Paladin Steel Storefront
Moderators: Immortals, Supreme Beings, Old Ones
- ZINO
- Knight
- Posts: 4097
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: Paladin Steel Storefront
abtex wrote:taalismn wrote:abtex wrote:taalismn wrote:Paladin Steel AH-204 Penetrator Light Stealth Helo
Equipped withtaalismn wrote:v) Stretcher Pod --- Alternatively, the hardpoint can carry an external armored stretcher pod for transporting isck or injured personnel --- Each stretcher pod has 120 MDC and remote link patient monitoring.
We can use it to transport ZINO to the hospital the next time he works on his room. Then use the copter's weapons load to 'clean' it for him.
isck?
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
- Posts: 4097
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: Paladin Steel Storefront
taalismn wrote:abtex wrote:taalismn wrote:Paladin Steel AH-204 Penetrator Light Stealth Helo
[url]images3.jetphotos.net/.../ 6/39124_1065780603.jpg[/url]
Something is missing in the link above.
http://www.aviastar.org/helicopters_eng/bell_penetrator.php
Nice.
Have been wondering about Helicopters and Elenimals. Maybe using them in other STOL, VTOL or S/VTOL aircraft as well.
Enjoying any other secretprojects'?
I've got a PILE of hardcopies of various land vehicles and naval projects that have features that can be applied to PS products(if not adapted wholesale), sitting next to my computer.
use that scanner man
let your YES be YES and your NO be NO but plz no maybe
- taalismn
- Priest
- Posts: 48673
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Paladin Steel/CTRL ‘Emphus’ Light Recon Robot
(aka ‘Squab’, ‘Pigeon’, ‘Clay Pigeon’, ‘Fart-Bug’, ‘Flatulent Flea’)
http://i408.photobucket.com/albums/pp164/taalismn/img125.jpg
“You want to know how to survive if you’re assigned to an Emphus? Easy. DO. NOT. STOP. MOVING. Don’t stop, don’t even slow down to see how much damage you just did with an attack, don’t pause long enough for anybody to draw a bead on you. If you can, shoot. Shoot often. But do NOT slow down, Even infantry will chew up a Clay Pigeon given half the chance, and you will not give them that chance. Not if you want to live.”
---Lieutenant Jeremiah Allard, CTRL Military Liaison to Greater New England, addressing an orientation class of robot pilots at New West Point.
The Emphus is a Corianus Typhen Rosette League design for a light fast hover-bot that could be used for scouting and light raiding functions. The design saw mass-production in the CTRL during a period of relative peace, when the military had funding to spend on experimental concepts without wartime pressurization and combat reports to winnow and refine ideas.
Described as looking like ‘the bastard offspring of a light attack helicopter and a two-legged beetle’, the Emphus barely qualifies as a ‘robot’ vehicle, by virtue of its two large positionable thruster-legs and a pair of small retractable manipulator arms. Armed with a small pulse laser turret in the nose and a large light missile launcher in the rear, the Emphus relies primarily on its speed and ability to spot trouble in advance, using its sophisticated sensor array, to wend its way through the battlefield unscathed.
Though fast and agile, the Emphus as a concept failed to live up to expectation; dedicated recon aircraft proved faster, and an increasing field of flying power armor designs proved more agile and versatile. The Emphus proved unpopular with frontline crews, earning such names as ‘Squab’ and ‘Clay Pigeon’, especially when commanders began using Emphus squadrons as decoys for other units. The ungainly waddle of the two stiff legs won few friends, while its beetle-like appearance with two large thruster venturi sticking out the nether-end won it such reputation-destroying nicknames as ‘the flatulent flea’ and ‘phutt-butt’. When better-balanced designs such as the Agincourt and Gondal began arriving in numbers, the Emphuses were withdrawn to second-line security duties or converted into ECM platforms(where at least they were able to remain more distant from combat). While the design did relatively well as a security mech, the Emphus was still largely regarded as a flop by the normally more careful and thoughtful CTRL engineering establishment.
Perhaps cynically, the CTRL provided their Rifts Earth GNE allies with several hundred Emphuses as part of their trade alliance, clearing out several reserves of the disliked mecha and earning them a reprieve from being scrapped outright. Whatever slight might have been unintentionally paid by this generous gift was overlooked by the GNE, as the CTRL had already shared a number of other more cutting edge designs with them. After some field trials, the Greater New England Armed Services saw no real advantage to the design either and uses only a handful of Emphuses in various secondary and tertiary duties, but with several hundred examples on hand, GNEAS and PS engineers have seen fit to tinker with the design, and have come up with a number of marginally more useful configurations. The Emphuses have also been sold in small numbers to various GNE/Alliance-affiliated paramilitaries and adeventurer groups.
Type: PS/CTRL-LRR-EPHUS05 Emphus
Class: Light Recon Robot Vehicle
Crew: One; a single passenger can squeeze into the cockpit behind the pilot, but conditions will be cramped.
MDC/Armor by Location:
Main Body 300
Crew Compartment 100
Nose Turret 50
Arms(2) 40 each
Hands(2) 15 each
Legs(2) 110 each
Rear Thrusters(2) 80 each
Missile Launchers(4) 50 each
Height: 15 ft
Width: 9 ft
Length: 24 ft
Weight: 18 tons
Cargo: Small space in crew compartment for a survival pack, sidearm(s), and a few small personal possessions.
Physical Strength: Robotic P.S. of 30
Powerplant: Nuclear Fusion with 20 year energy life
Speed:
(Running) 35 MPH
(Leaping)12 ft up/across standing jump, 20 ft up/across w/ running leap. A rocket-powered leap can carry the ‘bot 250 ft up/across in a single bound.
(Flying) 260 MPH, maximum altitude 10,000 ft
(Underwater) Can run along the bottom at 5 MPH, maximum depth of 1 mile
Market Cost: 19 million credits
Systems of Note:
Standard Basic Robot Systems, plus:
*Long Range Radar ---Range: 80 miles
*Ground Radar Scanner---The nose holds a short-range microwave radar for groundsearching minefields(in theory, the ground radar sound be able to detect even non-metallic mines, but takes twice as long).
Range: The ground radar has a range of 3,000 ft, and has a 90% chance of detecting metal-cased mines, 60% chance of detecting non-metallic ordnance.
*Magnetometer Probe---MAD (Magnetic Anomaly Detector) sensor for detecting armored vehicles and robots.
Range:The magnetometer has a range of 8,000 ft and can detect vehicles and other metallic structures with 80% accuracy. Powered-up rail guns and fusion nuclear containment fields can be detected out to 16,000 ft.
*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 operator(typically the commander) has a Read Sensory Instruments or Radio: Scramblers skill and devotes a full melee to operating the system(no other attacks/actions are possible). Having an Electronic Warfare Skill gains a +15% bonus to operating this system.
Note that this only applies to recieved communications(the system filters them out from the jamming clutter) and sensory data recieved by that unit alone(other units cannot make use of it, unless they have an unaffected datalink/info-share with the ECCM equiped unit. Magic/psychic jamming is NOT affected by this system.
Weapons Systems:
1) Nose Pulse Laser Turret(1)---A helicopter-style nose turret that can swivel up and down and side to side, linked to a helmet-mounted sight worn by the pilot.
Range: 4,000 ft
Damage:4d6 MD single shot, 8d6 MD pulse burst
Rate of Fire: EPCHH
Payload: Effectively Unlimited
2) ‘Pinion’ Missile Packs(4)---The ‘beetleback’ of the Emphus conceals an array of mini- and short-range missile launchers; four individual missile racks fold out wing-like to clear for firing. When not in use they fold back and are protected from the elements by sliding panels. Paladin Steel has since modified the launcher designs to fire PS-manufactured ‘smart’ missiles, and has even experimented with ‘metalstorm’-style tubular magazine mortars and mine launchers.
a) Mini-Missiles---24 per launcher
b) Short Range Missiles----12 per launcher
c) Copperhead ATMissiles
Range: 1 mile
Damage: Armor-piercing:2d4x10 MD, no blast radius
Rate of Fire:Volleys of 1-6
Payload: 12 per launcher
Bonuses: +5 to strike
d) Black Talon L-SAMs
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1-12
Payload: 12 per launcher
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)
Hand to Hand Combat
Use the bonuses for Recon Robots, plus the following:
+2 Dodge
Restrained Punch 6d6 SDC
Full Strength Punch 1d4 MD
Power Punch(2 attacks) Not possible
Tear/Pry with Hands
Body Block/Tackle 2d6 MD
Stomp 1d6 MD
Kick 2d4 MD
Options:
*Leg Missile Packs---Detachable missile racks can be bolted to the legs of the Emphus.
-Mini-Missiles---12 per launcher. Cost: 100,000 credits each
-Short Range Missiles---6 per launcher. Cost: 250,000 credits each
*PS-L-CIWS Vulcan Chain Gun(aka “Button Gun”)---This installation, introduced on the Type 9 Weapons Carrier, then adapted as an air defense weapon option for the VW Camper Gunship, has been adapted for shipboard use as PS’s standard light maritime weapons system, but is often mounted on other vehicles as well(in this case, on the Emphus’s back, behind the cockpit). The system is a very compact and neat installation that takes up little space, and has been compared to the pre-Rifts Russian ADMG-630 30mm Gatling CIWS that saw extensive service aboard Russian warships. The PS-L-CIWS is often called the “Button Gun” because of its squat, flattened dome-like turret.
Early experiments with this system led to some embarassing and concussive incidents when the anti-missile system accidentally triggered on the ‘mech’s own missiles. The system had to be modified with an automatic interrupter cut-out that disabled the anti-missile system when the Emphus’s missile launchers were actuve, and turning back on when the launch cells were not powered up in firing mode.
Range: 4,000 ft
Damage: 1d4x10 MD per 20 rd burst(can only fire bursts)
Rate of Fire: EGCHH, as an automated defense system linked to a radar/sensor system, the “Button Gun” has a +2 to strike, and four attacks per melee.
Payload:4,000 rd drum(100 bursts)
Cost: 30,000 credits
*PS-L-CIWS(L)---Similar to the ‘Button Gun’, but mounting a light pulse laser instead.
Range: 4,500 ft
Damage: 6d6 MD per pulse burst
Rate of Fire: EGCHH, as an automated defense system linked to a radar/sensor system, the “Button Gun” has a +3 to strike, and four attacks per melee.
Payload:Effectively unlimited
Cost: 50,000 credits
*Laser Illuminator---’Paints’ targets for laser-guided weaponry. Range of 3 miles and gives a +1 to strike for L-G ordnance.
Cost: 8,000 credits
Variants:
*LRR-EPHUS05A---This was the original Emphus, which lacked the missile launchers and carried only the nose cannon. In place of the missile launchers was a large dual-mode air/land radar system with a 150 mile range . Only a dozen of the ‘A’ model were produced and they mercifully never saw combat, eventually finishing their days as weather monitoring aircraft on the House Severin homeworld of Teloch. None are known to have been transfered to Rifts Earth.
*LRR-EPHUS05E---An Electronic Warfare variant of the Emphus, the ‘E’ model was modified with a two-seat cockpit and sacrificed the missile armament to install a powerful jamming suite in its place. Many original model Emphuses were converted to this type after being withdrawn from front line service.
*Jamming Suite---A 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 60 mile radius.
*LRR-EPHUS05G---A ‘heavy combat’ variant produced by Paladin Steel, the ‘G’ sacrifices some speed to add armor and armament. The variant installs large-capacity versions of the optional leg missile packs, adds a pair of rail guns and a winglet-mounted hardpoint
1) Reduced Speed: (Running) 30 MPH
(Flying) 220 MPH, maximum altitude 10,000 ft
2) Additional Armor---400 Main Body, Legs 180 each
3) Leg Missile Launchers
-Mini-Missiles---18 per launcher
-Short Range Missiles---10 per launcher
4) Winglet Rail Guns----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)
5) Winglet Hardpoint(2, one per winglet)
a) Micro-Missiles---25 shot pod
b) Mini-Missiles----19 shot pod
c) Short Range Missiles----5 shot box
d) Copperhead ATMissiles
Range: 1 mile
Damage: Armor-piercing:2d4x10 MD, no blast radius
Rate of Fire:Volleys of 1-5
Payload: 5 per launcher
Bonuses: +5 to strike
e) Black Talon L-SAMs
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1-4
Payload: 4 per launcher
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)
*LRR-EPHUS05H---Nicknamed the ‘Sting-Monger’ this variant mounts 20mm micromissile launchers in place of larger missile launchers.
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 1-24
Payload: 72 per launcher, with a total of 432 between the six launchers.
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: 28,000 credits (3,000 for the launcher assembly, 25,000 for the sighting package)
(Pattern-2a) 90 credits each
(Pattern-2b)130 credits each
(Pattern-2c)150 credits each
*LRR-EPHUS05M---Mine warfare variant, mounting multiple tube mine dispersal batteries in place of missile launchers. Has six launchers consisting of 20 tubes each, with 5 mines in each tube. Can also be used to spread surface sensors instead of mines.
Range: Submunnitions can be launched up to 300 ft out to either side of the mech’s flight path.
Damage:
(HE mine) 5d6 MD to 10 ft area
(Fragmentation Mine) 4d6 MD to 18 ft area
Rate of Fire: A SAW can volley its submunitions in any combination
Payload:(5x20x6) 600 HE/anti-vehicle grenades/ Fragmentation Mines
*LRR-EPHUS05N---Nicknamed the ‘Beekeeper’ this is a drone carrier, meant to carry swarms of small ultra-light RPV and autonomous baseball-sized flying sensor drones in place of missiles.
MDC of Drones: 5
Range: Battery life of 2 hours
Speed: 35 MPH, maximum altitude 1,000 ft
Sensors: Basic Optical Sensors, Basic Audio, InfraRed, Low-Lite, Laser Rangefinder. Motion Detector: 20 ft range. Radio/Video Telemetry: 18 mile range
Payload: 120 drones
*LRR-EPHUS05S---A space-adapted variant of the Emphus, the ‘Rock Dove’ has proven arguably much more useful and surprisingly effective.
1) Space Mobility---Can rocket along at Mach 4.2 in space
(aka ‘Squab’, ‘Pigeon’, ‘Clay Pigeon’, ‘Fart-Bug’, ‘Flatulent Flea’)
http://i408.photobucket.com/albums/pp164/taalismn/img125.jpg
“You want to know how to survive if you’re assigned to an Emphus? Easy. DO. NOT. STOP. MOVING. Don’t stop, don’t even slow down to see how much damage you just did with an attack, don’t pause long enough for anybody to draw a bead on you. If you can, shoot. Shoot often. But do NOT slow down, Even infantry will chew up a Clay Pigeon given half the chance, and you will not give them that chance. Not if you want to live.”
---Lieutenant Jeremiah Allard, CTRL Military Liaison to Greater New England, addressing an orientation class of robot pilots at New West Point.
The Emphus is a Corianus Typhen Rosette League design for a light fast hover-bot that could be used for scouting and light raiding functions. The design saw mass-production in the CTRL during a period of relative peace, when the military had funding to spend on experimental concepts without wartime pressurization and combat reports to winnow and refine ideas.
Described as looking like ‘the bastard offspring of a light attack helicopter and a two-legged beetle’, the Emphus barely qualifies as a ‘robot’ vehicle, by virtue of its two large positionable thruster-legs and a pair of small retractable manipulator arms. Armed with a small pulse laser turret in the nose and a large light missile launcher in the rear, the Emphus relies primarily on its speed and ability to spot trouble in advance, using its sophisticated sensor array, to wend its way through the battlefield unscathed.
Though fast and agile, the Emphus as a concept failed to live up to expectation; dedicated recon aircraft proved faster, and an increasing field of flying power armor designs proved more agile and versatile. The Emphus proved unpopular with frontline crews, earning such names as ‘Squab’ and ‘Clay Pigeon’, especially when commanders began using Emphus squadrons as decoys for other units. The ungainly waddle of the two stiff legs won few friends, while its beetle-like appearance with two large thruster venturi sticking out the nether-end won it such reputation-destroying nicknames as ‘the flatulent flea’ and ‘phutt-butt’. When better-balanced designs such as the Agincourt and Gondal began arriving in numbers, the Emphuses were withdrawn to second-line security duties or converted into ECM platforms(where at least they were able to remain more distant from combat). While the design did relatively well as a security mech, the Emphus was still largely regarded as a flop by the normally more careful and thoughtful CTRL engineering establishment.
Perhaps cynically, the CTRL provided their Rifts Earth GNE allies with several hundred Emphuses as part of their trade alliance, clearing out several reserves of the disliked mecha and earning them a reprieve from being scrapped outright. Whatever slight might have been unintentionally paid by this generous gift was overlooked by the GNE, as the CTRL had already shared a number of other more cutting edge designs with them. After some field trials, the Greater New England Armed Services saw no real advantage to the design either and uses only a handful of Emphuses in various secondary and tertiary duties, but with several hundred examples on hand, GNEAS and PS engineers have seen fit to tinker with the design, and have come up with a number of marginally more useful configurations. The Emphuses have also been sold in small numbers to various GNE/Alliance-affiliated paramilitaries and adeventurer groups.
Type: PS/CTRL-LRR-EPHUS05 Emphus
Class: Light Recon Robot Vehicle
Crew: One; a single passenger can squeeze into the cockpit behind the pilot, but conditions will be cramped.
MDC/Armor by Location:
Main Body 300
Crew Compartment 100
Nose Turret 50
Arms(2) 40 each
Hands(2) 15 each
Legs(2) 110 each
Rear Thrusters(2) 80 each
Missile Launchers(4) 50 each
Height: 15 ft
Width: 9 ft
Length: 24 ft
Weight: 18 tons
Cargo: Small space in crew compartment for a survival pack, sidearm(s), and a few small personal possessions.
Physical Strength: Robotic P.S. of 30
Powerplant: Nuclear Fusion with 20 year energy life
Speed:
(Running) 35 MPH
(Leaping)12 ft up/across standing jump, 20 ft up/across w/ running leap. A rocket-powered leap can carry the ‘bot 250 ft up/across in a single bound.
(Flying) 260 MPH, maximum altitude 10,000 ft
(Underwater) Can run along the bottom at 5 MPH, maximum depth of 1 mile
Market Cost: 19 million credits
Systems of Note:
Standard Basic Robot Systems, plus:
*Long Range Radar ---Range: 80 miles
*Ground Radar Scanner---The nose holds a short-range microwave radar for groundsearching minefields(in theory, the ground radar sound be able to detect even non-metallic mines, but takes twice as long).
Range: The ground radar has a range of 3,000 ft, and has a 90% chance of detecting metal-cased mines, 60% chance of detecting non-metallic ordnance.
*Magnetometer Probe---MAD (Magnetic Anomaly Detector) sensor for detecting armored vehicles and robots.
Range:The magnetometer has a range of 8,000 ft and can detect vehicles and other metallic structures with 80% accuracy. Powered-up rail guns and fusion nuclear containment fields can be detected out to 16,000 ft.
*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 operator(typically the commander) has a Read Sensory Instruments or Radio: Scramblers skill and devotes a full melee to operating the system(no other attacks/actions are possible). Having an Electronic Warfare Skill gains a +15% bonus to operating this system.
Note that this only applies to recieved communications(the system filters them out from the jamming clutter) and sensory data recieved by that unit alone(other units cannot make use of it, unless they have an unaffected datalink/info-share with the ECCM equiped unit. Magic/psychic jamming is NOT affected by this system.
Weapons Systems:
1) Nose Pulse Laser Turret(1)---A helicopter-style nose turret that can swivel up and down and side to side, linked to a helmet-mounted sight worn by the pilot.
Range: 4,000 ft
Damage:4d6 MD single shot, 8d6 MD pulse burst
Rate of Fire: EPCHH
Payload: Effectively Unlimited
2) ‘Pinion’ Missile Packs(4)---The ‘beetleback’ of the Emphus conceals an array of mini- and short-range missile launchers; four individual missile racks fold out wing-like to clear for firing. When not in use they fold back and are protected from the elements by sliding panels. Paladin Steel has since modified the launcher designs to fire PS-manufactured ‘smart’ missiles, and has even experimented with ‘metalstorm’-style tubular magazine mortars and mine launchers.
a) Mini-Missiles---24 per launcher
b) Short Range Missiles----12 per launcher
c) Copperhead ATMissiles
Range: 1 mile
Damage: Armor-piercing:2d4x10 MD, no blast radius
Rate of Fire:Volleys of 1-6
Payload: 12 per launcher
Bonuses: +5 to strike
d) Black Talon L-SAMs
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1-12
Payload: 12 per launcher
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)
Hand to Hand Combat
Use the bonuses for Recon Robots, plus the following:
+2 Dodge
Restrained Punch 6d6 SDC
Full Strength Punch 1d4 MD
Power Punch(2 attacks) Not possible
Tear/Pry with Hands
Body Block/Tackle 2d6 MD
Stomp 1d6 MD
Kick 2d4 MD
Options:
*Leg Missile Packs---Detachable missile racks can be bolted to the legs of the Emphus.
-Mini-Missiles---12 per launcher. Cost: 100,000 credits each
-Short Range Missiles---6 per launcher. Cost: 250,000 credits each
*PS-L-CIWS Vulcan Chain Gun(aka “Button Gun”)---This installation, introduced on the Type 9 Weapons Carrier, then adapted as an air defense weapon option for the VW Camper Gunship, has been adapted for shipboard use as PS’s standard light maritime weapons system, but is often mounted on other vehicles as well(in this case, on the Emphus’s back, behind the cockpit). The system is a very compact and neat installation that takes up little space, and has been compared to the pre-Rifts Russian ADMG-630 30mm Gatling CIWS that saw extensive service aboard Russian warships. The PS-L-CIWS is often called the “Button Gun” because of its squat, flattened dome-like turret.
Early experiments with this system led to some embarassing and concussive incidents when the anti-missile system accidentally triggered on the ‘mech’s own missiles. The system had to be modified with an automatic interrupter cut-out that disabled the anti-missile system when the Emphus’s missile launchers were actuve, and turning back on when the launch cells were not powered up in firing mode.
Range: 4,000 ft
Damage: 1d4x10 MD per 20 rd burst(can only fire bursts)
Rate of Fire: EGCHH, as an automated defense system linked to a radar/sensor system, the “Button Gun” has a +2 to strike, and four attacks per melee.
Payload:4,000 rd drum(100 bursts)
Cost: 30,000 credits
*PS-L-CIWS(L)---Similar to the ‘Button Gun’, but mounting a light pulse laser instead.
Range: 4,500 ft
Damage: 6d6 MD per pulse burst
Rate of Fire: EGCHH, as an automated defense system linked to a radar/sensor system, the “Button Gun” has a +3 to strike, and four attacks per melee.
Payload:Effectively unlimited
Cost: 50,000 credits
*Laser Illuminator---’Paints’ targets for laser-guided weaponry. Range of 3 miles and gives a +1 to strike for L-G ordnance.
Cost: 8,000 credits
Variants:
*LRR-EPHUS05A---This was the original Emphus, which lacked the missile launchers and carried only the nose cannon. In place of the missile launchers was a large dual-mode air/land radar system with a 150 mile range . Only a dozen of the ‘A’ model were produced and they mercifully never saw combat, eventually finishing their days as weather monitoring aircraft on the House Severin homeworld of Teloch. None are known to have been transfered to Rifts Earth.
*LRR-EPHUS05E---An Electronic Warfare variant of the Emphus, the ‘E’ model was modified with a two-seat cockpit and sacrificed the missile armament to install a powerful jamming suite in its place. Many original model Emphuses were converted to this type after being withdrawn from front line service.
*Jamming Suite---A 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 60 mile radius.
*LRR-EPHUS05G---A ‘heavy combat’ variant produced by Paladin Steel, the ‘G’ sacrifices some speed to add armor and armament. The variant installs large-capacity versions of the optional leg missile packs, adds a pair of rail guns and a winglet-mounted hardpoint
1) Reduced Speed: (Running) 30 MPH
(Flying) 220 MPH, maximum altitude 10,000 ft
2) Additional Armor---400 Main Body, Legs 180 each
3) Leg Missile Launchers
-Mini-Missiles---18 per launcher
-Short Range Missiles---10 per launcher
4) Winglet Rail Guns----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)
5) Winglet Hardpoint(2, one per winglet)
a) Micro-Missiles---25 shot pod
b) Mini-Missiles----19 shot pod
c) Short Range Missiles----5 shot box
d) Copperhead ATMissiles
Range: 1 mile
Damage: Armor-piercing:2d4x10 MD, no blast radius
Rate of Fire:Volleys of 1-5
Payload: 5 per launcher
Bonuses: +5 to strike
e) Black Talon L-SAMs
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1-4
Payload: 4 per launcher
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)
*LRR-EPHUS05H---Nicknamed the ‘Sting-Monger’ this variant mounts 20mm micromissile launchers in place of larger missile launchers.
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 1-24
Payload: 72 per launcher, with a total of 432 between the six launchers.
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: 28,000 credits (3,000 for the launcher assembly, 25,000 for the sighting package)
(Pattern-2a) 90 credits each
(Pattern-2b)130 credits each
(Pattern-2c)150 credits each
*LRR-EPHUS05M---Mine warfare variant, mounting multiple tube mine dispersal batteries in place of missile launchers. Has six launchers consisting of 20 tubes each, with 5 mines in each tube. Can also be used to spread surface sensors instead of mines.
Range: Submunnitions can be launched up to 300 ft out to either side of the mech’s flight path.
Damage:
(HE mine) 5d6 MD to 10 ft area
(Fragmentation Mine) 4d6 MD to 18 ft area
Rate of Fire: A SAW can volley its submunitions in any combination
Payload:(5x20x6) 600 HE/anti-vehicle grenades/ Fragmentation Mines
*LRR-EPHUS05N---Nicknamed the ‘Beekeeper’ this is a drone carrier, meant to carry swarms of small ultra-light RPV and autonomous baseball-sized flying sensor drones in place of missiles.
MDC of Drones: 5
Range: Battery life of 2 hours
Speed: 35 MPH, maximum altitude 1,000 ft
Sensors: Basic Optical Sensors, Basic Audio, InfraRed, Low-Lite, Laser Rangefinder. Motion Detector: 20 ft range. Radio/Video Telemetry: 18 mile range
Payload: 120 drones
*LRR-EPHUS05S---A space-adapted variant of the Emphus, the ‘Rock Dove’ has proven arguably much more useful and surprisingly effective.
1) Space Mobility---Can rocket along at Mach 4.2 in space
-------------
"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
------------
"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
------------
- ZINO
- Knight
- Posts: 4097
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: Paladin Steel Storefront
wow!!!!! Dame love it
let your YES be YES and your NO be NO but plz no maybe
- taalismn
- Priest
- Posts: 48673
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Should have another flood of stuff coming along in a coupla weeks or so...Been rather motivated of late...It's low-end stuff, though; not war-winners, unless you adopt the business model that selling a lot of them buys bigger projects...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"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
------------
Re: Paladin Steel Storefront
taalismn wrote:Should have another flood of stuff coming along in a coupla weeks or so...Been rather motivated of late...It's low-end stuff, though; not war-winners, unless you adopt the business model that selling a lot of them buys bigger projects...
Hey, sometimes smaller cheap stuff is good. Arm a village you save one day may provide enough fire power at a later time when you really need it.
- taalismn
- Priest
- Posts: 48673
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
kronos wrote:taalismn wrote:Should have another flood of stuff coming along in a coupla weeks or so...Been rather motivated of late...It's low-end stuff, though; not war-winners, unless you adopt the business model that selling a lot of them buys bigger projects...
Hey, sometimes smaller cheap stuff is good. Arm a village you save one day may provide enough fire power at a later time when you really need it.
Manpower too...good help's hard to find these days. And trading concessions...always a good thing to promote. "Our guns and armor are good, and not pointed at you, and you can buy'em real cheap too. Think you can give us a discount on that bauxite you have around here?"
-------------
"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
------------
"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
------------
- taalismn
- Priest
- Posts: 48673
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Paladin Steel/Aegis Stellar Industries ‘Aquarius’ Light FTL Space Pod
(aka ‘LunieBug’, ‘Lovell-Bug’, ‘Buggy’, ‘Lemmie’)
“Oh, you can’t seriously be considering landing THERE...”
“In this baby? Watch me!”
“Landing on top of a SKYSCRAPER?! ON THE PENTHOUSE PATIO?!”
“Surprised? Well, imagine how much more surprised those guys down there will be! Just do your part and do it fast, and we’ll be in and out before they know it!”
The PS ‘Aquarius’ is a minimal-size starcraft that, like the Scobee- and Heston-class space pods, is based on the appearance and general configuration of archaic Human spacecraft, in this case the Lunar Excursion Module(LEM). The SpaceBug shares the same ungainly, spindle-legged, angular appearance, but under the fragile-looking exterior is a wholly different beast that incorporates cutting edge galactic technology.
The ASI Aquarius is built rugged, with megadamage materials (the original LEM was a very fragile vehicle due to weight-saving considerations; according to the astronauts, one could have kicked their way through the thin hull). In place of the original chemical rocket propulsion in the lower landing stage, a contragravity drive has been substituted, allowing not only for faster speeds without constant worry about remaining fuel, but also atmospheric re-entry and take-off under terrestrial gravity. A light ‘aeroshaping’ forcefield gives additional protection and effectively streamlines the ungainly and unaerodynamic craft during operations inatmo. PS has also lend its experience with robotic walking gear in the design of the landing gear; the Aquarius can actually ‘walk’ about on a surface in lieu of taxiing.
Internally, a NASA astronaut would hardly recognize the ship, apart from the close quarters. The controls are state of the art, with wrap-around holographic HUDs that provide a full 360-degree sensorium for the crew. Advanced computers and a compact sensor suite allow for much smoother and easier handling, especially in atmospheric manuvering.
The biggest complaint about the Aquarius is its landing hatch and boarding ladder; the former of which requires a bent-over posture to enter and leave, and the latter of which requires a short scramble that can be overly acrobatic for some species and individuals. Some buyers install a small personal lift platform for getting up into the ship more easily.
Like the Heston and Scobee, the Aquarius is being marketed as a stellacommutta to travellers on well-charted routes. However, this hasn’t stopped many from being sold to adventurers on a budget, or those wanting a good backup lander or small boat with interstellar capabilities. Some stylistic customization is available on the general hull design, but it’s still going to look like a first- or second-generation pre-FTL extraplanetary lander.
Type: PS/ASILInstelAAT-04 Aquarius
Class: Light Interstellar Transport
Crew: 2; a third person could squeeze in, but conditions will be cramped.
MDC/Armor by Location:
Main Body 750
Reinforced Crew Compartment 120
Sensor/Communication Antennae(2) 60 each
Landing Gear(4) 200 each
Aeroshape Forcefield 100
Height: 18 ft
Width: 14 ft
Length: 13.5 ft
Weight: 33,000 lbs
Cargo: About 400 lbs can be stowed in various lockers inside the craft. Generally has enough supplies to support a 2-man crew for 14 days in the field(lunar conditions)
PS/ASI typically throws in a free ‘Pillsbury’ Inflatable Shelter Tent, tool kits, and survival packs as part of new purchases.
*Vehicle Niche---Has provision for carrying a folding-frame PS M2740 ‘Scootie”(20% off price if purchased at the same time as the Aquarius), or 2 folding-frame motorycles(such as the PS ‘Zubrin’, also 20% if purchased at the same time as the Aquarius), OR a single motorcycle/hovercycle, OR two light jetpacks in a compartment in the lower body(comes with recharge hookups for electrically-powered vehicles).
Powerplant: Nuclear Fusion(20 year energy life)
Speed:
(Walking) 3 MPH
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 6
(Kitsune Values: 20% of light speed; Accelerates/decelerates at 0.6% of light speed per melee)
(FTL) 5 light years per hour; the FTL drive can go as far as 35 light years in a jump, before needing to drop out and recharge for four hours.
(Underwater) Not possible
Market Cost: 11 million credits
Systems of Note:
Standard Shuttle/Aerospace Fighter Systems, plus:
*Cockpit Ejection System---The crew cabin can be entirely ejected from the rest of the craft, to serve as a lifeboat. The crew pod can make a safe atmospheric re-entry, if necessary, with deployable parachutes, and can even float for a time on water, increasing the chances for crew survival. The passenger capsule carries only maneuvering thrusters and a parasail system for basic manuevering, once detached from the FTL propulsion and cargo section.
Weapons Systems: None standard(see Options)
Options:
*Inflatable Airlock---The lower boarding hatch can be fitted with a memory-plastic and inner-tube airlock that allows the crew to enter and exit the ship without depressurizing/repressurizing the main cabin every time. Cost: 35,000 credits.
*Sensor Cluster--Small sensor dish on a turntable, available as a backup sensor system.
MDC: 25
Sensors: Mini-Radar--5 mile range
Motion Detector--700 ft range
Laser Illuminator-----5 mile range, Designates targets for laser-guided munitions/weapons
Laser targeting System(+1 to strike)
Cost: 32,000 credits
*Aura Scanner---For detecting and identifying PPE concentrations
Range: 10,000 ft
Cost: 200,000 credits
*Bio-Scanner---Has a molecular analyzer, enhanced radiation detector, high-powered accoustic ‘shotgun mike’(3,000 ft range), and thermo-imager optics.
Cost: 10,000 credits
*Optical Cluster
Sensors: Telescopic
IR/UV
Thermo-Imaging
Audio-Video-Survellance System
Cost: 10,000 credits
*Landing Gear Wheel/Tread Units---Powered wheel or tread units that allow the pod to taxi at higher speeds across level surfaces. Speed of 6 MPH. Cost: 25,000 credits
*Laser Reflective Armor---PS laser-ablative ceramic, based on alien materials. Lasers do HALF damage. VFLs can NOT adjust to compensate. As an added bonus, Arkhon triphase weapons do 1/10 less damage. Cost: 900,000 credits
*External Cargo Panniers(1-3)---These are modular cargo bins that can be attached to the lower hull through the struts of the landing gear, and allow for the carriage of an additional 350 lbs of gear per container. Each container has 50 MDC and costs 6,000 credits.
*Solar Wings(2)---Two large solar arrays can be unrolled to provide additional power, extend out to 50 ft, and which can reduce the FTL recharge by as much as 75%, depending on local solar radiation intensity. Cost: 95,000 credits
*Robotic Utility Arm----20 MDC, Robotic P.S. of 24, 25 ft reach. Up to four arms can be mounted. Cost: 250,000 credits per arm.
*Forcefield Generator --- Generates a more powerful single field force shield of 900 MDC. Cost: 480,000 credits
*PPE Generator---Crystal Matrix PPE Generator, for those wanting to add and power TW systems.
