Weapons Bio-Disrupters


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Solar Collector



This device is used largely for emergencies and is effective only if within 300 million miles (483 million km) of a star. When there is a main power failure aboard a spaceship or a space station this large sail like device can be deployed. It will provide power to life support and communications, but very little else (no force fields, weapons, or drive systems). Nearly all space stations are equipped with this.
The size of the collector depends on the size of the ship. For fighter class ships the sail is about 100 feet (30 m) in diameter. A collector for a scout class ship is about 300 feet (91 m) in diameter. Frigate collectors are 1,000 feet (305 m) in diameter, Cruiser collectors are a mile (1.6 km) in diameter, and Battleship collectors are 3 miles (4.8 km) in diameter.
Cost: Dependent on size of the ship. Fighter size collectors are 6,000 credits, Scout size collectors are 15,000 credits, Frigate size collectors are 45,000 credits, Cruiser size collectors are 100,000 credits, and Battleship collectors are 250,000 credits.

Vehicle Accessories


These are different types of gear that can be attached to vehicles to improve their performance. Some are harmless attachments while others can have disastrous results if used to often. All the items described below can be utilized with any vehicle unless the description states otherwise. Additional vehicle accessories can be found in Rifts Mercenaries, p. 98-99 and the robot creation section in Rifts Sourcebook One.

Air Brakers



Air Brakers are large, metal panels that, when activated, extend outward from the sides of the vehicle. They create a drag effect and cause the vehicle to slow down at a rate 20% faster than normal. Air Brakers are not usable on bots or power armor (they make the bot very unstable when used).
Cost: 1,000 credits for small vehicles (motorcycles), 3,000 credits for medium vehicles (cars), 5,000 credits for large vehicles (cargo trucks).

Explosive Reactive Armor



Explosive Reactive Armor (ERA) is a one shot deterrent against incoming attacks, particularly missiles. It consists of blocks of explosives mounted on the outside of the vehicle. When activated and an attack is made against the vehicle the ERA automatically detonates, deflecting most of the blast damage away from the vehicle. Missile attacks do only 1/4 normal damage while all other attacks do half damage. Note that once the ERA is detonated on one particular side of the vehicle all additional attacks against that side of the vehicle will do normal damage.
Example: A CS Mark V APC equipped with ERA is attacked by an Ulti-Max. The Ulti-Max hits the front of the APC with its rail gun, doing 40 M.D. This is reduced to 20 thanks to the ERA, but all other attacks on the front will do normal damage. The Ulti-Max eventually maneuvers to the side of the APC and launches its missiles. The missiles hit the left side of the APC for 40 M.D. Because the ERA is still intact on this side, the missiles only do 10 M.D.
ERA can be mounted on ground-based vehicles and bots, but not body armor, power armor, or air based vehicles.
Cost: 5000 credits per ten feet or fraction thereof. Thus if a vehicle is 30 feet long and ERA were to be place along the left side it would cost 15,000 credits. The right side would cost an additional 15,000 credits.

Gyrostabilizer



A gyrostabilizer stabilizes the inside compartment of the vehicle. No matter how bad the vehicle bounces around (unless it tips more than 30o) the passenger compartment and/or pilot compartment will remain stable. The pilot also gains a bonus of +10% to all piloting rolls due to the stability inside the vehicle. Medical vehicles often make use of this so as to prevent the wounded from getting jostled around too much.
Bots already have a gyrostabilizer and another one cannot be added. Power armor cannot use gyrostabilizers either (there is no “cockpit” per se).
Cost: 2,000 to 40,000 credits, depending on the space inside the vehicle (GM’s decision).

Jet Boosters



Jet Boosters are mounted on the rear of the vehicle. When activated, they increase the speed of the vehicle by 40%. Although the extra speed is helpful, it is also dangerous. All piloting rolls are at -2% per 5 mph over the maximum speed of the vehicle. The jets themselves will begin to overheat after five minutes of use. There is a 10% chance per minute of use over five minutes of the boosters exploding from the intense heat and pressure. The explosion will cause 4d6 M.D. to everything within 20’, including the rear of the vehicle. Jet boosters are not usable on bots or power armor unless they can fly, in which case they are effective only in flight. Jet boosters require their own fuel, which is purchased with the boosters. Each booster has enough fuel for a total of twenty minutes of use. Only one set of boosters can be installed per vehicle.
Cost: 3,000 for small vehicles (motorcycles), 6,000 for medium vehicles (cars or power armor), 11,000 for large vehicles (cargo trucks), and 20,000 for huge vehicles (bots and ATV’s). The cost includes the fuel for the boosters. Refueling jet boosters costs 600 credits for small vehicles, 1,200 for medium vehicles, 1,900 credits large vehicles, and 2,600 credits for huge vehicles.

