taalismn wrote:Trust me...when you see what else I got in mind for the system..
you will pass bricks....
More 'Stone to Flesh' meat by products?
Waiting.
Moderators: Immortals, Supreme Beings, Old Ones
taalismn wrote:Trust me...when you see what else I got in mind for the system..
you will pass bricks....
Shadow Wyrm wrote:There is just something epic about "THUNDERBUNNY" that sends shivers down my spine.
abtex wrote:taalismn wrote:Sadly, the babes usually have 'borged-up boyfriends looking to squash anybody who gets too close...
...that would stop you from writing up it up. PS sales the chassis for the babes and their cyber-pets.
taalismn wrote:Thanks...will be whomping up more as I look at older systems and see how they can be improved(so I'm re-inventing the same vehicle several times over), looking to address tactical and strategic needs(I find I'm short on large warships), and inventing wholly new major systems(taking a lot of suggestions and comments to heart)...
Balabanto wrote:Well, something called The Devastator should Devastate things. 1d6x10 couldn't devastate your mother in Rifts.
amodernheathen wrote:If, in one posting, I can increase the hellish chaos of even a single planet seven-fold, then I believe that I have done my duty as a Game Master to the widows and orphans of that world. By increasing their number. Drastically.
Ziggurat the Eternal wrote:taalismn wrote:Thanks...will be whomping up more as I look at older systems and see how they can be improved(so I'm re-inventing the same vehicle several times over), looking to address tactical and strategic needs(I find I'm short on large warships), and inventing wholly new major systems(taking a lot of suggestions and comments to heart)...
the GMR airships are my favorite. There's just something so darn cool about the Foss.
taalismn wrote:Paladin Steel Haven-class Escort Carrier
“We got three Horune raiders confirmed in this region, hitting coastal communities...and they show no signs of stopping...But they’re acting wiggy; smart-wiggy---rather than hit a town and then hit the one next to it after the neighbors have been warned, they’re hitting all over the place...over 300 miles of coast...To patrol that and intercept them before they strike again, the small PBs we got already down there won’t be enough; we’ll have to do it by air....The GNENSS Poqounok will be heading down there to back up the mosquito boats...She’s got a full air group of SkyRaiders and Taons...Hopefully, that will be enough, because we can’t spare much more.”
The expansion of Paladin Steel’s maritime interests and Greater New England’s own mercantile operations led to a serious need for warships and aircraft carriers to protect the growing merchant marine. With GNE prosperity had also come greater interest from both GNE’s traditional enemies(the Splugorth, the Coalition, etc...) and new ones(the Amazon Pirates, the Horune, the Naut’yll, etc...) meaning that Paladin Steel had to produce new ships, and FAST....
Originally, Paladin Steel had thought to copy what other maritime nations were doing; converting large merchantmen vessels into ‘baby flattops’, but Vernon Bach had reservations about the suitability of such vessels in modern combat. Another proposal was to simply recreate successful pre-Rifts escort carriers such as the World War Two-vintage ‘Casablanca’ class CVEs, upgraded with modern materials and weapons. Again, Paladin Steel engineers thought they could do better, while still being able to produce a cheap, economical design.
The answer was a compromise of sorts---the ‘Haven’-class CVEs, which were essentially scaled up versions of the new Ashaton multi-purpose vessels...extended frame trimaran vessels with high capacity and a high turn of speed, armed over the ‘Casablanca-II’ standard. The Havens add a trimaran design, increasing the beam of the vessels, but decreasing draught, and adding additional deck space and flight deck area. More advanced propulsion systems allow for greater speed, and the ships carry even more defensive armaments. The emphasis is to improve the survivability of the carrier platforms, through speed, armament, and armor.
If there’s a criticism of the Haven class, it’s that they’re merely a scale-up of the systems and philosophy of the earlier ‘Casablancas’, with little in the way of new thinking. As such, the Haven’s are considered to still be ‘light’ naval assets, working with litoral combat fleets and moving with flotillas of slower-moving craft. Still, they better than the conventional craft fielded by many other new emergent sea-nations, and serve as effective power-projection platforms.
