Valdemarian Military Weapons and Armor (Three Galaxies):
A small number of Valdemarian armors and weapons have been recovered, mostly from underground areas. It is not out of the capacity of the major powers to copy this equipment although is not considered cost effective. Still, they are considered extremely valuable.
Valdemarian energy clips are similar to energy clips used around the Three Galaxies. Their design is slightly different and the two are not compatible. Some people who have managed to acquire Valdemarian equipment have had adaptors to use standard energy clips.
Armor:
- Valdemarian Jump Suit:
- This is a lightweight body armor similar to the Consortium Jump Suit.
It is a form fitting lightweight jumpsuit quite strong for such a lightweight
suit. Fitted with helmet and gloves, the suit was worn by ship crews when
ships entered combat. It was not designed for heavy combat and front line
combat forces were usually equipped with power armor and support troops
usually used standard or heavy combat armor. Some fighter pilots preferred
the Jump Suit although many preferred the standard combat armor. Tank crews
usually also used standard combat armor. Sometimes also used for light
duty space operations and might have even been used by civilians in various
roles. As well, the Valdemarian did have an equivalent to the "skin suit"
used by most civilian spacers. The suit has limited, two hour, life support.
Only a handful of these suits have ever been recovered.
M.D.C.:
- Main Body: 35
Head: 30
Arms (2): 15
Legs (2): 20
Penalties: Full Mobility, has no penalties to prowl, swim, or gymnastics
Market Cost: 100,000 credits (extremely rare)
- The Valdemarian military used two basic combat armor designs, effectively
a medium class armor and a heavy combat armor. The armor is made from the
same golden materials which their starships are made from and is incredibly
strong for its size. Most front line combat was in power armor but the
combat armor was used for support troops. As well, tank crews and many
fighter pilots used combat armor. Also used for heavy duty space operations.
Unlike the Jump Suit, the combat armor had the full environmental systems
of standard body armors. The suit has a built in stealth system similar
to the system used in Naruni camouflage armor. The armor was fitted for
the integration of a force field generator system as well. On the back
of the armor is a mounting system for a "backpack" module. Modules included
an energy cell, flight pack, or mini-missile launcher. Only a few of these
suits have even been recovered.
Camouflage System: The body armor can change its colors to match the background and can mask most energy emissions effectively making the armor effectively invisible. The stealth system is most effective when the body armor is stationary. In these cases, there is a -10 penalty to strike. If the wearer is moving slowly, it will make the armor visible but there will still be at -5 to strike. Military class sensors reduce these penalties by half.
M.D.C.:
- Main Body: 120
Head: 80
Arms (2): 65
Legs (2): 80
Penalties: Very Good Mobility, -5% to climb, and -10% to prowl, swim, acrobatics, gymnastics, and other similar skill rolls.
Market Cost: 250,000 credits (extremely rare) without force field
- Second design of combat armor designs, heavier than the standard suit.
Usually issued to front line support units working in roles which preclude
the use of power armor. Suit was considered too bulky to be used inside
of tanks and fighters. Like the standard suit, this suit had full environmental
systems. It is fitted to use a force field generator module and has a built
in stealth system. As well, there is a backpack mount which a mini-missile
back pack, power cell, or flight pack can be carried. Like with the regular
combat armor, a handful of these suits have been recovered.
Camouflage System: The body armor can change its colors to match the background and can mask most energy emissions effectively making the armor effectively invisible. The stealth system is most effective when the body armor is stationary. In these cases, there is a -10 penalty to strike. If the wearer is moving slowly, it will make the armor visible but there will still be at -5 to strike. Military class sensors reduce these penalties by half.
M.D.C.:
- Main Body: 150
Head: 100
Arms (2): 85
Legs (2): 100
Penalties: Good Mobility, -10% to climb, and -15% to prowl, swim, acrobatics, gymnastics, and other similar skill rolls.
Market Cost: 350,000 credits (extremely rare) without force field
- Valdemarian “Standard” Force Field Generator:
- The technology of the Valdemarian force field generators appears to
be fairly similar to the Naruni systems although it does not appear as
if the Naruni systems were adapted from the older civilizations technology.
Valdemarian systems are more compact than Naruni systems but not as advanced
as Vallex technology is rumored to be. The standard force field generator
is in the form of a harness instead of a belt and can be worn over light
armor including the jump suit. Only a couple of sets of each type of force
field generator have been recovered.
M.D.C.: 100 - The force field will stop energy attacks and fast moving objects. Slow moving objects can pass through. The force field regenerates one M.D.C. per melee round unless overloaded and then cannot be activated for twelve hours if overloaded.
Duration: 12 hours per energy cell / e-clip
Weight: 8.38 lbs (3.8 kg)
Penalties: None
Market Cost: 10 million credits or more (incredibly rare)
- While the “Standard” force field generator was usually worn as a harness
over a set of light body armor, the “Heavy” force field generator is a module
designed to fit into a special designed bay in standard and heavy combat
armor. Unlike the Naruni force field, the Valdemarian system, when fitted
into a Valdemarian armor, does not require any modification of the armor.
