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Paladin Steel PS-MURV020 ‘Prole’ Medium Utility/Reconnaissance Robot
(aka ’Prole-bot’, ‘Work-Benchlifter’, ‘Trek-Stomper’)

“If you’re going adventuring, there’s no better place, this side of Phaseworld, to get fitted out than the United Systems Alliance. They got the real stuff for the wild frontier, and you won’t pay inflated ‘sportsman’ boutique prices for it.”

“The Prole’s not the most sophisticated design out there, and it’s rather large to fit in a small cargo hold, but that’s part of its charm. Aside from some of the sensor systems, it’s all proven reliable hard-wearing tech that won’t fail ...at least too badly...in a lurch. It doesn’t transform, and it’s too slow for military service, but it’s got plug-and-play modularity working for it, and it’s compatible with a lot of the standardized subsystems that can be found distributed among the Fringe nowadays, so it’s not going to be ostracized by logistics. The Prole’s a good bargain if you’re not expecting too much.”

“The Benchlifter’s barely combat-rated, but it can still carry a fair amount of firepower. That’s really handy on the Fringe, because it’s the low-end and amateur exploration operations that wind up getting in the most trouble. Having the firepower available a good thing...unless, of course, you’re the dipshats responsible for a First Contact turning into a shooting war.”

The ‘Prole’ is a medium-weight utility robot designed with the needs of the frontier in mind; utility, reliability, and advanced sensors for knowing the lay of the land and detecting trouble. It also has some limited combat capabilities.
The Prole has a blocky angular humanoid frame, with a head festooned with sensors, a two-abreast chest co*ckpit(one crewmember typically pilots, while the other manages the sensors and non-limb-mounted weaponry), and multiple attachment points for extra armor plates or cargo/equipment panniers on the limbs and torso. The Prole takes advantage of PS/ASI/WZT’s standardized aerospacecraft weapons hardpoints to mount several hardpoints on the arms and back. Broad footpads give the ‘bot a fairly low foot-pressure, so the Prole is able to cross fairly soft ground without bogging down. The same broad footpads also give the ‘bot good solid stability. Leg articulation also allows the Prole to go down on one knee quite easily, allowing easier access to and from the co*ckpit, and allowing the ‘bot to duck down to pick up objects or get behind cover.
Prole-bots are often deployed alongside units such as the PS ‘Pathfinder’ scout-bots to survey new worlds and develop outposts and colonies. Because of its extensive sensors, comfortable co*ckpits, and compatibility with standardized aerospacecraft weapons hardpoints, the Prole is sometimes deployed by planetary militias as a mobile sentry tower Civil engineering departments like the handiness of the Prole in acting as a mobile scaffold and walking bulldozer.

Type: PS-MURV020 ‘Prole’
Class: Medium Utility/Reconnaissance Robot Vehicle
Crew: 2 in an abreast co*ckpit. Enough room for an additional three passengers to fit in behind.
MDC/Armor by Location:
Main Body 380
Head/Sensory Array
Reinforced Crew Compartment 150
Arms(2) 200 each
Hands(2) 45 each
Legs(2) 300 each
Work Platforms(6) 80 each

Height: 30 ft Antennae and gun barrels add another 5 ft.
Width: 13 ft
Length: 8 ft
Weight: 15 tons
Cargo: Enough space in the co*ckpit for several survival packs, sidearms, tool kits, and some personal possessions.
A compartment just under the co*ckpit can hold an additional 1,000 lbs of tools and supplies.
Several small externally-accessed lockers on the legs provide capacity for about 600 lbs of additional tools and supplies each leg.
Physical Strength: Equiv. Robotic P.S. of 50
Powerplant: Nuclear Fusion w/ 20 year energy life
Speed:(Running) 35 MPH
(Leaping) 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 GMR or contra-gravity lift pack(see Options)
(Space) Again, not possible without accessorization.
(Underwater) Can walk along the bottom at 8 MPH, maximum depth tolerance of 900 ft.
Market Cost: 25 million credits
Systems of Note:
Standard Robot Systems, plus:

*Searchlight---Normal light and infrared---Can cast a beam of illumination up to 2 miles.