Type: PS-CVE02 ‘Haven’
Class: Aircraft Carrier, Escort
Crew: 860+200 additional troops/passengers
MDC/Armor by Location:
Main Body 6,000
Bridge 900
Radio/Sensor Towers(2) 500 each
Flight Deck 1,700
Elevator Platforms(2) 700 each
Medium Range Missile Launchers(2) 200 each
L-Sam Launchers(2) 100 each
Laser Turrets(6) 150 each
5-inch Gun Turret(1) 100
40mm Gun Turrets(8) 80 each
20mm Guns(24) 60 each
Goal Keeper CIWS Turret(1) 80
‘Button Gun’ CIWS(6) 100 each
Height: 50 ft
Width: 125 ft
Length: 450 ft
Weight: 19,000 tons
Cargo: 3,500 tons
Powerplant:Nuclear Fusion w/ 25 year energy life
Speed: 30 knts
Market Cost: 72 million credits
Systems of Note:
Standard Warship Systems, plus:
*Radar---240 mile range and can simultaneously track up to 96 targets
*Sonar---32 mile range
*Search Lights(6)----9,000 ft range. IR and normal light.
*Lift Cranes----The Havens incorporate six lift cranes, each with with a lifting capability of 45 tons.
*Electromagnetic Aircraft Catapult Systems(3)---Replacing the old steam catapults, these more modern systems give fully-laden aircraft a boost off the flightdeck. Two forward and two lateral systems are mounted.
*Hull Degausser---This system can be used to periodically de-magnetize the hull, loosening the grip of magnetic-attachment limpet mines, and reducing the effectiveness of magnetically-triggered ocean mines in detecting the vessel and detonating.
*Closed-environment Life Support System---If necessary, the carriers can seal up, and recycle their air for up to a week.
*Desalination Gear---The carriers, in addition to having their own onboard fresh water supply, have a desalinator for producing fresh water from salt water.
*ECCM system: A semi-automatic system that uses electronic encryption and frequency jumping to (attempt to) negate jamming systems. The system has a 55% 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.
*ORACLE---Omni-diRectional Aura Classification and Locator Electronics---A TW development of the SNARLS PPE Scanner, this system consists of a series of advanced Technowizardry scanner systems(TW optic mounts, static crystal PPE meters, and whatnot) stationed around the ship, feeding into a central computer system with special TW-derived interface program algorithms. The system is designed to detect incoming magical/paranormal attacks and alert the crew to them(hopefully in time to allow them to take defensive measures). PS hopes to upgrade the system to allow for over-the-horizon and remote-viewing advanced early warning capabilities. The ORACLE Mrk II is currently being retrofitted to most ships-of-the-line of the VFSN/GNEN.
Effective Range: 4,000 ft radius of detection.
Weapons Systems:
1) Medium Range Missile Launchers(2)---These are large box-style multi-purpose launchers, one forward and one aft, that can accommodate a variety of missiles and fire-missions, from anti-air to surface bombardment and ASROC munitions.
Range: Varies by Missile Type
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-12
Payload: 12 missiles per launcher; additional missiles can be reloaded from storage(1 ton of cargo per 24 missiles)
2) L-SAM ‘Black Talon’ Launchers(2)---These are RAM(Rolling Airframe Missile) launchers for firing the super-accurate ‘super stinger’ L-SAM.
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1,2,3, or 4(all)
Payload: 24 per launcher
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again); additional missiles can be reloaded from storage(1 ton of cargo per 48 missiles)
3)Tri-Laser(PSMBL-3E) Turrets(6)---Adapted from the Glitterboy No. 7 of South America, these lasers provide a photonic air defense, especially when linked to advanced targeting systems similar to those on the regular PDS cannon.
Range: 8,000 ft
Damage: 2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Radar Targeting Bonus: +3 to strike
4) 5-inch gun(1)---A single large caliber ballistic cannon, mainly used for engaging surface targets, but also capable of acting as an anti-aircraft weapon.
Range:17,575 yards* in a surface role, 37,200 feet in anti-aircraft mode
(RAP/Rocket-Assisted Projectile) 23,770 yards
(*Note: It would take over a minute for shot to hit the target at maximum range...est. 68 seconds)
Damage:
(Fragmentation) 6d6 MD to a 35 ft radius
(High Explosive-Armor-Piercing) 1d6x10 MD to 12 ft blast radius
(Plasma)2d4x10 MD to a 30 ft blast radius
(Flare) Burns for 1d4 minutes, illuminating a 2,000 ft area
(Chaff Round)Spreads radar-disrupting chaff similar to Triax-type chaff
Rate of Fire: 3 rds per melee
Payload:Ready Magazine holds 180 rds.
