Paladin Steel Storefront

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ZINO
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Re: Paladin Steel Storefront

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I am looking forward for any new hardwared
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

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Working on it when I have the time...So many projects and things to attend to, so little time... :sleep:
-------------
"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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Veritas476 wrote:
#2: Does Paladin Steel have any city-sized spacecraft? If not, what is the biggest vessel they produce?


Here you go...updated....

Paladin Steel Mayflower 1
( Kera-Tech is the demesne of The Raven, Wildstorm Industries the province of Veritas476...weapons ranges use Kitsune’s Revised Rules for Palladium Spacecraft...Palladium Books retains their full copyrights, and did I miss anyone else?)

“Giant spacecraft building in the Vermont Free State? You must be joking....Oh, we are experimenting with small surface to space shuttles, but the big ships we leave to companies like Wildstorm...we are more of an earth-bound company, making our living by building good, solid systems for the working man, and rumors that we’re building giant spacecraft, or..get this, if you haven’t already.....a city for space...are flights of fancy! “
---Gerrond Blaisemann, PS Public Relations, 105 PA

“Foundation Stones placed, houseframe raised. Neighbors unfriendly, but grounds staked out and watchdogs set. Had first cup of coffee in new living room...not the green hills of Vermont, but gorgeous view out bay window regardless....”
----Clear text Magicom message received from Mayflower One upon reaching stationary orbit and deploying sub-structures, 107 PA

“A bold new step for our company and our community, as Plymouth One, our newest town, a city in space, has commenced operations in orbit of our Earth!”
---Gerrond Blaisemann, PS Public Relations,107 PA


The Mayflower 1 is Paladin Steel’s most ambitious project to date, a massive investment of time and resources, and PS’s greatest gamble to date. Paladin Steel almost bankrupted itself buying or developing the necessary systems and materials for the Mayflower project, purchasing goods from and funding projects in virtually all of the Alliance nations in preparation for the Mayflower mission. When the Mayflower leaves with its six-ship escort flotilla, sometime in 107 PA, it will carry with it the hopes and dreams of Paladin Steel, as well as a goodly percentage of its resource-base. Without it, PS’s participation in the Alliance’s step into space would be equivalent to dipping a toe in the ocean; with it, Paladin Steel stands to grab a piece of the heavens, and establish a foothold from which to step on to greater things.
Built in secrecy, on a scale truly mindboggling in comparison to PS’s previous terrestrial efforts(and not to be rivalled in scale until Paladin Steel began work on the New Boston Arcology in 108 PA), the Mayflower is nearly as large as a superheavy aerocarrier, but much bulkier, following the blunt cylindrical shape introduced with the PS Foss Fliers. A massive streamlined shape, powered by powerful CTE-supplied contra-gravity propulsion units, and locally-produced GMR-lift pads. Part carrier, part transport, part scaffolding rig, the Mayflower will take a large core crew of astronauts, engineers, scientists, and soldiers beyond the atmosphere.
Unlike its contemporary spacegoing giants, however, the Mayflower is unique in that it is not designed as a warship or transport, but as a one-way, one-mission vessel. The Mayflower is designed to break out into orbit on its massive contra-gravity drives, assume a safe orbit, then remain there, to be decommissioned as soon as possible. The Mayflower will then cease its role as a spacecraft, and become the core of a modular spacestation, Paladin Steel’s first outpost in space. The cylinder will be slowly spun up to simulate gravity, four large armatures will be deployed to splay outwards to become thruster arms, and later become the spokes of a large habitat ring that will be assembled later. The structure will be extended along its long access, courtesy of a telescoping hull design. Of great importance will be the activation of a Kera-Tech Dimensional Portal Link Array which should provide a two-way communications and transport link through which additional materials will be able to move to and from the surface.
The Mayflower will be partially disassembled in orbit; hull sections opening outwards to form a lattice-work framework for the attachment of inflatable habitats and cargo modules brought up on subsequent missions, modular subsections brought out of the cargo bays to be re-assembled into new sections of hull and superstructure, and the hull itself extended to become a non-rotating extension of the station’s spine. Sensor mounts will immediately be deployed to gather data on the laylines of Earth, the Interface, and conditions in orbit. Its contra-grav drives and GMR lifters, no longer needed for propulsion, will be dismounted to be incorporated into new spacecraft to be assembled in orbit. Solar wings will be deployed, and a new plasma battery system co-developed with Kera-Tech will be energized. A zero-gee foundary and multiple small automated ‘skyfac’ modules will come on-line, to begin producing products both for possible sale to friendly orbital factions, and for back home on Earth. Additional small cargo, habitat, and factory modules may be attached to the ‘spine’(PS hopes to recoup some of its expenditure on Plymouth One by offering ‘Get Away’ specials for any company or approved nation that wants to invest in the space effort, and selling/renting space on the station).
The Mayflower goes up with a crew of technicians and engineers, specially trained in space operations, who will become the station’s first inhabitants, converting and preparing it for later workers and colonists. To protect them, the ship will also carry a large compliment of the new Paladin Steel Stelmarines and a force of power armors and fighters. The station’s primary weaponry, though, is defensive in nature, as the Mayflower will rely on its escort of cruisers and missile frigates for the initial stages of its ascent into orbit. The Mayflower is heavily armored, and also sports a multi-redundancy virtual armor-cladding of forcefields and magtech shields, while its armament consist primarily of interceptor missiles, computer-aimed high-powered lasers, and a battery of long-range particle beam cannon.
Upon activation, the Mayflower will effectively cease to be, and Plymouth One will become operational. A new age for Paladin Steel will begin.....

(Post 110 P.A. Update: In the PS home continuum, Plymouth One is the keystone of the Alliance space program/industries ‘breakout’, and becomes the center of much activity, including being targeted by Orbital rivals and by the Splugorth during the Dreadnought Crisis. In thirty years or so, though, Plymouth One will begin cede its position of importance to newer facilities and Alliance allies in orbit, especially Valiant Station, though the station continues to remain important as a wholly PS-owned and operated industrial complex. PS uses a similar design to the Mayflower to send and construct similar facilities around other worlds in its operations expansions.)

Type: PS-SF-1
Class: Heavy Mobile Core Construct/Space Facility
Crew: 4,600(200 officers, 2,800 crew/engineers, 1,600 Aerospace Pilots /Engineers)(including 50 Full-Conversion Space Cyborgs)
400 Stelmarine Security Contigent

Plus 50 FALSTAFF Engineering Robots and 250 R-10 SW ‘Danbot’ labor robots .

MDC/Armor by Location:
Main Body 25,000
Command Hub 10,000
“Ladder” Boom 10,000
Cargo Cages(8) 2,000
Sensor Blisters(2) 2,000 each
Communications Antennae Clusters(3) 1,000 each
Spoke Arms(4) 3,000 each
Engine Modules(4) 3,000 each
Long Range Missile Launchers(2)
Particle Beam Cannon(8) 300 each
Point Defense Lasers (30) 80 each
Point Defense Chain Guns(20) 100 each
Forcefield 15,000

Habitat Ring(when completed) (4 segments) 15,000 each
Solar Arrays(3) 1,000 each

Typical Inflatable Small Habitat Pod 200 each
Typical Cargo Module 350 each
Typical Skyfac Module 900 each
Height: 450 ft
Width: 450 ft (4,000 ft in station mode)
Length: 2,500 ft (5, 500 ft in station mode)
Weight: 370,000 tons(950,000 tons when completed)
Cargo: 50,000 tons initially (in zero gravity, with external cargo pod storage, cargo capacity is virtually unlimited)
Powerplant: Nuclear Fusion w/ Solar Power auxiliary.
The plasma toroid battery system can store enough power to keep the station going for a month at normal load levels, or two and a half months with power rationing.
Speed: Hover to Mach 7 in atmosphere during boost phase
(Space) Station-keeping thrusters only
Cost: NOT FOR SALE!!!! A similar facility would cost 80 billion credits with all its equipment(the dimensional gate alone is worth about a billion credits).
Systems of Note:
*Full Life Support---In addition to full oxygen and water recycling, once Plymouth One is in full operation, it will have hydroponics and mycogen-culture food production, reducing the station’s dependence on food stores and resupply from the surface.

*Long Range Radio and Laser Communications Networks---Plymouth One will have long-range radio and laser transmission capabilities, both direct and satellite relay.

*Long Range Phased Array Radar --- 10,000 mile range.

*Long Range Laser and Compter-Assisted Targeting----+2 to strike with ranged direct fire weaponry.

*Full Sensor Suites---The Plymouth One mounts a full spectrum of optical, EM, gravitic, and radiation sensors for both early warning and scientific research.

*Electromagnetic Anti-Radiation Shield Generators---A product of lucrative MagTech research, these generators are found on just about every PS/GNE spacecraft. They generate a weak electromagnetic forcefield that harmlessly diverts most cosmic radiation away from the spacecraft, providing a more effective, and efficient, alternative to massive, bulky material shielding.

*Life Pods---Each general-purpose lifepod has a small maneuvering thruster, homing beacon, communicator, reentry shield, small EM radiation shield generator, food rations, and water recycling.

*External Cargo Cages---These are little more than folding scaffold-cages, open to vacuum, attached to the ‘spine’ of the station, and used to hold various cargo modules. materials, and whatnot. Their primary purpose, however, is to act as shipyard slips, able to expand/contract to accomodate vessels up to battleship size. To assist in cargo and vessel movement, the scaffolding beams have travel tracks for long robotic manipulator arms, as well as anchored work stations. An important part of the station’s functions, as it will allow the Plymouth One installation to commence orbital shipbuilding almost immediately using the dismounted GMR drives.

*Limited Psuedo-Gravity---While Plymouth One will rely on centrifugal force to generate gravity in the habitat ring, the hub command center has a more advanced limited psuedo-grav generator to facilitate operations and tide the construction crew over until the ring can be completed.

*Dimensional Teleport Portal Array---This important piece of technowizardry hardware is an artificial dimensional teleport generator, which, it is hoped, will allow for instantaneous travel between the surface and Plymouth One when the station is in operation. Because of the energies involved in opening and sending materials from the ground stations, PS and Kera-Tech have worked out a schedule wherein two ground stations, one in Montro Bay and the other in the VFS, will take turns sending materials one way to the station---in return the station will use its own limited power supplies to send materials in the opposite direction to the surface across the Interface.
The Plymouth One Portal Array is relatively small, being only 4 meters in diameter, meaning that while it can accomodate cargo pallets and pre-fab structural components of modest size, it cannot accept large vehicles or other large-scale objects.
Because of the possibility of abuse, or the inadvertant transmission of dangerous materials and/or lifeforms to and from orbit, the Portal Arrays at either end are very carefully guarded and connection can be only be initiated through special codes. In event of total security breach, the Portal Array annexes at both ends can be destroyed by powerful self-destruct charges.

*Forcefield Generators--PS used the largest forcefield generator they could get their hands on, and fitted it to the Mayflower. This forcefield has 15,000 MDC and regenerates at 1d4x100 MD per hour.

*Scrambler Shield---A more powerful version of the standard particle protection EM Fields. As a backup against the failure of the main forcefield generators, the Scrambler Shield deflects radiation, and all ion and particle beam weaponry does HALF damage.

