Caramelles Star Kingdom Military Weapons and Armor (Three Galaxies):
Body Armor:
- Heavy Combat Armor:
- Combat armor is issued to army troops and is a loose copy of the Consortium
Heavy Battle Armor. The armor is worn in combat situations although first
wave troops are equipped with combat power armor. Even though fairly heavy,
the armor gives reasonable mobility to the wearer.
The armor is designed to reduce the thermal signature of the wearer to almost nothing, making night vision sensors virtually useless against the armor. In addition to standard equipment, the armor is equipped with a laser communication array. The communication array is line of site only but cannot be intercepted or detected unless the beam is blocked. Like the similar Consortium model, these armors have an attachment for an energy backpack
These combat armors are grey green. Rank markings are on the shoulders of the armor for enlisted and on the collar for officers. In both cases, the rank markings are black and hard to determine at long distances. The armor is also sold outside of the kingdom.
M.D.C.:
- Main Body: 120
Head: 80
Arms (2): 65
Legs (2): 80
Penalties: Fair Mobility; -10% to climb, and -12% to prowl, swim, acrobatics, gymnastics, and other similar skill rolls.
Market Cost: 80,000 Credits
- This jumpsuit is a copy of the Consortium Jumpsuit worn by the fleet
although issued to some army personnel as well (Mainly fighter pilots and
vehicle crews.) Form fitting, it is lightweight and impairs movement very
little. Using high tech metal ceramic fibers that are extremely strong,
the material transforms into being ultra-hard when hit by a high velocity
round. While the suit is not designed for serious combat situation, it
is worn aboard all warships in combat situations.
When in hostile environment or in a vacuum, gloves and a helmet are worn. Jumpsuits have limited life support compared to most hard , one hour, although can attach an air tank for extended use. Has a standard communication suit built into the armor and also is designed to deal with high temperatures and radiation.
Enlisted navy jumpsuits are a dark grey with rank insignia on shoulders in red. Officer navy jumpsuits are a lighter grey with shoulder boards representing rank. Rank markings for officers are silver and gold. Army jumpsuits are a green grey with enlisted having rank on shoulders but no shoulder boards or officers but instead rank only on collar of the jumpsuit. Rank markings for army suits are subdued, black instead of gold and silver. The kingdom sells these armors in a variety of different colors with the exception of grey.
M.D.C.:
- Main Body: 25
Head: 20
Arms (2): 12
Legs (2): 15
Penalties: Great Mobility; -2% prowl penalty (No penalty to climbing)
Market Cost: 20,000 Credits
- There is a variety of armor types available as part of normal clothing,
designed to be concealed. With the subterfuge that goes on, always having
light protection is almost required. While skirts are harder to effectively
armor, there is a lightweight body stocking to protect legs and the upper
part of such outfits can be protected. As well, often an armor jacket or
long coat is worn. These suits are not available to commoners although
are exported and are quite popular. Unlike standard body armors, these
armors have an optional A.R. Rating (GM option can ignore the A.R. ratings.)
Armor Lingerie: Effectively an ultra-light armor body stocking. Can be worn under most clothing (and armor) and almost unnoticeable. Often worn by women under dresses and skirts to give some protection to the legs. AR: 20, M.D.C.: 8, Weight: 2 lbs (0.9 kg), Has no prowl penalty, Market Cost: 10,000 Credits
Jacket / Short Coat: Comparative light weight jacket / coat. Often worn over clothing that cannot be effectively armored. A.R.: 13, M.D.C.: 15, Weight: 10 pounds (4.5 kg), Has no prowl penalty, Market Cost: 25,000 Credits.
Long Coat / Trench Coat: Comparatively light weight coat. Often worn over clothing that cannot be effectively armored. A.R.: 19, M.D.C.: 25, Weight: 15 pounds (6.8 kg), Has a -5% prowl penalty, Market Cost: 50,000 Credits.
Noble "Casual" Dress / Officer "Working" Dress Uniform (Full Suit): Does not include outfits with skirts. A.R.: 20, M.D.C. 20, Weight: 12 pounds (5.9 kg), Has a -2% prowl penalty, Market Cost: 50,000 Credits.