5)40mm Rail Gun Turrets(PS-862 FC Interchangeable, Recoilless, Anti-Aircraft Flak Cannon(TX-862FC))(16; 8x2)----Eight twin-gun turrets are arrayed around the ship for maximum coverage.
Weight:4.5 tons
Range:10,000 ft
Damage:4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD six-round burst
Rate of Fire:EPCHH
Payload:800 rds, 400 rds per cannon
Bonuses:Independent laser and radar tracking system(range: 11,000 ft). +1 strike set on automatic against aerial attack, +2 strike fired by pilot
6) PS-OTO-CIWS Goalkeeper(1)
Though the PS couldn’t acquire the plans for the Coalition’s C90R CIWS, they did acquire a similar, if less powerful, system from their European contacts; a modernized upgrade of the OTO Melara Goalkeeper CIWS. The PS-OTO is intended for larger vessels, and is rarely effectively mounted on smaller vessels.
Range: 6,000 ft
Damage: 2d4x10 MD per 60 rd burst
Rate of Fire: 6 attacks per melee
Payload: 12,000 rds per gun(200 bursts each)
Radar Targeting Bonus: +3 to strike
7)*PS-L-CIWS Vulcan Chain Gun(aka “Button Guns”)(6)---This installation, introduced on the Type 9 Battlemover, then adapted as an air defense weapon option for the VW Camper Gunship, has been adapted for shipboard use as PS’s standard light maritime weapons system. The system is a very compact and neat installation that takes up little space, and has been compared to the pre-Rifts Russian ADMG-630 30mm Gatling CIWS that saw extensive service aboard Russian warships. The PS-L-CIWS is often called the “Button Gun” because of its squat, flattened dome-like turret. Six of these weapons are mounted around the hull, and normally sit flush to the deck, concealed in their individual silos. When activated, however, they pop up and can engage aerial or surface targets with a deadly spray of projectile fire.
Range: 4,000 ft
Damage: 1d4x10 MD per 20 rd burst(can only fire bursts)
Rate of Fire: EGCHH, as an automated defense system linked to a radar/sensor system, the “Button Gun” has a +2 to strike, and four attacks per melee.
Payload:8,000 rd drum(200 bursts)
20-mm(PS Model-2N)(24)---These are individually-manned weapons on pedestal-mounts with gunshields
Range:7,200 ft
Damage:(20mm) 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 single rd
1d6x10 MD per 5 rd burst
Airburst does 4d4 MD to 2 ft blast radius
Rate of Fire: Standard
Payload: 1000 rd drum
9)ASW Projectors(6)---Two forward, two aft, two lateral. Rocket-propelled light depth charge launchers.
Range: 4,000 ft, 1,000 ft maximum depth
Damage: 7d6x5 MD to 50 ft radius
Rate of Fire: Volleys of 1,2,4, 5, 8, or 16
Payload: LASRW-16: 16 rounds each launcher
10)Decoy Countermeasure Launchers:(6)------Paladin Steel has adopted a series of standard countermeasure packages for use aboard their vessels. Notably they have adapted the US Navy Mk 38 Rapid Bloom Off-Board Countermeasures(RBOC-2) launcher system and the Replica radar signature decoy system. The RBOC-2 fires rocket-mortar shells of flares and chaff up to 1.25 miles away, to heights of 3,000 ft(the better to fool missiles coming in over the horizon), and fires clouds of chaff from deck mortars at closer ranges to confuse other guided weapons).
The Replica system resembles a folded-liferaft capsule when in its launcher, but can be fired off up to 300 ft, and rapidly unfolds to become two linked floating radar and sonar reflectors that give the appearance of a much larger object, and hopefully divert enemy fire and attention away from the targeted vessel.
A variant on this system includes attaching active sonar decoys or “Screamers” to attract or confuse acoustic sensors and homing torpedoes.
