Paladin Steel Storefront

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abtex
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Re: Paladin Steel Storefront

Unread post by abtex »

taalismn wrote:A laser pistol vending machine on every corner in the 'burbs!


taalismn wrote:Paladin Steel PSLP-6 ‘SunFang’ Light Laser Pistol
(aka ‘Fang’)

Vending machine Laser pistol?

I was looking at Wilk's New West Laser bullet but have a single 'slug' being able to discharge 8 to 12 shots before burn down\up.

Weapon only being able to be recharged in a vending machine or recharged in a gun belt, that had a built in drum E-clip.
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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abtex
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Re: Paladin Steel Storefront

Unread post by abtex »

taalismn wrote:Here's a placeholder while I work on bigger stuff... :D


taalismn wrote:The World's Worst Concept Cars"...now I'm looking at it with the mind of 'we learn more from our mistakes than our successes'...Don't know if any will appear as PS vehicles, but maybe otehr companies/species.


Can not wait for O-tehr motors to show their product line. [is that a Smilie for fear?]
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 »

ABA Type 3 Talisman-S Autonomous Benthic Asssistant Drone
(aka ‘waterbeetle’)
“Knowing where the enemy is before he knows where you are is the charm.“

The Type 3 ABA ‘Talisman’ is based on a pre-Rifts design, the BAE UUV of the same name, examples of which were developed with American-made systems, deployed with USCG and USN units. Paladin Steel found an example of the design, the S-model, and developed their own version accordingly.
The Type 3 ABA is a roughly octagonal, humpbacked, semi-autonomous underwater vehicle drive by four gimbaled aqua-thrusters along its sides. It is constructed of low-contrast stealth materials, and uses extra-quiet propulsion systems to further reduce its sensor profile. A comprehensively programmed robotic AI allows the drone to operate autonomously without constant supervision, with confidence in successful job completion. The Type 3 can be set to underwater navigation, mapping, and mine-sweeping tasks on its own for missions as long as years in duration.
The Talisman is used typically for mine-sweeping, carrying four Type-1 Wrasses as mine inspection/neutralizers, but it is also used for underwater patrol and surveillance. The Type-3 is used by both the GNEAN and Coast Guard, and by the Exploration Corps. A few units have also been given/loaned/sold to approved affiliates.
Type: PS-ABA-3 Talisman
Class:Autonomous Benthic Assistant
Crew:None; Robot AI
MDC/Armor by Location:
Main Body 120
Height: 5 ft
Width: 8 ft
Length: 15 ft
Weight: 3,200 lbs
Cargo: None
Powerplant: Electric Battery(72 hour endurance) or Nuclear (5 year energy life)
Speed: 20 MPH. Maximum depth of 18,000 ft
Market Cost: 300,000 credits for electric, 1.3 million credits for nuclear
Systems of Note:
*Depth Gauge
*Basic Optical Sensor
*Low-Lite Optics
*Spotlight
*Stealth Sheathing----The drone has only an 11% chance of being spotted by radar and active sonar.
*Silent Running----The drone has only an 10% chance of being detected by passive sonar.
Weapons Systems: None standard, but the Talisman can be fitted with a single cybernetic/bionic appendage, or dedicated weapons station.

Programming:
Demolitions 80%
Demolitions Disposal 70%
Radio: Basic 90%
Underwater Navigation 85%
Actions/Attacks Per Melee: (5 From Combat Program*)
Initiative +2
Strike+3
Parry +3(if fitted with appendages)
Dodge +1
Option Systems:
*Torepdo/Drone Systems---Four Type-1 Wrasses, OR a micro-torpedo system(50 MicTs), OR a mini-torpedo launcher(20 MTs), OR a short range torpedo launcher (6 SRTs) can be attached to the underside of the vehicle.

*Ion Blasters(1-2, upper hull)
Range: 800 ft in air/ 500 ft underwater
Damage: 4d6 MD single shot
1d4x10 MD per three-shot burst
Rate of Fire: Standard
Payload: 60 shots long-eclip, 100 shot battery
Cost: 10,000 credits each

*Sonic Cannon(1-2)
Range:(Sonic Blast) 1,800 ft underwater, 600 ft in air
Damage::Wide Beam: 4d6 MD to a 30 ft area
Concentrated Beam: 1d4x10 MD per blast
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor.
Unprotected personnel must save versus non-lethal poison (16 or higher) or be stunned for 1d4 melee rds. People in sealed power armor save at an 8 or higher for the wide area blast, but make a standard save for the concentrated blast.
Sonar Blast----This is an enormous ‘belch’ of sonic cacophony that can blind sonar systems within range with a mass of ‘white noise’, knocking them out for 1d4 melees. Sonar and acoustic homing systems will lose target lock, and sonar-using creatures will be stunned and ‘blind’ for 1d4 minutes.
Vibration Blast---This takes up ALL attacks per melee to initiate and maintain, and consists of focusing a low powered beam on a sealed ship(submarines are ideal), and gradually inducing an ultra-low frequency vibration throughout its structure. While this doesn’t do any damage per se, it does affect the hearing and inner ears of crewmembers, causing creeping disorientation and increasing unsettledness, leading up to nausea. After one melee people with unprotected hearing(or uninsulated contact with the ship’s hull structure) will be -1 to strike, parry, and dodge, and -5% to skills(they become easily distracted). After two melees they are -2 to strike, parry, and dodge, -10% to skills, and are -10% to their sense of balance...and so on...People with protected hearing are immune to the effect, but beings with enhanced hearing are TWICE as susceptible to the effects.
This setting is most effective against vessels 60 ft long or smaller...larger vessels will take an extra full melee per 50 ft of length for this to work...or several cannon working in concert, to be effective.
Rate of Fire:(Sonic Blast) ECHH
Payload:(Sonic Blast) 10 shot E-clip, 20 shot long E-clip or effectively unlimited linked to a nuclear powerplant
Cost: 80,000 credits each

*Sensor/Electronics Packages:
a) EW Surveillance Pod---This compact module listens in to radio transmissions and activity in a 10-mile radius, sampling and recording radio and radar frequencies

b) Jammer Module---5 mile range. Jams radars and radar targeting systems with 60% effectiveness. Radar-guided weapons are -6 to strike. Note that this affects friendly systems as well unless they are set to specific, per-arranged, non-jammed frequencies(that it may be possible for the enemy to discover).
Cost:50,000 credits

c) Comm 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.
Cost: 100,000 credits

*Demolitions/Minesweeping Module----This consists of a rotary launcher for specialized mini-torpedoes, each with a restartable engine, wire guidance, and a nose camera. Directing the mini-torp via a 3,000 ft fiber-optic line, the Talisman (or remote operator) can use the micro-UUV to search for mines, then creep on the suspect object and detonate it with the RPV’s warhead. The Talisman can carry 18 mini-torp demolition devices.
-------------
"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 hum how does it look like ??? :oops:
let your YES be YES and your NO be NO but plz no maybe
Shark_Force
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Re: Paladin Steel Storefront

Unread post by Shark_Force »

abtex wrote:
Shark_Force wrote:
abtex wrote:
Shark_Force wrote:that's all my indexed stuff so far :P

just go to those posts, click on the stuff you want to read, and there you go :)

it doesn't include everything completely up-to-date though...

Things to fix if possible

Post 2 middle of it

[url=http://forums.palladium-megaverse.com/viewtopic.php?p=1804650#p1804650]Special Cybernetics/Bionics Systems:
'Borg TW Systems
[/url]


Post 4 last enter

[url=http://forums.palladium-megaverse.com/viewtopic.php?p=2049977#p2049977]Paladin Steel Fubuki (II)-class Destroyer[/url

>>> I think that you are missing --->> http://forums.palladium-megaverse.com/viewtopic.php?p=2199152#p2199152 <<---


also, it looks like you're saying i've missed those entries? guess i'll have to go back and fir them in =S
The last item of the 3 is taalismn's first history of PS is what is missing, the link is above just needs to be added and titled

The two bold items above are what specifically needs fixing. that is the way they appear is the Posts 2 and 4. The first need '/' between Cybernetics and Bionics changed to '\' and the ':' changed to ' - ' to work. Tried several times to get it right. The second is missing it's ending ']' on the [/url]. The way they are now they cannot link to their posting.

Special Cybernetics\Bionics Systems - 'Borg TW Systems

Paladin Steel Fubuki (II)-class Destroyer


seems to have been cleared up by simply not placing a return carriage in the URL stuff on the first one.

got the second one as well.

third one is actually in post 7. which, if i have posted, i don't have a location for in my notepad file :P

or rather, didn't.

post 7
Shark_Force
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Re: Paladin Steel Storefront

Unread post by Shark_Force »

Post 1
Post 2
Post 3
Post 4
Post 5
Post 6
post 7

Post 8:

Paladin Steel Trasis Heavy Tank
Paladin Steel Firearms
includes:
Semmerling Automatic Pistol (PS Repligun)
Paladin Steel Nu Calico M-950 9mm Pistol (PS Repligun)
Paladin Steel Energy Pistols
includes:
Paladin Steel PSLP-4 ‘Bushmaster’ Laser Pistol
Paladin Steel PSLP-5 ‘Krait’ Laser Pistol
Paladin Steel Vehicles
includes:
PS ‘Classic Movers’ M-29C Weasel
Paladin Steel’Classic Movers’ LVT-4 ‘Gator’ Amphibious Personnel Carrier
Paladin Steel “Skyver” Light Orbital Shuttle
Paladin Steel PSSW-07 ‘Pucker’ Sonic Plumbing Tool
The Vermont Free State Military Forces-----A Military in Transition (Part 1)
The Vermont Free State Military Forces-----A Military in Transition (Part 2)
The Vermont Free State Military Forces-----A Military in Transition (Part 3)
The Vermont Free State Military Forces-----A Military in Transition (Part 4)
The Vermont Free State Military Forces-----A Military in Transition (Part 5)
The Vermont Free State Military Forces-----A Military in Transition (Part 6)
Jagernath’s Guardian Service
PS Minotaur IR-8 Infantry Combat Robot
PS FK-08 Whisper-Kayak
Assorted Stuff
Includes:
Paladin Steel Security
The Greater New England Diplomatic Corps
Paladin Steel PS-E-EBA-4 Corporate Security Armor
Paladin Steel Vibro-Technology
includes:
PS PSSW08 VibroMop
Paladin Steel Vibro Grenades
Paladin Steel ‘Buffver’ Hovercycle
Paladin Steel Barracuda Hover Cycle
Paladin Steel ‘Brianica’ MotorTrike
Paladin Steel in the Three Galaxies
includes:
Rum Bay
Aegis Stellar Industries
The Ambercirn System:
includes:
Amberjin
Jerrin
Deneros
Possible Adventure Hooks in Ambercirn System
Paladin Steel/Aegis Stellar Industries Gandiva Aerospace Fighter
PS PSA-11B ‘Star Guard” Space Power Armor
The Venerian Rangers
also includes:
A Quick Guide to Fighting on Venus
PSA-11V ‘Hellion’ Venerian Assault Suit
Paladin Steel ‘SkyFox’ Light Combat Jet
Paladin Steel Bionic Heavy Weapons
includes:
Paladin Steel Bionic Heavy MicroMissile Launchers
Paladin Steel BM-12 ‘Kickoff’ 52mm Leg Mortar
Paladin Steel Ion Pistols
includes:
Paladin Steel PSIP-18 “Bergan” Ion Pistol
Paladin Steel PSIP-19 ‘Sparkshot’ Derringer Ion Pistol
Paladin Steel PSP05 Derringer
Paladin Steel VEBA-06 ‘Starman’ EBA
Paladin Steel Transportation
includes:
The Great Ribbon----The Interstate Highway System
MagLev Lines
MagLev Modules
Typical MagLev Module
*MagLev Type-02 ‘Floaters’
Conventional Railways
Paladin Steel ‘Tansa’ Submersible Landing Craft
Valiant Station
Paladin Steel/ Consolidated PB4Y-2(TW) Privateer II
Paladin Steel/New Colt/Imachi ‘Hailburst’ Light Automatic Weapon
Paladin Steel OA-15 ‘Meadowlark’ Light Observation Aircraft
Paladin Steel/Martin P6M/PS60M SeaMaster Flying Boat Bomber
Paladin Steel/Martin PSC70M SeaMistress Heavy Flying Boat Transport
Paladin Steel ‘Bailey’ Submersible Power Boats
Aegis Stellar Industries “Heston” Mini-Star Shuttle
Aegis Stellar Industries Scobee-class Light FTL Transport Pod
Paladin Steel ‘Ulani’ Flying Yacht
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Veritas476
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Re: Paladin Steel Storefront

Unread post by Veritas476 »

You continue to amaze me in how well you keep track of things here, Shark_Force.
Shark_Force
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Re: Paladin Steel Storefront

Unread post by Shark_Force »

Post 1
Post 2
Post 3
Post 4
Post 5
Post 6
post 7
post 8

Post 9:

Paladin Steel/Paragon Progress ‘DynaStrec’ PSA-20 Power Armor
Paladin Steel PLDK02 ‘Stringbang’ Personal Lane Demolition Kit
Paladin Steel/Aegis Stellar Industries Weibbe Hayes Heavy Transport
Paladin Steel Hesperia Starfighter (Rev.)
Paladin Steel StarTiger Medium Aerospace Fighter
Paladin Steel Fire Support Robots
includes:
Firepike Fire Support Robot
Fireshriek Heavy Fire Support Robot
Paladin Steel OPAL/TOPAS One-Person Submarines
Paladin Steel GMR Hoverplate
Paladin Steel BarcoBot Infiltration Power Armor
OutDimension Corporate Colonies/Outposts
includes:
random tables for generating colonies/outposts
Reno IV
Ilovona
Paladin Steel 30mm Weapons
includes:
Paladin Steel McMAALR-30 ‘Fire Rose’ 30mm Anti-Aircraft Micro-Missile Launcher
Paladin Steel 30mm Series-II Ramjet Shells(S2RS)
Paladin Steel P080 NuLuger AutoMag Pistol
Paladin Steel AC4-30 30mm Quad-Cannon
Paladin Steel/Valiant Station Hypervelocity Weapons
includes:
Paladin Steel/Valiant Station SBR-14 9/6mm Squeeze-Bore Hypervelocity Rifle
Paladin Steel/Valiant Station SBC-19 13/9mm Squeeze-Bore Hypervelocity Cannon
Paladin Steel/Aegis Stellar Industries Parus-Class Zippercraft
Paladin Steel ‘Shaw’ Medium Hovertank
Paladin Steel ‘Cossack’ Medium Hovertank
Paladin Steel/Sikorsky Cypher III Light VTOL RPV
Scimitar Medium Combat Robot
Paladin Steel Salamis-class Cruiser Submarine
Series 2098 Ion Weapons
Paladin Steel/Hangar-18B F-205 Thunderchief II
Paladin Steel/Hangar-18B/Farnborough Aviation/Saab J-350 Draken II Interceptor
Paladin Steel/Aegis Stellar Industries Sangu Destroyer
Paladin Steel PVD-11 ‘Backsight’ Personal Vision Device
Paladin Steel ‘Cactus’ Air Defense Vehicle
Paladin Steel ‘Starlight Eagle’ Technowizardry Energy Pistol
Paladin Steel ‘Mystic Eagle’ Technowizardry Energy Pistol
Paladin Steel ‘Night Ranger’ Technowizardry Energy Pistol
Paladin Steel/Cessna SO-200 ‘Skymaster II’/’Zephyr’ Observation/Light Strike Aerospace Craft
Paladin Steel Javelin Space Missile Cruiser
Paladin Steel PSGJ-01 13mm GyroJet Pistol
Paladin Steel Starships
includes:
Masakari/Falx Class Destroyers
Paladin Steel/Aegis Stellar Industries Masakari Heavy Destroyer
Paladin Steel/Aegis Stellar Industries Falx Missile Destroyer
Paladin Steel Small Arms
includes:
Paladin Steel P900 ‘Armand’ PDW(Personal Defense Weapon)
Paladin Steel PSIR-12 ‘Cheven’ Ion SMG
Paladin Steel PSPBW-12 ‘Genna’ Light Particle Pulse Rifle
Paladin Steel Brunel Heavy DeepSpace Tug
Paladin Steel/Aegis Stellar Industries ‘Goethals’ Heavy Deep Space/Interstellar Transport
Paladin Steel PSLP-6 ‘SunFang’ Light Laser Pistol
ABA Type 3 Talisman-S Autonomous Benthic Asssistant Drone
Shark_Force
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Re: Paladin Steel Storefront

Unread post by Shark_Force »

ok, so there's the indexing up-to-date.

here's a few that i picked out of my old indexes as far as "backstory" is concverned:

Paladin Steel Timeline Information

Paladin Steel Officers and Divisions:
includes:
(some of this is repeat material if I'm not mistaken)

Notable Personalities:
CEO Elijah Vanderbilt
Deneva Khalene
Michael Redfern
Sondra Elliot
Veronica Malgora
Syra

(PSP)
Thig Hamuldson
Millos Scontar
Joheem Keen

(PSHMA)
Elton Sokohail
Rizzo

(PSA)
Brontus ”Crash Helmet” Tulk
Anita Baskal

(PSMP)
Vernon Boch

(PSAWD)
Wanda Indiri
Veri Amolland

(PSRbt)
Scandar Zin
Sal(8455)

(PSAWA)
Vincent “Gort” Thompson
Kugal Schaeffer

(PSCE)
Krag Arnoldson
Denis Ebuto Hibiki

(PSAS)
Arda LaShen
Azurel Dench

(PSR)
Dasio Mercus
Agos Goldhammer
Captain Antony Clenson

(PSE)
Trent Carlister
Gogan

(PHD)
Madame-Doctor Silvia Danastras
Doctor Krisz

(PSMW)
Desmond Fontos

(PSNA)
Doctor Muktar Dois

(ABTechS)
Ursula Kronig
Schorg Kemmin

(PSSD?)
Gerhart Roscin

Divisions:
PS Plate(PSP)
PS Heavy Machine Assembly(PSHMA)
PS Aviation(PSA)
PS Maritime Projects(Hydro Division)(PSMP)
PS Advanced Weapons Division(PSAWD)
PS Robotics(PSRbt)
PS American Volkswagen Automotive(PSAWA)
PS Contract Engineering(PSCE)
Paladin Steel AeroSpace(PSAS)
Paladin Steel Resource(PSR)
Paladin Steel Energy(PSE)
Paladin Heart Division(PHD)
Paladin Steel MageWorks (PSMW)
Paladin Steel NanoAutomata (PSNA)
Paladin Steel Advanced Biological Technologies Studies (ABTechS)
Paladin Steel Sales Department (PSSD?)

GNE Nationalist Mercenary Units
includes:
basically, fluff you can stuff into the "make your own mercenary squad" tables from RIFTS Mercenaries.

Paladin Steel Background Information
includes:
I'm pretty sure this material is also not entirely new, if I was to look back through the links.
Paladin Steel Background Information Continued
includes:
foreign relations, mostly.
Paladin Steel Background Information Continued Again
includes:
Notable people. Which I _know_ is mostly not new, because I just compiled a bunch of NPCs and divisions less than an hour ago.
Paladin Steel Background Continued Yet Again
includes:
Paladin Steel Divisons. See above.
Even More Paladin Steel Background Information
includes:
I think this stuff is actually new new stuff, as opposed to old new stuff. Mostly deals with the GNE rather than Paladin Steel actually.

Aargh! It's Even More Paladin Steel Background Information!
includes:
Pretty sure this is also (at least partially) new new stuff. Deals mostly with foreign relations, some of which is information that is not new but was spread across multiple vehicle designs and such.

The Vermont Free State Military Forces-----A Military in Transition (Part 1)
The Vermont Free State Military Forces-----A Military in Transition (Part 2)
The Vermont Free State Military Forces-----A Military in Transition (Part 3)
The Vermont Free State Military Forces-----A Military in Transition (Part 4)
The Vermont Free State Military Forces-----A Military in Transition (Part 5)
The Vermont Free State Military Forces-----A Military in Transition (Part 6)
Jagernath’s Guardian Service

Assorted Stuff
Includes:
Paladin Steel Security
The Greater New England Diplomatic Corps
Paladin Steel PS-E-EBA-4 Corporate Security Armor

Paladin Steel in the Three Galaxies
includes:
Rum Bay
Aegis Stellar Industries
The Ambercirn System:
includes:
Amberjin
Jerrin
Deneros
Possible Adventure Hooks in Ambercirn System

The Venerian Rangers
also includes:
A Quick Guide to Fighting on Venus
PSA-11V ‘Hellion’ Venerian Assault Suit

OutDimension Corporate Colonies/Outposts
includes:
random tables for generating colonies/outposts
Reno IV
Ilovona

some of this was not previously indexed, of course (and some of it i neglected to link you to previously because i didn't have a link to index 7). there may be more, that was just quickly skimming through.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Shark-Force, if I haven't said it before, I am proud to have made your association. You, and the many creative and well-organized(and yes, a tad obsessive) people here on the forums are the true precious metal of Palladium.
-------------
"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 »

Shark_Force wrote:seems to have been cleared up by simply not placing a return carriage in the URL stuff on the first one.

got the second one as well.

third one is actually in post 7. which, if i have posted, i don't have a location for in my notepad file :P

or rather, didn't.

post 7

Ok. Sorry about the problem made.

Happy to see the index postings. Nice work.
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:n1!!!! but hum how does it look like ??? :oops:


[url]images.gizmag.com/ hero/5400_250306122358.jpg[/url]
-------------
"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:
ZINO wrote:n1!!!! but hum how does it look like ??? :oops:


[url]images.gizmag.com/ hero/5400_250306122358.jpg[/url]

Link broken.

Maybe this -
http://oceanexplorer.noaa.gov/technolog ... 1_600.html
or one of these
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 »

abtex wrote:
taalismn wrote:
ZINO wrote:n1!!!! but hum how does it look like ??? :oops:


[url]images.gizmag.com/ hero/5400_250306122358.jpg[/url]

Link broken.

Maybe this -
http://oceanexplorer.noaa.gov/technolog ... 1_600.html
or one of these


Thanks. Funny, it was working this morning.
-------------
"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:Thanks. Funny, it was working this morning.

No 'http://' on front maybe? or something else.
Is the picture right for the drone?
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
User avatar
taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:
taalismn wrote:Thanks. Funny, it was working this morning.

No 'http://' on front maybe? or something else.
Is the picture right for the drone?


Yes, indeed...


Oh, and here's another experimental weapons system:

Paladin Steel PSHIW-04 Ion Calliope Projector
(aka ‘Flasher’, ‘Bug-Fry’)

“It’s a great big @@@@ing Flashbulb o’ Death mounted on Hermes here on the main turret in place of the old missile calliope. At short range this thing’s pure murder; can take out a whole Glitterboy in one shot! Of course, the fryolator eats power like candy, so it’s a constant choice between powering up the massdriver and hitting the enemy at range, or waiting to close to spitting distance and vaporizing them up close. You also don’t want to have your head out the hatch when this thing’s firing; the leak-over electrical charge from the main discharge can raise the hairs on your head and blank out your personal electronics if you’re not well-grounded or behind some insulation.”
---Sergeant Haywaff Mellins, HoverSherman HBT ‘Hermes’, 18th Armored Regiment.

The PSHIW-04 is an experiment in creating a low-cost heavy ion weapon for point defense. Harkening back in concept to early machine gun concepts like the millistrausse, the PSHIW-04 simply consists of several dozen simple ion projector rifles racked like the tubes on a ‘calliope’ rocket launcher(4 rows of 12 barrels each), wired to a capacitor and power system, and mounted on a simple pivot and tilt-table traversing gear.
The result is a weapon that delivers a MASSIVE barrage of destructive ion pulses, albeit at fairly short range, that can vaporize targets with ease. The wide area of shot effect makes the weapon ideal for wiping pre-designated ‘kill zone’ approaches free of enemy.
The PSHIW-04 is typically mounted on vehicles or in static positions on fortifications, but a towed version is also under development. The weapon is still considered to be in the experimental stage, being issued only to a few regular military units and select Irregular units for field testing. The weapon has been tested in place of the mini-missile calliopes atop some PS-made tanks and hovertanks, as well as part of the static defenses of outposts and fortifications.
Range: 3,000 ft
Damage: 3d6 MD per single shot, 5d4x10 MD to a 15ft-wide area for a 12-shot ‘row burst’.
2d4x100 MD for all 48 barrels firing simultaneously, to a 20 ft-wide area
Rate of Fire: Volleys of 1-48 shots
Payload: A regular vehicle or robot powerplant can provide enough steady power to fire up to 6 12-shot bursts per melee, or 1 full 48-shot blast per melee. Installations can provide more power for up to 4 full-power shots per melee, though anything over 2 full barrages per melee may require special cooling jackets and static grounding gear to be added to the weapons mounts for continuous fire to be sustained.
Cost: 950,000 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 »

taalismn wrote:
abtex wrote:
taalismn wrote:Thanks. Funny, it was working this morning.

No 'http://' on front maybe? or something else.
Is the picture right for the drone?


Yes, indeed...


Oh, and here's another experimental weapons system:

Paladin Steel PSHIW-04 Ion Calliope Projector
(aka ‘Flasher’, ‘Bug-Fry’)

nice toy simple to the point !!!!!
hum...where the pic for this bug look to see it :D
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 taalismn »

ZINO wrote:nice toy simple to the point !!!!!
hum...where the pic for this bug look to see it :D


It just looks like a big rack of tubes on a simple mounting. Point and *SCHRRRAAKKK*
-------------
"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 Jefffar »

Well the Spanish use something similar these days as a CIWS. So it may look a tad like this.
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Re: Paladin Steel Storefront

Unread post by ZINO »

Jefffar wrote:Well the Spanish use something similar these days as a CIWS. So it may look a tad like this.

ok WOW :eek:
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 abtex »

Does PS make combat harness for dragons or other large creatures?
http://takayamatoshiaki.deviantart.com/ ... -186329871
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 abtex »

taalismn wrote:
ZINO wrote:nice toy simple to the point !!!!!
hum...where the pic for this bug look to see it :D


It just looks like a big rack of tubes on a simple mounting. Point and *SCHRRRAAKKK*

Something like this if mount on a tank :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 abtex »

taalismn has been adding to his photobucket album
http://s408.photobucket.com/albums/pp164/taalismn/

Duck armor is quack a work of simple art.

Coming out with a line of Fairy ships? Different one

Are the flying mushrooms, next one, your space tugs or something different?

Picture of the Vibro-mop and other cleaning gear.

Flying Space going Penguin
Oh it's the PS ASI-AAST9 Parus Light Aerospace Shuttle
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 ZINO »

abtex wrote:
taalismn wrote:
ZINO wrote:nice toy simple to the point !!!!!
hum...where the pic for this bug look to see it :D


It just looks like a big rack of tubes on a simple mounting. Point and *SCHRRRAAKKK*

Something like this if mount on a tank :D

wow!!!
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 taalismn »

Paladin Steel Aethon Heavy High-Altitude Transport Aerodyne
(an image can be found here(second aircraft down in the first picture): http://www.hyperscale.com/2011/reviews/books/aerospacearchive5bookreviewrb_1.htm and two pictures on this page: http://www.cybermodeler.com/hobby/ref/zich/book_zich_mother.shtml)

“What have you got for me, Windy?”
“All stations have been reporting nominal weather values across the board, but about thirty minutes ago the remotes on Feather Three out over the Atlantic began ringing. Not a hard contact like a Splug raid, but weather-related. I thought I should give you the heads up on this in case it turned into something serious.”
“Fair enough. Give me an update on Feather Three.”
“Feather Three’s reporting a weather alert; we got a sudden storm front popping up out of the north east, moving at fifty miles per hour. Distance eighty miles from F3’s current position.”
“That can’t be right; something like that should have registered forming around our three Grand Banks buoys. Re-check our data feeds from all four positions.”
“Grand Banks are registering in the blue, no problems on self-diagnostic and they’re still not recording anything like that front, now or previous on their recorders.”
“Okay, that’s mighty suspicious...Have Feather Three parallel the front. What’s it got racked? Any drones?”
“F3’s got four Mark Nines ready to go.”
“Okay, prep one of the minis and launch it for a high altitude intercept, spiral down through that stormhead, and angle up and out from low altitude. Let’s see what’s up in that thing. And Winslow? Let McCarrie know that we have a candidate for her little weather control experiment. If she’s got Feather Eight ready to go with that Multiplexor pod, this might be a good opportunity to see if her weather dispersal technology is correct on wild weather.”
“And if it isn’t?”
“Storms like that don’t build up out of nowhere. If it’s not natural and subject to natural forces, then somebody’s CAUSING it. Program evasive subroutines into the mini just in case and have F3 arm its point defense systems. I’ll have the hotline to Air Defense ready to ring if it’s a worst case scenario.”