*Radio w/ signal scrambler: 500 mile long range, 5 mile short range.

*External Loudspeaker: 80 decibels

* Work Platforms(6)----The Prole mounts armor-plates at the knees, chest, and shoulders, that fold out to form stabilized scaffolding platforms, useful for supporting work and survey crews. Each can hold up to 800 lbs of weight. It is not recommended that anybody or anything be left on the platforms when the robot is moving, unless very well secured.

*Power Takeiffs----The legs, adjacent to the work platforms, have several recessed power plugs. With a flip of a switch, the co*ckpit crew can unlock the ports and charge up the outlets, allowing workers to attach power tools to the Prole’s powergrid.

*Radiation Detectors---Constantly monitor the surroundings for nuclear radiation.

*Laser Scanner---The globe-like head features 360-degree laser-scanning, producing 3D maps of the surrounding terrain.

*Video Surveillance System---Multiple video sensors provide nearly total 360-degree coverage around the ‘bot and feeding to the VR co*ckpit displays.

*Ladar---Rather than use radio waves, Ladar uses low power, long-range lasers to determine distances and detect intruders, This is particularly useful when the enemy is using conventional jamming of radio bands to foil radar systems. Ladar, however, can be affected by smoke and foul weather, so it’s generally used only in special circ*mstances. Range: 3 miles

*Inertial Compass/Recorder---Can be set at the beginning of a journey to trace the ‘bot’s steps, speed, and direction, allowing the pilot to ‘backtrack’ if necessary.

*Expanded Recorder Systems---Two large cabinet-sized recorder stacks are mounted in the back of the cabin, recording all internal and external data. Each stack can hold up to 60 days worth of 24/7 data input. They can be removed(each has 20 MDC and weighs 300 lbs), but some users have them keycode-locked to a self-destruct plasma/EM charge to prevent tampering and unauthorized accessing of the recorded data.

*Emergency Beacon---Can be engaged in an emergency. Has an effective range of 500 miles and battery life of 2 weeks.

*Stabilization Jacks---The legs can deploy bracing pylons that allow the ‘bot to remain upright, even in 85 MPH gale conditions.

Weapons Systems: None standard, but has option spaces:
1) Forearm Hardpoints(2)---Each forearm mounts a powered attachment point for heavy tool modules, but they are also compatible with WZT Light aerospace hardpoint weapons.
*Chainsaw--- 1d6x10 MD on a slash-cut. Cost: 75,000 credits

*Heavy Drill--- 6d6 MD per strike. Can drill as deep as 8 ft. Cost: 75,000 credits

*Jackhammer--- 3d6 MD per strike, 2d4x10 +8 MD full melee round of attention on a stationary target. Cost: 85,000 credits

*Power Sprayer---Powerful spray cannon
Range: 400 ft
Damage: Varies by liquid sprayed, Loaded with water, it does 1d6x10 HP per blast.
Due to its high pressure, at ranges of 100 ft or less, it can do 1d8 SD to people, and has a 80% chance of knocking human-sized targets off their feet(lose initiative and 1 APM getting back up).
Rate of Fire: ECHH
Payload: 180 blasts from onboard tankage. Effectively unlimied if drawing water from its surroundings..
Cost: 22,000 credits