The Havens have 4 RBOC mortar banks(2 forward, 2 rear), and 2 Replica System launchers on the forward deck(so it can launch decoys without endangering embarking/evacuating troops)
Range: The RBOC can toss decoy bundles 1.25 miles, and to an altitude of 3,000 ft
Damage: None. The RBOC is too inaccurate to be used as an effective weapon(oh, it could probably blow a person off the deck if they were standing too close, but that goes without saying) Effects are 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!
(Flare/Chaff)Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: Flare/Chaff launchers typically have 10 shells each. A Replica launcher will have 2 decoys per launcher.
Auxiliary Craft
36 aircraft(Typically a mix of naval fighter craft and ASW VTOLs)
Popular aircraft types in GNE service include the Crusader-TW, Corsair-TW, SkyHawk-TW, SkyRaider, SkyShark, F-32 Avenger, Taon Fighter Pod, Vanstar COD aircraft, StarFire AWACS, Sea Sprite II LAMPS helicopter, Super Sea King ASW helicopter, and Naval Mohawk attack helicopter. Various RPVs, semi-autonomous drones, and captive/free-flying aerostat sensor platforms can also be carried.
Typically has a contingent of 8-12 power armors aboard to assist in self-defense and loading/refueling operations.
Typically 4-8 drone submersibles and 20-50 ABA units
Variants:
There are no major variants of the Haven-class CVE, yet. The general purpose configuration of the class means that the function can be altered simply by changing the complement of aircraft carried; some Havens have been seen carrying aerostat surveillance/weapons platforms, or wholly ASW aircraft comlements.
The only major hardware variants seen thus far involve the replacement of the forward 5-inch gun with a heavy naval laser cannon;
Range: 9,000 ft
Damage:1d4x100 MD per blast
Rate of Fire: ECHH
Payload: Effectively unlimited
taalismn wrote:Thanks...will be whomping up more as I look at older systems and see how they can be improved(so I'm re-inventing the same vehicle several times over), looking to address tactical and strategic needs(I find I'm short on large warships), and inventing wholly new major systems(taking a lot of suggestions and comments to heart)...
Shark_Force wrote:walking stick?
6 inches diameter, 10 feet tall, and you can disguise it as an innocuous walking stick? =P
(i think your size seems rather large for it's stated purpose, personally. i'd rather see something maybe a 3-5 feet long and a couple inches thick if it's supposed to be used for squeezing into really small areas. or maybe just include a smaller version or something).
personally, i could really see combining this thing with some wilk's laser technology (there's a welder or something like that in the main book that can do as much as 4d6 per attack with a range of about 10 feet, iirc, with excellent energy efficiency)
Shark_Force wrote:oh, by the way, i just wanted to add... if i point things out about the stuff you design, i don't want you to feel like i don't like it... i'm just saying "i think it could be even more awesome if..." i have to admit, i enjoy seeing whatever new toy you come up with for us, and i just wanted to say that i do appreciate the work that goes into them. they are awesome, but i have an unfortunate tendency to nitpick excessively =S
taalismn wrote:I figure Abtex would kill me if I didn't share this website for futuristic/Golden Age concept vehicles....http://psipunk.com/
abtex wrote:taalismn wrote:I figure Abtex would kill me if I didn't share this website for futuristic/Golden Age concept vehicles....http://psipunk.com/
Just looked on it. It will do, for a life time or two. The http://fgadgets.com/ site on the side may have some use as well. Look at tomorrow.
taalismn wrote:PS Salerno Landing Ship
“Coalition Merchant Marine...that’s a laugh if I ever heard one! I seen damn few ‘Coalition Merchant Marines’ who I’d call seaworthy...most of them are brown-water brown-noses who puke and run when they see blue water....let me tell ya......if you can get a crew of them Coalies to ship with me on the North Atlantic run, I’ll maybe change my mind about them....dodging ’ bergs, ‘bugs, and squall on the high seas, and running the guantlet of pirates and slavers close to shore...that’s what seamanship is about nowadays...”
