d4 MD to 10 ft blast radius
*Standard HESH Shell---1,000 ft range, 2D4 M.D. plus 4D4 S.D.C. to the person(s) inside of EBA power/body armour & roll versus knockdown (14)
*Acid Shell---A late addition, ----1,000 ft range, 4d4 M.D. the melee first round. Damage goes down by 1d4 each melee round after that. Additional bolts do additional damage, and therefore add to the duration. No matter how many shots hit, the damage only goes down by 1d4 each melee
Cost: 18,000 credits for the Mega-Deuce

e) Heavy Machinegun (.50 cal)
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: 300 rd drum
Cost: 9,000 credits

f)Micro-Missile Launcher(s)----25 shot launch box

g) Mini-Missile Launcher(s)---Two types available:
80MM Mini-Missile Rocket Pack-----Payload: 6. Cost: 50,000 credits for the launcher
OR...80MM-"B" Mini-Missile Rocket Pack---Payload: 10.
Cost: 55,000 credits for the launcher

h) Hellfire Launcher---2-Pack Smart Missile Launcher----Range: 1 mile, Damage: High Explosive 2d6x10 MD, Payload: 2, Bonuses: +5 to strike
Cost: 50,000 credits for the launcher, 8,000 credits per missile

i)Heavy One-shot Anti-Armor Missile---- 10 miles, 4d4x10 MD, 20,000 credits

j) Flamer Pod----400 ft range, does 3d6 MD per burst, plus does an Additional 2d6 MD per melee for 1d6 melees, 10 shots, 30,000 credits

k) Flare/Chaff Launcher----8 shots, 600 ft range, 8,000 credits

l) Smoke Mortar---6 shots, 500 ft range, 4,000 credits

m) 40mm Snub-nosed Grenade Launcher----The standard PS-made 40mm AGL, but a couple modifications have been made, including more burst settings, and the ability to use a 50 round short clip. It's got a shorter barrel, so less range, but otherwise still just as devastating.
Range: 1,500 ft
Damage: Frag rounds do 4d6 MD to a 12-foot radius, 3 round burst does 1d4x10 to a 15 foot radius, 5 round burst of frag shells does 1d6x10 to a 20 foot radius,10 round burst does 2d6x10 to a 40-foot radius.
AP rounds do 1d4x10 to a 3-foot blast radius, burst of 3 does 2d4x10 to a 5 foot radius, burst of 5 does 2d6x10 to a 6 foot area, 10 round burst does 3d6x10 to an 8-foot area.
Plasma rounds do 1d4x10+10 to a 5-foot radius, burst of 3 does 3d4x10 to an 8 foot blast radius, burst of 5 does 3d6x10 to a 10 foot radius, and a 10 round plasma burst does 4d6x10+10 to a 15-foot radius!!
Rate of Fire: Standard
Payload: 50 shot clip
Cost: 50,000 credits

n) Light Pulse Laser---2,000 ft, 4d6 MD per burst shot, ECHH, Effectively Unlimited, 17,000 credits

o) Laser Cannon---Based on the popular JA-12 Juicer Laser Rifle.
Range: 4,000 ft
Damage:4d6+2 per single shot, 2d4x10 for a triple pulse.
Rate of Fire:ECHH
Payload: Effectively Unlimited

p) Light Plasma Cannon---800 ft, 5d6 MD per shot, ECHH, Effectively Unlimited, 12,000 credits

q) Advanced Plasma Cannon-Adapted form of the PS ‘Serap’ plasma cannon
Range:(Plasma Stream) 2000 ft
(Plasma Bolt) 1500 ft
Damage:(Plasma Stream) 1d6x10 MD per blast
(Plasma Bolt) 1d4x10 MD to 8 ft blast radius
“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 feed of the plasma cannon, with the deuterium gas reservoirs located in the two lower-most mini-missile comparments on the torso(this removes the mini-missile launchers, and reduces the overall number of MMs to 24). 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).
Rate of Fire: Single shot, ECHH
Payload: Effectively Unlimited; each deuterium tank has enough gas for 75 shots each.