*Hydro-Cutter-----The Hydro-Cutter is a heavy vehicle mounted power-tool that is essentially a electro-magnetic squirtgun. Using electromagnetic stator rings similar to a railgun’s, the Hydro-Cutter instead accelerates water through an intense magnetic field, pushing it up to supersonic speeds, pumping it through in tremendous amounts at tremendous velocity. The result is an extremely fine, precise, sharp cutting tool that doesn’t require the replacement of expensive cutting heads, makes a neat, precise cut(perfect for slicing composites and ceramics), and is relatively quiet. The Hydro-Cutter has found employment in rock-cutting and quarrying as well, where the hypersonic stream of water raises little dust while cutting thru the toughest rock.
Though not intended as a weapon, the Hydro-Cutter is extremely dangerous to anyone stupid enough to stand within its short range. The hypersonic water stream can easily slice through MDC armor and the person inside it in seconds. However, its most lethal effects are on vampires, as was discovered by miners in the West, who turned their Hydro-Cutters on marauding bloodsuckers in desperation. The ultra-high powered water stream punched through the front ranks of the invading vampire pack, and often lost enough velocity slamming through the front vampires, to fan out into a spray, drench-burning the vampires behind them!
MDC: 150
Range: 200 ft(500 ft total range)
Damage: 6d6 MD per burst, 1d6x10 MD for a full melee cutting burst.
Does 2d6x10 hit point damage to vampires
Rate of Fire: EPCHH
Payload: 300 full melee bursts from onboard tankage. Effectively unlimited if drawing water from its surroundings..
Cost: 30,000 credits

*Plasma Cutter--- 25 ft range; 1d6 MD, 4d6 MD, or 4d6x10 MD per full melee burn. Cost: 40,000 credits

*Heavy Flamer---------400 ft range, does 3d6 MD per burst, plus does an Additional 2d6 MD per melee for 1d6 melees, 80 shot tank, 70,000 credits

2) Back/Shoulder Hardpoints(2)---These hardpints are typically used to mount folding crancs, winches, and other tools, but they are also compatible with WZT Medium aerospace hardpioint weapons.

3) Chest Slots(2)----Two small turrets can be added under the co*ckpits for light weaponry, typically antipersonnel weapons such as lasers or machine guns.
a) Lasers
Range: 1,000 ft
Damage: 2d6 MD per shot, 6d6 MD pulse burst
Rate of Fire: EPCHH
Payload: Effectively Unlimited
Cost: 18,000 credits

b) Ion Blasters
Range: 600 ft
Damage: 3d6 MD single shot, 6d6 MD pulse burst
Rate of Fire: EPCHH
Payload: Effectively Unlimited
Cost: 18,000 credits

c) Machine Gun
Range: 2,000 ft
Damage:(SDC) 1d6x10 SDC per 10 rd burst
(MD) 1 MD single rd, 2d4 MD per 10 rd burst
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst.
Rate of Fire: EPCHH
Payload:1,000 rd drum
Cost: 18,000 credits

d)Flamer---
Range:(Direct-Stream Mode) 280 ft
Damage:
(Gasoline/Alcohol) 1d4x10 SDC
(Napalm) 1d6x10 SDC, plus does 5d6 SDC per melee for 1d4 minutes
(MD Fluid) 1d4 MD per blast, 1d4 MD per melee for 2d4 minutes
(Incendi-Gel)2d6 MD, 2d6 MD per melee for 1d6 minutes
(WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Note: The flame-thrower can also be used to cover an area with fluid: up to 10 ft per attack used. Used with Super-Napalm, this does 1d4 MD, Incendi-Gel does 1d6 MD, and with Napalm-P, this does 2d6 MD.
Rate of Fire: Standard
Payload:
(Gasoline/Alcohol) 20 blasts
(Napalm) 60 blasts
(MD Fluid) 100 blasts
(Incendi-Gel) 120 blasts
(WI Napalm-P) 200 blasts per tank(much more concentrated than the regular gasoline/alcohol).
Cost: 80,000 credits
(Gasoline/Alcohol) Typically 5-30 credits(depending on availability)
(Napalm) 50 credits per tank
(MD Fluid) 800 credits per tank
(Incendi-Gel) 1000 credits per tank
(WI Napalm-P) 2000 credits per tank

e) Plasma Blaster--Based on PS’s ‘Genta’ ‘gas pipe’ plasma weapon.
Range: 1,300 ft
Damage: 5d6 MD per shot
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 18,000 Credits
Options:
*’Blow-Torch’ Mode---Not as refined or powerful as the ‘scattershot’ modification available to other PS plasma weapons, this add-on to the muzzle disperses the plasma somewhat to produce a fan-shaped ‘blowtorch’ that does less damage, but to a wider area. Does 4d6 MD to a 3 ft wide area, range drops to 500 ft. Cost: 3,000 credits

