Paladin Steel AH-204 Penetrator Light Stealth Helohttp://jetphotos.net/viewphoto.php?id=164820&nseq=0http://www.aviastar.org/helicopters_eng/bell_penetrator.php “Ninjas?! Ninjas from HELICOPTERS?! STEALTH HELICOPTERS???!!! I am torn, yes, torn, between immediately shooting you for your incompetence at not anticipating such a possibility and shuddering in awe at how epic and awesome was the manner in which we were just hosed!” The PSAH-204 is a conventional rotary-wing helicopter based on a pre-Rifts stealth demonstrator debuted in 1990 by AACN(American Aircraft Corporation Now) based on the frame, engine, and transmission of the ubiquitous Bell UH-1B ‘Huey’. Though little came of the design, it attracted enough attention that it was documented in aviation databases. Paladin Steel heritage scouts would later come across reference to the design and find enough data that PS felt confident they could do a reconstruction(and IMPROVEMENT) on it, adding another design with Golden Age heritage star power to their lines of VTOL aircraft.
The Penetrator has the same angular lines and general layout of the original design, but PS has added features from other contemporary ‘stealth’ helicopters of the time, and upgraded with low-end Megadamage Era technologies. ‘Silencer hubs’ cap the modified fenestron-style tail rotor and main rotor, thermal dispersal vents cover the exhaust and coolant radiators, and the fuselage is skinned in radar-absorbant low-visibility materials, over a megadamage alloy and composite body. The pilot and co-pilot sit inline in an attack helicopter-style cockpit; immediately behind them is a troop compartment with two gunners occupying observation blisters on either side of the tail, controling the two rear gun turrets. Four mini-turrets give the helo good all-around weapons coverage, and additional ordnance can be mounted on the helicopter’s wings(albeit at the loss of some stealth).
Paladin Steel is aiming the Penetrator at the specialized mercenary and commando(and small adventurer parties) market. Though more lightly armed and slower than its contemporaries, such as the Coalition’s ‘Black Lightning’ helicopter gunship, the Penetrator’s stealth capabilities give it a substantial edge in strike operations. The ability to deploy a small scout or strike team makes the helicopter invaluable for deep recon and covert ops, such as the escalating guerilla war along the Coalition States’ borders. Not surprisingly, a number of these helicopters have been bought, through middlemen, by ex-Tolkeenite forces harassing the Coalition. Paladin Steel Security uses a number of these aircraft, as does the GNEAS, although exact numbers and distribution is unknown.
Type: PS-B/AACN-AH-204 Penetrator
Class: Low Observability Attack/Transport Helicopter
Crew: 4 +6 passengers
MDC/Armor by Location:
Main Body 200
Reinforced Crew Compartment 100
Four Blade Top Rotors---100(25 each blade)
Landing Runners(2) 40 each
Mini-Turrets(4) 35 each
Winglets(2) 60 each
(Optional) Nose Turret(1) 40
Height: 13 ft
Width: 9 ft wingspan (Rotor diameter is 48 ft)
Length: 48 ft (51 ft with rotor spinning)
Weight: 5,200 lbs empty
Cargo: 1,600 lbs cabin payload
Powerplant: Liquid Fuel(3.5 hour endurance/ 700 mile range), Electric(800 mile range), Nuclear Fusion(w/ 5 year energy life), or TW(w/ 5 year energy life)
Speed: Hover to 200 MPH, maximum altitude of 18,000 ft
Market Cost: 720,000 credits for liquid fuel, 820,000 credits for electric, 3.8 million credits for nuclear fusion, and 6.1 million credits for TW
Systems of Note:
Standard Aircraft Systems, plus:
*Integral Low-Lite Nightvision Optics---Besides the hull sensor mounts, the four-man crew are issued helmets with night vision optics and linked fire control interfaces as standard.
*Spotlight(Normal Light and Infrared): 800 ft
*Radio w/ signal scrambler: 500 mile long range, 5 mile short range.
*External Loudspeaker: 80 decibels
*Laser Targeting---Laser range finders on the turret-mounted weapons, and added gyrostabilization, gives the weapons a +2 to strike.
*EM Alert System---Sounds an alert if the aircraft is detected/scanned by radar, and can be set to trigger the countermeasure launchers if a radar ‘lock-on’ is detected.