r)Ion Cannon---1,000 ft, 3d6 MD per shot, ECHH, Effectively Unlimited. 16,000 credits

s) Ion Cannon
Range: 4,000 ft
Damage: 1d4x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

t) Particle Beam Cannon----1,200 ft, 2d4x10 MD per shot,, ECHH, Effectively Unlimited. 44,000 credits

u)Ripper Chainsaw w/ Laser---A knockoff of the Wellington Industries WI-CL8 Multi-Purpose Weapon System, grafted to the cyborg’s forearm and linked to its powerplant.
Range:(Chainsaw) Melee
(Laser) 2,000 ft
Damage:(Chainsaw) 5d6 MD
(Laser) 3d6 MD per blast
Rate of Fire:(Chainsaw) ECHH
(Laser) ECHH
Payload:(Chainsaw)Effectively Unlimited(linked to cyborg’s powerplant)
(Laser) Effectively Unlimited(linked to cyborg’s powerplant)
Cost: 44,000 credits

4)(Optional) Pectoral Compartments(2)---The Pectoral Compartments are specially wired for holding additional weapons and equipment, including TW systems. Here are a few of the available systems:
a) Cargo Space---Rather than hold an active system, the compartment can hold up to 50 lbs of cargo

b) Micro-Missiles----Each compartment can hold 50 micro-missiles

c) Mini-Missiles---Each compartment can hold 12 mini-missiles

d) Short-Range Missiles---Each compartment can hold 3 SRMs

e) Additional Set of Arms---An additional set of secondary, human-scale, robotic arms can be fitted. Each arm has an MDC of 50, P.S. of 30 , and can be fitted with standard cybernetic/bionic weapons and utility systems as normal.

f) Additional Forcefield Projector---An internal Naruni-stle forcefield projection system. Has 300 MDC, but it CANNOT be engaged at the same time as the main EM field...it’s a backup system for especially hazardous missions.

g) TW Multiplexor Node---A Spellcard system that can be programmed with up to three different spells, and a PPE Battery Pack with 200 PPE
Range: Varies by spell
Damage/Duration: Varies by spell
Rate of Fire: EPCHH
PPE Cost per Use: Varies by spell. Spells cost as normal
Payload: Draws from the main PPE Battery; 200 PPE Battery-Stone
Bonuses: As per spell(if any)

h) TW Teleporter---This special system allows the giant cyborg to instantly teleport back to a pre-arranged/programmed ‘safe point’ in an emergency or upon mission completion, negating the need for dangerous extrication operations. This system lacks the long range of the regular spell(it’s limited to a few miles at best, rather than the three hundred mile splus of the original, so it isn’t as energy intensive and more cost efficient for short-range jaunts. This system is currently a closely-guarded secret of PS/GNE. This system comes wth its own PPE Battery Pack, with 600 PPE. The system takes BOTH pectoral slots; one for the teleport mechanism, the other for its PPE battery pack.
Standard procedure calls for the Chimera to teleport to a pre-determined ‘depot’ site with established Teleport Circles already in place, then use coordinates and imagery sent to them by remote observers or drones to teleport from there, if possible, to the desired secondary site. Once their work is done, the ‘borgs can then reverse the proccess, ‘port back to the ‘depot rings’, and from there return home. To faciltate these sorts of operations, PS/GNE has been setting up a network of hidden ‘depots’ with Teleport Circles across the country near likely trouble spots.
Range: Maximum of 50 miles
Duration: Instantaneous and Permanent
Cost per Jump: 200

i) EW Jammer---Self-contained Electronic Warfare Jammer pack. A fairly basic radio jammer that can jam civilian band radio communications with 80% efficiency, military communications with 60%. Range: 1 mile

j) Integral GMR/Contra-Grav Generator---This system, developed with the assistance of Aegis Stellar Industries tech-transfers, allows the massive cyborg to effectively negate its heavy weight, float a few inches above the ground, and allow it to more effectively PROWL without penalty, as well as to make long, silent, gliding leaps, up to 100 ft across, and 80 ft high.
Installing TWO such generators will allow the cyborg to FLY, albeit it slowly, at a speed of 150 MPH, at altitudes up to 1,000 ft

k) Ammunition Drum---The pectoral space can be used to hold an additional supply of ammunition for an arm-mounted or hand-held weapon.

5)(Optional) Use of handheld weapons---The Chimera can pick up and use any infantry- or power armor-scale weaponry. Standard issue for Assault Teams is a heavy autcannon or rail gun module.