PPE Capacity:(Light)----200 PPE battery capacity; recharges at 10 PPE per hour, 20PPE/hour at a leyline, 40 PPE/hour on a nexus
(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
(‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
Cost:(Light)----500,000 credits
(Medium)-----1 million credits
(‘Wizard’)----2 million credits
*Weaponry---Two light weapons can be mounted in the lateral equipment bays
a) Mini-missile Launcher----24. Cost: 22,000 credits
b) Short Range Missile Launcher----12. Cost: 25,000 credits
c) Laser Cannon(Light)
Range:1 mile in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: 4d6 MD single shot, 1d4x10 MD burst fire
Rate of Fire: EPCHH
Payload: Effectively Unlimited
Cost: 15,000 credits
d) Ion Cannon
Range: 1 mile in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: 5d6 MD single shot, 1d6x10 MD burst fire
Rate of Fire: EPCHH
Payload: Effectively Unlimited
Cost: 20,000 credits
e) Particle Beam Cannon(light)
Range: 4,000 ft in atmosphere, 2.5 miles in space
(Kitsune Values: 2.5 miles in atmosphere, 250 miles in space)
Damage: 1d6x10 MD per blast, but on a strike roll of 18 or more, the weapon does 2d4x10+10 MD!
Rate of Fire: EPCHH
Cost: 80,000 credits
Variants:
*PS/ASILAATM-04---This is a straightforward light boat/landing craft that sacrifices FTL capability for extra cargo space(1,000 lbs). Cost drops to 7 million.
(aka ‘LunieBug’, ‘Lovell-Bug’, ‘Buggy’, ‘Lemmie’)
“Oh, you can’t seriously be considering landing THERE...”
“In this baby? Watch me!”
“Landing on top of a SKYSCRAPER?! ON THE PENTHOUSE PATIO?!”
“Surprised? Well, imagine how much more surprised those guys down there will be! Just do your part and do it fast, and we’ll be in and out before they know it!”
The PS ‘Aquarius’ is a minimal-size starcraft that, like the Scobee- and Heston-class space pods, is based on the appearance and general configuration of archaic Human spacecraft, in this case the Lunar Excursion Module(LEM). The SpaceBug shares the same ungainly, spindle-legged, angular appearance, but under the fragile-looking exterior is a wholly different beast that incorporates cutting edge galactic technology.
The ASI Aquarius is built rugged, with megadamage materials (the original LEM was a very fragile vehicle due to weight-saving considerations; according to the astronauts, one could have kicked their way through the thin hull). In place of the original chemical rocket propulsion in the lower landing stage, a contragravity drive has been substituted, allowing not only for faster speeds without constant worry about remaining fuel, but also atmospheric re-entry and take-off under terrestrial gravity. A light ‘aeroshaping’ forcefield gives additional protection and effectively streamlines the ungainly and unaerodynamic craft during operations inatmo. PS has also lend its experience with robotic walking gear in the design of the landing gear; the Aquarius can actually ‘walk’ about on a surface in lieu of taxiing.
Internally, a NASA astronaut would hardly recognize the ship, apart from the close quarters. The controls are state of the art, with wrap-around holographic HUDs that provide a full 360-degree sensorium for the crew. Advanced computers and a compact sensor suite allow for much smoother and easier handling, especially in atmospheric manuvering.
The biggest complaint about the Aquarius is its landing hatch and boarding ladder; the former of which requires a bent-over posture to enter and leave, and the latter of which requires a short scramble that can be overly acrobatic for some species and individuals. Some buyers install a small personal lift platform for getting up into the ship more easily.
Like the Heston and Scobee, the Aquarius is being marketed as a stellacommutta to travellers on well-charted routes. However, this hasn’t stopped many from being sold to adventurers on a budget, or those wanting a good backup lander or small boat with interstellar capabilities. Some stylistic customization is available on the general hull design, but it’s still going to look like a first- or second-generation pre-FTL extraplanetary lander.
Type: PS/ASILInstelAAT-04 Aquarius
Class: Light Interstellar Transport
Crew: 2; a third person could squeeze in, but conditions will be cramped.
MDC/Armor by Location:
Main Body 750
Reinforced Crew Compartment 120
Sensor/Communication Antennae(2) 60 each
Landing Gear(4) 200 each
Aeroshape Forcefield 100
Height: 18 ft
Width: 14 ft
Length: 13.5 ft
Weight: 33,000 lbs
Cargo: About 400 lbs can be stowed in various lockers inside the craft. Generally has enough supplies to support a 2-man crew for 14 days in the field(lunar conditions)
PS/ASI typically throws in a free ‘Pillsbury’ Inflatable Shelter Tent, tool kits, and survival packs as part of new purchases.
*Vehicle Niche---Has provision for carrying a folding-frame PS M2740 ‘Scootie”(20% off price if purchased at the same time as the Aquarius), or 2 folding-frame motorycles(such as the PS ‘Zubrin’, also 20% if purchased at the same time as the Aquarius), OR a single motorcycle/hovercycle, OR two light jetpacks in a compartment in the lower body(comes with recharge hookups for electrically-powered vehicles).
Powerplant: Nuclear Fusion(20 year energy life)
Speed:
(Walking) 3 MPH
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 6
(Kitsune Values: 20% of light speed; Accelerates/decelerates at 0.6% of light speed per melee)
(FTL) 5 light years per hour; the FTL drive can go as far as 35 light years in a jump, before needing to drop out and recharge for four hours.
(Underwater) Not possible
Market Cost: 11 million credits
Systems of Note:
Standard Shuttle/Aerospace Fighter Systems, plus:
*Cockpit Ejection System---The crew cabin can be entirely ejected from the rest of the craft, to serve as a lifeboat. The crew pod can make a safe atmospheric re-entry, if necessary, with deployable parachutes, and can even float for a time on water, increasing the chances for crew survival. The passenger capsule carries only maneuvering thrusters and a parasail system for basic manuevering, once detached from the FTL propulsion and cargo section.
Weapons Systems: None standard(see Options)
Options:
*Inflatable Airlock---The lower boarding hatch can be fitted with a memory-plastic and inner-tube airlock that allows the crew to enter and exit the ship without depressurizing/repressurizing the main cabin every time. Cost: 35,000 credits.
*Sensor Cluster--Small sensor dish on a turntable, available as a backup sensor system.
MDC: 25
Sensors: Mini-Radar--5 mile range
Motion Detector--700 ft range
Laser Illuminator-----5 mile range, Designates targets for laser-guided munitions/weapons
Laser targeting System(+1 to strike)
Cost: 32,000 credits
*Aura Scanner---For detecting and identifying PPE concentrations
Range: 10,000 ft
Cost: 200,000 credits
*Bio-Scanner---Has a molecular analyzer, enhanced radiation detector, high-powered accoustic ‘shotgun mike’(3,000 ft range), and thermo-imager optics.
Cost: 10,000 credits
*Optical Cluster
Sensors: Telescopic
IR/UV
Thermo-Imaging
Audio-Video-Survellance System
Cost: 10,000 credits
*Landing Gear Wheel/Tread Units---Powered wheel or tread units that allow the pod to taxi at higher speeds across level surfaces. Speed of 6 MPH. Cost: 25,000 credits
*Laser Reflective Armor---PS laser-ablative ceramic, based on alien materials. Lasers do HALF damage. VFLs can NOT adjust to compensate. As an added bonus, Arkhon triphase weapons do 1/10 less damage. Cost: 900,000 credits
*External Cargo Panniers(1-3)---These are modular cargo bins that can be attached to the lower hull through the struts of the landing gear, and allow for the carriage of an additional 350 lbs of gear per container. Each container has 50 MDC and costs 6,000 credits.
*Solar Wings(2)---Two large solar arrays can be unrolled to provide additional power, extend out to 50 ft, and which can reduce the FTL recharge by as much as 75%, depending on local solar radiation intensity. Cost: 95,000 credits
*Robotic Utility Arm----20 MDC, Robotic P.S. of 24, 25 ft reach. Up to four arms can be mounted. Cost: 250,000 credits per arm.
*Forcefield Generator --- Generates a more powerful single field force shield of 900 MDC. Cost: 480,000 credits
*PPE Generator---Crystal Matrix PPE Generator, for those wanting to add and power TW systems.
PPE Capacity:(Light)----200 PPE battery capacity; recharges at 10 PPE per hour, 20PPE/hour at a leyline, 40 PPE/hour on a nexus
(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
(‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
Cost:(Light)----500,000 credits
(Medium)-----1 million credits
(‘Wizard’)----2 million credits
*Weaponry---Two light weapons can be mounted in the lateral equipment bays
a) Mini-missile Launcher----24. Cost: 22,000 credits
b) Short Range Missile Launcher----12. Cost: 25,000 credits
c) Laser Cannon(Light)
Range:1 mile in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: 4d6 MD single shot, 1d4x10 MD burst fire
Rate of Fire: EPCHH
Payload: Effectively Unlimited
Cost: 15,000 credits
d) Ion Cannon
Range: 1 mile in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: 5d6 MD single shot, 1d6x10 MD burst fire
Rate of Fire: EPCHH
Payload: Effectively Unlimited
Cost: 20,000 credits
e) Particle Beam Cannon(light)
Range: 4,000 ft in atmosphere, 2.5 miles in space
(Kitsune Values: 2.5 miles in atmosphere, 250 miles in space)
Damage: 1d6x10 MD per blast, but on a strike roll of 18 or more, the weapon does 2d4x10+10 MD!
Rate of Fire: EPCHH
Cost: 80,000 credits
Variants:
*PS/ASILAATM-04---This is a straightforward light boat/landing craft that sacrifices FTL capability for extra cargo space(1,000 lbs). Cost drops to 7 million.
-------------
"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
------------
"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
------------
- ZINO
- Knight
- Posts: 4097
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: Paladin Steel Storefront
the SpaceBug shares the same ungainly, spindle-legged, angular appearance??? art here
still NICE MAN!!!!!!!!!!!
http://www.fiddlersgreen.net/aircraft/G ... ematic.jpg
is this it ? man
still NICE MAN!!!!!!!!!!!
http://www.fiddlersgreen.net/aircraft/G ... ematic.jpg
is this it ? man
let your YES be YES and your NO be NO but plz no maybe
- taalismn
- Priest
- Posts: 48673
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Yep...considering that GM a few years back went full circle with its concept car that was simply a giant powered skateboard on which buyers would be able to install the body of their choice...one viewer compared it to a 'modern buckboard' with reference to the old horsedrawn wagon 'pickup' equivalent of its time...putting a CG-drive in an old LEM would be like the modern equivalent of souped up antique 'funnycars'.
-------------
"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
------------
"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
------------
- ZINO
- Knight
- Posts: 4097
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: Paladin Steel Storefront
taalismn wrote:.putting a CG-drive in an old LEM would be like the modern equivalent of souped up antique 'funnycars'.
let your YES be YES and your NO be NO but plz no maybe
- taalismn
- Priest
- Posts: 48673
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
PS PS-M136 Minigun
(aka ‘Little Monster’, ‘Fire-Hose’, ‘Hoser’)
“I WANT THIS THING SURGICALLY ATTACHED TO MY ARM! I WANT MY TRIGGER-FINGER SEWN IN THE ‘CLOSED’ POSITION!! I WANT MY ENTIRE PAYCHECK IN AMMUNITION!!!! I WANT MY NAME LEGALLY CHANGED TO ‘GATLING’!!! MWUHHHHAAAHHHAAHHHAAAAAA!!!!”
“The MOMENT we get into friendly territory, Mulhausen stands down and hands over his Minigun to the Quartermaster for repairs and the man takes mandatory leave. If he refuses, sedate him. Got it? We’re not going to have a repeat of Ernestine and ‘her precious’ again, understand? Heavy weapons are NOT acceptable bed companions or sex toys!”
The PS-M136 is merely a rebuilt of the pre-Rifts M134 Minigun. The six-barrelled 7.62mm calibre electrically-powered Gatling has been modified to make use of higher-temperature-resistant and self-cooling megadamage barrel materials and bearings, light weight power sources, and (largely) self-lubricating coatings to keep jamming and overheating to a minimum. The weapon is usually mounted on a vehicle, but can be tripod mounted for use by infantry, or podded for use by power armor, robots, and exceptionally strong(i.e., cyborg, d-bee, or mutant) soldiers. The tripod and pedestal mounts come equipped with special shock absorbers to control the formidable recoil that builds up on full auto-fire. Special powered active recoil control, using the same sort of ‘fuzzy logic’ drift correction used in gyrostabilized cameras, is often fitted, though some gunners prefer the random spray around the point of aim that going full-out with the weapon generates.
The weapon’s main strength is in its range and rate of fire; supplied with exploding ammunition, the ‘Little Monster’ can lay waste to large swatches of landscape and the enemy forces on those swatches. The basic idea behind the M136 is to throw enough lead fast enough, so even with low-power rounds, an enemy’s going to get sandblasted and forced to duck for cover.
While the weapon itself isn’t terribly expensive, compared to rail guns and energy cannons, the real expense is in the specialized ammunition. Keeping these guns fed can itself eat up a good portion of a mercenary unit’s munitions budget.
This weapon’s mindboggling rate of fire has been known to cause ‘autofire addiction’ among operators; the sheer firepower at their fingertips causing a certain mania and feelings of invincibility...which can be fatally cut short when the weapon runs through its entire ammunition supply in one or two melee rounds, leaving the gunner clicking the action on an empty weapon. .
Because of its logistical demands(lugging the heavy ammunition drums in particular), the PS-M136 hasn’t proven terribly popular with the Regular Army’s infantry, and thus sees the most use on vehicles or in static defenses where re-supply is near at hand. The GNE Militia/National Guard has a lot of these weapons, often mounted in security posts or cached near fortified emergency depots and designated strongpoints. A number of these weapons have also been sold to PS/GNE affiliates and associated paramilities. The PS-M136 is often seen as a cheap alternative to larger, more specialized rail gun weapons like the RG-15 Boom Gun, and is sometimes seen as a replacement weapon on power armors with shoulder-mount heavy weapons, especially among paramilitaries who can’t afford original spec or more advanced weaponry.
Paladin Steel is also reportedly working on a version using caseless ammunition, in order to further cut down on maintanence demands and on ammunition weight.
Weight: 35 lbs+ ammo drum(a full 4,000 rd drum can weigh 160 lbs)
Range: 10,000 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst, 8d6x10 SDC per 20 rd burst, 1d4 MD per 40 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst, 2d10 MD per 20 rd burst, 1d4x10 MD per 40 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst, 2d6 MD per 20 rd burst, 4d6 MD per 40 rd burst.
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst, 2d4x10 MD per 20 rd burst, 4d4x10 MD per 40 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 6,000 rpm(or 1,500 rounds per melee)
Payload: 4,000-rd belt
Cost: 27,000 credits
(aka ‘Little Monster’, ‘Fire-Hose’, ‘Hoser’)
“I WANT THIS THING SURGICALLY ATTACHED TO MY ARM! I WANT MY TRIGGER-FINGER SEWN IN THE ‘CLOSED’ POSITION!! I WANT MY ENTIRE PAYCHECK IN AMMUNITION!!!! I WANT MY NAME LEGALLY CHANGED TO ‘GATLING’!!! MWUHHHHAAAHHHAAHHHAAAAAA!!!!”
“The MOMENT we get into friendly territory, Mulhausen stands down and hands over his Minigun to the Quartermaster for repairs and the man takes mandatory leave. If he refuses, sedate him. Got it? We’re not going to have a repeat of Ernestine and ‘her precious’ again, understand? Heavy weapons are NOT acceptable bed companions or sex toys!”
The PS-M136 is merely a rebuilt of the pre-Rifts M134 Minigun. The six-barrelled 7.62mm calibre electrically-powered Gatling has been modified to make use of higher-temperature-resistant and self-cooling megadamage barrel materials and bearings, light weight power sources, and (largely) self-lubricating coatings to keep jamming and overheating to a minimum. The weapon is usually mounted on a vehicle, but can be tripod mounted for use by infantry, or podded for use by power armor, robots, and exceptionally strong(i.e., cyborg, d-bee, or mutant) soldiers. The tripod and pedestal mounts come equipped with special shock absorbers to control the formidable recoil that builds up on full auto-fire. Special powered active recoil control, using the same sort of ‘fuzzy logic’ drift correction used in gyrostabilized cameras, is often fitted, though some gunners prefer the random spray around the point of aim that going full-out with the weapon generates.
The weapon’s main strength is in its range and rate of fire; supplied with exploding ammunition, the ‘Little Monster’ can lay waste to large swatches of landscape and the enemy forces on those swatches. The basic idea behind the M136 is to throw enough lead fast enough, so even with low-power rounds, an enemy’s going to get sandblasted and forced to duck for cover.
While the weapon itself isn’t terribly expensive, compared to rail guns and energy cannons, the real expense is in the specialized ammunition. Keeping these guns fed can itself eat up a good portion of a mercenary unit’s munitions budget.
This weapon’s mindboggling rate of fire has been known to cause ‘autofire addiction’ among operators; the sheer firepower at their fingertips causing a certain mania and feelings of invincibility...which can be fatally cut short when the weapon runs through its entire ammunition supply in one or two melee rounds, leaving the gunner clicking the action on an empty weapon. .
Because of its logistical demands(lugging the heavy ammunition drums in particular), the PS-M136 hasn’t proven terribly popular with the Regular Army’s infantry, and thus sees the most use on vehicles or in static defenses where re-supply is near at hand. The GNE Militia/National Guard has a lot of these weapons, often mounted in security posts or cached near fortified emergency depots and designated strongpoints. A number of these weapons have also been sold to PS/GNE affiliates and associated paramilities. The PS-M136 is often seen as a cheap alternative to larger, more specialized rail gun weapons like the RG-15 Boom Gun, and is sometimes seen as a replacement weapon on power armors with shoulder-mount heavy weapons, especially among paramilitaries who can’t afford original spec or more advanced weaponry.
Paladin Steel is also reportedly working on a version using caseless ammunition, in order to further cut down on maintanence demands and on ammunition weight.
Weight: 35 lbs+ ammo drum(a full 4,000 rd drum can weigh 160 lbs)
Range: 10,000 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst, 8d6x10 SDC per 20 rd burst, 1d4 MD per 40 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst, 2d10 MD per 20 rd burst, 1d4x10 MD per 40 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst, 2d6 MD per 20 rd burst, 4d6 MD per 40 rd burst.
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst, 2d4x10 MD per 20 rd burst, 4d4x10 MD per 40 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 6,000 rpm(or 1,500 rounds per melee)
Payload: 4,000-rd belt
Cost: 27,000 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
------------
"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
------------
Re: Paladin Steel Storefront
taalismn wrote:PS PS-M136 Minigun
(aka ‘Little Monster’, ‘Fire-Hose’, ‘Hoser’)
“... Heavy weapons are NOT acceptable bed companions or sex toys!”
Yes they are..
Nice toy. Me, I just need my flatbed Mule and some extra ammo. But Grandpa going to upgrade his wheel chair with dual Hosers and add a cart for ammo. Showoff.
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...
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...
- taalismn
- Priest
- Posts: 48673
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
abtex wrote:taalismn wrote:PS PS-M136 Minigun
(aka ‘Little Monster’, ‘Fire-Hose’, ‘Hoser’)
“... Heavy weapons are NOT acceptable bed companions or sex toys!”
Yes they are..
Nice toy. Me, I just need my flatbed Mule and some extra ammo. But Grandpa going to upgrade his wheel chair with dual Hosers and add a cart for ammo. Showoff.
"Okay...we know some of you have been RAISED by heavy weapons in absence of original parental units, but please try to keep your family problems discrete and not interfering with military operations...."
-------------
"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
------------
"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
------------
- ZINO
- Knight
- Posts: 4097
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: Paladin Steel Storefront
Mini gun !!!!!!!!!!!!!
http://mygaming.co.za/news/files.php?fi ... 173560.jpg
http://mygaming.co.za/news/files.php?fi ... 173560.jpg
taalismn wrote:PS PS-M136 Minigun
(aka ‘Little Monster’, ‘Fire-Hose’, ‘Hoser’)
“I WANT THIS THING SURGICALLY ATTACHED TO MY ARM! I WANT MY TRIGGER-FINGER SEWN IN THE ‘CLOSED’ POSITION!! I WANT MY ENTIRE PAYCHECK IN AMMUNITION!!!! I WANT MY NAME LEGALLY CHANGED TO ‘GATLING’!!! MWUHHHHAAAHHHAAHHHAAAAAA!!!!”
“The MOMENT we get into friendly territory, Mulhausen stands down and hands over his Minigun to the Quartermaster for repairs and the man takes mandatory leave. If he refuses, sedate him. Got it? We’re not going to have a repeat of Ernestine and ‘her precious’ again, understand? Heavy weapons are NOT acceptable bed companions or sex toys!”
The PS-M136 is merely a rebuilt of the pre-Rifts M134 Minigun. The six-barrelled 7.62mm calibre electrically-powered Gatling has been modified to make use of higher-temperature-resistant and self-cooling megadamage barrel materials and bearings, light weight power sources, and (largely) self-lubricating coatings to keep jamming and overheating to a minimum. The weapon is usually mounted on a vehicle, but can be tripod mounted for use by infantry, or podded for use by power armor, robots, and exceptionally strong(i.e., cyborg, d-bee, or mutant) soldiers. The tripod and pedestal mounts come equipped with special shock absorbers to control the formidable recoil that builds up on full auto-fire. Special powered active recoil control, using the same sort of ‘fuzzy logic’ drift correction used in gyrostabilized cameras, is often fitted, though some gunners prefer the random spray around the point of aim that going full-out with the weapon generates.
The weapon’s main strength is in its range and rate of fire; supplied with exploding ammunition, the ‘Little Monster’ can lay waste to large swatches of landscape and the enemy forces on those swatches. The basic idea behind the M136 is to throw enough lead fast enough, so even with low-power rounds, an enemy’s going to get sandblasted and forced to duck for cover.
While the weapon itself isn’t terribly expensive, compared to rail guns and energy cannons, the real expense is in the specialized ammunition. Keeping these guns fed can itself eat up a good portion of a mercenary unit’s munitions budget.
This weapon’s mindboggling rate of fire has been known to cause ‘autofire addiction’ among operators; the sheer firepower at their fingertips causing a certain mania and feelings of invincibility...which can be fatally cut short when the weapon runs through its entire ammunition supply in one or two melee rounds, leaving the gunner clicking the action on an empty weapon. .
Because of its logistical demands(lugging the heavy ammunition drums in particular), the PS-M136 hasn’t proven terribly popular with the Regular Army’s infantry, and thus sees the most use on vehicles or in static defenses where re-supply is near at hand. The GNE Militia/National Guard has a lot of these weapons, often mounted in security posts or cached near fortified emergency depots and designated strongpoints. A number of these weapons have also been sold to PS/GNE affiliates and associated paramilities. The PS-M136 is often seen as a cheap alternative to larger, more specialized rail gun weapons like the RG-15 Boom Gun, and is sometimes seen as a replacement weapon on power armors with shoulder-mount heavy weapons, especially among paramilitaries who can’t afford original spec or more advanced weaponry.
Paladin Steel is also reportedly working on a version using caseless ammunition, in order to further cut down on maintanence demands and on ammunition weight.
Weight: 35 lbs+ ammo drum(a full 4,000 rd drum can weigh 160 lbs)
Range: 10,000 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst, 8d6x10 SDC per 20 rd burst, 1d4 MD per 40 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst, 2d10 MD per 20 rd burst, 1d4x10 MD per 40 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst, 2d6 MD per 20 rd burst, 4d6 MD per 40 rd burst.
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst, 2d4x10 MD per 20 rd burst, 4d4x10 MD per 40 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 6,000 rpm(or 1,500 rounds per melee)
Payload: 4,000-rd belt
Cost: 27,000 credits
let your YES be YES and your NO be NO but plz no maybe
Re: Paladin Steel Storefront
taalismn wrote:abtex wrote:taalismn wrote:PS PS-M136 Minigun
(aka ‘Little Monster’, ‘Fire-Hose’, ‘Hoser’)
“... Heavy weapons are NOT acceptable bed companions or sex toys!”
Yes they are..
Nice toy. Me, I just need my flatbed Mule and some extra ammo. But Grandpa going to upgrade his wheel chair with dual Hosers and add a cart for ammo. Showoff.
"Okay... we know some of you have been RAISED by heavy weapons in absence of original parental units, but please try to keep your family problems discrete and not interfering with military operations...."
What's the different between military operations and normal family live in the age of RIFTS? Survived the Dark ages with them as kin and their 'F1 - help' data files have more family pictures and history recorded on spare memory. As well as games, movies, 'read to me' books and their like.
Games like 'Duck Hunt'
Family pictures - grandma
She is using the wrong ammo, but who cares.
I need to stay off 'livejournal.com' pages
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...
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...
- taalismn
- Priest
- Posts: 48673
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
abtex wrote:[
What's the different between military operations and normal family live in the age of RIFTS? Survived the Dark ages with them as kin and their 'F1 - help' data files have more family pictures and history recorded on spare memory. As well as games, movies, 'read to me' books and their like.
[/size]
"Yep...my first book...me mama taught me to read from it...a chapter a day, before I went to sleep, and she quized me the next morning....'L-20 Infantry Laser: Operations and Maintenance Manual 1.3. Government of the United States of America'....yeh ghods but I loved the chapter on anti-personnel fire operations."'
-------------
"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
------------
"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
------------
- taalismn
- Priest
- Posts: 48673
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Gibbs Frame Amphibious Vehicle Conversions
http://www.gibbslockheedamphibians.com
Paladin Steel’s heritage scouts have to be among the busiest and best-paid of their kind on Rifts Earth; they keep bringing up treasures for PS’s engineers. Whether the technology and technical literature they dig up and turn over is really preserved relics of Rifts Earth’s Golden Age, or secondhand d-bee material from alternate Earths, is unknown, but PS will take a look at it regardless. So when a heritage scout came in with a stack of data files claiming to describe in detail pre-Rifts Lockheed Martin’s foray into amphibious vehicles under the Gibbs subcontractor name, PS sat up and took notice.
Paladin Steel quickly realized that of the four designs described in the files, two could easily and quickly be produced from existing vehicle lines, one would require a bit more work, and the last would require a new production line.
Paladin Steel has adapted what it calls the ‘Gibbs Amphibian Suspension System’ to a number of vehicles; in it, the vehicle has a boat-bottomed hull and widely-spaced wheels that rotate up and out of the water to improve streamlining along the submerged portion of the hull. The amphibians are also notably very shallow draft, allowing for high speed operations in shallows and rivers, further improving mobility. Though more expensive than simpler forms of amphibian design, the payoff of reducing drag is in faster speeds and more durable vehicular lower bodies. On Rifts Earth, this has translated into immediate sales interest for customers who need to cross multiple environs, fast.
Paladin Steel ALAC-04 Morgen Amphibious Light Armored Car
“The Morgen’s a snapping turtle on steroids, a muscle car for land AND sea, a high speed marauder for security pursuit, raiding, or just plain crusin’ for mates. Whatever the engine that’s installed inside, the Morgen purrs like a predator, works like a drafthorse, and moves like a force of nature. With the right weaponry, it’s a certified threat to small ships and river traffic. Do I like this truck? Does it show that obviously?”
The Morgen was the only one of the four Gibbs designs that Paladin Steel couldn’t produce from an existing vehicle line, despite the original ACC-E concept being based on the ubiquitous ‘Humvee’. Paladin Steel had eschewed doing its own carbon-copy of the pre-Rifts Hummer in favor of other designs, as the market was already flooded by Black Market copies from various manufacturers.
Instead, PS rebuilt the ACC-E from the ground up as a new vehicle. The resulting vehicle, the Morgen, is described as being more of a ‘light wheeled tank’ or a ‘fast turtle’ than anything else. The Morgen has a four-wheel design with a hard canopy top and heavily armored windows, plus a boat-shaped lower hull, armored wheels, and a retracting suspension that clears the wheels out of the water when the hydrojet propulsion is engaged. Performance on the water has been likened to ‘skipping a brick’ with regards to the Morgen’s high speed and heavy armor. Adding to the pluses is the ability to mount a remote-control weapons turret on the roof; some buyers/operators have become infatuated with the ability to perform ‘drive by’ attacks on ships and shoreline targets, then escaping at high speed on the water, or ducking inland to avoid pursuit.
Since its introduction, the Morgen has caught on with Paladin Steel Security, the GNEAS, and affiliated paramilitaries and armed mercantile concerns. The vehicle has just recently been introduced to the general market.
Type: PS-LM/G-ALAC-04 Morgen
Class: Amphibious Light Armored Car
Crew: 2+6 passengers
MDC/Armor by Location:
Main Body 300
Reinforced Crew Compartment 100
Wheels(4) 30 each
(Optional) Light Turret 50
(Optional) Medium Turret 90
Height: 8 ft
Width: 8 ft
Length: 20 ft
Weight: 4 tons
Cargo: 1,000 lbs
Powerplant:Liquid Fuel(200 miles), electric(250 miles), or nuclear fusion w/ 10 year energy life(rarely fitted)
Speed: (Land) 80 MPH
` (Water) 45 MPH
Market Cost: 680,000 credits for liquid fuel, 780,000 credits for electric, and 2 million credits for nuclear
Systems of Note:
*Power Bilge Pumps
*Variable Pressure Tires
*Retractable Keel Board/Trim Vanes/Rudders
*Dashboard Compass
*Dashboard Radio(20 mile range)
*Depth Finder
*Normal Light/IR Headlights
*Hydrojet Propulsion
*Mine Resistant Hull---The slightly V-shaped underbody of the hull is angled enough to deflect damage from mines and other IEDs...Reduces damage from ground blasts by 1/4.
Weapons Systems: None standard, but a light(single weapon) or medium (twin weapon) weapon turret can be fitted.
a) 40mm Grenade Launcher
Range:7,000 ft
Damage: Fragmentation: 4d6 MD to 12 ft area, 2d6x10 MD to a 40 ft area for a 10 rd burst.
Armor-Piercing: 1d4x10 MD to 3 ft area, 3d6x10 MD to a 8 ft area for a 10 rd burst.
Rate of Fire: Standard
Payload: 300 rd drum each AGL
Special Features: None
Cost: 50,000 credits for the launcher
b)PS-RG-44 Rail Gun(a copy of an imported Russian design)
Range: 4,000 ft
Damage: 1d4x10 MD per 20 rd burst
Rate of Fire: EGCHH
Payload: 3,000 rd drum
Cost: 75,000 credits
d)Mini-Missiles---10 shot pod
e)Short Range Missiles---A 4-shot pod can be mounted on each hardpoint
f)Copperhead Anti-Armor Missiles----(Range: 1 mile, Damage: High Explosive 2d4x10 MD, Rate of Fire: Volleys of 1, 2, or 4, Payload: 4, Bonuses: +5 to strike, Market Cost: 50,000 credits for the launcher, 8, 000 credits per missile)---4 shot pod
g)PS-RL-210 Fragmentation Rocket Launcher( a copy of an imported Russian design). Note that PS has also been experimenting with an incendiary variant using a magnesium mixture.
Range: 4,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
At 3,500 ft, the rds go ‘grapeshot’, doing 3d6 MD(1 MD for a single shot) in a 12 ft wide area.
(Incendiary “Hot-Grape” Version)---Do an additional +2 MD per rd, and 1 MD of damage for 1d4 melees as the flare portion burns down.
Rate of Fire: EGCHH
Payload: 1,000 rd drum
Cost: 100,000 credits
h)PS PTT-M20 Missile Rifle: An extremely popular CS knockoff.
MDC: 100
Range: (Mini-Missiles)Varies by Missile Type(Mini-Missile).Usually about a mile for the missiles
(Laser) 2,000 feet
Damage:(Mini-Missiles)Varies by Missile Type(Mini-Missile).
(Laser) 2d6 MDC
Rate of Fire: (Mini-Missiles)Volleys of 1, 2, or 4
(Laser) EGCHH
Payload:(Mini-Missiles) 20 missiles total (10 per tube)
(Laser) Effectively Unlimited attached to an external generator, or 20 shots per standard E-clip/30 per long E-clip as backup. The Morgen has a 120 shot battery that recharges off the main engine at 10 shots per hour during normal operations, or 20 shots per hour of idling.
Bonuses: +1 to strike from laser targeting
Cost: 70,000 Cr
i)PS-DL-110 Razor-Frizzer( a copy of an imported Russian design). The PS version uses ceramic and light alloy discs that, either by accident or deliberate design, give off a very audible high-pitched shrieking or buzzing noise when fired. Very frightening if you’re aboard a ship with these things spinning off things and nowhere to dodge.
Range: 2,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
Rate of Fire: EGCHH
Payload: 2,000 rd drum
Cost: 80,000 credits
j)Light 20mm Autocannon
Range: 4,000 ft
Damage:(20mm) 1d4 MD single shot
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 5 ft blast radius(single shot)
(PSX 20mm) 4d4 MD single shot
2d4x10 MD per 5 rd burst
4d4x10 MD per 10 rd burst
Airburst does 4d4 MD to 5 ft blast radius(single shot)
(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)
Rate of Fire: Standard
Payload: 200 rds
Cost: 30,000 credits
k)45mm PS-HRG05 'Hellshot' Rail Cannons: An early attempt to equal the power of the infamous "Boom Gun" carried by the Glitterboy, these fearsome handheld weapons fire a much larger heavy metal kinetic energy penetrator with a massive punch. Unfortunately, the engineers were unable to equal the Boom Gun's long range or build the projectiles any smaller, limiting the payload.
MDC: 50
Weight: 500lbs
Range: 3,300 ft
Damage: 3D6x10 MD
Rate of Fire: Single shot only; EGCHH
Payload: 12 shots
Market Cost: 120,000 credits per cannon, 800 credits per penetrator round
l)Pulse Laser
Range: 4,000 ft
Damage: 4d6 MD single shot, 1d6x10+10 MD triple pulse blast
Rate of Fire: EGCHH
Payload: 100 shot battery
Cost: 65,000 credits
m)Laser Cannon Pod---A heavier single-barrel laser cannon, based on a weapon acquired from South America(the ATL-7 Anti-Tank Laser)
Range: 3,000 ft
Damage: 3d6x10+10 MD per single shot
Rate of Fire: Four shots per melee
Payload: 80 shot battery
Cost: 180,000 credits
n)Pulse Laser Lances---Adapted from the Kittani Energy Lance; modest damage, but good range, and excellent accuracy(due to its light weight and integral laser sighting). These weapons are heavier than the original, due to different production methods(70 lbs), and are just now becoming available; PS is testing out the market and applications.