Weapons Systems:
1)Long Range Missile Launchers(2)---Mounted at either end of the station are long range missile launchers meant to keep capital ships and heavy weapons platforms at bay.
Range: Varies by Missile Type(Range x4 in space)
(Kitsune Values)1,800,000 miles in space
Damage:Varies by Missile Type
Rate of Fire:Volleys of 1, 2, 5, or 10
Payload: 120 missiles per launcher(240 total). Additional missiles are stored in cargo, and can be reloaded in 30 minutes

2)Interceptor Grid Missile Launchers(12)----PS has invested a great deal in adapting the Albatros IV/Sprint III ‘smart’ missile system to produce a hypervelocity space interceptor missile, capable of responding to and intercepting incoming missiles, and of some limited use in an anti-spacecraft role. The Interceptors are designed for space combat(cannot operate in an atmosphere), with a more sophisticated sensor system and smaller sensor cross-section. Another feature of the weapons is a smarter micro-AI. that actually allows the missile to ‘coast’ or ‘loiter’ while conserving its reaction mass for late-course corrections against evading ‘smart’ missiles.
Range: 300 miles( at Mach 15)
(Kitsune Values) 80,000 miles in space(but advanced accuracy only applies to under 300 mile range)
Damage: 2d6x10 MD
Rate of Fire: Volleys of 1, 2, 5, or 10
Payload: 200 missiles per launcher. Additional missiles are stored in cargo, and can be reloaded in 30 minutes
Bonuses: +6 to strike(modified for greater accuracy)

3)Short Range Missile Launchers (10)---Intended for anti-robot/fighter defense.
Range:Varies by Missile Type(Range x4 in space)
(Kitsune Values) 500 miles in space
Damage:Varies by Missile Type
Rate of Fire:Volleys of 1, 2, 5, or 10
Payload: 150 missiles per launcher. Additional missiles are stored in cargo, and can be reloaded in 30 minutes

4)Heavy Particle Beam Cannon(8)---PS has been managed to acquire the designs for several powerful weapons systems over the years of trade with such extra-dimensional partners as Syra and Wildstorm Industries, and has begun manufacturing some of them in secret, in anticipation of the Mayflower and Freedom programs. The Mk 1 HPBCs are just the beginning of PS’s new space-based weapons programmes.
Range: 4 miles(16 miles in space)
(Kitsune Values) 16,000 miles in space
Damage: 2d4x100 MD
Rate of Fire: EGHH
Payload: Effectively unlimited

5)Point Defense Lasers(30)----Rapid-fire pulse lasers, primarily meant for anti-missile/anti-fighter work.
Range: 1 mile(4 miles in space)
(Kitsune Values) 400 miles in space
Damage: 2d6x10 MD per blast
Rate of Fire: EGCHH. Under automatic control, they have six attacks per melee
Payload: Effectively unlimited
Bonuses: +3 to strike

6) Point Defense Chain Guns(20)---Adapted 30mm naval PDS systems
Range:10,000 ft(4 miles in space)
(Kitsune Values) 400 miles in space
Damage:4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD six-round burst
Rate of Fire: EGCHH. Under automatic control, they have six attacks per melee
Payload:4,000 rd drums per cannon. Additional drums are stored in cargo and can be reloaded in 30 minutes.
Bonuses: +3 to strike


Auxiliary Craft:
12 Luna Moth Grav Copters
18 Dragonfly IIb Aerodynes
4 Condor Heavy Shuttles
20 PS-A-18S ‘Sirius’ Robots
12 Pathfinder Robots (w/ space maneuvering packs)
18 PS-IAR-7S StarMantis Robots
24 PS-TAV-SF-2 ‘Crusader’ Aerospace Fighters(later replaced by PS-TAV-SF-08 Hesperia and PS-TAV-SF07 Star Tiger fighters)
12 PS-TAV-SF-5 ‘Tercel’ Light Aerospace Fighters
24 PS-LCA-HP-09S ‘Space Taon’ Fighter Pods
50 lifepods
Power Armors(400)
200 PSA-11S Space Armors
24 PSA-12S (w/ space maneuvering packs)
40 Stormalongs (w/ space maneuvering packs)
140 Light armors(this can be any combination of space-adapted light exo-skeletons)
Misc. Vehicles:
100 Zero-Gee Servo-bots(Teleoperation rigs with limited semi-autonomy)
50 OTV Sleds
30 Workpods
50 sub-satellites( including 30 weapons/decoy countermeasure sub- platforms)
-------------
"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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Veritas476
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Re: Paladin Steel Storefront

Unread post by Veritas476 »

Wow.. Very nice!

What will the resident capacity be like when this thing is finished?
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Veritas476 wrote:Wow.. Very nice!

What will the resident capacity be like when this thing is finished?


You could probably add another 2,000 workers to this thing, but teleoperations and robotics will allow for smaller numbers needed. And self-sufficiency is a factor; that's 4,000 people with hydroponics providing clean air and water, but most of the food would have to shipped up from Earth or from other stations. The focus is on automated processing, in order to create space-made materials and products that can be quickly shipped down-gravity well to be used in Earthside products.
Other, more permanent. stations with larger populations are already in design(i.e., I'm revising them from earlier stuff).
-------------
"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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Veritas476
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Re: Paladin Steel Storefront

Unread post by Veritas476 »

Cool. Thanks for the answer.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Veritas476 wrote:Cool. Thanks for the answer.


You're welcome. It's what I do. :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 »

Paladin Steel Mayflower 1
one word WOW!!!
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 »

Paladin Steel ‘Shadowfist’ Heavy Hover Tank
(Aka ‘Cruiser Tank’, ‘Trickster’, ‘Yee Tank’, (or simply ‘Yee-T’) ‘Shadow Destroyer’)

“Give me a heavy assault vehicle that can take out a Skullsmasher in one shot from across a battlefield...or, failing that, assassinate it from ambush.”
-General Alar Wetton, Greater New England Regular Army, 2nd Division, First Army Group, on his requirements for the new Paladin Steel HMBT

To the west he could just make out red skyglow, occcasionally punctuated by flickers of brighter light. From what he could pick up on the tacnet the Zarbonian Nationalist Expeditionary Force mercenaries the Company had armed were having a field day with their new weaponry. Either through inspired tactics or lucky blundering, they had succeeeded in drawing the attention of what seemed to be most of the Coalition’s resident garrison force...which meant that many fewer Deadboys looking for the REAL thrust of the campaign, as Zlaiker’s Shadowfists sped through the darkened hamlet and forest towards the Coalition’s rear lines and support depots.
“I don’t know whether to be thrilled or insulted” Gordon muttered as they watched the Coalition column speed by only a few dozen yards from the Shadowfists, apparently completely oblivious to the enemy laying in wait.
“Shut up...” Zlaiker muttered back, as he tracked every vehicle for the first indication that his tanks had been discovered. The periscope vision blocks were hardly the greatest devices for doing this, in the night gloom, and he had to strain his eyes to see the Coalition units, illuminated by the distant flares and fire-glow, but he dared not activate any active sensors and violate the camouflage cloak-field. As unprepared as the Dead Boys might be to find a column of enemy armor appearing in their midst here, they had enough numbers and nearby reinforcements that they could probably take out the Shadowfists, albeit with casualties. Zlaiker would rather avoid that....
But the hurrying Deadboys seemed to take no notice, as so it was with a sigh of relief that the Major watched the last of the column round the corner and disappear into the night.
“We really should have shot them up, you know.”
“No, we have our orders...our objective is the factory core! No point in letting the Dead Boys know there’s a stealthed company sneaking around their backside. Move out.“
With a whisper, lost in the distant thunder of war, the column of a dozen sleek warmachines rolled out and continued their quiet advance on Whykin.


“There’s a nasty little problem with the Trickster, and other TW designs, that PS doesn’t want you to know about...come to think of it, no T-Wizard likes to advertise....all that magic gizmo-gimmickry is all very slick and nice, but it draws attention from magic sensitives and the damn leyline storms like lightning to a rod...And that’s exactly what happened to my company in Kansas....Halfway creeping up the Coalition’s backside, and we got caught in the open by a freak magic storm that wasn’t SUPPOSED to happen....damn bolts of blue homed in on us like laser-designated ASMs, and chewed the hell out of our tanks....good thing we had enough techno-redundancy built in, or we’d have been screwed royal if the Dead Boys had come investigating...but nobody likes going into serious combat with unnecessary battle damage...”
----Lieutenant Tan Eldritch, 2nd Battalion, Green Mountain Boys, Special Operations, Vermont Free State Regular Army

“Why does TechnoWizardry always have to be associated with cantankerous old buckets of bolts, rusty iron plates, and clunky yestertech? Why can’t it be slick and smooth, bright and sharp, like laser-light and shadow, like magic neon and cosmic waveform? Maybe that’s why so many mages don’t take us seriously as practitioners...we gotta make it ART!”
---Jilbrow Than Masterfitter, Techno-Wizard, Alban Armorers, Vermont Free State

“Show me what the Shadowfist can do that the ol’ Bandersnatch can’t without modification. Hell, the Bandersnatch can fly; this thing crawls! So why do they build this skunk at eighty mil a copy, when they can send in a flying squad of Banders’ and perform the same op much cheaper!?”
------Captain Daniel Hecks, 3rd Armored Battalion, ‘Witchborne’, 2nd Division, Vermont Free State Regular Army

*BONG*
“GAHgg!!!!....”
“Captain....another skateboarder hit us....Maybe we should drop the cloak? We are in one of our own cities after all...”

“So...any idea when we get to quit hiding and start fighting? The guys are starting to get bored...”
The soldier gestured along the length of the massive gun barrel, now pointing up at a stretch of ceiling. Behind and alongside the tank he and his lieutenant were sitting on, several other large sleek shapes squatted, their gun barrels similarly poised and ready.
The LT looked around the basement garage that his squad of tanks had painstakingly, quietly, and covertly been smuggled into, after an advance team of engineers had gutted the building overhead ahead of time, then redone it after the tankers had been settled in, to give the appearance of a normal little nondescript business structure still operating overhead.
“No idea....there are some political factors still be taken care of first...If they do their jobs right, we just sit here until they take us back out again...’Cause if we DO have to blow cover, then the excrement’s REALLY hit the fan and the boys will have more excitment than we can likely stand....Just tell’em to be patient.”
Though frankly the LT couldn’t blame his men for feeling antsy; the company hadn’t been this idle on an active mission for a long time...The ShadowFists were used to action and maneuver; sitting still for so long was unnatural to them. In his mind’s eye the LT could see the prepared charges blowing open the ramps and doors on the camouflage structure, and his heavies gliding out into the streets, an armored wave out of the darkness, their guns already opening up on preset targets...True, they were here for insurance, and if it came to that, it meant the day had gone REALLY bad, but it also meant that somebody else ‘s day was getting infinitely WORSE...

