Editing
Palladium Rifts John Carter
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Equipment== NG-57 Northern Gun Heavy-Duty Ion Blaster: 2d4 or 3d6 M.D.; Rate of Fire: Each blast counts as one melee attack; 500 feet range; 10 shot payload; Weight: 5 lbs<br> 2 Spare E-Clips<br> Large Wrench: 2d6 S.D.C.<br> Hammer: 2d6 S.D.C.<br> Urban Warrior Padded Environmental Armor: M.D.C. by Location: Main Body: 55, Helmet: 39, Arms: 18 each, and Legs: 33 each. Weight: 11 lbs; excellent mobility, -5% movement penalty.<br> Portable Tool Kit: with electric screwdriver and additional interchangeable heads, wrenches, etc<br> Large Tool Kit<br> Soldering Iron<br> Laser Torch<br> Roll of Duct Tape<br> 2 Rolls of Electrical Tape<br. Pen Flashlight<br> Large Flashlight<br. A Dozen Flares<br> 200 ft of Super Lightweight Rope: Weight: 10 lbs<br> 2 Knives<br> Notebook<br> Portable Disc Recorder<br> Portable Language Translator<br> Protective Goggles<br> Work Gloves<br> 4 Pairs of Thin Doctor's Gloves<r> Backpack<br> Satchel<br> Large Sack<br> Canteen<br> NG-EV-011 Pathmaker (Rifts Sourcebook One Revised and Expanded, Page 63)<br> -Crew: Two, one pilot and co-pilot or communications engineer<br> -Transport Capabilities: Eight passengers in addition to the crew, but another dozen (three dozen if standing) could fit in the cargo area and other rooms for a short trip<br> -Maximum Speed: 75 mph (120 km) land; 30 mph (48 km or 26 knots) water<br> -Engine: Nuclear, average 10 years life<br> -Height: 19 feet, 7 inches<br> -Width: 20 feet<br> -Length: 26 feet, 8 inches<br> -Weight: 28.7 tons fully loaded<br> -M.D.C. By Location:<br> Items marked by an asterisk are small and/or difficult to strike. An attacker must make a Called Shot to hit and even then he is at -3 to strike<br> Main Body - 390<br> *Spotlights (6) - 18 each<br> *Winch & Crane (1; rear) - 120<br> *Forward Headlights (4) - 5 each<br> *Railings (2; rear) - 12 each<br> *Airlock Hatches (2) - 135 each<br> *Small hatches (2; top) - 75 Each<br> *Armor Window Shutter/Gun Port (1; top, forward) -70<br> *Treads (4) - 120 each<br> *Main Weapon (1; middle of upper turret) -150<br> *Upper Turret Housing (1) - 250<br> *Reinforced Crew Compartment - 80<br> -Weapons:<br> Main Weapon: Laser Canon 1D4x10+6 MD per dual blast, Range: 4000 feet, Rate of Fire: Each blast counts as a melee attack for pilot or co-pilot, Payload: Unlimited<br> Medium Vehicular Laser (Front Mounted, 180 degree rotation arc) 4D6 MD, Range: 2000 feet, Payload: Unlimited, MDC: 55<br> Light Rail Gun (Rear Mounted, 180 degree rotation arc) 6D6 MD per 20 round burst, Range: 3000 feet, Payload: 2400 rounds (120 bursts), MDC: 60<br> Wilks Jet Pack (Electric) (Rifts Ultimate, Page 267)<br> -Crew: One rider<br> -Maximum Speed: 120 mph (192km)<br> -Maximum Range: 800 miles (1280 km)<br> -Size: 3 feet (0.9m), 45 lbs (20 kg)<br> -MDC: 30<br> Set of Work Clothes<br> Overalls<br> Utility Belt<br> Goggles<br> Canteen<br> Air Filter<br> Pocket Note Pad<br> 2 Pens<br> Personal Items<br> -KLS Smartphone (Unfortunately Earth is outside its coverage area)<br> -Charger<br> -Earbuds<br> -IFF Transponder Removed From Ship Before Crash<br> Purchased Gear (3280 credits spending money left over)<br> Computer: Portable Field Unit (2500 credits)<br> Night Sight Goggles: 1600 feet range (1800 credits)<br> Telescopic Scope: 10x magnification. Typical range is 2000 - 6000 feet. (1000 credits)<br> Cross-Hair Sight: +1 to strike on aimed shots. (500 credits)<br> Passive Nightvision: Range 2000 feet (6000 credits)<br> Radar Detector (portable): One mile range of detection (200 credits)<br> Pocket Scrambler (300 credits)<br> Erin Tarn Book about the Federation of Magic<br> Erin Tarn Book about Tolkeen<br> Neural Mace<br> Damage : Non-lethal; the victim who is stunned is -8 to strike, parry and dodge plus reduce the character' s speed and number of attacks per melee round by half. The accumulative effect on the nervous system of the body being repeatedly struck and stunned may knock the victim unconscious, even if he has previously saved. After being struck more than four times, the unprotected character may be stunned into unconsciousness for 2d4 melee rounds. When he recovers, he will suffer the stun penalties for 1d4 minutes. Roll to save, a failed roll means there is a 1-42% chance of being rendered unconscious. <br> Note that in this case, even if the individual remains conscious, the charge will impair his movement as per the penalties previously described. Physical damage from the mace is 2d6 S.D.C. plus P.S. attribute bonus when used as a club; 1d6 plus strength bonuses when used as a jabbing weapon. The mace is an M.D.C. structure and can be used to parry M.D. attacks from Vibro-Blades, 'Borgs, 'bots and power armor.<br> Duration of Stun Effects: 2d4 melee rounds. The duration of the impairment is increased 2d4 melee rounds for every hit by the mace for which the character does not save.<br> Save vs Neural Mace: 16 or higher; the same as saving against non-lethal poison. The character must save each time he or she is struck. A successful save means the character loses initiative and one melee attack/action that round but is otherwise okay.<br> Note: The mace is ineffective against environmental, M.D.C. body and power armor, but is effective against Dog Pack armor and half suits, or body armor without a helmet (not fully environmental without the helmet attached). Alsoineffective against supernatural opponents and creatures of magic.<br> Payload : 100 charges; rechargable.<br> 3 Tracer Bugs<br>
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information