Paladin Steel Storefront

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abtex
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Re: Paladin Steel Storefront

Unread post by abtex »

abtex wrote:F7F Tigercat goes with Jeep CVE as well.

Other things that can fly off Jeep CVs
EJet Chairs early versions used cars, but later ones just used spare ejection seats.
Then they went back to cars that really fly Terrafugia Transition and again, Flying Ferrari even smaller Flying Tricycle
Ducted Fanpacks or Personal Flying Wing please no Airbike
But maybe the JetLev Water Powered Jetpack early ones only 10-20 minutes fly time the current ones can go as long as you can find water and not get eaten by something in the water.
Light Seaplanes in multi versions upto larger Flying van or truck size.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Note: Always have plenty of projects in progress...that way if you get bogged in one rut, you can quickly switch to another with a fresh mind and get it finished....

Paladin Steel Hesperia Starfighter
(aka ‘Iron Butterfly’, ‘Spader’)

“We had the Hesperia ready for action before we even had adequate carrier platforms for them...Command wanted them carrier-ready and deployed, fearing that if we tried to planet-base them, the first action they saw, what with their modest acceleration, they’d be caught and cut up on climb-out. So we had to convert a dozen bulk-freighters into MECVs....Put two Hesperias in ready-to-launch attitude on the flipside of each of the big cargo bay doors, with a launch catapult system to sling them free, and another catapult system to push the rest of them out of the new flight decks, once the rapid response flights were away...Real kludge-up job, but it worked...just like the fighters themselves...Hanging them back up, though, was a chore...we had to turn off internal gravity and manhandle the fighters back onto the rapid-launch racks...Not exactly easy when you’re also trying to re-arm them. ”

Even though Greater New England had already decided to pin its plans on the Star Tiger as its primary aerospace fighter, with various specialized craft filling the special duty roles, PS engineers worked on diversifying the design stable, working in parallel to turn out several other space/fighter designs. This was done in anticipation of both marketing opportunities in the greater Megaversal markets, and on the offhand chance that the StarTiger and StarFox programs might be compromised. Paladin Steel decided to play it safe with the ASF-08, their initial offering, by adapting a proven fighter design of one of their citizen-species, and modifying it as best they could with additional improvements and technologies. The result was the TAV-SF-08 Hesperia.
The Hesperia-class has something of a ‘flying wing’ look to it; a broad, wide-winged, bubble-canopied, blunt-nosed design with a long sharp tail(holding forcefield generation and engine gravitic focus nodes) and nacelle-mounted engines buried in the wings. It is capable of both atmospheric and deep space operations, so it is stoutly built, with substantial structural reinforcement and hull armor. A modest monoplanar forcefield of standard design provides additional protection. Armament is fairly heavy as well, consisting of dual laser banks, backed by two large-capacity medium-range missile launchers. Performance is equally modest, with a good acceleration/deceleration curve, and noticeably steady flight in atmosphere(pilots complement the design’s good ‘waverider’ characteristics, especially during re-entry).
The Hesperia lacks the many-optioned modular design configuration so very familiar to Paladin Steel designs; PS engineers who were unfamilar with many of the Galactic technologies they were using, didn’t want to presume too much and produce a sub-standard design with a potentially weakened structure by loading it with unnecessary options. So the Hesperia is very much a ‘by the book’ starfighter of modest performance and capabilities, specializing in no particular role.
It is a sign of Paladin Steel’s tentativeness about the design, that it first appeared on the market in the Three Galaxies under the Aegis Stellar Industries brand name; Paladin Steel’s ‘front company’ in the Three Galaxies. The design, making modest sales in the 3G, has slowly made it way back into GNE service, first appearing with the ASI/PS security forces, and then into the Solar System forces of the GNE. The Hesperia has not yet appeared in GNEAF units serving in PS’s Rifts Earth-analogue expansion zones.
Type: PS-TAV-SF-08 Hesperia
Class: Medium Aerospace Fighter
Crew: One
MDC/Armor by Location:
Main Body 400
Reinforced Cockpit 100
Engines(2) 100 each
Primary Laser Cannon(2) 45 each
Light Laser Cannon(4) 30 each
Missile Launchers(2) 50 each
Forcefield 800
Height: 20 ft
Width: 29 ft
Length: 25 ft
Weight: 15 tons
Cargo: Small space behind pilot’s seat for a survival pack and sidearm(s)
Powerplant: Nuclear-Fusion w/ 20 year energy life
Speed:
(Atmosphere)Hover to Mach 7; transatmospheric.
(Space)Mach 8
(Kitsune Values: 40 % of light speed; Accelerates/decelerates at 0.8% of light speed per melee)
(FTL) Not Possible
(Underwater) Not Possible
Market Cost: In the Three Galaxies, the Hesperia would cost about 45 million credits; on Rifts Earth, it could cost twice as much.
Systems of Note:
Standard Starfighter Systems, plus:
*Cockpit Ejection System---The cockpit can be entirely ejected from the rest of the craft, to serve as a lifeboat. The cockpit pod can make a safe atmospheric re-entry, if necessary, with deployable parachutes, and can even float for a time on water, increasing the chances for crew survival.
*ECCM system: A semi-automatic system that uses electronic encryption and frequency jumping to (attempt to) negate jamming systems. The system has a 25% chance of negating radar or communications jamming (non-magical) on its own, or a +5% if the pilot has a Read Sensory Instruments or Radio: Scramblers skill and devotes a full melee to operating the system(no other attacks/actions are possible).
Having an Electronic warfare Skill gains a +15% bonus to operating this system.
Note that this only applies to received communications (the system filters them out from the jamming clutter) and sensory data received by that unit alone (other units cannot make use of it, unless they have an unaffected datalink/info-share with the ECCM equipped unit. Magic/psychic jamming is NOT affected by this system.

Weapons Systems
1) Heavy Pulse Lasers(2)---These are the primary anti-fighter weapon for dogfighting, and are mounted midway in the wings.
Range:(Palladium Values) 6,000 ft in atmosphere, 60,000 ft(12 miles) in space
(Kitsune Values) 12 miles in atmosphere, 120 miles in space
Damage: 3d6x10 MD per pulse burst, 6d6x10 MD per simultaneous blast(counts as one attack)
Rate of Fire: EPCHH
Payload: Effectively Unlimited

2) Light Laser Cannon(4)---Four light pulse cannon are mounted in the nose to give the pilot a backup weapon.
Range:(Palladium Values) 4,000 ft in atmosphere, 16,000 ft in space
(Kitsune Values) 3 miles in atmosphere, 30 miles in space
Damage: 4d6 MD per blast, 1d6x16 MD for all cannons firing simultaneously.
Rate of Fire: EPCHH
Payload: Effectively Unlimited

3)Medium Range Missile Racks(2)---Buried in the wings are two MRM launchers; these are the fighter’s main weapon against larger ships.
Range: Varies by Missile Type
(Kitsune Values)160 miles in an atmosphere and 80,000 miles in space.
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-5
Payload: 20 MRMs per launcher, 40 total

Vatiants:
*PS-TAV-SF-08C---The variant does away with the four light pulse cannons, and substitutes a PS-XMG 20mm Gatling Cannon instead, and mounts a light pulse laser(identical to the four originally mounted in the nose) facing rearwards in the tail instead. This variant has better ground attack capabilities, but has proven less popular in galactic sales, due to the specialized ammunition the XMG requires.
Range: (Palladium Values)13,000 ft in atmosphere, 52,000 ft in space)
(Kitsune Values) 10 miles in atmosphere, 100 miles in space
Damage: 4d4 MD single shot
1d6x10 MD per 6 rd burst
2d6x10 MD per 12 rd burst
6d6x10 MD for a 30 rd burst(takes 2 attacks)
Rate of Fire: ECHH
Payload: 500 rd drum
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
Shark_Force
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Re: Paladin Steel Storefront

Unread post by Shark_Force »

am i reading the force field correctly to understand that "monoplanar" means "only for one direction"?

and if so, how do you handle that?
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Shark_Force wrote:am i reading the force field correctly to understand that "monoplanar" means "only for one direction"?

and if so, how do you handle that?


Oops...sorry...personal moonspeak/sci--fi gibberish for the standard plain-vanilla single-layer/level/plane/non-variable forcefield...
My bad...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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ZINO
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Re: Paladin Steel Storefront

Unread post by ZINO »

Paladin Steel Hesperia Starfighter
(aka ‘Iron Butterfly’, ‘Spader’)

is this a pre rift vehicles??????
let your YES be YES and your NO be NO but plz no maybe
Shark_Force
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Re: Paladin Steel Storefront

Unread post by Shark_Force »

taalismn wrote:
Shark_Force wrote:am i reading the force field correctly to understand that "monoplanar" means "only for one direction"?

and if so, how do you handle that?


Oops...sorry...personal moonspeak/sci--fi gibberish for the standard plain-vanilla single-layer/level/plane/non-variable forcefield...
My bad...

ah ok. stupid math class, making me think of a mathematical plane :P
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glitterboy2098
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Re: Paladin Steel Storefront

Unread post by glitterboy2098 »

taalismn wrote:
Shark_Force wrote:am i reading the force field correctly to understand that "monoplanar" means "only for one direction"?

and if so, how do you handle that?


Oops...sorry...personal moonspeak/sci--fi gibberish for the standard plain-vanilla single-layer/level/plane/non-variable forcefield...
My bad...

i use term "unifield" for that myself. cribbed it from Scholock mercenary. a single layer, non-variable, 'bubble' type...
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

ZINO wrote:
Paladin Steel Hesperia Starfighter
(aka ‘Iron Butterfly’, ‘Spader’)

is this a pre rift vehicles??????


Nope...It's an alien/D-Bee design...or rather based on an alien design that PS attempted to reverse-engineer...ultimately all they got out of it was the aerodynamics, and kludged in other tech they'd acquired from other sources or had on hand....They were trying their hand at a 'by the book' starfighter, Three Galaxies-style.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

By request:

PS Biothan Shells
“I need a forest of at least forty acres right there and I need it right NOW!”

Biothan Shells are ordnance designed to deliver a combination of genetically-modified plants, chemical growth enchancement factors, and magic growth accelerators on site, to create instant plant growth. The program is a side development of the same programmes that produced the Warlock Elemental Warheads and Tangletorp munitions. The shells can be delivered via a ‘Metalstorm’-style launcher, or dropped as bombs from aircraft, allowing for rapid deployment. The shell casings themselves, once deployed, are biodegradeable, and help contribute to the growth of the seedlings they carry to the ground.
Biothan Shells are used typically to create natural obstacles, provide shelter(in the way of windbreaks and erosion control), localized terraforming, food and lumber, bioremediation, and camouflage.
The program had some early problems, however, especially during early trials, when a miscalculation led to an outbreak of ‘super kudzu’ in southern Greater New England, that was brought under control only with drastic measures(i.e. crop dusting with napalm)...PS has since moved all future Biothan testing out-dimension against future mishaps.
Note: The name ‘Biothan’ supposedly comes from an exclamation of an observer at one of the early trials of the munitions. The observer compared the sight of the rapidly spreading forest growth to a ‘biological leviathan’, and that was contracted to ‘biothan’ by witnesses).
Weight: 5- 2,000 lbs
Effects: Biothan ordnance buries itself into the ground and ‘explodes’ into a bloom of vegetation growth, typically reaching maturity within 2-5 minutes
Depending on local conditions, the plant growth may become permanent, establishing itself in the locality, or may wither and die within 2d4 days, unless somehow maintained, if conditions are particularly harsh.
Biothan Shells loaded specifically with ‘offensive’ plant species act essentially as a Wall of Thorns spell; anyone trying to push through the thick growth will take 5d6 SDC falling into it, and must inflict 20 MDC per 20 ft of growth to get through. Even regular tall grass will slow passage through it by 10%, thicket growth by 25%, mature trees by 50%.
(For anybody who REALLY needs to know, getting caught in the footprint of a Biothan munition will take 5d6 SDC from the initially impact and Vampires take 5d6 HP(1d6x10 HP in the case of a hardwood growth munition) and have a 30% chance of being staked down )
The smallest Biothan Shell is 40mm in size, and will produce a swath of mature grass roughly 50 ft wide wide, or a thicket of brush 30 ft wide, or a small tree(10-20 ft tall). Multiple 40mm Biothan Shells are typically loaded into large multiple-round dispensers.
The largest currently available Biothan munition is based on a 2,000 lb bomb-casing, and can expand into a 60 ft spruce or other large tree, or a copse of smaller trees in an 160 ft diameter area, or 300 ft of mature grassland.
Cost: Depending on the particular plants selected and modified, a standard (40-75mm) Biothan munition holding ‘scrub vegetation’ would cost 2,000+ credits, while hardwoods and fruit trees could cost 4,000 credits or more. ‘Offensive’ species, like Wall of Thorns and tangling vines will cost 8,000 credits or more, depending on the size of the munition.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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ZINO
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Re: Paladin Steel Storefront

Unread post by ZINO »

HUH?????? what the F@#$ is that S(*&!!!!!!!
NICE
taalismn wrote:By request:

PS Biothan Shells
“I need a forest of at least forty acres right there and I need it right NOW!”

Biothan Shells are ordnance designed to deliver a combination of genetically-modified plants, chemical growth enchancement factors, and magic growth accelerators on site, to create instant plant growth. The program is a side development of the same programmes that produced the Warlock Elemental Warheads and Tangletorp munitions. The shells can be delivered via a ‘Metalstorm’-style launcher, or dropped as bombs from aircraft, allowing for rapid deployment. The shell casings themselves, once deployed, are biodegradeable, and help contribute to the growth of the seedlings they carry to the ground.
Biothan Shells are used typically to create natural obstacles, provide shelter(in the way of windbreaks and erosion control), localized terraforming, food and lumber, bioremediation, and camouflage.
The program had some early problems, however, especially during early trials, when a miscalculation led to an outbreak of ‘super kudzu’ in southern Greater New England, that was brought under control only with drastic measures(i.e. crop dusting with napalm)...PS has since moved all future Biothan testing out-dimension against future mishaps.
Note: The name ‘Biothan’ supposedly comes from an exclamation of an observer at one of the early trials of the munitions. The observer compared the sight of the rapidly spreading forest growth to a ‘biological leviathan’, and that was contracted to ‘biothan’ by witnesses).
Weight: 5- 2,000 lbs
Effects: Biothan ordnance buries itself into the ground and ‘explodes’ into a bloom of vegetation growth, typically reaching maturity within 2-5 minutes
Depending on local conditions, the plant growth may become permanent, establishing itself in the locality, or may wither and die within 2d4 days, unless somehow maintained, if conditions are particularly harsh.
Biothan Shells loaded specifically with ‘offensive’ plant species act essentially as a Wall of Thorns spell; anyone trying to push through the thick growth will take 5d6 SDC falling into it, and must inflict 20 MDC per 20 ft of growth to get through. Even regular tall grass will slow passage through it by 10%, thicket growth by 25%, mature trees by 50%.
(For anybody who REALLY needs to know, getting caught in the footprint of a Biothan munition will take 5d6 SDC from the initially impact and Vampires take 5d6 HP(1d6x10 HP in the case of a hardwood growth munition) and have a 30% chance of being staked down )
The smallest Biothan Shell is 40mm in size, and will produce a swath of mature grass roughly 50 ft wide wide, or a thicket of brush 30 ft wide, or a small tree(10-20 ft tall). Multiple 40mm Biothan Shells are typically loaded into large multiple-round dispensers.
The largest currently available Biothan munition is based on a 2,000 lb bomb-casing, and can expand into a 60 ft spruce or other large tree, or a copse of smaller trees in an 160 ft diameter area, or 300 ft of mature grassland.
Cost: Depending on the particular plants selected and modified, a standard (40-75mm) Biothan munition holding ‘scrub vegetation’ would cost 2,000+ credits, while hardwoods and fruit trees could cost 4,000 credits or more. ‘Offensive’ species, like Wall of Thorns and tangling vines will cost 8,000 credits or more, depending on the size of the munition.
let your YES be YES and your NO be NO but plz no maybe
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

galahad13 wrote:do you give discounts for large orders?

if so, i'll take 10000 of the large hardwood shells. and if you can whip up a rainstorm round, i'll take a cpl thousand of those too. I'm gonna go take over mexico.



Yeah...we're working to bring the price down....The stickler is component cost...Most TW devices use precious or semi-precious stones as focuses...We've been able to bring the price down by refining our techniques to use flawed quartz crystals, or, ideally, quartzite....For BIG aps, we're working to embed spells in crushed quartzite...
Fortunately, until that happens, our dimensional trade and space-mining ops have as a priority acquiring access to low-cost supplies of crystals suitable for TW aps...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
Shark_Force
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Re: Paladin Steel Storefront

Unread post by Shark_Force »

or you could just start trying to reverse engineer xiticix tech (i've long considered making a TW character with this as a goal... it might be too powerful to successfully research, but being able to turn xiticix resin into TW construction materials, thus negating the need for gemstones, just seems like it would be a 'holy grail' of techno-wizardry. especially when there is a TW gun that the xiticix make that can produce said resin)

just imagine the change that would be if, instead of 20,000 credits per karat for armor of ithan you could use xiticix resin that costs a few PPE for a 3' diameter sphere...
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Shark_Force wrote:or you could just start trying to reverse engineer xiticix tech (i've long considered making a TW character with this as a goal... it might be too powerful to successfully research, but being able to turn xiticix resin into TW construction materials, thus negating the need for gemstones, just seems like it would be a 'holy grail' of techno-wizardry. especially when there is a TW gun that the xiticix make that can produce said resin)

just imagine the change that would be if, instead of 20,000 credits per karat for armor of ithan you could use xiticix resin that costs a few PPE for a 3' diameter sphere...


Here's your locker and over there's your work bench

Yeah...over 80% of the small research loans and material advances we make to small research efforts don't pan out, but those that DO succeed...Well, with the favorable terms we can negotiate for licensing, we still come out ahead in the marketplace.... :D
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel PSPPR05 ‘Lewiston’ Light Plasma Cannon
(aka ‘Long Louie’)

“Nazzaaahhh!!!!! I CANNOT continue to pour troops towards that position if they can rain fire-bolts on my soldiers from so far that we cannot SEE them, let alone fire back at them! Milord, the Nsg’rath and Hus’el Companies are already demolished! If I make one more attack even with both Companies combined, and they take the same ratio of casualties, we’ll lose the entire southern salient!”

The PS ‘Lewiston’ started out as an effort to produce a cheaper version of the Northern Gun NG-E4 Plasma Ejector and undercut Northern Gun’s market command based on that weapon(the corporate competition between the two firms entering a particularly vicious period at the time). The resulting weapon, however, did less damage per shot, but enjoyed over double the range of the NG-E4, outranging many laser rifles in fact, so Paladin Steel approved the design for mass-production as the PSPPR05 ‘Lewiston’. The PSPPR05 is even more reliable, however, displaying a durability and ruggedness of construction that makes it very capable as a field weapon. It has one of the longest ranges of a commercially-available Rifts Earth plasma weapon, courtesy of the Shelbourne Plasma Engineering R&D group’s expertise with plasma generation and control. In particular, the Lewiston has a distinctive long and wide barrel assembly that forms and accelerates the plasma bolt from the weapon. The Lewiston can accommodate a variety of power-sources, from side-mounted e-clips, ‘saddle’ e-canisters, to a large top-mounted re-generating e-clip. Theweapon comes standard with a bipod and scope-mount.
The weapon’s name has stirred some debate; the official story is that when the GNE military accepted the weapon into service, they decided to honor the late Sergeant Rusko Lewis(for his heroism in the defense of New Saybrook against Horune raiders) by naming the weapon after him. However, the other story circulating is that the PSPPR05 looked so much like the old pre-Rifts ‘Lewis Gun’, with its long barrel shroud and large top-mounted E-canister, that the weapon was soon tagged as the ‘Lewiston’ by engineers, and the name stuck.
The Lewiston is typically used in GNE formations as a light machine gun-style weapon, often assigned to garrison and wilderness patrol units, where the long range is an asset. Sales have recently begun to the open market through PS’s outlets and catalogues.
Weight: 22 lbs
Range: 3,300 ft
Damage: 5d6 MD per shot, 2d4x10 MD for a four-shot burst
Rate of Fire: Standard
Payload: 6 shots standard e-clip, 18 shots long e-clip, 48 shots with an e-canister
Special Features:
*Top Targeting Scope
*Bi-Pod Mount
Cost: 33,000 credits
Options:
*Gun-Shield---A folding plate gunshield that affords some extra protection(about 45 MDC) to a prone gunner. Cost: 7,000 credits

*Regenerator E-clip---PS’s reverse-engineering of the NG Regenerating Power Pack became available in 111 P.A., using more advanced d-bee-donated engineering and synthetic power matrix-crystals. A smaller version that could be added to pistols(RPP-2S) became available a year later. This 3 lb octagonal unit fits on top of the weapon and provides the weapon with 60 single shots, and regenerates 4 shots per hour, up to seven times. The technology is still fairly expensive, though; a single PS RPP-2S costs 18,000 credits, though as PS’s orbital manufactories increase production, the cost is expected to come down in coming years.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Arnie100
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Re: Paladin Steel Storefront

Unread post by Arnie100 »

:D Nice to see a new weapon!
They can't see me...Right!?
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Arnie100 wrote::D Nice to see a new weapon!