*ECCM system: A semi-automatic system that uses electronic encryption and frequency jumping to (attempt to) negate jamming systems. The system has a 25% chance of negating radar or communications jamming (non-magical) on its own, or a +5% if the pilot has a Read Sensory Instruments or Radio: Scramblers skill and devotes a full melee to operating the system(no other attacks/actions are possible).
Having an Electronic warfare Skill gains a +15% bonus to operating this system.
Note that this only applies to received communications (the system filters them out from the jamming clutter) and sensory data received by that unit alone (other units cannot make use of it, unless they have an unaffected datalink/info-share with the ECCM equipped unit. Magic/psychic jamming is NOT affected by this system.
*Composite Armor---The megadamage composite fiber armor of the Penetrator is of interest in that it reduces damage by projectile weapon strikes(autocannon, rail guns, fragmentation missiles, arrows, spears) by 20%.
*Stealth Design---The PSAH-204 is is -25% to detect with Read Sensory Instrument rolls, and radar-guided weaponry is -1 to strike
*’Hush’ Props--Effectively cut the helicopter’s noise down to the point where it only be effectively heard from 300 ft away.
Weapons Systems:
1) Light Cannon Turrets(4)---Mounted one on either side of the nose/cockpit are two small weapons turrets, and another pair are mounted on either side of the tail, fire-linked and sighted to helmet-mount sighting rigs worn by the crew. Each turret can hold ONE of the following:
a) Mini-Chain Gun Pod-----PS-XMG Gatling Cannon----A six-barreled gatling cannon, firing a modified WI-23-style 5.56mm Explosive cartridge. The PS Gatlings trade damage potential per individual round for burst capability and better range using the better cartridge propellants and longer barrels. Mechanical design modeled after the pre-Rifts XM-214 ‘Six-Pak’ Mini-Gun. Excellent range, but low damage, and a tendency to empty the ammo drum and wear out the barrels quickly in heated combat.
For monster hunting, this weapon can also be used to fire silver-plated bullets, each doing HP to vampires and werebeings.
Range: 13,000 ft
Damage:(5.56mm Explosive) 2d4x10 SDC per single shot, 1d6 MD per 10-shot burst, 2d6 MD per 20-shot burst, and 1d6x10 MD per 100-shot burst(counts as TWO attacks).
Rate of Fire: ECHH
Payload: 40,000 rd(400 bursts) drum standard
Cost: 45,000 credits
b) 20mm Cannon
Range: 4,000 ft
Damage:(20mm) 1d4 MD single shot
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
(Super-HEX) 4d4 MD single shot
1d6x10 MD per 5 rd burst
2d6x10 MD per 10 rd burst
(Wood Rounds) 6d6 SDC single shot (1d4x10 HP to vampires)
2d4x10 SDC MD per 5 rd burst (2d4x10 HP to vampires)
6d6 MD per 10 rd burst (3d6x10 HP to vampires)
(Crowd Control rds)humans and human-sized D-Bees must roll a D20 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174)
Rate of Fire: EGCHH
Payload:800 rd magazine
Cost: 55,000 credits
c)12.7mm multi-barrel rail gun---A powerful 12.7mm quad-barrel cannon, similar to those carried by the PS K-12 Enforcer, and spewing a high speed barrage of explosive shells.
Range:4000 ft
Damage:1d6x10 MD per 40 rd burst
Rate of Fire:EPCHH.
Payload: 4,000 rds per gun(100 bursts)
Cost: 65,000 credits
d) Pulse Laser
Range: 4,000 feet
Damage: 4d6+2 per single shot, 2d4x10 for a triple pulse.
Rate of Fire: Standard
Payload: 200 shot battery or Unlimited linked to nuclear power source
Cost: 50,000 cr
e) Light Ion Cannon
Range: (Ion Bolt) 3,000 ft
(Spray Bolt)1,500 ft and affects a 15 ft wide area
Damage: (Ion Bolt) 1d6x10 MD per single bolt
(Spray Bolt) 4d6 MD to a 15 ft wide area
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage
Rate of Fire: Standard
Payload: 200 shot battery or Unlimited linked to nuclear power source
Cost: 65,000 credits
f)’Sparkler’ Ion Cannon---Based on PS ‘Arc-Gun’ technology
Range: 2,000 ft
Damage: 1d6x10 MD per bolt to primary target.
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(10 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.
50% chance of knocking out unshielded electronics(or 1d4 subsystems like radio, electronic image amplification, cybernetic sensory implant, or the like) for 1d4 melees.