Noble "Casual" Dress / Officer "Working" Dress Uniform (Half Suit): This include outfits with skirts and without armored pants. A.R.: 12, M.D.C.: 15, Weight: 10 pounds (4.5 kg), Has no prowl penalty, Market Cost: 25,000 Credits.
- This armor is comparatively lightweight heavy plate and padded vest
with padded armor with leg and arm plates. Armor is normally worn by police
forces and body guard units. Armor is non environmental. Available in a
variety colors, generally the colors of the noble the police or body guard
are assigned to. These armors are sold to outside interests as well.
M.D.C.:
- Main Body: 50
Head: 40
Arms (2): 25
Legs (2): 35
Penalties: Good Mobility; -5% to climb, and -10% to prowl, swim, acrobatics, gymnastics, and other similar skill rolls.
Market Cost: 20,000 Credits
- Neural Stick:
- Similar to the neural mace, this weapon is commonly carried by law
enforcement. In appearance, it is similar to the Pre-Rift Asp nightstick
which retracts when not in use. Like most, these weapons are exported outside
of the kingdom. Interestingly, these weapons are not usually chipped to
prevent unauthorized use of the weapons.
Weight: 2 lbs (0.91 kg)
Damage; Physical: 1D8 S.D.C. + Strength
Special: Unconsciousness, -8 to Strike, Parry and Dodge for 2D4 Melees if save is made (Save 16 or Higher), must save each time hit, ineffective against full environmental body armor but effective against non fully environmental Armors.
Range: Hand to Hand
Market Cost: 10,000 credits
- Blade combat is popular among nobles and a variety of Vibro-Blades
are produced including both swords and shorter sabers. Some weapons are
highly decorated.
Vibro-Saber: Short bladed sword Mega-Damage: 2D4+2, Market Cost: 10,000 Credits (Base)
Vibro-Sword: Longer bladed sword (one handed) Mega-Damage: 2D6+2, Market Cost: 12,000 Credits (Base)
- ECP-16 Explosive Cartridge Pistol:
- The Kingdom does not have any lightweight rail guns so has developed
a cartridge pistol for dealing with potential targets which energy weapons
do not effect. There have been cases where creatures have appeared on a
ship. The weapon uses an armor piercing round. These weapons are "chipped"
so that military personnel can use the weapon. The chip does not permit
civilians to use the weapon and the chip is removed when military personnel
leave the military. These weapons are also exported outside of the kingdom.
Uses a six round magazine.
Weight: 5 lbs (2.27 kg).
Mega-Damage: 4D6 MD per shot.
Rate of Fire: Standard
Maximum Effective Range: 800 feet (224 meters).
Payload: Has 6 rounds standard magazine and can have one round in the chamber. A special 12 round magazine has been created which extends from the bottom of the pistol.
Market Cost: 15,000 credits, normal magazines cost 300 credits each and the extended magazines cost 500 credits each.
- Generally, the Caramelles Kingdom prefers ion and particle beam weapons
over laser weaponry. The pistol is standard issue to enlisted crew and
troops although only issued when authorized by the commanding officer.
Weapon is of relatively moderate range. These weapons are "chipped" so
that military personnel can use the weapon. The chip does not permit civilians
to use the weapon and the chip is removed when military personnel leave
the military. These weapons are also exported outside of the kingdom.
Weight: 4.0 lbs (1.81 kg)
Mega Damage: 3D6
Rate of Fire: Single Shot
Maximum Effective Range: 500 feet (152 meters)
Payload: 10 shots per short E-Clip or 20 shots per long E-Clip
Market Cost: 8,000 credits
- This pistol is mainly used in non combat roles and is standard issue
for law enforcement and the personal guard of nobles. In addition, there
are highly decorative models often carried by nobles. Nobles are expected
to be armed at all times. Like most of the kingdoms weapons, these pistols
are usually chipped so that they cannot be used by unauthorized users.