Paladin Steel knows that in the wild Megaverse, one solution does not work for all situations. Although it had a perfectly good anti-gravity system in its GMR technology, and was starting to produce Contra-Gravitic systems using technology acquired from the Three Galaxies, PS continued to do research into Lighter Than Air, long endurance glide fliers, and other designs agains the possibility of encountering circumstances where neither GMR nor CG would work in. Taking the long view that it was better to spend money developing systems that might never be used as opposed to being forced to hastily improvise when a crisis arose, PS engineers work on refining older technologies and concepts, accumulating a design and experience database ready to go when the situation requires. The Aethon(named for one of the solar horses that pulls the Hellenic god Helios’ sun-chariot across the heavens) is just one such design.
The Aethon harkens back to aerodyne motherships of the Golden Age such as the Knight One, but it also goes back further to such design studies as the Douglas Model 1240; large multi-fuselage ‘carry-wings’ designed to carry aircraft/spacecraft payloads to high altitude and release them. In the case of the Knight One, it would be a spaceplane to near space/orbit, in the case of the Douglas study, it would be on-station interceptors, long range missiles, or nuclear ‘sprint’ bombers on deterence circuits.
Paladin Steel has updated the Douglas concept with newer materials and technologies, making the Aethon into a true ‘flying pickup’, a long endurance heavy flier that can remain aloft for days, weeks, even months, remaining on station as a high altitude flying garage, gas station, weapons platform, communications/surveillance system, or launch point.
The Aethon is a twin-fuselage aircraft, with two long, slender, bodies similar in general shape to those of the B-52 long range bomber, joined side-by-side by a central span of wing and a single high-placed tail plate. Long swept wings give the Aethon an enormous wingspan, as well as additional hardpoint hanging space. Propulsion is provided by four contra-rotating turboprop systems, one mounted in each of the Aethon’s twin noses, and the remaining two wing-mounted in tradtional nacelles. Power is provided by a choice of powerplants; a super solar rechargable electric, nuclear fusion, or techno-wizardry powerstone system. Integral armament and armor are light; the Aethon is intended to remain as far from confrontation as possible, as it is slow, large, and hardly agile, especially when fully loaded. Long landing gear give the aircraft plenty of clearance on the ground, especially when it is hung with heavy underwing payloads.
The Aethon can be manned, in which case the crew rides in relative comfort in cabins in the left-side fuselage(the right is typically devoted to avionics and power systems; a narrow crawl/slideway tube in the central wing panel provides acccess), or the entire aircraft can be robot-controlled. When aerial ‘flotillas’ of Aethons are deployed for communications relay or sensor duties, typically one in a four ship wing is manned, and acts as command ship for the other three drones.
Core to the Aethon concept is the underwing stores system; the central span of wing holds three heavy hardpoints, while the outer wings hold one under each. The central hardpoint can be fitted to carry quite heavy loads; heavy radar pods, missile launchers, small aerospace shuttles, light bombers, or a fully armed fighter(and accommodation module). The other hardpoints can hold drone fighters, missile pods, or instrumentation modules.
Together with other long-endurance aerial platforms such as LTA aerostats and GMR ‘floaters’, aircraft such as the Aethon are used by the GNE as high altitude communications satellites, surveillance platforms, Distant Early Warning (DEW) outposts, and weather monitoring systems. The GNE operates several in these capacities, giving them redundancy in monitoring the environment beyond the GNE’s borders. The system is also commercially available through Paladin Steel.

Type: PS-C-1240 Aethon
Class: Heavy Long-Endurance Aerial Transport/Support Aerodyne Platform
Crew: 5 or robotically controlled
MDC/Armor by Location:
Main Body 500
Reinforced Crew Compartment(left fuselage) 100
Wings(2) 220 each
Engines(4) 140 each
Tail 200
Height: 65 ft
Width: 227 ft
Length: 160 ft
Weight: 322,000 lbs
Cargo: 3,000 lbs internally
Powerplant: Super Solar Electric(charged off wing and fuselage solar panels), Nuclear(w/ 20 year energy life), or Technowizardry Powerstone
Speed: 520 MPH, maximum altitude of 56,000 ft
Market Cost: 18 million credits for electric, 29 million credits for nuclear, and 32 million credits for TW.
Systems of Note:
All standard aircraft systems, plus:

*Radiation Shielding---Because the aircraft flies above most of the protection afforded by the atmosphere from cosmic radiation, the aircraft has extra radiation shielding around the crew cabin.

*Long Range Radar---150 mile range

*Radar/radiation Detection---Detects laser and radar detection system emissions and warns the crew of the need to deploy countermeasures.

*ECCM system: A semi-automatic system that uses electronic encryption and frequency jumping to (attempt to) negate jamming systems. The system has a 30% 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.

*Advanced Autopilot System---This simple, robotic AI system pilots the aircraft without need of a crew, allowing the Aethon to serve as an unmanned ‘air station’. It can maneuver, orbit in place, and defend itself using its onboard weaponry(if so programmed) but is incapable of advanced thought or tactics. Has an effective Pilot Jet Aircraft skill of 85%, and has 4 actions per melee(weapons turrets have independent fire control; typically 4-6 attacks per melee in autofire mode).

*EMP Shielding---Extensive use of non-conductive materials, shock barriers, capacitator-sponges, redundant systems, and energy-disipation technology protects the aircraft from the damaging effects of electro-magnetic pulse, Triax Lightning Cannon, and other anti-electronics directed energy weaponry.


Weapons Systems:
1) Tail Mounted 20mm Cannon(2x2)---Each fuselage tail mounts a radar- and alser-guided double-barrel rapid-fire 20mm automatic cannon turret.
Range:7,200 ft
Damage:(20mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm PSX-1) 4d4 MD single rd
1d6x10 MD per 5 rd burst
Airburst does 4d4 MD to 2 ft blast radius
Rate of Fire: EGCHH, or 5 attacks per melee in autofire mode.
Payload: 1000 rd drum
Bonus: Radar and laser targeting give a +3 to strike

2) Retractable Laser Turrets(4)--- PS-RFL-25 Pulse Lasers---PS can fit the aircraft with a more conventional double-barrelled pulse laser, ironically copied from a Coalition design from downed fighterjets(‘Well, if the DeadBoys are going to keep throwing stuff at us, why shouldn’t we oblige them and use some of it right back?’).
Range: 6,000 ft
Damage:2d4x10 MD per blast
Rate of Fire: EGCHH, or 5 attacks per melee in autofire mode.
Payload: 100 shot capacitor if electric(recharges at 1 shot per 15 minutes). Effectively Unlimited if nuclear/TW
Bonus: Radar and laser targeting give a +3 to strike

3) Flare/Chaff Launchers(4)---Standard countermeasure launchers
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is nuetralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will aslo temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 48 chaff clusters(12 per launcher)

Options:
1) Central Hardpoint:

*Transport Pod---Inspired by records of a modular air freighter design known as the ‘Packet’, the Aethon can be fitted with a similar cargo pod holding 20 tons or 65 passengers. The pod can be fitted with parachutes or a TW levitation system to allow it to be dropped at a destination.

*Fighter Hook Module---This is a large module meant to dock with an aero/space fighter, allowing for an immediate ‘in the air’ response, or to allow crews on long duration missions an opportunity to relax before going into combat. The pod has a ‘dock’ and harness at the back allowing for a fighter to slide in and lock in place, and a forward cabin large enough to accommodate 1-3 people in relative comfort, with enough space for bunking. The FHM cannot rearm or repair an embarked fighter, but it can recharge electrical systems and update onboard maps and other databases.

*Bomber/Aerospace Shuttle Hook---This hookup allows up to 30 tons(wingspan 65 ft) of aircraft to be carried aloft/along, but does not have any sort of accommodations module.

*Radar/Sensor Module---This module holds a large doppler radar asembly and additional sensors(customizable as to required mission type). This improved system, originally tested as part of the PS Starfire Light VTOL ‘Hawkeye’ AWACS conversion, has a range of 200 miles, can track up to 100 targets simultaneously, Auto-ID 50 of them, and has radar detection capability(98%) as well as backtrack locating of shell and projectile trajectories(80%).

*Communications Pod---Acts as a heavy-duty radio station and communications relay. Can generally coordinate the communications within an 800 mile radius(allowing it to ‘bridge’ areas up to 1,600 miles apart). Flying circuits of Aethons can thus serve as high altitude communications relays in leiu of orbital satellites.

*Tanker Module---Contains about 220,000 lbs of fuel and has refueling/recharging boom assembly.

*Long Range Missile Launcher----Rotary launchers carry 100 LRMs

*Heavy Laser Pod---This is a slightly more compact version of the heavy laser mounted on the Skymaster IIIHLC, with slightly less range, but it still outranges most airborne laser systems. It is primarily used for missileand fighter interception, but also has surface attack applications. The pod contains its own power generation gear and privision for a three man gunnery/technical/engineering crew.
Range: 60 miles
Damage: 3d6x10 MD at ranges under 5 miles, 2d4x10 MD out to 20 miles, 6d6 MD out to 40 miles, and 4d6 MD out to 60 miles.
Rate of Fire: Once per melee
Payload: Effectively Unlimited

*Heavy Ion Disruptor Projector---Nicknamed ‘Great Smiter’, this is essentially a more powerful version of the Triax TX-275 ‘Lightning’ Arc Charge Blaster. This weapon is extremely impressive when deployed through low cloud, the lightning bolt-like ion strikes zapping down to inflict massive damage to targets or blasting groups of surface targets with multi-rayed ‘shotgun’ attacks. The bolts also bleed off and can ‘jump’ to otehr taregts in the immediate area, and can knock out unshielded electronics.
Range: 10,000 ft(!)
Damage: 2d6x10 MD per bolt to primary target, or 6d6 MD to all targets in a 60 ft wide area.
Furthermore, a secondary bolt will jump to 1d6 targets in the vicinity of the main target, starting with the nearest target(or the nearest metallic target) as long as they are within 6 ft(12 ft for metal targets) of the initial target/point of impact, then jumping to the next one until the ball lightning disipates. Secondary targets can attempt to dodge the energy ball as standard.
Secondary targets will take HALF damage(4d6 MD).
Does only 1/4 of the original damage if the secondary targets are non-metallic or grounded
Organic targets roll for Stun; save at 16 or better or be -8 to strike, dodge, parry, roll, and initiative, reduce APMs and Spd by HALF, for 2d4 melee rds. A successful save means lose only initiative and 1 APM for 1 melee round.

Beings susceptible to electricity take DOUBLE damage.

Additional Damage: Roll for collateral EMP effect:
01-15: No damage
16-30 Instruments flicker out, before coming back online in 1d4 seconds. Target loses Initiative.
31-45 All weapons temporarily out, and minor electrical fires. One system comes back online in 1d4 melee rds.
46-60 All systems temporarily out, and minor electrical fires. -30% to piloting skills if target is a manned vehicle. Systems come back online after 1d4 melee rds.
61-75 Communications, radar, and targeting are disabled, but weapons systems are unaffected. -3 to strike and no initiative. Damage requires physical repair.
76-90 Instruments are completely totaled. If a manned vehicle, the following skill penalties apply; -25% at one-third of maximum speed, -50% at HALF maximum speed, and -75% at full speed. NO initiative roll, -3 to dodge(-5 if an AI), -3 to strike(-5 if an AI), and lose one action per melee round(2 if an AI)
91-00 Total knockput. Controls do not respond, and machine is out of control. Crash/collapse/total shutdown within 2d4 minutes.
Rate of Fire: Twice per melee
Payload: Effectively Unlimited; the pod has its own power generator.


2) Secondary Hardpoints: (4, 2 under central wing span, one under each wing)---Each one can handle ONE of the following:
a) Tanker Pod with deployable ‘batmitten’ drogue---Holds about 760 gallons of fuel

b) Mini-Missile Pod(Self-Defense)---50 per pod

c) Short Range Missile Pod(Self-Defense)----32 per pod

d) Medium Range Missile Pod (Self-Defense)-----18 per pod
*’SkyFlash’ Advanced Short Range Air to Air Multiple Missiles(ASRAAMM). This is simply the PS copy/adaptation of the Coalition’s own AIM-180 missile(see Coalition Navy, pg. 88), acquired by Tsubasa Espionage Power Armors in one of the greatest intelligence coups scored by the eccentric robotic vehicles. The ‘Skyflash’ is an MRM that
splits in flight to unleash a pack of four smaller SRMs....a surprise that at relatively short dogfighting ranges(10-30 miles) can be devastating, filling airspace with a swarm of corkscrewing projectiles.
Range: 15 miles
Damage: 6d6 MD per each SRM missile(3d4x10 MD per volley)
Bonuses:+3 to strike

e) Long Range Missile Launcher-----9 per pod

f) Drone Fighter---One per hardpoint

g) Decoys---The hardpoints can also deploy a variety of freefall, glide, and rocket/turbojet propelled decoy projectiles, meant to simulate the radar and sensor signature of the aircraft and divert attention away from it. The Tacit Rainbow drone that follows is a PS-produced system of this type.
* ‘Tacit Rainbow’ Drone----These are LRM-sized mini-cruise missiles/reentry vehicles configured as ‘smart’ decoys that can be deployed from the craft, then fly off on their own power, emitting false sensor signatures, and their own ECM. Adding to the confusion, the drones can be programmed to behave in appropriately evasive ‘stealthy’ fashion, to give the impression that they are in reality a real target attempting to evade detection...only to pop up again later to confuse enemy observers.
When their fuel/power is exhausted, the drones then activate a self-destruct device that destroys them completely( destroys drone and does 3d6x10 MD to everything in a 10 ft radius)
MDC of Drone: 50
Size: 15 ft long, 3 ft wide, w/ 13 ft wingspan w/ wings deployed
Speed: Mach 1.4
Range: 1,000 miles
Damage: None, aside from self-destruct
ECM: Jams enemy sensors and radio transmissions with 50% effectiveness (range: 25 mile radius). Can also be programmed to pump out misleading radar signatures conforming to other craft, including larger aircraft. In an emergency, the drone can pump out so much signature that enemy missiles and sensor guided weapons targetted on the mothership(must be within 10 miles of each other to be effective) will be +4 to strike the drone, and will lose target lock on the deploying aircraft.
Bonuses: Drones are +4 to dodge attacks
Payload: Up to 6 Tacit Rainbows can be carried per hardpoint by the Aethon

h)PS-ALABM /SSpM-07 ‘Dragon Slayer’ Air-Launched Surface-to-Space Interceptor Missile(Aka ‘Alabama’)----The ALABM07 is a a heavy hypersonic long range missile developed to intercept intercontinental missiles and re-entry vehicles in the upper atmosphere, but it also be deployed against low altitude spacecraft. After getting a target fix from its parent craft(or other sensor source) the missile drops off, lights off its booster jets, accelerates to boost velocity, while its own active sensors acquire the target and it makes final course corrections. It then sheds its boosters, lights off its own engine, and ramps up to final terminal velocity and (hopefully successful) intercept of the target.
Range: 300 miles
Damage: 2d4x100 MD to a 200 ft blast radius
(Neutron Flux) The warhead also creates an intense blast of neutrons in a 900 ft radius. On a Natural 16-20, the neutron flux will cause inadequately shielded fisison powerplants to overhead, causing a partial meltdown or force an emergency shutdown by the safety systems, disrupting their power. Fission warheads will be rendered inert(and on a Natural 20 will prematurely go critical, suffering an additional 2d10x10 MD, destroying their casing, and likely spreading radioactive materials around).
Bonuses:+7 to strike flying targets only
Payload: One per hardpoint; typically an Aethon on ABM/ASAT patrol carries 2, one on each outboard hardpoint, and a long range sensor array on its central pylon.

i)Jammer Pod-----A high-powered 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 an 80 mile radius.