Beings susceptible to electricity take DOUBLE damage.
Rate of Fire: Standard
Payload: 200 shot battery or Unlimited linked to nuclear power source
Bonuses: +2 to strike metallic targets
Cost: 42,000 credits
g)Light Plasma Cannon---Based on the PS ‘Lewiston’ Plasma Rifle
Range: 3,300 ft
Damage: 5d6 MD per shot, 2d4x10 MD for a four-shot burst
Rate of Fire: Standard
Payload: 200 shot battery or Unlimited linked to nuclear power source
Cost: 37,000 credits
2) (Optional) Nose Turret(1)---A centerline nose turret can be mounted, holding ONE of the following:
a) Grenade Launcher
Range: 5,000 ft
Damage: (Fragmentation) 4d6 MD to 12 ft area single rd, 2d6x10 MD to 40 ft area per 10-round burst
(Armor Piercing)1d6x10 to 3 ft area single rd, 3d6x10 MD to 8 ft area per 10-round burst
Rate of Fire: EGCHH
Payload: 200 rds
Cost: 50,000 credits
b)30mm Cannon
Weight: 180 lbs
Range: 7,000 ft
Damage:4d6 MD single rd, 1d6x10 MD two rd burst
Rate of Fire: Single shot or two-round burst
Payload: 100 rds
Cost: 40,000 credits
c)Anti-Theron Magic Disruptor Cannon(Type 1c-Lite)
Range: 3,000 ft
Damage: Does 6d6 HP/MDC damage(based on what the creature is)
Depending on how much PPE is present and how essential it is to an organism’s survival, damage varies:
Techno-Wizardry Devices(including TW generators), enchanted objects, rune weapons, and other magically-infused(but INANIMATE) objects are NOT affected and take no damage.
Non-magical beings. psychics, and ‘mundanes’ are unaffected and experience nothing aside from a slight tingling sensation, mild sunburn-like symptoms, and a passing feeling of nausea from a Disruptor strike.
Magic Users and other beings who have ‘learned’ or artificially acquired magical abilities(including tattoos and bioborg implants), but who can otherwise survive without magic present are affected, but the effects aren’t as dramatic. They do NOT get a save versus the disruption because all of their effort has gone into OPENING themselves to the supernatural and embracing their magical potential. They take normal damage as for the weapon’s damage rating.
Supernatural Creatures who possess some small measure of magical ability will suffer a greater degree of damage/injury. ...normal damage x1.5. Gargoyles, Brodkil, Lycanthropes, Shapeshifters(including Nightspawn), Possessees, Shifters, and Witches, are all examples of beings in this category. Note that if these beings were to possess bionics or other conditions that NEGATE their magical abilities(like Brodkil bionics) they lose this vulnerability, and are NOT affected, taking damage only as normal. These beings do NOT get a saving roll versus the PPE disruption.
‘High’ Supernatural Beings with a high level of, and reliance on, PPE will suffer greatly, taking DOUBLE damage. This includes Dragons, Angels, Demons, Splugorth, Faerie Folk, Demi-Gods. However, these beings DO get a roll to SAVE(same as save vs magic) versus their own PPE backfiring on them. A successful roll to save HALVES the damage done to them.
Creatures of Pure Magic that cannot survive without magic are the most seriously affected, and take TRIPLE damage. This covers ghosts, possessing entities, Undead, Elemental Beings, Alien Intelligences, and god-beings. However, these beings DO get a roll to SAVE(same as save vs magic) versus their own PPE backfiring on them. A successful roll to save NEGATES the damage done to them.
Golems, Iron Juggernauts, and other magically-powered automatons/automations will be effectively STUNNED, being paralyzed for 1d4 melees per shot, and will be unable to move or defend themselves, as magical energy shorts out and storms over them.
Other Effects:
*Magic Disruption----Each blast NEUTRALIZES HALF the number of PPE points that it does damage...these points are temporarily lost to the magic user/creature until it can regain them normally(by rest or drawing on other sources).
*Magical Forcefields take 1.5 normal damage.
*Invisible beings will be revealed by an anti-theron burst and will remain visible for 2d4 melees(gradually fading) as a result of residual anti-therons causing them to fluoresce and become visible to the naked eye.
Rate of Fire: EGCHH
Payload: A gallon-sized anti-theron cartridge that’s good for 200 shots before needing replacement.