Range: 6,000 ft in hi-mode, 3,000 ft in lo-mode
Damage: 3d6 MD single shot in hi-mode, 6d6 MD per blast in lo-mode
Rate of Fire: EGCHH
Payload: 100 shot battery
Bonus: +2 to strike
Cost: 75,000 credits
o)Ion Cannon---A copy of the ion weapon in the M-90 “Beach Stormer”, samples of which were acquired by Paladin Steel West, though with slightly less damage due to differing production methods.
Range: 4,000 ft
Damage: 1d6x10 +7 MD per energy burst
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: 60,000 credits
p)Plasma Cannon---Adapted from PS’s PPR-3 Serap Heavy Plasma Projector. The weapon also has the option of firing ‘hot shots’ of deuterium-enriched plasma feeding from a pressure cylinder
Range:(Plasma Stream) 2000 ft
(Plasma Bolt) 1500 ft
Damage:(Plasma Stream) 1d6x10 MD per blast*
*Can be increased by 50% with a ‘hot shot’ injection of deuterium gas
(Plasma Bolt) 1d4x10 MD to 8 ft blast radius
Rate of Fire: Single shot, ECHH
Payload: Effectively Unlimited
Deuterium Gas Reservoir has enough gas under pressure for 20 shots.
Cost: 100,000 credits, plus 800 credits per deuterium ‘hotshot’ cartridge.
Paladin Steel MDUKW3 ‘Mineex’ Amphibious Truck
“Don’t you mudsloggers be getting the idea that these things make you sailors! Nothing beats a REAL ship on the water!”
“If you deck-whumpers weren’t afraid of a little shallow water, we wouldn’t be buying ‘these things’ in such quantity.”
The Mineex(after a Wynaro name for an large flightless duck-like predator of their homeworld) is a modification of the Classic Mover DUKW, rebuilt to serve as a high speed riverine monitor. It trades some of the DUKW’s cargo and passenger capacity for heavier armor, a more power engine, multiple weapons stations, and greater speed, at greater cost per unit. Like the Morgen, it too has a hard-top canopy instead of an open deck or fabric top, and the troops can either shoot through gunports or shuttered windows. Three weapons stations that can be remote controlled or manually operated provide heavy firepower. Hydrojet propulsion replaces the slower system on the DUKW2, allowing for faster speed on the water.
The Mineex has found a place in the GNEAS and affiliated militaries as a riverine patrol craft and troop transport. It is also being marketed abroad by Paladin Steel.
Type: PS-LM/G-MDUKW3
Class: High Speed Amphibious Utility Vehicle
Crew: One driver and 3 gunners, but capacity for up to 12 passengers
MDC/Armor by Location:
Main Body 280
Wheels(6) 30 each
Weapons Turrets(3) 50 each
Height: 8.8 ft
Width: 8.25 ft
Length: 31 ft
Weight: 8.7 tons
Cargo: 4 tons
Powerplant:Liquid Fuel(200 miles), electric(250 miles), or nuclear fusion w/ 7 year energy life(rarely fitted)
Speed:(Land) 70 MPH
(Water) 40 MPH
Market Cost: 720,000 credits for liquid fuel, 800,000 credits for electric, and 2.1 million credits for nuclear
Systems of Note:
*Power Bilge Pumps
*Variable Pressure Tires
*Retractable Keel Board/Trim Vanes/Rudders
*Erectable Fabric Top(25 MDC)
*Dashboard Compass
*Dashboard Radio(15 mile range)
*Depth Finder
*Normal Light/IR Headlights
*Hydrojet Propulsion
*Mine Resistant Hull---The slightly V-shaped underbody of the hull is angled enough to deflect damage from mines and other IEDs...Reduces damage from ground blasts by 1/4.
Weapons Systems: Has provision for 3 pintle mounts for mini-guns, light rail guns, energy rifles, or rocket/missile/mini-torpedo launchers, one on each side just behind the driver’s compartment, and one at the rear of the amphibian.
Options:
*Sonar--5 mile range. Cost: 70,000 credits
*Mini-Radar-Cost: 60,000 credits for 5 mile range, 120,000 credits 10 mile range.
*Mini-missile ‘Calliope’ Launcher---This multi-tube “pipe organ” missile launcher repalces the rear weapons station and turns the vehicle into a light bombard platform. To aim the missiles, the vehicle itself must be aimed and pointed, as the launcher has only elevation and depression,
Range: Varies
Damage: Varies
Rate of Fire: Volleys of 1,2, 4, 6,
Payload: 20
Cost: 15,000 credits
*’Metal Storm’ Mini-Missile Launcher---As above, only each tube has three mini-missiles loaded in-line and fired by a gas-cartridge free of the launcher before rocket engine ignition.
Range: Varies
Damage: Varies
Rate of Fire: Volleys of 1-10
Payload: 60, three per tube
Cost: 70,000 credits
*Short Range Missile Launcher---A heavier box-launcher, providing heavier firepower.
Range: Varies
Damage: Varies
Rate of Fire: Volleys of 1,2, 4, 6, (all)
Payload: 6
Cost: 20,000 credits
Variants:
*PS-LM/G-MDUKW3M---A special operations variant that does away with troop carrying capability to carry medium range sea-skimming anti-shipping missiles. The rear weapons station has been replaced with two shipping/launching boxes, each holding an MRM cruise missile(the Harpoon III is the standard issue), while a single reload missile can be stowed in the cabin(takes about 15 minutes to reload it and test it).
Paladin Steel ‘Waterwalker’ Enhanced Amphibious Mobility Kit(EAMK-01)
This is a modification kit being offered to improve the water mobility of the original DUKW3, by adding two retractable hydroplanes and a larger, more powerful engine with lowerable prop-shaft.
Weight:+ 2,000 lbs
MDC: Hydrofoils(2) 30 each
Speed: (Water) 35 MPH
Cost: 85,000 credits
Paladin Steel AATUV-02M WaterNix Amphibious Jeep
“Ever since we switched over from Mallards to WaterNixes for waterway patrol, I swear the guys go through our monthly fuel budget in a week racing each other! Don’t get me wrong; it’s great having that extra speed, but the temptation to floor the pedal and go crusing for the sheer helluvit...well...”
The WaterNix is based on the Paladin Steel Jeep Warrior, using the same body frame, same wheels, same engine, but rebuilting the lower body work and installing a Gibs Amphibian Suspension System. The resulting vehicle is slower than the standard Jeep Warrior on land, but is comparable to a racing boat on the water, making the WaterNix an instant favorite with coastal patrol forces. In almost all other regards, the WaterNix is identical to the Jeep Warrior.
The WaterNIx is rapidly becoming the vehicle of choice with coastal and riverine forces in the GNE, and is expected to quickly become as common a sight as any of the other ‘common mover’ vehicles manufactured by Paladin Steel. Sales outside the GNE are already showing a definite upward trend, which makes PS’s accountants SMILE.
Type: PS-AATUV-02M WaterNix
Class: Amphibious All-Terrain Utility Vehicle
Crew: One; can accommodate 3-4 passengers
MDC/Armor by Location:
Main Body 90
Wheels(4) 15 each
(Optional) Plastic Flex-Armor Convertible Cover 25 MDC
Height: 6 ft at roller bar
Width: 7 ft
Length: 9 ft
Weight: 1.4 tons
Cargo: Glove compartment, plus up to 600 lbs of gear in the rear seats(if not carrying passengers)
Powerplant: Liquid Fuel(300 mile range), Hydrogen-Electric Fuel Cell(360 mile range), Electric
Battery(380 mile range), or Nuclear Mini-Pack(w/ 5 year lifespan)
Speed: (Land) 80 MPH
`(Water) 50 MPH
Market Cost: 22,000 credits for the basic WN. 36,000 credits for fuel cell, 43,000 credits for
electric, and 2 million credits for nuclear.
Systems of Note:
*Automatic Transmission
*Four-Wheel Drive
*Variable Suspension---Can raise or lower itself up to 18 inches to clear obstacles
*Dashboard Radio(reciever only)
*Roller Bar Assembly
*Rear Cargo Rack---Can hold up to 2x 45 gallon drums of fuel/water
*IR/Normal Light Headlights
*Powered Winch and 60 ft of cable
*Towing Mount---Can haul up to 3 tons without problem, 5 tons at 1/4 speed
*Spare set of jumper cables and tool kit
*Hydrojet Propulsion
*Mine Resistant Hull---The slightly V-shaped underbody of the hull is angled enough to deflect damage from mines and other IEDs...Reduces damage from ground blasts by 1/4.
Weapons Systems: None standard, but a pintle mount can be set on the roller bar and manned by a person seated or standing in the back.
Options:
*Engine Upgrade----A more powerful engine and more efficient power train can be added,
improving overall speed, but at greater expense;
Speed: Can improve top speed by up to 50%
Cost: 5,000 credits per 10% of improvement over base.
*Multi-Displacement Engine Mod(available only to liquid-fuel models)---This is a ‘smart’ engine
design that allows the engine to run on only a few cylinders in its 16-cylinder engine, rather than
all of them all of the time. The engine can run on 4, 8, 12, or all 16, at the flip of a switch. While
running on fewer cylinders reduces power and speed, in some circumstances it is prefered,
especially when speed isn’t an issue, and fuel economy is.
Speed: Reduce speed by 32 MPH for every 4 cylinders not being used; so the bare minimum of
running on four cylinders will result in a maximum possible speed of about 32 MPH. However, for
every 4 cylinders taken out of usage, extend range/fuel economy by 10%, so running wholly on 4
cylinders can extend range by 40%(120 miles!).
Cost: 5,000 credits
*Second Engine---A second engine can be dropped into the load bed and connected to the
transmission...The increase in speed is not so great, but the second engine increases the power
available for towing and hauling. Reduce cargo capacity for the rear bedto 1/4(must be carried on
rack above engine housing). Two passengers can hang onto the rack, but not with any sort of
comfort.
Speed: Can improve top speed by up to 10%, Can haul up to 5 tons without problem, 12 tons at 1/4
speed
Cost: 7,000 credits for liquid fuel. 8,000 credits for fuel cell, 9,000 credits for electric battery
(nuclear NOT available).
*Quad Robot Legs---A four-legged full-robot version. Each of its four legs has 100 MDC, and the machine can scuttle along at 45 MPH, but can also scamper up a 45-degree slope. Also enjoys an additional +1 to Dodge due to improved agility. Cost: 1 million credits
[b]Paladin Steel ATV-LAMPH02 ‘Jinnyex’ Quad-Wheeler Jetski[/b]
(aka ‘Hydroquad’)
“Great...now we got motorcycle gangs that can go pirate too!”
The Gibbs Quadski would be represented in rebuild by the PS ‘Jinnyex’(a Wynaro name for a fast and vicious otter-like predator), itself based on the existing PS-ATV-IFV02 ‘Speedy’ AIFV, reconverted back into a human-scale riding quadwheeler. The Jinnyex is essentially a wheeled jetski(or quadwheeler with boat hull and waterjet propulsion) that can quickly go from high speed land operation to water operations and vice versa.
Since its introduction, the LAMPH02 has caught on famously with scouts and commandoes, as well as militia and security personnel operating in wetland areas. The Coalition ‘Brown Water’ Navy has reportedly begun having problems with guerillas and bandit gangs using similar vehicles, so it’s a good bet that a number of the quadskis have made their way into the hands of Tolkeenite bitter-enders.
Type: PS-ATV-LAMPH02 Jinnyex
Class: All-Terrain Vehicle, Amphibious
(Use Pilot Motorcycle or Automobile for skill rolls)
Crew: 1; 1 passenger can sit behind the driver
MDC/Armor by Location:
Main Body 50
Reinforced Crew Compartment 30
Wheels(4) 6 each
Height: 4 ft
Width: 4 ft
Length: 6 ft
Weight: 650 lbs
Cargo: Up to 200 lbs of gear can be carried in side compartments or lashed to the outside.
Powerplant: Liquid Fuel (300 mile range), Fuel-Cell Electric(340 mile range), or Nuclear(5 year energy life)
Speed: (Land) 120 MPH(typically half to a third that over rough terrain)
Can climb 35-degree grades(in theory, could climb up to a 60-degree grade, but impose a -15% skill roll penalty to the pilot to pull this off)
(Water) 110 MPH
Market Cost: 21,000 credits for liquid fuel, 24,000 credits for electric, 1 million for nuclear
Systems of Note:
*Radio(10 mile range)
*Hydrojet Propulsion
*Mine Resistant Hull---The slightly V-shaped underbody of the hull is angled enough to deflect damage from mines and other IEDs...Reduces damage from ground blasts by 1/4. Note that the rider is still exposed on the top of the quadwheeler and not enclosed by a protective vehicle cage, and so may still take concussion damage or be thrown from the vehicle.
Weapons Systems:
1) Handlebar-mounted Weapons Hardpoints(2)--Two podded light weapons can be mounted on either side of the handlebar control stem and rigged to fire with a touch of a trigger-button on the handlebars. Each of the hardpints can be fitted with a standard sidearm hooked up to fire via the handlebar control, or ONE of the following:
a) 7.62mm Machine Gun---Adapted version of the PS GMG M43, with a 20 inch barrel
Range: 7,500 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 800 rpm
Payload: 250-rd belt
Cost: 8,000 credits
b) 12 Gauge AutoShotgun
Range:(12 Gauge)) 300-1,000 ft(varies by ammunition type)
Damage:(12 Gauge)
*Standard Shotgun shell--300 ft range, 5d6 SDC
*Standard Buckshot shell---300 ft range, 4d6 SDC to 5 ft area
*Teargas shell---300 ft range, 25 ft radius---victims are -10 to strike, parry, and dodge, -3 initiative, lose 1 melee attack/action, for the next 1d6+1 melees
*Baton shell---300 ft range, 2d6 SDC, plus humans and human-sized D-Bees must roll a D20 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174).
*S-9Dex Incapacitation Munition ---300 ft range, Essentially a paper-shelled shotgun shell-sized gas-propelled 'cold rocket', packed full of taser beads. Beads powder on impact, reducing the chance of bystanders or ingoing police stepping on undischarged beads. Great for crowd control and dealing with closed-space situations(alleyways, rooms, vehicle interiors, etc...)
Effective Range: 300 feet, w/ 20 ft radius
Damage: Nil. Humanoids struck with this weapon must save vs. coma or be shocked unconscious for 1D6 minutes.
Cyborgs have a 60% chance of having their cybernetics disrupted for 1D10 minutes, and a 30% chance of a non-vital system being permanently shorted out.
*High Explosive Armor Piercing Shell---1,000 ft range, 6d6 MD(no blast radius)
*Mini-Grenade(plasma)--- 1,000 ft range, 5d6 MD to 5 ft blast radius
*Mini-Grenade II(Fragmentation)---1,000 ft range, 2d4 MD to 10 ft blast radius
*Standard HESH Shell---1,000 ft range, 2D4 M.D. plus 4D4 S.D.C. to the person(s) inside of EBA power/body armour & roll versus knockdown (14)
Rate of Fire:(12 Gauge) Standard
Payload:(12 Gauge) 20 rd ‘banana’ clip(up to 4 clips can be carried internally)
Or a 50 shot drum can be added
Cost: 9,000 credits
c)30mm Automatic Grenade Launcher
Range:1,200 ft
Damage:
(SDC)* (Fragmentation) 2d6x10 SDC to 16 ft radius
(High Explosive) 6d6x10 SDC to 4 ft radius
(Armor Piercing) 1d4x100 SDC, no blast radius
(Crowd Control rds)---Essentially an expanding plastic ‘flyswatter’ that delivers a bruising knockdown punch. Cut effective range to 200 ft. Does 2d4 SDC per rd, humans and human-sized D-Bees must roll a D20-5 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174). Human-sized light power armors(500-800 lbs) also roll on a D20, but are +2 to save versus knockdown
(Wood Rounds) 7d6 SDC single shot (1d4x10+5 HP to vampires), no blast radius
*(Yes, I know, why include SDC when it just as quickly becomes MDC? You’re still being hit with a pretty hefty shell)
(MD)(HE) 2d6(12 ft blast radius)
A 5 rd burst does 1d4x10 MD to an 20 ft area
(Armor-Piercing) 4d6(3 ft blast radius)
A 5 rd burst does 1d4x10 MD to an 9 ft area
(light micro-fusion) 6d6 MD (12 ft blast radius)
A 5 rd burst does 1d6x10 MD to an 25 ft area
(HESH (High Explosive Squash Head)) - Designed to ‘spald’ off armor on the interior of power armors and vehicles. Composite ‘chobham’(layered armor and nylon mesh) armor reduces this internal damage by HALF, by holding the armor together.
HESH rounds do NOT have a blast radius.
3D6 MD plus 4D6 SDC to the person(s) inside the object.
(Incendiary) 2d4 MD to a 12 ft blast radius, plus an additional 1d6 MD per melee for 1d6 melees.
The GL can also be used to fire radio beacon adhesion heads, flare rounds, paint shells, EMP grenades, flash-bangs, and, it’s rumored, TW grenades like the feared ‘Snuffers’ and Aura of Doom curse grenades.
Rate of Fire: ECHH
Payload: 12 shot magazine, 18 shot ‘saddle drum’, or 24 shot drum
Note: The Drum magazines are fully compatible with the PS ‘Drum Mine’ system that allows large-caliber ammunition drums to be converted into boobytraps/mines.
Cost: 19,000 credits; SDC rounds cost 40-60 credits each, Crowd Control rounds cost 20 credits each, standard 30mm HE grenades cost 400 credits each, armor-piercing cost 550 credits each, micro-fusion(rarely available on the open market) cost 1,500 credits each, Incendiary cost 600 credits each.
d) 5.56mm Medium Machine Gun---This is an adapted version of the P-631 Series modular automatic weapon, firing caseless ammunition. 15 inch barrel.
Range:
Effective Range: 3,300 ft, maxmum range 8,000 ft
Damage:(5.56mm) 5d6 +3 SDC single shot or 2d4x10+9 SDC per 3 shot burst at ranges under 3,300 ft, 3d6+1 SDC or 6d6+3 SDC per 3 rd burst beyond 3,300 ft .
(PSX-1) 1d6 MD per single shot or 3d6 MD per 3 shot burst(no damage reduction)
Can use any standard 5.56 mm-format specialized munitions, including explosive rounds and megadamage armor-piercers.
Rate of Fire: Selective fire; bursts of 5, 10, 20, 30, or 50 rds.
Payload: 180-rd Belt
Cost: 3,800 credits
e)Laser Cannon---Adapted model of the PS-RFL2-33 ‘Blazer’ Heavy Infantry Laser
Weight: 27 lbs
Range: 4,000 ft
Damage: 3d6 MD single shot, 6d6 MD short burst, 1d6x10 MD medium burst( 20 shots, 2 attacks), 2d6x10 MD long burst(40 shots, 2 attacks), 4d6x10 MD full magazine burst(80 shots, no bonuses to strike...does 3d6 MD to 4d4 targets if in a spray attack).
Rate of Fire: Standard
Payload: 25 shots from the standard e-clip in the forward holder, 70 shots from a regenerating canister e-clip. Regenerates 5 shots per hour, and can self-renew four times before needing to be overhauled. E-clip adaptors allow the Blazer to use conventional e-clips and CS canisters in a pinch.
Cost: 75,000 credits
f)PS Rip-Zapper Ion Cannon
Range:(Ion Beam Mode) 1,700 ft
(SDC Beam) 2,000 ft
(Ion Bolt Mode) 3,000 ft
(Lightning Zapper Mode) 500 ft
(Shock-Zap Mode) 1-3 ft
Damage:(Ion Beam Mode) 4d6+2 MD per single shot
(SDC Beam)1d6 SDC shock-burn. Plus, victims must make a save of 14 or better, or be -8 to strike, parry, and dodge for 2d6 melees. A savings throw versus non-lethal poison means the person is unimpaired. 25% chance of knocking out unshielded cybernetics for 1d4 melees, and a 75% chance of permanently frying nanotech devices(like Armor-dissolving nanites or RMK/IRMSS systems).
(Ion Bolt Mode) 2d4 MD to 5 ft radius, 55% chance of knocking out unshielded cybernetics for 1d4 melees.
(Lightning Zapper Mode) Does stun damage similar to SDC beam through metal armor and light power armor.
On an unmodified roll of 18-20, it causes unshielded BIONICS and robots to spasm for 1d4 melees(Cyborg is at HALF bonuses to strike, parry, dodge, roll, and is -3 to initiative. Reduce speed by HALF).
This weapon does 1d4x10 EMP damage(no physical damage) to a 10 ft radius. The resulting percentage of the target location MDC is the chance of shutdown/disablement. All damage is cumulative. Damage in excess of 50% target MDC will require repair to make it functional; 75% or more damage will require replacement of the entire electrical system. Does double damage to non-shielded civilian systems. Bionics are -1 to dodge, roll, and strike for the affected limb/system, lasting 1d4 melees, non-cumulative, before the system resets itself.
(Shock-Zap Mode) Similar to a Shock Rod; 5d6 SDC, plus 55% chance of stunning humans, d-bees, and small animals for 1d4 melees, 15% against large or inhumanly powerful beings. Cumulative effects same as for Electro-Stunner(see pg 50 of Coalition: Lone Star).
Rate of Fire:(Ion Beam Mode)Standard
(SDC Beam) Standard
(Ion Bolt Mode) Four times per melee
(Lightning Zapper Mode) Can fire only one Zap every melee(takes fifteen seconds to power up)
(Shock-Zap Mode) ECHH
Payload:(Ion Beam Mode) 10 shots standard E-clip, 24 shots long e-clip.
(SDC Beam)One MD shot equals 10 SDC shots
(Ion Bolt Mode) Same as for Ion Beam mode
(Lightning Zapper Mode) Same as for Ion Beam mode
(Shock-Zap Mode) 20 zaps equals 1 MD shot
Features:
*Heavy insulation
*Compatible with NG, CS, and PS-produced E-canisters
Options: None
Cost: 36,000 Credits
g) Micro-Missile Launcher---25 shot launch box. Cost: 20,000 credits, missiles cost extra
h) Mini-Missile Launcher---4 shot launcher. Cost: 40,000 credits, missiles cost extra
i) Copperhead Anti-Tank Missiles
Range: 1 mile,
Damage: High Explosive 2d4x10 MD,
Rate of Fire: Volleys of 1-4
Payload: 1
Bonuses: +5 to strike
Cost: 20,000 Cr, missiles cost 600 credits each
2)(Optional) Mini-Torpedoes(2)---A single mini-torpedo can be mounted on each side and jettisoned using a special launch rig.
Range: 1 mile
Damage: 1d6x10 MD
Rate of Fire: Volley of 1-2(all)
Payload: 2, one each side
Options:
*Trailer Pod---This is a roughly lozenge-shaped trailer pod of lightweight MDC fabric and composite plastic construction that can be towed behind the quadski. The pod can be used to carry an additional passenger or up to 400 lbs of cargo. The pod has two zip-lock door-panels and can be made watertight to keep the contents dry. The trailer has two wheels, and a cruder form of the Gibbs suspension system; when a hydrosensor detects rising water, the wheels swivel up and the pod can float.
MDC: 50
Size: Roughly 6 ft long, 3.5 ft wide, and 3 ft tall
Weight: 160 lbs
Cargo: 400 lbs
Movement Penalty: -5% to piloting skill and reduce maximum speed by 20% while the trailer is hitched up
Cost: 9,000 credits
http://www.gibbslockheedamphibians.com
Paladin Steel’s heritage scouts have to be among the busiest and best-paid of their kind on Rifts Earth; they keep bringing up treasures for PS’s engineers. Whether the technology and technical literature they dig up and turn over is really preserved relics of Rifts Earth’s Golden Age, or secondhand d-bee material from alternate Earths, is unknown, but PS will take a look at it regardless. So when a heritage scout came in with a stack of data files claiming to describe in detail pre-Rifts Lockheed Martin’s foray into amphibious vehicles under the Gibbs subcontractor name, PS sat up and took notice.
Paladin Steel quickly realized that of the four designs described in the files, two could easily and quickly be produced from existing vehicle lines, one would require a bit more work, and the last would require a new production line.
Paladin Steel has adapted what it calls the ‘Gibbs Amphibian Suspension System’ to a number of vehicles; in it, the vehicle has a boat-bottomed hull and widely-spaced wheels that rotate up and out of the water to improve streamlining along the submerged portion of the hull. The amphibians are also notably very shallow draft, allowing for high speed operations in shallows and rivers, further improving mobility. Though more expensive than simpler forms of amphibian design, the payoff of reducing drag is in faster speeds and more durable vehicular lower bodies. On Rifts Earth, this has translated into immediate sales interest for customers who need to cross multiple environs, fast.
Paladin Steel ALAC-04 Morgen Amphibious Light Armored Car
“The Morgen’s a snapping turtle on steroids, a muscle car for land AND sea, a high speed marauder for security pursuit, raiding, or just plain crusin’ for mates. Whatever the engine that’s installed inside, the Morgen purrs like a predator, works like a drafthorse, and moves like a force of nature. With the right weaponry, it’s a certified threat to small ships and river traffic. Do I like this truck? Does it show that obviously?”
The Morgen was the only one of the four Gibbs designs that Paladin Steel couldn’t produce from an existing vehicle line, despite the original ACC-E concept being based on the ubiquitous ‘Humvee’. Paladin Steel had eschewed doing its own carbon-copy of the pre-Rifts Hummer in favor of other designs, as the market was already flooded by Black Market copies from various manufacturers.
Instead, PS rebuilt the ACC-E from the ground up as a new vehicle. The resulting vehicle, the Morgen, is described as being more of a ‘light wheeled tank’ or a ‘fast turtle’ than anything else. The Morgen has a four-wheel design with a hard canopy top and heavily armored windows, plus a boat-shaped lower hull, armored wheels, and a retracting suspension that clears the wheels out of the water when the hydrojet propulsion is engaged. Performance on the water has been likened to ‘skipping a brick’ with regards to the Morgen’s high speed and heavy armor. Adding to the pluses is the ability to mount a remote-control weapons turret on the roof; some buyers/operators have become infatuated with the ability to perform ‘drive by’ attacks on ships and shoreline targets, then escaping at high speed on the water, or ducking inland to avoid pursuit.
Since its introduction, the Morgen has caught on with Paladin Steel Security, the GNEAS, and affiliated paramilitaries and armed mercantile concerns. The vehicle has just recently been introduced to the general market.
Type: PS-LM/G-ALAC-04 Morgen
Class: Amphibious Light Armored Car
Crew: 2+6 passengers
MDC/Armor by Location:
Main Body 300
Reinforced Crew Compartment 100
Wheels(4) 30 each
(Optional) Light Turret 50
(Optional) Medium Turret 90
Height: 8 ft
Width: 8 ft
Length: 20 ft
Weight: 4 tons
Cargo: 1,000 lbs
Powerplant:Liquid Fuel(200 miles), electric(250 miles), or nuclear fusion w/ 10 year energy life(rarely fitted)
Speed: (Land) 80 MPH
` (Water) 45 MPH
Market Cost: 680,000 credits for liquid fuel, 780,000 credits for electric, and 2 million credits for nuclear
Systems of Note:
*Power Bilge Pumps
*Variable Pressure Tires
*Retractable Keel Board/Trim Vanes/Rudders
*Dashboard Compass
*Dashboard Radio(20 mile range)
*Depth Finder
*Normal Light/IR Headlights
*Hydrojet Propulsion
*Mine Resistant Hull---The slightly V-shaped underbody of the hull is angled enough to deflect damage from mines and other IEDs...Reduces damage from ground blasts by 1/4.
Weapons Systems: None standard, but a light(single weapon) or medium (twin weapon) weapon turret can be fitted.
a) 40mm Grenade Launcher
Range:7,000 ft
Damage: Fragmentation: 4d6 MD to 12 ft area, 2d6x10 MD to a 40 ft area for a 10 rd burst.
Armor-Piercing: 1d4x10 MD to 3 ft area, 3d6x10 MD to a 8 ft area for a 10 rd burst.
Rate of Fire: Standard
Payload: 300 rd drum each AGL
Special Features: None
Cost: 50,000 credits for the launcher
b)PS-RG-44 Rail Gun(a copy of an imported Russian design)
Range: 4,000 ft
Damage: 1d4x10 MD per 20 rd burst
Rate of Fire: EGCHH
Payload: 3,000 rd drum
Cost: 75,000 credits
d)Mini-Missiles---10 shot pod
e)Short Range Missiles---A 4-shot pod can be mounted on each hardpoint
f)Copperhead Anti-Armor Missiles----(Range: 1 mile, Damage: High Explosive 2d4x10 MD, Rate of Fire: Volleys of 1, 2, or 4, Payload: 4, Bonuses: +5 to strike, Market Cost: 50,000 credits for the launcher, 8, 000 credits per missile)---4 shot pod
g)PS-RL-210 Fragmentation Rocket Launcher( a copy of an imported Russian design). Note that PS has also been experimenting with an incendiary variant using a magnesium mixture.
Range: 4,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
At 3,500 ft, the rds go ‘grapeshot’, doing 3d6 MD(1 MD for a single shot) in a 12 ft wide area.
(Incendiary “Hot-Grape” Version)---Do an additional +2 MD per rd, and 1 MD of damage for 1d4 melees as the flare portion burns down.
Rate of Fire: EGCHH
Payload: 1,000 rd drum
Cost: 100,000 credits
h)PS PTT-M20 Missile Rifle: An extremely popular CS knockoff.
MDC: 100
Range: (Mini-Missiles)Varies by Missile Type(Mini-Missile).Usually about a mile for the missiles
(Laser) 2,000 feet
Damage:(Mini-Missiles)Varies by Missile Type(Mini-Missile).
(Laser) 2d6 MDC
Rate of Fire: (Mini-Missiles)Volleys of 1, 2, or 4
(Laser) EGCHH
Payload:(Mini-Missiles) 20 missiles total (10 per tube)
(Laser) Effectively Unlimited attached to an external generator, or 20 shots per standard E-clip/30 per long E-clip as backup. The Morgen has a 120 shot battery that recharges off the main engine at 10 shots per hour during normal operations, or 20 shots per hour of idling.
Bonuses: +1 to strike from laser targeting
Cost: 70,000 Cr
i)PS-DL-110 Razor-Frizzer( a copy of an imported Russian design). The PS version uses ceramic and light alloy discs that, either by accident or deliberate design, give off a very audible high-pitched shrieking or buzzing noise when fired. Very frightening if you’re aboard a ship with these things spinning off things and nowhere to dodge.
Range: 2,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
Rate of Fire: EGCHH
Payload: 2,000 rd drum
Cost: 80,000 credits
j)Light 20mm Autocannon
Range: 4,000 ft
Damage:(20mm) 1d4 MD single shot
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 5 ft blast radius(single shot)
(PSX 20mm) 4d4 MD single shot
2d4x10 MD per 5 rd burst
4d4x10 MD per 10 rd burst
Airburst does 4d4 MD to 5 ft blast radius(single shot)
(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)
Rate of Fire: Standard
Payload: 200 rds
Cost: 30,000 credits
k)45mm PS-HRG05 'Hellshot' Rail Cannons: An early attempt to equal the power of the infamous "Boom Gun" carried by the Glitterboy, these fearsome handheld weapons fire a much larger heavy metal kinetic energy penetrator with a massive punch. Unfortunately, the engineers were unable to equal the Boom Gun's long range or build the projectiles any smaller, limiting the payload.
MDC: 50
Weight: 500lbs
Range: 3,300 ft
Damage: 3D6x10 MD
Rate of Fire: Single shot only; EGCHH
Payload: 12 shots
Market Cost: 120,000 credits per cannon, 800 credits per penetrator round
l)Pulse Laser
Range: 4,000 ft
Damage: 4d6 MD single shot, 1d6x10+10 MD triple pulse blast
Rate of Fire: EGCHH
Payload: 100 shot battery
Cost: 65,000 credits
m)Laser Cannon Pod---A heavier single-barrel laser cannon, based on a weapon acquired from South America(the ATL-7 Anti-Tank Laser)
Range: 3,000 ft
Damage: 3d6x10+10 MD per single shot
Rate of Fire: Four shots per melee
Payload: 80 shot battery
Cost: 180,000 credits
n)Pulse Laser Lances---Adapted from the Kittani Energy Lance; modest damage, but good range, and excellent accuracy(due to its light weight and integral laser sighting). These weapons are heavier than the original, due to different production methods(70 lbs), and are just now becoming available; PS is testing out the market and applications.
Range: 6,000 ft in hi-mode, 3,000 ft in lo-mode
Damage: 3d6 MD single shot in hi-mode, 6d6 MD per blast in lo-mode
Rate of Fire: EGCHH
Payload: 100 shot battery
Bonus: +2 to strike
Cost: 75,000 credits
o)Ion Cannon---A copy of the ion weapon in the M-90 “Beach Stormer”, samples of which were acquired by Paladin Steel West, though with slightly less damage due to differing production methods.
Range: 4,000 ft
Damage: 1d6x10 +7 MD per energy burst
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: 60,000 credits
p)Plasma Cannon---Adapted from PS’s PPR-3 Serap Heavy Plasma Projector. The weapon also has the option of firing ‘hot shots’ of deuterium-enriched plasma feeding from a pressure cylinder
Range:(Plasma Stream) 2000 ft
(Plasma Bolt) 1500 ft
Damage:(Plasma Stream) 1d6x10 MD per blast*
*Can be increased by 50% with a ‘hot shot’ injection of deuterium gas
(Plasma Bolt) 1d4x10 MD to 8 ft blast radius
Rate of Fire: Single shot, ECHH
Payload: Effectively Unlimited
Deuterium Gas Reservoir has enough gas under pressure for 20 shots.
Cost: 100,000 credits, plus 800 credits per deuterium ‘hotshot’ cartridge.
Paladin Steel MDUKW3 ‘Mineex’ Amphibious Truck
“Don’t you mudsloggers be getting the idea that these things make you sailors! Nothing beats a REAL ship on the water!”
“If you deck-whumpers weren’t afraid of a little shallow water, we wouldn’t be buying ‘these things’ in such quantity.”
The Mineex(after a Wynaro name for an large flightless duck-like predator of their homeworld) is a modification of the Classic Mover DUKW, rebuilt to serve as a high speed riverine monitor. It trades some of the DUKW’s cargo and passenger capacity for heavier armor, a more power engine, multiple weapons stations, and greater speed, at greater cost per unit. Like the Morgen, it too has a hard-top canopy instead of an open deck or fabric top, and the troops can either shoot through gunports or shuttered windows. Three weapons stations that can be remote controlled or manually operated provide heavy firepower. Hydrojet propulsion replaces the slower system on the DUKW2, allowing for faster speed on the water.
The Mineex has found a place in the GNEAS and affiliated militaries as a riverine patrol craft and troop transport. It is also being marketed abroad by Paladin Steel.