Always happy to be postin' something NEW... :D
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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ZINO
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Re: Paladin Steel Storefront

Unread post by ZINO »

what next taalismn
let your YES be YES and your NO be NO but plz no maybe
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

ZINO wrote:what next taalismn


Oh, I'm tightening the bolts and putting the primer on a few projects....
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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abtex
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Re: Paladin Steel Storefront

Unread post by abtex »

taalismn wrote:
Arnie100 wrote::D Nice to see a new weapon!


Always happy to be postin' something NEW... :D

Yes nice. Did you find a book on Machine Guns?

Need some new ideas? Start here then Go here look for "alle in Galerie anzeigen" bottom of 2nd paragraph for gallery of more pictures. the first site has some good stuff on it alone. Down near the bottom are links to .pdf and other blog site on Karl Hans Janke and his works. Some of the space ships or airships are nice.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel Cybermals

“Go WILD when buying your next security system, with the new Cybermal system from Paladin Steel!”

The Cybermal program is the result of an long-time collaboration between PS Resource, PS Heart(Bionics), and PS Advanced Biologics, as an extension of their work on cyborging horses, donkies, and dogs. Ps wanted to utilize the instincts and natural sensitivity of animals to the supernatural, while protecting them from the dangers that such encounters usually involved, with an eye towards domestic security and guard applications. Cybermals are essentially cyborged animals, the breeding stock of which are cloned animals, optimized for maximum physical attributes, and which are gradually cyborged through a six-to-eight-month maturation period. The cyborged animals are given some exposure to specially trained ‘guiders’ who teach the immature cyborgs such skills as hunting and prowling, and also teaching them pleasure and pain associations in their activities. The essential element of the Cybermal is the bio-chip interface implanted in their brain stems, that uses advanced psuedo-A.I. discrimination protocols to use both pleasure and pain stimuli to promote loyalty and mission awareness, providing a ‘rider’ overseeing the animal half of the cyborg intelligence. Biochip programming is a highly guarded secret of Paladin Steel; the sophisticated psuedo-A.I. algorithms that allow the Cybermals free rein of their animal abilities, while keeping them attuned to their missions are among some of the most advanced AI-systems in PS. Besides allowing the cyborgs to identify and interpret threats and obstacles, and keeping them focused and loyal, the biochip interface also protects the Cybermal from being unduly influenced by illusions and mind control....Many a wizard and monster has attempted to take control of the ‘dumb animal’, only to discover that the cyborg has the tenacity and lethality of a smart missile with hard lock -on.
Cybermals represent Paladin Steel’s growing expertise with computer and cybernetic systems, combined with new genetic engineering technologies. While the average Cybermal may not be as blindly fearless and loyal, tough or strong, or invulnerable to psionics and magic as an equivalent robotic device, Cybermals often make up for their weaknesses with instinct and base animal cunning. While they may on occasion cut and run, they never blindly sacrifice themselves either, and often a retreating Cybermal can report what it’s seen and run from, providing invaluable data for reinforcements. Another advantage that Paladin Steel is quick to point out in the Cybermal line, is the ability of the cyborgs to carry and use technowizardry devices...which gives them a serious edge, particularly when facing supernatural opponents.
Paladin Steel emphasizes that proper care is to be taken in the handling of the Cybermals; being living, semi-intelligent creatures, they react poorly to mistreatment, and even the most loyal Cybermal can rebel or cut and run if not treated properly(they aren’t robots, after all). With proper care, regular physical checkups and servicing, and appropriate psychological reward, Cybermals can enjoy an active operational lifespan 2-3 times that of their wild cousins. Despite this, the Cybermal program remains one of the more controversial of the Paladin Steel developments; many mystics and psi-stalkers regard them with disdain, as the products of ‘factory farming’ or ‘tampering with the natural order of things’, and it’s been rumored that PS has had to move the cloning and implantation phases of Cybermal breeding to outdimension enclaves for security reasons.
PS is looking at adding additional animals to their Cybermal program, including rats, seals, sea lions, and additional birds, though there are some animals, such as dolphins, they will NOT clone and cyborg, out of deference to their wild sentient/border-line sentient cousins. PS will also NOT produce Juicer-style clone augments, trading lifespan for high performance.

ALL Cybermals have the following programming built into them:
*Basic Language and Word Recognition---Most Cybermals have been programmed/trained to recognize and understand simple commands in over six different languages---Typically American English, Spanish, French(Canadian), Dragonese, Techno-Can, and Gobbley(though other languages may be selected).
Though unable to read, Cybermals can still recognize simple words like ‘EXIT’ or ‘DANGER’ and can memorize simple numerical sequences(like a license plate), though they fall far short of human reading and mathematical skills.

*Basic Tech/Lifeform Identification---Cybermals come with a basic 1,000 item recognition database, covering the basic uniforms, insignia, equipment, races, intelligent species, and monsters of North America. Of course, being an animal, the Cybermal can subsequently learn, via association and experience, additional ‘good’ and ‘bad’ things, and knows enough to investigate and/or report unknowns, and act on its instincts to avoid others.
*Target Database---All Cybermals carry an internal visual-associative memory of various common objects, beings, and equipment, along with attendant priority warnings. Monsters, demons, and supernatural predators have an IMMEDIATE THREAT rating, sending the animal into Full ALERT and/or Combat Modes.

*Loyalty---All PS Cybermals have been raised, indoctrinated, and programmed to be loyal to their handlers and designated ‘safe’ humans...This may include several layers of ‘interaction protocols’...for instance, a domestic security Cybermal must be expected to be friendly to children and other obvious non-threats, impartial to passersby, accept orders from anyone with a police/security designation, and attack lawbreakers and designated targets, while installation guard Cybermals may be programmed to attack any intruders in their patrol perimeter, and accept orders only from a handful of predesignated officers.

*Learning----A major advantage of a Cybermal system is the ability of the animal to learn how to better use its abilities and to face off with an opponent.
(Option) Cybermals can use the Cyborg OCC Experience Tables, and can pick up an additional APM at levels 3, 6, 9, and 12

*Multiplexors---Many Cybermals have built-in TW Multiplexors---PPE Battery-powered magic projectors that the animal has been trained to use. The original systems were reliant on limited-capacity PPE Batteries that required the animal to return frequently to its handlers to have the cartridge batteries replaced, but continuing TW research has developed a new system that allows the animal to slowly recharge its Multiplexor batteries from its own (much reduced) PPE remaining after cyborg conversion. Although the Cybermal regains PPE at a FAR slower rate than a mage or even a normal animal, it does permit the Cybermal to operate for far longer in the field without having to seek out a handy mage or supply depot. The animal CANNOT learn new spells, however, nor does it get any special saves. The Cybermal Multiplexor CANNOT be transplanted into another being; it is keyed to the animal’s bio-patterns.

Systems Options
(available to ALL Cybermals):
*Urethra Chemical Spray Sac---This quite simply adds an extra chemical sac to the animal’s own plumbing, to allow it to add special chemicals to its urine. Since many animals(particularly felines and canines) use their urine to mark territory, this allows additional chemical cues to be added, such as dyes that are luminescent under infrared light, or special odor cues that can be picked up by handheld detectors. This allows the Cybermal to lay down ‘scent’ or ‘p-tracks’ for other other Cybermals or following infantry to follow, mark safe lanes, and tag mines, boobytraps, and sensors for avoidance. In bird-forms, this takes the form of bright droppings or chemical tags.

*Psionic Stimulation Packages(In development)----Paladin Steel has let out advance word that it is developing special psionic augmentation modules for the Cybermal series, similar to the Psynetic implants rumored to be floating around Europe, and the more commonly available M.O.M. systems available as ‘Crazies’.
The most likely focus of these psionic stimulators would be in increasing the sensory capabilities of the animals, especially in sensing the supernatural, but the success of the Tiger Terror Graft is an indication that more powerful psionic types may be projected as well. However, the use of such systems on a cyborged animal are likely to come with a stiff physical cost, and Paladin Steel is still evaluating the ‘break even’ point between viable augmentation of the animals and inflicting unnecessary suffering on its creations.


Weapons Options
(These are the more common weapons types mounted on Cybermals; typically the Cybermal carries light infantry weapons; it’s common practice for many Cybermal teams to mount their sidearms on their animals, so that in an emergency they can detach them and use them themselves. Another consideration in arming Cybermals is the animal’s intelligence; few animals tend to think in terms of combat beyond the immediate reach of their natural weapons, or a short sprint, even with their ‘natural’ perceptions altered to accommodate the idea of ranged weaponry. Some weaponry, in fact, will only really be used by the cyborged animal effectively at half to a quarter of its maximum range; many weapons, especially longer-ranged energy and missile weapons, will therefore be ‘slaved’ remotely to an accompanying handler or commander, to make best use of the range advantage):

a) Pulse Laser----Modified LR-20; 1,600 ft range, 2d6 MD per single shot, 6d6 MD per triple shot burst, 40 shot battery(recharges at 10 shots per hour)
Cost: 55,000 credits

b) Sniper Laser----3,000 feet,6D6 per single shot, 25 shot battery(recharges at 10 shots per hour)
Bonus: +1 to strike from special gyrostabilization
Cost: 55,000 credits

c) Gatling Laser-----Three-barreled rapid-fire laser cannon; 2,000 ft, 2d4 MD single shot, and 2d4x10 MD per six-shot pulse burst. 60 shot battery(recharges at 10 shots per hour)
Cost: 55,000 credits

d) Plasma Cannon----800 ft, 5d6 MD per shot, ECHH, Standard 18 shot battery(recharges at 6 shots per hour)
Cost: 12,000 credits

e) Ion Cannon------1200 ft, 3d6 MD per blast, 25 shot battery(recharges at 10 shots per hour) 18,000 credits
For an additional 15,000 credits, these ion cannons can be replaced/augmented with the dual ion gun/vibrosword mount copied from the Aqua- Tech Orca-50 Deep Sea Power Armor(see Rifts Undersea, pg 140, for details). The blades do 2d6 MD on a slash, plus 1d6 MD per 20 MPH in a sideswipe/bodyblock/ram.
Cost: 55,000 credits

f) Particle Beam Cannon------Standard Cyborg PBC; 1,000 ft, 6d6 MD per shot. 25 shot battery(recharges at 10 shots per hour)
Cost: 55,000 credits

g) Magbolt Cannon----- Modified light Magtech weapon
Range: 2,000 ft
Damage:(Magnetic Vortice-SDC) 2d8 SDC per vortice, plus 60% chance of knocking down human-sized targets
(MDC) 2d6 MD per vortice
Payload: 25 shot battery(recharges at 10 shots per hour)
Bonuses: +1 to strike from laser targeting
Note: Magtech force vortices, being invisible, are -8 to dodge
Cost: 55,000 credits

h) Stun Cannon-----Electro-pulse zapper. Range 300 ft, 25 shot battery(recharges at 10 shots per hour)
Damage: Victims are -10 to strike, parry, and dodge for 2d4 melees, plus a 40% chance of falling down( lose 1 APM and all initiative while trying to get back up). A successful save versus non-lethal poison means the victim is unimpaired
Cost: 5,000 credits

i)Light Machine Gun------Standard 5.62 mm LMG; 3,000 ft range, 5d6 SDC per round, 1d6 SDC/Bruising damage for a burst of three rubber crowd-control bullets, and can use MDC bullets. Standard rate of fire, and has a box-magazine of 200 rds. Cost: 2,500 credits

j) Light Autocannon-----Essentially a cyborg-mounted PS ‘Taskin’ Cannon. Can also fire crowd-control rounds.
Range: 3,000 ft
Damage:(20 mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm PSX-1)4d4 MD per shell
1d6x10 MD per 5 rd burst
2d6x10+4 MD per 10 rd burst
Airburst does 4d4 MD to 2 ft blast radius(single shot)
(Wood rds) 6d6 SDC per shell(1d6x10 HP to vampires)
2d4x10 SDC per 5 rd burst(2d4x10 HP to vampires)
2d4 MD per 10 rd burst (3d6x10 HP to vampires)
(Crowd Control rds)humans and human-sized D-Bees must roll a D20 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174)
Rate of Fire:ECHH
Payload: 150 rds
Cost: 55,000 credits

k) Light Rail Gun----This is PS’s copy of the Coalition’s own ‘Deadman’ rail gun.
Range: 4,000 ft
Damage: 1d4 MD single rd, 4d6 MD per 20 rd burst(8d6 MD for both guns firing in a dual burst---counts as one attack)
Rate of Fire: ECHH
Payload:400 rd drum(20 bursts) per gun
Cost: 55,000 credits

l) Micro-Missile Launcher----- Fires the standard PS Pattern-1c MicroMissile/RPG. 12 shot launcher, 6,000 ft range, 4d6 MD to 4 ft blast radius, or 1d4 MD to a 10 ft blast radius in fragmentation mode.
Cost: 35,000 credits for the launcher

m) Mini-Missile Launcher------Two types available:
*80MM Mini-Missile Rocket Pack-----Payload: 6
Cost: 50,000 credits for the launcher
OR...80MM-"B" Mini-Missile Rocket Pack---Payload: 10
Cost: 55,000 credits for the launcher

n) Anti-Armor ‘Heavy Hitter’ Missile---1 per hardpoint---Range: 1 mile, Damage: High Explosive 2d4x10 MD, Payload: 2, Bonuses: +5 to strike
Cost: 50,000 credits for the launcher, 8,000 credits per missile

o) Squirt Cannon---A mechanized ‘Super Soaker’ for spraying vampires or using other chemical agents.------200 ft range, damage and effects vary by chemical( 4d6 HP to Vampires if carrying water)
Payload: 30 shots
Cost: 3,000 credits

p) Flamethrower-----Uses the standard Free Canadian Incendi-Gel; 500 ft range, 3d6 MD per burst, plus does an additional 2d6 MD per melee for 1d6 melees, 20 bursts
Cost: 25,000 credits

q) Mini-Grenade Launcher------Standard light 30mm auto-grenade launcher
Range: 1500 ft
Damage: Frag rounds do 4d6 MD to a 12-foot radius. AP rounds do 1d4x10 to a 3-foot blast radius, and Plasma rounds do 1d4x10+10 to a 5-foot radius. A 3 round burst of frag shells does 1d4x10 to a 15 foot radius, a burst of 3 AP shells does 2d4x10 to a 5 foot radius, and a burst of 3 plasma shells does 3d4x10 to an 8 foot blast radius A 5 round burst of frag shells does 1d6x10 to a 20 foot radius, a burst of 5 AP shells does 2d6x10 to a 6 foot area, and a burst of 5 plasma shells does 3d6x10 to a 10 foot radius. A 10 round burst of frag shells does 2d6x10 to a 40-foot radius. A 10 round AP burst does 3d6x10 to an 8-foot area, and a 10 round plasma burst does 4d6x10+10 to a 15-foot radius!!
Rate of Fire: Standard
Payload: 20 shot clip
Cost: 40,000 credits

r) Vibro-blade Cluster---Does 4d6 MD on a slash/sideswipe.
Cost: 16,000 credits

s) Chain/Buzz Saw Mount------ 5d6 MD, but extremely noisy
Cost: 30,000 credits

t) Goop Gun------This option consists of a high-pressure sprayer/applicator and two storage bottles. The “Gum Gun” applies/squirts a super-strong epoxy adhesive that can be used to cement MDC materials together, or make temporary patches. Used in quantity, the epoxy can be used to build up an MDC barrier. As a weapon, the Gum Gun can be used to capture opponents with an entangle.
Each application covers about five square feet,. To completely cover a human- sized target, the attacker must roll a 12 or better on the strike roll, otherwise only a limb is glommed. Anyone caught in the goo must have a supernatural or robotic PS of 30 or better to break free; otherwise they are stuck until the goo is somehow removed.
The epoxy sets within seconds, and can be used underwater. However, the sprayed epoxy needs 1d4 hours to properly cure, at which point it attains its maximum strength. Once the two tanks are emptied, the twin bottles, which are sold and attached together as a pair, can be quickly exchanged for fresh ones in one melee action, like changing an e-clip.
Range: 100 ft
MDC : 25 for sprayer, 30 for tank.
Epoxy has 2d4 MDC per application, but hardens to 2d6 +1 MDC after curing for 1d4 hours
Damage: None
Payload: 30 applications per tank.
Cost: 50,000 credits for the sprayer, 5,000 credits per 30-application cartridge,

u)TASER System - fires an electrically-charged glass bead which delivers a strong shock.
Range: 200 ft
Damage:Nil. Humanoids struck with this weapon must save vs. coma or be shocked unconscious for 1D6 minutes.
Cyborgs have a 50% chance of having their cybernetics disrupted for 1D10 minutes, and a 20% chance of a non-vital system being permanently shorted out.
Rate of Fire: ECHH
Payload: 40 taser ‘beads’ in a screw-on magazine. The gas cylinder has enough inert gas propellant for 80 shots.
Bonuses: Lightweight construction give this weapon a +2 to strike
Cost: 2,000 credits. Ammo costs 300 credits per magazine of 20 shots.

v)Auto-Shotgun
Weight: 10 lbs
Range:(12 Gauge)) 300-1,000 ft(varies by ammunition type)
Damage:(12 Gauge)
*Standard Shotgun shell--300 ft range, 5d6 SDC
*Standard Buckshot shell---300 ft range, 4d6 SDC to 5 ft area
*Teargas shell---300 ft range, 25 ft radius---victims are -10 to strike, parry, and dodge, -3 initiative, lose 1 melee attack/action, for the next 1d6+1 melees
*Baton shell---300 ft range, 2d6 SDC, plus humans and human-sized D-Bees must roll a D20 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174).
*S-9Dex Incapacitation Munition ---300 ft range, Essentially a paper-shelled shotgun shell-sized gas-propelled 'cold rocket', packed full of taser beads. Beads powder on impact, reducing the chance of bystanders or ingoing police stepping on undischarged beads. Great for crowd control and dealing with closed-space situations(alleyways, rooms, vehicle interiors, etc...)
Effective Range: 300 feet, w/ 20 ft radius
Damage: Nil. Humanoids struck with this weapon must save vs. coma or be shocked unconscious for 1D6 minutes.
Cyborgs have a 60% chance of having their cybernetics disrupted for 1D10 minutes, and a 30% chance of a non-vital system being permanently shorted out.
*High Explosive Armor Piercing Shell---1,000 ft range, 6d6 MD(no blast radius)
*Mini-Grenade(plasma)--- 1,000 ft range, 5d6 MD to 5 ft blast radius
*Mini-Grenade II(Fragmentation)---1,000 ft range, 2d4 MD to 10 ft blast radius
*Standard HESH Shell---1,000 ft range, 2D4 M.D. plus 4D4 S.D.C. to the person(s) inside of EBA power/body armour & roll versus knockdown (14)
*Acid Shell---1,000 ft range, 4d4 M.D. the melee first round. Damage goes
down by 1d4 each melee round after that. Additional bolts do additional damage, and therefore add to the duration. No matter how many bolts hit, the damage only goes down by 1d6 each melee
Rate of Fire:(12 Gauge) Standard
Payload:(12 Gauge) 10 rd ‘box’ clip
Or a 20 shot drum can be added
Cost: 8,000 credits(yep!)
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel Cybermals.....”Bringing New Life to Your Security Forces”


PSCyA-14 Wolf Scout/Light Patrol Borg
“Nice dogggieee....”

“These things are nearly as good as a Dog Boy when it comes to detecting nasties that like to go invisible and sneak up on you...I did a drop with a PSCyA-14 pack-platoon on a ‘burgh that had a crop-up of the supernaturals right downtown, and the local constabulary didn’t want to admit that they had a problem...good thing our folks had gone through a few weeks earlier and convinced one of the town managers to call us if anything happened, because the security cordon those saps threw up around the rift was doing NOTHING.....turned out a whole flock of nasty little buggers with natural invisibility were sneaking past their cops and into town to feed.....my company dropped in behind them and WE mighta been diced if it hadn’t been for our K-9s..cyberwoofers could see and smell the damn things, even better than our rifle PPE scopes and psi-goggles, and tell us where they were.....once they lost their cover, the critters toasted up nicely in our sights......I’m not sure I’d want one of those PSCyA-14s as a pet, but they are damn fine animals on the battlefield, and I can understand why the pack handlers are gaga about them mutts...”
-----Corporal Briscoll Manyatten, Octoman Field Specialist, VFS Rapid Deployment Forces.

The PSCyA-14 resembles an ordinary wolf or coy-dog with what appears to be a vest of metallic mesh. The eyes may also seem glassy or metallic. The claws and teeth have been reinforced with superhard plastics, while the skin has an underlying layer of cyberarmor and subcutaneous mesh. Important muscle groups have been further reinforced and augmented with impulse-stimulated myomers, while reflex-boosting implants and stem-cell augmentation injections have boosted the animals’ speed and reaction time. Augmentation isn’t nearly as extreme as the larger Cybermals, in order to preserve the animals’ natural abilities to sense PPE, but the animal will never be mistaken for a regular wolf or mutt.
The PSCyA-14 is designed with light security work in mind; ferreting out intruders, sniffing cargo for contraband, and tracking persons and creatures. It also is employed in Search and Rescue, bodyguard, and personal companionship roles. But lest anyone think that the PSCyA-14 is just a hopped up dog, the PSCyA-14 retains a strong natural predatory attitude that defers to the ‘alpha male’ of its pack, and can show a surprisingly vicious attitude towards all others. In contrast to their feline counterparts, the PSCyA-14s are alert, dedicated, and always on watch.
The PSCyA-14 is also commonly used by police and security forces as a ‘K-9’ unit, and is a fairly common sight in cities of the Washington and Vermont Free States, patrolling residental areas, reservoirs, farms, and industrial sites.
Type:PSCyA-14
Class:Scout/Light Patrol Borg
MDC/Armor by Location
Main Body 90
Head 30
Legs(4) 15 each

*The PSCyA-14 is frequently issued a ‘doggie vest’ of padded MDC armor that protects the torso and dangles over the upper legs. The vest offers minimal MDC(20 MDC) but has 1-4 pockets that allow the PSCyA-14 to carry messages and small packages(nothing bigger than a fusion block or e-clip).

