Paladin Steel Storefront

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abtex
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Re: Paladin Steel Storefront

Unread post by abtex »

Paladin Steel Nao Deep Space Mercantile Transport
http://i408.photobucket.com/albums/pp16 ... img173.jpg

Petty picture. Now need to read text. Looks good.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:
Paladin Steel Nao Deep Space Mercantile Transport
http://i408.photobucket.com/albums/pp16 ... img173.jpg

Petty picture. Now need to read text. Looks good.



We aim to please. Our sales of smallkin equipment represent one extreme of Paladin Steel's product line-up. Our spacecraft are the other end of of the spectrum(although currently we're producing a fairly limited number of utilitarian designs, rather than BGF-packing battleships and dreadnoughts).
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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ZINO
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Re: Paladin Steel Storefront

Unread post by ZINO »

nice!!!!!!!!!
let your YES be YES and your NO be NO but plz no maybe
Shark_Force
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Re: Paladin Steel Storefront

Unread post by Shark_Force »

typo patrol:

the gunship pod version of the MRMs should have either 60 missiles per launcher (240 total) or 30 missiles per launcher (120 total).

the 40mm rail guns are missing ranges for space, as well as any kitsune range at all (though we know they're measured in miles), and don't have damage for a burst listed (and there are no longer standard burst rules in the current version of the rulebook)

the 100mm massdriver cannon has the same range issues as the 40mm rail guns.

the pulse laser has the same range problem as the other two.

the heavy ion gattler has damage for all three cannons firing simultaneously. it is, however, a quad array (but does appear to do quad damage so presumably you simply meant for all four cannons)

also, is there provision for those "up to six weapon emplacements in the upper hull" someplace that i'm not familiar with? (it's probably your standard list anyways, mind you, just figured i'd ask :P )

now that that's out of the way, i like it :)

makes sense to have cheap mass-produced spaceships (or at least, as mass-produced as spaceships get).
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abtex
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Re: Paladin Steel Storefront

Unread post by abtex »

Better you that me, Shark_Force
typo patrol:
Patrol away.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Shark_Force wrote:typo patrol:

the gunship pod version of the MRMs should have either 60 missiles per launcher (240 total) or 30 missiles per launcher (120 total).

the 40mm rail guns are missing ranges for space, as well as any kitsune range at all (though we know they're measured in miles), and don't have damage for a burst listed (and there are no longer standard burst rules in the current version of the rulebook)

the 100mm massdriver cannon has the same range issues as the 40mm rail guns.

the pulse laser has the same range problem as the other two.

the heavy ion gattler has damage for all three cannons firing simultaneously. it is, however, a quad array (but does appear to do quad damage so presumably you simply meant for all four cannons)

also, is there provision for those "up to six weapon emplacements in the upper hull" someplace that i'm not familiar with? (it's probably your standard list anyways, mind you, just figured i'd ask :P )

now that that's out of the way, i like it :)

makes sense to have cheap mass-produced spaceships (or at least, as mass-produced as spaceships get).


Corrected on all counts; thanks. Quality Inspector #5 has been fired.
And the 'Weapons emplacements' can be used to outfit the ship with weaponry from standardized armaments listed in Rifts Dimension Book Six: Three Galaxies, pgs 127-130. as appropriate..or Manhunter, or Aliens Unlimited Galaxy Guide, depending on what you're using.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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taalismn
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Re: Paladin Steel Storefront

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Paladin Steel PS-McPA03 Darter Micro-Power Armor
http://i408.photobucket.com/albums/pp164/taalismn/img177.jpg

“Ever see sparrows hunting moths? Or harassing hawks MUCH bigger than themselves? I saw a little bit of both witnessing a flight of Darters going after a Kittani power armor that was trying to ice my Glitterboy. Damn brain-ape didn’t know what to make of his attackers or what to do. Oh, he gave it a good go, swing that plasma blade of his like a flaming flyswatter, but those little guys were just too quick and too many, and they actually might have pecked him to death if the guy’s buddies hadn’t shown up. At that point I finished him off quick with a heavy rail gun blast and covered the retreat. Gave the little guys credit for the kill, though; they earned it.”

The ‘Darter’ can be considered to be the flying SAMAS version of the ‘Scamper’ power armor. Though originally intended for use by the smaller rodents and gnomes of the smallkin kingdoms, the Darter has become the standard PA of the smaller avian members of such groups as the Chirpasee Greater Flock.
The Darter keeps much of the Scamper’s design, with a more streamlined look and slightly different lower legs and feet. The back is mated to a folding wing triangular lifting body flightpack. To save weight, without sacrificing protection, PS engineers built the Darter mostly out of lightweight orbital composites and MagePlate (Formulation-1C), albeit at greater expense. The Scamper’s NEMA drone-inspired sensor systems have been retained, giving the Darter the same utility as a scout unit. The weapons remain largely the same, with the exception of the heavy backpack weapon replaced by wing hardpoints.
Because they aren’t as heavy as a ‘normal-sized’ power armor, Darters have to be used carefully, especially against larger opponents. They are typically deployed as anti-personnel raiders, operating in squadron strength, the power armors ganging up on a single target in harassing hit-and-run attacks to wear the opposition down. They are also used as scouts and as annoyance raiders, targeting specific small targets such as fuel drums, communications antennae, sensor mounts, and individual soldiers.
Type: PS-McPA03 Darter
Class: Power Armor, Micro
Crew: One, Size Level 1-2(Small Build) or Size Level 1(Medium Build) mutant animal or humanoid.
MDC/Armor by Location:
Main Body 50
Arms(2) 20 each
Legs(2) 22 each
Wingpack 30
Height: 17 inches
Width: 12 inches 20 inches with wings fully unfolded
Length: 12 inches
Weight: 46 lbs
Cargo: None, aside from what can be carried externally.
The pilot typically wears a pocketed survival vest with a small survival kit, nanite injector pen, folding thermal foil mini-tent, and one week of pill rations.
Phsyical Strength: Robotic P.S. of 20
Powerplant: Long Duration Isotope Power Cell(LDIPC) w/ 2 year energy life
Speed:
(Running) 45 MPH; note that the pilot fatigues at 10% of normal
(Leaping) 3 ft up, 6 ft across, increase by 50% with a running start
(Climbing) Fairly profficient
(Flying) 65 MPH, maximum altitude of 5,000 ft
(Underwater) Run along bottom at 11 MPH, maximum depth of 600 ft