Type: PS-LM/G-MDUKW3
Class: High Speed Amphibious Utility Vehicle
Crew: One driver and 3 gunners, but capacity for up to 12 passengers
MDC/Armor by Location:
Main Body 280
Wheels(6) 30 each
Weapons Turrets(3) 50 each
Height: 8.8 ft
Width: 8.25 ft
Length: 31 ft
Weight: 8.7 tons
Cargo: 4 tons
Powerplant:Liquid Fuel(200 miles), electric(250 miles), or nuclear fusion w/ 7 year energy life(rarely fitted)
Speed:(Land) 70 MPH
(Water) 40 MPH
Market Cost: 720,000 credits for liquid fuel, 800,000 credits for electric, and 2.1 million credits for nuclear
Systems of Note:
*Power Bilge Pumps
*Variable Pressure Tires
*Retractable Keel Board/Trim Vanes/Rudders
*Erectable Fabric Top(25 MDC)
*Dashboard Compass
*Dashboard Radio(15 mile range)
*Depth Finder
*Normal Light/IR Headlights
*Hydrojet Propulsion
*Mine Resistant Hull---The slightly V-shaped underbody of the hull is angled enough to deflect damage from mines and other IEDs...Reduces damage from ground blasts by 1/4.
Weapons Systems: Has provision for 3 pintle mounts for mini-guns, light rail guns, energy rifles, or rocket/missile/mini-torpedo launchers, one on each side just behind the driver’s compartment, and one at the rear of the amphibian.
Options:
*Sonar--5 mile range. Cost: 70,000 credits
*Mini-Radar-Cost: 60,000 credits for 5 mile range, 120,000 credits 10 mile range.
*Mini-missile ‘Calliope’ Launcher---This multi-tube “pipe organ” missile launcher repalces the rear weapons station and turns the vehicle into a light bombard platform. To aim the missiles, the vehicle itself must be aimed and pointed, as the launcher has only elevation and depression,
Range: Varies
Damage: Varies
Rate of Fire: Volleys of 1,2, 4, 6,
Payload: 20
Cost: 15,000 credits
*’Metal Storm’ Mini-Missile Launcher---As above, only each tube has three mini-missiles loaded in-line and fired by a gas-cartridge free of the launcher before rocket engine ignition.
Range: Varies
Damage: Varies
Rate of Fire: Volleys of 1-10
Payload: 60, three per tube
Cost: 70,000 credits
*Short Range Missile Launcher---A heavier box-launcher, providing heavier firepower.
Range: Varies
Damage: Varies
Rate of Fire: Volleys of 1,2, 4, 6, (all)
Payload: 6
Cost: 20,000 credits
Variants:
*PS-LM/G-MDUKW3M---A special operations variant that does away with troop carrying capability to carry medium range sea-skimming anti-shipping missiles. The rear weapons station has been replaced with two shipping/launching boxes, each holding an MRM cruise missile(the Harpoon III is the standard issue), while a single reload missile can be stowed in the cabin(takes about 15 minutes to reload it and test it).
Paladin Steel ‘Waterwalker’ Enhanced Amphibious Mobility Kit(EAMK-01)
This is a modification kit being offered to improve the water mobility of the original DUKW3, by adding two retractable hydroplanes and a larger, more powerful engine with lowerable prop-shaft.
Weight:+ 2,000 lbs
MDC: Hydrofoils(2) 30 each
Speed: (Water) 35 MPH
Cost: 85,000 credits
Paladin Steel AATUV-02M WaterNix Amphibious Jeep
“Ever since we switched over from Mallards to WaterNixes for waterway patrol, I swear the guys go through our monthly fuel budget in a week racing each other! Don’t get me wrong; it’s great having that extra speed, but the temptation to floor the pedal and go crusing for the sheer helluvit...well...”
The WaterNix is based on the Paladin Steel Jeep Warrior, using the same body frame, same wheels, same engine, but rebuilting the lower body work and installing a Gibs Amphibian Suspension System. The resulting vehicle is slower than the standard Jeep Warrior on land, but is comparable to a racing boat on the water, making the WaterNix an instant favorite with coastal patrol forces. In almost all other regards, the WaterNix is identical to the Jeep Warrior.
The WaterNIx is rapidly becoming the vehicle of choice with coastal and riverine forces in the GNE, and is expected to quickly become as common a sight as any of the other ‘common mover’ vehicles manufactured by Paladin Steel. Sales outside the GNE are already showing a definite upward trend, which makes PS’s accountants SMILE.
Type: PS-AATUV-02M WaterNix
Class: Amphibious All-Terrain Utility Vehicle
Crew: One; can accommodate 3-4 passengers
MDC/Armor by Location:
Main Body 90
Wheels(4) 15 each
(Optional) Plastic Flex-Armor Convertible Cover 25 MDC
Height: 6 ft at roller bar
Width: 7 ft
Length: 9 ft
Weight: 1.4 tons
Cargo: Glove compartment, plus up to 600 lbs of gear in the rear seats(if not carrying passengers)
Powerplant: Liquid Fuel(300 mile range), Hydrogen-Electric Fuel Cell(360 mile range), Electric
Battery(380 mile range), or Nuclear Mini-Pack(w/ 5 year lifespan)
Speed: (Land) 80 MPH
`(Water) 50 MPH
Market Cost: 22,000 credits for the basic WN. 36,000 credits for fuel cell, 43,000 credits for
electric, and 2 million credits for nuclear.
Systems of Note:
*Automatic Transmission
*Four-Wheel Drive
*Variable Suspension---Can raise or lower itself up to 18 inches to clear obstacles
*Dashboard Radio(reciever only)
*Roller Bar Assembly
*Rear Cargo Rack---Can hold up to 2x 45 gallon drums of fuel/water
*IR/Normal Light Headlights
*Powered Winch and 60 ft of cable
*Towing Mount---Can haul up to 3 tons without problem, 5 tons at 1/4 speed
*Spare set of jumper cables and tool kit
*Hydrojet Propulsion
*Mine Resistant Hull---The slightly V-shaped underbody of the hull is angled enough to deflect damage from mines and other IEDs...Reduces damage from ground blasts by 1/4.
Weapons Systems: None standard, but a pintle mount can be set on the roller bar and manned by a person seated or standing in the back.
Options:
*Engine Upgrade----A more powerful engine and more efficient power train can be added,
improving overall speed, but at greater expense;
Speed: Can improve top speed by up to 50%
Cost: 5,000 credits per 10% of improvement over base.
*Multi-Displacement Engine Mod(available only to liquid-fuel models)---This is a ‘smart’ engine
design that allows the engine to run on only a few cylinders in its 16-cylinder engine, rather than
all of them all of the time. The engine can run on 4, 8, 12, or all 16, at the flip of a switch. While
running on fewer cylinders reduces power and speed, in some circumstances it is prefered,
especially when speed isn’t an issue, and fuel economy is.
Speed: Reduce speed by 32 MPH for every 4 cylinders not being used; so the bare minimum of
running on four cylinders will result in a maximum possible speed of about 32 MPH. However, for
every 4 cylinders taken out of usage, extend range/fuel economy by 10%, so running wholly on 4
cylinders can extend range by 40%(120 miles!).
Cost: 5,000 credits
*Second Engine---A second engine can be dropped into the load bed and connected to the
transmission...The increase in speed is not so great, but the second engine increases the power
available for towing and hauling. Reduce cargo capacity for the rear bedto 1/4(must be carried on
rack above engine housing). Two passengers can hang onto the rack, but not with any sort of
comfort.
Speed: Can improve top speed by up to 10%, Can haul up to 5 tons without problem, 12 tons at 1/4
speed
Cost: 7,000 credits for liquid fuel. 8,000 credits for fuel cell, 9,000 credits for electric battery
(nuclear NOT available).
*Quad Robot Legs---A four-legged full-robot version. Each of its four legs has 100 MDC, and the machine can scuttle along at 45 MPH, but can also scamper up a 45-degree slope. Also enjoys an additional +1 to Dodge due to improved agility. Cost: 1 million credits
[b]Paladin Steel ATV-LAMPH02 ‘Jinnyex’ Quad-Wheeler Jetski[/b]
(aka ‘Hydroquad’)
“Great...now we got motorcycle gangs that can go pirate too!”
The Gibbs Quadski would be represented in rebuild by the PS ‘Jinnyex’(a Wynaro name for a fast and vicious otter-like predator), itself based on the existing PS-ATV-IFV02 ‘Speedy’ AIFV, reconverted back into a human-scale riding quadwheeler. The Jinnyex is essentially a wheeled jetski(or quadwheeler with boat hull and waterjet propulsion) that can quickly go from high speed land operation to water operations and vice versa.
Since its introduction, the LAMPH02 has caught on famously with scouts and commandoes, as well as militia and security personnel operating in wetland areas. The Coalition ‘Brown Water’ Navy has reportedly begun having problems with guerillas and bandit gangs using similar vehicles, so it’s a good bet that a number of the quadskis have made their way into the hands of Tolkeenite bitter-enders.
Type: PS-ATV-LAMPH02 Jinnyex
Class: All-Terrain Vehicle, Amphibious
(Use Pilot Motorcycle or Automobile for skill rolls)
Crew: 1; 1 passenger can sit behind the driver
MDC/Armor by Location:
Main Body 50
Reinforced Crew Compartment 30
Wheels(4) 6 each
Height: 4 ft
Width: 4 ft
Length: 6 ft
Weight: 650 lbs
Cargo: Up to 200 lbs of gear can be carried in side compartments or lashed to the outside.
Powerplant: Liquid Fuel (300 mile range), Fuel-Cell Electric(340 mile range), or Nuclear(5 year energy life)
Speed: (Land) 120 MPH(typically half to a third that over rough terrain)
Can climb 35-degree grades(in theory, could climb up to a 60-degree grade, but impose a -15% skill roll penalty to the pilot to pull this off)
(Water) 110 MPH
Market Cost: 21,000 credits for liquid fuel, 24,000 credits for electric, 1 million for nuclear
Systems of Note:
*Radio(10 mile range)
*Hydrojet Propulsion
*Mine Resistant Hull---The slightly V-shaped underbody of the hull is angled enough to deflect damage from mines and other IEDs...Reduces damage from ground blasts by 1/4. Note that the rider is still exposed on the top of the quadwheeler and not enclosed by a protective vehicle cage, and so may still take concussion damage or be thrown from the vehicle.
Weapons Systems:
1) Handlebar-mounted Weapons Hardpoints(2)--Two podded light weapons can be mounted on either side of the handlebar control stem and rigged to fire with a touch of a trigger-button on the handlebars. Each of the hardpints can be fitted with a standard sidearm hooked up to fire via the handlebar control, or ONE of the following:
a) 7.62mm Machine Gun---Adapted version of the PS GMG M43, with a 20 inch barrel
Range: 7,500 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 800 rpm
Payload: 250-rd belt
Cost: 8,000 credits
b) 12 Gauge AutoShotgun
Range:(12 Gauge)) 300-1,000 ft(varies by ammunition type)
Damage:(12 Gauge)
*Standard Shotgun shell--300 ft range, 5d6 SDC
*Standard Buckshot shell---300 ft range, 4d6 SDC to 5 ft area
*Teargas shell---300 ft range, 25 ft radius---victims are -10 to strike, parry, and dodge, -3 initiative, lose 1 melee attack/action, for the next 1d6+1 melees
*Baton shell---300 ft range, 2d6 SDC, plus humans and human-sized D-Bees must roll a D20 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174).
*S-9Dex Incapacitation Munition ---300 ft range, Essentially a paper-shelled shotgun shell-sized gas-propelled 'cold rocket', packed full of taser beads. Beads powder on impact, reducing the chance of bystanders or ingoing police stepping on undischarged beads. Great for crowd control and dealing with closed-space situations(alleyways, rooms, vehicle interiors, etc...)
Effective Range: 300 feet, w/ 20 ft radius
Damage: Nil. Humanoids struck with this weapon must save vs. coma or be shocked unconscious for 1D6 minutes.
Cyborgs have a 60% chance of having their cybernetics disrupted for 1D10 minutes, and a 30% chance of a non-vital system being permanently shorted out.
*High Explosive Armor Piercing Shell---1,000 ft range, 6d6 MD(no blast radius)
*Mini-Grenade(plasma)--- 1,000 ft range, 5d6 MD to 5 ft blast radius
*Mini-Grenade II(Fragmentation)---1,000 ft range, 2d4 MD to 10 ft blast radius
*Standard HESH Shell---1,000 ft range, 2D4 M.D. plus 4D4 S.D.C. to the person(s) inside of EBA power/body armour & roll versus knockdown (14)
Rate of Fire:(12 Gauge) Standard
Payload:(12 Gauge) 20 rd ‘banana’ clip(up to 4 clips can be carried internally)
Or a 50 shot drum can be added
Cost: 9,000 credits
c)30mm Automatic Grenade Launcher
Range:1,200 ft
Damage:
(SDC)* (Fragmentation) 2d6x10 SDC to 16 ft radius
(High Explosive) 6d6x10 SDC to 4 ft radius
(Armor Piercing) 1d4x100 SDC, no blast radius
(Crowd Control rds)---Essentially an expanding plastic ‘flyswatter’ that delivers a bruising knockdown punch. Cut effective range to 200 ft. Does 2d4 SDC per rd, humans and human-sized D-Bees must roll a D20-5 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174). Human-sized light power armors(500-800 lbs) also roll on a D20, but are +2 to save versus knockdown
(Wood Rounds) 7d6 SDC single shot (1d4x10+5 HP to vampires), no blast radius
*(Yes, I know, why include SDC when it just as quickly becomes MDC? You’re still being hit with a pretty hefty shell)
(MD)(HE) 2d6(12 ft blast radius)
A 5 rd burst does 1d4x10 MD to an 20 ft area
(Armor-Piercing) 4d6(3 ft blast radius)
A 5 rd burst does 1d4x10 MD to an 9 ft area
(light micro-fusion) 6d6 MD (12 ft blast radius)
A 5 rd burst does 1d6x10 MD to an 25 ft area
(HESH (High Explosive Squash Head)) - Designed to ‘spald’ off armor on the interior of power armors and vehicles. Composite ‘chobham’(layered armor and nylon mesh) armor reduces this internal damage by HALF, by holding the armor together.
HESH rounds do NOT have a blast radius.
3D6 MD plus 4D6 SDC to the person(s) inside the object.
(Incendiary) 2d4 MD to a 12 ft blast radius, plus an additional 1d6 MD per melee for 1d6 melees.
The GL can also be used to fire radio beacon adhesion heads, flare rounds, paint shells, EMP grenades, flash-bangs, and, it’s rumored, TW grenades like the feared ‘Snuffers’ and Aura of Doom curse grenades.
Rate of Fire: ECHH
Payload: 12 shot magazine, 18 shot ‘saddle drum’, or 24 shot drum
Note: The Drum magazines are fully compatible with the PS ‘Drum Mine’ system that allows large-caliber ammunition drums to be converted into boobytraps/mines.
Cost: 19,000 credits; SDC rounds cost 40-60 credits each, Crowd Control rounds cost 20 credits each, standard 30mm HE grenades cost 400 credits each, armor-piercing cost 550 credits each, micro-fusion(rarely available on the open market) cost 1,500 credits each, Incendiary cost 600 credits each.
d) 5.56mm Medium Machine Gun---This is an adapted version of the P-631 Series modular automatic weapon, firing caseless ammunition. 15 inch barrel.
Range:
Effective Range: 3,300 ft, maxmum range 8,000 ft
Damage:(5.56mm) 5d6 +3 SDC single shot or 2d4x10+9 SDC per 3 shot burst at ranges under 3,300 ft, 3d6+1 SDC or 6d6+3 SDC per 3 rd burst beyond 3,300 ft .
(PSX-1) 1d6 MD per single shot or 3d6 MD per 3 shot burst(no damage reduction)
Can use any standard 5.56 mm-format specialized munitions, including explosive rounds and megadamage armor-piercers.
Rate of Fire: Selective fire; bursts of 5, 10, 20, 30, or 50 rds.
Payload: 180-rd Belt
Cost: 3,800 credits
e)Laser Cannon---Adapted model of the PS-RFL2-33 ‘Blazer’ Heavy Infantry Laser
Weight: 27 lbs
Range: 4,000 ft
Damage: 3d6 MD single shot, 6d6 MD short burst, 1d6x10 MD medium burst( 20 shots, 2 attacks), 2d6x10 MD long burst(40 shots, 2 attacks), 4d6x10 MD full magazine burst(80 shots, no bonuses to strike...does 3d6 MD to 4d4 targets if in a spray attack).
Rate of Fire: Standard
Payload: 25 shots from the standard e-clip in the forward holder, 70 shots from a regenerating canister e-clip. Regenerates 5 shots per hour, and can self-renew four times before needing to be overhauled. E-clip adaptors allow the Blazer to use conventional e-clips and CS canisters in a pinch.
Cost: 75,000 credits
f)PS Rip-Zapper Ion Cannon
Range:(Ion Beam Mode) 1,700 ft
(SDC Beam) 2,000 ft
(Ion Bolt Mode) 3,000 ft
(Lightning Zapper Mode) 500 ft
(Shock-Zap Mode) 1-3 ft
Damage:(Ion Beam Mode) 4d6+2 MD per single shot
(SDC Beam)1d6 SDC shock-burn. Plus, victims must make a save of 14 or better, or be -8 to strike, parry, and dodge for 2d6 melees. A savings throw versus non-lethal poison means the person is unimpaired. 25% chance of knocking out unshielded cybernetics for 1d4 melees, and a 75% chance of permanently frying nanotech devices(like Armor-dissolving nanites or RMK/IRMSS systems).
(Ion Bolt Mode) 2d4 MD to 5 ft radius, 55% chance of knocking out unshielded cybernetics for 1d4 melees.
(Lightning Zapper Mode) Does stun damage similar to SDC beam through metal armor and light power armor.
On an unmodified roll of 18-20, it causes unshielded BIONICS and robots to spasm for 1d4 melees(Cyborg is at HALF bonuses to strike, parry, dodge, roll, and is -3 to initiative. Reduce speed by HALF).
This weapon does 1d4x10 EMP damage(no physical damage) to a 10 ft radius. The resulting percentage of the target location MDC is the chance of shutdown/disablement. All damage is cumulative. Damage in excess of 50% target MDC will require repair to make it functional; 75% or more damage will require replacement of the entire electrical system. Does double damage to non-shielded civilian systems. Bionics are -1 to dodge, roll, and strike for the affected limb/system, lasting 1d4 melees, non-cumulative, before the system resets itself.
(Shock-Zap Mode) Similar to a Shock Rod; 5d6 SDC, plus 55% chance of stunning humans, d-bees, and small animals for 1d4 melees, 15% against large or inhumanly powerful beings. Cumulative effects same as for Electro-Stunner(see pg 50 of Coalition: Lone Star).
Rate of Fire:(Ion Beam Mode)Standard
(SDC Beam) Standard
(Ion Bolt Mode) Four times per melee
(Lightning Zapper Mode) Can fire only one Zap every melee(takes fifteen seconds to power up)
(Shock-Zap Mode) ECHH
Payload:(Ion Beam Mode) 10 shots standard E-clip, 24 shots long e-clip.
(SDC Beam)One MD shot equals 10 SDC shots
(Ion Bolt Mode) Same as for Ion Beam mode
(Lightning Zapper Mode) Same as for Ion Beam mode
(Shock-Zap Mode) 20 zaps equals 1 MD shot
Features:
*Heavy insulation
*Compatible with NG, CS, and PS-produced E-canisters
Options: None
Cost: 36,000 Credits
g) Micro-Missile Launcher---25 shot launch box. Cost: 20,000 credits, missiles cost extra
h) Mini-Missile Launcher---4 shot launcher. Cost: 40,000 credits, missiles cost extra
i) Copperhead Anti-Tank Missiles
Range: 1 mile,
Damage: High Explosive 2d4x10 MD,
Rate of Fire: Volleys of 1-4
Payload: 1
Bonuses: +5 to strike
Cost: 20,000 Cr, missiles cost 600 credits each
2)(Optional) Mini-Torpedoes(2)---A single mini-torpedo can be mounted on each side and jettisoned using a special launch rig.
Range: 1 mile
Damage: 1d6x10 MD
Rate of Fire: Volley of 1-2(all)
Payload: 2, one each side
Options:
*Trailer Pod---This is a roughly lozenge-shaped trailer pod of lightweight MDC fabric and composite plastic construction that can be towed behind the quadski. The pod can be used to carry an additional passenger or up to 400 lbs of cargo. The pod has two zip-lock door-panels and can be made watertight to keep the contents dry. The trailer has two wheels, and a cruder form of the Gibbs suspension system; when a hydrosensor detects rising water, the wheels swivel up and the pod can float.
MDC: 50
Size: Roughly 6 ft long, 3.5 ft wide, and 3 ft tall
Weight: 160 lbs
Cargo: 400 lbs
Movement Penalty: -5% to piloting skill and reduce maximum speed by 20% while the trailer is hitched up
Cost: 9,000 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
------------
"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
------------
- ZINO
- Knight
- Posts: 4097
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: Paladin Steel Storefront
very well written and well done ,nicely done
taalismn wrote:Gibbs Frame Amphibious Vehicle Conversions
http://www.gibbslockheedamphibians.com
Paladin Steel’s heritage scouts have to be among the busiest and best-paid of their kind on Rifts Earth; they keep bringing up treasures for PS’s engineers. Whether the technology and technical literature they dig up and turn over is really preserved relics of Rifts Earth’s Golden Age, or secondhand d-bee material from alternate Earths, is unknown, but PS will take a look at it regardless. So when a heritage scout came in with a stack of data files claiming to describe in detail pre-Rifts Lockheed Martin’s foray into amphibious vehicles under the Gibbs subcontractor name, PS sat up and took notice.
Paladin Steel quickly realized that of the four designs described in the files, two could easily and quickly be produced from existing vehicle lines, one would require a bit more work, and the last would require a new production line.
Paladin Steel has adapted what it calls the ‘Gibbs Amphibian Suspension System’ to a number of vehicles; in it, the vehicle has a boat-bottomed hull and widely-spaced wheels that rotate up and out of the water to improve streamlining along the submerged portion of the hull. The amphibians are also notably very shallow draft, allowing for high speed operations in shallows and rivers, further improving mobility. Though more expensive than simpler forms of amphibian design, the payoff of reducing drag is in faster speeds and more durable vehicular lower bodies. On Rifts Earth, this has translated into immediate sales interest for customers who need to cross multiple environs, fast.
Paladin Steel ALAC-04 Morgen Amphibious Light Armored Car
“The Morgen’s a snapping turtle on steroids, a muscle car for land AND sea, a high speed marauder for security pursuit, raiding, or just plain crusin’ for mates. Whatever the engine that’s installed inside, the Morgen purrs like a predator, works like a drafthorse, and moves like a force of nature. With the right weaponry, it’s a certified threat to small ships and river traffic. Do I like this truck? Does it show that obviously?”
The Morgen was the only one of the four Gibbs designs that Paladin Steel couldn’t produce from an existing vehicle line, despite the original ACC-E concept being based on the ubiquitous ‘Humvee’. Paladin Steel had eschewed doing its own carbon-copy of the pre-Rifts Hummer in favor of other designs, as the market was already flooded by Black Market copies from various manufacturers.
Instead, PS rebuilt the ACC-E from the ground up as a new vehicle. The resulting vehicle, the Morgen, is described as being more of a ‘light wheeled tank’ or a ‘fast turtle’ than anything else. The Morgen has a four-wheel design with a hard canopy top and heavily armored windows, plus a boat-shaped lower hull, armored wheels, and a retracting suspension that clears the wheels out of the water when the hydrojet propulsion is engaged. Performance on the water has been likened to ‘skipping a brick’ with regards to the Morgen’s high speed and heavy armor. Adding to the pluses is the ability to mount a remote-control weapons turret on the roof; some buyers/operators have become infatuated with the ability to perform ‘drive by’ attacks on ships and shoreline targets, then escaping at high speed on the water, or ducking inland to avoid pursuit.
Since its introduction, the Morgen has caught on with Paladin Steel Security, the GNEAS, and affiliated paramilitaries and armed mercantile concerns. The vehicle has just recently been introduced to the general market.
Type: PS-LM/G-ALAC-04 Morgen
Class: Amphibious Light Armored Car
Crew: 2+6 passengers
MDC/Armor by Location:
Main Body 300
Reinforced Crew Compartment 100
Wheels(4) 30 each
(Optional) Light Turret 50
(Optional) Medium Turret 90
Height: 8 ft
Width: 8 ft
Length: 20 ft
Weight: 4 tons
Cargo: 1,000 lbs
Powerplant:Liquid Fuel(200 miles), electric(250 miles), or nuclear fusion w/ 10 year energy life(rarely fitted)
Speed: (Land) 80 MPH
` (Water) 45 MPH
Market Cost: 680,000 credits for liquid fuel, 780,000 credits for electric, and 2 million credits for nuclear
Systems of Note:
*Power Bilge Pumps
*Variable Pressure Tires
*Retractable Keel Board/Trim Vanes/Rudders
*Dashboard Compass
*Dashboard Radio(20 mile range)
*Depth Finder
*Normal Light/IR Headlights
*Hydrojet Propulsion
*Mine Resistant Hull---The slightly V-shaped underbody of the hull is angled enough to deflect damage from mines and other IEDs...Reduces damage from ground blasts by 1/4.
Weapons Systems: None standard, but a light(single weapon) or medium (twin weapon) weapon turret can be fitted.
a) 40mm Grenade Launcher
Range:7,000 ft
Damage: Fragmentation: 4d6 MD to 12 ft area, 2d6x10 MD to a 40 ft area for a 10 rd burst.
Armor-Piercing: 1d4x10 MD to 3 ft area, 3d6x10 MD to a 8 ft area for a 10 rd burst.
Rate of Fire: Standard
Payload: 300 rd drum each AGL
Special Features: None
Cost: 50,000 credits for the launcher
b)PS-RG-44 Rail Gun(a copy of an imported Russian design)
Range: 4,000 ft
Damage: 1d4x10 MD per 20 rd burst
Rate of Fire: EGCHH
Payload: 3,000 rd drum
Cost: 75,000 credits
d)Mini-Missiles---10 shot pod
e)Short Range Missiles---A 4-shot pod can be mounted on each hardpoint
f)Copperhead Anti-Armor Missiles----(Range: 1 mile, Damage: High Explosive 2d4x10 MD, Rate of Fire: Volleys of 1, 2, or 4, Payload: 4, Bonuses: +5 to strike, Market Cost: 50,000 credits for the launcher, 8, 000 credits per missile)---4 shot pod
g)PS-RL-210 Fragmentation Rocket Launcher( a copy of an imported Russian design). Note that PS has also been experimenting with an incendiary variant using a magnesium mixture.
Range: 4,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
At 3,500 ft, the rds go ‘grapeshot’, doing 3d6 MD(1 MD for a single shot) in a 12 ft wide area.
(Incendiary “Hot-Grape” Version)---Do an additional +2 MD per rd, and 1 MD of damage for 1d4 melees as the flare portion burns down.
Rate of Fire: EGCHH
Payload: 1,000 rd drum
Cost: 100,000 credits
h)PS PTT-M20 Missile Rifle: An extremely popular CS knockoff.
MDC: 100
Range: (Mini-Missiles)Varies by Missile Type(Mini-Missile).Usually about a mile for the missiles
(Laser) 2,000 feet
Damage:(Mini-Missiles)Varies by Missile Type(Mini-Missile).
(Laser) 2d6 MDC
Rate of Fire: (Mini-Missiles)Volleys of 1, 2, or 4
(Laser) EGCHH
Payload:(Mini-Missiles) 20 missiles total (10 per tube)
(Laser) Effectively Unlimited attached to an external generator, or 20 shots per standard E-clip/30 per long E-clip as backup. The Morgen has a 120 shot battery that recharges off the main engine at 10 shots per hour during normal operations, or 20 shots per hour of idling.
Bonuses: +1 to strike from laser targeting
Cost: 70,000 Cr
i)PS-DL-110 Razor-Frizzer( a copy of an imported Russian design). The PS version uses ceramic and light alloy discs that, either by accident or deliberate design, give off a very audible high-pitched shrieking or buzzing noise when fired. Very frightening if you’re aboard a ship with these things spinning off things and nowhere to dodge.
Range: 2,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
Rate of Fire: EGCHH
Payload: 2,000 rd drum
Cost: 80,000 credits
j)Light 20mm Autocannon
Range: 4,000 ft
Damage:(20mm) 1d4 MD single shot
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 5 ft blast radius(single shot)
(PSX 20mm) 4d4 MD single shot
2d4x10 MD per 5 rd burst
4d4x10 MD per 10 rd burst
Airburst does 4d4 MD to 5 ft blast radius(single shot)
(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)
Rate of Fire: Standard
Payload: 200 rds
Cost: 30,000 credits
k)45mm PS-HRG05 'Hellshot' Rail Cannons: An early attempt to equal the power of the infamous "Boom Gun" carried by the Glitterboy, these fearsome handheld weapons fire a much larger heavy metal kinetic energy penetrator with a massive punch. Unfortunately, the engineers were unable to equal the Boom Gun's long range or build the projectiles any smaller, limiting the payload.
MDC: 50
Weight: 500lbs
Range: 3,300 ft
Damage: 3D6x10 MD
Rate of Fire: Single shot only; EGCHH
Payload: 12 shots
Market Cost: 120,000 credits per cannon, 800 credits per penetrator round
l)Pulse Laser
Range: 4,000 ft
Damage: 4d6 MD single shot, 1d6x10+10 MD triple pulse blast
Rate of Fire: EGCHH
Payload: 100 shot battery
Cost: 65,000 credits
m)Laser Cannon Pod---A heavier single-barrel laser cannon, based on a weapon acquired from South America(the ATL-7 Anti-Tank Laser)
Range: 3,000 ft
Damage: 3d6x10+10 MD per single shot
Rate of Fire: Four shots per melee
Payload: 80 shot battery
Cost: 180,000 credits
n)Pulse Laser Lances---Adapted from the Kittani Energy Lance; modest damage, but good range, and excellent accuracy(due to its light weight and integral laser sighting). These weapons are heavier than the original, due to different production methods(70 lbs), and are just now becoming available; PS is testing out the market and applications.
Range: 6,000 ft in hi-mode, 3,000 ft in lo-mode
Damage: 3d6 MD single shot in hi-mode, 6d6 MD per blast in lo-mode
Rate of Fire: EGCHH
Payload: 100 shot battery
Bonus: +2 to strike
Cost: 75,000 credits
o)Ion Cannon---A copy of the ion weapon in the M-90 “Beach Stormer”, samples of which were acquired by Paladin Steel West, though with slightly less damage due to differing production methods.
Range: 4,000 ft
Damage: 1d6x10 +7 MD per energy burst
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: 60,000 credits
p)Plasma Cannon---Adapted from PS’s PPR-3 Serap Heavy Plasma Projector. The weapon also has the option of firing ‘hot shots’ of deuterium-enriched plasma feeding from a pressure cylinder
Range:(Plasma Stream) 2000 ft
(Plasma Bolt) 1500 ft
Damage:(Plasma Stream) 1d6x10 MD per blast*
*Can be increased by 50% with a ‘hot shot’ injection of deuterium gas
(Plasma Bolt) 1d4x10 MD to 8 ft blast radius
Rate of Fire: Single shot, ECHH
Payload: Effectively Unlimited
Deuterium Gas Reservoir has enough gas under pressure for 20 shots.
Cost: 100,000 credits, plus 800 credits per deuterium ‘hotshot’ cartridge.
Paladin Steel MDUKW3 ‘Mineex’ Amphibious Truck
“Don’t you mudsloggers be getting the idea that these things make you sailors! Nothing beats a REAL ship on the water!”
“If you deck-whumpers weren’t afraid of a little shallow water, we wouldn’t be buying ‘these things’ in such quantity.”
The Mineex(after a Wynaro name for an large flightless duck-like predator of their homeworld) is a modification of the Classic Mover DUKW, rebuilt to serve as a high speed riverine monitor. It trades some of the DUKW’s cargo and passenger capacity for heavier armor, a more power engine, multiple weapons stations, and greater speed, at greater cost per unit. Like the Morgen, it too has a hard-top canopy instead of an open deck or fabric top, and the troops can either shoot through gunports or shuttered windows. Three weapons stations that can be remote controlled or manually operated provide heavy firepower. Hydrojet propulsion replaces the slower system on the DUKW2, allowing for faster speed on the water.
The Mineex has found a place in the GNEAS and affiliated militaries as a riverine patrol craft and troop transport. It is also being marketed abroad by Paladin Steel.
Type: PS-LM/G-MDUKW3
Class: High Speed Amphibious Utility Vehicle
Crew: One driver and 3 gunners, but capacity for up to 12 passengers
MDC/Armor by Location:
Main Body 280
Wheels(6) 30 each
Weapons Turrets(3) 50 each
Height: 8.8 ft
Width: 8.25 ft
Length: 31 ft
Weight: 8.7 tons
Cargo: 4 tons
Powerplant:Liquid Fuel(200 miles), electric(250 miles), or nuclear fusion w/ 7 year energy life(rarely fitted)
Speed:(Land) 70 MPH
(Water) 40 MPH
Market Cost: 720,000 credits for liquid fuel, 800,000 credits for electric, and 2.1 million credits for nuclear
Systems of Note:
*Power Bilge Pumps
*Variable Pressure Tires
*Retractable Keel Board/Trim Vanes/Rudders
*Erectable Fabric Top(25 MDC)
*Dashboard Compass
*Dashboard Radio(15 mile range)
*Depth Finder
*Normal Light/IR Headlights
*Hydrojet Propulsion
*Mine Resistant Hull---The slightly V-shaped underbody of the hull is angled enough to deflect damage from mines and other IEDs...Reduces damage from ground blasts by 1/4.
Weapons Systems: Has provision for 3 pintle mounts for mini-guns, light rail guns, energy rifles, or rocket/missile/mini-torpedo launchers, one on each side just behind the driver’s compartment, and one at the rear of the amphibian.
Options:
*Sonar--5 mile range. Cost: 70,000 credits
*Mini-Radar-Cost: 60,000 credits for 5 mile range, 120,000 credits 10 mile range.
*Mini-missile ‘Calliope’ Launcher---This multi-tube “pipe organ” missile launcher repalces the rear weapons station and turns the vehicle into a light bombard platform. To aim the missiles, the vehicle itself must be aimed and pointed, as the launcher has only elevation and depression,
Range: Varies
Damage: Varies
Rate of Fire: Volleys of 1,2, 4, 6,
Payload: 20
Cost: 15,000 credits
*’Metal Storm’ Mini-Missile Launcher---As above, only each tube has three mini-missiles loaded in-line and fired by a gas-cartridge free of the launcher before rocket engine ignition.
