Slayne Weapons and Armor Weapons and Armor (Three Galaxies):
- Slayne Organic Body Armor:
- This body armor is made from the same dull black organically grown
material which their starships and power armors are made from. Covered
in spikes, this material replaces the high strength alloys and composites
which most high tech races use for their common building materials. This
material is surprisingly strong and able to withstand incredible abuse.
The one problem with the armor is that it is bulky. Theoretically, copies
of the armor can be made for humanoid wearers although due to weight, few
are interested. The body armor is not environmental although a Slayne can
operate for up to two hours in space in the suit.
As with the power armor, the body armor is able to regenerate damage. These repairs are affected at the rate of 2D6 M.D.C. per minute. The body armor can only repair up to half the M.D.C. of a system or the main body without needing additional resources.
In addition, the body armor can adapt to any non magical attacks on it. Once a specific attack has been used against the armor, it will adapt to that attack and any attack of that type that is encountered afterwards will only be at half effect in the next engagement. Magical attacks will continue to inflict full damage. Variable frequency weapons such as variable frequency lasers can be reset to do full damage once this is discovered. The adaption takes about five days to be completed.
A body slam or tackle with spiked armor will inflict 2D6 +P.S. damage on unarmored humans. If a wearer with a P.S. 25+ body slams an opponent with M.D.C. armor or skin, the attack will inflict one point of mega-damage. A power slam (counts as two attacks) does 5D6 +P.S. damage bonus to S.D.C. targets and 1D6 M.D. to mega-damage structures and creatures. If used by a wearer with supernatural strength, the spikes add 1D6 M.D. to hand to hand damage; treat a body slam as a punch, and a power slam as a power punch, and add 1D6 M.D.
- Main Body: 160
Arms (2): 65
Legs (2): 75
Penalties: Poor Mobility & Penalties: -20% prowl penalty, -5% to climb, swim, or to the performance of acrobatics and gymnastics skills. Also, reduce speed by 10%. Note: Wearers with a P.S. of 23 or less (Supernal P.S. of 16 or less) also lose one attack per melee round, reduce their initiative roll by -1, and their speed is reduced by 30%.
Market Cost: Generally not available. If available, would cost 500,000 or more. Governments might offer millions for a suit to study
- Slayne Laser Pistol:
- Relatively low technology compared to the laser pilots used by the
Consortium, Trans-Galactic Empire, and other powers within the Three Galaxies.
Still, it is very solid technology and able to withstand considerable abuse.
It is not designed for human hands and has a -2 to strike if a human attempts
to use the weapon.
Weight: 5 lbs (2.27 kg)
Mega Damage: 2D4
Rate of Fire: Single Shot only (No bursts)
Maximum Effective Range: 800 feet (244 meters)
Payload: 20 shots per short E-Clip or 30 shots per long E-Clip
Market Cost: Generally not available. Would probably sell for around 6,000 credits.
- Slayne Pulse Laser Rifle:
- While relatively low tech, the weapon is still very effective. Unlike
the laser pistol, the weapon can fire three blast bursts. Like most Slayne
weapons, the pulse laser rifle is very solidly build and able to withstand
considerable abuse. It is not designed for human hands and has a -2 to
strike if a human attempts to use the weapon.
Weight: 12 lbs (5.44 kg)
Mega Damage: 2D6 for Single Shot and 6D6 for three simultaneous blasts.
Rate of Fire: Single shot or three round burst.
Maximum Effective Range: 1,600 feet (488 meters)
Payload: 40 Shots each with short E-Clip, 50 Shots each with long E-Clip
Market Cost: Generally not available. Would probably sell for around 25,000 credits.
- Slayne Grenade Launcher:
- The Slayne use conventional grenade launchers as one of their more
common weapon systems. In many ways, it is their answer to the powerful
energy weapons carried by humans and others. They tend to be stronger than
human and can carry heavier weaponry. The grenade launcher is an exteremly
reliable weapon. As with other Slayne weaponry, it is not designed for
human hands and has a -2 to strike if a human attempts to use the weapon.
As well, those with a P.S. of less than 20 (or supernatural 15) have an
additional -1 penalty to strike.
Weight: 25 lbs (11.34 kg)
Mega Damage: Fragmentation inflicts 4D6 with a blast diameter of 12 feet (3.66 meters), Armor Piercing inflicts 1D4x10 blast diameter of 3 feet (0.91 meters), and plasma inflicts 1D6x10 with a blast diameter of 20 feet (6.1 meters.)
Rate of Fire: Single Shot only (Equal to hand to hand attacks)
Maximum Effective Range: 1,000 feet (305 meters)
Payload: 16 Grenades
Market Cost: Generally not available. Would probably sell for around 50,000 credits.
- For heavy combat, the Slayne lack heavy energy weapons which are hand
held. As compensation, the Slayne carry many more mini-missile launchers.
Due to the Slayne's strength, they can carry extremely heavy weaponry.
Even so, it is extremely reliable. Slayne does have smart guided mini-missiles.
As with other Slayne weaponry, it is not designed for human hands and has
a -2 to strike if a human attempts to use the weapon.
Weight: 28 lbs (12.70 kg) without missiles or 40 lbs (18.14 kg) with missiles. Each extra missile weighs approximately an additional 2 lbs (0.91 kg)
Mega Damage: Varies by mini-missile type (See revised Phase World / Three Galaxies missile tables for details.)
Rate of Fire: Single Shot only (Equal to hand to hand attacks)
Maximum Effective Range: Mini-Missile range is 2 miles (3.2 km) in an atmosphere and 100 miles (161 km) in space.
Payload: Six (6), takes 15 seconds (one melee) to reload launcher
Market Cost: Generally not available. Would probably sell for around 40,000 credits.
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Writeup by Kitsune (E-Mail Kitsune)
Copyright © 2012, Kitsune. All rights reserved.