Note: NO prowl penalty

Market Cost: 460,000 credits
Systems of Note:
Standard(albeit miniaturized) Power Armor Features, plus:
-Multi-Optics(2,000 ft range)
-Telescoping Zoom Lens(2,000 ft range)
-Micro-Magnifying Lens(x2, x10, x50 magnification)
-Thermal Optics( 1,000 ft range)
-Camera/Video w/ live transmission capability)( 15 miles range)
-Electronic Ear and Audio Transmitter w/ scrambler capabilities( 1.5 miles range)
-Laser Distancer( 1,000 ft range)
-Radiation Detector(100 ft diameter area)
-Air Thermometer(20 ft diameter area)
-Molecular Analyzer(20 ft diameter area)

*Molecular Adhesion Feet---The splay-toed feet of the Darter have ultra-small ‘gecko velcro’ pads that allow the small power armors to cling to just about any surface able to hold the PA’s weight.

Weapons Systems: None standard, but can be fitted with the following:
1) Forearm Hardpoints(2)---Each arm can be fitted with ONE of the following:
a) Vibroblade/Claws(1-2)---1d4 MD per blade. 10,000 credits per blade.

b) Tool Laser----50 ft range, 1d6 or 3d6 SDC per blast, Effectively Unlimited payload linked to the power cell, 5,000 credits.

c) Finger Blaster----300 ft range, 1d4 MD per blast, Effectively Unlimited payload linked to the power cell, 20,000 credits.

d) Mini-Shot Gun---Can be either a single-barrel revolver-drum-fed weapon or a double-barrel ‘metalstorm’-loaded weapon.
Range: Varies(see below)
Damage:(12 Gauge)
*Standard Shotgun shell--100 ft range, 5d6 SDC
*Standard Buckshot shell---100 ft range, 4d6 SDC to 5 ft area
*Teargas shell---100 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---100 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 ---100 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: 100 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---400 ft range, 6d6 MD(no blast radius)
*Mini-Grenade(plasma)--- 400 ft range, 5d6 MD to 5 ft blast radius
*Mini-Grenade II(Fragmentation)---400 ft range, 2d4 MD to 10 ft blast radius
*Standard HESH Shell---400 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: Single shot, or double-shot for the twin-barrel model
Payload: 6
Cost: 5,000 credits for single-barrel revolver-style model, or 6,000 credits for double-barrel model.
A box of 100 shotgun slug rds costs 60 credits
A box of 100 baton rds costs 45 credits
A box of 100 tear gas rds costs 80 credits
A box of 100 S-9Dex Incapacitation Munition rds costs 360 credits
A box of 100 Mini-Grenade rds costs 2,000 credits
Options:
*Mini-Silencer---An aerogel jacket wrapping in and around the barrel. Reduces the effective range by half, but reduces the accoustic report to a light cough. Good for ten shots before needing replacement. Cost: 400 credits

e)S-9 ‘Sandman’ Stun Pistol
Weight: .5 kg
Range: 200 ft
Damage: Nil. Humanoids struck with this weapon must save vs. coma or be shocked unconscious for 1D6 minutes. EBA defeats it, but partial body armor and heavy clothing provide only partial cover against a taser bead strike.
Partial Cyborgs have a 50% chance of having their cybernetics disrupted for 1D10 minutes, and a 20% chance of a non-vital system being permanently shorted out. Full conversion cyborgs have only a 25%/5% chance, and Assault Cyborgs and those with hardened systems aren’t affected at all.
(Taser Grenade) Roll percentile dice---10% chance of a successful strike per bead remaining in the magazine. Does normal taser damage to targets in a 20 ft radius
Rate of Fire: ECHH
Payload: 20 taser ‘beads’ in a screw-on magazine. The gas cylinder has enough inert gas propellant for 40 shots.
Bonuses: Lightweight construction and superior ergonomic design give this weapon a +2 to strike
Special Features: Composite plastic construction(able to pass through metal detectors undiscovered), low recoil, low acoustic signature, no thermal emissions, laser spot-sight.
Cost: 3,000 credits. 300 credits per magazine. 25 credits per gas cartridge
Options:
*Extra-Large Magazine---A larger magazine with 50 rds(and a correspondingly larger gas cartridge as standard). Great for auto-spraying crowds. 500 credits per magazine. 40 credits per gas cartridge

f) Bionic Finger Joint Grenades---Up to 6 can be carried, and thrown up to 100 ft. 2d4 MD to 10 ft area. Cost: 1,000 credits per grenade.