*“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.
Cost: HotShot modding on the Genta 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.

f) Particle Beam Blaster---Typically something similar to the PSPBW-10 or PS PBW-11

(PSPBW-10 )
Range: 3,200 ft
Damage: 1d6x10 MD to an 8 ft wide swath
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 150,000 credits

(PS PBW-11)
Range: 2,600 ft
Damage: Two fire modes; 6d6 MD low power and 1d4x10 MD high power mode
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 32,000 credits

g) PS-RL-210 Fragmentation Rocket Launcher( a copy of an imported Russian design). Note that PS has also been experimenting with an incendiary variant using a magnesium mixture.
Range: 4,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
at 3,500 ft, the rds go ‘grapeshot’, doing 3d6 MD(1 MD for a single shot) in a 12 ft wide area.
(Incendiary “Hot-Grape” Version)---Do an additional +2 MD per rd, and 1 MD of damage for 1d4 melees as the flare portion burns down.
Rate of Fire: EGCHH
Payload: 1,000 rd drum
Cost: 100,000 credits

h)PS-DL-110 Razor-Frizzer( a copy of an imported Russian design). The PS version uses ceramic and light alloy discs that, either by accident or deliberate design, give off a very audible high-pitched shrieking or buzzing noise when fired.
Range: 2,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
Rate of Fire: EGCHH
Payload: 2,000 rd drum
Cost: 80,000 credits

4) Optional Use of Handheld Weapons----The Prole can pick up and use mecha-scale weapons.

5) Hand to Hand Combat---The ‘Prole’ can engage in hand to hand combat
Use Basic Robot Combat Training.
Restrained Punch 1d6 MD
Full Strength Punch 3d6 MD
Power Punch(2 APMs) 1d6x10 MD
Tear/Pry 1d6 MD
Stomp(objects 8 ft tall or smaller) 3d6 MD
Kick 4d8 MD
Body Block/Ram 2d4 MD

Options:
The most common accessory to Prole-bots are various new combinations of sensors and tools, depending on the buyer, operator, budget, and purpose. A few more general options are as follows:

*Appliqué Armor----Can add up to an additional + 250 MDC to the main body, +90 MDC to arms/shoulders, and + 100 MDC to legs and increase weight by 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. Adding more than 50% of the ‘bot’s base weight will reduce maximum speed by HALF, reduce hand to hand bonuses by HALF.
*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: +6,000 credits+cost of armor

*Forcefield---Many users take advantage of both the modualrity of the Prole and the availability of PS/ASI’s podded forcefield generators to add additional prottection in the form of a forcefield.

*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

* Solar Wings----Supplements the nuclear power cell with large fold-out solar collector wings. Each wing(2) has 80 MDC.
Cost: 80,000 credits

*Flight Pack(GMR or Contragravity)---These units allow the Prole limited hover/flight capabilities, giving it the ability to move like a helicopter over water and hostile terrain. Can hover and fly at 220 MPH, maximum altitude of 2,000 ft. Cost: 4 million credits.

*Lance Scanner---Looks like a shoulder-slung rifle or large antennae but is a sensor probe. The Lance Scanner contains a magnetometer() and a short-range microwave radar for groundsearching minefields(in theory, the ground radar should be able to detect even nonmetallic mines, but takes twice as long).
Range: The magnetometer has a range of 4,000 ft and can detect vehicles and other metallic structures with 80% accuracy. It can detect powered-up rail guns and EM containment fields(such as fusion generator) at TWICE that range.
The ground radar has a range of 3,000 ft, and has a 90% chance of detecting metal-cased mines, 60% chance of detecting nonmetallic ordnance.
Cost: 40,000 credits

*Bio-Scanner---Has a molecular analyzer, enhanced radiation detector, high-powered acoustic ‘shotgun mike’(3,000 ft range), and thermo-imager optics.
Cost: 10,000 credits