Only a couple of these sets of force field generator modules has even been
recovered.
M.D.C.: 200 - The force field will stop energy attacks and fast moving objects. Slow moving objects can pass through. The force field regenerates one M.D.C. per melee round unless overloaded and then cannot be activated for twelve hours if overloaded.
Duration: 8 hours per energy cell / e-clip
Weight: 12.13 lbs (5.5 kg)
Penalties: None
Market Cost: 12 million credits or more (incredibly rare)
- Valdemarian Light Fusion Pistol:
- For small arms, the Valdemarians preferred fusion weapons over lasers
or particle beams. Starships were armed with Grazers although such weapons
do not appear to have been adapted to anything smaller than capital ship
weaponry. Fusion Weapons work much like plasma weapons but the material
is even hotter. The spell impervious to fire will protect the target from
the weapon but the weapon inflicts full damage against heat resistant materials.
The gun uses powerful magnetic fields to contain and collapse the plasma
until it reaches fusion. It then releases as a powerful bolt of particles.
In an atmosphere, the beam travels down a path burned by a low powered
laser. Only a handful of Valdemarian small arms have ever been recovered.
Weight: 3.31 lbs (1.5 kg)
Mega Damage: 6D6 per single shot
Rate of Fire: Single Shot only (No bursts)
Maximum Effective Range: 984.3 feet (300 meters) in an atmosphere.
Payload: 12 shots per short E-Clip or 16 shots per long E-Clip
Market Cost: 200,000 credits (extremely rare)
- Larger version of the fusion pistol used as a backup weapon for troops
not in power armor. Weapon is more powerful than the light fusion pistol
but has shorter range. Fusion Weapons work much like plasma weapons but
the material is even hotter. The spell impervious to fire will protect
the target from the weapon but the weapon inflicts full damage against
heat resistant materials. The gun uses powerful magnetic fields to contain
and collapse the plasma until it reaches fusion. It then releases as a
powerful bolt of particles. In an atmosphere, the beam travels down a path
burned by a low powered laser. Only a handful of Valdemarian small arms
have ever been recovered.
Weight: 5.51 lbs (2.5 kg)
Mega Damage: 1D6x10 per single shot
Rate of Fire: Single Shot only (No bursts)
Maximum Effective Range: 656.2 feet (200 meters) in an atmosphere.
Payload: 8 shots per short E-Clip or 12 shots per long E-Clip
Market Cost: 300,000 credits (extremely rare)
- In addition to fusion based small arms, the Valdemarian also developed
gravity based small arms. Instead of firing a projectile, the weapon fires
a beam of gravitons which shreds the target in gravity waves. Such weapons
seemed to be rare even in Valdemarian service and none have yet been recovered.
These weapons would be incredibly difficult for even the Consortium of
Civilized Worlds or Trans-Galactic Empire to copy. One of these weapon
would likely sell for millions of credits. The weapon does full damage
to targets with the spell impervious to energy and cosmic knight
will take 1/10 damage (10%) instead of the normal 1/100 damage (1%). Theoretically,
the weapon can actually be used against targets which travel at faster
than the speed of light although range is too short generally to be effective.
Weight: 3.96 lbs (1.8 kg)
Mega Damage: 3D6 (Optional rule is that cannons gets a critical on a natural 18, 19, or 20 due to its high penetration).
Rate of Fire: Single Shot only (No bursts)
Maximum Effective Range: 1,640.4 feet (500 meters) in an atmosphere.
Payload: 8 shots per short E-Clip or 12 shots per long E-Clip
Market Cost: Would sell for millions of credits. No Valdemarian Graviton small arms have ever been recovered.
- Valdemarian Fusion Rifle:
- This weapon was issued to troops in the field who were not in power
armors. The weapon is considered quite powerful and effective. Fusion Weapons
work much like plasma weapons but the material is even hotter. The spell
impervious to fire will protect the target from the weapon but the weapon
inflicts full damage against heat resistant materials. The gun uses powerful
magnetic fields to contain and collapse the plasma until it reaches fusion.
It then releases as a powerful bolt of particles. In an atmosphere, the
beam travels down a path burned by a low powered laser. Only a handful
of Valdemarian small arms have ever been recovered.
Weight: 17.64 lbs (8.0 kg)
Mega Damage: 2D6x10 per blast
Rate of Fire: Single Shot only (No bursts)
Maximum Effective Range: 2,624.67 feet (800 meters) through atmosphere
Payload: 20 shots per short E-Clip or 30 shots per long E-Clip. Can use a special backpack power cell for 120 shots.
Market Cost: 500,000 credits (extremely rare)
- In many cases this weapon should be considered more of a support weapon
than a standard weapon. It draws immense amount of power when fired and
uses a special power cell, usually carried as a backpack, or pulls power
from an external source. Fusion Weapons work much like plasma weapons but
the material is even hotter. The spell impervious to fire will protect
the target from the weapon but the weapon inflicts full damage against
heat resistant materials. The gun uses powerful magnetic fields to contain
and collapse the plasma until it reaches fusion. It then releases as a
powerful bolt of particles. In an atmosphere, the beam travels down a path
burned by a low powered laser. Only a handful of Valdemarian small arms
have ever been recovered.