Range: Varies
Damage: Varies
Rate of Fire: Volleys of 1-10
Payload: 60, three per tube
Cost: 70,000 credits
*Short Range Missile Launcher---A heavier box-launcher, providing heavier firepower.
Range: Varies
Damage: Varies
Rate of Fire: Volleys of 1,2, 4, 6, (all)
Payload: 6
Cost: 20,000 credits
Variants:
*PS-LM/G-MDUKW3M---A special operations variant that does away with troop carrying capability to carry medium range sea-skimming anti-shipping missiles. The rear weapons station has been replaced with two shipping/launching boxes, each holding an MRM cruise missile(the Harpoon III is the standard issue), while a single reload missile can be stowed in the cabin(takes about 15 minutes to reload it and test it).
Paladin Steel ‘Waterwalker’ Enhanced Amphibious Mobility Kit(EAMK-01)
This is a modification kit being offered to improve the water mobility of the original DUKW3, by adding two retractable hydroplanes and a larger, more powerful engine with lowerable prop-shaft.
Weight:+ 2,000 lbs
MDC: Hydrofoils(2) 30 each
Speed: (Water) 35 MPH
Cost: 85,000 credits
Paladin Steel AATUV-02M WaterNix Amphibious Jeep
“Ever since we switched over from Mallards to WaterNixes for waterway patrol, I swear the guys go through our monthly fuel budget in a week racing each other! Don’t get me wrong; it’s great having that extra speed, but the temptation to floor the pedal and go crusing for the sheer helluvit...well...”
The WaterNix is based on the Paladin Steel Jeep Warrior, using the same body frame, same wheels, same engine, but rebuilting the lower body work and installing a Gibs Amphibian Suspension System. The resulting vehicle is slower than the standard Jeep Warrior on land, but is comparable to a racing boat on the water, making the WaterNix an instant favorite with coastal patrol forces. In almost all other regards, the WaterNix is identical to the Jeep Warrior.
The WaterNIx is rapidly becoming the vehicle of choice with coastal and riverine forces in the GNE, and is expected to quickly become as common a sight as any of the other ‘common mover’ vehicles manufactured by Paladin Steel. Sales outside the GNE are already showing a definite upward trend, which makes PS’s accountants SMILE.
Type: PS-AATUV-02M WaterNix
Class: Amphibious All-Terrain Utility Vehicle
Crew: One; can accommodate 3-4 passengers
MDC/Armor by Location:
Main Body 90
Wheels(4) 15 each
(Optional) Plastic Flex-Armor Convertible Cover 25 MDC
Height: 6 ft at roller bar
Width: 7 ft
Length: 9 ft
Weight: 1.4 tons
Cargo: Glove compartment, plus up to 600 lbs of gear in the rear seats(if not carrying passengers)
Powerplant: Liquid Fuel(300 mile range), Hydrogen-Electric Fuel Cell(360 mile range), Electric
Battery(380 mile range), or Nuclear Mini-Pack(w/ 5 year lifespan)
Speed: (Land) 80 MPH
`(Water) 50 MPH
Market Cost: 22,000 credits for the basic WN. 36,000 credits for fuel cell, 43,000 credits for
electric, and 2 million credits for nuclear.
Systems of Note:
*Automatic Transmission
*Four-Wheel Drive
*Variable Suspension---Can raise or lower itself up to 18 inches to clear obstacles
*Dashboard Radio(reciever only)
*Roller Bar Assembly
*Rear Cargo Rack---Can hold up to 2x 45 gallon drums of fuel/water
*IR/Normal Light Headlights
*Powered Winch and 60 ft of cable
*Towing Mount---Can haul up to 3 tons without problem, 5 tons at 1/4 speed
*Spare set of jumper cables and tool kit
*Hydrojet Propulsion
*Mine Resistant Hull---The slightly V-shaped underbody of the hull is angled enough to deflect damage from mines and other IEDs...Reduces damage from ground blasts by 1/4.
Weapons Systems: None standard, but a pintle mount can be set on the roller bar and manned by a person seated or standing in the back.
Options:
*Engine Upgrade----A more powerful engine and more efficient power train can be added,
improving overall speed, but at greater expense;
Speed: Can improve top speed by up to 50%
Cost: 5,000 credits per 10% of improvement over base.
*Multi-Displacement Engine Mod(available only to liquid-fuel models)---This is a ‘smart’ engine
design that allows the engine to run on only a few cylinders in its 16-cylinder engine, rather than
all of them all of the time. The engine can run on 4, 8, 12, or all 16, at the flip of a switch. While
running on fewer cylinders reduces power and speed, in some circumstances it is prefered,
especially when speed isn’t an issue, and fuel economy is.
Speed: Reduce speed by 32 MPH for every 4 cylinders not being used; so the bare minimum of
running on four cylinders will result in a maximum possible speed of about 32 MPH. However, for
every 4 cylinders taken out of usage, extend range/fuel economy by 10%, so running wholly on 4
cylinders can extend range by 40%(120 miles!).
Cost: 5,000 credits
*Second Engine---A second engine can be dropped into the load bed and connected to the
transmission...The increase in speed is not so great, but the second engine increases the power
available for towing and hauling. Reduce cargo capacity for the rear bedto 1/4(must be carried on
rack above engine housing). Two passengers can hang onto the rack, but not with any sort of
comfort.
Speed: Can improve top speed by up to 10%, Can haul up to 5 tons without problem, 12 tons at 1/4
speed
Cost: 7,000 credits for liquid fuel. 8,000 credits for fuel cell, 9,000 credits for electric battery
(nuclear NOT available).
*Quad Robot Legs---A four-legged full-robot version. Each of its four legs has 100 MDC, and the machine can scuttle along at 45 MPH, but can also scamper up a 45-degree slope. Also enjoys an additional +1 to Dodge due to improved agility. Cost: 1 million credits
[b]Paladin Steel ATV-LAMPH02 ‘Jinnyex’ Quad-Wheeler Jetski[/b]
(aka ‘Hydroquad’)
“Great...now we got motorcycle gangs that can go pirate too!”
The Gibbs Quadski would be represented in rebuild by the PS ‘Jinnyex’(a Wynaro name for a fast and vicious otter-like predator), itself based on the existing PS-ATV-IFV02 ‘Speedy’ AIFV, reconverted back into a human-scale riding quadwheeler. The Jinnyex is essentially a wheeled jetski(or quadwheeler with boat hull and waterjet propulsion) that can quickly go from high speed land operation to water operations and vice versa.
Since its introduction, the LAMPH02 has caught on famously with scouts and commandoes, as well as militia and security personnel operating in wetland areas. The Coalition ‘Brown Water’ Navy has reportedly begun having problems with guerillas and bandit gangs using similar vehicles, so it’s a good bet that a number of the quadskis have made their way into the hands of Tolkeenite bitter-enders.
Type: PS-ATV-LAMPH02 Jinnyex
Class: All-Terrain Vehicle, Amphibious
(Use Pilot Motorcycle or Automobile for skill rolls)
Crew: 1; 1 passenger can sit behind the driver
MDC/Armor by Location:
Main Body 50
Reinforced Crew Compartment 30
Wheels(4) 6 each
Height: 4 ft
Width: 4 ft
Length: 6 ft
Weight: 650 lbs
Cargo: Up to 200 lbs of gear can be carried in side compartments or lashed to the outside.
Powerplant: Liquid Fuel (300 mile range), Fuel-Cell Electric(340 mile range), or Nuclear(5 year energy life)
Speed: (Land) 120 MPH(typically half to a third that over rough terrain)
Can climb 35-degree grades(in theory, could climb up to a 60-degree grade, but impose a -15% skill roll penalty to the pilot to pull this off)
(Water) 110 MPH
Market Cost: 21,000 credits for liquid fuel, 24,000 credits for electric, 1 million for nuclear
Systems of Note:
*Radio(10 mile range)
*Hydrojet Propulsion
*Mine Resistant Hull---The slightly V-shaped underbody of the hull is angled enough to deflect damage from mines and other IEDs...Reduces damage from ground blasts by 1/4. Note that the rider is still exposed on the top of the quadwheeler and not enclosed by a protective vehicle cage, and so may still take concussion damage or be thrown from the vehicle.
Weapons Systems:
1) Handlebar-mounted Weapons Hardpoints(2)--Two podded light weapons can be mounted on either side of the handlebar control stem and rigged to fire with a touch of a trigger-button on the handlebars. Each of the hardpints can be fitted with a standard sidearm hooked up to fire via the handlebar control, or ONE of the following:
a) 7.62mm Machine Gun---Adapted version of the PS GMG M43, with a 20 inch barrel
Range: 7,500 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 800 rpm
Payload: 250-rd belt
Cost: 8,000 credits
b) 12 Gauge AutoShotgun
Range:(12 Gauge)) 300-1,000 ft(varies by ammunition type)
Damage:(12 Gauge)
*Standard Shotgun shell--300 ft range, 5d6 SDC
*Standard Buckshot shell---300 ft range, 4d6 SDC to 5 ft area
*Teargas shell---300 ft range, 25 ft radius---victims are -10 to strike, parry, and dodge, -3 initiative, lose 1 melee attack/action, for the next 1d6+1 melees
*Baton shell---300 ft range, 2d6 SDC, plus humans and human-sized D-Bees must roll a D20 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174).
*S-9Dex Incapacitation Munition ---300 ft range, Essentially a paper-shelled shotgun shell-sized gas-propelled 'cold rocket', packed full of taser beads. Beads powder on impact, reducing the chance of bystanders or ingoing police stepping on undischarged beads. Great for crowd control and dealing with closed-space situations(alleyways, rooms, vehicle interiors, etc...)
Effective Range: 300 feet, w/ 20 ft radius
Damage: Nil. Humanoids struck with this weapon must save vs. coma or be shocked unconscious for 1D6 minutes.
Cyborgs have a 60% chance of having their cybernetics disrupted for 1D10 minutes, and a 30% chance of a non-vital system being permanently shorted out.
*High Explosive Armor Piercing Shell---1,000 ft range, 6d6 MD(no blast radius)
*Mini-Grenade(plasma)--- 1,000 ft range, 5d6 MD to 5 ft blast radius
*Mini-Grenade II(Fragmentation)---1,000 ft range, 2d4 MD to 10 ft blast radius
*Standard HESH Shell---1,000 ft range, 2D4 M.D. plus 4D4 S.D.C. to the person(s) inside of EBA power/body armour & roll versus knockdown (14)
Rate of Fire:(12 Gauge) Standard
Payload:(12 Gauge) 20 rd ‘banana’ clip(up to 4 clips can be carried internally)
Or a 50 shot drum can be added
Cost: 9,000 credits
c)30mm Automatic Grenade Launcher
Range:1,200 ft
Damage:
(SDC)* (Fragmentation) 2d6x10 SDC to 16 ft radius
(High Explosive) 6d6x10 SDC to 4 ft radius
(Armor Piercing) 1d4x100 SDC, no blast radius
(Crowd Control rds)---Essentially an expanding plastic ‘flyswatter’ that delivers a bruising knockdown punch. Cut effective range to 200 ft. Does 2d4 SDC per rd, humans and human-sized D-Bees must roll a D20-5 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174). Human-sized light power armors(500-800 lbs) also roll on a D20, but are +2 to save versus knockdown
(Wood Rounds) 7d6 SDC single shot (1d4x10+5 HP to vampires), no blast radius
*(Yes, I know, why include SDC when it just as quickly becomes MDC? You’re still being hit with a pretty hefty shell)
(MD)(HE) 2d6(12 ft blast radius)
A 5 rd burst does 1d4x10 MD to an 20 ft area
(Armor-Piercing) 4d6(3 ft blast radius)
A 5 rd burst does 1d4x10 MD to an 9 ft area
(light micro-fusion) 6d6 MD (12 ft blast radius)
A 5 rd burst does 1d6x10 MD to an 25 ft area
(HESH (High Explosive Squash Head)) - Designed to ‘spald’ off armor on the interior of power armors and vehicles. Composite ‘chobham’(layered armor and nylon mesh) armor reduces this internal damage by HALF, by holding the armor together.
HESH rounds do NOT have a blast radius.
3D6 MD plus 4D6 SDC to the person(s) inside the object.
(Incendiary) 2d4 MD to a 12 ft blast radius, plus an additional 1d6 MD per melee for 1d6 melees.
The GL can also be used to fire radio beacon adhesion heads, flare rounds, paint shells, EMP grenades, flash-bangs, and, it’s rumored, TW grenades like the feared ‘Snuffers’ and Aura of Doom curse grenades.
Rate of Fire: ECHH
Payload: 12 shot magazine, 18 shot ‘saddle drum’, or 24 shot drum
Note: The Drum magazines are fully compatible with the PS ‘Drum Mine’ system that allows large-caliber ammunition drums to be converted into boobytraps/mines.
Cost: 19,000 credits; SDC rounds cost 40-60 credits each, Crowd Control rounds cost 20 credits each, standard 30mm HE grenades cost 400 credits each, armor-piercing cost 550 credits each, micro-fusion(rarely available on the open market) cost 1,500 credits each, Incendiary cost 600 credits each.
d) 5.56mm Medium Machine Gun---This is an adapted version of the P-631 Series modular automatic weapon, firing caseless ammunition. 15 inch barrel.
Range:
Effective Range: 3,300 ft, maxmum range 8,000 ft
Damage:(5.56mm) 5d6 +3 SDC single shot or 2d4x10+9 SDC per 3 shot burst at ranges under 3,300 ft, 3d6+1 SDC or 6d6+3 SDC per 3 rd burst beyond 3,300 ft .
(PSX-1) 1d6 MD per single shot or 3d6 MD per 3 shot burst(no damage reduction)
Can use any standard 5.56 mm-format specialized munitions, including explosive rounds and megadamage armor-piercers.
Rate of Fire: Selective fire; bursts of 5, 10, 20, 30, or 50 rds.
Payload: 180-rd Belt
Cost: 3,800 credits
e)Laser Cannon---Adapted model of the PS-RFL2-33 ‘Blazer’ Heavy Infantry Laser
Weight: 27 lbs
Range: 4,000 ft
Damage: 3d6 MD single shot, 6d6 MD short burst, 1d6x10 MD medium burst( 20 shots, 2 attacks), 2d6x10 MD long burst(40 shots, 2 attacks), 4d6x10 MD full magazine burst(80 shots, no bonuses to strike...does 3d6 MD to 4d4 targets if in a spray attack).
Rate of Fire: Standard
Payload: 25 shots from the standard e-clip in the forward holder, 70 shots from a regenerating canister e-clip. Regenerates 5 shots per hour, and can self-renew four times before needing to be overhauled. E-clip adaptors allow the Blazer to use conventional e-clips and CS canisters in a pinch.
Cost: 75,000 credits
f)PS Rip-Zapper Ion Cannon
Range:(Ion Beam Mode) 1,700 ft
(SDC Beam) 2,000 ft
(Ion Bolt Mode) 3,000 ft
(Lightning Zapper Mode) 500 ft
(Shock-Zap Mode) 1-3 ft
Damage:(Ion Beam Mode) 4d6+2 MD per single shot
(SDC Beam)1d6 SDC shock-burn. Plus, victims must make a save of 14 or better, or be -8 to strike, parry, and dodge for 2d6 melees. A savings throw versus non-lethal poison means the person is unimpaired. 25% chance of knocking out unshielded cybernetics for 1d4 melees, and a 75% chance of permanently frying nanotech devices(like Armor-dissolving nanites or RMK/IRMSS systems).
(Ion Bolt Mode) 2d4 MD to 5 ft radius, 55% chance of knocking out unshielded cybernetics for 1d4 melees.
(Lightning Zapper Mode) Does stun damage similar to SDC beam through metal armor and light power armor.
On an unmodified roll of 18-20, it causes unshielded BIONICS and robots to spasm for 1d4 melees(Cyborg is at HALF bonuses to strike, parry, dodge, roll, and is -3 to initiative. Reduce speed by HALF).
This weapon does 1d4x10 EMP damage(no physical damage) to a 10 ft radius. The resulting percentage of the target location MDC is the chance of shutdown/disablement. All damage is cumulative. Damage in excess of 50% target MDC will require repair to make it functional; 75% or more damage will require replacement of the entire electrical system. Does double damage to non-shielded civilian systems. Bionics are -1 to dodge, roll, and strike for the affected limb/system, lasting 1d4 melees, non-cumulative, before the system resets itself.
(Shock-Zap Mode) Similar to a Shock Rod; 5d6 SDC, plus 55% chance of stunning humans, d-bees, and small animals for 1d4 melees, 15% against large or inhumanly powerful beings. Cumulative effects same as for Electro-Stunner(see pg 50 of Coalition: Lone Star).
Rate of Fire:(Ion Beam Mode)Standard
(SDC Beam) Standard
(Ion Bolt Mode) Four times per melee
(Lightning Zapper Mode) Can fire only one Zap every melee(takes fifteen seconds to power up)
(Shock-Zap Mode) ECHH
Payload:(Ion Beam Mode) 10 shots standard E-clip, 24 shots long e-clip.
(SDC Beam)One MD shot equals 10 SDC shots
(Ion Bolt Mode) Same as for Ion Beam mode
(Lightning Zapper Mode) Same as for Ion Beam mode
(Shock-Zap Mode) 20 zaps equals 1 MD shot
Features:
*Heavy insulation
*Compatible with NG, CS, and PS-produced E-canisters
Options: None
Cost: 36,000 Credits
g) Micro-Missile Launcher---25 shot launch box. Cost: 20,000 credits, missiles cost extra
h) Mini-Missile Launcher---4 shot launcher. Cost: 40,000 credits, missiles cost extra
i) Copperhead Anti-Tank Missiles
Range: 1 mile,
Damage: High Explosive 2d4x10 MD,
Rate of Fire: Volleys of 1-4
Payload: 1
Bonuses: +5 to strike
Cost: 20,000 Cr, missiles cost 600 credits each
2)(Optional) Mini-Torpedoes(2)---A single mini-torpedo can be mounted on each side and jettisoned using a special launch rig.
Range: 1 mile
Damage: 1d6x10 MD
Rate of Fire: Volley of 1-2(all)
Payload: 2, one each side
Options:
*Trailer Pod---This is a roughly lozenge-shaped trailer pod of lightweight MDC fabric and composite plastic construction that can be towed behind the quadski. The pod can be used to carry an additional passenger or up to 400 lbs of cargo. The pod has two zip-lock door-panels and can be made watertight to keep the contents dry. The trailer has two wheels, and a cruder form of the Gibbs suspension system; when a hydrosensor detects rising water, the wheels swivel up and the pod can float.
MDC: 50
Size: Roughly 6 ft long, 3.5 ft wide, and 3 ft tall
Weight: 160 lbs
Cargo: 400 lbs
Movement Penalty: -5% to piloting skill and reduce maximum speed by 20% while the trailer is hitched up
Cost: 9,000 credits
let your YES be YES and your NO be NO but plz no maybe
- taalismn
- Priest
- Posts: 48673
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Thanks...I'm needing to fill the showrooms with useful stuff players can afford to, and want to, buy and use, while working up to the BIG projects that only nations can afford or find any real use for.
-------------
"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
------------
"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
------------
- ZINO
- Knight
- Posts: 4097
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: Paladin Steel Storefront
HEY MR .taalismn have you seen some of my ideas with the artist great artwork
let your YES be YES and your NO be NO but plz no maybe
Re: Paladin Steel Storefront
great Armored Baby Buggy minor or Major project?
Your Amphi converts are nice. The local Wet T-shirt contests are look to purchase them.
Your Amphi converts are nice. The local Wet T-shirt contests are look to purchase them.
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...
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...
- taalismn
- Priest
- Posts: 48673
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
abtex wrote:great Armored Baby Buggy minor or Major project?
Your Amphi converts are nice. The local Wet T-shirt contests are look to purchase them.
Dunno if PS would add yet another vehicle like that to its inventory(we're already up to our necks in LAVs), but our garages would certainly provide the components and expertise to do custom jobs akin to it.
-------------
"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
------------
"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
------------
Re: Paladin Steel Storefront
Question still stands minor or Major project?
No new vehicle needed. Updates of old ones is not needed.
Just wondering.
Can I go look in the junkyard for parts?
No new vehicle needed. Updates of old ones is not needed.
Just wondering.
Can I go look in the junkyard for parts?
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...
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...
- taalismn
- Priest
- Posts: 48673
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Paladin Steel ‘Bythos’-class Submersible Hydrofoil Ship
http://milparade.udm.ru/security/27/903.gif
“We’re taught ‘dash-and-creep’ tactics with these boats...dash along the surface at high speed when hopefully nobody’s looking, then submerge and creep when we’re near a target or it looks like we have company. Fortunately the Bythos can porpoise or crash-dive pretty quickly and lower or stow her planing gear as needed without much fuss.”
“The Bythos CRAWLS underwater...compared to more modern submarine designs, she’s a pig underwater. That butterknife prow and big upper works, plus the complicated rudder that doubles as hydroplanes on the surface make for a noisy boat at any halfway respectable speed. That’s a big reason why the Byth never got wider approval in the GNEN; trying to make like a deep boat, ASW picks them up more than half the time. The Byth’s best chance is to engage at extreme standoff range with missiles and rocket-torps, then scram like hell because otherwise it’s going to attract every depth charge barrage and seeker-torp in the area!”
After Paladin Steel Merchant-Marine vessels were attacked by, and managed to destroy and salvage an example of, Piranha hydrofoils in the Caribbean, Paladin Steel evinced an interest in submersible hydrofoil craft. Several designs were pursued, with the first being a testbed of sorts for later development.
The original ‘Bythos’ was not a sleek copy of the original Piranhas, but looked more like an awkward mashup of a hydrofoil and an old-style coastal submarine. A short, stubby main hull, with an extended casemated sailplane, topped by a smaller conning tower, with extendable hydroplanes on either side of the prow, and a complicated rudder assembly made for a decidedly inelegant-looking craft, especially when compared to more modern ‘albacore-hulled’ submarines. The main propellor shaft could be angled down for optimal performance while hydroplaning on the surface, or retracted parallel into the hull to maximize streamlining during underwater operations. Provision has been made for a turret on the nose and aft deck, and for four ordnance bays on the sides of the hull.
Sea trials proved the Bythos to be mediocre in performance compared to dedicated high speed surface hovercraft and true submarines, but PS still saw some potential in the design, and entered it into production, intending to get what they could out of the R&D effort. Three main variants of the Bythos have emerged; a missile/torpedo patrol craft, a light cargo transport, and a yacht/private transport.
GNEAS maintains a handful of these vessels on both the East and West Coasts as patrol boats, while PS has several as fast transports. The GNE Mercantile Association and the Diplomatic Corps are known to own and operate several of the yacht models as executive transports. Several more have been sold to various concerns, and the yacht version is being offered for sale outdimension.
Type: PS-SSN017 Bythos
Class: Light Patrol Submersible Hydrofoil
Crew: 21
MDC/Armor by Location:
Main Body 900
Conning Tower 300
*Inner Pressure Hull 250
Hydrofoils(2) 200 each
Laser Turrets(2) 150 each
Missile/Torpedo Launchers(4) 150 each
MRM Launcher 200
*Destroying the main hull MDC, without depleting the inner pressure hull, means that the ship has lost weapons propulsion, sensors, and most communications, but the inner hull still has power and life support, and perhaps communications(may still be able to radio for help, if close enough to the surface, or launch a distress buoy).
Height: 15 ft, 22 ft with hydrofoils extended
Width: 14 ft, 18 ft with hydrofoils extended
Length: 147 ft
Weight: 500 tons
Cargo: 6 tons internally
Powerplant: Nuclear Fusion w/ 20 year energy life
Speed:(Surface: Water) 12 kts/ 13.8 MPH, 78 kts/90 MPH with hydrofoils extended
(Underwater) 18 kts/ 20.7 MPH, maximum depth of 1 mile
Market Cost: 7 million credits
Systems of Note:
Standard Submarine/Robot Vehicle Systems, plus:
*Sonar-----100 mile range
When traveling at 60+ MPH, the sonar is effectively useless(-30% to Read Sensory Instruments skill to read the sonar display), because the hydrofoil wake provide too much interference.
*ORACLE---Omni-diRectional Aura Classification and Locator Electronics---A TW development of the SNARLS PPE Scanner, this system consists of a series of advanced Technowizardry scanner systems(TW optic mounts, static crystal PPE meters, and whatnot) stationed around the ship, feeding into a central computer system with special TW-derived interface program algorithms. The system is designed to detect incoming magical/paranormal attacks and alert the crew to them(hopefully in time to allow them to take defensive measures). PS hopes to upgrade the system to allow for over-the-horizon and remote-viewing advanced early warning capabilities. The ORACLE Mrk II is currently being retrofitted to most ships-of-the-line of the GNEN.
Effective Range: 4,000 ft radius of detection.
Weapons Systems:
1) Missile/Torpedo Launchers(4)---Located inline along the outer and upper edge of the hull are four missile/torpedo launchers. When not in use, these launchers are faired into the hull to reduce drag and cavitation noise, but when cleared for action, they angle up and open to fire. These launchers are specifically designed to make use of the PS SeaFire Missile/Torpedo, a rocket-propelled weapon based on studies of Kittani weapons.
SeaFire Missile/Torpedoes(MRM)
Range:(Underwater) 20 miles
(Air) 75 miles
Speed:(Underwater) 400 MPH
(Air) Mach 3
Damage: 4d6x10 MD to 50 ft blast radius
Bonuses: (Torpedo)Because of the torpedoes’ higher speed and advanced targeting systems, the Sea Fire doesn’t suffer the same range and accuracy penalties as conventional torpedoes. The Sea Fire has a +1 to strike, and a +3 to strike within 3,000 ft of the target.
(Missile)---Not quite as accurate as a Harpoon III, but more powerful. +3 to strike
Payload: 16 each launcher, 64 total
2) Medium Range Missile Launchers---Mounted directly behind the sail in the rear part of the extended sail, is a Vertical Launch System for medium range missiles. These missiles can be fired while underwater(no more than 50 ft under the surface, and are encapsulated to deploy to the surface
Range: Varies by Missile Type
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-8, reloads in 1 melee
Payload: 72 MRMs
*Harpoon III Missiles
Paladin Steel has also (re)perfected the torpedo-tube launch capsule method to bring back the submarine-launched Harpoon medium-range anti-ship missile. Thanks to PSW’s salvage efforts in Pudget Sound, PS can now fit submarines with missile-launch capability, without the need of hideously expensive special launch tubes. 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(Sub-launched) 20,000 credits
*SUBROC
Subroc is merely the Asroc concept applied to submarines; an encapsulated Asroc is launched from a heavy torpedo tube, allowed to ascend to the surface, and there the rocket motor lights off to deliver the torpedo. Aiming is more difficult, as it relies on the launch platform’s sonar systems to determine the approximate location of the target, but it can give a great element of surprise to an attack(GM’s call), as the target is usually unable to watch the sky while submerged, giving the weapon a better chance of closing to within the lethal range before being detected.
Range:(Rocket) 5 miles(Torpedo) 5 miles
Damage: 1d6x10 MD(Plasma) or 2d4x10 MD(HE)
Bonuses:+3 to strike if re-entrying the water within 1000 ft of the target
Cost: 11,000 credits
3) Bow and Aft Laser Turrets(2)---For close-in defense, the Bythos mounts two fore-and-aft blue-green laser turrets.
Range: 2 miles(both in air/underwater)
Damage: 1d6x10+7 MD per blast
Rate of Fire: EGCHH
Payload: Effectively unlimited
In the alternative, especially for mercantile and yacht versions, a different weapon can be substituted:
a)M-BiLar AT-5000 (PSMBL-5000B) Laser Cannon
Range: 6,000 ft(both in air/underwater)
Damage: 4d6 MD double blast, 1d4x10+8 MD quad blast, 1d6x10 MD full 5-shot blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: 270,000 credits
b) H-Ion Cannon---New Navy-derived heavy ion weapon.
Range: 6,000 ft(both in air/underwater)
Damage: 3d4x10 MD per shot
Rate of Fire: 4 times per melee
Payload: Effectively unlimited
Cost: 800,000 credits
4)Countermeasure Launchers(3, 1 in the conning tower, two in the tail vanes). These launchers can deploy Deep Flares, Screamers, and other acoustic decoys. Note also that torpedo tubes can be used to launch long-range ‘smart’ decoys.
Screamers are specialized one-use munitions that when fired, broadcast a massive burst of noise across all audio/sonic frequencies, with the intended effect of destroying acoustic target(sonar) locks, and allowing the sub to escape opponents using sonar to detect or track them. -60% to track the sub via sonar while the Screamer is in effect, while sonar-guided weapons are -10 to strike, plus acoustic-homing weapons will break target lock to attack the decoy.
Screamers also have the effect of stunning dolphins, whales, and other creatures using natural sonar and echo location. These creatures are disoriented/stunned for 1d4 melees.
A typical screamer will last 1d4 melees until it burns out or is destroyed.
Screamers can also be fused to ignite/activate anywhere up to a minute(4 melees) after deployment.
Note: Screamers will affect the user’s own sonar systems.
Range: 6,000 ft
Damage: None
Rate of Fire: Can fire off Screamers in salvos of 1 or 2
Payload: 10 Screamers per launcher
Options:
*Replacement Torpedo/Missile Configurations---Rather than carry the ‘SeaFire’ missile-torps, the launcher bays can be reconfigured to act as conventional torpedo bays.
a) Mini-Torpedoes---- 48 per launcher. Cost: 150,000 credits per bay (torpedoes purchased separately)
b) Light Torpedoes----16 per launcher. Cost: 180,000 credits per bay (torpedoes purchased separately)
c) Medium Torpedoes---8 per launcher. Cost: 220,000 credits per bay (torpedoes purchased separately)
d) Heavy Torpedoes----4 per launcher. Cost: 250,000 credits per bay (torpedoes purchased separately)
*RPV Garage---The missile-torp bays can instead be outfitted to hold RPV mini-submarines. Using PS-manufactured systems such as the ABAs, each container can hold 48 ABA-1 ‘Wrasse’ , OR 16 ABA-2 ‘Cuddas’, OR 3 ABA-3 ‘Talisman’ drones(or 4 ‘bundled’ Cudda units). Cost: 250,000 credits per bay (drones purchased separately).
*Direct Lock Conversion---This converts the launcher bays into mini-sub bays that have direct connection hatch access to the interior of the ship, allowing the mini-submarines to be deployed while still submerged. This is a favorite with buyers/operators who also deploy the OPAL/TOPAS mini-submarines that can fit inside the bays. Cost: 290,000 credits per bay.
*Paladin Steel ‘StasRac’ Magfield Pressure Resistance Generators
StasRacs are an adaptation of alien electromagnetic forcefield technology acquired and adapted by Paladin Steel, that has been designed to augment pressure-resistant structures by shoring them up and bleeding off pressure stress. With StasRac augmentation, underwater structures and vessel hulls can increase their maximum deep dive capability up to 50%(so a submarine previously rated for 5,000 ft depth, can now dive to 7,500 ft!).
Another bonus is that when hit with physical attacks like punches, tentacle crushes, harpoons, and even pressure waves from nearby explosions, the field subtracts 1d6 MD(2d4 MD for ships larger than 100 ft long, and 3d6 MD for 250+ foot craft, on account of the larger virtual ‘surface area’ to radiate the energy) from each strike as its physical force is bled off (energy weapons and magic attacks are UNaffected).
When in operation, StasRacs give off a slight glow(actually pressure stress energy being bled off as electrical current and light energy), and when suddenly changing depth/pressure(as with a rapid ascent or teleport to the surface) they release their pent-up energy in a massive static electrical shock(does 2d4 MD to anything touching the field at the time) that can be quite startling, especially in dark conditions where the resulting flash can stun observers or blow a stealth approach. Deploying a long(at least 50 ft) ‘grounding’ cable and radiator vane(somewhat like a radar target on a buoy) to direct the bleed-off a safe distance away from the craft is advised if the crew doesn’t wish to damage anything their craft is carrying while doing a rapid ascent/shock release.
The StasRacs have some problems(as anyone who has tried to fit underwater equipment with forcefields has learned), however. One is that they require constant power current to keep up their protection(it is best to have a secondary power source to directly power the StasRac generators). Second, they produce a noticeable electromagnetic field that can be picked up easily by MAD gear(typically HALF again to TWICE the regular detection range), and by many undersea predators(most notably sharks) that use natural EM sensors to detect and track potential prey. Meanwhile, sonar effectiveness is reduced by as much as 50% with regard to range, while the StasRac is active, and radio communications may experience static creeping into transmission and reception.
StasRacs also work only on structures that are (relatively) rounded and streamlined, with few appendages and extensions that would break the field and /or increase its surface area, making pressure reinforcement that much more difficult.
They are also fairly expensive, but for the added reinforcement, many seafarers are willing to spend the extra credits.
Size: Rarely larger than 10-15 cubic feet( minimum of 6 cubic feet), and adding 300-600 lbs of weight
Cost: 200,000 credits per 100 cubic feet of structure to be protected.
*PPE Battery and Generator---Paladin Steel is proud to offer TW systems for buyers willing to add a little magic to their ships. While many sea captains and crews avoid such systems because they claim the presence of such equipment actually attracts the attention of the supernatural(and of CSN boarding parties), others have learned the effectiveness of having a few weather control spells, damage-control magic, and protective warding on hand. Stores and recovers PPE from the environment, and keeps all your TW gadgetry powered up!
Note: All PS-manufactured TW Generators are shielded by special Ley Line Protection devices, analogous to Faraday Cages, in order to prevent being disabled during ley line storms. During such events, all magical systems are turned off and secured, until the storm passes. Invariably, though, some damage is inflicted to peripheral systems that could not be shut down or drained in time, but at least the main generators will not be damaged.
PPE Capacity:(Light)----200 PPE battery capacity; recharges at 10 PPE per hour, 20 PPE/hour at a leyline, 40 PPE/hour on a nexus
(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
(‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
(‘Sorcerer’)--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus
Cost:(Light)----500,000 credits
(Medium)-----1 million credits
(‘Wizard’)----2 million credits
(‘Sorcerer’)---- 3 million credits
*TW Enhancements: The following are the more common TW enhancements added to the Bythos:
-Impervious to Ocean Depths( 2 hours per 40 PPE pumped into the system)
-Sound Sponge(Affects a 240 ft wide area centered on the sub; 1 hour per 20 PPE.)