The Shadowfist is a new, experimental, and controversial design for a new ‘superheavy’ hover tank. Paladin Steel wanted to get away from merely repackaging old hardware(as with the previous Black Bear, Firedrake, and Timber Wolf class AFVs), break new ground , and combine several advanced lines of systems development into one vehicle. By dubbing this new tank the ‘Shadowfist’, PS also hopes to evoke their old reputation for hard-hitting, reliable, armored vehicles, as well as to remind people of their connections to the martyred Iron Heart Armaments, whose own ‘Iron Fist’ tanks set the standard for many post-Rifts AFVs. In fact, many of the expatriate staffers of IHA worked on the project, meant to combine the best of the old, with the best of the new technologies, and infused with the growing ‘art’ of Technowizardry.
The Shadowfist has a more or less conventional looking design layout, with a low body slung between two tread runners, with a turret mounted on top. However, the Shadowfist follows after PS’s previous Zephyr II Light Hover Tank in that the whole design is built low, sleek, and fast. The turret follows the same pattern in that it is asymmetrical; the cupola taking up one side, while the massive main gun is slung on the other side of the turret centerline. Rather than be mounted on conventional treads or hoverjets, the Shadowfist is carried by a small, but powerful, low-lift GMR coil and magtech suspension systems. With the GMR coil in operation, the Shadowfist actually coasts a few inches above the ground, slower, but much more quiet, than a regular hoverjet system.
Armament on the Shadowfist looks misleadingly sparse to those used to previous PS vehicles that fairly bristle with armaments. PS decided to base the weapons layout on the familiar Iron Fist tank’s to keep things simple. The lineup is dominated by the massive plasma cannon in the main turret, secondary weapons in the cupola and forward glacis plate, and retractable missile launchers in the sides and rear of the tank’s hull.
The armor is heavy, consisting of heavy energy-absorbing composite, with a dark, almost jet-black, sensor-fouling stealth coating. No less than five stealth systems(including two TW systems) insure that the Shadowfist lives up to its name and intended role as a quiet, nearly invisible, strike platform.
Backing up the formidable array of technological wonders is a powerful array of mystech systemry, inspired by PS’s observations and exhaustive studies of TW-augmented vehicles produced by Tolkeen, Lazlo, and neighboring New Salem. The Shadowfist’s magery is aimed at further protection and stealth, rather than offensive weaponry, and aid the tank in avoiding enemy fire long enough to close the distance or escape pursuit. A smaller, lower, turret in the front glacis plate is fitted with a large offensive magic multiplexor system for casting spells.
The Shadowfist is certainly distinctive; with its smooth armored skin and sleek, austere angles, it is one of the most ‘photogenic’ vehicles in GNE service, despite the fact that it is designed with firepower, armor, and STEALTH in mind!
The Shadowfist is too new as yet to have inspired any major model production changes, though critics are already pointing out the lack of heavy missile armaments in a weapons system that is so big, and, they contend, overly specialized for its cost. Not to mention that the same stealth technology could probably be applied to existing designs without any problems. Advocates of the design have challenged in return that the Shadowfist can sneak up on and ambush any missile platform without coming under any fire, and that its new design is more effective in channeling and utilizing the magical energies of its systems. However, as the debate over the usefulness of the Shadowfist versus its cost per unit rages, engineers have already begun looking at, and experimenting with, using the ‘fist’s basic hull and chassis as the basis of a number of variants, including a superheavy assault tank(without the TW systems), a self-propelled gun platform, and a tank-destroyer SPG.
So far, only a few dozen Shadowfists have been produced and put into service for field-testing. The Trickster Legion is known to have at least a company of these tanks for their Special Armor Unit. However, as PS erects more TW charging stations and PPE industrial channeling facilities, the total cost of producing the Shadowfist is expected to come down, and military analysts are already predicting that the design, or something very much like it, will become much more prominent in GNE military equipment rosters in the future, as the current vehicles prove themselves. The main chassis of the Shadowfist is already being considered as the base platform for a number of derivative vehicles(in part to make as much use of the investment in the design as possible).

(Update: The Shadowfist does indeed become the basis of an entire family of heavy hovertanks and AFVs deployed by the GNE, with the less expensive non-stealth models filling out the ranks in main Regular Army armored formations. The Shadowfist becomes THE heavy MBT of choice of the GNEAS, serving as the primary MBT, supported by faster formations of vehicles like the Zephyr II and Bandersnatch GMR Tanks. )

Type: PS-HMBT-025
Class: Hover Main Battle Tank
Date of Introduction: 111 PA
Crew: Three, plus up to five passengers may be carried
MDC/Armor by Location:
Main Body 800
Reinforced Crew Compartment 150
Main Turret 360
Main Gun 180
Command Cupola 100
**Multiplexor Turret 100
Retractable Lateral Missile Launchers(2) each
*Propulsor Units(4) 160 each
*Destroying the Propulsors will NOT stop the vehicle(internal GMR coil) but will make it harder to control; reduce speed by 20%, and control rolls by -15% per unit destroyed)
**Destroying the Multiplexor Turret destroys the tank’s ability to cast offensive spells; defensive magic is still possible.
Height: 9 ft
Width: 14 ft
Length: 26 ft(gun barrel makes it 32 ft)
Weight: 70 tons
Cargo: 12 cubic feet inside the crew compartment
Powerplant: Nuclear Fusion w/ 20 year energy life
PPE Generator w/ 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus
Speed:(Ground) 110 MPH, 2-3 ft off the ground
(Flying) Not possible, though the GMR drive can be ‘supercharged’ to propel the tank at speeds of up to 250 MPH , 50 ft off the ground, for brief spurts(no more than 5 minutes and allow for a 15 minute cooldown period between ramp-ups), and the GMR system can be used to allow the tank to ‘glide’ safely from altitudes of up to 2,000 ft
(Underwater) Fully buttoned up, the Shadowfist can operate quite comfortably underwater, moving at 5 MPH along the bottom(unless a Swimming spell is engaged), and can survive depths up to 500 ft
Market Cost: Currently not available for sale; limited to GNE and affiliates. If one were to become available to the Black market, its advanced technology would bring 80 million credits or more.
Systems of Note:
Basic Robot Features, plus:
*Laser Communications---A point-to-point, line-of-sight communications system for unjammed and untaceable communications between similarly equipped vehicles.
Effective Range: 25 miles

*Periscope---The Shadowfist is fitted with a snorkel/periscope that can extend up to 18 ft, allowing it to look over walls, debris, vegetation, and look above the water like a submarine, when fording. Standard tank optics periscope head.

*ECCM System-----Onboard EW suite for dealing with intercepted enemy transmissions and cutting through hostile ECM.
Decryption Bonuses: +10% to Cryptography Skill
+15% to Radio skill rolls to defeat jamming

*Stealth Design----Advanced materials and the streamlined design give the tank a passive stealth signature in reduced radar returns and lower IR signature. Opponents are -25% to detect the tank with sensors.

*Electronic Stealth Suite---An advanced electronic cloaking system, intended to defeat EM sweeps, ground radar, motion detectors, and even laser tracking devices. The problem is, of course, is that the system’s own emissions can be detected, revealing the presence, if not the exact location, of an active jamming unit.
Jamming Range: 20 miles
EW Cloaking: -15% to enemy Read Sensory Instruments rolls using ground search radars(NOT optical and thermographic systems). Cumulative with Stealth Design bonuses.

*Optical Cloak---A technological backup to the magic systems, this optical camouflage suite was reverse-engineered from the Naruni Nomad scout robot’s systemry. Though the Shadowfist is heavier and larger than the Nomad, the tank also presents fewer complicated curves and angles, making the system just as effective, if not more so...
Effects: -25% to enemy Detect Ambush and Detect Concealment rolls, masks infrared and thermal emissions. Refreshing the system takes 1d4 melees.

Techno-Wizardry Systems:
*Sound Cloaking System---Effectively cuts the mechanical sounds of the tank down to ZERO. (5 minutes per 10 PPE)

*Restore Environment---This is a modified Restore spell, with Elemental influences, that is used to help cover the vehicle’s already reduced tracks. This spell mechanism is cast to the rear quarters of the tank, typically when passing through thick vegetation, where it works by straightening plant stalks and beaten down grass, and sweeping away trampled debris. Spell costs 10 PPE per use and affects a 50 ft area per use. The spell isn’t perfect, but does impose a -15% to Tracking rolls to follow the tank’s trail, and makes it impossible for casual observers to determine that a superheavy MBT just passed that way.

*Invisibility: Superior(3 minutes per 20 PPE)

*Protective Forcefield:(50 MDC per 10 PPE)

*Implosion Neutralizer---Used to reduce the damage done by AT missiles and land mines by HALF. (12 PPE per use)

Weapons Systems:
1.)Main Cannon(1)----The main armament of the ShadowFist is this oversized turret-mounted cannon. The original design called for a powerful long-barrel 135mm, but it was discovered that the newly developed Heavy Variable Mode Plasma Bolt Cannon could also be accommodated.
The Shadowfist is also fitted with a unique ‘TW shot teleport’ system that allows the tank to shoot pre-designated shots at a distance, effectively shooting from behind the ultimate cover. Though draining on the PPE systems, this system is extremely effective in special operations, allowing the tank to wreak havoc on an enemy without exposing itself to return fire.

a)135 mm LB Massdriver Cannon(PS-MDC135L)
Weight: 25,000 lbs(12.5 tons)
Range:(Direct Fire) 40,000 ft(8 miles)
(Indirect Fire) 100,000 ft (20 miles)
( Cluster-Direct Fire) 27,000 ft (5.4 miles)
(Cluster-Indirect Fire) 67,500 ft (13.6 miles)
Damage:High Explosive(HE)---- 2d6x10 MD to 50 ft radius
High Explosive Anti-Tank(HEAT)---- 4d6x10 MD to 10 ft radius
Fragmentation---2d4x10 MD to 50 ft radius
Plasma----- 1d6x 40 MD to 50 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 5d6x10 MD out to 20,000 ft, 3d4x10 MD out to maximum range
(Cluster)---11 submunitions---Does 1d4x100+10 MD to a 30 ft blast radius, 6d6 MD concussion damage to a 100 ft blast radius
Rate of Fire: Three per melee
Payload: 2 tons ammunition capacity
135 mm AP shell weighs 62 lbs( 32 shots per ton)
135 mm cluster shell weighs 92 lbs( 20 shots per ton)
Cost: 5 million credits

b) Heavy Variable Mode Plasma Bolt Cannon---A massive multimode plasma torpedo launcher. It is also the first PS energy weapon that can be used like an artillery piece for indirect long range fire, since the magnetic launch field can be used to ‘throw a curveball’, angling the path of the plasma torpedo up and then down in flight.
Range: (Direct Fire)6,000 ft
(Indirect Fire) 20,000 ft(minimum range of 7,000 ft)
Damage: 2d6x10 MD to 30 ft blast radius
Rate of Fire: Three shots per melee or two artillery shots per melee
Payload: Conditionally Unlimited; can fire 40 shots, before needing to recharge; takes 5 minutes per shot to recharge

*’Jump-Fire’ Indirect Fire Teleport System----This is an experimental system, based on PS’s Thunderbunny weapons system, and uses a special adaptation of the Teleport and Mystic Portal systems to create a temporary T-portal in front of the main armament’s muzzle as it fires. If the tank has a direct line of sight on the location it wants the T-Portal’s terminus to be, it can project the shot there, and even angle the shot up to 180 degrees(yes, in theory it IS possible to shoot yourself with this thing), allowing the tank to attack enemies from behind, even if it is in FRONT of them. However, it is more common to use a forward spotter to use a special TW-designator wand(range: 5,000 ft) to designate the terminus point through which the shot will emerge(typically 2-3 ft off from the intended target). This allows the tank to actually shoot THROUGH hills and buildings with a minimal chance of being spotted!
Note that this system can be used with both the 135mm and the Plasma cannons.
Range: 10 miles!
PPE Cost per Use: 15 per shot

C)A-Theron MagnaBlaster----This is the largest production Anti-Theron weapon to date, the ‘big daddy’ of current development, and is intended to be used by mecha for dealing with large-scale paranormal enemies, like demon lords, vampire intelligences, and large infestations of magical monsters. The MagnaBlaster resembles a massive shoulder-mounted thirty foot-long bazooka, with a cluster of three spheroids near the butt-end; these are the 5-ft diameter tanks for the anti-theron generating substrates. As a mobile weapon, it is typically configured as a giant shoulder-mount bazooka for use by the larger robot vehicles like the Black Titan series. It can also be static-mounted in armored turrets for fortress defense or shipboard deployment.
The MagnaBlaster is a true monster; it can de-energize a horde of Brodkil in one shot, blast a Master Vampire to dust, and do big-time damage to normally invulnerable beings like the Metzla. However, the MagnaBlaster is also big, cumbersome, and can fire only a limited number of shots before requiring recharging and replenishment. The MagnaBlaster is most common with the GNE Armed Services, where it has first been issued to Black Titan regiments, and where static defense installations now mount batteries to protect the major cities of the NorthEast from magical attack.
The Shadowfist mount is only used when encounters with paranormal forces, such as Brodkil, dragons, and demons are DEFINITELY expected; as the weapon is not effective against conventional opposition forces.Thus, Magna-Blaster-armed Shadowfists are deployed as the center of formation of more conventionally armed companion AFVs.
Date of Introduction: 113 P.A.
Weight: 3.5 tons
Range: 12,000 ft
Damage: Does 1d4x100 HP/MDC damage per shot(based on what the creature is)
Can also do a ‘spread shot’ doing 4d6x10 HP/MDC to a 60 ft wide swath
Rate of Fire: Three times per melee
Payload: 27 shots per canister