Like the standard ion pistols, these pistols are exported outside the kingdom.
Weight: 3 lbs (1.36 kg)
Mega-Damage: 2D6
Rate of Fire: Single Shot
Maximum Effective Range: 500 feet (152 meters)
Payload: 15 shots per short E-Clip or 25 shots per long E-Clip
Market Cost: 6,000 credits (Highly decorated noble versions can go for multiple times that cost)
- The heavy combat pistol is issued to officers and is both more powerful
and longer ranged than the standard combat pistol, almost the equal of
an energy rifle. Unlike enlisted, officers are expected to be armed at
all times. These pistols are usually "chipped" so that they cannot be except
by officers. Like the standard ion pistols, these pistols are exported
outside the kingdom.
Weight: 4.5 lbs (2.04 kg)
Mega Damage: 5D6
Rate of Fire: Single Shot
Maximum Effective Range: 1,200 feet (365 meters)
Payload: 8 shots per short E-Clip or 16 shots per long E-Clip
Market Cost: 15,000 credits
- IR-50 Ion Pulse Rifle:
- This rifle is standard issue for troops and officers in the army not
including fighter pilots and vehicle crews. Rifle can fire three blast
bursts unlike pistols and is longer ranged than the pistol. These rifles
are usually so that they cannot be used by unauthorized users. Like the
most weapons, these rifle are exported outside the kingdom. There is a
law enforcement model which omits the three blast burst setting and can
only fire single shot.
Weight: 6.0 lbs (2.72 kg)
Mega Damage: 3D6 for single shot or 1D4x10 for three blast burst
Rate of Fire: Single shot or three blast burst. (Law enforcement versions omit the three round burst setting.)
Maximum Effective Range: 1600 feet (488 meters)
Payload: 30 shots per short E-Clip or 45 shots per long E-Clip
Market Cost: 20,000 credits
- ER-100 Heavy Electromagnetic Rail Gun:
- Unlike the Consortium, Caramelles Kingdom prefers heavy electromagnetic
rail guns. They are easier to maintain that gravity type rail guns. They
prefer to fire relatively short bursts of a heavy rail gun round. Rail
gun fires a 10 mm round and usually fires ten round bursts. Rail gun does
not have the space range of starfighter rail guns even though they use
the same basic round. Like most weapons, these weapons are exported and
those within the kingdom fitted with chips to prevent unauthorized use.
Weight: 88.2 lbs (40 kg) for rail gun. Belt (200 rounds) weighs 33.1 lbs (15 kg) and Drum (1000 rounds) weights 165.3 lbs (75 kg)
Mega Damage: Ten (10) round burst) inflicts 1D4x10+10 M.D.C. and one round does 2D6+4 M.D.
Rate of Fire: Single short or ten round burst (usually fires ten round bursts)
Maximum Effective Range: 6000 feet (1830 meters)
Payload: 200 round (20 burst) belt or 1000 round (100 burst) drum
Market Cost: 25,000 Credits
- Developed to mount under the standard rifle and similar to old style
grenade launcher. A special guided grenade is available although the round
costs twice normal (Round gives +2 to hit.) The grenade launcher can be
modified to be mounted under most rifle models. These grenade launchers
are designed so that only personnel chipped to use the weapon can use it.
Like the most weapons, these grenade launchers are exported outside the
kingdom.
Weight: 6.5 lbs (2.95 kg)
Mega Damage: 4D6 for Fragmentation with a blast area of 12 feet (3 m). 1D4x10 for Armor Piercing with a blast area of 3 feet. The launcher can also fire smoke, illumination, and chemical rounds. Special neural grenades are also available (act like neural arrowheads.) Non lethal rounds are often used by law enforcement.
Rate of Fire: Single Shot only (Equal to hand to hand attacks)
Maximum Effective Range: 1000 feet (305 meters)
Payload: 5, takes 15 seconds (one melee) to reload launcher
Market Cost: The launcher costs 30,000 credits, grenades cost extra.
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Writeup by Kitsune (E-Mail Kitsune)
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