-Multiple Image(Creates up to 3 mirror-images of the ship up to 600 ft away. Lasts 12 minutes and costs 10 PPE)
-Waterseal(Magically and temporarily seals hull breaches/leaks for 10 hours and hole cannot be bigger than 20 cubic feet. 10 PPE)
-Communicate With Sea Creature(added to a sonar system)(Range 100 ft, 1 hour’s worth of conversation, 5 PPE)
-Waterwall(50 ft tall/100 ft long, range of 200 ft, and has the same properties as described in Rifts Underseas pg. 69, or the Book of Magic, pg. 205. Duration 10 minutes on surface, 5 minutes underwater. Costs 5 PPE for an SDC wall, 17 for an MDC wall. )
Variants:
*PS-UCV017---Transport conversion---In the transport variant, the MRM launcher in the aft sail section is replaced with a cargo bay(up to 40 tons), and the missile/torpedo launchers used to house additional cargo canisters(up to 6 tons each), amphibious vehicles(nothing bigger than an amphibious jeep), or small boats. The laser turrets are typically retained for point defense.
*PS-UV017 ---This is the yacht conversion package. The MRM launcher/cargo section is typically turned into additional (luxury)accommodations(typically with large viewports installed) and the missile/torpedo launchers used to house additional cargo canisters(up to 1.5 tons each), amphibious vehicles(nothing bigger than an amphibious jeep), or small boats. The laser turrets are typically removed as well, though some buyer/operators with the money and right connections retain weapons mounts for self-defense. Internal fittings are also typically much more expensive and more stylistic to reflect the ship’s civilian function.
http://milparade.udm.ru/security/27/903.gif
“We’re taught ‘dash-and-creep’ tactics with these boats...dash along the surface at high speed when hopefully nobody’s looking, then submerge and creep when we’re near a target or it looks like we have company. Fortunately the Bythos can porpoise or crash-dive pretty quickly and lower or stow her planing gear as needed without much fuss.”
“The Bythos CRAWLS underwater...compared to more modern submarine designs, she’s a pig underwater. That butterknife prow and big upper works, plus the complicated rudder that doubles as hydroplanes on the surface make for a noisy boat at any halfway respectable speed. That’s a big reason why the Byth never got wider approval in the GNEN; trying to make like a deep boat, ASW picks them up more than half the time. The Byth’s best chance is to engage at extreme standoff range with missiles and rocket-torps, then scram like hell because otherwise it’s going to attract every depth charge barrage and seeker-torp in the area!”
After Paladin Steel Merchant-Marine vessels were attacked by, and managed to destroy and salvage an example of, Piranha hydrofoils in the Caribbean, Paladin Steel evinced an interest in submersible hydrofoil craft. Several designs were pursued, with the first being a testbed of sorts for later development.
The original ‘Bythos’ was not a sleek copy of the original Piranhas, but looked more like an awkward mashup of a hydrofoil and an old-style coastal submarine. A short, stubby main hull, with an extended casemated sailplane, topped by a smaller conning tower, with extendable hydroplanes on either side of the prow, and a complicated rudder assembly made for a decidedly inelegant-looking craft, especially when compared to more modern ‘albacore-hulled’ submarines. The main propellor shaft could be angled down for optimal performance while hydroplaning on the surface, or retracted parallel into the hull to maximize streamlining during underwater operations. Provision has been made for a turret on the nose and aft deck, and for four ordnance bays on the sides of the hull.
Sea trials proved the Bythos to be mediocre in performance compared to dedicated high speed surface hovercraft and true submarines, but PS still saw some potential in the design, and entered it into production, intending to get what they could out of the R&D effort. Three main variants of the Bythos have emerged; a missile/torpedo patrol craft, a light cargo transport, and a yacht/private transport.
GNEAS maintains a handful of these vessels on both the East and West Coasts as patrol boats, while PS has several as fast transports. The GNE Mercantile Association and the Diplomatic Corps are known to own and operate several of the yacht models as executive transports. Several more have been sold to various concerns, and the yacht version is being offered for sale outdimension.
Type: PS-SSN017 Bythos
Class: Light Patrol Submersible Hydrofoil
Crew: 21
MDC/Armor by Location:
Main Body 900
Conning Tower 300
*Inner Pressure Hull 250
Hydrofoils(2) 200 each
Laser Turrets(2) 150 each
Missile/Torpedo Launchers(4) 150 each
MRM Launcher 200
*Destroying the main hull MDC, without depleting the inner pressure hull, means that the ship has lost weapons propulsion, sensors, and most communications, but the inner hull still has power and life support, and perhaps communications(may still be able to radio for help, if close enough to the surface, or launch a distress buoy).
Height: 15 ft, 22 ft with hydrofoils extended
Width: 14 ft, 18 ft with hydrofoils extended
Length: 147 ft
Weight: 500 tons
Cargo: 6 tons internally
Powerplant: Nuclear Fusion w/ 20 year energy life
Speed:(Surface: Water) 12 kts/ 13.8 MPH, 78 kts/90 MPH with hydrofoils extended
(Underwater) 18 kts/ 20.7 MPH, maximum depth of 1 mile
Market Cost: 7 million credits
Systems of Note:
Standard Submarine/Robot Vehicle Systems, plus:
*Sonar-----100 mile range
When traveling at 60+ MPH, the sonar is effectively useless(-30% to Read Sensory Instruments skill to read the sonar display), because the hydrofoil wake provide too much interference.
*ORACLE---Omni-diRectional Aura Classification and Locator Electronics---A TW development of the SNARLS PPE Scanner, this system consists of a series of advanced Technowizardry scanner systems(TW optic mounts, static crystal PPE meters, and whatnot) stationed around the ship, feeding into a central computer system with special TW-derived interface program algorithms. The system is designed to detect incoming magical/paranormal attacks and alert the crew to them(hopefully in time to allow them to take defensive measures). PS hopes to upgrade the system to allow for over-the-horizon and remote-viewing advanced early warning capabilities. The ORACLE Mrk II is currently being retrofitted to most ships-of-the-line of the GNEN.
Effective Range: 4,000 ft radius of detection.
Weapons Systems:
1) Missile/Torpedo Launchers(4)---Located inline along the outer and upper edge of the hull are four missile/torpedo launchers. When not in use, these launchers are faired into the hull to reduce drag and cavitation noise, but when cleared for action, they angle up and open to fire. These launchers are specifically designed to make use of the PS SeaFire Missile/Torpedo, a rocket-propelled weapon based on studies of Kittani weapons.
SeaFire Missile/Torpedoes(MRM)
Range:(Underwater) 20 miles
(Air) 75 miles
Speed:(Underwater) 400 MPH
(Air) Mach 3
Damage: 4d6x10 MD to 50 ft blast radius
Bonuses: (Torpedo)Because of the torpedoes’ higher speed and advanced targeting systems, the Sea Fire doesn’t suffer the same range and accuracy penalties as conventional torpedoes. The Sea Fire has a +1 to strike, and a +3 to strike within 3,000 ft of the target.
(Missile)---Not quite as accurate as a Harpoon III, but more powerful. +3 to strike
Payload: 16 each launcher, 64 total
2) Medium Range Missile Launchers---Mounted directly behind the sail in the rear part of the extended sail, is a Vertical Launch System for medium range missiles. These missiles can be fired while underwater(no more than 50 ft under the surface, and are encapsulated to deploy to the surface
Range: Varies by Missile Type
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-8, reloads in 1 melee
Payload: 72 MRMs
*Harpoon III Missiles
Paladin Steel has also (re)perfected the torpedo-tube launch capsule method to bring back the submarine-launched Harpoon medium-range anti-ship missile. Thanks to PSW’s salvage efforts in Pudget Sound, PS can now fit submarines with missile-launch capability, without the need of hideously expensive special launch tubes. 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(Sub-launched) 20,000 credits
*SUBROC
Subroc is merely the Asroc concept applied to submarines; an encapsulated Asroc is launched from a heavy torpedo tube, allowed to ascend to the surface, and there the rocket motor lights off to deliver the torpedo. Aiming is more difficult, as it relies on the launch platform’s sonar systems to determine the approximate location of the target, but it can give a great element of surprise to an attack(GM’s call), as the target is usually unable to watch the sky while submerged, giving the weapon a better chance of closing to within the lethal range before being detected.
Range:(Rocket) 5 miles(Torpedo) 5 miles
Damage: 1d6x10 MD(Plasma) or 2d4x10 MD(HE)
Bonuses:+3 to strike if re-entrying the water within 1000 ft of the target
Cost: 11,000 credits
3) Bow and Aft Laser Turrets(2)---For close-in defense, the Bythos mounts two fore-and-aft blue-green laser turrets.
Range: 2 miles(both in air/underwater)
Damage: 1d6x10+7 MD per blast
Rate of Fire: EGCHH
Payload: Effectively unlimited
In the alternative, especially for mercantile and yacht versions, a different weapon can be substituted:
a)M-BiLar AT-5000 (PSMBL-5000B) Laser Cannon
Range: 6,000 ft(both in air/underwater)
Damage: 4d6 MD double blast, 1d4x10+8 MD quad blast, 1d6x10 MD full 5-shot blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: 270,000 credits
b) H-Ion Cannon---New Navy-derived heavy ion weapon.
Range: 6,000 ft(both in air/underwater)
Damage: 3d4x10 MD per shot
Rate of Fire: 4 times per melee
Payload: Effectively unlimited
Cost: 800,000 credits
4)Countermeasure Launchers(3, 1 in the conning tower, two in the tail vanes). These launchers can deploy Deep Flares, Screamers, and other acoustic decoys. Note also that torpedo tubes can be used to launch long-range ‘smart’ decoys.
Screamers are specialized one-use munitions that when fired, broadcast a massive burst of noise across all audio/sonic frequencies, with the intended effect of destroying acoustic target(sonar) locks, and allowing the sub to escape opponents using sonar to detect or track them. -60% to track the sub via sonar while the Screamer is in effect, while sonar-guided weapons are -10 to strike, plus acoustic-homing weapons will break target lock to attack the decoy.
Screamers also have the effect of stunning dolphins, whales, and other creatures using natural sonar and echo location. These creatures are disoriented/stunned for 1d4 melees.
A typical screamer will last 1d4 melees until it burns out or is destroyed.
Screamers can also be fused to ignite/activate anywhere up to a minute(4 melees) after deployment.
Note: Screamers will affect the user’s own sonar systems.
Range: 6,000 ft
Damage: None
Rate of Fire: Can fire off Screamers in salvos of 1 or 2
Payload: 10 Screamers per launcher
Options:
*Replacement Torpedo/Missile Configurations---Rather than carry the ‘SeaFire’ missile-torps, the launcher bays can be reconfigured to act as conventional torpedo bays.
a) Mini-Torpedoes---- 48 per launcher. Cost: 150,000 credits per bay (torpedoes purchased separately)
b) Light Torpedoes----16 per launcher. Cost: 180,000 credits per bay (torpedoes purchased separately)
c) Medium Torpedoes---8 per launcher. Cost: 220,000 credits per bay (torpedoes purchased separately)
d) Heavy Torpedoes----4 per launcher. Cost: 250,000 credits per bay (torpedoes purchased separately)
*RPV Garage---The missile-torp bays can instead be outfitted to hold RPV mini-submarines. Using PS-manufactured systems such as the ABAs, each container can hold 48 ABA-1 ‘Wrasse’ , OR 16 ABA-2 ‘Cuddas’, OR 3 ABA-3 ‘Talisman’ drones(or 4 ‘bundled’ Cudda units). Cost: 250,000 credits per bay (drones purchased separately).
*Direct Lock Conversion---This converts the launcher bays into mini-sub bays that have direct connection hatch access to the interior of the ship, allowing the mini-submarines to be deployed while still submerged. This is a favorite with buyers/operators who also deploy the OPAL/TOPAS mini-submarines that can fit inside the bays. Cost: 290,000 credits per bay.
*Paladin Steel ‘StasRac’ Magfield Pressure Resistance Generators
StasRacs are an adaptation of alien electromagnetic forcefield technology acquired and adapted by Paladin Steel, that has been designed to augment pressure-resistant structures by shoring them up and bleeding off pressure stress. With StasRac augmentation, underwater structures and vessel hulls can increase their maximum deep dive capability up to 50%(so a submarine previously rated for 5,000 ft depth, can now dive to 7,500 ft!).
Another bonus is that when hit with physical attacks like punches, tentacle crushes, harpoons, and even pressure waves from nearby explosions, the field subtracts 1d6 MD(2d4 MD for ships larger than 100 ft long, and 3d6 MD for 250+ foot craft, on account of the larger virtual ‘surface area’ to radiate the energy) from each strike as its physical force is bled off (energy weapons and magic attacks are UNaffected).
When in operation, StasRacs give off a slight glow(actually pressure stress energy being bled off as electrical current and light energy), and when suddenly changing depth/pressure(as with a rapid ascent or teleport to the surface) they release their pent-up energy in a massive static electrical shock(does 2d4 MD to anything touching the field at the time) that can be quite startling, especially in dark conditions where the resulting flash can stun observers or blow a stealth approach. Deploying a long(at least 50 ft) ‘grounding’ cable and radiator vane(somewhat like a radar target on a buoy) to direct the bleed-off a safe distance away from the craft is advised if the crew doesn’t wish to damage anything their craft is carrying while doing a rapid ascent/shock release.
The StasRacs have some problems(as anyone who has tried to fit underwater equipment with forcefields has learned), however. One is that they require constant power current to keep up their protection(it is best to have a secondary power source to directly power the StasRac generators). Second, they produce a noticeable electromagnetic field that can be picked up easily by MAD gear(typically HALF again to TWICE the regular detection range), and by many undersea predators(most notably sharks) that use natural EM sensors to detect and track potential prey. Meanwhile, sonar effectiveness is reduced by as much as 50% with regard to range, while the StasRac is active, and radio communications may experience static creeping into transmission and reception.
StasRacs also work only on structures that are (relatively) rounded and streamlined, with few appendages and extensions that would break the field and /or increase its surface area, making pressure reinforcement that much more difficult.
They are also fairly expensive, but for the added reinforcement, many seafarers are willing to spend the extra credits.
Size: Rarely larger than 10-15 cubic feet( minimum of 6 cubic feet), and adding 300-600 lbs of weight
Cost: 200,000 credits per 100 cubic feet of structure to be protected.
*PPE Battery and Generator---Paladin Steel is proud to offer TW systems for buyers willing to add a little magic to their ships. While many sea captains and crews avoid such systems because they claim the presence of such equipment actually attracts the attention of the supernatural(and of CSN boarding parties), others have learned the effectiveness of having a few weather control spells, damage-control magic, and protective warding on hand. Stores and recovers PPE from the environment, and keeps all your TW gadgetry powered up!
Note: All PS-manufactured TW Generators are shielded by special Ley Line Protection devices, analogous to Faraday Cages, in order to prevent being disabled during ley line storms. During such events, all magical systems are turned off and secured, until the storm passes. Invariably, though, some damage is inflicted to peripheral systems that could not be shut down or drained in time, but at least the main generators will not be damaged.
PPE Capacity:(Light)----200 PPE battery capacity; recharges at 10 PPE per hour, 20 PPE/hour at a leyline, 40 PPE/hour on a nexus
(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
(‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
(‘Sorcerer’)--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus
Cost:(Light)----500,000 credits
(Medium)-----1 million credits
(‘Wizard’)----2 million credits
(‘Sorcerer’)---- 3 million credits
*TW Enhancements: The following are the more common TW enhancements added to the Bythos:
-Impervious to Ocean Depths( 2 hours per 40 PPE pumped into the system)
-Sound Sponge(Affects a 240 ft wide area centered on the sub; 1 hour per 20 PPE.)
-Multiple Image(Creates up to 3 mirror-images of the ship up to 600 ft away. Lasts 12 minutes and costs 10 PPE)
-Waterseal(Magically and temporarily seals hull breaches/leaks for 10 hours and hole cannot be bigger than 20 cubic feet. 10 PPE)
-Communicate With Sea Creature(added to a sonar system)(Range 100 ft, 1 hour’s worth of conversation, 5 PPE)
-Waterwall(50 ft tall/100 ft long, range of 200 ft, and has the same properties as described in Rifts Underseas pg. 69, or the Book of Magic, pg. 205. Duration 10 minutes on surface, 5 minutes underwater. Costs 5 PPE for an SDC wall, 17 for an MDC wall. )
Variants:
*PS-UCV017---Transport conversion---In the transport variant, the MRM launcher in the aft sail section is replaced with a cargo bay(up to 40 tons), and the missile/torpedo launchers used to house additional cargo canisters(up to 6 tons each), amphibious vehicles(nothing bigger than an amphibious jeep), or small boats. The laser turrets are typically retained for point defense.
*PS-UV017 ---This is the yacht conversion package. The MRM launcher/cargo section is typically turned into additional (luxury)accommodations(typically with large viewports installed) and the missile/torpedo launchers used to house additional cargo canisters(up to 1.5 tons each), amphibious vehicles(nothing bigger than an amphibious jeep), or small boats. The laser turrets are typically removed as well, though some buyer/operators with the money and right connections retain weapons mounts for self-defense. Internal fittings are also typically much more expensive and more stylistic to reflect the ship’s civilian function.
-------------
"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
------------
"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
------------
- ZINO
- Knight
- Posts: 4097
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: Paladin Steel Storefront
abtex hi will post some items up
let your YES be YES and your NO be NO but plz no maybe
Re: Paladin Steel Storefront
taalismn wrote:Paladin Steel ‘Bythos’-class Submersible Hydrofoil Ship
http://milparade.udm.ru/security/27/903.gif
Reading in print now.
Search for Submersible Hydrofoil Ships found petty pictures.
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...
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...
- ZINO
- Knight
- Posts: 4097
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: Paladin Steel Storefront
Paladin Steel ‘Bythos’-class Submersible Hydrofoil Ship love it man
let your YES be YES and your NO be NO but plz no maybe
Re: Paladin Steel Storefront
There is something strange about this picture.
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...
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...
- taalismn
- Priest
- Posts: 48673
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
abtex wrote:There is something strange about this picture.
Provided it isn't Shopped, it's scary.
Now admittedly, it would be perfectly permissible in the GNE, but that's because it's a post-apocalyptic society, and one that's fairly enlightened with a high level of tolerance('Trust, but Verify") and emphasis on personal and civic responsibility, including civil defense, so it's a heavily armed(and polite) society.
In real life, though? I don't see why anybody needs a weapon that sprays 900 RPM outside the military. 'Raid' works for wasps good enough, and zombies need something heavier than a 9mm to put them down, even temporarily.
-------------
"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
------------
"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
------------
-
- Palladin
- Posts: 7128
- Joined: Fri Jun 26, 2009 4:11 pm
Re: Paladin Steel Storefront
taalismn wrote:abtex wrote:There is something strange about this picture.
Provided it isn't Shopped, it's scary.
Now admittedly, it would be perfectly permissible in the GNE, but that's because it's a post-apocalyptic society, and one that's fairly enlightened with a high level of tolerance('Trust, but Verify") and emphasis on personal and civic responsibility, including civil defense, so it's a heavily armed(and polite) society.
In real life, though? I don't see why anybody needs a weapon that sprays 900 RPM outside the military. 'Raid' works for wasps good enough, and zombies need something heavier than a 9mm to put them down, even temporarily.
but what about the ninjas?
- taalismn
- Priest
- Posts: 48673
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Shark_Force wrote:taalismn wrote:abtex wrote:There is something strange about this picture.
Provided it isn't Shopped, it's scary.
Now admittedly, it would be perfectly permissible in the GNE, but that's because it's a post-apocalyptic society, and one that's fairly enlightened with a high level of tolerance('Trust, but Verify") and emphasis on personal and civic responsibility, including civil defense, so it's a heavily armed(and polite) society.
In real life, though? I don't see why anybody needs a weapon that sprays 900 RPM outside the military. 'Raid' works for wasps good enough, and zombies need something heavier than a 9mm to put them down, even temporarily.
but what about the ninjas?
Flamethrowers is for ninjas.
-------------
"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
------------
"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
------------
Re: Paladin Steel Storefront
taalismn wrote:Shark_Force wrote:taalismn wrote:abtex wrote:There is something strange about this picture.
Provided it isn't Shopped, it's scary.
Now admittedly, it would be perfectly permissible in the GNE, but that's because it's a post-apocalyptic society, and one that's fairly enlightened with a high level of tolerance('Trust, but Verify") and emphasis on personal and civic responsibility, including civil defense, so it's a heavily armed(and polite) society.
In real life, though? I don't see why anybody needs a weapon that sprays 900 RPM outside the military. 'Raid' works for wasps good enough, and zombies need something heavier than a 9mm to put them down, even temporarily.
but what about the ninjas?
Flamethrowers is for ninjas.
I'd go with something that's got a larger area than just spraying flames around, as a good cybernetic ninja could jump around the stream. Automatic shotguns or grenades or an acidic mist that burns through cybernetics as he/she leaps about, that'll slow them down nicely.
- taalismn
- Priest
- Posts: 48673
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
kronos wrote:[
I'd go with something that's got a larger area than just spraying flames around, as a good cybernetic ninja could jump around the stream. Automatic shotguns or grenades or an acidic mist that burns through cybernetics as he/she leaps about, that'll slow them down nicely.
Electromagnets is for cybernetic ninjas.
Plus you get to recycle them into cars afterwards...
-------------
"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
------------
"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
------------
Re: Paladin Steel Storefront
taalismn wrote:There is something heavier than a 9mm to put them down, even temporarily.
If Rifts' .22 can do MDC, that .38, .45/9mm could be pocket howitzers.
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...
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...
Re: Paladin Steel Storefront
taalismn wrote:Electromagnets is for cybernetic ninjas.
Plus you get to recycle them into cars afterwards...
You would just have to do a little rework on them for that. Don't they transform into cars and other vehicles to hide and appear out of no where.
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...
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...
- taalismn
- Priest
- Posts: 48673
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
abtex wrote:taalismn wrote:Electromagnets is for cybernetic ninjas.
Plus you get to recycle them into cars afterwards...
You would just have to do a little rework on them for that. Don't they transform into cars and other vehicles to hide and appear out of no where.
They can hide in glove compartments....that's why you have to grind the cars up(or melt them down) after you crush them.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"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
------------
- taalismn
- Priest
- Posts: 48673
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
PS/FA L4A200 ‘Bren’ 7.62mm Light Machine Gun
http://world.guns.ru/userfiles/images/machine/mg10/bren_mk2.jpg
“The top handle and the magazine sticking out the top get in the way of REALLY accurate sighting, but then again, you’re not buying a light machine gun for sniper work. The off-set sights provided work just fine for rapid-fire operation.”
The L4A200 is a collaboration between Paladin Steel and Farnborough Aviation, and is a modern upgrading of the WW2-vintage ‘Bren’ , which was a design so reliable and sturdy that it saw production and service all the way through the early 2000s with the British military. Paladin Steel took the schematics(based on the last version of the weapon, re-chambered and -barreled for the standardized 7.62 NATO round) provided by FA and re-rendered the weapon in lighter, more durable, megadamage alloy, applied low-maintenance dry-lubricant coatings to most of the moving parts, and provided magazines of upgraded explosive and ramjet ammunition to allow the weapon the ability to bite hard on megadamage targets.
While not having the range and rate of fire of other rebuilds(such as the GPMG M43 7.62mm ‘Fritz’ ), the Bren enjoys a very light recoil, which negates the penalties for burst fire.
The Bren is produced by Farnborough Aviation in the City of Bath, England, and in North America by Paladin Steel. The weapon is currently enjoying more popularity in England, but as word spreads of the low cost and low recoil on the weapon, sales among Western Hemisphere mercenaries, militia and adventurers are expected to pick up.
Weight: 20 lbs
Range: 3,500 ft
Damage:(SDC) 6d6 SDC single shot, 2d6x10 SDC per 5 rd burst, 4d6 x10 SDC(1d4 MD) per 10 rd burst, 8d6x10 SDC per 20 rd burst
(Ramjets) 1 MD single shot, 1d4 MD per 5 rd burst, 1d10 MD per 10 rd burst, 2d10 MD per 20 rd burst
(High Explosive)2d6x10 SDC single shot, 1d4 MD per 5 rd burst, 1d6 MD per 10 rd burst, 2d6 MD per 20 rd burst.
(PSX-2) 1d4 MD per rd, 2d10(or 1d4x5) MD per 5 rd burst, 1d4x10 MD per 10 rd burst, 2d4x10 MD per 20 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 500 rpm
Payload: 30-rd top-loading box magazine. Can use either a classic curved ‘banana’ clip or a straight magazine.
Special Features:
*Gas-operated, air-cooled
*Integral Carrying Handle
*Integral Bipod
*Low Recoil---Negate the HALF bonus penalty for firing bursts(only the 5-10 rd bursts; burst penalties apply as normal to the heavier bursts).
Cost: 8,000 credits
http://world.guns.ru/userfiles/images/machine/mg10/bren_mk2.jpg
“The top handle and the magazine sticking out the top get in the way of REALLY accurate sighting, but then again, you’re not buying a light machine gun for sniper work. The off-set sights provided work just fine for rapid-fire operation.”
The L4A200 is a collaboration between Paladin Steel and Farnborough Aviation, and is a modern upgrading of the WW2-vintage ‘Bren’ , which was a design so reliable and sturdy that it saw production and service all the way through the early 2000s with the British military. Paladin Steel took the schematics(based on the last version of the weapon, re-chambered and -barreled for the standardized 7.62 NATO round) provided by FA and re-rendered the weapon in lighter, more durable, megadamage alloy, applied low-maintenance dry-lubricant coatings to most of the moving parts, and provided magazines of upgraded explosive and ramjet ammunition to allow the weapon the ability to bite hard on megadamage targets.
While not having the range and rate of fire of other rebuilds(such as the GPMG M43 7.62mm ‘Fritz’ ), the Bren enjoys a very light recoil, which negates the penalties for burst fire.
The Bren is produced by Farnborough Aviation in the City of Bath, England, and in North America by Paladin Steel. The weapon is currently enjoying more popularity in England, but as word spreads of the low cost and low recoil on the weapon, sales among Western Hemisphere mercenaries, militia and adventurers are expected to pick up.
Weight: 20 lbs
Range: 3,500 ft
Damage:(SDC) 6d6 SDC single shot, 2d6x10 SDC per 5 rd burst, 4d6 x10 SDC(1d4 MD) per 10 rd burst, 8d6x10 SDC per 20 rd burst
(Ramjets) 1 MD single shot, 1d4 MD per 5 rd burst, 1d10 MD per 10 rd burst, 2d10 MD per 20 rd burst
(High Explosive)2d6x10 SDC single shot, 1d4 MD per 5 rd burst, 1d6 MD per 10 rd burst, 2d6 MD per 20 rd burst.
(PSX-2) 1d4 MD per rd, 2d10(or 1d4x5) MD per 5 rd burst, 1d4x10 MD per 10 rd burst, 2d4x10 MD per 20 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 500 rpm
Payload: 30-rd top-loading box magazine. Can use either a classic curved ‘banana’ clip or a straight magazine.
Special Features:
*Gas-operated, air-cooled
*Integral Carrying Handle
*Integral Bipod
*Low Recoil---Negate the HALF bonus penalty for firing bursts(only the 5-10 rd bursts; burst penalties apply as normal to the heavier bursts).
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
------------
"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
------------
- ZINO
- Knight
- Posts: 4097
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: Paladin Steel Storefront
love the MG man very well done bravo
let your YES be YES and your NO be NO but plz no maybe
- taalismn
- Priest
- Posts: 48673
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Paladin Steel ‘Life Shot’ TW Energy Pistol
http://www.horstheld.com/Mauser-revolver.jpg
http://www.littlegun.info/arme%20allemande/mauser/mauser%20zig%20zag%201878%20revolver-01.jpg
http://www.littlegun.info/arme%20allemande/mauser/a%20mauser%20revolver%20gb.htm
“Hold still; this will be over in a second.”
“Oh, waitaminute, Doc! I can’t be THAT far gone! A MERCY KILLING!!!??? I don’t need to be put outta my misery! Hold on, waitasec, I’m feeling betternodon’tshoo(*ZAM!*)AGGHHH----waitaminute, you shot me and I feel BETTER?!”
“Told you it would be over in a second.”
“Hahaha...very funny, Doc.”
The ‘Life Shot’ is a small, compact, ‘Regenerator’ device that was developed specifically for the protection of those noble souls who work to save others’ lives. Designed with conscientious objectors in the medical corps, clerics, monks, and healers in mind, the Life Shot is meant to be as much an accessory healing instrument as a means of self defense. The Life Shot itself resembles an enlarged snub-nosed Mauser ‘Zig-Zag’ revolver(though some editions are modelled after the Colt Detective Special), with a silver frame and glowing crystal cylinder. The Life Shot is perhaps the most compact TW weapon to have an integral PPE generator.
The Life Shot is unusual in that its spell configuration emphasizes healing and incapacitation over brute force damage. Life Blast, Magic Net, Cloud of Slumber, and Stunblast give the weapon the ability to knock down and stun opponents, while the remaining spell-slots can provide instant relief to the wounded and injured.
The Life Shot is being marketed towards high-level clerics, Priests of Light, and other healers in need of some extra(ordinary) protection. Ghanam Arms/Paladin Steel has been known to cut the price as much as 30% to promote sales of the pistol, and a number have been given away as gifts or awards to various worthies.
Weight: 3.2 lbs
MDC: 30
Range:
(Life Blast) 300 ft
(Magic Net) 80 ft
(Stunblast) 200 ft
(Cloud of Slumber) 90 ft, plus covers a 20 x 20 x 20 ft area.
(Greater Healing) 25 ft
(Superhealing) 25 ft
Damage:
(Life Blast) As per description on Rifts Book of Magic, pg. 108. Equiv, to 10th level spell.
(Magic Net) Covers a 10 ft area and can snare 1-6 people. Takes 2 melees for MD tech, magic weapons, or magic spells to cut through. Net lasts 5 minutes.
(Stunblast) Target must save versus magic or is -6 to strike, parry, dodge, roll, disarm, and entangle, -2 to initiative, and loses one attack per melee for 1d4+1 melee rounds. Works on ALL living creatures. HALF duration on characters wearing MDC body armor and power armor(less than 220 MDC).
(Cloud of Slumber) Any living being passing through the cloud/area of effect must roll versus magic, or fall asleep, remaining unconscious until the cloud disipates. Cloud lasts 10 minutes.
(Greater Healing) Restores 2d4x10 SDC and 6d6 Hit Points, or 1d4 MDC
(Superhealing)Restores 4d6 MD to Mega-Damage beings.
Rate of Fire: ECHH
Payload:(Varies)
(Life Blast) 8 PPE
(Magic Net) 4 PPE
(Stunblast) 8 PPE
(Cloud of Slumber) 2 PPE
(Greater Healing)15 PPE
(Superhealing) 45 PPE
PPE Capacity:(Light)----100 PPE battery capacity; recharges at 5 PPE per hour, 10 PPE/hour at a leyline, 20 PPE/hour on a nexus or in a dimensional pyramid
Note: The user can pump his or her own PPE or ISP into the weapon to recharge it an emergency, but at DOUBLE the above listed PPE cost(x4 if ISP; so 10 PPE battery shot takes 20 PPE/40 ISP to manually recharge)
Special Features:
*Starglow---The PPE cylinder normally emits a low-level glow, but it can be increased to glow with a Globe of Daylight spell, illuminating an 84 ft area around it, for 21 minutes per single PPE.
*Lattern Light(1 PPE and lasts 4 hours)---Fills a ten foot area with soft illumination, but CANNOT drive off vampires or other sunlight-sensitive beings.
*Mounting rails along the top and under the barrel for fitting with a scope, laser sight, or PPE illuminator.
*Butt-socket; can be fitted with a shoulder stock
*Lanyard Ring---The pistol butt has a small mounting ring for an attachment cord, so the weapon isn’t dropped or lost in zero gravity.
*Comes with cleaning/servicing kit
Cost: 650,000 credits (materials-wise, plus the fact that the spells used in it are 10th level, the pistol would cost about 1.6 million(!) credits, but PS has brought it down to the lower cost, and frequently lets it go for 450,000 credits or less, as discounts to well-known healers and humanitarians).
Options:
*Multiple Image(5 PPE and lasts 7 minutes)---This spell causes the power crystal to act like a holographic projector, producing up to three identical images of the person holding the gun. This gives the operator +2 to initiative, +2 dodge, and +1 to strike, while viewers are -4 t save and see through the illusion. Cost: 7,000 credits
*Shadowmeld(5 PPE and lasts 14 minutes)---Works just like the spell; the person holding the gun can disappear into any 5 ft-large shadow and vanish. Cost: 7,000 credits
*House of Glass(6 PPE, 7 minutes). The holder of the pistol takes on a glassy appearance that renders them under the protection of a reciprocity spell; attacks on them reflect back on the attacker(see Rifts Book of Magic, pg. 107). Cost: 12,000 credits
*Sense Evil---The PPE crystal can flash red if supernatural evil entities approach within a 90 ft radius. Cost: 10,000 credits
*Sense Magic---The PPE crystal can flash yellow if active magic occurs within 120 ft of the weapon. Cost: 10,000 credits
*Mystic Markmanship(3 PPE for a single shot)---Gives a +3 to an aimed or called shot. Cost: 9,000 credits (A popular option with collectors who want to get the most out of their expensive acquisition, even if they are not themselves good shots)
*Carbine Conversion Kit---This attaches a rifle butt for steadier shooting(+1 on aimed shots) and a 1.2 ft barrel extension/TW booster holding a set of aligned crystals inside its length that DOUBLES the effective range of shots. Cost: 75,000 credits.
Ghanam Arms Ltd.
“When you absolutely positively have to kill the other guy in the first melee round.”
Ghanam Arms Ltd. is actually one of Paladin Steel’s ‘shops within a shop’, a brand name for PS’s specialized subsection dealing in custom TW weaponry. Ghanam Arms was created once PS began to break out into interdimensional markets and discovered that in addition to a very large market for rugged affordable weaponry, there was also a considerably lucrative market in ‘snob-appeal’ custom weaponry(especially after order books filled up for the ludicrously expensive ‘ThunderBunny’ system). GALtd. is best known for their series of ‘regenerator’ TW energy pistols, based on pre-Rifts revolver designs, but with a glowing crystal PPE mini-generator in place of the cylinder. Costing virtually a king’s ransom for a sidearm, these weapons nevertheless have multi-attack versatility and almost unlimited shots, so they have staying power.
Ghanam Arms’ designs seem to be step backwards compared to normal Paladin Steel philosophies of ‘modular, mass-produced, and affordable’; the weapons are extravagances using fixed spell configurations. Most of the expense is in the powerpack; a miniaturized TW Powerstone crystal that regenerates its own PPE and has an energy lifespan estimated in decades.