----”Salty Sal” Donahue, Montreal Seaman
“I tell you this...what happened out there just goes to prove that the Quebecois are NOT to be trusted any more than the Coalition...’Defending their territorial waters’ my ass! We were steaming well clear of the Saint Lawrence and their pickets...if anything, we should have been expected the CSN to attack us! And that’s what we thought after that destroyer popped up flying the fleur and acting all peaceful like they weren’t going to bother us, especially after we flew our ‘neutral’ pendants...they KNEW we were Vermont Merchant Marine, and well outside their waters...but they started demanding we pull to and prepare to be boarded, then the damn Quees begin firing on our convoy without provocation! Blew the ‘Leeson’ out of the water, and would have done the same to the lot of us if we hadn’t had Salernos and started shooting back! They burnt the ‘Elmo’ after that, but they hadn’t reckoned on us having armor or guns big enough to shoot back....but even then the old ‘Timson’ came out looking like a stretch of chicken-wire...but I know we did some damage to them, as well! Enough that we managed to pull away and lose them in the ‘llses!
I don’t care what official policy is anymore! We stuck to ‘official policy’ last time and tried to avoid trouble and the damn FQN sank two boats, several million worth of trade goods, and over a hundred good folks out of spite! Next time I see a fleur or a skull on a ship, I sink the damn thing, if I gotta give up cargo space to mount the missiles to do it! “
----Seaman Tolber Redding, Merchant Marine Salerno Transport ‘Mary Timson’, during an official inquiry into the ‘Brunswick Incident’, 106 PA
The second of the original PS LST series, the Salerno, is a larger, heavier vessel, with both bow and stern ramp-hatches, allowing for roll-on/roll-off loading/unloading. From a distance, this vessel looks like a typical large freighter, but heavy gun armament and ramp landing capability allow it to get up close to shore and deliver a payload of troops and vehicles while defending itself or securing a beachhead. It also makes a decent merchant transport for moving heavy equipment, and defending itself on hostile shores.
The Salerno is produced in two separate versions; the first, the ‘A’ configuration, is intended for commercial sales and is made available to the public. The ‘B’ configuration is intended for Paladin Steel’s/GNE’s own military forces, and incorporates more advanced weapons and electronics systems. The ‘B’ configuration is also notable for being used on the transatlantic convoy routes to Europe and the Mediterranean as an armed merchanter, alongside ‘Liberty’ and ‘Victory’-class freighters.
Type: PS-LST-02A/B Salerno
Class: Landing Ship, Tank/Vehicle-Medium
Date of Introduction: 104 PA
Crew: 50+120 passengers
MDC/Armor by Location:
Main Body 3,600
Bridge 300
Cranes(2) 100 each
Gun Turrets(2) 250 each
Secondary Weapons Turrets(4) 100 each
Cargo Doors/Ramps(2, fore and aft) 300 each
Height: 12 ft Draught
Width/Beam:50 ft
Length: 374 ft
Weight:4500 tons
Cargo:1,500 tons
Can typically carry a company of 12 heavy tanks, or 20 light vehicles(jeeps, light trucks, light tanks)
Powerplant: Liquid Fuel (4,000 mile range)or Nuclear(15 year energy life)
Speed:18 kts( 20 MPH)
Market Cost: 26 million credits
Systems of Note:
*Long Range Radar---100 miles
*Long Range Radio--- 100 mile range
*Sonar-------80 miles
*Limited Life Support---The main crew compartments can be sealed airtight and supplied with air conditioned tanked air for up to 48 hours, or filtered external air for 4 days.
*Forward and Aft Boarding Ramps
Weapons Systems:
1) Two Twin 37mm Cannon(1x2)---Mounted in a forward dual-cannon turret
Range: 10 miles
Damage: 2d4x10+10 MD to 10 ft blast radius per single shell
Rate of Fire: Four times per melee
Payload: 80 rd magazine
2) PS-L-CIWS Vulcan Chain Guns(aka “Button Guns”)(4)---This installation has been adapted for shipboard use as PS’s standard light maritime PD weapons system. The system is a very compact and neat installation that takes up little space, and has been compared to the pre-Rifts Russian ADMG-630 30mm Gatling CIWS that saw extensive service aboard Russian warships. The PS-L-CIWS is often called the “Button Gun” because of its squat, flattened dome-like turret.
Range: 4,000 ft
Damage: 1d4x10 MD per 20 rd burst(can only fire bursts)
Rate of Fire: EGCHH, as an automated defense system linked to a radar/sensor system, the “Button Gun” has a +2 to strike, and four attacks per melee.