Systems Options:

*Electronic Warfare Suite---A modern add-on; a powerful sensor radiation jamming system meant to obscure the aircraft from long range sensors and jam targetting systems at closer ranges. Sensor Jamming---An active, manned system that gives a 30%+operator’s ECM bonus chance of jamming enemy radar, including radar guided munitions and missiles. Effective range of 50 miles
-------------
"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
abtex
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Re: Paladin Steel Storefront

Unread post by abtex »

Wrong pictures of
ABA Type 3 Talisman-S Autonomous Benthic Asssistant Drone
(aka ‘waterbeetle’)

Really is called Talisman Autonomous Underwater system
The picture
abtex wrote:
taalismn wrote:
ZINO wrote:n1!!!! but hum how does it look like ??? :oops:


[url]images.gizmag.com/ hero/5400_250306122358.jpg[/url]

Link broken.

Maybe this -
http://oceanexplorer.noaa.gov/technolog ... 1_600.html
or one of these

above picture were of something else :badbad:
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:hl=en&client=flock&hs=3sT&channel=fds&q=Autonomous+Benthic+Explorer&bav=on.2,or.r_gc.r_pw.&um=1&ie=UTF-8&source=univ&sa=X&ei=YKyMTZCDHqff0gGjzsigCw&ved=0CEAQsAQ&biw=1123&bih=487]or one of these[/url]

above picture were of something else :badbad:[/quote]

My bad...it was Fuzzhead Weekend, so I might have signed off on a few things without reading the fine print first...
:o :o :o
"Wait...what's with this charge on my credit cards?! I don't even OWN credit cards! Whattya mean I signed for 'em..?!"

On the plus side, that's pretty much what the ABA-2 Clusters look like, only all of the three hulls have props...
-------------
"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 fuzzy one how about the pictures?
abtex wrote:taalismn has been adding to his photobucket album
http://s408.photobucket.com/albums/pp164/taalismn/

Duck armor is quack a work of simple art.

Coming out with a line of Fairy ships? Different one

Are the flying mushrooms, next one, your space tugs or something different?

Picture of the Vibro-mop and other cleaning gear.

Flying Space going Penguin
Oh it's the PS ASI-AAST9 Parus Light Aerospace Shuttle
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 fuzzy one how about the pictures?]


I think I'm going to have to come up with something that REALLY looks like a spacegoing penguin just to show you how it's REALLY done. :D :wink:
-------------
"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:Paladin Steel/Aegis Stellar Industries Parus-Class Zippercraft
(aka ‘Flying Cockroach’, ‘Buzzy’, ‘Chirpy/Chirpee’, ‘Buggy’)

Image:http://s408.photobucket.com/albums/pp164/taalismn/?action=view&current=img107copy.jpg


taalismn wrote:
Shark_Force wrote:hmmm... i feel tempted to call it a penguin actually :P


I know, I know...so was I, but penguins can't fly... :D

taalismn wrote:
abtex wrote:Oh fuzzy one how about the pictures?]


I think I'm going to have to come up with something that REALLY looks like a spacegoing penguin just to show you how it's REALLY done. :D :wink:

You did already. Maybe.
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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Paladin Steel/Aegis Stellar Industries/Bel Geddes DreamCruiser Aerospace Liner

http://www.fantastic-plastic.com/BelGeddesAirlinerNo4Page.htm
http://mainescenery.proboards.com/index.cgi?board=flight&action=display&thread=6348
http://hotgates.stanford.edu/Bucky/dymaxion/belgeddes.htm
http://www.aggregat456.com/2009/06/designing-friendly-skies.html

“Greetings, Salutations, and Welcome aboard Dream Cruises’ flagship DreamWeaver! I am Captain Nataruma Osiran, chief officer aboard this liner, and your host for what I hope will be an unforgettable pleasant experience for all of you taking this little journey with us!
We’ll be departing shortly from port, and making our way through C-Plus space to the Baldashar D-Gate, in a matter of hours, and from there we’ll be transiting to the cloud-space of Nirvana-Nine, and some of the most fantastic swimming and fishing you will ever experience! In the meantime, until we get there, we have a variety of entertainments to availa yourself of. Please feel free to take advantage of them! The ship’s cooks have already scheduled a wonderful selection of prepared delicacies for dinner, including roast Yembuck and thunderbeetle, along with an excellent cheeseboard and some very fine Atlantean wines! And for dinner entertainment, we are proud to boast the talents of Khemasa Neheret, of the Roane Pipers, and some light comedy from the duo of Yhabbayar- Trecsee Malloroy and Phlebus-Harn Keebus! Or, if neither appeals, feel free to wander our viewdecks and watch the universe flow by outside!
So relax and enjoy the trip! You’re aboard the finest ship in the Dream Cruises’ fleet, and we’re proud to have you aboard!”

Having reverse-engineered Gorang propulsion technology and applied it to good effect on a number of classic atmospheric vehicles-turned-spacecraft, PS/ASI saw an opportunity to apply the technology on a larger civil scale in a niche market that would break new ground for Paladin Steel: luxury spacecraft. Already making a name for itself as a builder of low-cost, functional, utilitarian designs, Paladin Steel/Aegis Stellar Industries gambled on entering the market with a fantastic-looking design straight out of Earth’s Golden Age fever dreams of ‘The World of Tomorrow’ in its decidedly eccentric DreamCruiser.
The DreamCruiser is based on a Bel Geddes airliner design of Earth’s 1930’s for an enormous flying cruise liner(called the ‘#4’); the design is fairly faithful to the original, only it has been substantially updated; modern avionics, automation, and anti-grav generators have replaced the original now-antiquated technology.
The DreamCruiser is a large flying wing supported catamaran-style by two large boat-shaped hulls. The main bridge is in the top of the center span, while just above it is mounted an armored secondary wing holding the engineering section and main A-G lift-and- drive coils; no less than TWENTY individual gravitic-prop propulsors, ten pushing and ten pulling. Two tail stabilizer assemblies jut from the back of the ends of the majestically swept-back wings, along with secondary drive units. Hidden in the boat-tails of the teardrop-tailed secondary hulls are a pair of bays for auxiliary aerospacecraft used for scouting, courier, and rescue work.
The primary engineering deck is mounted in the upper wing assembly, accessed by multiple connecting pylons to the crew areas below. The upper engineering deck is large enough to hold the main engines(though the powerplants are mounted in the lower hulls), auxiliary generators, access shafts to the A-G generators, and machine shops capable of tearing down and repairing an ailing generator and pressing it back into service. There are even six replacement engines that can be slid into place to replace a damaged or destroyed propulsor. It’s rumored that with no les than twenty synchronized Class-Four propulsors, the DreamCruiser is capable of speeds of Mach 80, but that ASI deliberately tuned down the engines to avoid having to install heavier inertial compensators to keep the crew and passengers from being squashed flat and the aerospacecraft’s structural integrity threatened(of course, it’s also rumored that PS/ASI DO maintain Mach 80-capable spacecraft in their own company fleets). Still, the baseline DreamCruiser is very fast for a civilian ship; it has to be, to avoid trouble from pirates who are drawn to such opulent treasureboxes.
The massive combination flying-wing and twin-hulled flying boat is a floating palace of luxuries for its passengers. Main passenger accommodations are located in the upper portions of the secondary hulls, and in the interior of the thick multi-floored main wing, almost all the way out to the wing-tips. A wide access gallery runs the length of the leading edge of the wing, its forward portion built of super-tough curved crystalline poly-steel(often mistakenly called ‘transparent aluminum’ or ‘crystal-steel’ by d-travellers), allowing spectacular views of the forward flight. The extensive glazing is selectively opaque, allowing for immediate blocking of dangerous radiation wavelengths.
The central span between the twin hulls has four floors, including in them a number of high-ceilinged dual-level facilities; a large lounge in the forward end, and a large gymnasium and solarium in the rear(with dorsal skylights affording an incredible view to the rear). In the central section is a dining hall, orchestra , and private dining areas(one typically reserved for the captain, ship’s officers, and honored guests). On the next floor up is a balconied bar, cafe, baths, and access to the two interior wing decks.
Though not as spacious as the accommodations on many larger starliners, the Dream Cruiser is decidedly cozy, offering a feel of ‘retro-luxury’ that apeals to many. Plus, the extensive view-paning offers a wide-open view of the outside(and Dream Cruiser operators are careful to plan their travel intineraries to particularly scenic destinations to take advantage of this). The DreamCruiser’s excellent in-atmo handling properties make it popular for planetary excursions, especially to planets with large areas of surface water, where the ship can land and take off, acting like a true ocean liner.
All this luxury doesn’t come at the expense of safety, however. The Dream Cruiser is as well armored as many frigates, and the propulsor systems offer powerful virtual shielding. Multiple internal safety systems(including several layers of self-sealing nanofabric incorporated into the viewing panels and windows) insure that the crew and passengers are kept safe in an emergency. Multiple lifepods are installed around the ship, easily accessible from inside the ship, and compartmentalization and redundant life support capacity can quickly turn even torn off sections of hull into impromptu lifeboats. In addition to the life pods and lifeboats, the Dreamcruiser also carries two small scoutships that can be used to run for help, protect the lifeboats, and scout ahead.
While expensive to build, both because of their exotic technologies and opulent internal fittings, ASI’s orderbooks are already filling up for these fantastic air/space machines. This has given Paladin Steel, behind the ASI name, some much-needed galactic currency and some clout with high society in the Three Galaxies.

Type: PS/ASI/BG LASL4/400 Dream Cruiser
Class: Flying Boat Luxury Aerospace Cruiser
Crew: (Typical complement)115(Captain, Mate, 2 pilots, two navigators, 9 engineers, 4 communications engineers, 4 seamen/spacers, 1 Purser, 1 Cashier, 3 clerks, 1 librarian, 3 baggage/cargo officers, 10 bar stewards, 1 Chief Steward, 36 kitchen/food staff, 40 room stewards, 7 deck stewards, 1 doctor, 1 nurse, 2 Masseur/masseuse, 3 beauticians, 7 musicians, 1 shop attendant/florist, 1 gymnastics attendant, 1 children’s steward)*
*(Please note, most crew will have secondary roles and training as security, paramedics, and technical personnel)
The ship can fly with a crew of 23, a minimum of 16.

Passengers: 606 (standard liner configuration)

MDC/Armor by Location:
Main Wing 5,000
Boat Hulls(2) 2,500 each
Bridge 1,000
Engineering Wing 3,500
Engines(20) 450 each
Auxiliary Engines(2) 500 each
Forcefield(From Propulsors) Front/back 2,000 each, sides 2,000 each
Height: 95 ft
Length: 280 ft
Width: 528 ft
Weight: 2,200 tons
Cargo: 325 tons
Typically carries 3 months’ worth of consumables.
Powerplant: Nuclear Fusion w/ 25 year energy life
Solar Cell Backup
Speed: (Atmosphere) Hover to 6,100 MPH(Typically cruises at 450 MPH), roughly Mach 8, with NO ceiling(transatmospheric)
(Auxiliary Engines) Mach 3
(Space) Mach 16
(Auxiliary Engines) Mach 8
(Kitsune Values: 50 % of light speed; Accelerates/decelerates at 1.6% of light speed per melee)
(FTL) 4 light years per hour
(Water) Can land on and take off from the water’s surface. Can motor along on the surface at a leisurely 40 MPH
Bonus: The wide wing area gives the DreamCruiser a +10% to pilot in atmospheric maneuvers.
Market Cost: A basic Dreamcruiser runs 350 million credits; depending on the accommodations and options, this can run twice as much or more.
Systems of Note:(Typical accommodations/ layout)
Standard Spacecraft Systems, plus:

*Military-Grade Sensors---Can detect other ships at 250,000 miles in normal space, and FTL tracks at 10 light years.