2.) Heavy Machine Gun(secondary turret)----Mounted in a smaller commander’s cupola, paired with a rapid-fire pulse laser, is a 12.7mm Snub-nose Short Gatling Gun. This high-powered four-barreled gatling cannon features enormous damage potential, and fair range in a small package.
Range: 2000 ft
Mega-Damage: 1D6 MD single round, 1D6x10 MD per 10 round burst,
2D6x10 +6 MD per Full Melee Burst of 40 rounds
Rate of Fire: Equal to the combined hand to hand attacks of the pilot
Payload: 800 rounds

3.)Light Pulse Laser Cannon(secondary turret)----PS XL-16-P Pulse Laser: Similar to the JA-12 Juicer Assassin's Rifle, or the Wilk's 457 pulse rifle. This weapon is mounted in tandem with the 12.7mm Gatling in the command cupola, and can be fired in synch with it at the same target.
Range: 4000 feet
Damage: 4d6+2 per single shot, 2d4x10 for a triple pulse.
Rate of Fire: Standard
Payload: Effectively Unlimited

4.) Cupola Mount Laser Cannon/Anti-Missile Pulse Laser Turret------The Pulse Laser is intended as an anti-aircraft/anti-missile system, and can be remote-linked to an air defense grid system, such as the Meles AAAV, Rattlesnake AAV, or the Vixen Fighter/Recon Pod, (Part of Paladin Steel's emerging BAMSP: Battlefield Asset Management System Package).
Range: 6,000 ft
Damage: 3D6 MD single blast, 6D6 MD double- barreled blast
Rate of Fire: Equal to the pilot's combined hand to hand attacks, or 7 attacks in auto-defense mode.
Payload: Unlimited
Bonuses: +2 to strike airborne targets like missiles and aircraft/flying opponents(must be traveling higher than 10 ft off the ground)


5.)Retractable Lateral MediumMissile Launchers(2)---Built into the sides of the tank, these launchers are normally stowed behind retractable armor covers, and emerge instantly, cleared for action, when needed. Shadowfists normally carry a mix of area-effect bombardment missiles and recon drones for acquiring and demolishing targets at a distance. missile launcher also means that in event of missile malfunction or eminent missile ‘cook-off’ in the launcher housing due to damage, the entire launch drum can be ejected from the tank and rolled away to detonate (hopefully) harmlessly at a distance from the tank.
Range: Varies by Missile Type
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-6
Payload: 12 MRMs per launcher(24 total)

6.)Multiplexor Turret---In addition to the self-defense spells, the Shadowfist also sports a combat Multiplexor Cannon in a smaller secondary turret, that can cast defensive and ranged spells. The Multiplexor Turret can hold up to SEVEN different Spellcards and resequence them within seconds, courtesy of an automated touch-pad selection system.
Range: Varies by spell
Damage/Duration: Varies by spell
Rate of Fire: EPCHH
PPE Cost per Use: Varies by spell. However, the use of focusing elements and activator spells effectively reduces spell PPE cost by HALF.
(So you Technowizards aren’t flummoxed by PPE costs in a long-running battle, while the still relatively high PPE costs for the high-end spells keeps someone from using Sphere of Annihilation in every battle).
Payload: Draws from the main PPE Battery, but can also draw upon the Tank’s own PPE reserves. In an emergency, the pilot, if they are a mage or psychic, can kick in their own PPE.
Bonuses: As per spell(if any)
Cost: Spell Cards cost (as per Jason Richards’ guidelines in Rifter #2) 5,000 credits per PPE cost of main spell plus an additional cost (as per following modifiers)
*500 credits per level of the creating caster(Mages’ time and PPE are money, so expect to pay more for the longer duration/higher power spells)
*Warlock spells cost 20% more, in addition to above modifiers, owing to the difficulties of adapting Elemental Magic to ‘conventional” magic systems.

7.) Smoke Mortars(2x6)----The Shadowfist mounts two six-tube light grenade launchers specifically configured to launch smoke or chemical rounds. Alternatively, the launchers can burn the rounds in their tubes, spreading smoke or chemical fog in the immediate vicinity of the tank, then ejecting the spent gas cartridge afterwards.
Range: 500 ft
Damage: Smoke or Tear Gas
Rate of Fire: Volleys of 1-4
Payload: 24 shots(2 grenades per tube)

8.)Decoy Launchers(2)--- Decoy launchers are multi-barrel mortars that fire off multi-media transmitter pods that pump out enough EM, IR, and accoustic noise to either mimic or drown out the MBT’s own. These decoy pods were originally designed for the Chandar GEV, but have been modified to emulate the slower MBT’s most likely sensor signature(or rather one corresponding to a similar large ground vehicle; the exact sensor sig of the Shadowfist is a company secret). The decoys are designed to self-destruct after about 6 melees of operation; a small self-destruct charge incinerates the internal workings, preventing re-use or study.
Range: 500 ft
Damage: None, enemy sensor guided weaponry is +6 to strike the decoy, and it has a 70% chance of fooling enemy sensors as it being the ‘true’ MBT-target.
Rate of Fire: Volleys of 1, 2, or 4
Payload: 8 decoys per launcher, 16 total.

9.) Drone Rack---The Shadowfist has a turret-mounted launch and recovery box/pad for deploying mini-RPVs. These frisbee-like fliers can operate semi-autonomously as scouts, decoys, messenger drones, or attack units. In addition, the tank can allot some of its missile capacity to missile drones.
Payload: 3 drones
MDC of Drones:
50 each
Speed: 250 MPH, maximum altitude of 28,000 ft
Range: Typically can range as far as 50 miles from its parent vehicle
Systems of Note:
*Video Cameras w/ low light nightvision, wide-area, zoom, and thermal imaging
*EM/Radar Detectors---detects radar and radio transmissions, as well as other strong sources of electromagnetic activity.

Variants:
Operationally, many crews have taken to substituting/adding a different weapon in the secondary turret or to the command cupola; usually a 23mm heavy machine gun or other projectile weapon. Some crews have also added a remote control pintle to one side of the main turret, holding two Black Talon L-SAM tubes, for close air defense.
Another option under consideration is the use of modular missile drums in place of the MRM launchers currently carried, allowing the carrying of other missile types, that would allow the tank greater versatility in missile loads.
Currently, several major production variants are under consideration:

*HMBT-025B Assault Tank
The biggest variant that might be currently considered is a less expensive mass-production MBT that would remove the expensive stealth gear in return for a less costly 20% increase in overall armor values, and the capacity to carry up to six infantry in a rear compartment(along the lines of the pre-Rifts Israeli ‘Merkava’ concept). The removal of the stealth hull plating also allows for the external mounting of reactive armor modules. The HMBT-025B is less expensive, overall, and thus would be more available to main-line combat units.
Changes/Modifications:
*20% overall armor increase
*Provision for up to 6 passengers/troops in rear compartment
Estimated Cost: 25 million credits
Weapons Systems:
*Turret-Mount Slayer Quad-Laser Cannon---- powerful PS-RFL-40, a new PS laser weapons system with better range and a redesigned coolant jacket. The HMBT-025B mounts one in a turret-top mini-turret for improved air defense.
Range: 3,000 ft
Mega-Damage: 2d10 MD single shot, 2d4x10 MD short burst (four shots, one from each barrel), 4d4x10 MD medium burst (eight shots, two from each barrel in sequence), 4d6x10 MD long burst (takes two attacks), or 6d6x10 MD full melee burst (takes four attacks).
Rate of Fire: EPCHH
Payload: Effectively unlimited

*External Antipersonel Fletchette Packs(55)----An effort to further protect the slow moving tank against faster power armor and infantry, this system consists of a 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 armor 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)

*MBT-025C-Command Tank
Does away with the main turret in favor of an extended casemated hull holding space for a mobile command center. The HQ model also features beefed-up anti-missile defenses.
Changes/Modifications:
Crew: +8 passengers/command staff
MDC/Armor By Location:
Command Compartment 200
Point Defense Turrets(2) 60 each
Systems of Note:
*Fire-Linking---The C-tank serves as the switchboard and command node of an interlinked network of vehicles, allowing them to share targeting data via short range comm-links(or directional laser or hardline fiber optics). In operation, this allows up to 18 vehicles to use the highest ‘To Strike’ bonuses among them to strike a target within mutual range of their weapons. The system also grants a +1 to Initiative to all units firelinked.
The shortcomings of the system are a susceptibility to jamming for radio-linked units(laser comm and fiber optic-linked units are not so vulnerable, but laser-linked units must be in line of sight of each other and can fall afoul of anti-laser aerosols, while hardline-linked units are essentially stationary batteries).

*ECM----Effective range of 5,000 ft. Enemy radar-guided and EM-guided weapons are -4 to strike anything in that area as well.

*ECCM----The C-Tank carries more sophisticated frequency-jumping, scrambling, and directed burst-packeting to defeat enemy jamming. The system has a 35% 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 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.

*Enhanced Communications---Includes more sophisticated en/decryption systems, and switchboard management for handling the flood of communications a command vehicle is expected to handle. Radio range is DOUBLED.

*Internal Holographic Display Panels----Not quite the equivalent of a full-blown Situation Room, these expanded holographic display consoles never theless do an excellent job of displaying terrain and sensory data. Includes a combat computer (Pointman V) with data-shifting, looking for pre-determined sensory criteria , and highlighting them for the attention of the crew. This gives the Command Model a +3 to Perception Rolls(if you use them), or else a +2 to initiative, +12% to Detect Concealment and Detect Ambush rolls.