Payload:8,000 rd drum(200 bursts)
3)LASW Launchers(2 forward, 2 aft)---Rocket-propelled depth charge launchers.
Range: 4,000 ft, 1,000 ft maximum depth
Damage: 7d6x5 MD to 50 ft radius
Rate of Fire: Volleys of 1,2,4, 5, 8, or 16
Payload: LASRW-5: 5 rounds
LASRW-8: 8 rounds
LASRW-16: 16 rounds
Cost: 80,000 credits for the launcher(81,000 credits for the LASRW-8 , 84,000 credits for the LASRW-16; price covers installation) 3,000 credits per shell
Variants:
The official Paladin Steel variant is much more heavily armed and features the following:
Modifications:
MDC/Armor By Location:
Main Body 4,000
Bridge: 400
Forward Gun Turret 400
Systems of Note:
*Advanced Fire Control System---This advanced target acquisition and fire control system gives a +2 to Strike with ranged direct-fire weaponry. Furthermore, it can be tied in with the systems aboard other nearby ships(as in a convoy) allowing them to share targeting information, and an additional +1 to strike. Up to 12 ships can be tied into this system(more if a dedicated command/control vessel, such as a warship, acts as central coordinator). Commlink is by radio or direct laser link.
Weapons Systems:
1) Multi-weapons Turrets(2)---The ‘B’ configuration replaces the 37mm cannon turrets with specially modified Moljinar Battle Robot upper torsos. The arms have been replaced with heavy naval lasers. The torsos are mounted on waist-rotation systems, and retain their original fire control sensor suites and power plants, but are hooked into the ship’s power grid for additional power, and cooling.
Range: (Arm Lasers)6 miles
(Short-Range Missile Launcher)---Varies by Missile Type
Damage: (Arm Lasers)2d4x10 MD short burst, 3d4x10 MD heavy burst, 3d6x10 MD maximum burst---per arm
(Short-Range Missile Launcher)---Varies by Missile Type
Rate of Fire:(Arm Lasers) 8 short bursts, 6 heavy bursts, or 4 maximum bursts per arm.
(Short-Range Missile Launcher) Volleys of 1,2, 3, 4, 6, or 12(all)
Payload: (Arm Lasers)Effectively Unlimited
(Short-Range Missile Launcher) 12 missiles
Bonuses: (From targeting computer and sensors) +4 to Strike
b)Short Range Missile Launchers(2, shoulders)---These are, aside from a different armored shutter system protecting them, identical in performance to the CR-10 system of the UAR-1
Range: Varies by Missile Type(Short Range Missiles)
Damage:Varies by Missile Type(Short Range Missiles)
Rate of Fire: Volleys of 1-4
Payload: 5 each shoulder, ten total
c) Shoulder Laser Turrets(2)---The mini-laser turrets of the original UAR-1 have been retained, but upgraded with an improved model based on the CR-4T laser turret, with a ball-mount styling.
Range: 4,000 ft
Damage: 3d6 MD single blast,6d6 MD dual blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited
d) Chest Turret(1)---Like the shoulder mounts, the chest turret has been modified to a modular system allowing for customization and field refits.
a2)Mini-Missile Launcher---Identical to the original CS system, but with slightly more ammunition capacity.
Range: Varies by Missile Type(Mini-Missiles)
Damage:Varies by Missile Type(Mini-Missiles)
Rate of Fire: Volleys of 1-4
Payload: 24
Cost: 400,000 credits
b2)Pulse Laser Turret
Range: 4,000 ft
Damage: 4d6 MD single shot, 1d6x10+10 MD for triple pulse burst
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: 30,000 credits
c2)Grenade Launcher---Though using a Wellington-derived warhead, the PS weapon is based on pre-Rifts designs, with a better overall range and indirect fire capabilities.