Hit Points 18
Size: 5 ft long
Weight:120 lbs
Physical Attributes:
IQ:4(High animal intelligence), ME:20, PS: 14, PP:20, PE: 18,
Speed:(Running) SPD 35/ 25 MPH
(Leaping) Standing leap of 15 ft up/20 ft across, or a running leap of 30 ft up/40 ft across
(Climbing) Excellent; equivalent to a Climbing skill of 80%
(Swimming) Excellent swimmer; can dogpaddle at 12 MPH

Systems of Note:
Universal Headjack
Hardwired Nervous System
Radio Transmitter/Reciever---Activated by a remote signal, this allows the Cybermal’s ‘handler’ to send commands and monitor what the animal is seeing/hearing.
Range: 10 miles(80 miles with antennae extended)
Cyberlung and Air Filter--- 1 hour capacity; 94% effectiveness against nerve gases and poisons

Sensors:
Multi-Cyberoptics----Telescopic(6,000 ft), MacroLens(x8), Passive Night Vision(2,000 ft), Thermo-imaging(2,000 ft), Light Filters, Targeting Display(+1 to ranged attacks)
Augmented Hearing
w/Ultra-Ear
Sound Filtration
Advanced Smell---Track by Smell (80%). recognize changes in emotion(70%)
Mini-Video/Audio Recorder---Records what the animal sees and hears on an eight-hour discette that fits into a slot at the back of the skull.

*Sense PPE and the Paranormal---not an added ability, so much as the remaining instinctive ability to sense the supernatural. The animal can sense supernatural beings, the active use of magic, and invisible paranormal forces within a 600 ft radius, and will react in the negative to it)begins twitching, growling, and growing increasingly agitated). Special combat training and the combat programming allows these animals to overcome their fear and instead seek and attack the source of the disturbance, however.

Weapons Systems:
1)Augmented Teeth and Claws---The teeth and claws of the PSCyA-14 aren’t as powerful as those on the higher marks, but they can still do considerable damage to small targets:
Bite: 4d6 SDC or 1d4 MD for a power bite(takes TWO attacks)
Claw: 3d6 SDC

2)Weapons Hardpoint---The PSCyA-14 mounts one weapons hardpoint on its back

Combat:
Actions/Attacks per Melee 4
Initiative +2(+6 from amplified hearing)
Strike +3
Parry +2
Dodge +2(+2 from amplified hearing)
Roll +3
Save Versus Magic +5
Save Versus Mind Control/Psionic attack(bio-chip loyalty programming) +8
Save Versus Horror Factor +6
Impervious to Bio-manipulation and See Aura
Bite: 4d6 SDC
Power Bite: 1d4 MD
Claw: 3d6 SDC
Body Block/Tackle/Ram: 3d6 SDC plus 40% chance of knocking down targets human-sized and smaller(lose 1 APM and initiative while attempting to get up)


Basic Skill Programming
Land Navigation 90%
Prowl 80%
Tracking 80%(+10% from Enhanced Olfactory Senses)
Swimming 98%
Hunting
Wilderness Survival 98%

Cost: 60,000 credits
(Cost includes a one-year renewable service contract)
Estimated operational lifespan: 25 years

PSCyA-23 Raven Scout/Recon Borg
“’Quoth the Raven...Nevermore’...that sums up what was left of that CS command bunker they thought they’d hidden so well...thanks to our Corvus and his mates here, we were able to put a few dozen smart bombs right down that street into the ruin they thought we’d overlook...Want another pecan, Corv?”
---Lieutenant Dan Richards, 14th Penobscott Bay Irregulars, Niagra Expeditionary Relief Force

This ultra-light cyborg looks, at first glance, like an ordinary raven, but closer examination will reveal two cyberoptics in a chest plate, sharp spurs on the legs, and black ceramic blade pinions nestled in among the (plastic) feathers. The bird has been covered in light megadamage plastic feathers, and the beak has been reinforced in similar fashion. The use of lightweight megadamage plastics and ceramics helps reduce the cyborg’s radar-return signature.
The PSCyA-23 is used as a recon unit in both the wilderness and urban settings, where its small size and agility overcome its relatively slow speed(compared to larger, more obvious, mechanical/robotic units). Occasionally, a PSCyA-23 may be used as a courier. It’s primarily used to covertly monitor streets, towns, suspects, and enemy installations, gathering valuable information on movements, equipment, activity, or damage inflicted by attacks. The PSCyA-23 saw its first widespread use during the Battle of Niagra, when covert wings of Ravens ‘orbited’ parts of the beseiged city and Coalition positions, registering artillery strikes by GNE forces, and helping the distant gunners correct their aim.
Type:PSCyA-23
Class:Scout/Recon Borg
MDC/Armor by Location(Too small to list by location)
Main Body 10
Hit Points: 5
Size: 24 inches long/tall
Weight:16 lbs
Physical Attributes:
IQ: 3(High animal intelligence), ME: 12, PS: 4, PP: 18, PE: 17 , SPD:(Flying) 25 MPH
Systems of Note:
Universal Headjack
Radio Transmitter/Reciever---Activated by a remote signal, this allows the Cybermal’s ‘handler’ to send commands and monitor what the animal is seeing/hearing.
Range: 10 miles(80 miles with antennae extended)
*Plastic Eye Guards---The Raven’s eyes are fitted with special replaceable dust protection, against flying debris and smoke.
*Lung-Filter and Mini-Oxygen Cell(6 minutes duration)
Sensors:
Multi-Optic Sensor (in chest)----Telescopic(6,000 ft), MacroLens(x8), Passive Night Vision(2,000 ft), Thermo-imaging(2,000 ft), Light Filters, Targeting Display(+1 to ranged attacks)
w/ Laser Illuminator(3,000 ft range)
EM Detector---Picks up on the presence of active electromagnetic emission sources; radar, radio, and even the magnetic containment fields of fusion reactors. 2,000 ft range

Weapons Systems:
1) Mini-Laser---One of the two cyberoptics mounts a mini-laser
Range: 500 ft
Damage: 1d4 MD per blast
Rate of Fire: ECHH
Payload: 10 shots(recharges at a rate of 1 shot every 10 minutes)

2) Claws, Wing Blades, and Beak---The foot claws/talons, wing pinions, and beak are reinforced with high-density plastics that can carry a sharp edge...not enough to do megadamage, but sharp enough to make for a vicious slash or cut.
Peck 1d4 SDC
Power Peck(3 attacks) 1 MD
Claw 2d6 SDC
Slash with Wing Blade(s) 2d4 SDC

Combat:
Actions/Attacks per Melee 3
Initiative +1
Strike +2
Parry +1
Dodge +5
Automatic Dodge(Flying) +3
Roll +2
Save Versus Magic +4
Save Versus Mind Control/Psionic attack(bio-chip loyalty programming) +8
Save Versus Horror Factor +6
Impervious to Bio-manipulation and See Aura
Skill Programming:
Navigation: 98%
Understands basic English, Spanish, French, and Dragonese at 80%
Tracking(by sight) 60%

Option Systems:
*Directional Microphone---The Raven can be fitted with a special directional microphone; when deployed, the Cybermal must spread its wings to act as a sound-gathering dish, but the animal can listen in on conversations as far away as 300 ft, Comes with 6 hour sound recording chip
Cost: 7,000 credits

“Egg Transmitter”---A small robins’ egg-sized plastic-encased transmitter; two can be carried and deployed on leg-clips. These devices are used to ‘tag’ targets for tracking, surveillance, or targeting by homing weapons(mini-beacon). Includes an adhesion strip for anchoring the ‘egg’ to vehicles and other surfaces. Surveillance models with have a cyberaudio chip capable of listening to conversations up to 200 ft away. Range: 15 miles. Battery life of 14 hours

*’Hen Grenade’----In place of a transmitter, a mini-grenade can be dropped instead
Range: Can be dropped with any degree of accuracy from about 300 ft
Damage: Varies by content, but the standard make High Explosive does MD to blast radius, Plasma does MD to blast radius.

*Micro-Missile---More of a rocket-propelled grenade. The Raven can carry a single PS micro-missile, including the new Pattern-1d ‘super smart’ missiles....This feature is a favorite of covert assassination teams
Range:(Patterns-1c and -1d)6,000 ft/ 7,000 ft
Damage:
(Pattern-1c) 4d6 MD to 4 ft blast radius, or 1d4 MD to a 10 ft blast radius in fragmentation mode
(Pattern-1d) 6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
The Micro-Missile also is +3 to strike on a called shot at distances of less than 1000 ft, +2 to strike at distances of 1000-2000 ft, and +1 to strike up to 3,000 ft. That’s in addition to WP and skill bonuses(that’s +6 to strike on a called shot!)
Plus, the missile can be ‘wriggled’ in its flight course up to 270 degrees(so you can’t shoot yourself) so if the gunner has enough information on the flight path, they can fire the missile, direct it to make a 90-degree turn around a corner, then make another 30 degree turn to clear a wall, then angle 80 degrees down to nail its target from above!
It can also follow a moving target, once it’s been locked on target, so dodging one of these is that much more difficult...
Rate of Fire: Single shot
Payload: One

Cost: 45,000 credits
(Cost includes a one-year renewable service contract)
Estimated operational lifespan: 25 years

PSCyA-16 Timber Wolf Sentry/Light Combat Borg
Ivar screamed, not just from the pain searing out from what was left of his shoulder, but in humiliation at his own stupidity. All the trouble he’d gone to, tracking down the hint of evil he’d perceived, the faint touch of darkness he’d sensed, following it across town, here to this place, this private academy, where he had fortuitously interrupted a scene of horror. He’d broken into the school storeroom, taken in the scene of the three school girls, one backed against the wall, another trapped under the loathsome reptilean claws and jaws of an abomination from the Other Side..the third...covered the room in pieces, the small room fairly reeking of her death ...
And he’d brashly charged in, the valiant young Horror Hunter, eager for his first kill, with sword drawn to save the damsels in distress....all in all, a pretty stupid mistake...and now it seemed it would be his last mistake...
He’d turned his back on the first girl, assuming her to be innocent, a potential victim to be rescued...he now knew better, as he tried to roll out of the wall and crumbled file cabinets that surprise eldritch bolt from behind had blasted him into, sent him billardballing about the room, screaming in agony every time he hit ...if only he’d taken the time to assess the situation, used his vaunted abilities to see the Truth...and now he could sense the teenage witch readying another barrage to further punish, if not kill him, even as her classmate gibbered in terror, and her monstrous minion slavered in anticipation, no doubt, of TWO meals...
He tried to roll to one leg, raise his mystic defenses, and fight back, but he slipped in the grue of the monster’s last victim, and only managed to get to his knees, just in time to be rocked back again against the wall, stars spakkling his vision and darkness in both the metaphorical and literal sense closing in on him. Bile threatened to choke him as Ivar contemplated this wretched reversal of fortunes...the little black-hearted ***** was just too POWERFUL!...How many of her classmates had she sold to her master to get this bad...if she was even a teenager in the first place!...
That was when he heard the growling.....
It suddenly seemed as if the small room was filled with a storm of furry, flying forms that leaped and jumped in the half light, accompanied by a cacophony of growls and howls, and bright, eye-searing flashes...he heard the witch cursing, the monster howling in counterpoint to the new arrivals ...a rack of shelves burst into flames, an entire section of ceiling disintegrated to fill the room with choking dust.
Ivar felt something close about his collar and begin pulling him awkwardly over on to his side, then painfully over a pile of chairs. Turning his neck painfully, he caught a glimpse of a fur-covered snout, gleaming metallic canine teeth, and glowing red eyes...and a whirring gun barrel that tracked into the room....
A massive clawed hand swept through suspended ceiling panels and shattered fluorescent lighting tubes, throwing a four-legged form across the room to smack into the wall beside him. He gazed in shock at the heavy, gray-furred, armor-grafted, wolf-form that dropped to the ground, rolled to its feet, shook itself, then bounded back into the melee. Even in the uncertain lighting, he’d caught the words “METRO PACK PATROL” stenciled along the creature’s flanks....
His rescuer paused a moment to allow two more cyberwolves to drag the unconscious body of a young girl out one of the holes in the walls he’d made being thrown about the room...then Ivar was pulled out the same hole as more wolf-shapes charged over him into the fray...flames shot from the walls, ball lightning cascaded along the hall....the screams hitting near supersonic levels...he could hear clattering behind him, the howl of heavy machinery somewhere, and voices shouting..but only when he saw the familiar face of his precinct-captain looking down on him with an assuring smile, did the young Horror Hunter allow the medtech who’d materialized alongside him to draw him down into blessed unconsciousness....


The Timber Wolf is the PSCyA-14’s heavier brother; a mean, lean, fighting machine intended for frontline watch duty and combat. It’s smart, fast, and well-armed, and deployed in semi-autonomous packs, a truly deadly opponent to encounter in the wilderness.
The PSCyA-16 resembles a heavier wolf with armored mesh vest covering the midsection and shoulders, while the forelimbs are cyborg limbs. The eyes will have a glassy or metallic appearance, and the teeth a metallic glint. Two shoulder-mounted weapons hardpoints can carry a variety of weapons and accessory systems, from energy weapons and mini-missile launchers, to multiplexor blades and squirt guns.
The PSCyA-16 is a common unit in security and infantry forces of the Washington and Vermont Free States, and teams of them are commonly deployed around sensitive military and civil facilities such as airports, powerplants, and waterworks.
Type:PSCyA-16
Class:Sentry/Light Combat Borg
MDC/Armor by Location
Main Body 150
Head 90
Legs(4) 30 each

*The PSCyA-16 is frequently issued a ‘doggie vest’ of padded MDC armor that protects the torso and dangles over the upper legs. The vest offers heavy MDC(60 MDC) and has 1-4 pockets that allow the PSCyA-16 to carry messages and small packages(nothing bigger than a fusion block or e-clip).

Hit Points: 25
Size: 4-5 ft long
Weight: 300 lbs
Physical Attributes:
IQ: 6(Animal predator) ME:2, PS:, PP:22, PE: 18,
Speed:(Running) SPD 44 (30 MPH)
(Leaping) Standing leap of 15 ft up/20 ft across, or a running leap of 30 ft up/40 ft across
(Climbing) Excellent; equivalent to a Climbing skill of 80%
(Swimming) Good swimmer; 10 MPH
Systems of Note:
Universal Headjack
Radio Transmitter/Reciever---Activated by a remote signal, this allows the Cybermal’s ‘handler’ to send commands and monitor what the animal is seeing/hearing.
Range: 10 miles(80 miles with antennae extended)
Cyberlung and Air Filter--- 1 hour capacity; 94% effectiveness against nerve gases and poisons
Hardwired Nervous System
*Combat Net---This special system uses the timber wolves’ natural pack instincts and special imported psylite crystal pionic relays to create the ultimate pack mentallity. Using this system, packs of three or more(10 maximum) Timber Wolves can effectively act as one animal, sharing information about their respective locations and common targets. In combat, this means the ‘borgs can more effectively coordinate their attacks, striking from one side the instant an enemy’s attention is drawn to another side.
Attempts to adapt this system to humans and regular combat cyborgs have proven unsuccessful; researchers believe that more intelligent lifeforms tend to assert their individuality over immersion in the ‘group mind’ or ‘pack mentality’, negating the effectiveness of this implant.
Range: 1,000 ft
Bonuses: +2 to strike, +1 to initiative
Furthermore, the Pack can designate ONE attack per melee by the whole pack(or those members within range) on a single target....ALL participating members must attack the target in the SAME manner(melee, or ranged). The Pack, as a whole, rolls ONCE to strike, while the target rolls to dodge, but at a -1 per member of the pack attacking(so if all 10 cyberwolves attack, the victim rolls at a -10 to dodge, roll, or parry).

Sensors:
MultiOptics----Telescopic(6,000 ft), MacroLens(x8), Passive Night Vision(2,000 ft), Thermo-imaging(2,000 ft), Light Filters, Targeting Display(+1 to ranged attacks)
Augmented Hearing
w/Ultra-Ear
Sound Filtration
Advanced Smell---Track by Smell (80%). recognize changes in emotion(70%)
*Sense PPE and the Paranormal---Though not as acute as that of its less-metal’ed cousins, the cyberwolf’s natural PPE sense is still fairly good, allowing it to detect supernatural beings and active magic in a 500 ft radius.
Weapons Systems:
1)Vibro-Claws---Damage: 2d6+4 MD

2)Enhanced Jaw
Damage: 1d6 MD

3)Weapons Hardpoints(2)---The PSCyA-16 mounts two separate weapons hardpoints; one on each shoulder

4)Spellcard-Amulet---Preloaded with the following spells:
Blinding Flash(1)
Thunder Clap(4)
Cloud of Smoke(2)
Climbing(3)
Detect Concealment(6)
Energy Bolt(5)
All at Sixth Level of profficiency
(Note: Other spells may be substituted; this is the standard package)
80 PPE battery included.
Recharges at a meager rate of 1d6 PPE per hour
Combat:
Actions/Attacks per Melee 5
Initiative +3(+6 from amplified hearing)
Strike +4
Parry +2
Dodge +1(+2 from amplified hearing)
Roll +3
Save Versus Magic +5
Save Versus Mind Control/Psionic attack(bio-chip loyalty programming) +8
Save Versus Horror Factor +6
Impervious to Bio-manipulation and See Aura
Bite: 3d6 SDC
Power Bite: 1d6 MD
Claw: 2d6+4 MD
Leap Attack(takes THREE attacks)
Body Block/Tackle/Ram: 1d4 MD plus 60% chance of knocking down targets human-sized and smaller(lose 1 APM and initiative while attempting to get up)

Skill Programming:
Land Navigation 90%
Prowl 80%
Tracking 80%(+10% from Enhanced Olfactory Senses)
Swimming 98%
Hunting
Wilderness Survival 98%
Detect Ambush 70%
Detect Concealment 80%

Cost: 80,000 credits
(Cost includes a one-year renewable service contract)
Estimated operational lifespan: 25 years
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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taalismn
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Re: Paladin Steel Storefront

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PSCyA-32 Cheetah Recon/Quick Strike Borg
(YOWWWWWWWLLLLL)(WHAM)(Sqqqqueeeeeeeeeeaaaaaaaaaaaaa)(thud)(chirrup?)
“Pardon me, Doug...yeah, another damn cheetah hit my window again...”
----Overheard on the 24th floor of the new StelliteTower, Paladin Steel West

The PSCyA-32 is a light, fast, recon and pursuit Cyberpred, best deployed against lightly armored targets and personnel. The PSCyA-32 resembles a cheetah with a visor assembly over its eyes, and a faint webwork of metallic fibers shot throughout its fur and skin.
The most difficult part of developing this particular Cyberped was obtaining the genetic templates for cloning the original cheetahs; fortunately, this was resolved with the help of some dimensional travellers who supplied Paladin Steel with genetic stocks.
The Cheetah is fairly weak in terms of armor and strength, but it has incredible speed, a light, but hard-hitting, weapons array, and several dazzling countermeasure features that insure its survival on the modern battlefield. Reflexes have been jacked up to the maximum, and special ATP-pumps and neuro-chemical enhancers allow for speedy recovery time, so the animal doesn’t burn itself out.
Of all the Cybermals, the Cheetah probably has the most amiable disposition, and is comfortable around people(though they do have a tendancy to go after small animals, like cats and small dogs). While the PSCyA-14 Wolf is most often seen as a working animal around cities, one often sees PSCyA-32s in cities as exotic ‘pets’, though they are far from ideal bodyguards in this capacity, as they tend to rapidly become listless when not slumping into blissful laziness.
(One of the major problems in training newly-minted PSCyA-32s is the tendancy on the part of many young cheetahs to enthusiastically fly into windows when flying under the Fly as the Eagle spell).
Type:PSCyA-32
Class:Recon/Quick Strike Borg
MDC/Armor by Location
Main Body 80
Head 50
Legs(4) 20 each

Hit Points: 20
Size: 4-5 ft long, 30 inches tall at the shoulder
Weight: 150 lbs
Physical Attributes:
IQ: 4(High animal intelligence), ME:, PS:, PP 25:, PE: 22,
Speed:(Running) SPD 220/ 150 MPH
(Leaping) Standing leap of 15 ft up/20 ft across, or a running leap of 30 ft up/40 ft across
(Climbing) Fair; equivalent to a Climbing skill of 55%
(Swimming) Mediocre swimmer; can make only 2 MPH
(Flying)(Via Magic) 50 MPH(+1 parry, +2 Dodge, +2 to damage on flying attack)
Systems of Note:
Universal Headjack
Radio Transmitter/Reciever---Activated by a remote signal, this allows the Cybermal’s ‘handler’ to send commands and monitor what the animal is seeing/hearing.
Range: 10 miles(80 miles with antennae extended)
Cyberlung and Air Filter--- 1 hour capacity; 94% effectiveness against nerve gases and poisons
*Artificial Heart and Enhanced Hardwired Nervous System---The PSCyA-32’s internal organs have been rebuilt with speed and acceleration in mind.
*‘Blurr’ Camouflage---A cheaper variant of full Chameleon-camou holographic fields, the ‘Blurr’ doesn’t attempt to imitate its surroundings, but instead attempts to present observers with a constantly shifting image that confuses the direction, heading, and relative speed, and breaks up the outline of the operator, making it more difficult to identify what’s within the Blurr-field. Enemies using optical targeting means(including lasers) are -8 to strike the Cheetah, and the Cybermal has a 55% chance of going unnoticed when standing still(can be mistaken for a heat shimmer or moving vegetation).