g) Micro-Missile Launcher(PAMcML-04)---3 per forearm. Can use either 15mm or 20mm format McMs(any Pattern). Cost: 5,000 credits, 1,000 credits for the laser guidance upgrade.

h)Drug Injector Needle and Drug Dispenser. Can be fitted with a vibro-stilleto needle for drugging MDC beings(stilleto does 1 MD). 20 dose capacity. Cost: 3,000 credits, 6,000 credits for vibro-stilleto model

i) Mini-SMG----Modified PS-NC-I ‘Hailburst’ .22 mini-gatling.
Weight: 2.75 lbs
Range: 300 ft
Damage: (.22)1d6 SD per rd or 3d6 SD per 3-rd burst, 6d6 SDC for a six-round burst.
(Wellington/PS Exploders) 3d6 SD per rd or 9d6 SD per 3-rd burst, 1d4x10 SDC for a six-round burst.
(PSX-2) 1d4 MD per rd, a three round burst does 2d4 MD, a six-round burst does 4d4 MD.
Rate of Fire: Single shot, 3-shot burst, or 6-shot burst
Payload: 18, 24, 30, or 50 rd clip
Special Features:
*Underbarrel Mounting Lug(for optional mounting of laser spot sights)
Cost: 1,500 credits
Options:
*Laser Spot/Flashlight---Clips on under the barrel. +1 to strike. Cost: 400 cedits

j) Jolt Tazer----Contact zapper. Range: Melee, Damage: Victims roll versus non-lethal poison or be -8 to strike, dodge, and parry for 2d4 melees, Cost: 200 credits

k) Stun Blaster---Ranged electrical blaster. Range: 100 ft, Damage: Victims roll versus non-lethal poison or be -10 to strike, dodge, and parry for 2d4 melees, Cost: 4,000 credits

l)Model 1d Zap Taps
Range:(Model 1d Stud Pad) Melee
Damage:(Model 1d Stud Pad) Two settings; 1d4x10 SDC or 2 MD
Rate of Fire: ECHH
Payload: Effectively Unlimited payload linked to the power cell
Cost:(Model 1d Stud Pad)15,000 credits


2) Wing Hardpoints(2)---Two hardpoints are fitted to the top upper surface of the wingpanels, on the PA’s back.
FOUR hardpoints can be fitted in total, an additional two being fitted on the wing ends on the FRONT of the wingpack, but the additional two will impose a -20% penalty to maximum speed and HALF bonuses until the additional weight of ordnance is launched/dropped.
a) Micro-Missiles---3(any type) per hardpoint

b) Grenade-Bombs---One standard handgrenade per hardpoint

c) 23mm Mini-Grenade Launcher
Range: 250 ft
Damage: (High Explosive)2d4 MD to a 10 ft area
(Incendiary)---A slug of thermal gel that does 1d6 MD to a 12 ft splash, and an additional 1d4 MD per melee for 1d6 melees
(Flare) Burns with blinding incandesence for 1d6 melees, each round brightly illuminating an area roughly 100 ft in radius. These are NOT parachute flares, but fall normally.
Rate of Fire: ECHH; single shot
Payload: 4 shots
Cost: 1,200 credits. HE Shells cost 400 each, incendiary 450 each, and flare rounds 30 each.

d) .22 Micro-Gunpod
Range: 300 ft
Damage: (.22)1d6 SD per rd or 3d6 SD per 3-rd burst, 6d6 SDC for a six-round burst.
(Wellington/PS Exploders) 3d6 SD per rd or 9d6 SD per 3-rd burst, 1d4x10 SDC for a six-round burst.
(PSX-2) 1d4 MD per rd, a three round burst does 2d4 MD, a six-round burst does 4d4 MD.
Rate of Fire: Single shot, 3-shot burst, or 6-shot burst
Payload: 30 rds
Cost: 1,000 credits

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

f) Rocket Booster---A single use rocket bottle, that can temporarily boost the Darter’s maximum flying speed to 720 MPH for 30 seconds.
Cost: 100 credits

g) Mini Ion Blaster Pod
Range: 300 ft
Damage: 2d4 MD single shot
(Ion Scatter-Shot Mode) A twist of the barrel converts the ion derringer into a short range shotgun with an area of effect blast. Reduce range to 150 ft, but does 3d6 MD to a 12 ft wide area
Rate of Fire: Standard
Payload: 10 shots
Cost: 8,500 credits


3) (Optional) Hand-Held Weapon(s)---Typically an energy pistol, light SMG, vibro-knife, or shock-stick

Hand to Hand Combat:
Use Standard Power Armor Training, plus the following:
+2 to Roll
+1 Dodge
+3 to Dodge in Flight
Paw Strike 1d6+5 SDC
Power Paw Strike(counts as two attacks) 3d6+2 SDC
Restrained Pounce Attack 2d6+2 SDC
Full Strength Pounce Attack 4d6+5 SDC
Body Block/Tackle 2d6 SDC


Variants:
“Darter’ Variants are lifted almost wholesale from the variant lines of the ‘Scamper’, with few, if any, differences, aside from the original platform;

-PS-McPA03TW---Techno-Wizard version of the Darter, powered by a PPE Power Crystal. Incorporates the following spells(Equiv. to 6th level):
*Cloud of Smoke (1)
*Escape (4)
*Shadow Meld(5)
*Invisbility: Simple (3)
*Superhuman Speed(5)---Applied for the extra dodge bonuses
*Superhuman Strength(5)

TW Optics include(NO ongoing PPE cost):
* See Invisible
*See Aura

-Additional spells can be added at extra cost. Favorites include:
*Multiple Image (4)
*Impervious to Energy(10)

The McPA03TW is powered by two Ghanam Powerstone matrices (a cylinder or hexagonal rod of crystal 3-5 inches long and 3-4 inches in diameter0, one powering the armor and the other associated spells.
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)
Cost: 980,000 credits. A second ‘accessory’ Powerstone can be added for 350,000 credits, giving an additional 100 PPE capacity(or the power armor can simply mount a ‘Regenerator’ Gun on its back hardpoint.