Range: 6,000 ft
Damage: (Fragmentation) 4d6 MD to 12 ft blast area single shot, 1d6x10 MD to blast area of 20 ft per 5 shot burst
(Armor Piercing)1d4x10 MD to 3 ft blast area single shot, 2d6x10 MD to blast area of 6 ft per 5 shot burst
Rate of Fire: EPCHH
Payload: 50 shot magazine
Cost: 40,000 credits
d2)Plasma Cannon(1x2)---Twin plasma rifles
Range: 1,600 ft
Damage: 6d6 MD single shot, 1d6x10 +10 MD double shot burst
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: 50,000 credits
e2)Ion Cannon---A copy of the ion weapon in the M-90 “Beach Stormer”, samples of which were acquired by Paladin Steel West, though with slightly less damage due to differing production methods.
Range: 4,000 ft
Damage: 1d6x10 +7 MD per energy burst
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: 60,000 credits
2) L-SAM Launchers(2)---These are RAM(Rolling Airframe Missile) launchers for firing the super-accurate ‘super stinger’ L-SAM.
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1,2,3, or 4(all)
Payload: 12 per launcher
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again); additional missiles can be reloaded from storage(1 ton of cargo per 48 missiles)
3) Underwater Gun Turrets(2)---Comes with two retractable underwaterline turrets armed with either 30mm cannons firing supercavitating ammunition(2,000 ft range, 4d6 MD single rd, 1d6x10 MD two rd burst, 100 rd drum ), or blue-green lasers(2,000 ft range, 4d6 MD single shot, 1d4x10 MD pulse burst, unlimited payload).
4)Countermeasures:------Paladin Steel has adopted a series of standard countermeasure packages for use aboard their vessels. Notably they have adapted the US Navy Mk 38 Rapid Bloom Off-Board Countermeasures(RBOC-2) launcher system and the Replica radar signature decoy system. The RBOC-2 fires rocket-mortar shells of flares and chaff up to 1.25 miles away, to heights of 3,000 ft(the better to fool missiles coming in over the horizon), and fires clouds of chaff from deck mortars at closer ranges to confuse other guided weapons).
The Replica system resembles a folded-liferaft capsule when in its launcher, but can be fired off up to 300 ft, and rapidly unfolds to become two linked floating radar and sonar reflectors that give the appearance of a much larger object, and hopefully divert enemy fire and attention away from the targeted vessel.
A variant on this system includes attaching active sonar decoys or “Screamers” to attract or confuse acoustic sensors and homing torpedoes.
The Salerno has 1 RBOC mortar bank aft, and 2 Replica System launchers on the forward deck(so it can launch decoys without endangering embarking/evacuating troops)
Range: The RBOC can toss decoy bundles 1.25 miles, and to an altitude of 3,000 ft
Damage: None. The RBOC is too inaccurate to be used as an effective weapon(oh, it could probably blow a person off the deck if they were standing too close, but that goes without saying) Effects are 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!
(Flare/Chaff)Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: Flare/Chaff launchers typically have 10 shells each. A Replica launcher will have 2 decoys per launcher.
taalismn wrote:I figure Abtex would kill me if I didn't share this website for futuristic/Golden Age concept vehicles....http://psipunk.com/
ZINO wrote:is this pre rifts ?taalismn wrote:PS Salerno Landing Ship
Balabanto wrote:Well, something called The Devastator should Devastate things. 1d6x10 couldn't devastate your mother in Rifts.
amodernheathen wrote:If, in one posting, I can increase the hellish chaos of even a single planet seven-fold, then I believe that I have done my duty as a Game Master to the widows and orphans of that world. By increasing their number. Drastically.
Ziggurat the Eternal wrote:I like the flying MARV GunDaddy.
Arnie100 wrote:You need an artist, taalismn! Seriously!
Shark_Force wrote:Arnie100 wrote:You need an artist, taalismn! Seriously!
the rate he goes, he probably needs more than 1
Arnie100 wrote:You need an artist, taalismn! Seriously!
Icemaster109 wrote:Im still waiting to see if we can get one of these made..
http://www.joysf.com/files/attach/images/3081440/940/976/003/crye%20mr-c.jpg
ZINO wrote:#1)you mean this guy?
http://en.wikipedia.org/wiki/File:Asimo%26p3.jpg
or
http://upload.wikimedia.org/wikipedia/c ... _ASIMO.jpg
#2) NICE!!!!!!
Icemaster109 wrote:Im still waiting to see if we can get one of these made..
http://www.joysf.com/files/attach/images/3081440/940/976/003/crye%20mr-c.jpg