*9 decks
*3 Kitchens
*2 Public Dining Rooms
*Orchestra Platform
*13 Pantries/Food Lockers
*Main Lounge w/ 36 ft ceiling
*Computer/communications rooms/chambers---These are shielded to prevent outside hacking/eavesdropping.
*Library---A small study-style area that carries multi-media materials
*4 Tennis Courts/Athletic Rooms---Can be configured for a variety of purposes
*Solarium(can be divided into gender-specific rooms)
*Children’s Playroom/Nursery
*2 Barber shops/hairdresser salons
*2 Bars
*Onboard Gift Store/Flower Shop
*Veranda Cafe
*18 single state rooms
*81 double state rooms
*24 suites w/ bath
*179 sleeping rooms
*Onboard Laundry
*Water Filtration/Purification/Distillation

Weapons Systems: None standard, but has provision for a point-defense system; standard fit calls for eight point defense lasers;
Range: 1 mile in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
Damage: 2d6x10 MD per blast
Rate of Fire: EGCHH, or 6 shots per melee under auto-fire mode.
Payload: Effectively unlimited

Auxiliary Craft:
6 Hover-Launches/Lifeboats(100 person capacity w/ hibersleep facilities)
6 Lifepods(10 person capacity)
2 Amphibious Scout-Planes or Scoutships

Options:
ASI has either offered or subcontracted a wide variety of different interior decoration options, communications systems fitouts, avionics upgrades, automation, and accommodation improvements(which can greatly increase the total cost of the ships). Other options include upgrades to the point defense armaments package(albeit at the cost of accommodation space) and complementary/supplementary shielding systems. TW systems are also an option on the table, with a variety of TW PPE generator systems on the table, along with spell modifications.
ASI has also constructed at least one DreamCruiser with laser-reflective chrome(lasers do HALF damage).

Variants:
The DreamCruiser is too new to have spawned any major variants yet, though ASI has hinted that with the readily reconfigurable interior spaces and large amount of room available on the broad flying wing, the design can be readily altered to meet a variety of different client needs. Indeed, at least one ship on the order books, registered to an unknown client, is reportedly to be fitted out as a private space yacht.
-------------
"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 ZINO »

wow!!!
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 abtex »

what does the gunship version look like?
Or is Anti-Shipping? :D

But another different and stranger ship.
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:what does the gunship version look like?
Or is Anti-Shipping? :D

But another different and stranger ship.


Haven't yet come up with a military conversion yet, though at some point I imagine it's inevitable. After all, the World Wars saw ocean liners pressed into service as troop transports(especially seeing as they could outrun both the U-Boats and the Allies' own escort destroyers).
It's a nod to those yesteryear 'dreams of tomorrow' that seem so quaint and fusty nowadays, like riding the Orient Express...And it also showcases what exotic luxuries Rifts Earth might be able to deliver up to offworld civilizatons if Rifts Earthers got their act together.
Great way to make money on the side, too, catering to the high-pockets. :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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Re: Paladin Steel Storefront

Unread post by abtex »

Happy page 60.
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 ZINO »

taalismn wrote:
abtex wrote:what does the gunship version look like?
Or is Anti-Shipping? :D

But another different and stranger ship.


Haven't yet come up with a military conversion yet, though at some point I imagine it's inevitable. After all, the World Wars saw ocean liners pressed into service as troop transports(especially seeing as they could outrun both the U-Boats and the Allies' own escort destroyers).
It's a nod to those yesteryear 'dreams of tomorrow' that seem so quaint and fusty nowadays, like riding the Orient Express...And it also showcases what exotic luxuries Rifts Earth might be able to deliver up to offworld civilizatons if Rifts Earthers got their act together.
Great way to make money on the side, too, catering to the high-pockets. :D

wow happy 60 pages !!!! man !!!!

if like you take a look at the new mecha The HBE -25 KOMODO
hey taalismn tell me what you think
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 taalismn »

The Happy Hollow Open Porch Workshop Collection 2

We just had to go back this last summer to visit Mister Daveed the Wand Maker(and more!) to see what his workshop had turned out for us...and we weren’t disappointed! And neither will you, esteemed customer!
Paladin Steel is pleased to present the latest in these wonderous magical creations.
Many of the Happy Hollow collection objects can be ‘bonded’ to an owner, so the artifacts respond only to that/those person(s) or exclude them from their effects...The bonding process requires each person to be so bonded to contribute a few drops of blood(to be smeared on the object or worked into the wood), after being nicked with a Magic X-Acto Knife during a brief ritual. Bonded artifacts can offer special privileges to those so Bonded, such as allowing them to activate and command the artifact without PPE cost, or exclusive use of the object, or safety from its effects, to near-Familiar-like levels fo mental linking(especially with animates like bird and animal sculptures). Bonding costs 3,000 credits per person; up to 10 persons can be Bonded to an object.
If the prices seem dirt cheap, well, Mister Daveed insisted on low prices(he’d almost rather GIVE stuff away, but look, he and his workers gotta eat!), and we want to keep in the man’s good graces, so we’re charging only what you see here(that wailing noise is our accountants kissing goodbye to a suggested one-thousand percent markup, which is what you could expect to pay anywhere else). However, supplies of these marvels are limited, so get yours today!


Tugboat
“What’s pulling that honking big raft? THAT?! Oh come on, really, where are you hiding the big motor!?”
These are miniature tugboat models that can float on water or float in air. Their ability is that they can exert TREMENDOUS pull far beyond their size; perfect for hauling about large loads. They can be instructed with simple commands such as ‘Start Pulling’, ‘Stop’, ‘Go’, ‘Go to (familiar location)’, ‘Return to (familiar location or person there) and await further commands’.
Size: 5-12 inches long, and weigh less than a pound
Physical Attributes of Note:
P.S.: Supernatural 35
P.P.: 10
Speed:(Water) 8
(Air) 10, maximum altitude of 10 ft
MDC: 10
Special Abilities:
*Invisible to Sensors--Do not register on thermal imagers, lifesign detectors, or infrared systems.
*Can be healed of damage by leaving inside a dimensional pyramid for 24 hours, Mend the Broken or Create (Hard)Wood spell, or 18 PPE/32 ISP
* Pulls with the equivalent of a Supernatural P.S. of 30
*Actions/Attacks Per Melee: 2
*Skills: ----
Activation: Takes touch contact and 5 PPE/10 ISP for non-Bonded to activate the artifact for 30 minutes of animation; costs Bonded nothing to activate
Market Cost: 4,000 credits

Ferryboat
“Travel’s so much easier these days with my Ferry-Caddy to follow me around...”
These sculptures resemble little models of coastal ferry boats (once)common to the coastal regions of North America. Rarely longer than twelve inches long, or weighing more than 5 pounds, these handcrafted sculptures come alive with a touch or command and become floating/flying aerial drones, able to carry small payloads(can carry up to 20 Tribals, for example)
Size: 6-18 inches long, .3-5 lbs in weight
Physical Attributes of Note:
P.S.: (for cargo carrying/lifting purposes) 12
Speed:(Water) 20
(Air) 20, maximum altitude of 18 ft
MDC: 10
Special Abilities:
*Dimensional Pocket---The Ferryboat has a small dimensional pocket that allows it to hold much more cargo than its small external size would suggest---Can hold up to 50 lbs of cargo/luggage. Plants can be stored in the stuff-space, but not animals or people.
*Invisible to Sensors--Do not register on thermal imagers, lifesign detectors, or infrared systems.
*Can be healed of damage by leaving inside a dimensional pyramid for 24 hours, Mend the Broken or Create (Hard)Wood spell, or 18 PPE/32 ISP
*Actions/Attacks Per Melee: 2
*Skills: ----
Activation: Takes touch contact and 5PPE/10 ISP for non-Bonded to activate the artifact for 25 minutes of animation; costs Bonded nothing to activate
Market Cost: 5,000 credits

Sail Boat
“All I ask is a tall ship and a star to steer her by...but I’ll settle for a clamshell coracle and a dream to guide me.”
Whimsical models of sail boats, schooners, and clipperships, often made with materials like shells and driftwood. They can sail in water or float in the air with equal ease. Happy Hollow Sail Boats are great entertainment, as they can be sailed about by their owners simply with a thought, but they can prove quite functional, shivering their sails in the presence of supernatural evil, and warning observers.
Size: 6-18 inches long/tall
Physical Attributes of Note:
Speed:(Water) 12(that’s normal walking/running speed, not MPH)
(Air) 12, maximum altitude of 20 ft
MDC: 4
Special Abilities:
* Detect Evil(equiv. to 5th level)
*Weather Sense---Can sense changes in weather up to 12 hours in advance. Depending on the severity of the weather, the sailboat may shiver slightly for merely bad weather, to heeling over violently or taking in its sails for really bad storms.
*Invisible to Sensors--Do not register on thermal imagers, lifesign detectors, or infrared systems.
*Can be healed of damage by leaving inside a dimensional pyramid for 24 hours, Mend the Broken or Create (Hard)Wood spell, or 18 PPE/32 ISP
*Actions/Attacks Per Melee: 2
*Skills:-----
Activation: Takes touch contact and 2PPE/4 ISP for non-Bonded to activate the artifact for 30 minutes of animation; costs Bonded nothing to activate
Market Cost: 3,000 credits

Fishing Boat
“Let’s see what the catch of the day is....”
This miniature model of a fishing boat is fully functional, and can float on water or float through the air. More impressively, they can deploy fishing lines(monofilament catch-nets or lines with hooks), or even deploy magical nets. The Fishing Boat can be set to trawl about on its own for fish on the water, while its owner relaxes safely on shore.
Size: 1-3 ft long
Physical Attributes of Note:
P.S.: 15
P.P.: 10
Speed: (Water) 26
(Air) 16, maximum altitude of 18 ft
MDC: 15
Special Abilities:
*Magic Net(equiv. to a 6th level spell)
*Fishing Net or Line(about 30 ft of monofilament line, with hooks that each do 1d4 tearing damage)
*Invisible to Sensors--Do not register on thermal imagers, lifesign detectors, or infrared systems.
*Can be healed of damage by leaving inside a dimensional pyramid for 24 hours, Mend the Broken or Create (Hard)Wood spell, or 18 PPE/32 ISP
*Actions/Attacks Per Melee: 3
*Skills: Fishing 75%
Activation: Takes touch contact and 10 PPE/20 ISP for non-Bonded to activate the artifact for 60 minutes of animation; costs Bonded nothing to activate
Market Cost: 8,000 credits

Lightship
“Ah...and a light to guide me safely home at the end of a long day...”
A representation of a pre-Rifts, pre-satellite navigation, beacon ship, these craft are fully functional in that they sport two powerful illumination lights; perfect for lighting a driveway or yard. However, they can do more than that, being able to emitt blinding flashes, intense fields of magical sunlight, or even throw laser bolts.
Size: 1-2 ft long/tall
Physical Attributes of Note:
P.S.: 12
P.P.: 10
Speed:(Water) 24
(Air) 18, maximum altitude of 18 ft
MDC: 20
Special Abilities:
*Invisible to Sensors--Do not register on thermal imagers, lifesign detectors, or infrared systems.
*Can be healed of damage by leaving inside a dimensional pyramid for 24 hours, Mend the Broken or Create (Hard)Wood spell, or 18 PPE/32 ISP
*Lantern Light---Equivalent to spell Lantern Light(6th level)
*Globe of Daylight---Equivalent to spell Globe of Daylight (6th level)
*Weapons: A Lightship can have one of the following attacks:
*Blinding Flash------Equivalent to spell Blinding Flash(6th level)
*Laser------Equivalent to spell Laser Blast(6th level)
*Actions/Attacks Per Melee: 4
*Skills: Navigation(ALW) 95%
Activation: Takes touch contact and 8 PPE/ 16 ISP for non-Bonded to activate the artifact for 25 minutes of animation; costs Bonded nothing to activate
Market Cost: 16,000 credits. 2,000 credits if fitted with an attack

Patrol Boat
“My home is my castle, my sanctuary, my island...now meet my navy...”
A whimsical representation of a coastal patrol boat or light warship, armed with a variety of light weaponry, such as spears, catapults, and miniature brass cannon. LIke the other boat-models, these can course through the water, or fly through the air, and act semi-autonomously.
Size: 1-2 ft long
Physical Attributes of Note:
P.S.: 12
P.P.: 14
Speed:(Water) 30
(Air) 38, maximum altitude of 18 ft
MDC: 25
Special Abilities:
*Sensory Link---Like a Familiar, the Happy Hollow creations can share what they sense to their Bonded owners
*Invisible to Sensors--Do not register on thermal imagers, lifesign detectors, or infrared systems.
*Can be healed of damage by leaving inside a dimensional pyramid for 24 hours, Mend the Broken or Create (Hard)Wood spell, or 18 PPE/32 ISP
*Weapons: A Patrol Boat will have 1d6 of the following weapons types mounted on it:
a) Mini-Crossbow---Equivalent to spell TK Bullet Attack(6th level)
b) Catapult/Stone Cannon---Equivalent to spell Throwing Stones(6th level)
c) Cannon---Equivalent to spell Fire Bolt or Force Bolt(6th level)
d) TW Mini-Missile---A one shot weapon. 4,000 ft range, 4d6 MD, 10,000 credits per missile.
e) Flare Gun---Equivalent to spell Flareburst(6th level)
*Actions/Attacks Per Melee: 6
*Skills:
Navigation: 80%
Detect Concealment 45%
Activation: Takes touch contact and 10 PPE/20 ISP for non-Bonded to activate the artifact for 25 minutes of animation; costs Bonded nothing to activate
Market Cost: 30,000 credits + 2,000 credits per weapons system

Battleship
“It’s not a POCKET battleship....it’s more like a CLOSET dreadnought...”
Still a whimsical ‘sailor’s model’ of a much larger ship, but rather more heavily armed, these miniature battlewagons bristle with small-scale weapons. While they may not do tremendous amounts of damage, these mighty little warships can dish out hurt all out of proportion to their actual size.
Size: 1-3 ft long
Physical Attributes of Note:
P.S.: 12
P.P.: 10
Speed:(Water) 18
(Air) 20, maximum altitude of 18 ft
MDC: 50
Special Abilities:
*Sensory Link---Like a Familiar, the Happy Hollow creations can share what they sense to their Bonded owners
*Invisible to Sensors--Do not register on thermal imagers, lifesign detectors, or infrared systems.
*Can be healed of damage by leaving inside a dimensional pyramid for 24 hours, Mend the Broken or Create (Hard)Wood spell, or 18 PPE/32 ISP
*Weapons: A Battleship will have 2d6 of the following weapons types mounted on it:
a) Mini-Crossbow---Equivalent to spell TK Bullet Attack(6th level)
b) Catapult/Stone Cannon---Equivalent to spell Throwing Stones(6th level)
c) Cannon---Equivalent to spell Fire Bolt or Force Bolt(6th level)
d) TW Mini-Missile---A one shot weapon. 4,000 ft range, 4d6 MD, 10,000 credits per missile.
e) Flare Gun---Equivalent to spell Flareburst(6th level)
f)Mini-Cannon---Equivalent to spell Energy Bolt
g) Machine Gun---Equivalent to spell TK Bullet Attack(6th level)
h)Flame Cannon---Equivalent to spell Flamethrower(6th level)
i) Starburst---Equivalent to spell Starburst(6th level)
*Actions/Attacks Per Melee: 8
*Skills:
Navigation: 80%
Detect Concealment 45%
Activation: Takes touch contact and 12 PPE/24 ISP for non-Bonded to activate the artifact for 25 minutes of animation; costs Bonded nothing to activate
Market Cost: 50,000 credits + 2,000 credits per weapons system