Weight: 27.56 lbs (12.5 kg) without backpack
Mega Damage: 3D6x10 per blast
Rate of Fire: Single Shot only (No bursts)
Maximum Effective Range: 1,640.4 feet (500 meters) through atmosphere
Payload: 10 shots per short E-Clip or 15 shots per long E-Clip. Can use a special backpack power cell for 300 shots.
Market Cost: 800,000 credits (extremely rare)
- In addition to manufacturing a Graviton Needle Beam Pistol, the Valdemarians
produced a graviton needle beam rifle. The weapon does not inflict as much
damage as the plasma weaponry but is quite long ranged. The weapon appears
to have not been a regular issue weapon but only issued for special purposes.
Due to its long range, the weapon was a quite effective sniper weapon.
As with the "Needle Beam" Pistol, none of these rifles have been recovered.
One of these weapon would likely sell for millions of credits. These weapons
would be incredibly difficult for even the Consortium of Civilized Worlds
or Trans-Galactic Empire to copy. The weapon does full damage to targets
with the spell impervious to energy and cosmic knight will take
1/10 damage (10%) instead of the normal 1/100 damage (1%). Theoretically,
the weapon can actually be used against targets which travel at faster
than the speed of light although range is too short generally to be effective.
Weight: 14.33 lbs (6.5 kg)
Mega Damage: 6D6 (Optional rule is that cannons gets a critical on a natural 18, 19, or 20 due to its high penetration).
Rate of Fire: Single Shot only (No bursts)
Maximum Effective Range: 6,561.7 feet (2,000 meters) in an atmosphere.
Payload: 16 shots per short E-Clip or 24 shots per long E-Clip
Market Cost: Would sell for millions of credits. No Valdemarian Graviton small arms have ever been recovered.
- Valdemarian Mini-Missile Backpack:
- For the most part the Valdemarians used mini-missiles as their support
weaponry. Instead of carrying a hand held mini-missile launcher, a backpack
style mini-missile launcher was carried. The backpack is surprisingly similar
to the backpack used by Triax on Rifts Earth and several similar systems
are used by militaries and mercenaries within the Three Galaxies. It does
have a capacity for six mini-missiles instead of four. The Valdemarian
combat armor types had a special mounting to be able to carry a backpack
system. Even so, these backpack systems are quite rare.
M.D.C.: 80
Weight: 23.15 (10.5 kg) empty and 35.05 (15.9 kg) loaded with six mini-missiles
Mega Damage: As per Mini-Missile Type (See Phase World Missiles).
Rate of Fire: Can fire mini-missiles one at a time or in volleys of two (2), four (4), or six (6) mini-missiles.
Maximum Effective Range: Missile range is 2 miles (3.2 km) in an atmosphere and 100 miles (161 km) in space.
Payload: Six (6) Mini-Missiles
Market Cost: 100,000 (extremely rare)
- Valdemarian Contra-Grav Flight Pack:
- Similar in basic design to the Contra-Grav flight packs currently used
in the Three Galaxies although both lighter and more energy efficient.
There is no fusion version of the flight pack but will operate for 48 of
flight before needing to be recharged. There were two basic models of the
flight pack. One is worn like a standard backpack and can be worn over
the lightweight jumpsuit while the other fits into the "backpack" module
for the combat armor designs. A handful of these flight packs have been
recovered.
Top speed in an atmosphere is 360 kilometers per hour (223.7 mph) and can accelerate up to 0.25 G in space. Because flight pack is contra-grav, wearer can actually fly into space or descend from space to the surface of a planet. Flight Pack also gives +2 to dodge while flying. Weight with full mobility is limited to 200 kilograms (440.92 lbs.) Carrying additional mass / weight limits speed in a similar manner to a standard contra-grav flight. Flight pack has an extremely sophisticated computer which allows the wearer to operate the flight pack at a 42% skill rate even if they do not have the skill to pilot the flight pack.
M.D.C.: Standard backpack: 40. Combat Armor Module: 60.
Weight: 16.53 lbs (7.5 kg)
Market Cost: 500,000 credits (extremely rare)
- The "Power Cell" is used to power energy weapons and was often carried
by troops not operating in power armors. Power cell is designed to specifically
lock into the back of the Valdemarian combat armor. The power cell carries
enough charges for twenty times the number of shots as a large e-clip for
weapons. When one of these backpacks is worn, a contra-grav flight pack
or mini-missile back pack cannot be worn. Like most Valdemarian equipment,
these power cells are extremely rare.
M.D.C.: 60
Weight: 4.85 lbs (2.2 kg)
Charges: Carries charges equal to 20 large e-clips
Market Cost: 200,000 credits (extremely rare)
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Writeup by Kitsune (E-Mail Kitsune)
Copyright © 2011, Kitsune. All rights reserved.