Command Variant Cost: +2.2 million credits

Weapons Systems:
*Removes main turret and replaces with two point defense laser turrets:
Range: 6,000 ft
Damage: 3D6 MD single blast, 6D6 MD double- barreled blast
Rate of Fire: Equal to the pilot's combined hand to hand attacks, or 7 attacks in auto-defense mode.
Payload: Effectively Unlimited
Bonuses: +2 to strike airborne targets like missiles and aircraft/flying opponents(must be traveling higher than 10 ft off the ground)

*HMBT-025D Assault Tank
An assault model that likewise removes the TW systems in favor of additional armor and armament, to produce a ‘super tank’ able to keep up with recent developments in MBT design from the Coalition States and the NGR. The Assault model would add up to 50% more armor on the sides and front, and replace the 135mm Long Barrel main cannon with the shorter ranged, but more powerful, 175mm Medium Barrel cannon, a large bore, direct-fire, heavy laser cannon, heavy rapid-fire rail gun, or a plasma torpedo launcher.
Changes/Modifications:
*50% overall armor increase
Estimated Cost: 30 million credits
a)175mm MB Mass Driver Cannon(PS-MDJ175M)
Weight:128,000 lbs (14 tons)
Range:(Direct Fire) 33,000 ft (6.6 miles)
(Indirect Fire)(-6 strike w/o a forward spotter) 82 ,500 ft( 16.3 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:Varies
175 mm AP shell weighs 135 lbs( 15 shots per ton)
175 mm Cluster shell weighs 200 lbs( 10 shots per ton)

b)Heavy Laser Cannon
Range: 7,000 ft
Damage: 5d6x10 MD per shot
Rate of Fire: Three times per melee
Payload:Effectively unlimited

c)Rapid-Fire Rail Cannon Pod---A massive Kinetic Kill Cannon, normally carried as a turret-mount weapon by capital ships, but also configured as a centerline pod for heavy aerospace fighters, now adapted as an MBT cannon. Known as the ‘Slug’ among aerospace crews for the drag it imposes on transatmo craft, it has become known as the ‘Shrieker’ among tank crews for the high-pitched wail it gives off firing at maximum ROF.
Range: 10 miles
Damage:1d4x100 MD per 80 rd burst
Rate of Fire:ECHH
Payload: 8,000 rds(100 bursts)

d)Plasma Torpedo Pod----Developed from PS’s plasma weaponry and reverse-engineered Naruni technology, this weapon, originally configured as an aersospace weapons pod, powered by its own onboard micro-nuclear generator, fires a bolt of plasma wrapped in a degenerating magnetic vortex. The weapon has superior range to a conventional plasma weapon, as well as an area of effect similar to a missile, as well as unlimited payload, but rate of fire is much slower
Range: 6,000 ft (24,000 ft in space)
Damage: 2d6x10 MD to 30 ft blast radius
Rate of Fire: Three times per melee
Payload:Effectively unlimited

*HSPG-025E Thunderfist Self-Propelled Gun
The Thunderfist is a self-propelled artillery cannon variant under consideration. In place of the main turret and command cupola, the Thunderfist mounts a single massive 200mm Mass Driver Cannon. The auxiliary lateral missile launchers have been removed, along with most of the TW features, and ammunition stowage installed in their place. Only a few Thunderfist prototypes have been produced so far, for testing purposes. The design faces stiff competition for the GNE’s Next Generation Artillery Carrier from the Slepnir Carrier, Fire Shriek Artillery Robot, and the Cestus III Assault Tank.
Changes/Modifications:
Estimated Cost: 60 million credits
Weight: 49,000 lbs(24.5 tons)
Range:(Direct Fire) 40,000 ft (8 miles)
(Indirect Fire) 100,000 ft( 20 miles)
( Cluster-Direct Fire) 30,000 ft (6 miles)
(Cluster Round-Indirect Fire) 75,000 ft( 15 miles)
Damage:High Explosive(HE)---- 5d6x10 MD to 55 ft radius
High Explosive Anti-Tank(HEAT)----6d6x10 MD to 15 ft radius
Fragmentation--- 4d6x10 MD to 75 ft radius
Plasma-----1d6x 50+15 MD to 60 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 8d6x10 MD out to 15,000 ft, 4d6x10+5 MD out to maximum range
(Cluster)--19 submunitions---Does 1d6x100 MD to a 40 ft blast radius, 6d6 MD concussion damage to a 120 ft blast radius
Rate of Fire:Once per melee
Payload: Varies; 5 tons of onboard ammuntion storage.
200 mm AP shell weighs 200 lbs( 10 shots per ton)
200 mm cluster shell weighs 280 lbs( 7 shots per ton)

*HAAAV-025F ThunderLance Anti-Aircraft Vehicle
The HAAAV-025E variant uses the chassis of the Shadowfist and mounts an air defense turret and associated systems aboard.
The turret mounts two long range rapid-fire 80mm long barrel massdriver cannons, two extended range laser cannons, and a backup hyperaccurate missile system.
The Thunderlance is often part of a battery of similar vehicles, with data-linkage for the sharing of target acquisition and targeting information.
Systems of Note:
*Long Range Targeting Sensors----Advanced targeting computers give a +5 to strike airborne targets
Weapons Systems:
1) 80mm LB Gauss Cannon(PS-MDA80L)(2)
Range: (Direct Fire)25,000 ft (6 miles)
(Indirect Fire) 62,500 ft (14.5 miles)
Damage: High Explosive(HE)----1d4x10 MD to 15 ft radius
High Explosive Anti-Tank(HEAT)---- 3d4x10 MD to 5 ft radius
Fragmentation--- 5d6 MD to 30 ft radius
Plasma----- 1d6x10 MD to 20 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 3d6x10 MD out to 6,600 ft, 2d4x10 MD out to maximum range
Rate of Fire: 6 shots per melee
Payload: Varies:
80mm AP shell weighs 12 lbs( 166 shots per ton)
Cost: 1.2 million credits (600,000 credits)

2) Extended Range Lasers(2)---These lasers have phenomenal range for Earth lasers, but do only modest damage.
Range: 15,000 ft
Damage: 6d6 MD per pulse shot
Rate of Fire: EGCHH
Payload: Effectively Unlimited

3)Shrike III ‘Brilliant’ anti-aircraft missile launchers(2)
Range: 75 miles
Damage: 3d4x10 MD
Rate of Fire: Volley of 1,2, 3, 4, or 6
Payload: 6 missiles, 3 each launcher
Bonus: +7 to strike
-------------
"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 »

I LOVE IT !!!!!! but how would it look ? that will be my players problem
( teenagers whet can i say )
let your YES be YES and your NO be NO but plz no maybe
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abtex
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Joined: Sat Jan 04, 2003 2:01 am
Location: Heart in Texas

Re: Paladin Steel Storefront

Unread post by abtex »

Tanks, taalismn.
but how would it look ?

Is that after 35000 MD in damage or before combat [ie. showroom look and new tank smell]?
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 »

ZINO wrote:I LOVE IT !!!!!! but how would it look ? that will be my players problem
( teenagers whet can i say )


Take the Game Tanks from 'Tron'...remove the glowing track thingies, lower the main body a bit, make the main turret look more like that off an Abrams, do the whole thing up in stealth gray, or camouflage, with all the extra lines and seams you'd associate with real-life armored vehicles.
Or think of it as a bigger, meaner, stealthier Merkava.

It got its nickname 'Yee Tank' after a college acquaintance of mine, Steve Yee, who scandalized and alienated his 'Twilight 2000' player-group by having them get ambushed by a T-80 that somehow managed to sneak up on them...since the group was all experienced U.S. Army Rangers and they were in thick forest, this was particularly absurd, and became a running joke for several years after, with regards to 'stealth tanks' and 'stealth bricks'.
-------------
"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

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taalismn wrote:
ZINO wrote:I LOVE IT !!!!!! but how would it look ? that will be my players problem
( teenagers whet can i say )


Take the Game Tanks from 'Tron'...remove the glowing track thingies, lower the main body a bit, make the main turret look more like that off an Abrams, do the whole thing up in stealth gray, or camouflage, with all the extra lines and seams you'd associate with real-life armored vehicles.
Or think of it as a bigger, meaner, stealthier Merkava.

It got its nickname 'Yee Tank' after a college acquaintance of mine, Steve Yee, who scandalized and alienated his 'Twilight 2000' player-group by having them get ambushed by a T-80 that somehow managed to sneak up on them...since the group was all experienced U.S. Army Rangers and they were in thick forest, this was particularly absurd, and became a running joke for several years after, with regards to 'stealth tanks' and 'stealth bricks'.

ah that hurts man
let your YES be YES and your NO be NO but plz no maybe
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Re: Paladin Steel Storefront

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Yep...whenever I start designing stealth land combat vehicles, I think of him. He also went on to become the only StarTrek RPG Security Chief to have practically everybody else on the ship plotting how to get rid of him in an emergency(i.e., any situation where he was likely to pull out his phaser).

Of course, with the ShadowFist, you got several levers of stealth, starting with the teleporting cannon shot...you can hide behind a hill or in a basement garage and shell your opponent with no telltale ballistic track to give you away...Neat, no?
-------------
"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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Veritas476
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Re: Paladin Steel Storefront

Unread post by Veritas476 »

Now that's just wrong.
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Re: Paladin Steel Storefront

Unread post by taalismn »

Veritas476 wrote:Now that's just wrong.


It's wrong if the OTHER guy's doing it to you that way...if YOU'RE doing it, it's barrels of fun! :twisted: :twisted: :twisted:
-------------
"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 »

taalismn wrote:
Veritas476 wrote:Now that's just wrong.


It's wrong if the OTHER guy's doing it to you that way...if YOU'RE doing it, it's barrels of fun! :twisted: :twisted: :twisted:

it is wrong BUT a Hell of a lot of Fun man !!!!!
let your YES be YES and your NO be NO but plz no maybe
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Re: Paladin Steel Storefront

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Just had a horrible thought after watching CPTV's 'A Hot Dog Program'...
The trading post at Ossining...One of the regular vendors is a Madhaven mutant with a hot dog stand...'Nate's Original Coney Island Franks'...very popular, old-fashioned, 'American Grub' served off a vintage Golden Age vending cart...goes over well with the merchants stopping at the trading post...
Grub is right, Nate's foot-longs are quality Ruin Worm meat...or well-ground Ruin Rat(the Deep-Fried Tails are a dead giveaway)...so don't ask what goes into the 'quality meat franks'. :D :D :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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abtex
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Re: Paladin Steel Storefront

Unread post by abtex »

taalismn wrote:Nah....The treerats around here wear little suits of combat fatigues, helmets, and web gear, on account of the local Marine Reserve Center tucked away in the woods. They're lousy shots with their scaled-down M-16s, but you get enough of them firing at once, and it ain't safe to go walking in the woods without body armor. And they're devilishly clever with acorn-grenades; hit the wrong sprig of grass or step on the wrong twig...*BOOM*

Wait a minute..is that the base where the Marines are practicing with the new Combat 'robots' that are having problems with being remote controlled? The 'Robots' are acting a little squirrel-ly and not following commands...maybe?

Armed ATVs and tracked designs. Right?
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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Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:
taalismn wrote:Nah....The treerats around here wear little suits of combat fatigues, helmets, and web gear, on account of the local Marine Reserve Center tucked away in the woods. They're lousy shots with their scaled-down M-16s, but you get enough of them firing at once, and it ain't safe to go walking in the woods without body armor. And they're devilishly clever with acorn-grenades; hit the wrong sprig of grass or step on the wrong twig...*BOOM*

Wait a minute..is that the base where the Marines are practicing with the new Combat 'robots' that are having problems with being remote controlled? The 'Robots' are acting a little squirrel-ly and not following commands...maybe?

Armed ATVs and tracked designs. Right?



That's need to know information only, citizen. Don't ask, unless you want to be deported for spying. :bandit:
Last edited by taalismn on Fri Jul 09, 2010 2:09 pm, edited 1 time in total.
-------------
"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 abtex »

Oh, Nuts!!!!
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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Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:Oh, Nuts!!!!



Don't say THAT!!! They home in on that word! THey come in through the attac! The basement! THey hide in your car! They have little wirecutters for getting through screendoors, and glasscutters for coming through windows! I haven't figured out what they used to blast in the cinderblock and the concrete, but I suspect it was SEMTEX-based!
And They DON'T GIVE UP!
-------------
"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 abtex »

taalismn wrote:
abtex wrote:Oh, Nuts!!!!

I haven't figured out what they used to blast in the cinderblock and the concrete, but I suspect it was SEMTEX-based!
And They DON'T GIVE UP!

It not SEMTEX, it's the stuff they take off Power company and maybe the phone repair trucks. You know the putty looking stuff that is used to make sure the costly repairs are done right and stay fixed. They could also be using 'lost' tools and plans from your 'Things too do' book/notepad. :D
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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Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:
taalismn wrote:
abtex wrote:Oh, Nuts!!!!

I haven't figured out what they used to blast in the cinderblock and the concrete, but I suspect it was SEMTEX-based!
And They DON'T GIVE UP!