Ghanam designs do have their drawbacks; most criticism revolves around the expense and the fact that damage and range of the guns is little better than many already established, and less expensive TW weapons already on the market. Also, unlike other manufacturers who have come up with interchangeable PPE clips, and especially compared to PS’s modular PPE battery and Spell Card Multiplexor system, the large power crystals used by Ghanam weapons cannot be easily swapped out, nor can the spells be easily changed(the PPE source and the embedded spells are fixed as a single unit). As the Powerstones are ‘fixed’, they cannot be tapped by mages for use in spells beyond what is already ‘programmed’ into them.
The counter argument in favor of Ghanam designs is that the weapons typically have a variety of spells built in; one is not getting a single TW weapon for the price, but several in a compact package much lighter and more handily convenient than having all of the original weapons, and an effectively unlimited ammunition supply as well. Besides the obvious firepower spells, many Ghanam designs also incorporate other mystic features that act on the holder of the weapon. Furthermore, the magical nature of the guns makes them particularly effective against the supernatural.
Ghanam Arms manufactures its designs in small production runs, typically no more than 50-60 weapons at any one time, the better to respond to fluctuating market demand. The typical buyers are wealthy collectors, well-heeled horror hunters, and elite warriors with money(earned or plundered) to burn. GALtd. pistols have already attracted the attention of high-rank Gunslingers and woud appeal to Mystic China’s pistoleer Gun-Masters.
Ghanam Arms Ltd. currently manufactures the Starlight Eagle, Mystic Eagle, Night Ranger, and several other ‘regenerator’ handguns, as well as developing other custom TW firearms to spec.
Modifications:
In addition to weapon-specific accessories, GALtd. has devised several additional ‘specials’ to further customize their weapons. The following are some, but not all, of the options that have been developed and are currently being offered:
*Double Barrel---The mechanism of most GALtd. weaponry prevents conventional automatic fire modes, but by modifying the firing mechanism and adding a second focusing barrel next to the first, the weapons can be altered to fire two shots simultaneously(counts as one attack). This of course uses the same PPE as for two shots, but allows the gunner to do double damage in a single attack.
Double-Barreling increases weapon weight by 20% and cost by 25%.
*Carbine Conversion Kit---This attaches a rifle butt for steadier shooting(+1 on aimed shots) and a 1.2 ft barrel extension/TW booster holding a set of aligned crystals inside its length that DOUBLES the effective range of shots. Cost: 75,000 credits.
*Mystic Markmanship(3 PPE for a single shot)---Gives a +3 to an aimed or called shot. Cost: 9,000 credits (A popular option with collectors who want to get the most out of their expensive acquisition, even if they are not themselves good shots)
*Safety Bonding---This insures that the weapon can ONLY be used by specific people. Using a ritual performed in-shop which requires all the people to be trusted with the weapon be present to contribute a single drop of blood that is pressed into the grip in the ritual, the weapon is effectively ‘safetied; and will fire ONLY for those people.
(GALtd doesn’t advertise it, but the system isn’t ENTIRELY foolproof; there’s a 25% chance that people with a close genetic/magical similarity to the bonded people---immediate children, siblings, doppelgangers, or clones---can also use the weapon. )
Cost: 30,000 credits per person bonded to the weapon. Up to four people can be ‘impressed’ on the weapon.
*Increased Spell Level---Most GALtd. weapons use 6-8th level spells, but Powerstones embedded with more powerful spell levels can be purchased. The existing Mystic Eagle, Starlight Eagle, and Night Ranger weapons can be purchased at a 10th level focus for their spell configurations at 840,000 credits, 900,000 credits, and 670,000 credits respectively, and at 12th level for 900,000 credits/965,000 credits/ 700,000 credits.
*Spell Configurations---Ghanam Arms Ltd, can produce customized Powerstones with four to six different spells embedded in them. The standard ‘blank’ Ghanam Powerstone matrix is typically an cylinder or hexagonal rod of crystal 3-5 inches long and 3-4 inches in diameter and
PPE Capacity:(Light)----100 PPE battery capacity; recharges at 5 PPE per hour, 10 PPE/hour at a leyline, 20 PPE/hour on a nexus or in a dimensional pyramid
Note: The user can pump his or her own PPE or ISP into the weapon to recharge it an emergency, but at DOUBLE the above listed PPE cost(x4 if ISP; so 10 PPE battery shot takes 20 PPE/40 ISP to manually recharge)
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.
Okay, trying to calculate the cost of a ‘Regenerator’ firearm using both canon(or at least Rifter) and PS precedent sources:
Existing PS PPE Generators:
PPE Capacity:(Light)----200 PPE battery capacity; recharges at 10 PPE per hour, 20PPE/hour at a leyline, 40 PPE/hour on a nexus
Cost:(Light)----500,000 credits
Size: I figure a light PPE generator about the size of a small car engine, without the need for any fuel supply.
So: The Regenerator Cylinder for a TW firearm is essentially 3-5 inches long by 3-4 inches in diameter
PPE Capacity:(Light)----100 PPE battery capacity; recharges at 5 PPE per hour, 10 PPE/hour at a leyline, 20 PPE/hour on a nexus or in a dimensional pyramid.
With half the capacity, its cost should be about 250,000 credits, but miniaturization costs, so the initial cost is more like 450,000 credits, at least until mass production brings it down.
The Thunderbunny’s still in the 2-3 million range, but that’s largely because you’re buying essentially a heavy cannon battery or missile launcher.
Okay, let’s calculate the cost of the Mystic Eagle:
Spells:
(TK Bullet Attack)2/3PPE per shot
(TW Laser Blast)3 PPE per shot
(Fire Bolt)5 PPE per shot
(Ballistic Fire)13 PPE per shot
(Sub-Particle Acceleration)10 PPE per shot
(Mental Shock)15 PPE per shot
The spells are focused as 7th level spells.
Using the following:
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.
(TK Bullet Attack) 3 PPE x 5,000=15,000, +3,500(500x7)=16,500
(TW Laser Blast)3 PPE x 5,000=15,000, +3,500(500x7)= 16,500
(Fire Bolt)5 PPE x 5,000=25,000, +3,500(500x7)= 28,500
(Ballistic Fire)13 PPE x 5,000=65,000, +3,500(500x7)=68,500
(Sub-Particle Acceleration)10 PPE x 5,000=50,000, +3,500(500x7)= 53,500
(Mental Shock) 15 PPE x 5,000=75,000, +3,500(500x7)= 78,500 credits
Final Cost: 695,500 credits(ignoring the cost for the MDC structure of the pistol itself, which I’d figure charitably at roughly 7,000 credits because it has the heavy MDC of a rifle), so at 600,000 credits(yes, folks, the 60,000 credits originally listed was a typo), the Mystic Eagle is a steal!
If mass production halves the cost of the power source, then the Mystic Eagle could go as cheap as 490,000 credits in time.
Multiplexors are CHEAP because the cost’s all in the Spell Card and the manportable versions generally use finite-capacity PPE clips that need to be manually recharged(or slotted in a convenient dimensional pyramid) rather than regenerating Powerstones. The bigger vehicular versions can use bulkier and cheaper crystal matrices because the operators don’t have to tote around a backpack of crystal batteries or a big Tesla-Mandrake generator. Here, the expense is in the miniaturized PPE generator and the wired-in spells, which bulk up the cost.
On the other hand, for the cost, a Regenerator’s essentially got ammo for life.
http://www.horstheld.com/Mauser-revolver.jpg
http://www.littlegun.info/arme%20allemande/mauser/mauser%20zig%20zag%201878%20revolver-01.jpg
http://www.littlegun.info/arme%20allemande/mauser/a%20mauser%20revolver%20gb.htm
“Hold still; this will be over in a second.”
“Oh, waitaminute, Doc! I can’t be THAT far gone! A MERCY KILLING!!!??? I don’t need to be put outta my misery! Hold on, waitasec, I’m feeling betternodon’tshoo(*ZAM!*)AGGHHH----waitaminute, you shot me and I feel BETTER?!”
“Told you it would be over in a second.”
“Hahaha...very funny, Doc.”
The ‘Life Shot’ is a small, compact, ‘Regenerator’ device that was developed specifically for the protection of those noble souls who work to save others’ lives. Designed with conscientious objectors in the medical corps, clerics, monks, and healers in mind, the Life Shot is meant to be as much an accessory healing instrument as a means of self defense. The Life Shot itself resembles an enlarged snub-nosed Mauser ‘Zig-Zag’ revolver(though some editions are modelled after the Colt Detective Special), with a silver frame and glowing crystal cylinder. The Life Shot is perhaps the most compact TW weapon to have an integral PPE generator.
The Life Shot is unusual in that its spell configuration emphasizes healing and incapacitation over brute force damage. Life Blast, Magic Net, Cloud of Slumber, and Stunblast give the weapon the ability to knock down and stun opponents, while the remaining spell-slots can provide instant relief to the wounded and injured.
The Life Shot is being marketed towards high-level clerics, Priests of Light, and other healers in need of some extra(ordinary) protection. Ghanam Arms/Paladin Steel has been known to cut the price as much as 30% to promote sales of the pistol, and a number have been given away as gifts or awards to various worthies.
Weight: 3.2 lbs
MDC: 30
Range:
(Life Blast) 300 ft
(Magic Net) 80 ft
(Stunblast) 200 ft
(Cloud of Slumber) 90 ft, plus covers a 20 x 20 x 20 ft area.
(Greater Healing) 25 ft
(Superhealing) 25 ft
Damage:
(Life Blast) As per description on Rifts Book of Magic, pg. 108. Equiv, to 10th level spell.
(Magic Net) Covers a 10 ft area and can snare 1-6 people. Takes 2 melees for MD tech, magic weapons, or magic spells to cut through. Net lasts 5 minutes.
(Stunblast) Target must save versus magic or is -6 to strike, parry, dodge, roll, disarm, and entangle, -2 to initiative, and loses one attack per melee for 1d4+1 melee rounds. Works on ALL living creatures. HALF duration on characters wearing MDC body armor and power armor(less than 220 MDC).
(Cloud of Slumber) Any living being passing through the cloud/area of effect must roll versus magic, or fall asleep, remaining unconscious until the cloud disipates. Cloud lasts 10 minutes.
(Greater Healing) Restores 2d4x10 SDC and 6d6 Hit Points, or 1d4 MDC
(Superhealing)Restores 4d6 MD to Mega-Damage beings.
Rate of Fire: ECHH
Payload:(Varies)
(Life Blast) 8 PPE
(Magic Net) 4 PPE
(Stunblast) 8 PPE
(Cloud of Slumber) 2 PPE
(Greater Healing)15 PPE
(Superhealing) 45 PPE
PPE Capacity:(Light)----100 PPE battery capacity; recharges at 5 PPE per hour, 10 PPE/hour at a leyline, 20 PPE/hour on a nexus or in a dimensional pyramid
Note: The user can pump his or her own PPE or ISP into the weapon to recharge it an emergency, but at DOUBLE the above listed PPE cost(x4 if ISP; so 10 PPE battery shot takes 20 PPE/40 ISP to manually recharge)
Special Features:
*Starglow---The PPE cylinder normally emits a low-level glow, but it can be increased to glow with a Globe of Daylight spell, illuminating an 84 ft area around it, for 21 minutes per single PPE.
*Lattern Light(1 PPE and lasts 4 hours)---Fills a ten foot area with soft illumination, but CANNOT drive off vampires or other sunlight-sensitive beings.
*Mounting rails along the top and under the barrel for fitting with a scope, laser sight, or PPE illuminator.
*Butt-socket; can be fitted with a shoulder stock
*Lanyard Ring---The pistol butt has a small mounting ring for an attachment cord, so the weapon isn’t dropped or lost in zero gravity.
*Comes with cleaning/servicing kit
Cost: 650,000 credits (materials-wise, plus the fact that the spells used in it are 10th level, the pistol would cost about 1.6 million(!) credits, but PS has brought it down to the lower cost, and frequently lets it go for 450,000 credits or less, as discounts to well-known healers and humanitarians).
Options:
*Multiple Image(5 PPE and lasts 7 minutes)---This spell causes the power crystal to act like a holographic projector, producing up to three identical images of the person holding the gun. This gives the operator +2 to initiative, +2 dodge, and +1 to strike, while viewers are -4 t save and see through the illusion. Cost: 7,000 credits
*Shadowmeld(5 PPE and lasts 14 minutes)---Works just like the spell; the person holding the gun can disappear into any 5 ft-large shadow and vanish. Cost: 7,000 credits
*House of Glass(6 PPE, 7 minutes). The holder of the pistol takes on a glassy appearance that renders them under the protection of a reciprocity spell; attacks on them reflect back on the attacker(see Rifts Book of Magic, pg. 107). Cost: 12,000 credits
*Sense Evil---The PPE crystal can flash red if supernatural evil entities approach within a 90 ft radius. Cost: 10,000 credits
*Sense Magic---The PPE crystal can flash yellow if active magic occurs within 120 ft of the weapon. Cost: 10,000 credits
*Mystic Markmanship(3 PPE for a single shot)---Gives a +3 to an aimed or called shot. Cost: 9,000 credits (A popular option with collectors who want to get the most out of their expensive acquisition, even if they are not themselves good shots)
*Carbine Conversion Kit---This attaches a rifle butt for steadier shooting(+1 on aimed shots) and a 1.2 ft barrel extension/TW booster holding a set of aligned crystals inside its length that DOUBLES the effective range of shots. Cost: 75,000 credits.
Ghanam Arms Ltd.
“When you absolutely positively have to kill the other guy in the first melee round.”
Ghanam Arms Ltd. is actually one of Paladin Steel’s ‘shops within a shop’, a brand name for PS’s specialized subsection dealing in custom TW weaponry. Ghanam Arms was created once PS began to break out into interdimensional markets and discovered that in addition to a very large market for rugged affordable weaponry, there was also a considerably lucrative market in ‘snob-appeal’ custom weaponry(especially after order books filled up for the ludicrously expensive ‘ThunderBunny’ system). GALtd. is best known for their series of ‘regenerator’ TW energy pistols, based on pre-Rifts revolver designs, but with a glowing crystal PPE mini-generator in place of the cylinder. Costing virtually a king’s ransom for a sidearm, these weapons nevertheless have multi-attack versatility and almost unlimited shots, so they have staying power.
Ghanam Arms’ designs seem to be step backwards compared to normal Paladin Steel philosophies of ‘modular, mass-produced, and affordable’; the weapons are extravagances using fixed spell configurations. Most of the expense is in the powerpack; a miniaturized TW Powerstone crystal that regenerates its own PPE and has an energy lifespan estimated in decades.
Ghanam designs do have their drawbacks; most criticism revolves around the expense and the fact that damage and range of the guns is little better than many already established, and less expensive TW weapons already on the market. Also, unlike other manufacturers who have come up with interchangeable PPE clips, and especially compared to PS’s modular PPE battery and Spell Card Multiplexor system, the large power crystals used by Ghanam weapons cannot be easily swapped out, nor can the spells be easily changed(the PPE source and the embedded spells are fixed as a single unit). As the Powerstones are ‘fixed’, they cannot be tapped by mages for use in spells beyond what is already ‘programmed’ into them.
The counter argument in favor of Ghanam designs is that the weapons typically have a variety of spells built in; one is not getting a single TW weapon for the price, but several in a compact package much lighter and more handily convenient than having all of the original weapons, and an effectively unlimited ammunition supply as well. Besides the obvious firepower spells, many Ghanam designs also incorporate other mystic features that act on the holder of the weapon. Furthermore, the magical nature of the guns makes them particularly effective against the supernatural.
Ghanam Arms manufactures its designs in small production runs, typically no more than 50-60 weapons at any one time, the better to respond to fluctuating market demand. The typical buyers are wealthy collectors, well-heeled horror hunters, and elite warriors with money(earned or plundered) to burn. GALtd. pistols have already attracted the attention of high-rank Gunslingers and woud appeal to Mystic China’s pistoleer Gun-Masters.
Ghanam Arms Ltd. currently manufactures the Starlight Eagle, Mystic Eagle, Night Ranger, and several other ‘regenerator’ handguns, as well as developing other custom TW firearms to spec.
Modifications:
In addition to weapon-specific accessories, GALtd. has devised several additional ‘specials’ to further customize their weapons. The following are some, but not all, of the options that have been developed and are currently being offered:
*Double Barrel---The mechanism of most GALtd. weaponry prevents conventional automatic fire modes, but by modifying the firing mechanism and adding a second focusing barrel next to the first, the weapons can be altered to fire two shots simultaneously(counts as one attack). This of course uses the same PPE as for two shots, but allows the gunner to do double damage in a single attack.
Double-Barreling increases weapon weight by 20% and cost by 25%.
*Carbine Conversion Kit---This attaches a rifle butt for steadier shooting(+1 on aimed shots) and a 1.2 ft barrel extension/TW booster holding a set of aligned crystals inside its length that DOUBLES the effective range of shots. Cost: 75,000 credits.
*Mystic Markmanship(3 PPE for a single shot)---Gives a +3 to an aimed or called shot. Cost: 9,000 credits (A popular option with collectors who want to get the most out of their expensive acquisition, even if they are not themselves good shots)
*Safety Bonding---This insures that the weapon can ONLY be used by specific people. Using a ritual performed in-shop which requires all the people to be trusted with the weapon be present to contribute a single drop of blood that is pressed into the grip in the ritual, the weapon is effectively ‘safetied; and will fire ONLY for those people.
(GALtd doesn’t advertise it, but the system isn’t ENTIRELY foolproof; there’s a 25% chance that people with a close genetic/magical similarity to the bonded people---immediate children, siblings, doppelgangers, or clones---can also use the weapon. )
Cost: 30,000 credits per person bonded to the weapon. Up to four people can be ‘impressed’ on the weapon.
*Increased Spell Level---Most GALtd. weapons use 6-8th level spells, but Powerstones embedded with more powerful spell levels can be purchased. The existing Mystic Eagle, Starlight Eagle, and Night Ranger weapons can be purchased at a 10th level focus for their spell configurations at 840,000 credits, 900,000 credits, and 670,000 credits respectively, and at 12th level for 900,000 credits/965,000 credits/ 700,000 credits.
*Spell Configurations---Ghanam Arms Ltd, can produce customized Powerstones with four to six different spells embedded in them. The standard ‘blank’ Ghanam Powerstone matrix is typically an cylinder or hexagonal rod of crystal 3-5 inches long and 3-4 inches in diameter and
PPE Capacity:(Light)----100 PPE battery capacity; recharges at 5 PPE per hour, 10 PPE/hour at a leyline, 20 PPE/hour on a nexus or in a dimensional pyramid
Note: The user can pump his or her own PPE or ISP into the weapon to recharge it an emergency, but at DOUBLE the above listed PPE cost(x4 if ISP; so 10 PPE battery shot takes 20 PPE/40 ISP to manually recharge)
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.
Okay, trying to calculate the cost of a ‘Regenerator’ firearm using both canon(or at least Rifter) and PS precedent sources:
Existing PS PPE Generators:
PPE Capacity:(Light)----200 PPE battery capacity; recharges at 10 PPE per hour, 20PPE/hour at a leyline, 40 PPE/hour on a nexus
Cost:(Light)----500,000 credits
Size: I figure a light PPE generator about the size of a small car engine, without the need for any fuel supply.
So: The Regenerator Cylinder for a TW firearm is essentially 3-5 inches long by 3-4 inches in diameter
PPE Capacity:(Light)----100 PPE battery capacity; recharges at 5 PPE per hour, 10 PPE/hour at a leyline, 20 PPE/hour on a nexus or in a dimensional pyramid.
With half the capacity, its cost should be about 250,000 credits, but miniaturization costs, so the initial cost is more like 450,000 credits, at least until mass production brings it down.
The Thunderbunny’s still in the 2-3 million range, but that’s largely because you’re buying essentially a heavy cannon battery or missile launcher.
Okay, let’s calculate the cost of the Mystic Eagle:
Spells:
(TK Bullet Attack)2/3PPE per shot
(TW Laser Blast)3 PPE per shot
(Fire Bolt)5 PPE per shot
(Ballistic Fire)13 PPE per shot
(Sub-Particle Acceleration)10 PPE per shot
(Mental Shock)15 PPE per shot
The spells are focused as 7th level spells.
Using the following:
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.
(TK Bullet Attack) 3 PPE x 5,000=15,000, +3,500(500x7)=16,500
(TW Laser Blast)3 PPE x 5,000=15,000, +3,500(500x7)= 16,500
(Fire Bolt)5 PPE x 5,000=25,000, +3,500(500x7)= 28,500
(Ballistic Fire)13 PPE x 5,000=65,000, +3,500(500x7)=68,500
(Sub-Particle Acceleration)10 PPE x 5,000=50,000, +3,500(500x7)= 53,500
(Mental Shock) 15 PPE x 5,000=75,000, +3,500(500x7)= 78,500 credits
Final Cost: 695,500 credits(ignoring the cost for the MDC structure of the pistol itself, which I’d figure charitably at roughly 7,000 credits because it has the heavy MDC of a rifle), so at 600,000 credits(yes, folks, the 60,000 credits originally listed was a typo), the Mystic Eagle is a steal!
If mass production halves the cost of the power source, then the Mystic Eagle could go as cheap as 490,000 credits in time.
Multiplexors are CHEAP because the cost’s all in the Spell Card and the manportable versions generally use finite-capacity PPE clips that need to be manually recharged(or slotted in a convenient dimensional pyramid) rather than regenerating Powerstones. The bigger vehicular versions can use bulkier and cheaper crystal matrices because the operators don’t have to tote around a backpack of crystal batteries or a big Tesla-Mandrake generator. Here, the expense is in the miniaturized PPE generator and the wired-in spells, which bulk up the cost.
On the other hand, for the cost, a Regenerator’s essentially got ammo for life.
-------------
"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
------------
"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
------------
- taalismn
- Priest
- Posts: 48673
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
Paladin Steel H/MBT-16 Bandersnatch Hover Tank
http://i408.photobucket.com/albums/pp164/taalismn/img138.jpg
“Most beautiful sight I ever seen was those three big hovertanks flying in close formation, banking against the sunset, after laying waste to them Coalition gunboats....Just cruising along smooth as swans, like they hadn’t just been in battle....
It was then that I figured that all that talk about the Vermont Free State being more than a backwater kingdom was true....”
-Timothy Suthers, VFS Militiaman
“Quit drooling on the control panel, Ozzie, it’s just a tank...”
“But it’s...it’s..... so BEAUTIFUL.”
The Bandersnatch was designed as a fast attack vehicle that is arguably more along the lines of a ground attack aircraft than a proper tank. Unlike previous vehicles like the Black Bear MBT, which are considered “re-mixes” of existing technologies and equipment, the Bandersnatch has benefitted from deliberate project delays. The long time spent in development allowed PS engineers to integrate new technologies, as well as incorporate data and design influences from other contemporary hover tank designs.The Bandersnatch has been influenced by forwarded observations of the Coalition’s CTR-50 “Line Backer” hovertank, reports of the Triax ‘Whisper’ hovertank, (observed in action by PS agents sent to Europe), and by study of damaged/destroyed Naruni hovertanks.
The design that has emerged is more akin to a low-flying jet aircraft than a conventional ACV; substantial effort has gone into making the Bandersnatch look like nothing else in the PS production line. The Bandersnatch is designed to move quickly about the battlefield, exploiting gaps in enemy lines, and re-position quickly in a fluid defense or a hit-and-run offensive. The Bandersnatch is streamlined, and sharp-lined, the better to move fast, and deflect projectile fire. The most obvious feature externally is the set of extending/retracting ‘pinioned’ wings that give the vehicle an avian appearance. These wings are not essential to the Bandersnatch’s airborne capabilities, but do provide additional protection to the sides of the vehicle, and do provide some airfoil stability and control at high speeds. The wings are typically retracted when in close conditions, like forests and urban areas, allowing the Bandersnatch to maneuvar better. The Bandersnatch is propelled by vectored thrusters, with main lift provided by a GMR anti-gravity system, giving the vehicle great agility and altitude-holding performance. A special booster system has also been added, allowing the hovertank to briefly reach the high speeds necessary to pursue and engage vehicles such as the Coalition’s new generation Death Bringer APC.
The Bandersnatch uses a new Fly-By-Wire control system more akin to that installed in aircraft than ground vehicles, giving the hovertank excellent control and responses, especially at high speed. In fact, ex-fighter pilots and power-armor jockeys seem to have a better time adapting to the highly responsive controls than conventional armor drivers.
As befits a heavy tank, the Bandersnatch is amply armed. A heavy turret-mount energy weapon, complimented by secondary co-axial and turret-mounted energy and projectile weapons, is the ‘traditional’ main tank weapon. Its heavy missile armament also allows it to serve as a rapidly-moving artillery platform, firing at an opponent from long range, then quickly moving to a new firing position before the barrage can be backtracked and counterbattery fire laid in. The inclusion of a drop-rack for ground penetrator mines, sensors or decoy pods is intended to take advantage of the Bandersnatch’s mobility, allowing it to quickly seed an area with a minefield or ground sensor web. Stealth materials and active ECM make the Bandersnatch an elusive target, giving it an invaluable edge over heavier, better-armed and -armored, but slower, designs like the Coalition “Line Backer”.
The development of the Bandersnatch has been carefully shrouded in secrecy, (though that secrecy was almost compromised when a rocket-powered VW SuperBug from the nearby VW works crashed through the wall of the assembly hall). The appearance of the tank was engineered as much for confusion as for practical purposes, as PS deliberately circulated hints that alien technology was being incorporated, to confuse competitors. The first Bandersnatchs deployed during the St. Lawrence incident were even fitted with special holographic projectors(not powerful enough to effectively camouflage the machines, but intended to queer visual observations....Bandersnatch crews particularly liked to program the projectors to display fantastical creatures or nonsensical vehicles when they knew Free Quebec scouts were nearby).
The Bandersnatch is such a new machine, that it is not yet available to the open market, and no conventionally-powered models have been reported, as would be expected for a commercial model(and unlikely, given the propriatory technologies concentrated in the design). Currently the Bandersnatch has been made available only to Greater New England regular army forces, with several rumored to have been given/sold at considerable discount to Lazlo(much to Free Quebec’s dissatisfaction).
(Post-110 PA Update: The Bandersnatch is now considered to be ‘The’ main striker AFV of the GNE Regular Army, and is assigned to spearhead armored assaults and expeditionary force assaults. It is also a favorite of the GNE Marine Corps’ armored units for its ability to fly directly off assault ships and into combat, and even operate in limited fashion underwater. The design has seen several upgrades, especially to its armaments and accessory systems)
Type: PS-H/MBT-16 Bandersnatch
Class: Heavy Hover Assault Tank
Crew: Four(Pilot, 2 gunners, commander)+ 1-2 passengers
MDC/Armor by Location:
Main Body 650
Turret 200
Main Gun in Turret 150
Co-Axial Railgun 50
Cupola Gun 50
Reinforced Crew Compartment 150
*Wing Foils(2) 150 each
Secondary “Eyeball” Turrets(2) 80 each
Medium Range Missile Launchers(2) 80 each
Main Thrusters(3, rear) 100 each
Side Vectoring Thrusters(2) 70 each
*If the wing foils are destroyed, impose a -12% to Pilot Hovercraft skill when flying at speeds above 100 MPH.
Height: 13 ft
Width: 10.5 ft , 30 ft w/ wings at maximum extension.
Length: 36 ft
Weight: 40 tons
Cargo: Small space in cabin for several survival packs, a small arms locker with room for several handguns, four rifles, e-clips, and a rocket launcher. Also a small 3x3x3 ft space for addittional supplies, If not carrying mines or sensors, the drop racks can be used to store additional cargo, up to 300 lbs worth.
Powerplant: Nuclear, w/ 20 year energy life
Speed:
(Ground): The Bandersnatch can travel 1-2 ft off the ground, typically cruising at 100 MPH
(Flying): The Bandersnatch can fly at speed up to 250 MPH at a maximum altitude of 300 ft. Engaging the booster system allows the Bandersnatch to hit speeds of up to 400 MPH, but only for 3 minutes before the booster system shuts down automatically and must be allowed to cool down for 30 minutes.
(Water): Can travel over water without penalty. The Bandersnatch can even travel underwater at 15 MPH. Maximum depth 1,000 ft.
Bonuses: +1 to initiative, + 2 to Dodge. Exceptionally quiet; 35% prowl in daylight, 60% in darkness!
Market Cost: Currently not available to the open market(limited/sold only to PS affiliates and selected mercenary units). Would cost 50-55 million credits, possibly more, if a mint-condition example were made available on the black market.
Systems/Features:
*Spotlights---800 ft
*Radio w/signal scrambler--500 mile long range, 5 mile short range.
*External Loudspeaker---90 decibels
*Low-Light Optics(Passive night vision and InfraRed)
*Thermo-Imaging Optics
*Short Range Radar-----(7 mile range)
*Long Range Radar----(50 mile range)
*Collision Warning/Motion Detector system---600 ft range.
*Laser Targeting System(+1 to strike)
*Combat Computer(+1 to strike)
*Targeting Illuminator/Data Link---This system allows the Bandersnatch to act as a forward spotter, illuminating targets and passing on the data to other units connected to it by comlinks. Units using firing data acquired in the manner are + 1 to strike, and +1 to initiative. As many as 24 other units can be linked in this fashion. The Laser Illuminator has a range of 3 miles.
*Magnetometer/Magnetic Anomaly Detector(MAD)---Combined with a ‘lookdown’ ground radar system.
Range: The magnetometer has a range of 4,000 ft and can detect vehicles and other metallic structures with 80% accuracy. Active fusion powerplants and charging rail guns can be detected from TWICE that range.
The ground radar has a range of 3,000 ft, and has a 90% chance of detecting metal-cased mines, 60% chance of detecting non-metallic ordnance.
*External Stanchion Points---The Bandersnatch has several clip-on points on the outer hull for carrying hitchhiking Power Armors and exosuits! The Bandersnatch can accomodate 6 PSA-11s, or up to 8 light power armors in this fashion! This is particularly handy for combined arms units who need to get places in a hurry.
*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 operator(typically the commander) has a Read Sensory Instruments or Radio: Scramblers skill and devotes a full melee to operating the system(no other attacks/actions are possible). Having an Electronic Warfare Skill gains a +15% bonus to operating this system.
Note that this only applies to recieved communications(the system filters them out from the jamming clutter) and sensory data recieved by that unit alone(other units cannot make use of it, unless they have an unaffected datalink/info-share with the ECCM equiped unit. Magic/psychic jamming is NOT affected by this system.
*Stealthing----Not true stealth/invisibility, but rather a number of features and adjustments to reduce the overall accoustic/radar/IR signature of the vehicle. Such things as a subtle rounding-off of the edges of the hull, use of “cool” ceramic and composite materials, exhaust filtering/cooling systems, and specially insulated components reduce the vehicle’s overall sensor sig.
-15% to track/identify/detect w/ sensors
(Note): Failure to keep up a regular maintenance schedule and continually adjust components will negate any advantages afforded by this system.
*ECM Spoofing System---The Bandersnatch also employs active sensor spoofing to foil targeting systems and communications. This system was adapted from Bandito Arms’ systems(themselves developed from NEMA pre-Rifts ‘Black Box’ technology).
Jamming---The Spoofing system can jam all radio communications (65% effectiveness)in a 5 mile radius. ECCM must be employed to cut this jamming.
Sensor Jamming----Missiles are effectively -7 to strike. If specifically targeting missiles(no more than 2), and the ECM operater takes a melee action, the system can cause the missiles in question to veer off course within 2000 ft, and -9 to strike.
Weapons Systems:
1) Main Cannon: PS-PE-EW-012 Heavy Plasma Cannon----- The 012 is a breakthrough in unravelling the secrets of the Mechanoid technology acquired by PS. The 012 Plasma Cannon is a heavy plasma cannon with excellent range for its weapons type, is unaffected by laser-resistant armor types, and does respectable damage. However, the range comes at the expense of rate of recharge/fire, and the capacitor-banks have only a limited capacity. Fortunately, PS engineers don’t consider this to be a problem; the Bandersnatch should be able to break off combat /evade enemy contact long enough to recharge its main gun banks should it temporarily exhaust them in the heat of battle.
Range:6,000 ft
Damage:2d4x10 MD per blast
Rate of Fire: EPCHH
Payload: Effectively unlimited, but the weapon batteries can only fire 50 shots before needing 5 minutes to recharge per shot.
*Post-110 P.A. Upgrade---After 110 P.A., PS will have advanced their state of the art, and refits the Bandersnatch with more advanced plasma weaponry, including a variable-mode ‘hot-shotted’ version of the heavy plasma cannon.
Range:6,000 ft
(Plasma Bolt) 3,000 ft
Damage:2d4x10 MD per blast
(Plasma Bolt) 3d6x10 MD to 10 ft blast radius
Rate of Fire: EPCHH
Payload: Effectively unlimited, but the weapon batteries can only fire 50 shots before needing 5 minutes to recharge per shot. Deuterium Gas Reservoir has enough gas under pressure for 45 bolt shots.
Alternatively, the Bandersnatch can be fitted with one of the following weapons:
a) Laser Cannon
Range: 2 miles
Damage: 1d6x10 MD per blast
Rate of Fire: ECHH
Bonuses: +2 to Strike
Payload:Effectively unlimited
b) Ion Cannon---New Navy-derived heavy ion weapon.
Range: 6,000 ft
Damage: 3d4x10 MD per shot
Rate of Fire: 4 times per melee
Payload:Effectively unlimited
Options:*Ion Scatter-Shot Module---This is a barrel mod that turns the cannon into a short range shotgun with an area of effect blast. Reduce range to 2,000 ft, but does 6d6 MD to a 30 ft wide area.
*Ion Booster Module---Another mod that boosts the range of the ion bolts, albeit with a reduction in damage capability. Reduce damage to 1d6x10 MD, but boost range to 8,000 ft.
c) Particle Beam Cannon
Range: 8,000 ft
Damage:1d6x10 MD per blast, but on a strike roll of 18 or more, the weapon does 2d4x10+10 MD!
Rate of Fire:ECHH
Payload:Effectively unlimited
d) Type-2 Anti-Theron Projector
Range: 5,000 ft
Damage: Does 1d6x10 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 150 shots before needing replacement.
Cost: EXCLUSIVE to PS, not available for sale
e)Rapid-Fire 40mm Autocannon---Twin mount 40mm automatic cannons.
Range: 13,000 ft
Damage:(Proximity Fuzed Fragmentation) 3d6 MD to 15 ft blast radius
(Armor Piercing Tracer) 5d6 MD single shot
(High Explosive Tracer) 4d6 MD to 10 ft blast radius
Rate of Fire: EPCHH
Payload: 400 rounds per cannon
f) 30mm Heavy Gatling---This was born of PS’s efforts to marry the GAU-8/A ‘Avenger’ gatling cannon to the German 30mm TX-862 round (copied extensively by PS and used in a wide range of weapons). The result is this truly scary seven-barrel monster that takes up the entire turret, but which lays down SERIOUS damage on target. Though the Avenger was originally rated for 1,050 rds per melee round(4,200 rounds per minute), the ‘7-30’ comes nowhere close to that(with the heavier MDC rounds, the recoil at extremely high rates of fire threatens to tear the cannon loose from its mountings, even with advanced recoil control).