-PS-McPA03S---Spacesuit version, with extra radiation shielding and life support insulation. Thruster jets allow the ‘suit to fly in zero gravity at roughly 160 MPH. Cost: 970,000 credits

--PS-McR03 ‘Nipper’---This is the robot drone version , which replaces the pilot with a small combat-rated AI. The AI has generally the same programming and capabilities as the Pup Scout(programming was copied). Nippers are slightly more expensive than manned Darters, but have the advantage of being expendable. The GNE deploys hordes of these things around installations(one enemy nicknamed them ‘screamers’, a moniker that once PS learned what it was refering to, launched a public relations campaign to defuse any misgivings about the little ‘bots among their own populace), as well as deploying them by air and artillery round to wreck havoc in enemy lines. The ‘Nipper’ often is deployed in support of regular ‘Darter’ squads to draw enemy fire and probe defenses.
5 Actions/Attacks Per Melee
+2 Strike w/ weapons
+3 Strike w/ paws/arms
+1 Parry
+6 Automatic Dodge
+2 Roll
Basic Math 98%
Radio Basic 98%
Prowl 60%
Detect Ambush 50%
Camouflage 50%
Tracking 60%
Land Navigation 86%
Cost: 780,000 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
------------
Shark_Force
Palladin
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Re: Paladin Steel Storefront

Unread post by Shark_Force »

hmmm... i'm envisioning these small power-armors with a wilk's laser welder built-in... very short range, but very impressive damage. it should be pretty popular with the little guys, i'd imagine ^^
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Shark_Force wrote:hmmm... i'm envisioning these small power-armors with a wilk's laser welder built-in... very short range, but very impressive damage. it should be pretty popular with the little guys, i'd imagine ^^


Go wild, man, if you think of something I haven't.
Picture a squadron of these with TW Invisibility: Simple.
I'm thinking a squad of elite mech-hunter anti-vehicle saboteurs, myself. Another take on the 'tech-gremlins' said to trouble aircraft. In this case, though, mobbing a SAMAS at altitude and torch-cutting off the wings and thrusters, then waving bye-bye as the rest of it plunmmets to the ground. :twisted: :twisted: :twisted:
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
Shark_Force
Palladin
Posts: 7128
Joined: Fri Jun 26, 2009 4:11 pm

Re: Paladin Steel Storefront

Unread post by Shark_Force »

taalismn wrote:
Shark_Force wrote:hmmm... i'm envisioning these small power-armors with a wilk's laser welder built-in... very short range, but very impressive damage. it should be pretty popular with the little guys, i'd imagine ^^


Go wild, man, if you think of something I haven't.
Picture a squadron of these with TW Invisibility: Simple.
I'm thinking a squad of elite mech-hunter anti-vehicle saboteurs, myself. Another take on the 'tech-gremlins' said to trouble aircraft. In this case, though, mobbing a SAMAS at altitude and torch-cutting off the wings and thrusters, then waving bye-bye as the rest of it plunmmets to the ground. :twisted: :twisted: :twisted:


oh, i wouldn't bother cutting it off. it is, after all, a laser welder, right?

just weld his ailerons in place and he's plenty screwed ^^
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Shark_Force wrote:[

oh, i wouldn't bother cutting it off. it is, after all, a laser welder, right?

just weld his ailerons in place and he's plenty screwed ^^



"Okay, Ralph, just how the hell did you manage to get your control surfaces all welded in one position? They weren't that way when you took off on patrol!"
(from full body cast)"I honestly don't KNOW!!!"
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

PeeVees(Converted/Modified AtB Mutant Birds)
“Mile a minute chatterboxes those feather-balls are. Gossip grapevine better than the Nutkins’ and what one PeeVee hears, you can count on everybody in the flock knowing about it faster than a cellphone.”

“Wouldn’t trust the little guys to do lab work, but set a dozen of them loose around a crime scene, and they’ll look in every nook, niche, and cranny, and check out areas a groundslogger wouldn’t or couldn’t check, like tree branches and building tops. As long as you impress on them the need to record their search, you can build up a very good detailed map of a scene thanks to their thoroughness and innate curiosity.”
---Doctor Limma Hammond(Medical Examiner), New Boston Police Department, Office of Forensics.

“I trust my life to my PeeVee scouts out in the wilds; they’re more attuned to the flow of events in the woods than I’ll ever be, for all my years. They may be happy-go-lucky clowns who are constantly whistling or barrel-rolling through the trees, but Chid and Shid have never miss a beat when it comes to keeping an eye out for trouble. And when either of them tells me to stop and stay still, I stop right then and there stiff as a rod, and when they tell me to run, I $%^&ing run, because those two don’t joke about danger!”
---Mediwee Lewis, NorthEast woods trapper.