Hand to Hand Combat
Restrained Punch 1d6 MD
Full Strength Punch 3d6 MD
Power Punch( 2 attacks) 1d6x10 MD
Swat w/ Tentacle1d4 MD
Kick 2d6 MD
Leap Kick(2 Attacks) 4d6 MD
Judo-Style Throw/Flip 1d4 MD
Body Block/Ram 2d4 MD

Variants:
*PS-FC-SA-25D---aka ’Devilborg’---Actually a TW-enhanced cyborg meant for combating supernatural foes. In place of the MagPlasPlex System(MPPS), the cyborg is instead fitted with an Anti-Theron Projection System(ATPS) that can fire magic-disruptive bolts or surround the cyborg in a field inimical to supernatural beings.
Other additions include paranormal sensors, silver-plated claws, spiked armor(+1d4 MD to a body block/tackle), and additional weapons tailored for combating supernatural opponents.
During the Minion War, the ‘DevilBorg’ becomes one of the elite units in taking the fight to the Infernals, and production of the variant temporarily exceeds that of the ‘standard; model configuration.

*Kirillian Vision Optics---Similar to the Japanese SNARLsystem.

1) Anti-Theron Projection System(ATPS)
The downside of the system is that it has only a limited number of shots/minutes of available power; the organic matrix fueling the effect burns out and requires replacement.
Range: (Anti-Theron Bolts)2,000 ft
(Anti-Theron Field) 10 ft radius centered on the cyborg.
Damage:(Anti-Theron Bolts) Does 4d6 HP/MDC damage per shot(based on what the creature is). So, all thirteen tentacle-guns firing at once would do a whopping 52d6 of damage(or roughly 5d6x10)(!)
Varies according to the weapon type, but ALL anti-Theron weapons use the following guidelines:
Depending on how much PPE is present and how essential it is to an organism’s survival, damage varies:
Techno-Wizardry Devices(including TW generators), enchanted objects, rune weapons, and other magically-infused(but INANIMATE) objects are NOT affected and take no damage.
Non-magical beings. psychics, and ‘mundanes’ are unaffected and experience nothing aside from a slight tingling sensation, mild sunburn-like symptoms, and a passing feeling of nausea from a Disruptor strike.
Magic Users and other beings who have ‘learned’ or artificially acquired magical abilities(including tattoos and implants), but who can otherwise survive without magic present are affected, but the effects aren’t as dramatic. They do NOT get a save versus the disruption because all of their effort has gone into OPENING themselves to the supernatural and embracing their magical potential.
Supernatural Creatures who possess some small measure of magical ability will suffer a greater degree of damage/injury. ...normal damage x1.5. Gargoyles, Brodkil, Lycanthropes, Shapeshifters(including Nightspawn), Possessees, Shifters, and Witches, are all examples of beings in this category. Note that if these beings were to possess bionics or other conditions that NEGATE their magical abilities(like Brodkil bionics) they lose this vulnerability, and are NOT affected, taking damage only as normal. These beings do NOT get a saving roll versus the PPE disruption.
‘High’ Supernatural Beings with a high level of, and reliance on, PPE will suffer greatly, taking DOUBLE damage. This includes Dragons, Angels, Demons, Splugorth, Faerie Folk, Demi-Gods. However, these beings DO get a roll to SAVE versus their own PPE backfiring on them. A successful roll to save HALVES the damage done to them.
Creatures of Pure Magic that cannot survive without magic are the most seriously affected, and take TRIPLE damage. This covers ghosts, possessing entities, Undead, Elemental Beings, Alien Intelligences, and god-beings. However, these beings DO get a roll to SAVE versus their own PPE backfiring on them. A successful roll to save HALVES the damage done to them.
Golems, Iron Juggernauts, and other magically-powered automatons/automations will be effectively STUNNED, being paralyzed for 1d4 melees per shot, and will be unable to move or defend themselves, as magical energy shorts out and storms over them.

Other Effects:
*Magic Disruption----Each blast NEUTRALIZES HALF the number of PPE points that it does damage...these points are temporarily lost to the magic user/creature until it can regain them normally(by rest or drawing on other sources).
*Magical Forcefields take 1.5 normal damage.
*Invisible beings will be revealed by an anti-theron burst and will remain visible for 2d4 melees(gradually fading) as a result of residual anti-therons causing them to flouresce and become visible to the naked eye.

(Anti-Theron Field)Supernatural/PPE-rich opponents hitting the field take damage as above, starting with 3d6 ‘virtual’ damage.

Rate of Fire: (Anti-Theron Bolts)
(Anti-Theron Field) Standard, ECHH

Payload: (Anti-Theron Bolts) A one-gallon-sized anti-theron cartridge that’s good for 200 shots before needing replacement.
(Anti-Theron Field) That same one-gallon-sized anti-theron cartridge is good for maintaining the field up to 6 hours.

Paladin Steel Storefront - Page 101 (2024)

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