*Aura Scanner---For detecting and identifying PPE concentrations
Range: 2000 ft
Cost: 35,000 credits

*PPE Detector---Detects the presence of PPE concentrations(including magically-concealed beings) in and around the vehicle(25 ft radius)
Cost: 9,000 credits

*TW Sensors:(Fighter-scale)(Courtesy of Kitsune)
-See Aura: Slightly different than the spell in that it can scan an entire target such as a ship or station. The enchantment can be used to target a single individual but only have one tenth normal range when being used in that matter. Costs 60 P.P.E. per activation due to extended range. Range: Fighter Mount: 100 miles (160 kilometers) in space and 1 mile (1.6 kilometers) in an atmosphere. Effects / Abilities: Gives an approximate count of the number of life forms onboard. Gives the average level of experience, highest level of experience, and lowest level of experience [Given in these terms: Low (1-3), medium (4-7), high (8th and up).] Tells if there is any magic onboard. Gives if there are any psychics onboard (Mind Block will prevent detection), Gives a general count on the amount of P.P.E. the target has (basically the P.P.E. of the crew and any devices which store P.P.E.). Detects if there is any kind of possession. Finally sees if the crew or ship has any unusual aberrations.
-See the Invisible Sensors: The ships has several special optical and other sensor systems with see the invisible on them. Same as spell and used at will (requires no P.P.E. to activate). Range: Fighter Mount: 200 miles (320 kilometers) in space and 2 miles (3.2 km) in an atmosphere. Effects / Abilities: Can see forces, objects, and creatures which can turn invisible, or are invisible. Can also see vaporous beings and astral bodies.
-Sense Magic: The ship has sensors which the give the ability to detect active magic. Similar to spell and used at will (requires no P.P.E. to activate). Range: Fighter Mount: 20,000 miles (32,200 kilometers) in space and 200 miles (320 km) in an atmosphere. . Effects / Abilities: detects the presence of magic if within detection range of ship and gives bearing on magic and basic range although not exact position. Detects active enchantments but will not generally detect spell casters in general.
-Sense Rifts: Ship has sensors which effectively allow Rifts to be detected. The system can be (requires no P.P.E. to activate). Range: Fighter Mount: 50,000 miles (80,500 kilometers) in space and 500 miles (805 km) in an atmosphere. Effects / Abilities: Detects the presence of Rifts (including those created by Rifts Jump Drives) and unlike when detecting magic gives position very accurately.

*Flare/Chaff Launcher---Fitted to the armor’s torso; fires 30mm grenade/smoke/flare cluster mortars. Can also be fitted to fire Triax- or Northern Gun-style flare/chaff countermeasure bundles.
Range: (Smoke/Grenades) 1,200 ft
(Triax Style) 500 ft
(Northern Gun Style) 6,000 ft, creates a 30 ft cloud, +10 ft per each additional chaff/flare launched in the volley. Cloud lasts 2 melees before dissipating(or less in a very strong wind).
Damage:
(Smoke) Smoke in a 30 ft radius+15 ft per additional round launched in the volley.
(30 mm Grenade)(Incendiary) 2d4 MD to a 12 ft blast radius, plus an additional 1d6 MD per melee for 1d6 melees.
(HE) 2d6(12 ft blast radius)
(Chaff-Triax Style)
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
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
(Chaff-Northern Gun Style)
10% chance per chaff cloud deployed of decoying missiles, up to maximum of 60%
Aircraft, power armor, and beings flying through the chaff will be -6 on perception, -3 on initiative, -5 to strike, -2 to parry, -2 dodge, and lose 1 melee attack that round(or the next). Sensory and Piloting rolls are at -20% for as long as the characters are caught in the cloud, and the next as they recover.
Rate of Fire: Volleys of 1,2,3, or 6
Payload: 12 flares/smoke charges per launcher
Cost: 2,000 credits per launcher, Smoke grenades cost 60 credits each, standard 30mm HE grenades cost 400 credits each, armor-piercing cost 550 credits each. Triax flares/chaff cost 75 credits a bundle, NG-style flares/chaff cost 65 credits each.

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