*ECM Scramblers---Based on the popular Juicer accessory, this ultra-light EW suite gimmicks and queers electronic sensors something fierce. The cyborg has only a 20% chance of being detected by radar, thermal, and optical systems, guided missiles are -2 to strike, laser targeting systems get NO bonuses for attempting to lock on to the cyborg.

Sensors:
Multi-Optics----Telescopic(6,000 ft), MacroLens(x8), Passive Night Vision(2,000 ft), Thermo-imaging(2,000 ft), Light Filters, Targeting Display(+1 to ranged attacks)
Augmented Hearing
w/Ultra-Ear
Sound Filtration

*Sense PPE and the Paranormal---400 ft radius

Weapons Systems:
1)Vibro-Claws----2d4 MD on a slash

2) Enhanced Bite---Though not as powerful as the jaw enhancement of other cyberpreds, the Cheetah’s can still inflict a nice sharp nip; 1d4 MD

3)Venom Injectors---Normally, Cheetahs kill their prey by suffocating them(closing their windpipes as opposed to snapping the prey’s neck, as people thought), but Paladin Steel felt their cyber-Cheetahs needed a more versatile and effective bite weapon, so they gave the cyberpred a retracting ‘hollow tooth’ chemical injector to deliver a paralyzing dose of chemical mayhem; either of the lethal or merely subduing kind.
Range: Melee
Damage:(Example chemical payloads)
(Lethal Poison)---Takes effect in 1d4 melees, and does 6d6 SDC/Hit Point damage
(Paralyzer)---Locks up muscles in the tagged limb for 2d6 minutes
(Sedative)---Knocks the victim for a loop;Takes effect in 1d4 melees, and renders them -10 to strike, parry, and dodge, and -20% to all skill rolls, for 4d6 minutes.
(Tranquilizer/Sleep)---Takes effect in 1d4 melees, and puts the victim down for 1d4 hours
Rate of Fire: ECHH
Payload: Has two modified venom sacks (actually four---lethal toxins are held in binary form to prevent the animal from accidently poisoning itself) holding 15 doses each(30 total). These can be refilled by a handler with a syringe

4)Weapons Hardpoint(1)---The PSCyA-32 mounts one weapons hardpoint

5)*Spellcard-Amulet---Preloaded with the following spells:
Armor of Ithan(10),
Multiple Image(7),
Fly as the Eagle(25)
Invisibility(Simple)(6)
Cloud of Smoke(2)
Escape(8),
all at 6th level ability.
(Note: Other spells may be substituted; this is the standard package)
200 PPE battery included.
Recharges at a meager rate of 1d6 PPE per hour

Combat:
Actions/Attacks per Melee: 6
Initiative +6(+3 from amplified hearing)
Strike +5
Parry +2
Dodge +6(+2 from amplified hearing)
Roll +1
Save Versus Magic +7
Save Versus Mind Control/Psionic attack(bio-chip loyalty programming) +8
Save Versus Horror Factor +6
Impervious to Bio-manipulation and See Aura
Bite: 3d6 SDC
Power Bite: 1d4 MD
Claw: 2d4 MD
Leap Attack(takes THREE attacks)
Body Block/Tackle/Ram: 1d4 MD plus 40% chance of knocking down targets human-sized and smaller(lose 1 APM and initiative while attempting to get up)

Skill Programming:
Land Navigation 95%
Prowl 85%
Tracking 70%(+10% from Enhanced Olfactory Senses)
Swimming 65%
Hunting
Wilderness Survival 98%
Detect Ambush 70%
Detect Concealment 80%


Cost: 220,000 credits
(Cost includes a one-year renewable service contract)
Estimated operational lifespan: 25 years

PSCyA-34 Puma Light Combat/Stealth Borg

“We’re on a farkin’ CLIFF, for crying out loud!!! Who the hell’s going to attack us up HERE without us being able to see them fir....ah, Algert? Where’s your head?”
---Last words of Ozo ‘Boggerhead’ Snozzos, Orcish Bandit, ‘Badlands Republic’, Arizona Territory

Stealth has been one of the many concerns of PS designs, and their designers have often taken what seems to be a particularly sadistic glee in devising hardhitting stealth weapons systems to catch the opposition seriously offguard. The PSCyA-34 Puma continues that theme, combining animal cunning with technological ingenuity, and a bit of magic thrown in for good measure.
Combining the predatory instincts of the North American Mountain Lion, with cutting-edge cybernetic augmentation, and PS’s own special TW Interface technology, the PSCyA-34 puts animal ferocity and high firepower up close and personal to the enemy. The basic animal has been augmented with non-metallic ceramic bone inlays, bio-plastic cartilege and muscle-myomers, covered with a new skin of tough, but flexible, micro-mesh megadamage synthetic.
The PSCyA-34 incorporates a number of special stealth systems, including a Spellcard-Amulet projector with such spells as Shadowmeld and Levitation, the better to allow this cyborg to stalk and strike. It also incorporates a Blurr-field similar to that of the Cheetah. Special expanding paw-pads distribute weight more evenly for quieter walking, special gripper-claws allow for better traction in climbing, and a sound-cancellor system modelled after a Japanese design acquired third-hand through trade take care of the rest.
The choice of incorporated magic spells is designed around stealth and close combat; the Puma is one of the few Cybermals with what can be considered ‘offensive’ spells---stealth to sneak up, stun/befuddle spells to surprise an enemy, and Globe of Silence to keep things quiet as the Puma kills its target.
The Puma is best deployed in rocky terrain, or built-up urban centers and city ruins, where its rough terrain capabilities allow it to quickly move about the upper limits of the ground(slopes, cliffs, rooftops), seeking and destroying enemy snipers, lookouts, and striking in ambush from above.
Type:PSCyA-34
Class:Light Combat/Stealth Borg
MDC/Armor by Location
Main Body 200
Head 100
Legs(4) 50 each
Hit Points: 30
Size: 5-6 ft long
Weight: 300 lbs
Physical Attributes:
IQ: 5(High animal intelligence) , ME: , PS: 24, PP:,22 PE: 18,
Speed:(Running) SPD 58/ 48 MPH
(Leaping) Standing leap of 15 ft up/20 ft across, or a running leap of 30 ft up/40 ft across
(Climbing) Excellent; equivalent to a Climbing skill of 98%
(Swimming) Fair swimmer
Systems of Note:
Universal Headjack
Radio Transmitter/Reciever---Activated by a remote signal, this allows the Cybermal’s ‘handler’ to send commands and monitor what the animal is seeing/hearing.
Range: 10 miles(80 miles with antennae extended)
Cyberlung and Air Filter--- 2 hour capacity; 94% effectiveness against nerve gases and poisons
*Chameleon Coat---Similar to that carried by Naruni invisibility systems, but deployed on a far more flexible frame.

*ECM Scramblers--Based on the popular Juicer accessory, this ultra-light EW suite gimmicks and queers electronic sensors something fierce. The cyborg has only a 20% chance of being detected by radar, thermal, and optical systems, guided missiles are -2 to strike, laser targeting systems get NO bonuses for attempting to lock on to the cyborg.

*Sound Cancellor System---Adapted from a Japanese design, this system of white-noise generators muffles the footfalls of the Puma when moving at slow speeds( a speed of 10 maximum), enhancing its already impressive prowl abilities.

(Optional)Molecular Adhesion Footpads---The result of corporate espionage, these footpads allow the assassin ‘borg to climb sheer cliffs and walls with ease. The expense and newness of this system prevented them from being made standard on the initial production runs, but later generation Pumas have been given the option of being fitted with them.


Sensors:
Multi-Optics----Telescopic(6,000 ft), MacroLens(x8), Passive Night Vision(2,000 ft), Thermo-imaging(2,000 ft), Light Filters, Targeting Display(+1 to ranged attacks)
Augmented Hearing
w/Ultra-Ear
Sound Filtration

*Motion Tracker--- A remounting of the new PSMTS-7 Handheld Infantry Doppler Sensor, which uses a short-range radar beam and Doppler discrimination to differentiate moving objects from stationary ones, and a special inertial 'fuzzy logic' discriminator(similar to those used on 'jiggle-proof' video camcorders) to edit out the operator's own movement. In open country, the 'tracker has a range of 3,000 ft, but terrain, thick walls/structures, and radar jamming, can limit it to 60 ft or less. The 'tracker CAN see through smoke and thin walls/fences. Target-fixing, however, is not accurate enough to allow for precise targeting (no bonuses to strike relying on 'tracker data alone, but no penalties either).

*Sense PPE and the Paranormal---400 ft radius
Weapons Systems:
1)Vibro-Claws--3d6 MD

2)Enhanced Jaw---2d4 MD

3)Weapons Hardpoints(2)---The PSCyA-34 mounts two separate weapons hardpoints on its shoulders

4)Spellcard-Amulet---Preloaded with the following spells:
Blinding Flash(1)
Chameleon(6)
Shadowmeld(10)
Trance(10)
Globe of Silence(20)
Invisibility: Simple(6)
all at 6th level ability.
(Note: Other spells may be substituted; this is the standard package)
250 PPE battery included.
Recharges at a meager rate of 1d4 PPE per hour

Combat:
Actions/Attacks per Melee 5
Initiative +2(+6 from amplified hearing)
Strike +4
Parry +2
Dodge +4(+2 from amplified hearing)
Roll +2
Save Versus Magic +5
Save Versus Mind Control/Psionic attack(bio-chip loyalty programming) +8
Save Versus Horror Factor +6
Impervious to Bio-manipulation and See Aura
Bite: 1d6 MD
Power Bite: 2d4 MD
Claw: 3d6 MD
Leap Attack(takes THREE attacks)
Body Block/Tackle/Ram: 1d4 MD plus 60% chance of knocking down targets human-sized and smaller(lose 1 APM and initiative while attempting to get up)

Skill Programming:
Land Navigation 90%
Prowl 90%
Tracking 75%(+10% from Enhanced Olfactory Senses)
Swimming 98%
Hunting
Wilderness Survival 98%
Detect Ambush 80%
Detect Concealment 80%


Cost: 300,000 credits
(Cost includes a one-year renewable service contract)
Estimated operational lifespan: 25 years

PSCyA-39 Tiger Heavy Combat/Hunter-Killer Borg

“Go ahead, scratch him between the ears and tickle him under the chin...he just LOVES that...”

“Tyger, Tyger, burning bright...
In the Forest of the night,
What Immortal hand or eye,
Could Frame thy fearful symmetry?”

“We did...”
(With apologies to William Blake, for ‘Tyger, Tyger’)

Like the Cheetah, Paladin Steel had some problems finding the wild animal stock to breed these magnificent creatures, but they succeeded, and soon had enough clone-stock to begin production of the PSCyA-39.
The PSCyA-39 is an assault machine, intended to terrorize with its fearsome appearance, and equally fearsome array of weaponry. Besides being strong and well-armored, the PSCyA-39 possesses a predator’s savvy cunning, and patience. Augmentation is more extensive on the PSCyA-39, with beefed-up muscle myomers and obvious composite plating covering the limbs, shoulders, flanks, and head, providing much greater strength and superior protection.
Taking a hint from reports of The ZOT Destroyer ‘Bots, the PSCyA-39 incorporates a special ‘gland’ system of implanted neural material grafted to the Tiger’s spine, and used as an empathic projector, to project an aura of horror and dread about the cyborg.
The PSCyA-39 has also spawned a variant, the PSCyA-39S Sabertooth, a cyborged Sabertoothed Tiger, or Smilodon, and its marsupial North American equivalent, the Thylacosmilus. Small colonies/ranges of both of these creatures have been found in North America, and Paladin Steel has established a breeding facility for the creatures for cyborg gene stock. Aside from their slightly different appearance, the PSCyA-39S is identical in all respects to the standard PSCyA-39
Type:PSCyA-39
Class:Heavy Combat/Hunter-Killer Borg
MDC/Armor by Location
Main Body 350
Head 110
Legs(4) 60 each

Hit Points: 35
Size: 7-9.5 ft long
Weight: 600-1,000 lbs
Physical Attributes:
IQ:6 (High animal intelligence), ME: 20, PS:4, PP:20, PE: 25,
Speed:(Running) 60 MPH
(Leaping) Standing leap of 12 ft up/24 ft across, or a running leap of 24 ft up/48 ft across
(Climbing) Good; equivalent to a Climbing skill of 65%
(Swimming) Fair swimmer; can swim at 5 MPH
Systems of Note:
Universal Headjack
Radio Transmitter/Reciever---Activated by a remote signal, this allows the Cybermal’s ‘handler’ to send commands and monitor what the animal is seeing/hearing.
Range: 10 miles(80 miles with antennae extended)
Cyberlung and Air Filter--- 2 hour capacity; 94% effectiveness against nerve gases and poisons

Dread Projector---This consists of specially augmented neural-tissue grafts added to the Tiger’s expanded braincase, which are then hyper-stimulated in combat to excite psychic abilities, and generate a Horror Factor of 14...really a variant of the Empathic Projection: Fear psionic ability. Range: 200 ft

(Optional) Holo-Dazzle Camouflage--Not standard, but available as an option(for an additional 30,000 credits). Breaks up the lines and shapes of the cyborg’s body, causing opponents a -5 to strike

(Optional)*Sabertooth Metal Bite---This is available only to Sabertooth variants and involves installing special superhard ceramic teeth with a hollow interior, filled with metal dissolver nanites(another sign of the growing technological exchanges between GNE and the Republic of Japan). The Cybermal can thus deliver a bite to robots, power armors, and cyborgs that does extra damage as the nanites eat away at metal and vulnerable systems.
Unlike the standard nanite grenade or missile, the nanite damage is more localized and concentrated to the locale of the bite. As such, it effectively does DOUBLE damage to the location it is in...The Cybermal is trained to go for vulnerable joints and junctures, such as a robot’s neck, knees, ankle servos, or elbow joints.
Damage: Varies; Reduce the location MDC of EBA and light power armor(less than 200 MDC) by HALF
Reduce the location MDC of Heavy Power Armor and Light Vehicles(200-400 MDC) by 30%
Reduce the location MDC of heavily armored robots and vehicles by 10%
Damage takes 3 minutes( venom has to spread)
Mechanical problems the same as for the Japanese AT-AAD munition(Game Master Guide pg 137-138), and takes 1d4x10 minutes.
DOUBLE the damage and chance for mechanical failures on a critical strike of 18, 19, or 20, due to the nanites getting deep inside the armor or through a vulnerable joint, and takes HALF the time to take place. Yes, this means a critical strike on EBA will leave the victim suddenly standing stark naked as his armor turns to powder around him!
Payload: The teeth hold enough nanites for up to 12 bites before needing refilling.
EXCLUSIVE to GNE units

Sensors:
Universal Headjack
Multioptic Eyes----Telescopic(6,000 ft), MacroLens(x8), Passive Night Vision(2,000 ft), Thermo-imaging(2,000 ft), Light Filters, Targeting Display(+1 to ranged attacks)
Augmented Hearing
w/Ultra-Ear
Sound Filtration

*Sense PPE and the Paranormal---300 ft radius
Weapons Systems:
1)Crusher Jaw----5d6 MD

2)Vibro-Blades/Claws---4d6 MD on a slash

3)Slashing Tail---The original tail has been replaced with a prehensile tentacle-tail that can be used as an entangling and slashing weapon. 2d6 MD on a slash

4) Eye Lasers(2)---The glowing optics conceal a set of powerful lasers.
Range: 500 ft
Damage: 2d6 MD single eye, 4d6 MD double burst from both eyes(counts as one atatck)
Rate of Fire: ECHH
Payload: Effectively Unlimited

5)Weapons Hardpoints(3)---The PSCyA- 39 mounts three separate weapons hardpoints on its back, one on each flank, and one on its back.
The back hardpoint can also be replaced with a saddle, allowing the cyborg to carry passengers, if so desired.

6))Spellcard-Amulet---Preloaded with the following spells:
Blinding Flash(1)
Energy Disruption(12)
Shadowmeld(10)
Invincible Armor(30)
Agony(20)
Barrage(15)
all at 8th level ability.
(Note: Other spells may be substituted; this is the standard package)
350 PPE battery included.
Recharges at a meager rate of 1d4 PPE per hour

Combat:
Actions/Attacks per Melee 5
Initiative +2(+6 from amplified hearing)
Strike +3
Parry +2
Dodge +3(+2 from amplified hearing)
Roll +2
Save Versus Magic +8
Save Versus Mind Control/Psionic attack(bio-chip loyalty programming) +8
Save Versus Horror Factor +6
Impervious to Bio-manipulation and See Aura
Bite: 4d6 MD
Power Bite:5d6 MD
Claw: 4d6 MD
Leap Attack(takes THREE attacks)
Body Block/Tackle/Ram: 1d6 MD plus 80% chance of knocking down targets human-sized and smaller(lose 1 APM and initiative while attempting to get up)

Skill Programming:
Land Navigation 90%
Prowl 80%
Tracking 80%(+10% from Enhanced Olfactory Senses)
Swimming 98%
Hunting
Wilderness Survival 98%

Cost: 500,000 credits
(Cost includes a one-year renewable service contract)
Estimated operational lifespan: 35 years


PSCyA-19 Grizzly Assault/Heavy Sentry Borg
“And this is Gentle Ben, our mobile ursinoid assault and melee-combat decapitation unit. Say hello, Ben!”
“GRAAAAARRRGGGWWWWWWWWWHHHHHH!”

“We were working our way up the backside of what we thought was Tundra Ranger territory on a long range penetration mission; coming in out of the northeast where we figured they wouldn’t be expecting a Coalition patrol to come from...hell, it ain’t like we were flyboys trying to penetrate GNE airspace, right? Shoulda worked, too...but some bright boy musta figured that it would be a good idea to post a watch for frequees, ‘cause the first border outpost we tried to skirt had a bunch of cybered ‘bears out on patrol...and the damn things sniffed us out...next thing I know, I’m up a tree watching my rifle get eaten and my EO get sucked down that same tree, while the rest of my team’s getting pinned to the ground or worse....then the bears start jerkin’ my tree side to side, and shake me out like some sorta freakin’ nut! That’s when I must hit my head or something...
So here I am, rotting in this jail cell, making small talk with a four-eyed freak newshound like yourself...hey, bud, think you can smuggle me a pack of cigs next time? “
---Ex-corporal Joshua Morganstern, Coalition Rangers

“Come the winter months, our Grizzs start having a higher than average breakdown rate, on account of their natural hibernation instinct kicking in...it’s darn near impossible to get them going, so we usually just call shutdown and pile them in the backrooms until spring thaw....the company claims that they could breed the instinct out of them, but that would be taking too much of the ‘bearness’ that’s so valuable in the cyborg...we may be modifying these animals to suit our needs, but Mother Nature is still calling the shots..”
----Major Den Halberstan, Chief handler, 8th WFSA Biocyborg Brigade

When subtle persuasion isn’t in order, but rather a slow, but sure, use of brute force, the PSCyA-19 is the Cybermal to use. Nearly a half-ton of heavily augmented ursinoid with heavy armor plate and both techno- and technowizardry weapons dripping from its flanks will give pause to even the boldest intruder, and send many enemies diving for cover(if not fleeing for the hills).
The PSCyA-19 looks like a cross between a grizzly and a pre-Rifts JIM deep-diving suit, with rotary-joint limbs and heavy armor plating on the torso. The bear’s jaws are obviously bionic implants, and the eyes are replaced by a cyborg visor. These cyborgs are typically painted in dark earth tones, or covered with bristly synthetic fur. Weapons mounts sprout from the PSCyA-19’s back and flanks, and a fearsome array of technowizardry hardware gives the cyborg an even more dangerous bite than merely technological systems.
Heartened by the success of the Grizz, Paladin Steel is hinting at an arctic warfare model, the Kodiak, in the offing.
Type:PSCyA-19
Class:Assault/Heavy Sentry Borg
MDC/Armor by Location
Main Body 400
Head 120
Legs(4) 80 each
Hit Points: 50
Size: 7 ft long
Weight:800-1,500 lbs
Physical Attributes:
IQ: 5(animal predator), ME: 25, PS: 35 (Considered Robotic), PP:12 , PE: 27,
Speed:(Running) 40 MPH
(Leaping) Standing leap of 8 ft up/15 ft across, or a running leap of 12 ft up/24 ft across
(Climbing) Good; equivalent to a Climbing skill of 65%
(Swimming) Mediocre swimmer; can move at about 3 MPH
Systems of Note:
Universal Headjack
Radio Transmitter/Reciever---Activated by a remote signal, this allows the Cybermal’s ‘handler’ to send commands and monitor what the animal is seeing/hearing.
Range: 10 miles(80 miles with antennae extended)
Cyberlung and Air Filter--- 2 hour capacity; 94% effectiveness against nerve gases and poisons
Robotic Strength Servos---The Grizz’s bionic actuators are extra-heavy and super-strong

(Optional) Hibernation Circuit---This allows the Cyberbear to go into ‘standby’ mode of reduced metabolic activity and food intake. This can be done for a variety of reasons---to store units in the far north, ease transport, or conceal ‘sleepers’ around the perimeter of facilities. The bears’ cybersensors continue to operate at standard level of efficiency, and can be set to automatically awaken the sleeping animal in event the sensor thresholds are tripped. The animal will be at HALF APMs and combat bonuses for 1d4 melees upon being awakened, but recovers quickly.
Also, while the animal is hibernating, its sensor signature is remarkably low; thermal signature reduction imposes a -20% to detect the animal with thermal sensors, -35% to detect the animal accoustically(by the sound of its respiration)

Sensors:
Multi-Optics----Telescopic(6,000 ft), MacroLens(x8), Passive Night Vision(2,000 ft), Thermo-imaging(2,000 ft), Light Filters, Targeting Display(+1 to ranged attacks)

Augmented Hearing
w/Ultra-Ear
Sound Filtration

Advanced Smell---Track by Smell (70%). recognize changes in emotion(60%)

*Sense PPE and the Paranormal---200 ft radius

Weapons Systems:
1)Crusher Jaw---Does 6d6 MD on a power bite

2)Vibro-Blades/Claws---Does 4d6 MD on a slash

3)Chest-mounted Plasma Cannon---Mounted in the center of the chest, with a 45-degree angle of fire, is a plasma cannon. The only drawback to this weapon is that it requires the Grizz to stand up on its hind legs to fire...
Range: 300 ft
Damage: 5d6 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

4)Weapons Hardpoints(4)---The PSCyA-19 mounts four separate weapons hardpoints; one each flank, and two on the back.