It not SEMTEX, it's the stuff they take off Power company and maybe the phone repair trucks. You know the putty looking stuff that is used to make sure the costly repairs are done right and stay fixed. They could also be using 'lost' tools and plans from your 'Things too do' book/notepad. :D


Damn. My computer's right near a window with a clear line of sight to the forest. They could be...let me check....no, I don;t see anything, but that doesn't mean there can't be a blind up in those trees with a really powerful set of binoculars zoomed in...
I think my anti-paranoia medication's wearing off.... :erm:
-------------
"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 Gamer »

That's not binoculars, thats a spotting scope and a rifle scope.
Dulce bellum inexpertis.
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Re: Paladin Steel Storefront

Unread post by taalismn »

Gamer wrote:That's not binoculars, thats a spotting scope and a rifle scope.


From Gary Larson's The Far Side: "I see him now...he's up there, chittering like mad! I tell you, Murphy! First come the squirrels, then come the squirrel 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
------------
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Re: Paladin Steel Storefront

Unread post by abtex »

Great more new lines from PS!!!
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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Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:Great more new lines from PS!!!


Well, had to concentrate on other projects for a while here, but I hope to finish up some simmering works soon and post fresh material as I can.
-------------
"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 abtex »

taalismn wrote:First come the squirrels, then come the squirrel guns!"
abtex wrote:Great more new lines from PS!!!

Well, had to concentrate on other projects for a while here, but I hope to finish up some simmering works soon and post fresh material as I can.

So no cloned Squirrel StormTroopers armed with little guns?
Good. :D
Last edited by abtex on Sun Jul 11, 2010 1:29 pm, edited 1 time in total.
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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Re: Paladin Steel Storefront

Unread post by DhAkael »

Okay..just browsing the entries and... :eek:
I think I'll stop now.
Bind the body to the opened mind
Bind the body to the opened mind

I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise


~Dream Again By Miracle of Sound
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Re: Paladin Steel Storefront

Unread post by abtex »

DhAkael, Goto page 38 of this topic and search for 'well, what my file at home does have is a series of links ' for a little catalog of PS stuff.
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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Re: Paladin Steel Storefront

Unread post by Gamer »

abtex wrote:
taalismn wrote:First come the squirrels, then come the squirrel guns!"
abtex wrote:Great more new lines from PS!!!

Well, had to concentrate on other projects for a while here, but I hope to finish up some simmering works soon and post fresh material as I can.

So no cloned Squirrel StormTroopers armed with little guns?
Good. :D


It's either that or genetically enhanced squirrel predators running around chasing enhanced mice who are screaming "get to da choppa!"
Dulce bellum inexpertis.
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Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:
taalismn wrote:First come the squirrels, then come the squirrel guns!"
abtex wrote:Great more new lines from PS!!!

Well, had to concentrate on other projects for a while here, but I hope to finish up some simmering works soon and post fresh material as I can.

So no cloned Squirrel StormTroopers armed with little guns?
Good. :D


Don't have any ideas for any effective guns with a good payload for 'em yet...Sure, a squirrel can carry a 1-2 shot laser derringer that will give up to a lightly armored soldier pause, but projectile weaponry's a nearly lost cause... Explosive bullets lose a lot of punch when you go under .22 caliber, and ramjets ain't effective under that....Rail guns firing BBs at MD velocity just ain't possible at that size....The standard PS micromissile is a 15mm format...Smaller than that? The best I can see is the MBA Gyrojet slugs they tested in Vietnam; they were 13mm, and range was only 164 ft...maybe a regular sized squirrel could carry a 3-shot weapon, since being rocket-propelled, the gyrojet slugs have little recoil...but arming chipmunks with repeaters is out of the question.
-------------
"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 »

taalismn wrote:
abtex wrote:
taalismn wrote:First come the squirrels, then come the squirrel guns!"
abtex wrote:Great more new lines from PS!!!

Well, had to concentrate on other projects for a while here, but I hope to finish up some simmering works soon and post fresh material as I can.

So no cloned Squirrel StormTroopers armed with little guns?
Good. :D


Don't have any ideas for any effective guns with a good payload for 'em yet...Sure, a squirrel can carry a 1-2 shot laser derringer that will give up to a lightly armored soldier pause, but projectile weaponry's a nearly lost cause... Explosive bullets lose a lot of punch when you go under .22 caliber, and ramjets ain't effective under that....Rail guns firing BBs at MD velocity just ain't possible at that size....The standard PS micromissile is a 15mm format...Smaller than that? The best I can see is the MBA Gyrojet slugs they tested in Vietnam; they were 13mm, and range was only 164 ft...maybe a regular sized squirrel could carry a 3-shot weapon, since being rocket-propelled, the gyrojet slugs have little recoil...but arming chipmunks with repeaters is out of the question.

was it the thunderbunny that teleports ammo to the gun? i'm pretty sure it was =P

(you could also make power armor sized robot vehicles with multiple pilots... imagine a robot with 20 attacks per melee between all the crew, but only 5 feet tall? :P )
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Re: Paladin Steel Storefront

Unread post by taalismn »

Shark_Force wrote:was it the thunderbunny that teleports ammo to the gun? i'm pretty sure it was =P

(you could also make power armor sized robot vehicles with multiple pilots... imagine a robot with 20 attacks per melee between all the crew, but only 5 feet tall? :P )


Oh @@@@@@@@mmmeeeeeeeeeee.............. :shock: :shock: :shock:

That's evil. Pure unadulterated evil.
Mister Squirrel and Mister BunnyRabbit are going to have some new additions to their holes... :twisted:
-------------
"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 abtex »

Taliban Monkey Marksmen. Who will PS be arming next?
Early trainee? or "Be one with the gun! Be one with the gun!"
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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Re: Paladin Steel Storefront

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PS/CTRL AZTC17 Aztec Heavy Combat Robot

“Wolf Lord to Alpha Pack; TreeHouse confirms heavy enemy squadron has cleared the river at Crossing Point Demeter....Repeat, heavy enemy squadron this side of the river. Snoopy-Three counts three Ichto Wreckers, two Ichto Destroyers, two Naruni Hammers, four Naruni Nomads, and one Naruni Reaper....Looks like ‘Lord Thunder’s’ serious about getting his slave-toys back from us...Expect them to reach the ridge in twenty minutes...We have constant sensor contact with them and the drones got shadow on them...Okay, dogs, choose your targets and start stalking...but leave the Reaper to me...”

Another design imported to Rifts Earth from the Corianus-Thypen-Rosette League via the tech swaps with Paladin Steel the Aztec is a heavy combat robot with a configuration aimed at slaying other robots, heavy vehicles, and large monsters. To facilitate this, it incorporates a mix of ranged and melee weaponry, combined with heavy armor. Its mobility is about average for robot vehicles of its weight, but faster than most of the juggernaughts it is typically assigned to hunt and harass. It sports respectable armor without sacrificing mobility, though it relies on a quick kill to avoid getting seriously damaged in protracted close-order slugfests. To facilitate its ability to close with an opponent, the Aztec sports several electronic countermeasure systems and sensor scramblers to blur its profile as it closes for the kill.
The Aztec has an uparmored heavy combat mode which adds heavy applique plates and sections to various parts of the body for added protection...the added armor looks enough like parts from another robot that the uparmored Aztec is sometimes called the ‘Xipe Totec’ after the Aztec God of Flaying(though this practice is not followed on Rifts Earth, where people KNOW Xipe Totec exists).
The biggest problem thus far observed with the Aztec is its overspecialization; the design is so dedicated to one-on-one elimination of other enemy units that the machine performs badly against smaller multiple targets like power armor and infantry. The shoulder missile launchers, armed with volley capability and area-of-effect warheads like fragmentation loads, remain the Aztec’s best and most versatile weapons system under such circumstances, but when the missile magazines are depleted, a wise Aztec pilot retires from the field as soon as possible if facing a swarm situation. Aztec pilots are advised to attack from a distance as snipers, and move quickly to avoid retaliation, try to separate and isolate their targets where the enemy lacks support, or to travel in the company of a team of units better equipped to handle enemy reinforcements.
A hundred or so machines have shown up on Rifts Earth in the service of Greater New England, with a handful given to affiliates. It is not known if the design is being manufactured locally, or if all the examples seen so far are imports, with modifications done locally. The Aztec is typically used as an anti-armor unit, but is popular with monster extermination squads and dinosaur hunter units. Paladin Steel engineers have discovered that the Aztec is as effective against many supernatural monsters, such as gargoyles and dragons, as it is against other robots, and PS had modified the Aztec accordingly. The largest concentration of Aztecs outside the GNE, several dozen, have been deployed to the New Roman Republic to help the Legions there deal with the gargoyle threat along the NRR’s northern borders.
Type: PS/CTRL-HVR-AZTC17 Aztec
Class: Heavy Combat Robot
Crew: One
MDC/Armor by Location:
Main Body 950
Crew Compartment 110
Head 120
Arms(2) 200 each
Hands(2) 55 each
Heavy Rail Gun(1, right arm) 180
Pulse Laser(1, left arm) 90
Legs(2) 300 each
Battle Club 250
Height: 24 ft
Width: 15 ft
Length: 8 ft
Weight: 55 tons
Cargo: Small space in crew compartment for a survival pack, sidearm(s), and a few small personal possessions.
Physical Strength: Robotic P.S. of 45
Powerplant: Nuclear Fusion with 20 year energy life
Speed:
(Running) 120 MPH
(Leaping) 15 ft across, 20 ft up. Double distance with a running start
(Flying) Not possible
(Underwater) Can run along the bottom at 6 MPH, maximum depth of 900 ft
Market Cost: 27 million credits
Systems of Note:
Standard Basic Robot Systems, plus:

*ECCM system: A semi-automatic system that uses electronic encryption and frequency jumping to (attempt to) negate jamming systems. The system has a 35% 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.

*Radio Signal Tracker---This system picks up on radio signals and can determine (with 65% effectiveness) signal strength, general direction of the transmission source, and rough distance/location (within a 50 mile radius). Good for tracking radio-using technological opponents.

*Magnetometer Probe---MAD (Magnetic Anomaly Detector) sensor for detecting armored vehicles and robots.
Range:The magnetometer has a range of 8,000 ft and can detect vehicles and other metallic structures with 80% accuracy. Powered-up rail guns and fusion nuclear containment fields can be detected out to 16,000 ft.

*Sensor Scrambler Suite---An active EW suite meant to bollux enemy sensors. They’ll know they’re being jammed, but will have no idea of the exact location of the jammer platform. Radar-guided weapons systems will be similarly fouled. Enemy sensors are -25% to achieve lock-on, and radar-guided systems are -4 to strike the Aztec.

* 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.