Cost: EXCLUSIVE to PS/GNE units, not available for sale
d)Magepod TW Magic Projector System
Range: Varies by spell
Damage/Duration: Varies by spell
Rate of Fire: EPCHH
PPE Cost per Use: Varies by spell. However, the use of focusing elements and activator spells effectively reduces spell PPE cost by HALF.
(So you Technowizards aren’t flummoxed by PPE costs in a long-running battle, while the still relatively high PPE costs for the high-end spells keeps someone from using Sphere of Annihilation in every battle).
Payload: Draws from the main PPE Battery(the model fitted to the Penetrator has 200 PPE, 300 PPE if a TW model). In an emergency, the pilot, if they are a mage or psychic, can kick in their own PPE.
Bonuses: As per spell(if any)
Cost: The Aviation-weight mage Pod system costs about 1.9 million credits
Spell Cards cost (as per Jason Richards’ guidelines in Rifter #2) 5,000 credits per PPE cost of main spell plus an additional cost (as per following modifiers)
*500 credits per level of the creating caster(Mages’ time and PPE are money, so expect to pay more for the longer duration/higher power spells)
*Warlock spells cost 20% more, in addition to above modifiers, owing to the difficulties of adapting Elemental Magic to ‘conventional” magic systems.
3) (Optional) Wing Hardpoints---Ordnance can be mounted on the winglets, but reduces the stealth(reduce to-detect penalty to -15). Each wing has TWO hardpoints, each one of which can hold the following:
a) 15mm Micro-Missile Launcher(25 shot micro-missile launcher using Paladin Steel micro-missiles/rocket-propelled grenades)
Range:
Pattern-1A 5,700 ft
Pattern-1B 6,000 ft
Pattern-1C 6,000 ft
Pattern-1D 7,000 ft
Pattern-1E 7,500 ft
Damage/Bonuses:
Pattern-1A---1d4 MD to 2 ft blast radius
Pattern-1B---1d6 MD to 5 ft blast radius
Pattern-1C---4d6 MD to 4 ft blast radius, or 1d4 MD to a 10 ft blast radius in fragmentation mode
Pattern-1D----6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
Pattern-1E---1d4x10 MD to 3 ft blast radius
Bonuses:
Pattern-1A (None) Spin-Stabilized
Pattern-1B (None) Gyro-Compass Chip
Pattern-1C (+1 to strike, in addition to W.P. Heavy bonuses. The Pattern-1C can also be set to be a ‘beam rider’, following a laser illuminator ‘painted’ on the target for an extra +2 to strike. However, this requires expediture of an extra attack per melee on the part of the gunner to keep the laser illuminator on target) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip.
Pattern-1D (+2 to strike, in addition to W.P. Heavy bonuses. Like the Pattern-1C, the Pattern-1D can ‘beam-ride’...again, this requires the gunner to maintain target-lock at the cost of an additional APM, but the -1D is better able to remain on target if the lock is broken. Furthermore, the missile can be keyed to lock on to the laser illuminator of other gunners...done with a pre-determined key-chip...allowing squadmates to ‘paint’ targets for fellow soldiers with micro-missile launchers). Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip.
Pattern-1E(+4 to strike, in addition to W.P. Heavy bonuses, Same ‘beamrider’ capability as with Pattern-1D. ) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
Rate of Fire: Volleys of 1-10
Payload: 25-shot box cassette
Cost: 10,000 credits
Pattern-1A 25 credits per McM
Pattern-1B 32 credits per McM
Pattern-1C 60 credits per McM
Pattern-1D 95 credits per McM
Pattern-1E 220 credits per McM
b) 20mm Micro-Missile Launcher
Range: 8,000 ft for all types
Damage: (Pattern-2a) 4d4 MD to 2 ft blast radius
(Pattern-2b)6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
(Pattern-2c)(Incendiary)2d4 MD to 5 ft blast radius, does an additional 1d4 burn damage for 2d4 melees
Rate of Fire: Volleys of 1-10
Payload: 22-shot pod
Bonuses:(All Patterns)(+3 to strike airborne targets, +1 to strike ground targets) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
Cost: 25,000 credits
(Pattern-2a) 90 credits each
(Pattern-2b)130 credits each
(Pattern-2c)150 credits each
c) 30mm Micro-Missile Launcher
Range: 11,000 ft
Damage: (Pattern-3a) 4d6 MD single rd to 5 ft blast radius
(Pattern-3b) 1d4x10 MD to a 5 ft blast radius, or 3d6 MDC out to a 20 ft blast radius in fragmentation mode
(Pattern-3c)(Incendiary)2d6 MD to 5 ft blast radius, does an additional 1d4 burn damage for 2d4 melees
Rate of Fire: Volleys of 1-10
Bonuses:(All Patterns)(+3 to strike airborne targets, +1 to strike ground targets) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
Payload: 20 rds
Cost: 29,000 credits
(Pattern-3a) 90 credits each
(Pattern-3b)150 credits each
(Pattern-3c) 180 credits each
d)Mini-Missile Launcher(19-shot missile pod)----The main advantage this weapon has over the larger-payload PT-M20(described later) is its cost and higher rate of selective volley fire.