5)Spellcard-Amulet---Preloaded with the following spells:
Chameleon(6)
Dig(8)
Carpet of Adhesion(10)
Sonic Blast(25)
Invincible Armor(30)
Dispel Magic Barrier(20)
Shockwave(45)
Negate Mechanics(20)
all at 8th level ability.
(Note: Other spells may be substituted; this is the standard package)
350 PPE battery included.
Recharges at a meager rate of 1d4 PPE per hour

Combat:
Actions/Attacks per Melee 4
Initiative +1(+6 from amplified hearing)
Strike +2
Parry +1
Dodge +1(+2 from amplified hearing)
Roll +2
Save Versus Magic +9
Save Versus Mind Control/Psionic attack(bio-chip loyalty programming) +8
Save Versus Horror Factor +6
Impervious to Bio-manipulation and See Aura

Bite: 4d6 MD
Power Bite: 6d6 MD
Claw: 4d6 MD
Leap Attack(takes THREE attacks)
Body Block/Tackle/Ram: 1d6 MD plus 80% chance of knocking down targets human-sized and smaller(lose 1 APM and initiative while attempting to get up)
Bear Hug/Crush(takes TWO attacks)---Works by standing up on the hind legs and grabbing the enemy about the upper body and squeezing. Works as an Entangle; the Grizz can keep it up as long as the target fails to escape a Robotic P.S. of 35.
Does 2d4x10 MD, plus an additional 3d6 MD per APM spent squeezing/crushing. Targets lose 2 APMs and all initiative while Bear Hugged(most likely that their arms are trapped). The Grizz can also bite the target at its leisure.

Skill Programming:
Identify Fruits and Berries 95%
Land Navigation 90%
Prowl 80%
Tracking 85%(+10% from Enhanced Olfactory Senses)
Swimming 98%
Hunting
Wilderness Survival 98%

Cost: 900,000 credits
(Cost includes a one-year renewable service contract)
Estimated operational lifespan: 55 years
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Munchkin Slappin GM wrote:Very, very, cool.

thanks...good to have it finally launched...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
ZINO
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Comment: NEVER QUIT..... I got lucky
Location: new york

Re: Paladin Steel Storefront

Unread post by ZINO »

hey taalismn NICE!!!!!!!!!!!!!!!!!!

have you read my PM mail i sent you?

and lastly how about a corporate Borg a light version , a medium weight version and heavy version from the CWW , UWW , Bushido , and pirate company versions .well what you think a female model light version high P.B as well

let me know what you think on all three ?
ant post are honor to read
let your YES be YES and your NO be NO but plz no maybe
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

ZINO wrote:hey taalismn NICE!!!!!!!!!!!!!!!!!!

have you read my PM mail i sent you?

and lastly how about a corporate Borg a light version , a medium weight version and heavy version from the CWW , UWW , Bushido , and pirate company versions .well what you think a female model light version high P.B as well

let me know what you think on all three ?
ant post are honor to read


Read it...just haven't had time to comment on it(very busy working up new material)
Working on PS cyborgs as opposed to THree Galaxy versions...
And I refer you to my earlier Angelina 'borg....it has as much emphasis on looks as on functionality....
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Arnie100
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Re: Paladin Steel Storefront

Unread post by Arnie100 »

Anymore nifty toys we can play with? :D
They can't see me...Right!?
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Arnie100 wrote:Anymore nifty toys we can play with? :D


Been concentrating on other neglected threads for now, and working, but hope to get some stuff ready to market...(shrug)
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel/Hangar-18B/Vought F-8 Crusader(TW)
(aka ‘Mig Master’, ‘Crud’)

“What the heck is a ‘Mig’, anyway?”
“Must be some sort of damnriftsspawn’d bugger, I reckon.”

“How’d the intercept go?”
“Chalk another dragon next to the gargoyles, R’tan; that’s another Dragonwrightist who didn’t get the message that his kind of religion ain’t welcome here in New Boston. Well, actually he DID get the message, but in a final sort of way...”

After the success of the agile little A-4 SkyHawk TW, the Vought F-8 Crusader has similarly been brought back as a TW aircraft. The Crusader is less popular than other types in the post-Rifts world, due to its primary focus as a carrier-borne interceptor(most buyers are looking for dual-role fighter-bombers able to perform equally well in the air combat and tactical ground support roles), but it has found its proponents(and buyers).
Paladin Steel and Hangar-18B have elected to fit the Crusader with a plasma-electric propulsion system similar to that of the British Electric Lightning fighter, using an animal-analogue Elemental essence as the powerplant. This system has allowed the fighter to duplicate the record-breaking performance of the original, without a dependence on fuel, greatly extending its range and endurance. Megadamage alloys and composites have replaced the original fuselage materials, and modern Fly-By-Wire systems replace the original control systems for smoother, more responsive, control. Like most other TW re-creations, the F-8 TW’s weapons fitout has been maximized; than than one or two weapons stations out of a possible three different types, the F-8 TW can simultaneously mount all three types. Furthermore, the incorporation of a TW powerplant has allowed the addition of magical weapon; in the Crusader’s case, the ability to project lightning-plasma bolts from its forward air intake.
While capable of performing air strikes against surface targets, the Crusader is at its finest in the air combat role, where it can engage other aircraft. Its misisle capabilities and aerial attack options have been upgraded in this regard, including being fitted with the latest model ‘Sky Flash’ missiles(the Coalition is particularly miffed by this, seeing as the weapons are a copy of their own technology).
Since its introduction, the Crusader-TW has been bought by several coastal powers and paramiltary organizations with carrier assets. PS and the GNE have several squadrons of the fighters, and the type first saw action in the Battle of the Keys, where Crusader-TWs went up against Coalition naval aircraft and acquited themselves well in aerial combat. The fighters have also seen combat against Kittani and Gargoyle fliers over the Atlantic.
Type: PS/H18B/V-F-8- Crusader(TW)
Class: Attack Fighter
Crew: One
MDC/Armor by Location:
Main Body 180
Reinforced Cockpit 90
Wings(2) 90 each
Tail 90
Height: 15 ft 9 in.
Width: 35 ft 2 in.
Length: 54 ft 6 in.
Weight: 17,500 lbs empty, 25,000 lbs fully loaded
Cargo: Survival pack in ejection seat
Powerplant: Captive Air ‘Eleminal’---The containment spells need to be renewed every six months or the critter will escape.
Bonuses: The use of the Air Eleminal powerplant means that the aircraft has NO foul weather penalties for flying in windy conditions, nor does it suffer icing.
Speed: 1,120 MPH maximum, maximum altitude 58,000 ft. Climb rate of 32,000 ft/minute.
Market Cost: 23 million credits
Systems of Note:
*Ejection Seat
*HUD-Head Up Display
*Environmental Protection/Life Support---Pressurized cabin(though pilot typically wears pressure suit/EBA for additional protection).
*Long Range Radio----500 mile range
*Long Range Radar---100 mile range
*Radar Detector---Picks up enemy radar emissions and weapons locks
*Laser Rangefinding/Targeting----+1 to strike with cannon and rockets
*Arrestor Hook---For carrier landings
*Folding Wings
Weapons Systems:
1) 20mm Cannon(4)
Range: 9,000 ft
Damage:(Proximity-fuzed High-Explosive) 4d4 MD single shot (2 ft blast radius)
1d6x10 MD per 5 rd burst
2d6x10 MD per 10 rd burst
4d6x10 MD per 20 rd burst
Rate of Fire: EPCHH
Payload: 150 rds per gun
b) Alternately, some buyers elect to have the PS-ammo-specific 20mm cannon replaced with a rail gun, similar to that carried by the Grey Falcon Attack Jet.
Range: 4,000 ft
Damage: 1d4x10 MD per 40 rd burst
Rate of Fire: EPCHH
Payload: 8,000 rds(200 bursts)

2)Body Pylons(2)--- Typically has ONE of the following:
a) Short Range Missile---Two per hardpoint

b)’SkyFlash’ Advanced Short Range Air to Air Multiple Missiles(ASRAAMM). This is simply the PS copy/adaptation of the Coalition’s own AIM-180 missile(see Coalition Navy, pg. 88). The ‘Skyflash’ is an MRM that splits in flight to unleash a pack of four smaller SRMs....a surprise that at relatively short dogfighting ranges(10-30 miles) can be devastating, filling airspace with a swarm of corkscrewing projectiles.
Range: 15 miles
Damage: 6d6 MD per each SRM missile(3d4x10 MD per volley)
Bonuses:+3 to strike
Payload: Two per hardpoint

c) Heavy Hitter Rockets---The Crusader can carry FOUR ‘Heavy Hitter’ rockets on each body pylon(for a total of 8)...These are essentially medium-range missile warheads mounted on a short range missile propulsion stage, without advanced guidance.

3)Underwing Hardpoints(2, 1 under each wing). --- Typically has ONE of the following:
a) Mini-Missiles---19-shot pod
b) Short Range Missiles---1 per hardpoint
c) Medium Range Missiles---1 per hardpoint
d) Bombs---4 bombs can be carried on a single pylon (total of 8)
*250-lb Bomb----2d4x10 MD to 50 ft blast radius
*500-lb Bomb----4d4x10 MD to 60 ft blast radius

e)Light Gun Pod
Range: 3,000 ft
Damage: 5d6 MD per 10 rd burst(can only fire bursts)
Rate of Fire: EPCHH
Payload: 1,000 rds(100 bursts)

f)Heavy Cannon Pod
Range: 6,000 ft
Damage: 4d4 MD single rd, 1d6x10 MD per 5 shot burst, 2d6x10 MD per 10 rd burst
Fragmentation burst does 4d4 MD to 5 ft blast radius.
Rate of Fire: ECHH
Payload: 500 rds

g)Laser Cannon Pod---A larger, more powerful laser weapon with a capacitor power source
Range: 6,000 ft
Damage: 1d4x10 MD per blast
Rate of Fire: ECHH
Payload: 100 shot battery pack

h)EW Pod--electronic jamming system that gives radar-guided weaponry a -4 to strike the aircraft. Or it can be used offensively, to foil ALL radar-guided weaponry in a 15 mile radius(-2 to strike)

i)Chaff/Flare Pod
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is nuetralized
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
Payload: 12 per launcher

j)Jammer-----A mini-radio jammer, that can pump out enough multi-wavelength white noise to jam civilian band communications with 90% effectiveness, and military comms with 70% effectiveness, over a 20 mile radius.

k)Sensor Pod---Includes a Forward Looking InfraRed (FLIR) turret and a target illumination laser for ‘smart’ bombing and target designation. Range: 6 miles

l) Recon Pod---Standard Recon mission loadout consists of a Hycon II high-res digital imaging system able to wide-angle and record an image swath 22 miles wide by 800 miles long, with 1 ft image resolution, thermo-imaging and infra-red, low-lite enhance, and EM-band surveillance/recording.

4) TW Lightning Blaster----This weapon fires forward from the centerline air intake, powered by the ‘Eleminal’ housed in the TW propulsion system.
Range: 11,000 ft
Damage: 2d4x10 MD per blast
Rate of Fire: Twice per melee
Payload: Effectively Unlimited

TechnoWizardry Systems:
*Levitation----A low-powered Levitation spell allows the aircraft to make STOL takeoffs and landings, especially important when using unimproved fields or when heavily laden. Can also be used by ground crews to taxi and move landed aircraft for servicing and repair. 30 minutes per 5 PPE.
*Impervious to Energy( 5 minutes per 20 PPE)
*Protective Energy Field(50 MDC per 10 PPE, 10 minutes per 10 PPE)
*Leyline Booster(Accelerates the jet up to 50% greater top speed when on a leyline, -10% to pilot skill when engaged)
*PPE Detector Optics----This is a combined radar-and-helmet-optics array that allows the pilot to detect PPE auras(such as those exhibited by magically-cloaked vehicles or monsters). Given the Crusader’s air-intercept role, this capability was seen as essential in the magic-rich Rifts Earth aerial battlefield. Range: 5,000 ft, line of sight.

Variants:
*F8U-T---Two-seater trainer version
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Arnie100
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Re: Paladin Steel Storefront

Unread post by Arnie100 »

:D Very cool! Thank you for that!
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ZINO
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Re: Paladin Steel Storefront

Unread post by ZINO »

let your YES be YES and your NO be NO but plz no maybe
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

ZINO wrote:YOU MEAN THIS BIRD ??????

http://upload.wikimedia.org/wikipedia/c ... ped%29.jpg


Yep..THAT bird..
(Good profile shot, btw)
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel/Hangar-18B/McDonnell Douglas A-4 Skyhawk(TW)
(Aka ‘Scooter’, ‘Mongoose’, ‘Tinkertoy’, ‘Heinemann’s Hotrod’, ‘Skeeter’)

“Damn Geeners love sending in their rangers to hide in the hills, then call in air support. A few of their little birds come in hiding under the horizon, pop up, and blind-fire a swarm of those damn micro-missiles...The rangers got painting lasers on their rifles, see, and those missiles immediately pick up on the light return, and start zipping at whatever the Geeners have designated....Maybe it’s not as bad as being hit by a single big missile, but it’s like being bled to death by several dozen killer mosquitoes you can’t dodge...And those launching birds? They’re damn quick and they can fly in just about any weather, and the Geeners got lots of them...Knock one or two of them down, and they just know that you’ve got triple-A defenses to be knocked out on the next attack!”

This is a remake of a classic naval aircraft, the A-4 Skyhawk, or ‘Heinemann’s Hotrod’, a small, agile, single-seat attack bomber originally meant as a ‘fast dash’ nuclear bomber, but which went on to serve for over 26 years as a carrier-borne tactical strike aircraft.
Naturally, such a hot performer caught the interest of post-Rifts TechnoWizards, and as carrier warships began to re-appear in the navies of post-Rifts nations, Hangar-18B’s engineers turned to resurrecting carrier-operations aircraft to meet the coming need. ‘Heinemann’s Hotrod’ seemed a perfect fit; a rugged, light, agile tactical strike aircraft, small enough that it didn’t need the complex wing-folding mechanisms of larger aircraft to fit aboard ship. Modern light megadamage alloys and composites replaced the original materials, an animal-level Air Elemental ‘essence’ replaces the original fuel-dependent engine, and modern megadamage weapons and ordnance have been fitted. The PS/H18B rebuild follows the A-4E/H pattern, the aircraft having a distinctive dorsal ‘hump’ immediately aft of the cockpit, holding additional avionics and electronics.
Both PS and the GNEN operate several squadrons of A-4 SkyHawks from their various carriers, but the majority of production goes to GNE-affiliates and mercenary groups seeking naval airpower. Many operate from PS-built ‘Casablanca II’ CVEs.
Type: PS-H18A-McD-A4 SkyHawk(TW)
Class: Single-seat attack bomber
Crew: One
MDC/Armor by Location:
Main Body 110
Reinforced Cockpit 90
Wings(2) 80 each
Tail 90
Height: 15 ft
Width: 27 ft 6 in.
Length: 40 ft
Weight: 9,300 lbs empty, 27,420 lbs fully loaded
Cargo: Survival pack in ejection seat
Powerplant: Captive Air ‘Eleminal’---The containment spells need to be renewed every six months or the critter will escape.
Bonuses: The use of the Air Eleminal powerplant means that the aircraft has NO foul weather penalties for flying in windy conditions, nor does it suffer icing.
Also, with the external bombload dropped, the aircraft becomes lighter and more responsive, enjoying a +2 to dodge.
Speed: 685 MPH maximum, maximum altitude 49,000 ft
Market Cost: 21 million credits
Systems of Note:
*Ejection Seat
*HUD-Head Up Display
*Environmental Protection/Life Support---Pressurized cabin(though pilot typically wears pressure suit/EBA for additional protection).
*Long Range Radio----500 mile range
*Long Range Radar---60 mile range
*Radar Detector---Picks up enemy radar emissions and weapons locks
*Laser Rangefinding/Targeting----+1 to strike with cannon and rockets
*Arrestor Hook---For carrier landings
*ECCM system: A semi-automatic system that uses electronic encryption and frequency jumping to (attempt to) negate jamming systems. The system has a 25% chance of negating radar or communications jamming (non-magical) on its own, or a +5% if the pilot has a Read Sensory Instruments or Radio: Scramblers skill and devotes a full melee to operating the system(no other attacks/actions are possible).
Having an Electronic warfare Skill gains a +15% bonus to operating this system.
Note that this only applies to received communications (the system filters them out from the jamming clutter) and sensory data received by that unit alone (other units cannot make use of it, unless they have an unaffected datalink/info-share with the ECCM equipped unit. Magic/psychic jamming is NOT affected by this system.