Wading Birds
“You wouldn’t believe what people leave on the beach!”
These sculptures of coastal sandpipers, waders, plovers, cranes, egrets, and herons are decorative on their own, but they can come to life and can be used to search grounds and beaches for objects of interest and value with great speed and precision. They also make very effective mine sweepers.
Size: 8-12 inches long
Physical Attributes of Note:
P.S.: 4
P.P.: 18
Speed:(Running) 18
(Flying) 40
MDC: 5
Special Abilities:
*Sensory Link---Like a Familiar, the Happy Hollow creations can share what they sense to their Bonded owners
*Invisible to Sensors--Do not register on thermal imagers, lifesign detectors, or infrared systems. Being mainly wood, they don’t trip metal detectors either.
*Can be healed of damage by leaving inside a dimensional pyramid for 24 hours, Mend the Broken or Create (Hard)Wood spell, or 18 PPE/32 ISP
*Actions/Attacks Per Melee: 4
*Beak strike: 1 SDC
*Skills: -Find Contraband(including mines and boobytraps) 85%
Vulnerabilities:
*Takes DOUBLE damage from fire and plasma weaponry
Activation: Takes touch contact and 4 PPE/8 ISP for non-Bonded to activate the artifact for 20 minutes of animation; costs Bonded nothing to activate
Market Cost: 7,000 credits


Geese
“Longer-ranged than Magic Pigeon, and hardier than a carrier pigeon...and no birdpoop to clean up either.”
Swans, geese, ducks----these sculptures can float or fly with ease, and have the long range flying capabilities of their inspirations. Besides looking quite pretty, they are quite effective long range couriers
Size: 6-12 inches long, 8-18 inch wingspan
Physical Attributes of Note:
P.S.: 5
P.P.: 12
Speed: 40 flying, 5 swimming
MDC: 6
Special Abilities:
*Sensory Link---Like a Familiar, the Happy Hollow creations can share what they sense to their Bonded owners
*Invisible to Sensors--Do not register on thermal imagers, lifesign detectors, or infrared systems.
*Can be healed of damage by leaving inside a dimensional pyramid for 24 hours, Mend the Broken or Create (Hard)Wood spell, or 18 PPE/32 ISP
*Magic Pigeon----Has all the abilities of the Magic Pigeon spell
*Actions/Attacks Per Melee: 2
*Beak strike: 1 SDC
*Skills: Navigation(air) 95%
Vulnerabilities:
*Takes DOUBLE damage from fire and plasma weaponry
Activation: Takes touch contact and PPE/ISP for non-Bonded to activate the artifact for minutes of animation; costs Bonded nothing to activate
Market Cost: 8,000 credits


SeaBirds
“When the gulls begin to circle like that...it means there’s something BIG in the water...”
Seagulls, terns, skuas, albatrosses, and other far-ranging seabirds rendered as sculpture. They’re nearly as high-flying and agile as their living counterparts, but they also make excellent scouts over water, able to spot fish or submerged threats with equal ease.
Size: 6-12 inches long, 8-18 inch wingspan
Physical Attributes of Note:
P.S.: 4
P.P.: 16
Speed: 44 Flying, 5 running
MDC: 6
Special Abilities:
*Sensory Link---Like a Familiar, the Happy Hollow creations can share what they sense to their Bonded owners
*Invisible to Sensors--Do not register on thermal imagers, lifesign detectors, or infrared systems.
*Can be healed of damage by leaving inside a dimensional pyramid for 24 hours, Mend the Broken or Create (Hard)Wood spell, or 18 PPE/32 ISP
*Actions/Attacks Per Melee: 2
*Beak strike: 1d4 SDC
*Skills:-Navigation(air) 95%
-Fishing/Spot Fish 95%
Vulnerabilities:
*Takes DOUBLE damage from fire and plasma weaponry
Activation: Takes touch contact and PPE/ISP for non-Bonded to activate the artifact for minutes of animation; costs Bonded nothing to activate
Market Cost: 8,000 credits

Eagles---
"Proud, Magnificent, Masters of the Air!"
Fierce, proud, iconic depictions of eagles and phoenixes. When activated, they can be as fierce and aggressive as the originals.
Size: 8-18 inches long, 2-6 ft wingspan
Physical Attributes of Note:
P.S.: 6
P.P.: 20
Speed: 110(75 MPH)
MDC: 20
Special Abilities:
*Sensory Link---Like a Familiar, the Happy Hollow creations can share what they sense to their Bonded owners
*Extraordinary Vision---Can make out the lettering on a sign 2 miles away
*Invisible to Sensors--Do not register on thermal imagers, lifesign detectors, or infrared systems.
*Can be healed of damage by leaving inside a dimensional pyramid for 24 hours, Mend the Broken or Create (Hard)Wood spell, or 18 PPE/32 ISP
*Actions/Attacks Per Melee: 3
*Beak: 1d6 SDC
*Talons: 2d4 SDC
*Skills:-Navigation(air) 95%
-Track by Sight: 70%
Vulnerabilities:
*Takes DOUBLE damage from fire and plasma weaponry, except for phoenix sculpture, that actually HEAL damage with exposure to fire; half of any damage that wuld normally be done by fire goes to repairing any previous damage.
Activation: Takes touch contact and PPE/ISP for non-Bonded to activate the artifact for minutes of animation; costs Bonded nothing to activate
Market Cost: 10,000 credits. 20,000 credits for phoenix sculptures.

Hummingbird---
“Fast little bugger, ain’t it?”
An artistic representation of a hummingbird. Once activated, however, it’s as fast and feisty as the real thing, and its stabbing wooden beak can prove deadly.
Size: 1 ft wingspan
Physical Attributes of Note:
P.S.: 2
P.P.: 22
Speed: 110(75 MPH)
MDC: 14
Special Abilities:
*Sensory Link---Like a Familiar, the Happy Hollow creations can share what they sense to their Bonded owners
*Invisible to Sensors--Do not register on thermal imagers, lifesign detectors, or infrared systems.
*Can be healed of damage by leaving inside a dimensional pyramid for 24 hours, Mend the Broken or Create (Hard)Wood spell, or 18 PPE/32 ISP
*Actions/Attacks Per Melee: 6
*Beak: 1d4 SDC
*Skills:-Navigation(air) 95%
Vulnerabilities:
*Takes DOUBLE damage from fire and plasma weaponry
Activation: Takes touch contact and PPE/ISP for non-Bonded to activate the artifact for minutes of animation; costs Bonded nothing to activate
Market Cost: 8,000 credits

Frogs/Lizards
“Not quite like being a fly on the wall, but darn close!”
These whimsical scultures of frogs, lizards, and chameleons can behave just like the originals, and can serve as the eyes and ears of those Bonded to them.
Size: 6-12 inches long
Physical Attributes of Note:
P.S.: 1
P.P.: 18
Speed: 15
MDC: 16
Special Abilities:
*Sensory Link---Like a Familiar, the Happy Hollow creations can share what they sense to their Bonded owners
*Invisible to Sensors--Do not register on thermal imagers, lifesign detectors, or infrared systems.
*Can be healed of damage by leaving inside a dimensional pyramid for 24 hours, Mend the Broken or Create (Hard)Wood spell, or 18 PPE/32 ISP
*Clinging(all)
*Leaping(Frog sculptures only) Can leap up to 10 ft up/across
*Chameleon(Lizards/Chameleons only)
*Actions/Attacks Per Melee: 2
*Tongue Strike---1 SDC
*Skills: Navigation(air) 95%
Swimming 90%
Vulnerabilities:
*Takes DOUBLE damage from fire and plasma weaponry
Activation: Takes touch contact and 5 PPE/10 ISP for non-Bonded to activate the artifact for 30 minutes of animation; costs Bonded nothing to activate
Market Cost: 8,000 credits

Fish
“Hey, I’m not sticking my head in that water! Fortunately, I don’t have to!”
These fanciful fish sculptures can float, swim underwater, and even float through the air to a limited extent. They can readily serve as the underwater eyes of anyone Bonded to them.
Size: 6-12 inches long
Physical Attributes of Note:
P.S.: 1
P.P.: 10
Speed: (Swimming: Underwater) 25
(Flying) 10, maximum altitude of 18 ft
MDC: 2d6
Special Abilities:
*Perfect Underwater Vision/Hearing(equivalent to human senses---no distortion due to water)
*Sensory Link---Like a Familiar, the Happy Hollow creations can share what they sense to their Bonded owners
*Invisible to Sensors--Do not register on thermal imagers, lifesign detectors, or infrared systems.
*Can be healed of damage by leaving inside a dimensional pyramid for 24 hours, Mend the Broken or Create (Hard)Wood spell, or 18 PPE/32 ISP
*Actions/Attacks Per Melee: 2
*Skills: Navigation(water/air) 95%
Vulnerabilities:
*Takes DOUBLE damage from fire and plasma weaponry
Activation: Takes touch contact and PPE/ISP for non-Bonded to activate the artifact for minutes of animation; costs Bonded nothing to activate
Market Cost: 8,000 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 »

very very nice man !!!!
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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Uberburrough Iron-Mack Dwarven Power Armor
“Human historians cannot document the epic battles that have taken place in the bowels of the earth, the clashes shrouded in darkness, the fights that often end with the immediate burial of both sides in the very firmament of combat...campaigns only hinted at by the war-songs of the Dwarves...at least those that they let surface-dwellers hear...That the gear of combat has changed and improved makes the battles no the less fiercer or dangerous, as what might have been a one-sided slaughter over and done within a matter of minutes can now last for hours, ranging throughout a mountainside or deep underground network....”

Known also as the ‘Kobol’ and the ‘Grubber’, the Iron-Mack power armor was developed by the Dwarves of the Rocky Mountain enclave of Uberburrough. It was designed as a combination of utility exoskeleton for assistance in mining operations and military armor for defending the home tunnels. Similarities between the Iron-Mack’s fitout, and that of the Coalition’s CA-6EX armor, however, raise some issues that perhaps the Dwarves based it on captured Coalition armor(or perhaps a pre-Rifts design ancestor common to both).
Considered a ‘light’ power armor, the Iron-Mack is smaller than armors meant for taller humanoids, and more blocky and angular, with particularly blocky shoulder-plates. The exoskeleton is also stiffer and more heavily reinforced than that of other heavy-assist EBAs. Both these aspects reflect the need to be able to survive being crushed in tunnel collapses(ideally, in a cave-in situation, the power armor’s frame would survive to brace the remaining open space, allowing the pilot to dig free or squirm out of the armor). Other features that reflect its utility as a miner include an integral sonar system, air sampler, and advanced respirator/life support system.
The Iron-Mack’s protective value is substantial. While it doesn’t come with any integral weapons, its modular forearm mounts allow it to be fitted with a variety of weapons and tools, the backpack hardpoint can be fitted for heavy weapons, and the exoskeleton’s great strength allows it to handle heavy weapons with ease. The helmet often features spikes both for decoration and for hand-to-hand combat(in the close confines of a mine, even a megadamage monster is likely to shy away from a spiked headbutt aimed at its eyes).
The Iron-Mack features a modular backpack attachment that can be used to hold a jet pack, took kit, extra generator, or heavy weapons.
It isn’t known when the Iron-Mack was first introduced by Uberburrough, but it has since become common issue to their forces and a few examples have shown up in the hands of other Western Dwarven enclaves.
Due to the Uberburrough alliance with Paladin Steel West, PS is pleased to make a limited number of these suits available through its catalogue.
Type: PS/UB PA02 Iron-Mack
Class: Light Exoskeleton Environmental Body Armor
Crew: 1 Dwarf(or small -statured humanoid)
MDC/Armor by Location:
Main Body 200
Helmet 100
Arms(2) 100 each
Shoulder Plates(2) 120 each
Armored Gauntlets(2) 25 each
Legs(2) 120 each
Height: 5 ft
Width: 3 ft
Length: 2.5 ft
Weight: 120 lbs
Cargo: None; only what can be carried slung externally. The backpack frame can hold up to 200 lbs of gear(the exoframe supports the weight and helps with its carriage).
Physical Bonuses: +10 P.S.(and considered Robotic), +8 to Spd.
Powerplant: Battery (96 hour duration) or Microfusion Powerpack w/ 2 year energy life
Market Cost: No examples of this armor have yet appeared on the Black Market(and it would likely appeal only to small-statured beings), nor is it known what the Dwarves charge each other for the armor.
(Update: The versions available through PS are the first KNOWN of their kind to be available on the market, and sell for 120,000 credits)
Systems of Note:
Standard Power Armor Systems, plus:
*Neck Brace---The back of the helmet is reinforced to give the wearer extra support and bracing against head injury and torsion twisting.
*Extended Life Support---Independent air supply good for 48 hours, and has extensive air filtration for longer durations.
*Integral Water Supply---A ‘camel back’ water bladder provides both internal cushioning and cooling, and feeds water through a hose and nipple to the wearer’s helmet. A 7-day supply of concentrated ration pills and basic medications is also available through a dispenser in the helmet.
*Molecular Analyzer---Constantly samples the air for contaminants
*Radiation Detector---Monitors ambient radiation levels; good for prospecting for fissionables, checking radon levels, and testing an environment.
*Sonar---An echo-location system; 800 ft range
*Motion Detector---200 ft range
*Thermal/Accoustic Stealth---Because sight is often useless in the darkness of an underground complex, subterranean predators often rely on other senses to find their prey. The Iron-Mack is configured with sound baffling and thermal insulation that reduces its sound- and heat-signature significantly. -20% to Read Sensory Instruments to detect.

*Shoulder Hydraulics---The shoulderplates can extend and lock in place with a Robotic strength of 40, bracing up weak walls or locking the armor against falling/being knocked down/pushed away.

Weapons Systems:
None standard, but the forearms can be fitted with any of the Mining Cyborg modular tool attachments or weapons.