(When firing sustained heavy bursts, the Bandersnatch loses some manueverability in order to provide a stable firing platform; when firing 12- round bursts or greater, the tank is -10% to piloting rolls for that melee.)
Range:10,000 ft
Damage:4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD six-round burst, 6d6x10 MD per twelve-round burst, 1d6x100+100 MD(!) per 24 rd burst.
Rate of Fire:EPCHH
Payload:800 rd drum
2) Co-Axial Gun---Mounted alonside the main gun can be either a rail gun, light autocannon, or a pulse laser:
a)12.7mm PS-MRG03 Snub-nose Short Gatling Gun
Range: 2000 ft
Damage: 1D6 MD single round, 1D6x10 MD per 10 round burst,
2D6x10 +60 per Full Melee Burst of 40 rounds
Rate of Fire: EGCHH
Payload: 1,000 rounds
b)20mm Gatling Autocannon
Range: 4,000 ft
Damage:(20mm) 1d4 MD single shot
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 5 ft blast radius(single shot)
(PSX 20mm) 4d4 MD single shot
2d4x10 MD per 5 rd burst
4d4x10 MD per 10 rd burst
Airburst does 4d4 MD to 5 ft blast radius(single shot)
(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)
Rate of Fire: Standard
Payload: 2,000 rds
c)Pulse Laser---An adapted JA-12-style laser rifle is mounted to fire alongside the main gun.
Range: 4,000 ft
Damage: 4d6 MD single shot, 1d6x10+10 MD triple burst
Rate of Fire: Standard
Payload: Effectively unlimited
3) Cupola-mount Rail Cannon---Located in the commander’s cupola is a light railgun(the tried and true PS-100/IH-100/NG-202) for anti-personnel and anti-aircraft work.
Range: 4000 ft
Damage: 1d4 MD single rd, 1d6x10 MD per 60 rd burst
Rate of Fire: EGCHH
Payload:12,000 rd drum(200 bursts) Up to four additional drums can be carried.
4) Hull-Mount Rapid-Fire Rail Cannon(2)----Located in the roots of the wings, firing in a fixed-forward position, are two rapid-fire gatling-style rail cannons. These are controlled by the pilot and intended for obstacle clearance and strafing-style attacks. A favorite tactic of Bandersnatch pilots is to spin the tank about on its vertical axis, while firing both these cannons in a 360-degree of spray(particularly impressive if the tank is caught or surrounded in close quarters). These are the same weapons as mounted in the Grey Falcon fighter jet(another design adaptation).
Range: 3,000 ft
Damage: 1d6x10 MD per 40 rd burst(can only fire bursts)
2d6x10 MD per simultaneous burst from both cannons(counts as one attack)
Rate of Fire: EPCHH
Payload: 8,000 rds per gun(that’s 200 bursts, 400 single bursts total!)
Alternatively, the Bandersnatch can be fitted with the following in place of the Rail Guns:
a) Pulse Lasers(4, 2x2)----This alternate configuration fits the Bandersnatch with over-and-under wing ball laser turrets, giving superior close-in defensive fire.
Range: 4,000 ft
Damage:5d6 MD single shot, or 1d6x10+20 MD triple pulse burst(counts as 1 attack) per single cannon
Rate of Fire: EGCHH
Payload: Effectively Unlimited
b) Micro-Missile Launchers(4, 2x2)----Any of PS’s 15mm, 20mm, and 30mm format micromissiles; (15mm) 24 shot pod, (20mm) 20 shot pod, (30mm) 18 shot pod.
c)Ion Cannon---Modified ion projector with a ‘scatter-shot’ mode for strafing wide areas.
Range: 4,000 ft
Damage: 1d6x10 MD per blast
*Ion Scatter-Shot Mode---This is a barrel mod that turns the cannon into a short range shotgun with an area of effect blast. Reduce range to 2,000 ft, but does 5d6 MD to a 30 ft wide area.
Rate of Fire: EGCHH
Payload: Effectively unlimited
d)Ion Arc-Cannon---Modified PSIC-02 Cannon, with slightly better range, and modified for improved strafing.
Range: 2,800 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: EGCHH
Payload: Effectively Unlimited
e) Type-1 Anti-Theron Projector
Range: 4,000 ft
Damage: Does 6d6 HP/MDC damage(based on what the creature is)(see the Type 2 listed above for details)
Payload: Each have a gallon-sized anti-theron cartridge that’s good for 200 shots before needing replacement.
Cost: EXCLUSIVE to PS, not available for sale
5) Secondary “Eyeball” Laser Turrets(2)---Positioned near the “nose” of the Bandersnatch are two ball-shaped secondary laser turrets. PS used advanced fiber-optics and crystal technolog to produce a more compact laser weapon, eliminating obvious gun barrels. The ball design gives the laser weapons excellent freedom of movement and arc of fire(270 degree arc, 90-degree elevation), and under low light conditions, the blazing emission-crystal of the turrets do give the impression of eyes on the tank.
Range: 4,000 ft
Damage: 4d6 MD single shot, or 1d6x10+10 MD triple pulse burst(counts as 1 attack)
Rate of Fire: EGCHH
Payload: Unlimited
6) Medium Range Missile Launchers(2)---Mounted on the sides of the turret, are two armored MRM launchers, concealed under armored plates.
Range: Varies By Missile Type
Damage: Varies By Missile Type
Rate of Fire: Volleys of 1-6
Payload: 6 per launcher, 12 total
7) Mini- Missile Launchers(4)----Two MM launchers are concealed under the frontal glacis plates of the Bandersnatch, while another two are mounted on the wings.
Range: Varies By Missile Type
Damage: Varies By Missile Type
Rate of Fire: Volleys of 1, 2, 3, 6, or 12
Payload: 12 per launcher, 48 total
8 ) Drop Racks(2)---To the rear of the Bandersnatch are two drop racks for deploying decoys, ground sensors, or land mines. The types typically used are PS ‘Will-o-Wisp’ decoys and seismic sensors, while the mines are roughly equivalent to the Northern Gun mine series. Particularly daring(or insane) crews may drop the mines like bombs, though this is not advised, as the mines are not really designed for accuracy(-2 to strike). If not carrying ordnance, the drop racks can be used to carry additional cargo; up to 500 lbs of additional equipment.
Range: Not applicable. Typical drop altitude is 4-10 ft.
Damage:(Decoys/Sensors) None
(Mines)(Anti-Personnel): 4d6 MD to 40 ft area
(Anti-Vehicle: Light: (HE) 5d6 MD to 20 ft area
Light(Plasma): 1d4x10 MD to 30 ft area
Medium(HE) 1d6x10 MD to 20 ft area
Medium(Plasma) 2d4x10 MD to 20 ft area
Heavy(HE) 2d6x10 MD to 70 ft area
Heavy(Plasma) 3d6x10 MD to 70 ft area
Rate of Fire: Can drop one or two at a time.
Payload: 60 decoys or sensor pods(30 per rack)
40 mines(20 per rack)
Note: Paladin Steel is also reportedly working on air-deployable NG-style ‘missile mines’; shapred penetrators with trainable upper bodies and remote sensor systems that would fire micro-, mini-, or short range-missiles at targets entering the sensor trip zone. It is rumored that PS already deploys such systems on the Bandsnatch; reports of skirmishes with Coalition and Free Quebec SAMAS and Hovercycle groups relate how several times pursuing forces were somehow lured by retreating Bandsnatchi into missile traps by light SAMs, in areas where GNE ground forces were NOT reported(suggesting that the GNE hovertanks somehow planted ground missile launchers in advance).
Variants----No major variants have yet been reported in the service of PS/GNE(aside from the holo-projectors and possible advanced ECM gear), but rumor has that a handful of Bandersnatchs have been fitted with laser-resistant armor and a Mage-Pod system in place of the plasma cannon.
Expected variations and upgrades would likely include improved sensors(including PPE sensors), fire control, EW electronics, and variant missile/projectile systems. TechnoWizardry enhancements would also appear logical and likely.
http://i408.photobucket.com/albums/pp164/taalismn/img138.jpg
“Most beautiful sight I ever seen was those three big hovertanks flying in close formation, banking against the sunset, after laying waste to them Coalition gunboats....Just cruising along smooth as swans, like they hadn’t just been in battle....
It was then that I figured that all that talk about the Vermont Free State being more than a backwater kingdom was true....”
-Timothy Suthers, VFS Militiaman
“Quit drooling on the control panel, Ozzie, it’s just a tank...”
“But it’s...it’s..... so BEAUTIFUL.”
The Bandersnatch was designed as a fast attack vehicle that is arguably more along the lines of a ground attack aircraft than a proper tank. Unlike previous vehicles like the Black Bear MBT, which are considered “re-mixes” of existing technologies and equipment, the Bandersnatch has benefitted from deliberate project delays. The long time spent in development allowed PS engineers to integrate new technologies, as well as incorporate data and design influences from other contemporary hover tank designs.The Bandersnatch has been influenced by forwarded observations of the Coalition’s CTR-50 “Line Backer” hovertank, reports of the Triax ‘Whisper’ hovertank, (observed in action by PS agents sent to Europe), and by study of damaged/destroyed Naruni hovertanks.
The design that has emerged is more akin to a low-flying jet aircraft than a conventional ACV; substantial effort has gone into making the Bandersnatch look like nothing else in the PS production line. The Bandersnatch is designed to move quickly about the battlefield, exploiting gaps in enemy lines, and re-position quickly in a fluid defense or a hit-and-run offensive. The Bandersnatch is streamlined, and sharp-lined, the better to move fast, and deflect projectile fire. The most obvious feature externally is the set of extending/retracting ‘pinioned’ wings that give the vehicle an avian appearance. These wings are not essential to the Bandersnatch’s airborne capabilities, but do provide additional protection to the sides of the vehicle, and do provide some airfoil stability and control at high speeds. The wings are typically retracted when in close conditions, like forests and urban areas, allowing the Bandersnatch to maneuvar better. The Bandersnatch is propelled by vectored thrusters, with main lift provided by a GMR anti-gravity system, giving the vehicle great agility and altitude-holding performance. A special booster system has also been added, allowing the hovertank to briefly reach the high speeds necessary to pursue and engage vehicles such as the Coalition’s new generation Death Bringer APC.
The Bandersnatch uses a new Fly-By-Wire control system more akin to that installed in aircraft than ground vehicles, giving the hovertank excellent control and responses, especially at high speed. In fact, ex-fighter pilots and power-armor jockeys seem to have a better time adapting to the highly responsive controls than conventional armor drivers.
As befits a heavy tank, the Bandersnatch is amply armed. A heavy turret-mount energy weapon, complimented by secondary co-axial and turret-mounted energy and projectile weapons, is the ‘traditional’ main tank weapon. Its heavy missile armament also allows it to serve as a rapidly-moving artillery platform, firing at an opponent from long range, then quickly moving to a new firing position before the barrage can be backtracked and counterbattery fire laid in. The inclusion of a drop-rack for ground penetrator mines, sensors or decoy pods is intended to take advantage of the Bandersnatch’s mobility, allowing it to quickly seed an area with a minefield or ground sensor web. Stealth materials and active ECM make the Bandersnatch an elusive target, giving it an invaluable edge over heavier, better-armed and -armored, but slower, designs like the Coalition “Line Backer”.
The development of the Bandersnatch has been carefully shrouded in secrecy, (though that secrecy was almost compromised when a rocket-powered VW SuperBug from the nearby VW works crashed through the wall of the assembly hall). The appearance of the tank was engineered as much for confusion as for practical purposes, as PS deliberately circulated hints that alien technology was being incorporated, to confuse competitors. The first Bandersnatchs deployed during the St. Lawrence incident were even fitted with special holographic projectors(not powerful enough to effectively camouflage the machines, but intended to queer visual observations....Bandersnatch crews particularly liked to program the projectors to display fantastical creatures or nonsensical vehicles when they knew Free Quebec scouts were nearby).
The Bandersnatch is such a new machine, that it is not yet available to the open market, and no conventionally-powered models have been reported, as would be expected for a commercial model(and unlikely, given the propriatory technologies concentrated in the design). Currently the Bandersnatch has been made available only to Greater New England regular army forces, with several rumored to have been given/sold at considerable discount to Lazlo(much to Free Quebec’s dissatisfaction).
(Post-110 PA Update: The Bandersnatch is now considered to be ‘The’ main striker AFV of the GNE Regular Army, and is assigned to spearhead armored assaults and expeditionary force assaults. It is also a favorite of the GNE Marine Corps’ armored units for its ability to fly directly off assault ships and into combat, and even operate in limited fashion underwater. The design has seen several upgrades, especially to its armaments and accessory systems)
Type: PS-H/MBT-16 Bandersnatch
Class: Heavy Hover Assault Tank
Crew: Four(Pilot, 2 gunners, commander)+ 1-2 passengers
MDC/Armor by Location:
Main Body 650
Turret 200
Main Gun in Turret 150
Co-Axial Railgun 50
Cupola Gun 50
Reinforced Crew Compartment 150
*Wing Foils(2) 150 each
Secondary “Eyeball” Turrets(2) 80 each
Medium Range Missile Launchers(2) 80 each
Main Thrusters(3, rear) 100 each
Side Vectoring Thrusters(2) 70 each
*If the wing foils are destroyed, impose a -12% to Pilot Hovercraft skill when flying at speeds above 100 MPH.
Height: 13 ft
Width: 10.5 ft , 30 ft w/ wings at maximum extension.
Length: 36 ft
Weight: 40 tons
Cargo: Small space in cabin for several survival packs, a small arms locker with room for several handguns, four rifles, e-clips, and a rocket launcher. Also a small 3x3x3 ft space for addittional supplies, If not carrying mines or sensors, the drop racks can be used to store additional cargo, up to 300 lbs worth.
Powerplant: Nuclear, w/ 20 year energy life
Speed:
(Ground): The Bandersnatch can travel 1-2 ft off the ground, typically cruising at 100 MPH
(Flying): The Bandersnatch can fly at speed up to 250 MPH at a maximum altitude of 300 ft. Engaging the booster system allows the Bandersnatch to hit speeds of up to 400 MPH, but only for 3 minutes before the booster system shuts down automatically and must be allowed to cool down for 30 minutes.
(Water): Can travel over water without penalty. The Bandersnatch can even travel underwater at 15 MPH. Maximum depth 1,000 ft.
Bonuses: +1 to initiative, + 2 to Dodge. Exceptionally quiet; 35% prowl in daylight, 60% in darkness!
Market Cost: Currently not available to the open market(limited/sold only to PS affiliates and selected mercenary units). Would cost 50-55 million credits, possibly more, if a mint-condition example were made available on the black market.
Systems/Features:
*Spotlights---800 ft
*Radio w/signal scrambler--500 mile long range, 5 mile short range.
*External Loudspeaker---90 decibels
*Low-Light Optics(Passive night vision and InfraRed)
*Thermo-Imaging Optics
*Short Range Radar-----(7 mile range)
*Long Range Radar----(50 mile range)
*Collision Warning/Motion Detector system---600 ft range.
*Laser Targeting System(+1 to strike)
*Combat Computer(+1 to strike)
*Targeting Illuminator/Data Link---This system allows the Bandersnatch to act as a forward spotter, illuminating targets and passing on the data to other units connected to it by comlinks. Units using firing data acquired in the manner are + 1 to strike, and +1 to initiative. As many as 24 other units can be linked in this fashion. The Laser Illuminator has a range of 3 miles.
*Magnetometer/Magnetic Anomaly Detector(MAD)---Combined with a ‘lookdown’ ground radar system.
Range: The magnetometer has a range of 4,000 ft and can detect vehicles and other metallic structures with 80% accuracy. Active fusion powerplants and charging rail guns can be detected from TWICE that range.
The ground radar has a range of 3,000 ft, and has a 90% chance of detecting metal-cased mines, 60% chance of detecting non-metallic ordnance.
*External Stanchion Points---The Bandersnatch has several clip-on points on the outer hull for carrying hitchhiking Power Armors and exosuits! The Bandersnatch can accomodate 6 PSA-11s, or up to 8 light power armors in this fashion! This is particularly handy for combined arms units who need to get places in a hurry.
*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 operator(typically the commander) has a Read Sensory Instruments or Radio: Scramblers skill and devotes a full melee to operating the system(no other attacks/actions are possible). Having an Electronic Warfare Skill gains a +15% bonus to operating this system.
Note that this only applies to recieved communications(the system filters them out from the jamming clutter) and sensory data recieved by that unit alone(other units cannot make use of it, unless they have an unaffected datalink/info-share with the ECCM equiped unit. Magic/psychic jamming is NOT affected by this system.
*Stealthing----Not true stealth/invisibility, but rather a number of features and adjustments to reduce the overall accoustic/radar/IR signature of the vehicle. Such things as a subtle rounding-off of the edges of the hull, use of “cool” ceramic and composite materials, exhaust filtering/cooling systems, and specially insulated components reduce the vehicle’s overall sensor sig.
-15% to track/identify/detect w/ sensors
(Note): Failure to keep up a regular maintenance schedule and continually adjust components will negate any advantages afforded by this system.
*ECM Spoofing System---The Bandersnatch also employs active sensor spoofing to foil targeting systems and communications. This system was adapted from Bandito Arms’ systems(themselves developed from NEMA pre-Rifts ‘Black Box’ technology).
Jamming---The Spoofing system can jam all radio communications (65% effectiveness)in a 5 mile radius. ECCM must be employed to cut this jamming.
Sensor Jamming----Missiles are effectively -7 to strike. If specifically targeting missiles(no more than 2), and the ECM operater takes a melee action, the system can cause the missiles in question to veer off course within 2000 ft, and -9 to strike.
Weapons Systems:
1) Main Cannon: PS-PE-EW-012 Heavy Plasma Cannon----- The 012 is a breakthrough in unravelling the secrets of the Mechanoid technology acquired by PS. The 012 Plasma Cannon is a heavy plasma cannon with excellent range for its weapons type, is unaffected by laser-resistant armor types, and does respectable damage. However, the range comes at the expense of rate of recharge/fire, and the capacitor-banks have only a limited capacity. Fortunately, PS engineers don’t consider this to be a problem; the Bandersnatch should be able to break off combat /evade enemy contact long enough to recharge its main gun banks should it temporarily exhaust them in the heat of battle.
Range:6,000 ft
Damage:2d4x10 MD per blast
Rate of Fire: EPCHH
Payload: Effectively unlimited, but the weapon batteries can only fire 50 shots before needing 5 minutes to recharge per shot.
*Post-110 P.A. Upgrade---After 110 P.A., PS will have advanced their state of the art, and refits the Bandersnatch with more advanced plasma weaponry, including a variable-mode ‘hot-shotted’ version of the heavy plasma cannon.
Range:6,000 ft
(Plasma Bolt) 3,000 ft
Damage:2d4x10 MD per blast
(Plasma Bolt) 3d6x10 MD to 10 ft blast radius
Rate of Fire: EPCHH
Payload: Effectively unlimited, but the weapon batteries can only fire 50 shots before needing 5 minutes to recharge per shot. Deuterium Gas Reservoir has enough gas under pressure for 45 bolt shots.
Alternatively, the Bandersnatch can be fitted with one of the following weapons:
a) Laser Cannon
Range: 2 miles
Damage: 1d6x10 MD per blast
Rate of Fire: ECHH
Bonuses: +2 to Strike
Payload:Effectively unlimited
b) Ion Cannon---New Navy-derived heavy ion weapon.
Range: 6,000 ft
Damage: 3d4x10 MD per shot
Rate of Fire: 4 times per melee
Payload:Effectively unlimited
Options:*Ion Scatter-Shot Module---This is a barrel mod that turns the cannon into a short range shotgun with an area of effect blast. Reduce range to 2,000 ft, but does 6d6 MD to a 30 ft wide area.
*Ion Booster Module---Another mod that boosts the range of the ion bolts, albeit with a reduction in damage capability. Reduce damage to 1d6x10 MD, but boost range to 8,000 ft.
c) Particle Beam Cannon
Range: 8,000 ft
Damage:1d6x10 MD per blast, but on a strike roll of 18 or more, the weapon does 2d4x10+10 MD!
Rate of Fire:ECHH
Payload:Effectively unlimited
d) Type-2 Anti-Theron Projector
Range: 5,000 ft
Damage: Does 1d6x10 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 150 shots before needing replacement.
Cost: EXCLUSIVE to PS, not available for sale
e)Rapid-Fire 40mm Autocannon---Twin mount 40mm automatic cannons.
Range: 13,000 ft
Damage:(Proximity Fuzed Fragmentation) 3d6 MD to 15 ft blast radius
(Armor Piercing Tracer) 5d6 MD single shot
(High Explosive Tracer) 4d6 MD to 10 ft blast radius
Rate of Fire: EPCHH
Payload: 400 rounds per cannon
f) 30mm Heavy Gatling---This was born of PS’s efforts to marry the GAU-8/A ‘Avenger’ gatling cannon to the German 30mm TX-862 round (copied extensively by PS and used in a wide range of weapons). The result is this truly scary seven-barrel monster that takes up the entire turret, but which lays down SERIOUS damage on target. Though the Avenger was originally rated for 1,050 rds per melee round(4,200 rounds per minute), the ‘7-30’ comes nowhere close to that(with the heavier MDC rounds, the recoil at extremely high rates of fire threatens to tear the cannon loose from its mountings, even with advanced recoil control).
(When firing sustained heavy bursts, the Bandersnatch loses some manueverability in order to provide a stable firing platform; when firing 12- round bursts or greater, the tank is -10% to piloting rolls for that melee.)
Range:10,000 ft
Damage:4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD six-round burst, 6d6x10 MD per twelve-round burst, 1d6x100+100 MD(!) per 24 rd burst.
Rate of Fire:EPCHH
Payload:800 rd drum
2) Co-Axial Gun---Mounted alonside the main gun can be either a rail gun, light autocannon, or a pulse laser:
a)12.7mm PS-MRG03 Snub-nose Short Gatling Gun
Range: 2000 ft
Damage: 1D6 MD single round, 1D6x10 MD per 10 round burst,
2D6x10 +60 per Full Melee Burst of 40 rounds
Rate of Fire: EGCHH
Payload: 1,000 rounds
b)20mm Gatling Autocannon
Range: 4,000 ft
Damage:(20mm) 1d4 MD single shot
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 5 ft blast radius(single shot)
(PSX 20mm) 4d4 MD single shot
2d4x10 MD per 5 rd burst
4d4x10 MD per 10 rd burst
Airburst does 4d4 MD to 5 ft blast radius(single shot)
(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)
Rate of Fire: Standard
Payload: 2,000 rds
c)Pulse Laser---An adapted JA-12-style laser rifle is mounted to fire alongside the main gun.
Range: 4,000 ft
Damage: 4d6 MD single shot, 1d6x10+10 MD triple burst
Rate of Fire: Standard
Payload: Effectively unlimited
3) Cupola-mount Rail Cannon---Located in the commander’s cupola is a light railgun(the tried and true PS-100/IH-100/NG-202) for anti-personnel and anti-aircraft work.
Range: 4000 ft
Damage: 1d4 MD single rd, 1d6x10 MD per 60 rd burst
Rate of Fire: EGCHH
Payload:12,000 rd drum(200 bursts) Up to four additional drums can be carried.
4) Hull-Mount Rapid-Fire Rail Cannon(2)----Located in the roots of the wings, firing in a fixed-forward position, are two rapid-fire gatling-style rail cannons. These are controlled by the pilot and intended for obstacle clearance and strafing-style attacks. A favorite tactic of Bandersnatch pilots is to spin the tank about on its vertical axis, while firing both these cannons in a 360-degree of spray(particularly impressive if the tank is caught or surrounded in close quarters). These are the same weapons as mounted in the Grey Falcon fighter jet(another design adaptation).
Range: 3,000 ft
Damage: 1d6x10 MD per 40 rd burst(can only fire bursts)
2d6x10 MD per simultaneous burst from both cannons(counts as one attack)
Rate of Fire: EPCHH
Payload: 8,000 rds per gun(that’s 200 bursts, 400 single bursts total!)
Alternatively, the Bandersnatch can be fitted with the following in place of the Rail Guns:
a) Pulse Lasers(4, 2x2)----This alternate configuration fits the Bandersnatch with over-and-under wing ball laser turrets, giving superior close-in defensive fire.
Range: 4,000 ft
Damage:5d6 MD single shot, or 1d6x10+20 MD triple pulse burst(counts as 1 attack) per single cannon
Rate of Fire: EGCHH
Payload: Effectively Unlimited
b) Micro-Missile Launchers(4, 2x2)----Any of PS’s 15mm, 20mm, and 30mm format micromissiles; (15mm) 24 shot pod, (20mm) 20 shot pod, (30mm) 18 shot pod.
c)Ion Cannon---Modified ion projector with a ‘scatter-shot’ mode for strafing wide areas.
Range: 4,000 ft
Damage: 1d6x10 MD per blast
*Ion Scatter-Shot Mode---This is a barrel mod that turns the cannon into a short range shotgun with an area of effect blast. Reduce range to 2,000 ft, but does 5d6 MD to a 30 ft wide area.
Rate of Fire: EGCHH
Payload: Effectively unlimited
d)Ion Arc-Cannon---Modified PSIC-02 Cannon, with slightly better range, and modified for improved strafing.
Range: 2,800 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: EGCHH
Payload: Effectively Unlimited
e) Type-1 Anti-Theron Projector
Range: 4,000 ft
Damage: Does 6d6 HP/MDC damage(based on what the creature is)(see the Type 2 listed above for details)
Payload: Each have a gallon-sized anti-theron cartridge that’s good for 200 shots before needing replacement.
Cost: EXCLUSIVE to PS, not available for sale
5) Secondary “Eyeball” Laser Turrets(2)---Positioned near the “nose” of the Bandersnatch are two ball-shaped secondary laser turrets. PS used advanced fiber-optics and crystal technolog to produce a more compact laser weapon, eliminating obvious gun barrels. The ball design gives the laser weapons excellent freedom of movement and arc of fire(270 degree arc, 90-degree elevation), and under low light conditions, the blazing emission-crystal of the turrets do give the impression of eyes on the tank.
Range: 4,000 ft
Damage: 4d6 MD single shot, or 1d6x10+10 MD triple pulse burst(counts as 1 attack)
Rate of Fire: EGCHH
Payload: Unlimited
6) Medium Range Missile Launchers(2)---Mounted on the sides of the turret, are two armored MRM launchers, concealed under armored plates.
Range: Varies By Missile Type
Damage: Varies By Missile Type
Rate of Fire: Volleys of 1-6
Payload: 6 per launcher, 12 total
7) Mini- Missile Launchers(4)----Two MM launchers are concealed under the frontal glacis plates of the Bandersnatch, while another two are mounted on the wings.
Range: Varies By Missile Type
Damage: Varies By Missile Type
Rate of Fire: Volleys of 1, 2, 3, 6, or 12
Payload: 12 per launcher, 48 total
8 ) Drop Racks(2)---To the rear of the Bandersnatch are two drop racks for deploying decoys, ground sensors, or land mines. The types typically used are PS ‘Will-o-Wisp’ decoys and seismic sensors, while the mines are roughly equivalent to the Northern Gun mine series. Particularly daring(or insane) crews may drop the mines like bombs, though this is not advised, as the mines are not really designed for accuracy(-2 to strike). If not carrying ordnance, the drop racks can be used to carry additional cargo; up to 500 lbs of additional equipment.
Range: Not applicable. Typical drop altitude is 4-10 ft.
Damage:(Decoys/Sensors) None
(Mines)(Anti-Personnel): 4d6 MD to 40 ft area
(Anti-Vehicle: Light: (HE) 5d6 MD to 20 ft area
Light(Plasma): 1d4x10 MD to 30 ft area
Medium(HE) 1d6x10 MD to 20 ft area
Medium(Plasma) 2d4x10 MD to 20 ft area
Heavy(HE) 2d6x10 MD to 70 ft area
Heavy(Plasma) 3d6x10 MD to 70 ft area
Rate of Fire: Can drop one or two at a time.
Payload: 60 decoys or sensor pods(30 per rack)
40 mines(20 per rack)
Note: Paladin Steel is also reportedly working on air-deployable NG-style ‘missile mines’; shapred penetrators with trainable upper bodies and remote sensor systems that would fire micro-, mini-, or short range-missiles at targets entering the sensor trip zone. It is rumored that PS already deploys such systems on the Bandsnatch; reports of skirmishes with Coalition and Free Quebec SAMAS and Hovercycle groups relate how several times pursuing forces were somehow lured by retreating Bandsnatchi into missile traps by light SAMs, in areas where GNE ground forces were NOT reported(suggesting that the GNE hovertanks somehow planted ground missile launchers in advance).
Variants----No major variants have yet been reported in the service of PS/GNE(aside from the holo-projectors and possible advanced ECM gear), but rumor has that a handful of Bandersnatchs have been fitted with laser-resistant armor and a Mage-Pod system in place of the plasma cannon.
Expected variations and upgrades would likely include improved sensors(including PPE sensors), fire control, EW electronics, and variant missile/projectile systems. TechnoWizardry enhancements would also appear logical and likely.
Last edited by taalismn on Wed Jun 22, 2011 6:16 pm, edited 1 time in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"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
------------
- ZINO
- Knight
- Posts: 4097
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: Paladin Steel Storefront
Beautiful indeed LOVE man ...er I mean N1
let your YES be YES and your NO be NO but plz no maybe
Re: Paladin Steel Storefront
taalismn wrote:Paladin Steel Modular Housing System(MHS)
An extension of PS’s reusable modular shipping crate system,
Paladin Steel QDAW-01 AutoWall
Paladin Steel Expandable Shelter System(ESS)
So that is where they came from 'Battleboxes', not old movies and TV shows as well. A long page, nice mix of shelter history. Search down to '21st Century Holistic Force Protection' to start reading about Battleboxes.
Last edited by abtex on Wed Jun 22, 2011 11:27 pm, edited 1 time in total.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.
taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...
taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink...
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...
- taalismn
- Priest
- Posts: 48673
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
abtex wrote:taalismn wrote:Paladin Steel Modular Housing System(MHS)
An extension of PS’s reusable modular shipping crate system,
Paladin Steel QDAW-01 AutoWall
Paladin Steel Expandable Shelter System(ESS)
So that is where they came from 'Battleboxes', not old movies and TV shows as well. A long page, nice mix of shelter history.
I'm of a mixed mind about that website and its adjutants; on one hand the guy's collected an impressive collection of photos of military gear. On the other hand, I understand he's something of a jerk with a propensity for shouting down anybody who disagrees, however reasonably, with him and his ideas.
Been busy of late(going through twenty years of accumulated paper, books, and assorted debris), but I hope to get some stuff ready(sooner or later).
-------------
"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
------------
"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
------------
- glitterboy2098
- Rifts® Trivia Master
- Posts: 13548
- Joined: Wed Aug 06, 2003 3:37 pm
- Location: Missouri
- Contact:
Re: Paladin Steel Storefront
this site usually has a rebuttle of his entire one man movement, but it's down right now. short version: he has consistantly lied about his military credentials, routinely creates multiple accounts on forums under false identities to promote his absurd ideas (and create the impression of a large supporting populace), and is a regular ******** artist when it comes to misrepresenting things in favor of his preconceived notions. and anyone who disagrees with him or tries to point out the illogic of his proposals is unindated with personal attacks and shouted down by him and his false identities.
and i speak as someone who was on the receiving end of one over at the secretprojectsforums site.
and i speak as someone who was on the receiving end of one over at the secretprojectsforums site.
Author of Rifts: Deep Frontier (Rifter 70)
Author of Rifts:Scandinavia (current project)
* All fantasy should have a solid base in reality.
* Good sense about trivialities is better than nonsense about things that matter.
-Max Beerbohm
Visit my Website
Author of Rifts:Scandinavia (current project)
* All fantasy should have a solid base in reality.
* Good sense about trivialities is better than nonsense about things that matter.
-Max Beerbohm
Visit my Website
- taalismn
- Priest
- Posts: 48673
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
glitterboy2098 wrote:this site usually has a rebuttle of his entire one man movement, but it's down right now. short version: he has consistantly lied about his military credentials, routinely creates multiple accounts on forums under false identities to promote his absurd ideas (and create the impression of a large supporting populace), and is a regular ******** artist when it comes to misrepresenting things in favor of his preconceived notions. and anyone who disagrees with him or tries to point out the illogic of his proposals is unindated with personal attacks and shouted down by him and his false identities.
and i speak as someone who was on the receiving end of one over at the secretprojectsforums site.
And he sockpuppets complimentary comments on his own material.
He haunted secretprojectsforum? The Atomic Tanks would go well with his army of M-113 toasters....
-------------
"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
------------
"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
------------
- glitterboy2098
- Rifts® Trivia Master
- Posts: 13548
- Joined: Wed Aug 06, 2003 3:37 pm
- Location: Missouri
- Contact:
Re: Paladin Steel Storefront
at least two of him currently haunt secret projects. his most prolific one is..hesham i think. also i believe yasotay is one of his alter-egos. not sure on that one though. might just be a person who fell for the ********.
he's not really been a major problem over there.
he's not really been a major problem over there.
Author of Rifts: Deep Frontier (Rifter 70)
Author of Rifts:Scandinavia (current project)
* All fantasy should have a solid base in reality.
* Good sense about trivialities is better than nonsense about things that matter.
-Max Beerbohm
Visit my Website
Author of Rifts:Scandinavia (current project)
* All fantasy should have a solid base in reality.
* Good sense about trivialities is better than nonsense about things that matter.
-Max Beerbohm
Visit my Website
- taalismn
- Priest
- Posts: 48673
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Paladin Steel Storefront
glitterboy2098 wrote:at least two of him currently haunt secret projects. his most prolific one is..hesham i think. also i believe yasotay is one of his alter-egos. not sure on that one though. might just be a person who fell for the ********.
he's not really been a major problem over there.
Since I'm in ultimate stealth-lurker recon mode over there(okay, I'm there to look at pictures), I don't expect to be bothered by such pests(flamewars and the like) .
-------------
"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
------------
"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
taalismn wrote:Since I'm in ultimate stealth-lurker recon mode over there (okay, I'm there to look at pictures), I don't expect to be bothered by such pests (flamewars and the like) .
Are you following me?
Oh wait I told you about the forum.
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...
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...