Weapons Systems:
1) 20mm Cannon(2)---Mounted in the nose, just below the cockpit, in a fixed-forward-firing position.
Range: 9,000 ft
Damage:(Proximity-fuzed High-Explosive) 4d4 MD single shot (2 ft blast radius)
1d6x10 MD per 5 rd burst
2d6x10 MD per 10 rd burst
4d6x10 MD per 20 rd burst
Rate of Fire: EPCHH
Payload: 200 rds(100 rds each gun)

2) Centerline Hardpoint(1)---Able to carry 3,575 lbs of ordnance. See 3) for possible configurations, plus:
a) 250-gal Inflight ‘Buddy’ Refueling Pod---This massive pod has a windmill-driven pump and flexible drogue-hose for refueling fuel-dependent aircraft fitted with inflight refueling probes. Depending on the aircraft, this can extend range/endurance by as much as 30%

b)SAW---Stand-off Attack Weapon , for ground attack. Basically, this is a large LRM-sized pod with maneuvering thrusters, auto-pilot guidance system, and fold-out glide wings, that is designed to overfly a target zone and launch cluster munitions over it, in a bombing pattern. These submunitions can range from golf-ball-sized antipersonnel grenades, runway cratering shells, area denial mines, chemical shells, or even carbon-fiber ‘angel hair’ electrical disruption spools. PS is also working on using SAWs to deploy Kera-Tech style EMP weapons and other specialized munitions.
One SAW can be carried per LRM hardpoint.
Range: SAW has an effective range of 20 miles in atmosphere Submunnitions can be launched up to 300 ft out to either side of the SAW’s flight path.
Damage: (AP Grenade) 4d6 MD to 8 ft area
(Chemical Grenade) Varies by chemical type and atmospheric conditions. A chemical grenade will generally generate a cloud of aerosol 15 ft in radius.
(HE Shell) 5d6 MD to 20 ft area
(Fragmentation Mine) 4d6 MD to 12 ft area
(Incendiary Bomb) Does 4d6 MD to 40 ft area, does an additional 2d6 MD for 1d6 melees, and 1d6 MD per melee for an additional 2d4 melees
(Angel Hair)---Does NO damage, but against conventional power generators and uncovered power lines and distribution systems, it can short out power grids, clog generator air intakes(80% effectiveness against industrial generators and internal combustion engines), and be a general nuisance to clean up.
Rate of Fire: A SAW can volley its submunitions in any combination
Payload:(Typical loadouts)
400 AP/Chemical grenades
OR
100 HE/anti-vehicle grenades
OR
100 Fragmentation Mines
OR
50 Incendiary Bombs
OR
500 spools of wire, each spool holding up to 4,000 ft of aluminum-coated filament

c) ‘Tacit Rainbow’ Drone----This is an LRM-sized mini-cruise missile/reentry vehicle configured as ‘smart’ decoys that can be deployed from the craft, then fly off on its own power, emitting false sensor signatures, and its own ECM. Adding to the confusion, the drone can be programmed to behave in appropriately evasive ‘stealthy’ fashion, to give the impression that it is in reality a real target attempting to evade detection...only to pop up again later to confuse enemy observers.
When its fuel/power is exhausted, the drone then activates a self-destruct device that destroys it completely( destroys drone and does 3d6x10 MD to everything in a 10 ft radius)
MDC of Drone: 50
Size: 15 ft long, 3 ft wide, w/ 13 ft wingspan w/ wings deployed
Speed: Mach 1.4
Range: 1,000 miles
Damage: None, aside from self-destruct
ECM: Jams enemy sensors and radio transmissions with 50% effectiveness (range: 25 mile radius). Can also be programmed to pump out misleading radar signatures conforming to other craft, including larger aircraft. In an emergency, the drone can pump out so much signature that enemy missiles and sensor guided weapons targetted on the mothership(must be within 10 miles of each other to be effective) will be +4 to strike the drone, and will lose target lock on the SR-100.
Bonuses: Drones are +4 to dodge attacks

d) Long Range Missile---The original SkyHawk couldn’t carry an LRM, but the PS/H18A model can, with a single cruise-missile style LRM able to be slung under the main fuselage.

e)Heavy Cannon Pod
Range: 6,000 ft
Damage: 4d4 MD single rd, 1d6x10 MD per 5 shot burst, 2d6x10 MD per 10 rd burst
Fragmentation burst does 4d4 MD to 5 ft blast radius.
Rate of Fire: ECHH
Payload: 500 rds

f)Laser Cannon Pod---A larger, more powerful laser weapon with a capacitor power source
Range: 6,000 ft
Damage: 1d4x10 MD per blast
Rate of Fire: ECHH
Payload: 100 shot battery pack

3) Inboard Hardpoint(2, one under each wing)---Able to carry 2,240 lbs of ordnance each
a) Mini-Missiles---19-shot pod
b) Short Range Missiles---1 per hardpoint
c) Medium Range Missiles---1 per hardpoint
d) Bombs---
*250-lb Bomb----2d4x10 MD to 50 ft blast radius
*500-lb Bomb----4d4x10 MD to 60 ft blast radius
*750-lb Bomb----4d6x10 MD to 65 ft blast radius
*1,000-lb Bomb----1d4x100 MD to 70 ft blast radius
*1,650 lb bomb(1d6x100 MD to 75 ft blast radius)
*2,000-lb Bomb----2d4x100 MD to 80 ft blast radius

e)Slammer Concussion Missiles/Bombs---Knockoff Triax Weapon, acquired through industrial espionage. One can be carried per hardpoint
Range:(Missiles) 6,000 ft
Damage: (Missiles) 2d4x10 MD to 90 ft radius.
(Bombs) 1d4x10 MD to 90 ft blast radius.
88% chance of knock-down(lose 1 APM and Initiative), 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees)

f)15mm MicroMissile Launcher
Range:
Pattern-1A 5,700 ft
Pattern-1B 6,000 ft
Pattern-1C 6,000 ft
Pattern-1D 7,000 ft
Pattern-1E 7,500 ft
Damage/Bonuses:
Pattern-1A---1d4 MD to 2 ft blast radius
Pattern-1B---1d6 MD to 5 ft blast radius
Pattern-1C---4d6 MD to 4 ft blast radius, or 1d4 MD to a 10 ft blast radius in fragmentation mode
Pattern-1D----6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
Pattern-1E---1d4x10 MD to 3 ft blast radius
Bonuses:
Pattern-1A (None) Spin-Stabilized
Pattern-1B (None) Gyro-Compass Chip
Pattern-1C (+1 to strike, in addition to W.P. Heavy bonuses. The Pattern-1C can also be set to be a ‘beam rider’, following a laser illuminator ‘painted’ on the target for an extra +2 to strike. However, this requires expediture of an extra attack per melee on the part of the gunner to keep the laser illuminator on target) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip.
Pattern-1D (+2 to strike, in addition to W.P. Heavy bonuses. Like the Pattern-1C, the Pattern-1D can ‘beam-ride’...again, this requires the gunner to maintain target-lock at the cost of an additional APM, but the -1D is better able to remain on target if the lock is broken. Furthermore, the missile can be keyed to lock on to the laser illuminator of other gunners...done with a pre-determined key-chip...allowing squadmates to ‘paint’ targets for fellow soldiers with micro-missile launchers). Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip.
Pattern-1E(+4 to strike, in addition to W.P. Heavy bonuses, Same ‘beamrider’ capability as with Pattern-1D. ) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
Payload: 25 shot box launcher pod

g) 20mm Micromissile Launcher
Range: 8,000 ft for all types
Damage: (Pattern-2a) 4d4 MD to 2 ft blast radius
(Pattern-2b)6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
(Pattern-2c)(Incendiary)2d4 MD to 5 ft blast radius, does an additional 1d4 burn damage for 2d4 melees
Rate of Fire: Volleys of 1, 3, or 9
Bonuses:(All Patterns)(+3 to strike airborne targets, +1 to strike ground targets) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
Payload: 20-shot launcher pod

h) 30mm Micromissile Launcher
Range: 10,000 ft
Damage: (Pattern-3a) 4d6 MD single rd to 5 ft blast radius
(Pattern-3b) 1d4x10 MD to a 5 ft blast radius, or 3d6 MDC out to a 20 ft blast radius in fragmentation mode
(Pattern-3c)(Incendiary)2d6 MD to 5 ft blast radius, does an additional 1d4 burn damage for 2d4 melees
Rate of Fire: Volleys of 1-6
Bonuses:(All Patterns)(+3 to strike airborne targets, +1 to strike ground targets) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
Payload: 10 shot launcher pod

i) PS ‘Black Talon’ Light SAMs---PS’s ‘brilliant’ mini-missile.
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1,2,3, or 4(all)
Payload: 4
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)
Cost: 60 ,000 credits per launcher, 10,000 credits per missile

j) Light Autocannon---The 20mm Taskin Rifle, mounted in a vehicle pod
Range: 3,000 ft
Damage:(20mm) 1d4 MD single shot
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
(Super-HEX) 4d4 MD single shot
1d6x10 MD per 5 rd burst
2d6x10 MD per 10 rd burst
(Wood Rounds) 6d6 SDC single shot (1d4x10 HP to vampires)
2d4x10 SDC MD per 5 rd burst (2d4x10 HP to vampires)
6d6 MD per 10 rd burst (3d6x10 HP to vampires)
(Crowd Control rds)humans and human-sized D-Bees must roll a D20 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174)
Rate of Fire: EGCHH
Payload:500 rd magazine
Cost: 20,000 credits

k) Light Gunpod----Light Rail Gun---A copy of the Coalition’s own C-200 ‘Dead Man’ rail gun.
Range: 4,000 ft
Damage: 1d4 MD single rd, 4d6 MD per 20 rd burst
Rate of Fire: ECHH
Payload:400 rd drum(20 bursts)

l) ECM/Radar Jammer Pod---5 mile range. Jams radars and radar targetting systems with 60% effectiveness. Radar-guided weapons are -6 to strike. Note that this affects friendly systems as well unless they are set to specific, per-arranged, non-jammed frequencies(that it may be possible for the enemy to discover). Carrying extra jammer pods does NOT increase the range or effective bonuses of the system, but may provide redundancy and multi-wavelength coverage.

m) Flare/Chaff Launcher
Range: Close Defense
Damage: None; similar to Triax-style chaff
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
Payload: 18 per launcher

n) Recon Pod---Various instrumentation and phot-recon/sensor pods can be slung under a hardpoint.

4) Outboard Hardpoint(2, one under each wing)---Able to carry 1,000 lbs of ordnance each---Same as for 3), with the exception of maximum bombload

TechnoWizardry Systems:
*Levitation----A low-powered Levitation spell allows the aircraft to make STOL takeoffs and landings, especially important when using unimproved fields or when heavily laden. Can also be used by ground crews to taxi and move landed aircraft for servicing and repair. 30 minutes per 5 PPE.
*Impervious to Energy( 5 minutes per 20 PPE)
*Protective Energy Field(50 MDC per 10 PPE, 10 minutes per 10 PPE)
*Leyline Booster(Accelerates the jet up to 50% greater top speed when on a leyline, -10% to pilot skill when engaged)

Variants:
*A4T---Two-seater trainer with dual controls
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
Arnie100
Knight
Posts: 4473
Joined: Tue Jun 12, 2007 4:09 am

Re: Paladin Steel Storefront

Unread post by Arnie100 »

I'd like to see an F-4 Phantom, too! When you can...
They can't see me...Right!?
User avatar
taalismn
Priest
Posts: 48660
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Arnie100 wrote:I'd like to see an F-4 Phantom, too! When you can...


Don't have a Phantom in the works...actually, I'd done a QF-drone version as part of the PS drone UAV programme, but maybe I'll get around to the 'Big Ugly' Phantom one of these days...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
Natasha
Champion
Posts: 3161
Joined: Mon Feb 11, 2008 7:26 pm
Comment: Doomed to crumble unless we grow, and strengthen our communication.

Re: Paladin Steel Storefront

Unread post by Natasha »

I saw an attempted index some months back...you slacking again? :nuke:
User avatar
ZINO
Knight
Posts: 4097
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: Paladin Steel Storefront

Unread post by ZINO »

AND HERE IT IS
http://upload.wikimedia.org/wikipedia/c ... KYHAWK.png

taalismn wrote:Paladin Steel/Hangar-18B/McDonnell Douglas A-4 Skyhawk(TW)
(Aka ‘Scooter’, ‘Mongoose’, ‘Tinkertoy’, ‘Heinemann’s Hotrod’, ‘Skeeter’)

“Damn Geeners love sending in their rangers to hide in the hills, then call in air support. A few of their little birds come in hiding under the horizon, pop up, and blind-fire a swarm of those damn micro-missiles...The rangers got painting lasers on their rifles, see, and those missiles immediately pick up on the light return, and start zipping at whatever the Geeners have designated....Maybe it’s not as bad as being hit by a single big missile, but it’s like being bled to death by several dozen killer mosquitoes you can’t dodge...And those launching birds? They’re damn quick and they can fly in just about any weather, and the Geeners got lots of them...Knock one or two of them down, and they just know that you’ve got triple-A defenses to be knocked out on the next attack!”

This is a remake of a classic naval aircraft, the A-4 Skyhawk, or ‘Heinemann’s Hotrod’, a small, agile, single-seat attack bomber originally meant as a ‘fast dash’ nuclear bomber, but which went on to serve for over 26 years as a carrier-borne tactical strike aircraft.
Naturally, such a hot performer caught the interest of post-Rifts TechnoWizards, and as carrier warships began to re-appear in the navies of post-Rifts nations, Hangar-18B’s engineers turned to resurrecting carrier-operations aircraft to meet the coming need. ‘Heinemann’s Hotrod’ seemed a perfect fit; a rugged, light, agile tactical strike aircraft, small enough that it didn’t need the complex wing-folding mechanisms of larger aircraft to fit aboard ship. Modern light megadamage alloys and composites replaced the original materials, an animal-level Air Elemental ‘essence’ replaces the original fuel-dependent engine, and modern megadamage weapons and ordnance have been fitted. The PS/H18B rebuild follows the A-4E/H pattern, the aircraft having a distinctive dorsal ‘hump’ immediately aft of the cockpit, holding additional avionics and electronics.
Both PS and the GNEN operate several squadrons of A-4 SkyHawks from their various carriers, but the majority of production goes to GNE-affiliates and mercenary groups seeking naval airpower. Many operate from PS-built ‘Casablanca II’ CVEs.
Type: PS-H18A-McD-A4 SkyHawk(TW)
Class: Single-seat attack bomber
Crew: One
MDC/Armor by Location:
Main Body 110
Reinforced Cockpit 90
Wings(2) 80 each
Tail 90
Height: 15 ft
Width: 27 ft 6 in.
Length: 40 ft
Weight: 9,300 lbs empty, 27,420 lbs fully loaded
Cargo: Survival pack in ejection seat
Powerplant: Captive Air ‘Eleminal’---The containment spells need to be renewed every six months or the critter will escape.
Bonuses: The use of the Air Eleminal powerplant means that the aircraft has NO foul weather penalties for flying in windy conditions, nor does it suffer icing.
Also, with the external bombload dropped, the aircraft becomes lighter and more responsive, enjoying a +2 to dodge.
Speed: 685 MPH maximum, maximum altitude 49,000 ft
Market Cost: 21 million credits
Systems of Note:
*Ejection Seat
*HUD-Head Up Display
*Environmental Protection/Life Support---Pressurized cabin(though pilot typically wears pressure suit/EBA for additional protection).
*Long Range Radio----500 mile range
*Long Range Radar---60 mile range
*Radar Detector---Picks up enemy radar emissions and weapons locks
*Laser Rangefinding/Targeting----+1 to strike with cannon and rockets
*Arrestor Hook---For carrier landings
*ECCM system: A semi-automatic system that uses electronic encryption and frequency jumping to (attempt to) negate jamming systems. The system has a 25% chance of negating radar or communications jamming (non-magical) on its own, or a +5% if the pilot has a Read Sensory Instruments or Radio: Scramblers skill and devotes a full melee to operating the system(no other attacks/actions are possible).
Having an Electronic warfare Skill gains a +15% bonus to operating this system.
Note that this only applies to received communications (the system filters them out from the jamming clutter) and sensory data received by that unit alone (other units cannot make use of it, unless they have an unaffected datalink/info-share with the ECCM equipped unit. Magic/psychic jamming is NOT affected by this system.

Weapons Systems:
1) 20mm Cannon(2)---Mounted in the nose, just below the cockpit, in a fixed-forward-firing position.
Range: 9,000 ft
Damage:(Proximity-fuzed High-Explosive) 4d4 MD single shot (2 ft blast radius)
1d6x10 MD per 5 rd burst
2d6x10 MD per 10 rd burst
4d6x10 MD per 20 rd burst
Rate of Fire: EPCHH
Payload: 200 rds(100 rds each gun)

2) Centerline Hardpoint(1)---Able to carry 3,575 lbs of ordnance. See 3) for possible configurations, plus:
a) 250-gal Inflight ‘Buddy’ Refueling Pod---This massive pod has a windmill-driven pump and flexible drogue-hose for refueling fuel-dependent aircraft fitted with inflight refueling probes. Depending on the aircraft, this can extend range/endurance by as much as 30%

b)SAW---Stand-off Attack Weapon , for ground attack. Basically, this is a large LRM-sized pod with maneuvering thrusters, auto-pilot guidance system, and fold-out glide wings, that is designed to overfly a target zone and launch cluster munitions over it, in a bombing pattern. These submunitions can range from golf-ball-sized antipersonnel grenades, runway cratering shells, area denial mines, chemical shells, or even carbon-fiber ‘angel hair’ electrical disruption spools. PS is also working on using SAWs to deploy Kera-Tech style EMP weapons and other specialized munitions.
One SAW can be carried per LRM hardpoint.
Range: SAW has an effective range of 20 miles in atmosphere Submunnitions can be launched up to 300 ft out to either side of the SAW’s flight path.
Damage: (AP Grenade) 4d6 MD to 8 ft area
(Chemical Grenade) Varies by chemical type and atmospheric conditions. A chemical grenade will generally generate a cloud of aerosol 15 ft in radius.
(HE Shell) 5d6 MD to 20 ft area
(Fragmentation Mine) 4d6 MD to 12 ft area
(Incendiary Bomb) Does 4d6 MD to 40 ft area, does an additional 2d6 MD for 1d6 melees, and 1d6 MD per melee for an additional 2d4 melees
(Angel Hair)---Does NO damage, but against conventional power generators and uncovered power lines and distribution systems, it can short out power grids, clog generator air intakes(80% effectiveness against industrial generators and internal combustion engines), and be a general nuisance to clean up.
Rate of Fire: A SAW can volley its submunitions in any combination
Payload:(Typical loadouts)
400 AP/Chemical grenades
OR
100 HE/anti-vehicle grenades
OR
100 Fragmentation Mines
OR
50 Incendiary Bombs
OR
500 spools of wire, each spool holding up to 4,000 ft of aluminum-coated filament

c) ‘Tacit Rainbow’ Drone----This is an LRM-sized mini-cruise missile/reentry vehicle configured as ‘smart’ decoys that can be deployed from the craft, then fly off on its own power, emitting false sensor signatures, and its own ECM. Adding to the confusion, the drone can be programmed to behave in appropriately evasive ‘stealthy’ fashion, to give the impression that it is in reality a real target attempting to evade detection...only to pop up again later to confuse enemy observers.
When its fuel/power is exhausted, the drone then activates a self-destruct device that destroys it completely( destroys drone and does 3d6x10 MD to everything in a 10 ft radius)
MDC of Drone: 50
Size: 15 ft long, 3 ft wide, w/ 13 ft wingspan w/ wings deployed
Speed: Mach 1.4
Range: 1,000 miles
Damage: None, aside from self-destruct
ECM: Jams enemy sensors and radio transmissions with 50% effectiveness (range: 25 mile radius). Can also be programmed to pump out misleading radar signatures conforming to other craft, including larger aircraft. In an emergency, the drone can pump out so much signature that enemy missiles and sensor guided weapons targetted on the mothership(must be within 10 miles of each other to be effective) will be +4 to strike the drone, and will lose target lock on the SR-100.
Bonuses: Drones are +4 to dodge attacks

d) Long Range Missile---The original SkyHawk couldn’t carry an LRM, but the PS/H18A model can, with a single cruise-missile style LRM able to be slung under the main fuselage.

e)Heavy Cannon Pod
Range: 6,000 ft
Damage: 4d4 MD single rd, 1d6x10 MD per 5 shot burst, 2d6x10 MD per 10 rd burst
Fragmentation burst does 4d4 MD to 5 ft blast radius.
Rate of Fire: ECHH
Payload: 500 rds

f)Laser Cannon Pod---A larger, more powerful laser weapon with a capacitor power source
Range: 6,000 ft
Damage: 1d4x10 MD per blast
Rate of Fire: ECHH
Payload: 100 shot battery pack

3) Inboard Hardpoint(2, one under each wing)---Able to carry 2,240 lbs of ordnance each
a) Mini-Missiles---19-shot pod
b) Short Range Missiles---1 per hardpoint
c) Medium Range Missiles---1 per hardpoint
d) Bombs---
*250-lb Bomb----2d4x10 MD to 50 ft blast radius
*500-lb Bomb----4d4x10 MD to 60 ft blast radius
*750-lb Bomb----4d6x10 MD to 65 ft blast radius
*1,000-lb Bomb----1d4x100 MD to 70 ft blast radius
*1,650 lb bomb(1d6x100 MD to 75 ft blast radius)
*2,000-lb Bomb----2d4x100 MD to 80 ft blast radius

e)Slammer Concussion Missiles/Bombs---Knockoff Triax Weapon, acquired through industrial espionage. One can be carried per hardpoint
Range:(Missiles) 6,000 ft
Damage: (Missiles) 2d4x10 MD to 90 ft radius.
(Bombs) 1d4x10 MD to 90 ft blast radius.
88% chance of knock-down(lose 1 APM and Initiative), 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees)

f)15mm MicroMissile Launcher
Range:
Pattern-1A 5,700 ft
Pattern-1B 6,000 ft
Pattern-1C 6,000 ft
Pattern-1D 7,000 ft
Pattern-1E 7,500 ft
Damage/Bonuses:
Pattern-1A---1d4 MD to 2 ft blast radius
Pattern-1B---1d6 MD to 5 ft blast radius
Pattern-1C---4d6 MD to 4 ft blast radius, or 1d4 MD to a 10 ft blast radius in fragmentation mode
Pattern-1D----6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
Pattern-1E---1d4x10 MD to 3 ft blast radius
Bonuses:
Pattern-1A (None) Spin-Stabilized
Pattern-1B (None) Gyro-Compass Chip
Pattern-1C (+1 to strike, in addition to W.P. Heavy bonuses. The Pattern-1C can also be set to be a ‘beam rider’, following a laser illuminator ‘painted’ on the target for an extra +2 to strike. However, this requires expediture of an extra attack per melee on the part of the gunner to keep the laser illuminator on target) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip.
Pattern-1D (+2 to strike, in addition to W.P. Heavy bonuses. Like the Pattern-1C, the Pattern-1D can ‘beam-ride’...again, this requires the gunner to maintain target-lock at the cost of an additional APM, but the -1D is better able to remain on target if the lock is broken. Furthermore, the missile can be keyed to lock on to the laser illuminator of other gunners...done with a pre-determined key-chip...allowing squadmates to ‘paint’ targets for fellow soldiers with micro-missile launchers). Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip.
Pattern-1E(+4 to strike, in addition to W.P. Heavy bonuses, Same ‘beamrider’ capability as with Pattern-1D. ) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
Payload: 25 shot box launcher pod

g) 20mm Micromissile Launcher
Range: 8,000 ft for all types
Damage: (Pattern-2a) 4d4 MD to 2 ft blast radius
(Pattern-2b)6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
(Pattern-2c)(Incendiary)2d4 MD to 5 ft blast radius, does an additional 1d4 burn damage for 2d4 melees
Rate of Fire: Volleys of 1, 3, or 9
Bonuses:(All Patterns)(+3 to strike airborne targets, +1 to strike ground targets) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
Payload: 20-shot launcher pod

h) 30mm Micromissile Launcher
Range: 10,000 ft
Damage: (Pattern-3a) 4d6 MD single rd to 5 ft blast radius
(Pattern-3b) 1d4x10 MD to a 5 ft blast radius, or 3d6 MDC out to a 20 ft blast radius in fragmentation mode
(Pattern-3c)(Incendiary)2d6 MD to 5 ft blast radius, does an additional 1d4 burn damage for 2d4 melees
Rate of Fire: Volleys of 1-6
Bonuses:(All Patterns)(+3 to strike airborne targets, +1 to strike ground targets) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
Payload: 10 shot launcher pod

i) PS ‘Black Talon’ Light SAMs---PS’s ‘brilliant’ mini-missile.
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1,2,3, or 4(all)
Payload: 4
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)
Cost: 60 ,000 credits per launcher, 10,000 credits per missile

j) Light Autocannon---The 20mm Taskin Rifle, mounted in a vehicle pod
Range: 3,000 ft
Damage:(20mm) 1d4 MD single shot
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
(Super-HEX) 4d4 MD single shot
1d6x10 MD per 5 rd burst
2d6x10 MD per 10 rd burst
(Wood Rounds) 6d6 SDC single shot (1d4x10 HP to vampires)
2d4x10 SDC MD per 5 rd burst (2d4x10 HP to vampires)
6d6 MD per 10 rd burst (3d6x10 HP to vampires)
(Crowd Control rds)humans and human-sized D-Bees must roll a D20 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174)
Rate of Fire: EGCHH
Payload:500 rd magazine
Cost: 20,000 credits

k) Light Gunpod----Light Rail Gun---A copy of the Coalition’s own C-200 ‘Dead Man’ rail gun.
Range: 4,000 ft
Damage: 1d4 MD single rd, 4d6 MD per 20 rd burst
Rate of Fire: ECHH
Payload:400 rd drum(20 bursts)

l) ECM/Radar Jammer Pod---5 mile range. Jams radars and radar targetting systems with 60% effectiveness. Radar-guided weapons are -6 to strike. Note that this affects friendly systems as well unless they are set to specific, per-arranged, non-jammed frequencies(that it may be possible for the enemy to discover). Carrying extra jammer pods does NOT increase the range or effective bonuses of the system, but may provide redundancy and multi-wavelength coverage.

m) Flare/Chaff Launcher
Range: Close Defense
Damage: None; similar to Triax-style chaff
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
Payload: 18 per launcher

n) Recon Pod---Various instrumentation and phot-recon/sensor pods can be slung under a hardpoint.