While the Chirpasee Greater Flock encompasses a number of mutant and sentient d-bee bird species, the greater portion (60%) of the Chirpasee, which qualifies them as ‘smallkin’, is made up of the PeeVee, small avian mutants who appear to have evolved from passerine stock, notably sparrows and chickadees. It is not known if the PeeVee evolved locally on Rifts Earth or on another world, and had their ancestors rifted here; there’s evidence for both, and further evidence to suggest a relationship to the known indigenous mutants, the ‘blinkadees’. PeeVees, in addition to their many winged talents and agility abilities, seem to have the ability to spatially displace themselves, disappearing one place and appearing another in a manner that suggests the blinkadees’ short range teleportation abilities.
(In reality, PeeVees are born psychics, with several inherent Super psionic abilities, one of them being Psionic Invisibility. What appears to be a short-range teleport is, in reality, a cloak-and-run. The PeeVees’ other psionic abilities, which include several danger sensing powers, often allow them to detect imminent threats fast enough to engage their escape mechanism(s) and get out of harm’s way).
PeeVees are flighty but amiable little sentients who have trouble staying still for any long periods of time. This can make dealing with them trying for more focused individuals, as the PeeVees are constantly fidgeting, looking around, becoming distracted. They also like clowning around, frequently hanging from nearby tree branches or ceiling fixtures, often talking(and eating) while upside down or dangling from some precarious perch. On issues of immediate concern, however, PeeVees can get quite intense and focused, they are good team players, and they can trusted to look out after a group as overwatch, or to deliver messages. As rather fragile smallkin, PeeVees tend to try to avoid fights and smartly try to retreat from confrontations. However, they will often courageously attempt to warn others while staying just out of reach of danger and keeping a running report on developing threats. When combat is a necessity, they favor hit-and-run tactics to harass and wear down a larger opponent.
Compared to other members of the Chirpasee Greater Flock, the PeeVee are downright urbane, extroverted, and socially involved, sticking around their chosen communities year-round and getting involved in just about any festivity or community activity. They are natural clowns who get along well with other trickster/jokester races and those who have a less serious outlook on life.
In the GNE, since their recognition as a people, the PeeVee have become well-integrated into GNE society. Because PeeVee are not long distance migrators, but are year-rounders, there is some tension between them and the other members of the Chirpasee Greater Flock who would like to present a larger and more unified face to the politicians in Burlington; the PeeVee tend to go with their local government, winged avian or not, rather than go through the Flock, for most of those few things the PeeVee want or need that need government action. This has helped the ground-dwellers associate more with the PeeVee as stalwart neighbors than as breeds apart. The Greater New England Armed Services has seen a growing number of PeeVees join the services as scouts, couriers, communications specialists, and, since the introduction of the ‘Darter’ flying micro-power armor to service, power armor warriors.
Encountering PeeVees in the greater Megaverse is always a possibility; the intrepid little winged sentients could have easily been caught in a random Rift or have tagged along with other sentients in exploring and colonizing other worlds accessible through the dimensional gates. They are most likely to gravitate towards forest environments, but their curiosity may lead them just about anywhere.

Alignments: Any, but most(80%) are Principled and Unprincipled.
Lifespan: 60 years
Size: Size Level 2; 14-16 inches tall, and weigh 2-4 lbs
Gender: Heterosexual egg-layers, clutching 1-3 eggs at a time. PeeVee eggs incubate for about 3 months before hatching. Children reach sexual maturity at 11 years, and are considered to reach adulthood at 18.
Physical Description/Appearance:
Appear as slightly larger than average sparrows, wrens, or chickadees, with a second pair of arms, similar in scaly appearance to the legs, but ending in fully articulated hands, tucked up under the wings. There is some ‘racial’ variation, with regard to plumage, length of beak, and the length and set of the tail, but generally have small bodies, large heads, and small beaks. Tend to favor webbing belts and vests for clothing, though the most recent fad is for small hats, microchip watches, and ankle bracelets.
Disposition/Attitudes:
Chirpy, bubbling, inquisitive, and flighty. Tend to be constantly looking around, easily distracted, even in the middle of conversation with other people. Amiable and friendly, they are innately curious, and readily spot any new elements in their environment.
Physical Attributes:
IQ: 2d6
ME: 3d6
MA: 4d6
PS: 1d6
PP: 3d6+2
PB: 3d6
PE: 3d6
SPD: +6
(ISP): M.E.+6d6 +(1d6+1) per level of experience
(PPE): 2d6
Hit Points:P.E. +1d6 per level of experience
SDC: 10 + any additional from skills, training, and OCC bonuses.
MDC: By armor, technology, and/or magic/psionics.
Horror Factor:----
Natural Abilities:
(Starting Bio-E: 80)
Wings: Acrobatic Flight(30)
+1 to strike in all flying combat, +2 disarm, +1 entangle, +2 roll with punch, and +1 to dodge for every 20 MPH per melee round up to a maximum flying bonus of +6 to dodge. Maximum speed is 120 MPH, maximum altitude 6,000 ft.
Hands: Extra Pair of Limbs and Full Hands(20)
Biped: Full
Speech: Full(10)
Looks: None
Advanced Vision(5)---Double the range of normal human vision. +1 to Perception rolls(or +1 to Initiative if not using Perception)
Extra Physical Prowess(15)
Psionics:(Major)
-Save as Major Psionics(Saves versus psionics at 12 or better)
*Sensitive: Sixth Sense
*Four additional Sensitive powers of choice

*Super: Psionic Invisibility(at half ISP cost)
*Can select either Super: Psionic Bodyfield or Telekinetic Forcefield at level 6

Magic: PeeVees tend to lack the patience for learning magic. The only known PeeVee magic class is Mystic.