Proximity Auto Braking System



This system is attached to a ground vehicle’s sensor system. When the vehicle is in danger of a collision the braking system automatically engages and brings the vehicle to a stop. This system is standard in civilian vehicles on most high tech worlds (on some worlds it is illegal for a vehicle to be without one). Military vehicles almost never make use of this system, and if they do there is always a deactivation switch installed. This system cannot be used on bots or on air based vehicles.
Cost: 3000 credits

Self-Repairing Tires



These tires “heal” damage done to them. When the tire takes damage, a chemical in the hub of the tire automatically covers the area with a chemical that will restore 75% of the damage done. The amount of damage that can be restored is equal to 3 times the total M.D.C. or S.D.C. of the tire. If the tire loses all of is M.D.C. or S.D.C. it cannot be restored.
Cost: 2000 credits for a S.D.C. tire, 20,000 for a M.D.C. tire. Must be purchased for each tire on the vehicle (including the spare, if there is one).

Self Sealing Armor



Similar to Self-Repairing Tires, this is armor that can seal up damage done to it. The system is automatic. When damage is done to the armor the system sprays a chemical that hardens into a mega-damage substance. This can repair up to 50% of the damage done. The amount of damage that can be repaired depends on how much space the vehicle has and how much money the owner wants to spend. Note that the repair is very sloppy and must eventually be redone by a professional.
Cost: 5000 per point of M.D.C. (max. of 5000).


M.D.C. that can be repaired

Weight

Cargo space required

Up to 100

40 lbs.

1 cubic foot

200

70 lbs.

2 cubic feet

500

100 lbs.

3 cubic feet

1000

170 lbs.

5 cubic feet

5000

250 lbs.

9 cubic feet



Signature Locks



There are two types of signature locks for vehicles (including bots and power armor). Locks that prevent someone other than the vehicle owner from getting into the vehicle and those that won’t allow the vehicle to be started by anyone but the owner.
Both locks operate more or less the same. A special scanning device reads the handprint of the owner. If the owner is registered, then the vehicle can be entered and/or started. It is possible to bypass such locks with a Locksmith skill at a penalty of -40% (NOTE: It is easier to bypass signature locks on vehicles than on weapons because a vehicle is much larger, thus allowing more room to work and a lesser penalty).
Each vehicle can be programmed for up to ten individuals to access. However, it is rare that a signature lock is programmed for more than two people.
Cost: 2,500 credits per door of the vehicle, 7,000 for a signature lock on the ignition system.

Turbo Boosters



Turbo boosters mix other chemicals into the vehicle’s fuel to increase engine performance. Once activated, the engine’s top speed is increased by 20% and it’s rate of acceleration is increased by 40%. All penalties for piloting rolls that apply to jet boosters also apply to turbo booster. The turbo booster can be maintained only for ten minutes. Beyond that there is a 5% chance per minute of the turbo booster melting down the engine. This does not cause an explosion, but the vehicle will be immobilized. The engine will be beyond repair and must be replaced (this could be disastrous for flying vehicles). Turbo booster canisters must be refilled after a total of one hour of use (additional tanks can be added). Turbo boosters can only be used for gasoline or other internal combustion engines.
Cost: 6,000 credits plus 500 credits per 10 mph of top speed over 100 of the vehicle in question (before turbo boosters are added). Each additional canister of turbo fuel costs 800 credits.

Vehicle Programs



See the Computers section for information on how to make use of these programs.
Autopilot: This program allows a computer to operate the vehicle. A course can be entered and the vehicle will follow that course. The computer can also make certain evasive maneuvers to avoid obstacles and the like.

Cost: 1,000 credits. The equipment to operate the vehicle costs an additional 2,000 credits.

RAM required: 500 gigabytes.

Hard drive space: 5,000 gigabytes.
Mapkeeper: This program makes use of the vehicle’s sensor systems and keeps a record of where the vehicle is going. A record of everything within 50 feet of the vehicle is recorded. The pilot can than retrace his course easily regardless of how many different turns he has taken. The program easily interfaces with the Maps/Geography program. In Phase World, this program can also make use of satellites to determine the vehicle’s exact position on the planet (within 3 feet/1 meter).

Cost: 400 credits.

RAM required: 100 gigabytes.

Hard drive space: 800 gigabytes.

Virtual Reality System



A VR system consists of a helmet linked directly to the controls of the vehicle. It provides the pilot a much more realistic view of what’s around him and therefore provides better control over the vehicle. The pilot can look beside him or behind him and have full view of everything, even if there are no windows available to view a certain direction. Indeed, when this system is installed a vehicle need not have windows at all. A VR system is similar to VRRDS (Mutants in Orbit, p. 62-63), but the pilot is still inside the vehicle.
While using a VR system the pilot gains a +2 to dodge and parry since the field of view is so much greater. The pilot also gains a +20% to all piloting rolls. Power armor, bots, and vehicles can use a VR system.
Cost: 15,000 credits. Includes the sensor units that must be placed around the vehicle and the VR helmet. If the vehicle already has a helmet then the VR images are added to any other system in place.
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