4) Outboard Hardpoint(2, one under each wing)---Able to carry 1,000 lbs of ordnance each---Same as for 3), with the exception of maximum bombload

TechnoWizardry Systems:
*Levitation----A low-powered Levitation spell allows the aircraft to make STOL takeoffs and landings, especially important when using unimproved fields or when heavily laden. Can also be used by ground crews to taxi and move landed aircraft for servicing and repair. 30 minutes per 5 PPE.
*Impervious to Energy( 5 minutes per 20 PPE)
*Protective Energy Field(50 MDC per 10 PPE, 10 minutes per 10 PPE)
*Leyline Booster(Accelerates the jet up to 50% greater top speed when on a leyline, -10% to pilot skill when engaged)

Variants:
*A4T---Two-seater trainer with dual controls
let your YES be YES and your NO be NO but plz no maybe
Shark_Force
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Re: Paladin Steel Storefront

Unread post by Shark_Force »

Natasha wrote:I saw an attempted index some months back...you slacking again? :nuke:

that was me i think, and it wasn't attempted so much as it was actually fairly successful... i suppose there's probably enough buildup to spend some time going through and updating =P
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Natasha
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Comment: Doomed to crumble unless we grow, and strengthen our communication.

Re: Paladin Steel Storefront

Unread post by Natasha »

Shark_Force wrote:
Natasha wrote:I saw an attempted index some months back...you slacking again? :nuke:

that was me i think, and it wasn't attempted so much as it was actually fairly successful... i suppose there's probably enough buildup to spend some time going through and updating =P

Perhaps a separate thread to update with links would make it easier to find?
Just a suggestion though.
Shark_Force
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Re: Paladin Steel Storefront

Unread post by Shark_Force »

well, what my file at home does have is a series of links to the posts where i've got the information stored.

so, for example, it's really quite easy from my perspective to just add this:

Post 1
Post 2
Post 3
Post 4
Post 5

to my post ;)

[edit: to include this 5th post, which obviously couldn't include a link to itself until it was created ;) ]
[edit again: missed the fubuki]

of course, if i get up to the full 50, that won't work, so i would need to limit to 46 or something... my personal thinking was that if taalismn edited the above (just quote me and steal the formatting of course) into his first post, it would probably serve as a useful reference...

anyways, here you go:

Post 5

Paladin Steel Fubuki (II)-class Destroyer
Paladin Steel “Tyan” Multi-Purpose HoverCorvette
Paladin Steel IRA-04 Zysha Heavy Hover Assault Robot
Paladin Steel Foss Class Air/Sea Ley Line Transport
EXXER Pest Exterminator Power Armor
Paladin Steel/ Twardy Vintage Vehicles LVTP700 AAAV/AAV7A1 ‘Platypus’ Amphibious Armored Vehicle
Paladin Steel Magic Armor Plating Materials
includes:
MagePlate Armor(Formulation-1B)
MagePlate Armor(Formulation-1C)
EctoWeave SplinterShields
Locke-Snye Industries TrundleBug Ground Car
Paladin Steel Cybernetic Implants
includes:
Paladin Steel ‘Bright Eye’ Heavy Opto-Laser Cyber-Implant
Paladin Steel ‘Death-Spot’ CyberOptic Laser Illuminator
Paladin Steel ‘Iron Spine’ Spinal Reinforcement
Paladin Steel Jump Rods
PS PSTT-M19 ‘Slammer’ Mini-Missile Launcher
Paladin Steel SkyTiger Supersonic Fighter
Paladin Steel Peregrine Hovercar
Paladin Steel ‘Mohawk’ Attack Helicopter
Mystic Mister Daveed’s Wooden Wonders---The Happy Hollow Open Porch Workshop Collection
includes:
Antelope Headdresses
Junk Arrowhead
Tribals
Shaman Tribal
BMAGL30MM- 30mm Light Automatic Grenade Launcher(aka ‘Chunka Gun’, ‘Nerfer’, ‘Block-Bomber’)
PSAGL-30B 30mm ‘Banger’ Grenade Launcher
Paladin Steel Guns
includes:
PS GPMG M43 ‘Fritz’ General Purpose Machine Gun
PS USR-11’Strakker’ Sonic Rifle
Farnborough Avionics/Paladin Steel Douglas A-1 Skyraider Ground Attack Aircraft
Paladin Steel ‘Tom Thumb’ Main Battle Micro-Tankette
Paladin Steel TW Tractor
Paladin Steel Americus-class Heavy Freighter
Paladin Steel Casablanca II Escort Carrier
Paladin Steel Hesperia Starfighter
PS Biothan Shells
Paladin Steel PSPPR05 ‘Lewiston’ Light Plasma Cannon
Paladin Steel Cybermals (overview + options)
Paladin Steel Cybermals (models)
includes:
PSCyA-14 Wolf Scout/Light Patrol Borg
PSCyA-23 Raven Scout/Recon Borg
PSCyA-16 Timber Wolf Sentry/Light Combat Borg
Paladin Steel Cybermals (models continued)
includes:
PSCyA-32 Cheetah Recon/Quick Strike Borg
PSCyA-34 Puma Light Combat/Stealth Borg
PSCyA-39 Tiger Heavy Combat/Hunter-Killer Borg
PSCyA-19 Grizzly Assault/Heavy Sentry Borg
Paladin Steel/Hangar-18B/Vought F-8 Crusader(TW)
Paladin Steel/Hangar-18B/McDonnell Douglas A-4 Skyhawk(TW)
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Natasha wrote:
Shark_Force wrote:
Natasha wrote:I saw an attempted index some months back...you slacking again? :nuke:

that was me i think, and it wasn't attempted so much as it was actually fairly successful... i suppose there's probably enough buildup to spend some time going through and updating =P

Perhaps a separate thread to update with links would make it easier to find?
Just a suggestion though.


We got consolidated into a single thread after complaints that I was eating up too much top thread space...

And once again, Shark Force, I thank you...one of the unsung heroes of Paladin Steel's bureaucracy(while I am the pointy-haired boss :D )
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
Shark_Force
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Joined: Fri Jun 26, 2009 4:11 pm

Re: Paladin Steel Storefront

Unread post by Shark_Force »

taalismn wrote:
Natasha wrote:
Shark_Force wrote:
Natasha wrote:I saw an attempted index some months back...you slacking again? :nuke:

that was me i think, and it wasn't attempted so much as it was actually fairly successful... i suppose there's probably enough buildup to spend some time going through and updating =P

Perhaps a separate thread to update with links would make it easier to find?
Just a suggestion though.


We got consolidated into a single thread after complaints that I was eating up too much top thread space...

And once again, Shark Force, I thank you...one of the unsung heroes of Paladin Steel's bureaucracy(while I am the pointy-haired boss :D )

you're an anime character? :P
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abtex
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Re: Paladin Steel Storefront

Unread post by abtex »

taalismn wrote:Paladin Steel Magic Armor Plating Materials
Paladin Steel is constantly experimenting with materials science to produce new forms of armor and construction materials. The growing use of magic in the corporation has led to efforts to use magic to facilitate production methods and enhance the materials themselves. The latter effort has occasionally borne results:

MagePlate Armor(Formulation-1B)
Furthermore, with the application of PPE, the material promptly and permanently repairs itself very efficiently; 1 MDC can be repaired with 1 PPE.
MagePlate F-1B costs 25% more than standard armor plate, but also tends to be 25% lighter than equivalent armors.

MagePlate Armor(Formulation-1C)
...but takes DOUBLE the PPE to repair...1 MDC=2PPE/4 ISP. Though not yet released for sale, it reportedly costs 50% more than regular armor plate, but weighs 25% less.


taalismn wrote: * Multiplexors --- Many Cybermals have built-in TW Multiplexors --- PPE Battery-powered magic projectors that the animal has been trained to use. The original systems were reliant on limited-capacity PPE Batteries that required the animal to return frequently to its handlers to have the cartridge batteries replaced, but continuing TW research has developed a new system that allows the animal to slowly recharge its Multiplexor batteries from its own (much reduced) PPE remaining after cyborg conversion. Although the Cybermal regains PPE at a FAR slower rate than a mage or even a normal animal, it does permit the Cybermal to operate for far longer in the field without having to seek out a handy mage or supply depot. The animal CANNOT learn new spells, however, nor does it get any special saves. The Cybermal Multiplexor CANNOT be transplanted into another being; it is keyed to the animal’s bio-patterns.

also from a Cybermal posting
5) Spellcard-Amulet --- Preloaded with the following spells:
..snip..
350 PPE battery included. Recharges at a meager rate of 1d4 PPE per hour


Can MagePlate Armor be equipped with "limited-capacity PPE Batteries - cartridge batteries" [on low cost designs] or "'x' PPE battery that recharges at a meager rate of 'x' PPE per hour" [high end designs] for self repairs? Even "Spell-Amulets" maybe. Travel form MagePlate armor --- light weight [quarter to third full MDC] till you need it, then 'repair' it to full MDC [with luck]. Is that possible?

...weighs no more than regular aluminum armor, but has the megadamage protection of light MDC alloy.

How long behind the Hangar-18B start adding MagePlate armor material to their aircraft designs?
Ever bomb loads, 100 lb bomb that only weights 25 or 50 lb till the plane gets near the target, then 'repair' it to full weight.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

While I'm working on bigger projects and chewing on what Abtex brought up, here's some infantry equipment:

Paladin Steel Infantry Decoys
“Wanna avoid being hit by the enemy? Don’t be where they think you iz.”

Being a small regional power, Paladin Steel/Greater New England have invested heavily in ‘force multiplier’ technologies meant to make the most of limited manpower; drones, mines, automated weapons systems, and decoys. The following are a few of the cheap, expendable decoy-systems meant to fool enemy sensors/senses.

PS “Bumbler” Infantry Decoy(Catalogue Numbers DMA/T12-24)
The “Bumbler” is rather interesting electronic decoy device, designed to simulate the thermal/infrared/acoustic signature of an armored infantryman or small-to medium-sized power armor. The Bumbler resembles a rather nobby basketball with lense-like aperatures between the knobs, the lenses projecting thermal energy in the approximate intensity and wavelengths associated with living beings and running machinery. To further the confusion, the spheroid decoy will randomly extend springloaded ‘legs’ that move the decoy about in 5-10 ft leaps, giving the impression of moving troops. Internal mini-batteries last for 30 minutes to 2 hours, depending on the battery type. A small acid-capsule or self-destruct anti-tampering charge may also be attached to prevent the decoy from falling into enemy hands. Cost per shell: 700 credits(Price would later be cut to 250 credits)
Noisemaker decoys(nicknamed ‘Chatterboxes’) are similar, but they emitt random amplified ‘soldier noises’...footfalls, clinking of weapons, gunshots, muffled voices, etc., but are otherwise similar to the thermal-decoys. Cost per shell: 400 credits(Price would later be cut to 90 credits)
Both types can be mortar-launched for mass-deployments.

Thumper Decoys (Catalogue Numbers DMA/T26-30)
Thumper Decoys are larger versions of the above ‘Bumbler’ and ‘Chatterbox’ decoys, and are meant to simulate heavier vehicles. In shape thesey resemble dodecahedrons roughly 1 ft in diameter and weigh 15 lbs. In operation they roll and tumble, albeit in a straight line, navigating along logical vehicle courses, broadcasting vehicle noises, and ‘thumping’ the ground to produce ground pressure accoustic signatures of much larger vehicles like trucks, tanks, and robots. Thumper Decoys have a two-hour battery life and have a similar self-destruct mechanism to the Bumbler decoys.
Cost: 750 credits per decoy

‘Sweat Candles’ Chemical Decoys (Catalogue Numbers DC56-220)
Since many predators track by smell, PS chemical engineers have concocted a variety of chemical decoys meant to mask the scents of personnel and to lure predators away or into traps. Known among the troops as ‘sweat candles’, these decoys resemble air fresheners or solid-state canned campfire fuel cans, and are operated simply by peeling off a lid and pulling up the perforated air dispersal section. Depending on the local temperature and wind conditions, the slowly evaporating synthesized pheromones, sweat factors, and blood components can be released for up to 12 hours, and can be possibly be smelled for miles downwind. Sweat Candles are often used to lure predators to ambush sites, mask the movements of troops, and used to repel other creatures. Sweat Candles have often been used on the fronts with the Coalition States’ military to foul the tracking senses of Dog Boys. Different types of Sweat Candles are manufactured to simulate different species(like ogre, elf, dwarf, Grackle Tooth, tyrannosaur, etc...), or situation(wounded soldiers, mess tent, latrine, etc...).
Cost: 60-150 credits per canister. Some exotic aromas, like Xiticix pheromones, may cost 10-20 times more depending on the difficulty of synthesis and volatility of same.

‘Colonel Blimp’ Inflatables(Catalogue Numbers DSI220-420)
‘Colonel Blimp’ is the term given to a variety of inflatable decoys made to simulate vehicles, robots, and barracks. Typically weighing 25-200 lbs deflated, these dummies can be quickly blown up with a small pump(3 minutes for a jeep or power armor-sized decoy, 15-20 minutes for a giant robot), guylined in place, and rigged with noise makers, thermal lamps, or lights to simulate the activity of the real things. Some larger inflatables have moving sections, like turning turrets or slowly moving heads/arms to simulate action. Construction is of tough, light, plastic fabric that can be internally coated to reflect radar like real metal. Fabric typically has 50SDC to 1d8 MDC.
Cost: 60-4,000 credits depending on the size and complexity of the decoy
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:Can MagePlate Armor be equipped with "limited-capacity PPE Batteries - cartridge batteries" [on low cost designs] or "'x' PPE battery that recharges at a meager rate of 'x' PPE per hour" [high end designs] for self repairs? Even "Spell-Amulets" maybe. Travel form MagePlate armor --- light weight [quarter to third full MDC] till you need it, then 'repair' it to full MDC [with luck]. Is that possible?

...weighs no more than regular aluminum armor, but has the megadamage protection of light MDC alloy.

How long behind the Hangar-18B start adding MagePlate armor material to their aircraft designs?
Ever bomb loads, 100 lb bomb that only weights 25 or 50 lb till the plane gets near the target, then 'repair' it to full weight.



I'd say we could start manufacture of regenerating armors RIGHT NOW with just off the shelf components...aircraft too, but it will initially be quite expensive...Currently, PS TW designs are as cheap/expensive as pure technology aircraft due to our advanced production techniques and applied industrial technowizardry...new materials and systems will jack that price back up to the market average, for balance's sake....

As for lighter bombs? Not going to happen...the bulk of weight in bombs is the explosive filling, and that just can't be made of the new TW armor materials...If one was making a solid kinetic penetrator that relied entirely on its weight for kinetic umphf, the idea MIGHT work, but MagePlate isn't really a good material for making penetrators...depleted uranium and the like for THAT(and we all know how well DU and magic get along together)...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel/Hangar-18B/Vought Corsair II(TW)
(Aka ‘SLUF’--Short Little Ugly Fellah, 'Gulper', 'Bomb Basket')

“We WERE thinking of using a ‘fire bear’ inside this thing instead, but since it was meant to be based off an aircraft carrier...We discovered after some rather hairy tests that Fire Elementals, and especially the animal forms, don’t like sitting close to water any more than they have to, whereas the Air types get along a lot better...”

“Watch it! Those big f#####s may look dumb and slow, but they can throw a boulder high enough to hit yah! Play it safe and keep high, and let the spotters put our eggs in those monsters’ laps!”