Cybernetics/Bionics: Generally avoid cybernetics due to the unavailability of appropriately scaled implants. With the formal alliance with a largefolk nation and industrial complex, the Chirpasee are seeing the possibility of cybernetics scaled to their physiques, starting with medical implants such as carbon-fiber bone replacements/reinforcement, prosthetic limbs, and eye implants.

Available OCCs: Wilderness-oriented OCCs predominate, but as the PeeVee become more accepted and gain greater access to high tech civilization, more high-tech OCCs may appear in their ranks. However, again, PeeVees’ fidgety nature tends to interfere with their learning professions that require long tedious study or work; PeeVees are unlikely to choose such professions as Body Fixer or Scientist, but City Rat, Vagabond Scout, Wilderness Scout, and Grunt/Headhunter are more likely to attract their attention.

RCC Skills:
Acrobatics(+5%)
Skills of Note: ----
Culture:
The Flock is the basic unit of Chirpasee culture, typically presided over by an elected(and elder) leader with experience. The PeeVee tend towards the family unit(adult parents, and 1-3 generations of offspring holding a small territory), with 2-6 such units forming a small flock in holding a communal territory. Male and female PeeVees share equally in chores and raising their children, as well as in leadership. Beyond that, PeeVee society has adapted the town and county organization of the towns/communities they live in, and while the Chirpasee Greater Flock may have a provisional seat in the GNE House of Representatives, the PeeVee vote and participate in their local town elections alongside their ‘bigkin’.
PeeVees continue to prefer small, easily hidden homes such as hollow trees, tree houses, and loft apartments, preferably with lots of surrounding foliage. PeeVees aren’t as materialistic as other smallkin(there’s only so much one can carry on the wing), but they do appreciate certain material comforts(heated birdbaths, packaged/stabilized foods, sound recorder chips, etc.), and their nest-homes will have small collections of trinkets both natural and artificial that have caught their interest(though they are not nearly the obsessive-compulsive collectors that the mutant jackdaws and crows are).
Communal gossip-sings are a common social event for PeeVees, as well as communal foraging in the wilderness (several dozen PeeVee going into the woods to gather seeds, mushrooms, insect eggs, and fruit while several other PeeVee stand watch for potential danger).
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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ZINO
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Comment: NEVER QUIT..... I got lucky
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Re: Paladin Steel Storefront

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wow very nice!!!!
taalismn wrote:Paladin Steel PS-McPA03 Darter Micro-Power Armor
http://i408.photobucket.com/albums/pp164/taalismn/img177.jpg

“Ever see sparrows hunting moths? Or harassing hawks MUCH bigger than themselves? I saw a little bit of both witnessing a flight of Darters going after a Kittani power armor that was trying to ice my Glitterboy. Damn brain-ape didn’t know what to make of his attackers or what to do. Oh, he gave it a good go, swing that plasma blade of his like a flaming flyswatter, but those little guys were just too quick and too many, and they actually might have pecked him to death if the guy’s buddies hadn’t shown up. At that point I finished him off quick with a heavy rail gun blast and covered the retreat. Gave the little guys credit for the kill, though; they earned it.”

The ‘Darter’ can be considered to be the flying SAMAS version of the ‘Scamper’ power armor. Though originally intended for use by the smaller rodents and gnomes of the smallkin kingdoms, the Darter has become the standard PA of the smaller avian members of such groups as the Chirpasee Greater Flock.
The Darter keeps much of the Scamper’s design, with a more streamlined look and slightly different lower legs and feet. The back is mated to a folding wing triangular lifting body flightpack. To save weight, without sacrificing protection, PS engineers built the Darter mostly out of lightweight orbital composites and MagePlate (Formulation-1C), albeit at greater expense. The Scamper’s NEMA drone-inspired sensor systems have been retained, giving the Darter the same utility as a scout unit. The weapons remain largely the same, with the exception of the heavy backpack weapon replaced by wing hardpoints.
Because they aren’t as heavy as a ‘normal-sized’ power armor, Darters have to be used carefully, especially against larger opponents. They are typically deployed as anti-personnel raiders, operating in squadron strength, the power armors ganging up on a single target in harassing hit-and-run attacks to wear the opposition down. They are also used as scouts and as annoyance raiders, targeting specific small targets such as fuel drums, communications antennae, sensor mounts, and individual soldiers.
Type: PS-McPA03 Darter
Class: Power Armor, Micro
Crew: One, Size Level 1-2(Small Build) or Size Level 1(Medium Build) mutant animal or humanoid.
MDC/Armor by Location:
Main Body 50
Arms(2) 20 each
Legs(2) 22 each
Wingpack 30
Height: 17 inches
Width: 12 inches 20 inches with wings fully unfolded
Length: 12 inches
Weight: 46 lbs
Cargo: None, aside from what can be carried externally.
The pilot typically wears a pocketed survival vest with a small survival kit, nanite injector pen, folding thermal foil mini-tent, and one week of pill rations.
Phsyical Strength: Robotic P.S. of 20
Powerplant: Long Duration Isotope Power Cell(LDIPC) w/ 2 year energy life
Speed:
(Running) 45 MPH; note that the pilot fatigues at 10% of normal
(Leaping) 3 ft up, 6 ft across, increase by 50% with a running start
(Climbing) Fairly profficient
(Flying) 65 MPH, maximum altitude of 5,000 ft
(Underwater) Run along bottom at 11 MPH, maximum depth of 600 ft