Rate of Fire: Volleys of 1-19(all)
Cost: 20,000 Credits(Missiles cost extra)
e) Short Range Missile Launcher(4 per hardpoint)
Cost: 20,000 Credits(Missiles cost extra)
f) Medium Range Missile Launcher(1 per hardpoint)
Cost: 20,000 Credits(Missiles cost extra)
g) Albatross IV/Shrike III---A ‘brilliant’ anti-aircraft missile, jointly developed with the New Roman Republic.
Range: 75 miles
Damage: 2d6x10 MD
Rate of Fire: Volley of 1
Payload: 1 per hardpoint
Bonus: +4 to strike
Cost: 60,000 credits. 10,000 credits per missile.
i) Heavy Hitter Anti-Armor Missiles---Laser-guided anti-armor missiles
Range: 1 mile(5,000 ft)
Damage: 2d4x10 MD
Rate of Fire: Volleys of 1,2,3,or 4
Payload: 4 shot pod per hardpoint
Bonus: +5 to strike ground targets(Aircraft are only +2 to strike)
Cost: 20,000 credits. 6,000 credits per missile
j) PS ‘Black Talon’ Light SAMs---PS’s ‘brilliant’ mini-missile.
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1,2,3, or 4(all)
Payload: 4
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)
Cost: 60 ,000 credits per launcher, 10,000 credits per missile
k) PS PTT-M20B Missile Rifle/Pod---Rather than carry a standard aviation-style missile pod, this box-style ‘missile rifle’ can be carried instead. An extremely popular CS knockoff, especially among pilots who plan on going up against flights of SAMAS, or other aircraft. The range and additional laser targeting system for the mini-missiles makes it a more effective and attractive weapon for use against hard to hit power armors or aircraft, but it is still popular against armor. Otherwise it is the same, right down to the laser and the pistol handgrips, and has the advantage of being able to be detached from the Yellowjacket’s undercarriage and being used by power armor, cyborgs, and exceptionally strong beings.
Weight: 110 lbs fully loaded. 80 lbs empty
MDC: 100
Range: (Mini-Missiles) Varies by Missile Type,
(Laser)2000 feet
Damage: (Mini-Missiles) Varies by Missile Type
(Laser) 2d6 MDC per shot
Rate of Fire: (Mini-Missiles)Volleys of 1, 2, or 4 for the missiles,
(Laser) Single shots (EGCHH)with laser.
Payload: (Mini-Missiles)20 missiles total (10 per tube),
(Laser) Effectively unlimited shots when attached to a vehicle
Bonuses: +1 to strike from laser targeting
Cost: 70,000 Cr
l) PS GL-20 40mm Automatic Grenade Launcher: This is the popular knockoff of the WI-GL20.
Range: 7,000 ft
Damage: Frag rounds do 4d6 MD to a 12-foot radius. AP rounds do 1d4x10 to a 3-foot blast radius, and Plasma rounds do 1d4x10+10 to a 5-foot radius. A 3-round burst of frag shells does 1d4x10 to a 15-foot radius, a burst of 3 AP shells does 2d4x10 to a 5-foot radius, and a burst of 3 plasma shells does 3d4x10 to an 8-foot blast radius A 5-round burst of frag shells does 1d6x10 to a 20-foot radius, a burst of 5 AP shells does 2d6x10 to a 6-foot area, and a burst of 5-plasma shells does 3d6x10 to a 10-foot radius. A 10-round burst of frag shells does 2d6x10 to a 40-foot radius. A 10-round AP burst does 3d6x10 to an 8-foot area, and a 10-round plasma burst does 4d6x10+10 to a 15-foot radius!!
Rate of Fire: Standard
Payload: 150 round drum clip.