This is a modern rebuild of the classic Corsair II naval strike aircraft, a pugnacious-looking attack jet that gained great favor during its deployment with the United States Navy for its reliability and heavy ordnance load. It replaced the smaller SkyHawk, owing to its heavier bombload and greater endurance.
The Corsair II has been resurrected by Paladin Steel and Hangar-18B along the same lines as the smaller SkyHawk; megadamage materials and weaponry, a TW powerplant, extra avionics, and several TW add-ons to improve performance and survivability in the post-Rifts skies of Earth. The aircraft has been made tougher and hardier, with better all-around all-weather performance and added protections. However, it remains at best a modest air-to-air fighter, but an excellent ‘bomb truck’ for tactical strikes.
The GNEN operates several squadrons of Corsair II(TWs) from its carriers, and many more operate with GNE affiliates and allies. A number have also appeared in the hands of well-heeled mercenary and paramilitary groups with carrier craft.
Type: PS/H18B/V-A-7 Corsair II(TW)
Class: Attack Fighter
Crew: One
MDC/Armor by Location:
Main Body 200
Reinforced Cockpit 100
Wings(2) 100 each
Tail 100
Height: 16 ft 1 in.
Width: 38 ft 9 in.
Length: 46 ft 11 in.
Weight: 19,780 lbs empty, 42,000 lbs fully loaded
Cargo: Survival pack in ejection seat
Powerplant: Captive Air ‘Eleminal’---The containment spells need to be renewed every six months or the critter will escape.
---150 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
Bonuses: The use of the Air Eleminal powerplant means that the aircraft has NO foul weather penalties for flying in windy conditions, nor does it suffer icing.
Speed: 690 MPH maximum, maximum altitude 42,000 ft
Market Cost: 24 million credits
Systems of Note:
*Ejection Seat
*HUD-Head Up Display
*Environmental Protection/Life Support---Pressurized cabin(though pilot typically wears pressure suit/EBA for additional protection).
*Long Range Radio----100 mile range
*Long Range Radar---500 mile range
*Radar Detector---Picks up enemy radar emissions and weapons locks
*Laser Rangefinding/Targeting----+1 to strike with cannon and rockets
*Arrestor Hook---For carrier landings
*Folding Wings
Weapons Systems:
1) 20mm Cannon(1)---Fixed forward just below the cockpit
Range: 9,000 ft
Damage:(Proximity-fuzed High-Explosive) 4d4 MD single shot (2 ft blast radius)
1d6x10 MD per 5 rd burst
2d6x10 MD per 10 rd burst
4d6x10 MD per 20 rd burst
Rate of Fire: EPCHH
Payload: 500 rds
b) Alternately, some buyers elect to have the PS-ammo-specific 20mm cannon replaced with a rail gun, similar to that carried by the Grey Falcon Attack Jet.
Range: 4,000 ft
Damage: 1d4x10 MD per 40 rd burst
Rate of Fire: EPCHH
Payload: 8,000 rds(200 bursts)

2)Body Pylons(2)---500 lbs capacity each. Typically has ONE of the following:
a) Short Range Missile---One per hardpoint
b)PS ‘Black Talon’ Light SAMs---PS’s ‘brilliant’ mini-missile.
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1,2,3, or 4(all)
Payload: 4
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)
c) Light Gunpod----Light Rail Gun---A copy of the Coalition’s own C-200 ‘Dead Man’ rail gun.
Range: 4,000 ft
Damage: 1d4 MD single rd, 4d6 MD per 20 rd burst
Rate of Fire: ECHH
Payload:400 rd drum(20 bursts)
d) TK Heavy Machine Gun Pod
Range: 4,000 ft(double on ley lines)
Damage: 2d4 MD single shot, 3d6 MD short(5 shot) burst, 5d6 MD long (10 shot) burst, 2d6x10 MD full melee (50 shot) burst. Damage x2 for synchronized fire from TWO mounted pods)
Rate of Fire: EGCHH
Payload: Effectively Unlimited; powering spells must be re-cast every six months. 200 shot ‘back-up’ PPE clip
Cost: 600,000 credits

3)Underwing Hardpoints(6, 3 under each wing). The inboard pylon has a 2,500 lb capacity, the two outboard pylons can each carry 3,500 lbs of ordnance.
a) Mini-Missiles---19-shot pod
b) Short Range Missiles---1 per hardpoint
c) Medium Range Missiles---1 per hardpoint
d) Bombs---Multiple bombs can be carried on ejector racks for maximum warload.
*250-lb Bomb----2d4x10 MD to 50 ft blast radius
*500-lb Bomb----4d4x10 MD to 60 ft blast radius
*750-lb Bomb----4d6x10 MD to 65 ft blast radius
*1,000-lb Bomb----1d4x100 MD to 70 ft blast radius(Note: 3 can be carried on an outboard pylon, 2 on an inboard pylon)
*1,650 lb bomb(1d6x100 MD to 75 ft blast radius)
*2,000-lb Bomb----2d4x100 MD to 80 ft blast radius
*’Smart Bombs’---Note that any bomb can be fitted with a ‘smart bomb’ modification kit, similar to the American Paveway series, consisting of fore-and-aft control fins and a sensor nose. ‘Smart Bombs’ AUTOMATICALLY hit stationary targets, and are +6 to hit moving targets(though maximum range is 1/2 mile)
*Napalm Tank---Doing one better on Wellington Industries’ Naplam-P, this large 2,000 lb weapon covers an area approximately 100 ft long and 50 ft wide in burning mega-thermal gel; 1d6x10 MD +2d6 MD per melee for 1d4 minutes!
*SAW---Stand-off Attack Weapon , for ground attack. Basically, this is a large LRM-sized pod with maneuvering thrusters, auto-pilot guidance system, and fold-out glide wings, that is designed to overfly a target zone and launch cluster munitions over it, in a bombing pattern. These submunitions can range from golf-ball-sized antipersonnel grenades, runway cratering shells, area denial mines, chemical shells, or even carbon-fiber ‘angel hair’ electrical disruption spools.
One SAW can be carried per hardpoint.
Range: SAW has an effective range of 20 miles in atmosphere Submunnitions can be launched up to 300 ft out to either side of the SAW’s flight path.
Damage: (AP Grenade) 4d6 MD to 8 ft area
(Chemical Grenade) Varies by chemical type and atmospheric conditions. A chemical grenade will generally generate a cloud of aerosol 15 ft in radius.
(HE Shell) 5d6 MD to 20 ft area
(Fragmentation Mine) 4d6 MD to 12 ft area
(Incendiary Bomb) Does 4d6 MD to 40 ft area, does an additional 2d6 MD for 1d6 melees, and 1d6 MD per melee for an additional 2d4 melees
(Angel Hair)---Does NO damage, but against conventional power generators and uncovered power lines and distribution systems, it can short out power grids, clog generator air intakes(80% effectiveness against industrial generators and internal combustion engines), and be a general nuisance to clean up.
Rate of Fire: A SAW can volley its submunitions in any combination
Payload:(Typical loadouts)
400 AP/Chemical grenades
OR
100 HE/anti-vehicle grenades
OR
100 Fragmentation Mines
OR
50 Incendiary Bombs
OR
500 spools of wire, each spool holding up to 4,000 ft of aluminum-coated filament

e) Slammer Concussion Missiles/Bombs---Knockoff Triax Weapon, acquired through industrial espionage.
Range:(Missiles) 6,000 ft
Damage: (Missiles) 2d4x10 MD to 90 ft radius.
(Bombs) 1d4x10 MD to 90 ft blast radius.
88% chance of knock-down(lose 1 APM and Initiative), 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees)
Payload: 3 per hardpoint

f) Recon Sensor Pod---Typically contains photo-optical cameras and similar sensory gear, but other types, such as radiation, chemical, and PPE-sensitive instrumentation are possible.

g) Laser Rangefinding/Illumination Pod----Maps and ‘paints’ targets for laser-guided ordnance. Effective range of 7 miles.

h) Flare/Chaff Launcher
Range: Close Defense
Damage: None; similar to Triax-style chaff
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
Payload: 18 per launcher

i) ‘Tacit Rainbow’ Drone(1 per hardpoint)----This is an LRM-sized mini-cruise missile/reentry vehicle configured as ‘smart’ decoys that can be deployed from the craft, then fly off on its own power, emitting false sensor signatures, and its own ECM. Adding to the confusion, the drone can be programmed to behave in appropriately evasive ‘stealthy’ fashion, to give the impression that it is in reality a real target attempting to evade detection...only to pop up again later to confuse enemy observers.
When its fuel/power is exhausted, the drone then activates a self-destruct device that destroys it completely( destroys drone and does 3d6x10 MD to everything in a 10 ft radius)
MDC of Drone: 50
Size: 15 ft long, 3 ft wide, w/ 13 ft wingspan w/ wings deployed
Speed: Mach 1.4
Range: 1,000 miles
Damage: None, aside from self-destruct
ECM: Jams enemy sensors and radio transmissions with 50% effectiveness (range: 25 mile radius). Can also be programmed to pump out misleading radar signatures conforming to other craft, including larger aircraft. In an emergency, the drone can pump out so much signature that enemy missiles and sensor guided weapons targetted on the mothership(must be within 10 miles of each other to be effective) will be +4 to strike the drone, and will lose target lock on the SR-100.
Bonuses: Drones are +4 to dodge attacks

4) Air Blast(Magic Attack)----The Corsair II TW can launch a powerful blast of wind from its forward centerline air intake
Range: 5,000 ft
Damage: 2d4x10+30 MD per blast, to a 40 ft wide area, plus victims must roll an 18 or better to keep from being knocked over by the wind.
Rate of Fire: Once per melee
Payload: Effectively Unlimited

TechnoWizardry Systems:
*Levitation----A low-powered Levitation spell allows the aircraft to make STOL takeoffs and landings, especially important when using unimproved fields or when heavily laden. Can also be used by ground crews to taxi and move landed aircraft for servicing and repair. 30 minutes per 5 PPE.
*Impervious to Energy( 5 minutes per 20 PPE)
*Protective Energy Field(50 MDC per 10 PPE, 10 minutes per 10 PPE)
*Leyline Booster(Accelerates the jet up to 50% greater top speed when on a leyline, -10% to pilot skill when engaged)

Variants:
*A-7T---Two-seater training version. Occasionally also used as a forward spotter, when fitted with laser illuminator pods.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
ZINO
Knight
Posts: 4097
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: Paladin Steel Storefront

Unread post by ZINO »

let your YES be YES and your NO be NO but plz no maybe
User avatar
taalismn
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Posts: 48660
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Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel Von Stueben Heavy Tank

“Dog House, this is Aviary! We have a trip of the offshore sensor net in grid 4-3-8, right near the penninsula. That’s in your grid, Dog House, advise you go to alert status and fall back to standoff position!”
“Confirmed, Aviary, am upgrading to Alert Status One...”
“Dog House, we have the bogie tracking inshore...why aren’t you moving? Are you in trouble!? Confirm warning!”
“Affirmative, Aviary, alert recieved...negative on problems. Holding position as advised.”
“NO, Dog House! Listen up, whatever this thing is, it’s BIG! And FAST! That tank of yours won’t be able to outrun it if you have to, and I don’t give you odds on outfighting it! Don’t be a dead hero, Dog House, get out, save your crew, and let the Navy and the Air Guard handle this whatever it is! They’re on the way!”
“Confirmed, Aviary. Hear your ETA on reinforcements. Will hold position until relieved.”
“Dog House! We got the hostile contact less than a klick from you in the water! Keep your nose dry and grab some distance! It’s a big one and heading right for you!”
“Confirmed, Aviary.”
“We can’t reach you in less than ten minutes! That thing will be on top of you in one! Get out of there!”
“Roger on that ETA, Aviary, will keep you advised on sit...”
“Damn, Dog House, we got an ID on the bogie! You got a METZLA!!! GET OUT OF THERE!!!! OHMYGOD! A METZLA RIGHT ON TOP OF YOU!!!”
*BAM*
*SIZZLE*
*SSSSSSSSSSSSSSTATICZZZZZZZZZZZZZZ*
“DOG HOUSE!!!”
“Dog House here...you said something about a Metzla? WHAT Metzla?”

The Von Stueben MBT is a new ‘old’ vehicle design that would appear out of place on the modern battlefield----Most military tacticians would agree that the days of the big, heavy, slow tread-laying gun-tank are long gone, superseded by faster, more maneuvarable power armors and hovertanks. Not so, claim the designers, a self-professed gang of conservative vehicle designers of the ‘old school’ of Paladin Steel Engineering. For defensive, point-garrison duties, traditional armored vehicles still have a place in the modern line of battle, being on the whole less expensive, easier to maintain, lower-profiled, and less vulnerable to damage than robot vehicles. The key to surviving against smaller foes, the design team contended, was in applying enough armor to enable the tank to take a beating, and a selection of appropriate weaponry to keep opponents at a distance, and slam those who get any closer.
There is absolutely nothing subtle about the Von Stueben; its underlying design philosophy is to heap the heaviest gun and accompanying armor on a stable tread platform, and squeeze secondary weaponry into the remaining spaces. The Von Stueben is a true monster, a heavy vehicle that has clearly benefitted from PS’s long-suffering ‘Genghis’ Super-Tank Programme. Only advanced composite materials and more sophisticated electronics systems have kept the Von Stueben from becoming another ‘Maus’, too big and ungainly to be practical. Two wide tracks distribute weight evenly for a softer foot-pressure than earlier tanks could handle. A mini-fusion powerplant keeps the tank going, keeps the crew cool, as well as powers the energy-hungry gauss cannon.
The armament is also heavy; more appropriate to a naval corvette than a land vehicle. Indeed, the main gun is an modified naval massdriver cannon that takes up nearly a quarter of the tank’s total weight. This massive gun can deliver a variety of different munitions, including tactical nuclear shells and special ordnance. Backing up this massive weapon are several batteries of medium- and short-range missile launchers, a brace of light railguns, and a flame thrower. A cupola-mounted laser cannon completes the weapons array, providing a last ditch defense in the event ammunition supplies run out.
The Von Stueben is, on the minus side, extremely slow and cumbersome, and lacks many of the advanced sensor and ECM systems of its speedier cousins, but as the designers point out, the Von Stueben is designed to keep the enemy at arm’s length, and let them come to it, rather than go hunting actively for them. With its heavy armor, the Von Stueben can soak up a considerable amount of punishment, while its backtrack sensors track enemy fire back to its point of origin, and the guns and missiles laid in. Ideally, the Von Stueben operates from semi-prepared positions, such as semi-hardened revetments and bulldozed cover, while accompanying powered armor and light vehicles scout around and ahead, designate targets, call in ranges and headings, and let the big guns do the rest. This leaves many more mobility-minded commanders in the VFS Regular Army cold to the Von Stueben, and they consider it little more than a glorified self-propelled gun, akin to the grossly overweight pre-Rifts ‘Crusader’ SPG, that would be overwhelmed in a real melee against the mobile units that now dominate the battlefield. Many garrison troops, however, disagree, and prefer an artillery vehicle that will ‘stay in the trenches’ with them and fight an invader.
Only a few dozen have been constructed so far, and have been distributed to locations along the western borders of the GNE, and garrisons along the east coastal defense zone.
Type: PS-MBT-25
Class: Heavy Main Battle Tank
Date of Introduction: 110 PA
Crew: 4(driver, engineer/loader, commander/sensor operater, and gunner)
MDC/Armor by Location:
Main Turret 500
Main Cannon 250
Main Body 900
*Treads(2) 250 each
Command Cupola/Top Hatch 100
MRM Launcher 200
SRM Launchers(3) 80 each
Light Rail Guns(2, one turret-mounted, one forward hull mounted)30 each
Flamethrower 50
*If a tread is destroyed, it can be blown free and the tank can continue to move on its road wheels. However, this is effective only on a firm, packed, and level surface, and can only make 7 MPH.
Height: 15 ft
Width: 15 ft
Length: 40 ft
Weight: 95 tons
Cargo: Small 4x4x4 ft space inside main body crew compartment for holding additional supplies, survival packs, tool kits, and personal possessions.
Powerplant: Nuclear Fusion w/ 20 year energy life
Speed: 30 MPH
Can also seal up and crawl along river and lake bottoms. Maximum crawl speed of 5 MPH. Maximum depth: 80 ft. The Von Stueben can remain underwater up to 48 hours(longer with a snorkel).
Market Cost: 45 million credits
Systems of Note:
Standard robot features, plus:
*Laser Targeting---+1 to strike with ranged weaponry
*Directional Laser Communications---This allows the tank to have unjammable point-to-point communications with other(similarly equipped) vehicles and remote surveillance drones.
*Short Range Radar---50 mile range, w/ trajectory backtrack capability

*ECCM system--- Because of the Coalition’s(and other high-tech adversaries’) increasing use of jamming during assaults to divide defenders and cut them off from reinforcement, PS decided to install an ECCM system in the Von Stueben to insure that the slow moving MBT can receive and send in the thickest EW-jamming conditions. A semi-automatic system that uses electronic encryption and frequency jumping to (attempt to) negate jamming systems. The system has a 25% chance of negating radar or communications jamming(non-magical) on its own, or a +5% if the pilot has a Read Sensory Instruments or Radio: Scramblers skill and devotes a full melee to operating the system(no other attacks/actions are possible). Having an Electronic Warfare Skill gains a +15% bonus to operating this system.
Note that this only applies to recieved communications(the system filters them out from the jamming clutter) and sensory data recieved by that unit alone(other units cannot make use of it, unless they have an unaffected datalink/info-share with the ECCM equiped unit. Magic/psychic jamming is NOT affected by this system.
Weapons Systems:
1)175mm LB Mass Driver Cannon(PS-MDJ175L)---This massive long barrelled weapon dominates the armament and the main turret. The 175mm MD is an improvement over earlier conventional autocannon, replacing volatile propellant bags with a mass-driver system that can lob explosive projectiles on a semi-ballistic fire path, or accelerate long-rod armor-penetrator projectiles on hypervelocity direct fire trajectories. All just by varying the power, frequency, and timing of the ‘spikes’ produced in the acceleration stator ring-elements. This also means that the weapon has a lower barrel fatigue rate(the shells do not come into physical contact with any rifling)and the cannon has a higher rate of fire(no residual propellants to clean out between firings or powder bags to load)!
Because of the usefulness of this weapon as a self-propelled gun, as well as the limited amount of internal stowage space for the massive shells, the Von Stueben is often accompanied by an ammunition carrier, typically a modified Rattlesnake APC(which can carry 5 tons of shells) or other cargo hauler.
Weight:41,000 lbs(20.5 tons)
Range:(Direct Fire) 44,000 ft (8.8 miles)
(Indirect Fire) 110,000 ft( 22 miles)
Damage:High Explosive(HE)---- 4d6x10 MD to 50 ft radius
High Explosive Anti-Tank(HEAT)----5d6x10 MD to 10 ft radius
Fragmentation--- 3d6x10 MD to 70 ft radius
Plasma-----1d6x 50+10 MD to 50 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 7d6x10 MD out to 15,000 ft, 4d6x10 MD out to maximum range
Rate of Fire: Once per melee
Payload: 3 tons ammunition stowage
175 mm AP/HE shell weighs 135 lbs( 15 shots per ton)

2)Medium Range Missile Launcher(1, turret-mounted)----This launcher is mounted on the upper deck of the turret, behind the commander’s cupola. This launcher can accommodate any of the new, higher-yield PS missiles.
Range:Varies by Missile Type
Damage:Varies by Missile Type
Rate of Fire:Volleys of 1, 2, 4, 5, 6, or 10
Payload: 20

3)Short Range Missile Launchers(3)---One is built into the front plate of the main turret, while the other two are built into the sides of the rear ‘tail’ of the turret. The Von Stueben uses PS Cubic-4 and Cubic-6 SRM launchers, designed for more convenient internal installation in vehicles.
Range:Varies by Missile Type
Damage:Varies by Missile Type
Rate of Fire:(Forward SRM launcher)Volleys of 1, 2, or 4
(Lateral SRM launchers)Volleys of 1, 2, 3, or 6
Payload: The front launcher has 4 SRMs, with 20 in stowage(24 total) while the two rear launchers have 24 missiles each, for a total of 68 missiles!

4)Light Railguns(2, one turret-cupola mounted, one front-plate mounted)---A copy of the Coalition’s own C-200 ‘Dead Man’ rail gun.
Range: 4,000 ft
Damage: 1d4 MD single rd, 4d6 MD per 20 rd burst
Rate of Fire: ECHH
Payload:600 rd drum(30 bursts)per rail gun

5)Light Pulse Laser(1)---Mounted in the cupola and intended as a weapon of last resort
Range: 2000 ft
Damage: 6d6 MD per blast
Rate of Fire: EPCHH
Payload: Effectively Unlimited

6)Flame Projector(1, mounted in a small galcis plate turret)---Modified from the pod used on the Mongol Light Tank, with multi-fuel capability technology developed with the ‘Firewaller”.
Range:(Direct-Stream Mode) 230 ft
Damage:(Direct-Stream Mode)
(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 flamethrower 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:(Direct-Stream Mode) Standard
Payload:(Direct-Stream Mode
(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).

7) External Antipersonel Fletchette Packs(55)----An effort to further protect the slow moving tank against faster power armor and infantry, this system consists of s series of directional ‘claymore’-style fragmentation grenades attached to the outer hull and triggred either by command or by motion detector trip to fill a ‘kill zone’ around the tank with lethal shrapnel and anti-personnel fletchettes.
Range: 100 ft
Damage: 5d6 MD to a cone swath roughly 50 ft long, by 10 ft wide.
Used as reactive arnor against plasma and armor-piercing missiles, the computerized firing system acts as a PARRY, rolling to match or better the missile’s strike roll...a successful counter means that the missile damage is HALVED, while a failure means the tank takes full damage. Note: when dealing with volleys, one reactive armor pack can match TWO missiles in a volley, so in order to effectively counter a five missile volley, the tank must expend 3 reactive armor packs...two packs would roll twice to defeat their respective missiles, the third would only roll once. If the enemy missile launcher has a line of sight on the tank, they can target a spot on the hull which has no packs covering it (a called shot), in which case the remaining reactive armor is -4 to cover the gap.
Rate of Fire: One at a time or can be simultaneously fired in volleys of 1-10
Payload: Each side of the tank(sides, front, back) has 10 fletchette packs each(40 total), the turret has 6 each side, three on top(15 total)

Variants:
Very few variants have been tried with the Von Stueben, since many commanders regard the slow-moving treadlayer chassis as tactically limited in its potiential. Still, there has been some experimentation, mostly with secondary armaments, such as replacing the cupola laser with a Laser Anti-Missile System, replacing the MRM launcher with a 4-round LRM launcher, 40-shot SRM launcher, or 25-shot Black Talon L-SAM launcher, or sacrificing the turret SRM launchers for more ammunition space(1 ton of extra ammo) for the main gun.
Another proposal would swap out the massive Shelburne-Ra 117 Fusion Reactor for a smaller, more compact, and more expensive, Shikona-Prism 14 powerplant, and using the freed up space to install an integral forcefield generator with 500 MDC(!).
The most common systems upgrade fits the Von Stueben with laser-com mini-turrets, allowing it to integrate into a line-of-sight C&C network, for fire support missions. This system enables other vehicles to more effectively act as spotters for the the MBT’s big guns.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
Shark_Force
Palladin
Posts: 7128
Joined: Fri Jun 26, 2009 4:11 pm

Re: Paladin Steel Storefront

Unread post by Shark_Force »

hmmm... suggested variant: a docking collar of some kind (with a matching collar on the ammunition hauling vehicle).

because if i was them, i wouldn't want to have to get out from under the MDC steel to get more ammo ;)
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taalismn
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Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Shark_Force wrote:hmmm... suggested variant: a docking collar of some kind (with a matching collar on the ammunition hauling vehicle).

because if i was them, i wouldn't want to have to get out from under the MDC steel to get more ammo ;)


Yep...ALL my specialist ammo carrie vehicles have powered feed chutes with MDC housing, just as all AFVs of PS manufacture have compatible loading hatches... :D
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
ZINO
Knight
Posts: 4097
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: Paladin Steel Storefront

Unread post by ZINO »

is this a pre-rift tank????????????
let your YES be YES and your NO be NO but plz no maybe
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