Note: NO prowl penalty

Market Cost: 460,000 credits
Systems of Note:
Standard(albeit miniaturized) Power Armor Features, plus:
-Multi-Optics(2,000 ft range)
-Telescoping Zoom Lens(2,000 ft range)
-Micro-Magnifying Lens(x2, x10, x50 magnification)
-Thermal Optics( 1,000 ft range)
-Camera/Video w/ live transmission capability)( 15 miles range)
-Electronic Ear and Audio Transmitter w/ scrambler capabilities( 1.5 miles range)
-Laser Distancer( 1,000 ft range)
-Radiation Detector(100 ft diameter area)
-Air Thermometer(20 ft diameter area)
-Molecular Analyzer(20 ft diameter area)

*Molecular Adhesion Feet---The splay-toed feet of the Darter have ultra-small ‘gecko velcro’ pads that allow the small power armors to cling to just about any surface able to hold the PA’s weight.

Weapons Systems: None standard, but can be fitted with the following:
1) Forearm Hardpoints(2)---Each arm can be fitted with ONE of the following:
a) Vibroblade/Claws(1-2)---1d4 MD per blade. 10,000 credits per blade.

b) Tool Laser----50 ft range, 1d6 or 3d6 SDC per blast, Effectively Unlimited payload linked to the power cell, 5,000 credits.

c) Finger Blaster----300 ft range, 1d4 MD per blast, Effectively Unlimited payload linked to the power cell, 20,000 credits.

d) Mini-Shot Gun---Can be either a single-barrel revolver-drum-fed weapon or a double-barrel ‘metalstorm’-loaded weapon.
Range: Varies(see below)
Damage:(12 Gauge)
*Standard Shotgun shell--100 ft range, 5d6 SDC
*Standard Buckshot shell---100 ft range, 4d6 SDC to 5 ft area
*Teargas shell---100 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---100 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 ---100 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: 100 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---400 ft range, 6d6 MD(no blast radius)
*Mini-Grenade(plasma)--- 400 ft range, 5d6 MD to 5 ft blast radius
*Mini-Grenade II(Fragmentation)---400 ft range, 2d4 MD to 10 ft blast radius
*Standard HESH Shell---400 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: Single shot, or double-shot for the twin-barrel model
Payload: 6
Cost: 5,000 credits for single-barrel revolver-style model, or 6,000 credits for double-barrel model.
A box of 100 shotgun slug rds costs 60 credits
A box of 100 baton rds costs 45 credits
A box of 100 tear gas rds costs 80 credits
A box of 100 S-9Dex Incapacitation Munition rds costs 360 credits
A box of 100 Mini-Grenade rds costs 2,000 credits
Options:
*Mini-Silencer---An aerogel jacket wrapping in and around the barrel. Reduces the effective range by half, but reduces the accoustic report to a light cough. Good for ten shots before needing replacement. Cost: 400 credits

e)S-9 ‘Sandman’ Stun Pistol
Weight: .5 kg
Range: 200 ft
Damage: Nil. Humanoids struck with this weapon must save vs. coma or be shocked unconscious for 1D6 minutes. EBA defeats it, but partial body armor and heavy clothing provide only partial cover against a taser bead strike.
Partial Cyborgs have a 50% chance of having their cybernetics disrupted for 1D10 minutes, and a 20% chance of a non-vital system being permanently shorted out. Full conversion cyborgs have only a 25%/5% chance, and Assault Cyborgs and those with hardened systems aren’t affected at all.
(Taser Grenade) Roll percentile dice---10% chance of a successful strike per bead remaining in the magazine. Does normal taser damage to targets in a 20 ft radius
Rate of Fire: ECHH
Payload: 20 taser ‘beads’ in a screw-on magazine. The gas cylinder has enough inert gas propellant for 40 shots.
Bonuses: Lightweight construction and superior ergonomic design give this weapon a +2 to strike
Special Features: Composite plastic construction(able to pass through metal detectors undiscovered), low recoil, low acoustic signature, no thermal emissions, laser spot-sight.
Cost: 3,000 credits. 300 credits per magazine. 25 credits per gas cartridge
Options:
*Extra-Large Magazine---A larger magazine with 50 rds(and a correspondingly larger gas cartridge as standard). Great for auto-spraying crowds. 500 credits per magazine. 40 credits per gas cartridge

f) Bionic Finger Joint Grenades---Up to 6 can be carried, and thrown up to 100 ft. 2d4 MD to 10 ft area. Cost: 1,000 credits per grenade.

g) Micro-Missile Launcher(PAMcML-04)---3 per forearm. Can use either 15mm or 20mm format McMs(any Pattern). Cost: 5,000 credits, 1,000 credits for the laser guidance upgrade.