Options:

*Spike Pads---Spikes can be added to the shoulders, front of the legs, and helmet; these typically do 2d6 SDC + any applicable P.S. bonuses, but vibrospikes are also available that do 1d6 MD on a bodyblock or headbutt.
Cost: 600 credits for regular spikes, 7,000 credits for vibroblades.

*Modular Jet Pack--Actually a pair of large ducted fans, these can loft the Iron Mack in limited flight....They can also, at lower power, be used to quickly ventilate a smoke-choked mine within minutes or even seconds.
Speed: 80 MPH, maximum altitude of 8,000 ft
Range: 600 miles electric, effectively unlimited if attached to a nuclear power supply
Cost: 40,000 credits

*Gooper----Fires an expanding ball of rapid-set quickdry megadamage epoxy ‘goop’ that can blind an enemy’s sensors, lock up limbs, plug leaks, or block internal corridors.   Each application covers about five cubic feet,. To completely cover a human-sized target, the attacker must roll a 12 or better on the strike roll, otherwise only a limb is glommed. Anyone caught in the goo must have a supernatural or robotic PS of 30 or better to break free; otherwise they are stuck until the goo is somehow removed.
   The epoxy sets within seconds, and can be used underwater. Unlike the
industrial strength Goo used in the Goo Gun, the Glooper uses a weaker, cheaper, bio-degradable grade of MDC cement, more like a thick lather or foam, for building temporary structures and filling corridors. The foam typically breaks down after exposure to air for 1d4 days, or faster(4d6 hours) under the effects of severe weather. If the foam structure is to be permanent, then the foam must be treated with a spray sealant that hardens the foam and stops its breakdown. However, the sprayed epoxy needs 1d4 hours to properly cure, at which point it attains its maximum strength. Once the two tanks are emptied, the twin bottles, which are
sold and attached together as a pair, can be quickly exchanged for fresh ones in one melee action, like changing an e-clip. For larger jobs, a backpack tank holding additional chemicals is available.
The Goop Blaster can also be used to generate a much lighter mass of bubbles that don’t have as much overall strength as a normal ‘blob’ of the cement, but which expands to fill up more space(15 square ft per application). This mass of bubbles will only slow down augmented or power armored troops(reduce speed by 50%), but will most effectively contain/restrain anyone without a supernatural or robotic PS of 30 or better..this mode is designed to effectively neutralize ship crews by blocking corridors and sealing access without damaging the vessel’s structure. A special solvent spray can be used to dissolve the bubble mass in 2d6 melees.
Damage: None, Gloop has 2d4 MDC(1d4 MD in ‘bubble mode’) per application, but if treated with the binder solution, hardens to 2d6 +1 MDC after curing for 1d4 hours. Gloop has a strength of 1,000 lbs per cubic foot.
After 1d4 days(depending on local conditions), reduce the MDC of the Gloop by 25% per 24 hours until you're into SDC, at which point the Gloop is so brittle it flakes away into dust.
Rate of Fire: Spray
Range: 500 ft
Payload: 100 applications per large tank.
Cost: 50,000 credits for the sprayer, 5,000 credits per 30-application
cartridge, 8,000 credits per 100-application tank.

*Mini-Missile Launcher Backpack---Holds 14 mini-missiles
Cost: 30,000 credits

*Field Generator---Portable nuclear generator backpack that can be used to power heavy powertools or light field weaponry. Has an effective energy life of 3 years.
Cost: 80,000 credits

*Expanding Heavy Shield---This is a five-part shield of heavy megadamage material plate, four sliding side-leaves, and a back x-frame with extendable brace-pylons. Used normally as a handheld shield, the device could also be opened up and the x-frame locked against the sides of a tunnel to form a temporary block. Soldiers behind the shield can fire around the edges or can fire through a gun port in the center of the shield.
Weight: 30 lbs
MDC: 180
Cost: 50,000 credits

Variants:
*PS/UB PA02B---”Bigger”. This is a PS-made copy of the UB PA02, only scaled up for regular humans. Same characteristics and stats, only the armor adds +6 inches to wearer’s height, weighs 160 lbs, and retails for 225,000 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 »

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

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Kugash K17 ‘Staplegun’
*KRESK!*
*KRESK!*
*KRESK!*
*KRESK!*
“GYH-LLKKK!”
“Scream all you want, boyo, those staples through your limbs ain’t coming out of the wall any time soon. But if you’re nice and cooperative and tell me where your boss is, I might pry you loose. Try to be a hero for your bastard of a leader, and the next bracket pins your guts to the wall.”

Rifts Earth arms afficionadoes regard the Australian ‘Fletcher12’ as the smallest, lightest, Earth-made rail gun....that might be true, but only if you count HUMAN-made weapons. The Kugash K17 is a heavy rail-pistol(or submachine gun) produced by the Dwarven industries of Uberburough, Developed from electric nail drivers used in mining operations, the Kugash has gone from improvised hand weapon to refined sidearm.
The Kugash has a blocky, squared-off appearance, similar to an overized Colt automatic pistol, but with a wrap-around hand-guard that protects the holder’s knuckles, and a band of thick coils around the barrel(further wrapped in ruggerized plastic-rubber for an additional hand-grip. The Kugash has two clips; an ammunition clip fitting into the pistol grip, and a regular e-clip fitting into the back of the weapon.
The Kugash is also a variable mode device....by varying, with the click of a pre-selector switch, the amount of power fed to the rail gun stator rings, and the timing of the pulces, the muzzle velocity and damage of the projectiles can be varied. This allows the weapon to work in a megadamage anti-armor mode, a less powerful(and more power economical) conventional SDC mode, and even a utility mode that returns the device to its origins as a nail-driver(though most users prefer not to use the MDC brackets for this mundane mode).
Recently, Paladin Steel has begun offering the Kugash K17 for sale through its catalogues, so the weapon is now commercially available. It’s quite popular with engineers and construction workers, especially in areas with bandits or marauding monsters; more than a few winged predators have learned the hard way not to attack workers on rooftops.
Weight: 5.5 lbs
Range:(Fastener Mode) 10 ft
(SDC Mode) 600 ft
(MDC Mode) 500 ft
Damage:(Fastener Mode) 1 SDC
(SDC Mode) 5d6 SDC per shot
(MDC Mode) 1d6 MD per single shot
Rate of Fire: ECHH
Payload: 30 rounds/brackets in a clip, E-clip provides enough power for 1,500 fastener shots, 300 SDC shots, or 30 MD shots
Cost: 6,000 credits(tends to be 20% cheaper in a Dwarven enclave)
-------------
"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 »

Keep them coming.

Does the Kugash K17 ‘Staplegun’ have different ammo available for it?

Could you jump over to Classic Ironsmiths topic and answer Killer Cyborg's question on how 'how a Kinetic Hammer works'.
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 »

abtex wrote:Keep them coming.

Does the Kugash K17 ‘Staplegun’ have different ammo available for it?

Could you jump over to Classic Ironsmiths topic and answer Killer Cyborg's question on how 'how a Kinetic Hammer works'.


Not sure I'm qualified to answer what a Kinetic Hammer is, even if I knew what it IS!
Yeah, come to think of it, different ammo for the Staple Gun would be a good idea...Lemme guess, we're talking staples, nails, eyelit screws, mounting brackets?
-------------
"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:Kugash K17 ‘Staplegun’
Recently, Paladin Steel has begun offering the Kugash K17 for sale through its catalogues, so the weapon is now commercially available. It’s quite popular with engineers and construction workers, especially in areas with bandits or marauding monsters; more than a few winged predators have learned the hard way not to attack workers on rooftops.

:lol: :lol: :lol: :lol: :lol: love it
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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Paladin Steel ‘LightDancer’ Cyborg
“I Sparkle, I Shine, I am Bright Death for the Unwary!”
“Could you please turn down the wattage, Flashbulb? You’re giving me a headache...”
“Oops, sorry...”

Those who wholeheartedly believe that Paladin Steel is an alien company marketing alien technology usually point to the LightDancer as a literally shining example of what they mean.
Like the Angelina, the LightDancer is based on a modified Light Machine chassis, using some of the most advanced lightweight space-age materials PS can produce, but the rest of it is composed of a tough, translucent, crystalline material rumored to be of alien origin.
The LightDancer actually owes much of its design to certain ‘showcase’ full conversion cyborgs of the pre-Rifts era, that favored aesthetics over summarized performance. However, PS has made certain that the LightDancer is more substance than style; good looks are just the icing on a very lethal fighting machine.
There is no mistaking a LightDancer; the cyborg body is made of translucent high-impact megadamage plastics, while the extremeties are usually chromed in metallic hues. Special light refractive panels and corrugations inside the body shell bend light around the internal systems, hiding them from view, while still preserving the illusion that the cyborg is transparent/translucent. The styling is further emphasized by many ‘borgs, by adopting metallic highlights and accents, cosmetically-sculpted facial features, high-tech hair, and other add-ons.
But the LightDancer is more than a pretty face and a shiny body; the glittery body shell can be configured to deflect lasers, even re-direct them, and the light- and holo-emitters can be used to produce blinding flashes and strobbing effects that make the cyborg painful to look at. More miraculous is the cyborg’s resistance to laser damage, and the ability to power itself up from laser strikes. As lasers are among the more economically attractive and commonplace engery weapons on Rifts Earth, this gives the cyborg a serious edge against likely opponents.
LightDancers appeal to a certain mindset; artistic, exhibitionist, not afraid to be in the limelight...and reflecting it back. Most militaries and militias have little to do with the LightDancer, but the design is popular with Irregulars and some special ops units. Not surprisingly, LightDancers and LaserMages LOVE hanging out around each other.

Type:PS-FC-10
Class: Full Conversion Borg - Light Frame
Crew: One human(oid) volunteer
M.D.C. By Location:
Hands(2) 25 each
Arms(2) 60 each
Legs(2) 75 each
Feet (& Foot Pads)(2) 25each
*Head 80
**Main Body 165
*Destroying the head of a Cyborg will kill the character!
However, the head is a small and difficult target to hit. The attacker
must make a called shot and even then he is -3 to strike. The hands, and
forearms are also difficult targets to hit and are -4 to strike on a
called shot.
**Depleting the M.D.C. of the main body will effectively
destroy the artificial body, but emergency systems will keep the brain and
vital organs alive for 36 hours. Recovery of the severely damaged body
will enable doctors to place the character on life support systems that
will keep him alive until a new bionic body (same style or other) is
available, for full conversion. Failure to find the damaged Borg within 36
hours means the character dies.

Note: The LightDancer CAN be fitted with additional armor, but is limited to LIGHT Cyborg Armor, and the additional armor negates the cyborg’s energy absorbing abilities until destroyed or removed.

Speed:
Running: 100 mph max . However the act of running does
not tire the operator out and the maximum speed can be maintained
indefinitely.
Jumping: The powerful robotic legs are strong and capable
of leaping 18 feet high or 28 ft lengthwise. A running leap adds 50% to
distance/height.
Flying: Not possible without a jet pack
Underwater: The LightDancer can swim awkwardly at about 6 MPH, maximi depth of 2,000 ft.

Statistical Data:
Average Height: 6.7 feet ,
Width: 3 feet at shoulders
Length: 1.3 feet ,
Weight: 1000 lbs.
Power System: Nuclear
Physical Attributes: Equal to Robotic PS. 35, PP. 24,.
Bonuses: Standard cyborg bonuses of +3 save vs magic, impervious to
bio-manipulation
+4 initiative
+5 strike/parry
+6 dodge
+3 Pull Punch
Penalties: Touch/tactile sense is 60% of human norm.
Prowl penalty: -20%

Special Skills/Training---Use standard 'Borg, Salvage Expert, or
Headhunter OCC.
Black Market Cost: 7 million credits with all standard features, weapons,
and sensors.

Standard Bionic Features
Note: These features are all found in the bionic and
cybernetic section of the Rifts RPG.
1. Bionic lung with gas filter & storage cell
2. Built-in language translator
3. Built-in radio receiver & transmitter
4. Clock calendar
5. Gyro-compass
6. Modulated voice synthesizer
7. Multi-optic eyes
8. Built-in loudspeaker
9. Universal headjack with amplified hearing and
sound filtration systems.

Special Features:
*Laser Distancer---Good for up to 10 miles range

*Laser Absorbant Crystal---The cyborg takes NO damage from lasers. That’s right, NO DAMAGE FROM LASERS. The unique crystal structure also allows the cyborg to redirect laser energy and re-use it(see below). The only limitation is that the laser strike’s total damage cannot exceed the total MDC of the cyborg(so, yes, a Medium Starship laser doing 1d4x100 MD per shot hitting the cyborg and doing 300 MD would vaporize the ‘borg on the spot).

*Directable Spotlights---The LightDancer can direct a spotlight-like beam up to 3,000 ft and illuminate an area up to 30 ft across in either normal or infrared light. The beam can come from the cyborg’s hands or head.

*Full Body Illumination---The body of the LightDancer can be energized to glow bright enough to illuminate a large area, up to an 80 ft radius.

*Glare Camouflage----The LightDancer can ramp up the intensity of its body-lights to blinding levels, making it painful to stare at without adequate optical protection.
Bonuses: Opponents are -3 to strike in combat(-5 to strike if using optical amplification devices like telescopic optics or night vision gear), and -2 to parry/dodge incoming melee attacks from the cyborg(hard to see how the BLAZING BRIGHT guy is moving).

Weapons Systems:
1) Forearm Lasers(2)---Appropiately, the LightDancer is fitted with forearm lasers. These lasers are variable frequency and variable power, being able to be tuned down or powered up without capacitance problems.
Range: 2,000 ft
Damage: 1d4 SDC, 1d6 SDC, 1d6 MD, 2d6 MD, or 4d6 MD per shot under normal onboard power.
Rate of Fire: ECHH
Payload: Effectively Unlimited
Bonus: The forearm lasers are variable frequency, and incorporate the frequency analysis microchip system of the CS’s own CV-212 VLFLRifle(more corporate espionage at work) that allows the weapon to adjust, within one melee, to the frequency optimal for defeating laser-ablative armors(doesn’t work on the LightDancer’s own laser-aborbant armor, however).