Cost: 150,000 cr Frag Grenades cost 300 cr each, AP cost 400, and Plasma cost 500. Empty drum clips cost 200, empty short clips cost 100. PS offers special deals on buying fully loaded clips. A fully loaded Frag clip cots 30,500, a fully loaded AP clip costs 40,500, a fully loaded Plasma clip costs 50,500. (Short clips cost 12,500 for frag, 16,500 for AP, and 20,500 for plasma) costs include rounds, clip and a nominal loading fee, but it's still about a 20-25% discount.
m) PS-XMG Gatling Cannon----A six-barreled gatling cannon, firing a modified WI-23 5.56mm Explosive cartridge. The PS Gatlings trade damage potential per individual round for burst capability and better range using the better cartridge propellants and longer barrels. Mechanical design modeled after the pre-Rifts XM-214 ‘Six-Pak’ Mini-Gun. Excellent range, but low damage, and a tendency to empty the ammo drum, and wear out the barrels, too quickly in heated combat.
For monster hunting, this weapon can also be used to fire silver-plated bullets, each doing HP to vampires and werebeings.
Range: 13,000 ft
Damage:(5.56mm Explosive) 2d4x10 SDC SDC per single shot, 1d6 MD per 10-shot burst, 2d6 MD per 20-shot burst, and 1d6x10 MD per 100-shot burst(counts as TWO attacks),
Rate of Fire: ECHH
Payload: 40,000 rd(400 bursts) drum standard
n) 12.7mm Rapid Fire Gatling Cannon(2)--- Rapid-fire multi-barrel railguns, the same as installed on PS’s PSA-12 power armors. These weapons have an advantage over the lasers in that they deliver more kinetic punch, and thus are more effective against targets that are resistant to energy weapons.
Range:4000 ft
Damage:1d6x10 MD per 40 rd burst
2d6x10 MD for a simultaneous double burst from both guns.
Rate of Fire:EPCHH. Can only fire bursts.
Payload: 2,400 rds per gun(80 bursts)
o) Light Autocannon---The 20mm Taskin Rifle, mounted in a vehicle pod
Range: 3,000 ft
Damage:(20mm) 1d4 MD single shot
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
(Super-HEX) 4d4 MD single shot
1d6x10 MD per 5 rd burst
2d6x10 MD per 10 rd burst
(Wood Rounds) 6d6 SDC single shot (1d4x10 HP to vampires)
2d4x10 SDC MD per 5 rd burst (2d4x10 HP to vampires)
6d6 MD per 10 rd burst (3d6x10 HP to vampires)
(Crowd Control rds)humans and human-sized D-Bees must roll a D20 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174)
Rate of Fire: EGCHH
Payload:500 rd magazine
Cost: 20,000 credits
p) 30mm AutoCannon
Range: 9,500 ft
Damage:4d6 MD single rd, 1d6x10 MD two rd burst, 5d6x10 MD for a 5-rd burst!
Rate of Fire: Single shot ,two-round, or five-round burst
Payload: 150 rds
Cost: 100,000 credits
q) Light Gunpod----Light Rail Gun---A copy of the Coalition’s own C-200 ‘Dead Man’ rail gun.
Range: 4,000 ft
Damage: 1d4 MD single rd, 4d6 MD per 20 rd burst
Rate of Fire: ECHH
Payload:400 rd drum(20 bursts)
r)IH-100 Rail Gun (PS-100)
Weight: 300 lbs
Range: 4000 ft
Damage: 1d4 MD single rd, 1d6x10 MD 60 rd burst
Rate of Fire:EPCHH
Payload:12,000 rd drum(200 bursts)
Cost: 80,000 credits
s)KTH-65 32mm Assault Rail Gun (Raven)(2, Sponson-mounted)----Designed with the needs of a heavy infantry squad in mind, Kera-Tech Industries developed the KTH-65 for long range combat in both atmosphere and in space. the KTH-65 can penetrate most any known armour with ease with a high-velocity burst. With the enhanced capability of variable rounds, numerous different combat roles can be filled by the KTH-65. The weapon is also manufactured under license by Paladin Steel on the East Coast.
Range: 5,500 ft
Damage: Varies by shell type
Shell Types:
APFS-DU (Armour Piercing Fin Stabilized, Depleted Uranium) - 5D6x10, no
blast radius
HESH (High Explosive Squash Head) - 5D6 MD plus 5D6 SDC to the person(s) inside the object.