Weapons Systems:
1) Heavy Rail Gun(1, right arm)---This massive-barreled weapon actually protrudes from the back elbow of the right arm, opposite the manipulator-hand. When brought into use, the Aztec raises its right arm, hand resting by the side of the head, and braces the weapon against its shoulder.
The original design used a squeeze-bore cannon firing a tungsten-saboted depleted uranium penetrator, but subsequent experimentation led to the adoption of a more versatile massdriver cannon.
The arm cannon mount is also equipped with extra stabilization and targeting gear, giving the cannon a +4 to strike(+6 on a called shot, where the pilot takes the time to line up the gun on a specific part of the target, but this takes 2 APMs).
a) 80mm Massdriver Cannon
Range: (Direct Fire)25,000 ft (5 miles)
(Indirect Fire) 62,500 ft (12.5 miles)
Damage: High Explosive(HE)----1d4x10 MD to 15 ft radius
High Explosive Anti-Tank(HEAT)---- 3d4x10 MD to 5 ft radius
Fragmentation--- 5d6 MD to 30 ft radius
Plasma----- 1d6x10 MD to 20 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 3d6x10 MD out to 6,600 ft, 2d4x10 MD out to maximum range
Rate of Fire: 5 shots per melee
Payload: 50 shots

b) 76mm Squeezebore Cannon
Range: 30,000 ft maximum
Damage: 5d6x10 MD out to 6,400 ft
3d6x10 MD out to 30,000 ft
Rate of Fire: 4 shots per melee
Payload: 60 shots

2) Shoulder Hardpoints(2)---Two shoulder missile launchers can be customized to serve a variety of roles, from close support to long range bombardment. Monster hunter teams will frequently fit their launchers with nets, for bringing down prey prior to delivering the killing blows.
a) Mini-Missile Launcher---25 shot pod
b) Short Range Missile Launcher----12 shot pod
c) Medium Range Missile Launcher---6 shot pod
d) Net Launcher
Range: 800 ft. Net covers a 50 ft area
Damage: (Standard Net) Heavy high-tensile strength megadmage steel cable net; takes melee actions/attacks to untangle self(half that for creatures with supernatural PS of 50 or higher)...in the meantime, the victim CANNOT strike or parry, is -2 to dodge, and reduce speed by 90%

(Slicer Net) As above, except that every melee the target spends struggling and trying to get out, they take 2d4 MD from the various hooks and razor-lines. In addition to usual penalties, takes an additional -2 to dodge from the pain.

(Shock Net)As above, except that each melee entangled, the target takes electrical shock damage. At mild current levels, this can be annoying and distracting, but can also stun the victim...higher levels of voltage can toast the entrapped target and damage them severely, if not kill them outright....
2d4 MD per melee/shock pulse, plus MDC beings must roll versus non-lethal poison(16 or better) or be stunned /knocked out for 1d4 melees. Cyborgs have a 60% chance of having their systems overloaded and being immobilized for 1d4 melees, plus a 40% chance of electrical systems/accessories such as sensors or weapons knocked out for 1d4+2 melees. Robots and Power Armor fare somewhat better, having only a 40% chance of losing electrical systems or peripherals for 1d4 melees.
Rate of Fire: Volleys of 1-3(all)
Payload: 5 per launcher

3) Eye Lasers(2)---The ‘Glare of Death’
Range: 2,000 ft
Damage: 4d6 MD single shot, 1d4x10 MD for a pulse burst
Rate of Fire:EPCHH
Payload: Effectively Unlimited

4) Forearm Pulse Laser(1)---The arm not carrying a heavy rail gun is fitted with a rapid-fire pulse laser instead.
Range: 4,000 ft
Damage:4d6 MD single shot, 1d6x10 MD per pulse burst
Rate of Fire: EPCHH
Payload: Effectively Unlimited

5) (Optional)Warclub---This is a massive, heavy, handheld melee weapon that acts as a combination bludgeon and axe. Its edged blades can deliver an energized strike that can shatter armor, pulverize concrete, and slice into megadamage flesh. It can also fire a heavy ion bolt. The original CTR weapon was a straight-out ion blaster, but the PS version has improved the weapon with EM-Pulse technology, giving it a ‘stun’ ability against technological targets.
Range:(Melee)
(Ion Bolt) 2,000 ft
*(PS Version) 3,000 ft
Damage:(Melee) 4d6 MD+ punch damage unpowered strike, 2d4x10 MD powered strike
(Ion Bolt) 2d4x10 MD per blast
*(PS Version) The weapon also does 2d4x10 EMP damage(no physical damage) to a 10 ft radius. The resulting percentage of the target location MDC is the chance of shutdown/disablement. All damage is cumulative. Damage in excess of 50% target MDC will require repair to make it functional; 75% or more damage will require replacement of the entire electrical system. Does double damage to non-shielded civilian systems. Bionics are -1 to dodge, roll, and strike for the affected limb/system, lasting 1d4 melees, non-cumulative, before the system resets itself.
Rate of Fire:(Melee) ECHH
(Ion Bolt) ECHH
Payload(Ion Bolt) Effectively Unlimited

6)VibroBlades---The hands and feet of the Aztec are fitted with extendable heavy-duty vibroblades for tearing at armor
Range: Melee
Damage: 4d6 MD +P.S. Damage

Hand to Hand Combat
Robot Combat Elite provides the following bonuses for Aztec combat:
+1 APM at level one, three, six, and twelve
+3 roll
+3 Initiative
+2 strike in hand to hand melee attacks
+1 Dodge
Restrained Punch 1d6 MD
Full Strength Punch 3d6 MD
Power Punch(2 attacks) 1d6x10 MD
Tear/Pry with Hands 2d4 MD
Body Block/Tackle 3d6 MD
Stomp 2d4 MD
Kick 5d8 MD
Leap Kick(2 attacks) 1d8x10 MD

Options:
*Applique Armor----Special attachable plates boost the robot’s protection at the expense of some mobility.
Head +100 MDC
Main Body +250 MDC
Arms+90 MDC
Legs +100 MDC
Penalty: Add 6 tons of weight, reduce maximum speed by 20%
Cost: 1.2 million credits

*PPE Detectors/SNARLS PPE Sensor System . PS has managed to amplify the system for robot sensors. The sensor has a 1,000 ft range(out to 800 ft with 50% error in determination), 60-degree arc, and can detect invisible entities. Othe penalties similar to the Japanese SNARLS system(on which it is based.....see Rifts: Japan, pg. 116).
Cost: 30,000 credits

Variants:
There are no reported variants of the Aztec as yet.
-------------
"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:Taliban Monkey Marksmen. Who will PS be arming next?
Early trainee? or "Be one with the gun! Be one with the gun!"



That's just plain wrong...Where's the Simian Rights League when we need them?
-------------
"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 »

taalismn wrote:
abtex wrote:Taliban Monkey Marksmen. Who will PS be arming next?
Early trainee? or "Be one with the gun! Be one with the gun!"



That's just plain wrong...Where's the Simian Rights League when we need them?

PS/CTRL AZTC17 Aztec Heavy Combat Robot

#1 ) about the monkey :lol: :lol: :lol:
#2) PS/CTRL AZTC17 Aztec Heavy Combat Robot :ok: :ok: :ok: but how does it look as I said before draw it
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:#1 ) about the monkey :lol: :lol: :lol:
#2) PS/CTRL AZTC17 Aztec Heavy Combat Robot :ok: :ok: :ok: but how does it look as I said before draw it



I already have an idea of what it looks like...and have added 'Do Artwork of It" to my list of 'things to do when I can draw on Inner Strength'.(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
------------
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abtex
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Re: Paladin Steel Storefront

Unread post by abtex »

taalismn wrote:
abtex wrote:Taliban Monkey Marksmen. Who will PS be arming next?
Early trainee? or "Be one with the gun! Be one with the gun!"

That's just plain wrong...Where's the Simian Rights League when we need them?

ReLoading with their tails and left rear paw. Yelling 'Banana Power Rules' or is that the other troop of monkeys?
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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Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:ReLoading with their tails and left rear paw. Yelling 'Banana Power Rules' or is that the other troop of monkeys?



"Slay the tail-less heretics! Abandon the Tree of Life at your own peril!"
-------------
"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:
abtex wrote:ReLoading with their tails and left rear paw. Yelling 'Banana Power Rules' or is that the other troop of monkeys?

"Slay the tail-less heretics! Abandon the Tree of Life at your own peril!"

And "Order more weapons and Banana Clips!! Good Yellow BANANAs from PS"
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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Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:
taalismn wrote:
abtex wrote:ReLoading with their tails and left rear paw. Yelling 'Banana Power Rules' or is that the other troop of monkeys?

"Slay the tail-less heretics! Abandon the Tree of Life at your own peril!"

And "Order more weapons and Banana Clips!! Good Yellow BANANAs from PS"


However, our arms deal with the lemurs precludes sales to the monkeys.
The lemurs ordered anti-ship and anti-aircraft missiles(something about 'keeping those mainland buggers off our shores.").
-------------
"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 Grelac Infantry Robot
(aka ‘Brushcutter’)

“Around here, the weather’s prone to sleet, made of steel and depleted uranium, coming in sideways, in sudden bursts, with uncommon accuracy.”

“We’re Paladin Steel, your Robot Store.”

The Grelac is a PS design for a relatively light, fairly inexpensive, and easily produced robot combat vehicle using as a basis a general purpose labor robot already in the works. The orginal design specs were upgraded with military needs for speed and armor in mind, and the installment of heavy weaponry and associated fire control systems. In many ways, the Grelac appears to be an attempt by PS to copy the general configuration of the Northern Gun Hunter Robot; a basic heavily-armored humanoid robot with a large gun turret in place of a head. The Gelac uses, in this case, the same quad thirty-millimeter rapid fire cannon turret already in production for the PS/FA Covenant Light Bomber, only reinforced with some extra armor for the ground-based role. The Grelac is also shorter, squatter, more stable, and more heavily armored. The design has deliberately been kept simple, both to keep the production costs down and to speed development and production approval. This proved fortuitous when early model Grelacs were rushed to the defense of GNE-allied communities during the short-lived Coalition States’ ‘invasion’ of western New York.
Production Grelacs typically serve in the GNEAS and affiliated military services as second-echelon fire support ‘mechs and mobile air defense batteries. Their powerful actuators and squat, stable, configurations make them good labor ‘bots(as per their original design), and they frequently serve double duty in service areas and supply depots, stevedoring supplies and equipment, while providing close air-defense to those facilities.
The Grelac takes its name from an animal native to the Wynaro d-bee homeworld; the ‘grelac’ is a simian-like creature with an air bladder similar to that of the Wynaro, and a similar, albeit far more limited, ability to call up air-based powers. In Wynaro history, packs of baboon-like grelac have destroyed farms and herds, and attacked unwary travellers.
Type: PS-I/ADR-07 Grelac
Class: Medium Fire Support/Infantry Robot
Crew: Two + 1 additional crewmember/passenger
MDC/Armor by Location:
Main Body 500
Crew Compartment 100
Top Quad-GunTurret 200
Short Range Missile Launchers(2) 60 each
Lower Torso Laser Turret 55
Arms(2) 200 each
Legs(2) 260 each
Height: 30 ft
Width: 12 ft
Length: 12 ft
Weight: 25 tons
Cargo:Small space in crew compartment for a survival pack, sidearm(s), and a few small personal possessions.
Physical Strength: Robotic P.S. of 40
Powerplant:Nuclear Fusion with 20 year energy life
Speed:
(Running) 45 MPH
(Leaping) Standing jump of 10 ft up/across, running leap of 25 ft up/across
(Flying) Not possible
(Underwater) Run along the bottom at 6 MPH, maximum depth of 800 ft.
Market Cost: 22 million credits
Systems of Note:
Standard Robot Systems

Weapons Systems:
1)Quad 30mm Autocannon Turret---Has full 360-degree rotation, 70-degree elevation. The sound of all four cannons firing at once in sustained burst mode has been described as Hell’s Zipper opening”.
Range:10,000 ft
Damage:4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD six-round burst per single cannon...so a full burst of six rounds each from all four cannons firing simultaneously....12d6x10!
Rate of Fire:EPCHH
Payload:1,600 rds, 400 rds per cannon

Alternately, battlefield mods have replaced the 30mm cannon turret with one of the following:
a)ML-12/MLRS-120 Missile Launcher System----A copy(or salvage) from the old Iron Bolt Missile Vehicle; has 150 MDC for the box launcher, which holds 12 LRMs and 120 mini-missiles. Top speed of the Grelac is reduced 20% due to the extra weight of the launcher, but it turns the robot into a missile launch platform.