2) Forearm Vibroblades(2)---The LightDancer also carries a pair of retractable silver-bladed vibroblades for close-in combat.
Range: Melee
Damage: 3d6 MD

3)Strobe Attack---The LightDancer can generate intense blinding flashes and strobe them, blinding unprotected eyes
Range: 300 ft and covers a 25 ft area
Damage: Unless the victim(s) are wearing tinted goggles or other protection against bright light, they will be blinded(-10 to strke, parry, dodge, and roll) for 1 melee round after being hit. Duration can be extended by 7 seconds(half a melee) for every subsequent melee that the target is kept bombarded by the strobe attack until their eyes manage to adjust.
Rate of Fire: ECHH
Payload: Effectively Unlimited

4) Laser Re-Direction/Parry----The LightDancer can actually parry lasers and re-direct them at other targets, though this takes two actions/attacks on the part of the cyborg. This requires a successful Parry roll and then the cyborg can attempt to bounce the laser back at another target; either at HALF the range of the original shot, but doing FULL damage and no penalty, or at the same range, HALF the laser strike’s damage, and -2 to strike.

5) Laser Absorption---Instead of Parrying and re-directing laser fire, the LightDancer can instead choose to absorb laser energy and re-use the energy to boost its own systems. For each laser strike absorbed(an absorbed shot CANNOT be parried/redirected), the cyborg can boost the damage of its own lasers by 25% of the original laser blast for 1 melee after absorbing it.
Alternately, the cyborg can boost its running speed by 25% for 1 minute, OR increase its leap distance by 50% for 1 melee, OR add a +1 to dodge for 2 melees(15 seconds) after a strike.

Hand to Hand Combat
Restrained Punch 1d4 MD
Full Strength Punch 1d6 MD
Power Punch( 2 attacks) 3d4 MD
Kick 1d6 MD
Leap Kick(2 Attacks) 2d6 MD
Judo-Style Throw/Flip 1d4 MD
Body Block/Ram: (2 attacks) 1d6 MD

Options:
The LightDancer can be fitted with any of the standard cybernetic and bionic features in the Rifts books. Favorite options include fitting the 'borg with Eye Lasers, Cyborg TW Amulet/Multiplexors,or additional laser weaponry.

*Laser Illuminator---The cyborg can be fitted with a targeting laser good for illuminating or ‘painting’ targets for laser-guided ordnance. Effective range of 7 miles. Cost: 7,000 credits

*Solar Engine---This option adds the ability to soak up sunlight and convert it into extra power. For every hour of sunlight exposure, the Lightdancer’s forearm laser armaments will do an extra 25% more damage for 12 melees(3 minutes) continuous combat(so 2 hours exposure will supercharge the lasers for 6 minutes of combat).
In the alternative, the extra power can be used to boost the cyborg’s running speed and communications range; increase running speed and radio range by 20% while running in broad daylight(the day must be mostly clear, not overcast or partially cloudy). After dark, or in conditions of darkness, the added speed can be maintained 1 half-hour per full hour it spends in broad daylight and direct sunlight.
Cost: 500,000 credits

*Directional Laser Communicator---A directional laser comm system for point-to-point communications. Can also be modified for water-penetrating blue-green frequencies for communicating with appropriately equipped underwater vehicles.
Range: 150 miles. Cost: 32,000 credits

*Heavy Directional Laser Communicator---This is a more powerful directional laser communications system that uses the cyborg’s whole body as a transmitter and receiver, and can beam signals farther out, allowing for communication with orbiting spacecraft if they’re targeted right. Obviously it’s more popular in sales offworld than on Rifts Earth where upper atmosphere dimensional interference causes problems with direct-line optical communications offworld. Range: 20,000 miles. Cost: 75,000 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
------------
User avatar
ZINO
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Posts: 4097
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: Paladin Steel Storefront

Unread post by ZINO »

wow nice and killer cute!!
let your YES be YES and your NO be NO but plz no maybe
User avatar
taalismn
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Posts: 48673
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Yeah, got the idea looking at old Micronaut ('Microman' in Asia) toys. :D
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Posts: 48673
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel Ardea-class Heavy Flying Boat
(aka ‘Skid’)
http://27.media.tumblr.com/NAJN8JTZ6me83gjdkQ2BvGt5o1_500.jpg
http://www.ussr-airspace.com/index.php?main_page=product_info&cPath=28_39_48&products_id=1677

“The Ardeas give us the capability of following up the Exastars without having to risk a WiGship. Of course, with all the armaments the bigger boats have, there are some missions you just HAVE to send them on, but for everything else, the Ardeas are usually a good fit; high speed, high capacity, long endurance.”

“So, what’s the mission today?”
“Depth charging run; reef of Deep Cultists. We’ll be dropping both bombs and mines.”
“$#!+. That means we’re looking at them whistling up a fog bank at least, a hurricane more likely, if they know we’re coming. Could get rough.”
“Our skids can handle rough weather.”
“I’m not as confident. I really don’t want to go down in deep-freak territory. All YOU gotta worry about is drowning. Me? The deepers HATE my kind.”
“Amphibs?”
“What gave it away, my gills or my fishhead?”
“Your allergy to tartar sauce.”

The Ardea-class Heavy Flying Boat is another new long range, large-capacity, multi-purpose flying boat design from Paladin Steel, obviously meant to cash in on the growing naval and transoceanic trade/exploration boom. Like the Exastar, the Ardea seems inspired by pre-Rifts designs; in the Ardea’s case the inspiration would seem to come from Old Soviet design studies for a large aircraft tentatively named the Beriev A-150. How PS got ahold of the design studies is unknown, but they have since modified the original plans into their own well-rounded vehicle, an aircraft midway between the PS60M SeaMaster bomber, and the larger PSC70M Sea Mistress transport.
The Ardea is a large-format flying craft with a broad, high-set, triple-delta wing-plane, twin engines buried in the upper wing surface, and a single large vertical tail stabilizer. To assist in fully-loaded takeoffs, a set of smaller life engines are concealed in the wing leading edge strakes along the forward fuselage; these small thrusters open up and deploy to improve the aircraft’s WiG(Wing in Ground) characteristics when traveling close to the water. The Ardea has a fully amphibious hull, but also has wheels for taxiing onto shore, or for wholly land-based operations.
The Ardea’s spacious mid-section bays can be configured for cargo or ordnance. Access is through two large side doors in the hull, or through the bomb bay doors themselves. When fitted for combat operations, the Ardea is usually fitted with a rotary ordnance deployment mechanism.
For self-defense, the Ardeas are fitted with numerous small remote control turrets that provide all-around defensive fire. The flying boat carries a fair amount fo lightweight composite hull armor, so it take a few hits and keep flying.
Most Ardeas are deployed by the GNE and PS as flying transports, but the GNE Coast Guard and Navy operate a few as maritime patrol aircraft.
Type: PS-HFB-17 Ardea
Class: Heavy Supersonic Multipurpose Flying Boat
Crew: 5 + provision for up to 300 passengers
MDC/Armor by Location:
Main Body 700
Reinforced Crew Compartment 100
Retractable Gun Turrets(6) each
Wings(2) 250 each
Tail 120
Height: 70 ft
Width: 137 ft
Length: 163 ft
Weight: 375,000 lbs fully loaded, 300,000 lbs empty
Cargo: Survival packs and small arms stowage in the cockpit.
The bomb bay can carry 75,000 lbs of ordnance(or cargo, if so fitted)
Powerplant: Nuclear Fusion w/ 20 year energy life
Speed: (Taxiing on Land) 3 MPH
(Taxiing on Water) 15 MPH
(Flying) 650 MPH, maximum altitude of 50,000 ft
Market Cost: 27 million credits
Systems of Note:
Standard aircraft systems.
Weapons Systems:
1) Retractable Gun Turrets(6, one in the tail, two amidships under the wings, two forward of the wing box aside the nose, and one on the dorsal side, aft of the cockpit. The turrets can mount either paired autocannon or pulse lasers.
Bonuses: Laser- and radar-guidance add a +2 to strike
a) 20mm Cannon(2)
Range: 5,000 ft
Damage:(20mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm PS-1) 4d4 MD single rd
1d6x10 MD per 5 rd burst
Airburst does 4d4 MD to 2 ft blast radius
Airbursts are not possible with wooden rounds
(20mm PSX-2)(after 110 PA)
4d6 MD single rd
2d6x10 MD per 5 rd burst
Airburst does 4d6 MD to 6 ft blast radius
(Flare/Chaff rounds)---The Ardeas were also the first PS combat aircraft to see their 20mm cannons fitted to fire airburst flare/chaff rounds. Damage is reduced, but a burst of ten rounds effectively acts as a single Chaff/Flare bundle for purposes of missile deflection/distraction.
5d6 SDC per shell at ranges of 2,00o ft or less. None beyond that.
3d6x10 SDC per 5 rd burst
1d4 MD per 10 rd burst
01-50 Enemy Missile or volley detonates in chaff and threat is nuetralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Rate of Fire: Standard.
Payload: 1,000 rds per gun

b) Pulse Lasers---Shorter range, but unlimited payload.
Range: 4,000 ft
Damage:4d6 MD single shot, 8d6 MD pulse burst, 2d4x10 MD for both guns firing simultaneously(counts as one attack)
Rate of Fire: EGCHH
Payload: Effectively Unlimited

2) (Optional) Ordnance Bay---If not carrying cargo, the midships bay can be fitted with a rotary bomb bay capable of holding the following:
a) Bombs---55,000 lbs
*250-lb Bomb----2d4x10 MD to 50 ft blast radius
*500-lb Bomb----4d4x10 MD to 60 ft blast radius
*750-lb Bomb----4d6x10 MD to 65 ft blast radius
*1,000-lb Bomb----1d4x100 MD to 70 ft blast radius
*1,650 lb bomb(1d6x100 MD to 75 ft blast radius)
*2,000-lb Bomb----2d4x100 MD to 80 ft blast radius

b) Depth Bombs---Same as for Bombs, above.

c) Torpedoes---Can be parachute dropped or launched directly at low altitude. The HFB-17 can carry 80 mini-torpedoes, OR 40 short-range torpedoes, OR 20 medium-range torpedoes, OR 10 long range torpedoes

d) Mines---Same as for bombs or can carry CAPTOR Mines----CAPTOR(Captive Torpedo)Mines are essentailly a PS-manufactured aquatic form of Wellington Industries’ SAWS mines. CAPTORs are identical to the SAWS(see Rifts: Mercenaries) in every respect except that they fire torpedoes, not missiles, and generally cost 20% more over the cost of the specific SAWS type, plus the cost of the torpedoes. They can be parachute deployed from aircraft. The HFB-17 can typically carry 18 Mini-CAPTORS(6 MRTs each), short-range CAPTORs(4 SRTs each), medium-range CAPTORs(2 MRTs each), OR 9 long-range CAPTORs(2 LRTs each).

e) Sonubouys---Sonubouys are small, expendable sensors deployed by air vehicles to set up temporary sensor nets. The typical sonubouy resembles a cylinder 2-5 ft long, made of light plastics, that when deployed, floats upright while deploying an acoustic sensor and line from its lower end. The sonubouy can either use passive detection, or can use an active sonar pinger, to detect submerged targets. Sonubouys are battery powered, and typically have an active life of an hour or so, but typically drift out of position in 10-20 minutes, depending on currents, conditions, and drop pattern.
They report their information via a radio uplink(standard range 5-10 miles), and can report a sonar/accoustic contact, its strength, estimated range and heading(using a built-in compass to determine direction), and estimated speed. Consider the sonubouy to have a sonar range of 5 miles
Sonubouys are typically laid in a pattern, with multiple sonubouys allowing for the triangulation of a target. They are cheap, disposable, and virtually indetectable(their small size and plastic construction negate most forms of detection), making them extremely difficult to avoid and actively counteract. However, sonubouys are not as accurate as more sophisticated systems(hence, its a good idea to deploy many of them), and they are affected by currents, which can quickly break up a laid pattern. Recommended proccedure when using sonubouys is to lay them across the projected path of the target, or to lay them upstream/current of the target’s suspected location, so the pattern moves with the current. Sonubouys are best used when one is aware that something is there, but not exactly where it is; a pattern of sonubouys can help triangulate a target for more accurate firing solutions and weapons targeting(give guided weapons a +1 to strike an underwater target if using information patched in from a sonubouy network, or give sonar operators a +15% to detection and location rolls).
Once their batteries have given out, sonubouys self-destruct---a plug in the floatation chamber dissolves, and the whole apparatus sinks to the bottom, its electronics ruined.
Each Sonubouy weighs about 10 lbs.
PS’ DiFAR SSQ-400 series Sonubouys cost 100 credits apiece
The bay can hold up to 200 sonubouys. The sensors can even be hand-launched out the doors.

f) Mini-Missiles---192, volleys of 1-32

g) Short Range Missiles---96, volleys of 1-16

h) Medium Range Missiles---48, volleys of 1-8

i)Harpoon III Anti-ShipMissiles---- Harpoon IIIs are medium-range, plasma-explosive, wave-skimming, “smart” missiles designed to close with an enemy vessel under effective radar coverage, then jink up and dive, so as to penetrate the thinner upper works armor, or else can be set to penetrate below the waterline armor belt.
Range: 40 miles
Damage: 2d6x10 MD to 40 ft blast radius
Bonuses: +5 to strike
Cost:(Surface/air launched): 18,000 credits

k) Long Range Missiles---24 in the rotary launcher, volleys of 1-4

3)Chaff/Flare Countermeasures Launchers(2)
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is nuetralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 12 per launcher
-------------
"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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Posts: 4097
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: Paladin Steel Storefront

Unread post by ZINO »

wow !!!! N1!!!!!!!!!!!! from Zino117
............................................................................................................................................................................................................................................................................................................
............................................................................................................................................................................................................................................................................................................
N.A.A.T impress with this heavy transport hum how many you have for sale ???
end of transmission
secure com link Alpha north American sector
location of com Unknown
conference client ID :100%
statues : unknown
let your YES be YES and your NO be NO but plz no maybe
User avatar
taalismn
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Joined: Tue Sep 02, 2003 8:19 pm
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Re: Paladin Steel Storefront

Unread post by taalismn »

AS many as you can pay for...affordable isntallment plans available.
Please bear in mind, though, that these aircraft may not be appropriate for air transport of certain goods, such as vehicles; in which case you may want to look into purchasing or renting our SeaMistress Transport Flying Boat or Wayfarer WiG aircraft, dealt with earlier in this thread.
-------------
"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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