HE (High Explosive) 1D6x10 to a 5 (16ft) radius
HEG (High Explosive, Guided) - 2D6x10 to a 2m (7ft) radius
Rate of Fire: single shots, ECHH
Payload: 60 rds each
t)PS XL-16-PM Pulse Laser: Similar to the JA-12 Juicer Assassin's Rifle, or the Wilk's 457 pulse rifle, it is tied into the aerodyne’s internal power supplies and targeting controls.
Range: 4000 feet
Damage: 4d6+2 per single shot, 2d4x10 for a triple pulse.
Rate of Fire: Standard
Payload: 200 shot battery or Unlimited linked to nuclear power source
Cost: 60,000 cr
u)Magnetic Anomaly Detector(MAD) ‘Badmitten Bird’ Sensor----The magnetometer has a range of 4,000 ft and can detect vehicles and other metallic structures with 80% accuracy
v) Stretcher Pod----Alternatively, the hardpoint can carry an external armored stretcher pod for transporting sick or injured personnel---Each stretcher pod has 120 MDC and remote link patient monitoring.
Variants:
*PSAH-204(TW)---TechnoWizardry-enhanced version powered by a TW powerplant and having the following additional mystech features:
-Mystical Stealth System----Renders the aircraft silent and invisible, even during the day. Great for evading detection, surveillance, and tailing, but the moment the aircraft takes any sort of aggressive manuever, the stealth drops and the aircraft can be readily detected. Costs 20 PPE per 3 minutes of activation.
-Nightcloak System---Effective only at night, this system renders the aircraft virtuallly invisible in darkness; enemies are -6 to strike, -4 to dodge. Costs 10 PPE per 30 minutes.
-Impervious to Energy( 5 minutes per 20 PPE)
-Protective Energy Field(50 MDC per 10 PPE, 10 minutes per 10 PPE)
-Leyline Booster(Accelerates the ‘copter up to 50% greater top speed when on a leyline, -10% to pilot skill when engaged)
-(TW) Spinning Blades----A modified application of the Spinning Blades spell, this system converts conventional propellor blades into powerful melee weapons.....When activated, a series of mystical blades(typically3- 12) appear in a floating circle ahead and slightly wider than the arc of the converted propellor . These blades then spin like a demonic buzzsaw, protecting the engine and shredding anything that gets in front of them(acting as a limited protective mechanism). A favorite with daredevil pilots who like getting up close and personal with enemy aircraft, or who like flying through swarms of monsters like Gargoyles, Xiticix, and Winged Black Men, shredding them as they fly past.
Range: Melee(typically 3-4 ft ahead of the props, and up to half the prop radius out (about 15 ft diameter). in the case of the Penetrator, they describe a 10 ft extra radius around the aircraft, and can be angled up or down as much as 30 ft, allowing the ‘copter to hit targets on the ground.
Damage: Does 2d6 MD per blade, 8d6 MD for a full four-blade strike.
Duration: 10 melee rounds( 2.5 minutes per activation)
Bonus: Also has a +6 to parry rail gun rounds, autocannon shells, and other projectiles aimed at the propellers
PPE Activation Cost: 20 PPE per activation
*PSAH-204(E-TW)---(Aka ‘GhostWind’) Variant of the PSAH-204(TW), replacing the TW powerplant with an Air Elenimal. The main advantages are better rough weather performance, and the ability to more easily generate tornado-force winds.
-The use of the Air Eleminal powerplant means that the aircraft has NO foul weather penalties for flying in windy conditions, nor does it suffer icing.
-*Tornado/Waterspout----A more localized cyclonic storm, that is generated and directed just like
the Hurricane.
Range: 100 ft area...copter can safely exit the tornado at 600 ft altitude
Tornado travels at 150 MPH
Damage: Stationary structures suffer 4d6x10 MD and trees uprotted in 15 seconds. Anything actually
sucked into the funnel takes 3d6x10 MD per melee, then is ejected after 1d6 melees, suffering an
additional 2d6x10 MD. If on water; 50% chance of capsizing small craft, 30% chance of capsizing
medium-sized ships(coast guard cutter sized), 10% chance of overturning large vessels, no chance of
upsetting carrier- and supertanker-sized vessels(may mess up the upper works, though).
Rate of Fire: 1 tornado created per activation
Payload:Lasts 10 minutes per activation; pumping in additional PPE can extend the duration of the
waterspout
PPE Usage per Activation: 45