b) AA Turret Type 4---This is an re-armored twin-gun mounting from PS’s ‘Dorie Miller’ wheeled AAA carrier, complete with radar assembly;
MDC of Turret: 200
*Radio or fiber optic target link; allows the vehicle to patch into a larger air defense grid to share early warning information and targeting data.
*Target Acquisition Radar----30 mile range
*Targeting Sensors, including microwave radar lock and laser ranging; +3 to strike
Weapons Systems:
1) Twin Rapid-Fire 35 mm Cannon----These are fed from two massive ammunition drums on either side of the cannons. The turret has a full 360-degree arc of fire, while the guns can depress 5 degrees and elevate 85 degrees.
Range: 2.5 miles
Damage:(Proximity Fuzed Fragmentation) 3d6 MD to a 10 ft blast radius, 2d6x10 MD to a 30 ft blast radius per 10 rd burst.
(Armor Piercing Tracer) 4d6 MD single shot, 3d6x10+10 MD per 10 rd burst
Rate of Fire:EPCHH
Payload: Each drum holds 215 rounds
With a trained crew in power armor, a fresh drum can be changed in 3 minutes
Turret Cost: 500,000 credits


c) AA Turret Type 8----This was based on archival data of the old Soviet ZSU-4 AAA vehicle, mounting FOUR 23mm cannon and a radar suite. PS has upgraded the design with gauss technology and upgraded sensors
MDC of Turret: 200
*Target Acquisition Radar----25 mile range
*Targeting Sensors, including microwave radar lock and laser ranging; +4 to strike
Weapons Systems:
Range: 6,600 ft
Damage: 1d6 MD single shot, 5d6 MD for a 5 shot burst, 2d6x10 MD for all four cannons firing bursts(20 rounds) simultaneously(counts as one attack)
Rate of Fire: EGCHH
Payload: 1,000 rd drum per cannon; shots total(200 bursts)
Turret Cost: 600,000 credits

d) Twin 40mm Autocannon
Range: 2.6 miles
Damage:(Proximity Fuzed Fragmentation) 3d6 MD to 15 ft blast radius
(Armor Piercing Tracer) 5d6 MD single shot
(High Explosive Tracer) 4d6 MD to 10 ft blast radius
Rate of Fire: EPCHH
Payload: 444 rounds
Cost: 300,000 credits(ammunition costs extra)

e) PS-NAC-8 Heavy Rail Cannon
Range: 11,000 ft(2 miles)
Damage: 3d4x10 MD per 40 rd burst(can only fire bursts)
Rate of Fire:EPCHH
Payload:20,000 rds
Cost: 800,000 credits

f)RFL-42 Slayer Quad-Laser Cannon---The powerful PS-RFL-40, a new PS laser weapons system with better range and a redesigned coolant jacket.
Range: 6,000 ft(60,000 ft in space)
Damage: 4d6 MD single shot, 2d4x10 MD short burst (four shots, one from each barrel), 4d4x10 MD medium burst (eight shots, two from each barrel in sequence), 4d6x10 MD long burst (takes two attacks), or 6d6x10 MD full melee burst (takes three attacks).
Rate of Fire: EPCHH
Payload: Effectively unlimited
Cost: 4 million credits; rarely available



2) Missile Launchers(2)---Under the top turret, on either side of the crew compartment, are two modular missile launch systems built into the pectoral plates of the robot. Each launcher can hold ONE of the following configurations:
a) Micro-missile Launcher(15mm or 20mm format)---50 each launcher
b) Mini-Missile Launcher----16 each launcher
c) Short Range Missile Launcher----8 each launcher
d)Copperhead Anti-Tank Missiles
Range: 1 mile,
Damage: High Explosive 2d4x10 MD,
Rate of Fire: Volleys of 1-4
Payload: 8 each launcher
Bonuses: +5 to strike
Cost: 60,000 credits per launcher , missiles cost 600 credits each

3) Lower Torso Laser Turret---Mounted just under the cockpit forward armor belt is a small laser turret meant to repel infantry attempting to close with the robot.
Range: 2,000 ft
Damage: 2d6 MD single shot, 6d6 MD triple pulse shot
Rate of Fire: ECHH
Payload: Effectively Unlimited

4) Forearm Weapon Mounts(2, one each forearm)
a) Micro-Missile Launcher(15mm or 20mm format)---50 each launcher
b) Mini-Missile Launcher----16 each launcher
c) Short Range Missile Launcher----8 each launcher
d)Copperhead Anti-Tank Missiles
Range: 1 mile,
Damage: High Explosive 2d4x10 MD,
Rate of Fire: Volleys of 1-4
Payload: 8 each launcher
Bonuses: +5 to strike
Cost: 60,000 credits per launcher , missiles cost 600 credits each

e) Pulse Laser
Range: 5,000 ft
Damage: 3d6 MD single blast, 1d6x10 +6 MD quad blast
Rate of Fire: EPCHH
Payload: Effectively Unlimited
Cost: 90,000 credits

f) Ion Cannon
Range: 4,000 ft
Damage: 1d6x10 +7 MD per energy burst
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: 60,000 credits

g) Plasma Cannon---Adapted from PS’s PPR-3 Serap Heavy Plasma Projector. The weapon also has the option of firing ‘hot shots’ of deuterium-enriched plasma feeding from a pressure cylinder
Range:(Plasma Stream) 2000 ft
(Plasma Bolt) 1500 ft
Damage:(Plasma Stream) 1d6x10 MD per blast*
*Can be increased by 50% with a ‘hot shot’ injection of deuterium gas
(Plasma Bolt) 1d4x10 MD to 8 ft blast radius
Rate of Fire: Single shot, ECHH
Payload: Effectively Unlimited
Deuterium Gas Reservoir has enough gas under pressure for 20 shots.
Cost: 100,000 credits, plus 800 credits per deuterium ‘hotshot’ cartridge.

h) Particle Beam Cannon
Range: 2,000 ft
Damage: 1d6x10 MD per blast
Rate of Fire: EGCHH
Payload: 80 blast battery per cannon
Cost: 120,000 credits

i) Rapid-Fire Machine Gun----12.7mm PS-MRG03 Snub-nose Short Gatling Gun : This high-powered four-barreled gatling rail cannon features enormous damage potential, and fair range in a small package. The MRG-03 trades range for blistering short-range fire power, and is frequently used as a ‘streetsweeper’ in built-up areas.
Range: 2000 ft
Damage: 1D6 MD single round, 1D6x10 MD per 10 round burst,
2D6x10 +60 per Full Melee Burst of 40 rounds
x6 for all six guns going simultaneously
Rate of Fire: Equal to the combined hand to hand attacks of the pilot
Payload: 600 rounds each gun
Market Cost: 12,000 credits

Hand to Hand Combat:
Use the Titan Light Combat Robot combat stats for ELITE skills in piloting the Grelac .
Restrained Punch 1d4 MD
Punch 2d6 MD
Power Punch(2 attacks) 4d6 MD
Tear/Pry with Hands 1d6 MD
Kick 2d4 MD
Stomp 2d6 MD
Body Block/Tackle 1d6x10 MD


Options:
*Applique Armor
*Light----Adds 10-100 MDC main body, 10-30 MDC to arms, 10-50 per legs, + 1-3 tons, without movement penalties
----Cost: 15,000 credits per 10 MDC
*Medium---Adds 110-200 MDC main body, 50-60 MDC to arms, 50-80 per legs, +4-6 tons, but with a reduction in top speed of 25%
----Cost: 16,000 credits per 10 MDC
*Heavy----Adds 210-360 MDC main body,60-100 MDC to arms, 80-110 per legs, +7-10 tons, but with a reduction in top speed of 50%
----Cost:18,000 credits per 10 MDC
*Laser Ablative Armor(Option)---PS laser-ablative ceramic, based on alien materials. Lasers do HALF damage. VFLs can NOT adjust to compensate. As an added bonus, Arkhon triphase weapons do 1/10 less damage.
----Cost:+3 million credits(Rarely available to outsiders)
*Thermal Resistant Heat-Refractory Tile Armor(Option)---Special heat-resistant materials designed originally for reentry vehicle shielding. Heat and plasma-based attacks do 1/4 damage
----Cost: +2 million credits
*Chemical-Resistant HazMat Armor----This material is slicker than Teflon, and resists chemical corrosion as well as adhesives. Paint, glue, and other chemicals simply refuse to stick to this stuff, and corrosive chemicals just slide off, doing NO damage.
Cost: 1.8 million credits


*Armored Cockpit---This reinforces the crew compartment, adding more armor plate, replacing the large cockpit windows, and incidentally making the pilot more dependent on external sensors. Particularly popular with hazmat crews, due to the added radiation shielding. Adds 150 MDC to the crew compartment.
Cost: +1 million credits


*Heavy Leg Pylons---An oversized version of the Glitterboy stabilization pylons;---Tired of being knocked over by concussion blasts, or being rolled over by a giant’s kick? This interesting little system uses Glitterboy-style pylon technology to las and hydraulically drive six stabilizer jacks up to 7 ft into the ground, even through concrete and metal gratings, within 5 seconds, affixing you like a barnacle, and able to stay upright in even hurricane-force winds. System can disengage in 2 seconds, for that speedy getaway.
Cost: 90,000 credits

Variants:
*PS-I/ADR-07B---Experience in the fighting for the (New York) Western Wilderness against the Coalition led to some Grelacs being modified with a small turret covering the rear of the robot. The extra turret mounts a second pulse laser and a flamethrower for dissuading enemy troops from attempting to encircle the robot.

*PS-I/ADR-07D--- An experimental mobility variant carried on articulated treads rather than robotic legs. It only stands at 20 ft tall, the treads have 50 MDC each, and it can crawl along at 50 MPH, but is decidedly more stable.
Cost: 18 million credits

*PS-WU-07C---The ‘civilian’ model, that removes all weapons systems, and converts the turret into an open work deck(that can be fitted with a light crane or A-frame assembly and winch). The missile bays now hold high-powered lights and storage for cabling.
Cost: 18 million credits

General Accessories:


*Heavy Roller---This is exactly that; a heavy roller made of curved sections of megadamage armor plate, mounted on an axle of heavy-duty tubing stock, attached to a towbar/handlebar assembly, meant to be pulled behind a vehicle, or pushed ahead of a vehicle or giant robot. to flatten down soft ground, detinate land mines, or provide some cover, while rolling down fences and other barriers. Not recommended as a protective barrier for infantry, as the roller only has its weight keeping it from rolling back over said infantry.
Weight: 10 tons
Size: 7 ft in diameter, 12 ft wide
MDC: 400
Damage: Having this heavy thing roll over you does 3d6 MD.
Cost: 36,000 credits
-------------
"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 »

n1 but how would it look like?
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:n1 but how would it look like?



When I get around to it...and with my busy schedule, that's likely about the same time as the heat death of the universe... :-(
-------------
"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 »

taalismn wrote:
ZINO wrote:n1 but how would it look like?



When I get around to it...and with my busy schedule, that's likely about the same time as the heat death of the universe... :-(

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

Unread post by Arnie100 »

In other words...when pigs actually fly?? :) Great write-ups as usual, taalismn!
They can't see me...Right!?
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Re: Paladin Steel Storefront

Unread post by taalismn »

Arnie100 wrote:In other words...when pigs actually fly?? :) Great write-ups as usual, taalismn!



Thanks...
As for art? It's always a tradeoff between art time and writing time, and I've got so much of both lined up for various interests/threads. It's one of my great frustrations that I can't do full service to all of them, and that, all too often, when I DO have the time, it's NAPTIME(slug out on the couch or in bed reading...which, usually results in me, despite my best efforts, results in book tented over my chest as I dooze off :sleep: :sleep: :sleep: ).
-------------
"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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