h)Drug Injector Needle and Drug Dispenser. Can be fitted with a vibro-stilleto needle for drugging MDC beings(stilleto does 1 MD). 20 dose capacity. Cost: 3,000 credits, 6,000 credits for vibro-stilleto model

i) Mini-SMG----Modified PS-NC-I ‘Hailburst’ .22 mini-gatling.
Weight: 2.75 lbs
Range: 300 ft
Damage: (.22)1d6 SD per rd or 3d6 SD per 3-rd burst, 6d6 SDC for a six-round burst.
(Wellington/PS Exploders) 3d6 SD per rd or 9d6 SD per 3-rd burst, 1d4x10 SDC for a six-round burst.
(PSX-2) 1d4 MD per rd, a three round burst does 2d4 MD, a six-round burst does 4d4 MD.
Rate of Fire: Single shot, 3-shot burst, or 6-shot burst
Payload: 18, 24, 30, or 50 rd clip
Special Features:
*Underbarrel Mounting Lug(for optional mounting of laser spot sights)
Cost: 1,500 credits
Options:
*Laser Spot/Flashlight---Clips on under the barrel. +1 to strike. Cost: 400 cedits

j) Jolt Tazer----Contact zapper. Range: Melee, Damage: Victims roll versus non-lethal poison or be -8 to strike, dodge, and parry for 2d4 melees, Cost: 200 credits

k) Stun Blaster---Ranged electrical blaster. Range: 100 ft, Damage: Victims roll versus non-lethal poison or be -10 to strike, dodge, and parry for 2d4 melees, Cost: 4,000 credits

l)Model 1d Zap Taps
Range:(Model 1d Stud Pad) Melee
Damage:(Model 1d Stud Pad) Two settings; 1d4x10 SDC or 2 MD
Rate of Fire: ECHH
Payload: Effectively Unlimited payload linked to the power cell
Cost:(Model 1d Stud Pad)15,000 credits


2) Wing Hardpoints(2)---Two hardpoints are fitted to the top upper surface of the wingpanels, on the PA’s back.
FOUR hardpoints can be fitted in total, an additional two being fitted on the wing ends on the FRONT of the wingpack, but the additional two will impose a -20% penalty to maximum speed and HALF bonuses until the additional weight of ordnance is launched/dropped.
a) Micro-Missiles---3(any type) per hardpoint

b) Grenade-Bombs---One standard handgrenade per hardpoint

c) 23mm Mini-Grenade Launcher
Range: 250 ft
Damage: (High Explosive)2d4 MD to a 10 ft area
(Incendiary)---A slug of thermal gel that does 1d6 MD to a 12 ft splash, and an additional 1d4 MD per melee for 1d6 melees
(Flare) Burns with blinding incandesence for 1d6 melees, each round brightly illuminating an area roughly 100 ft in radius. These are NOT parachute flares, but fall normally.
Rate of Fire: ECHH; single shot
Payload: 4 shots
Cost: 1,200 credits. HE Shells cost 400 each, incendiary 450 each, and flare rounds 30 each.

d) .22 Micro-Gunpod
Range: 300 ft
Damage: (.22)1d6 SD per rd or 3d6 SD per 3-rd burst, 6d6 SDC for a six-round burst.
(Wellington/PS Exploders) 3d6 SD per rd or 9d6 SD per 3-rd burst, 1d4x10 SDC for a six-round burst.
(PSX-2) 1d4 MD per rd, a three round burst does 2d4 MD, a six-round burst does 4d4 MD.
Rate of Fire: Single shot, 3-shot burst, or 6-shot burst
Payload: 30 rds
Cost: 1,000 credits

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

f) Rocket Booster---A single use rocket bottle, that can temporarily boost the Darter’s maximum flying speed to 720 MPH for 30 seconds.
Cost: 100 credits

g) Mini Ion Blaster Pod
Range: 300 ft
Damage: 2d4 MD single shot
(Ion Scatter-Shot Mode) A twist of the barrel converts the ion derringer into a short range shotgun with an area of effect blast. Reduce range to 150 ft, but does 3d6 MD to a 12 ft wide area
Rate of Fire: Standard
Payload: 10 shots
Cost: 8,500 credits


3) (Optional) Hand-Held Weapon(s)---Typically an energy pistol, light SMG, vibro-knife, or shock-stick

Hand to Hand Combat:
Use Standard Power Armor Training, plus the following:
+2 to Roll
+1 Dodge
+3 to Dodge in Flight
Paw Strike 1d6+5 SDC
Power Paw Strike(counts as two attacks) 3d6+2 SDC
Restrained Pounce Attack 2d6+2 SDC
Full Strength Pounce Attack 4d6+5 SDC
Body Block/Tackle 2d6 SDC


Variants:
“Darter’ Variants are lifted almost wholesale from the variant lines of the ‘Scamper’, with few, if any, differences, aside from the original platform;

-PS-McPA03TW---Techno-Wizard version of the Darter, powered by a PPE Power Crystal. Incorporates the following spells(Equiv. to 6th level):
*Cloud of Smoke (1)
*Escape (4)
*Shadow Meld(5)
*Invisbility: Simple (3)
*Superhuman Speed(5)---Applied for the extra dodge bonuses
*Superhuman Strength(5)

TW Optics include(NO ongoing PPE cost):
* See Invisible
*See Aura

-Additional spells can be added at extra cost. Favorites include:
*Multiple Image (4)
*Impervious to Energy(10)

The McPA03TW is powered by two Ghanam Powerstone matrices (a cylinder or hexagonal rod of crystal 3-5 inches long and 3-4 inches in diameter0, one powering the armor and the other associated spells.
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)
Cost: 980,000 credits. A second ‘accessory’ Powerstone can be added for 350,000 credits, giving an additional 100 PPE capacity(or the power armor can simply mount a ‘Regenerator’ Gun on its back hardpoint.

-PS-McPA03S---Spacesuit version, with extra radiation shielding and life support insulation. Thruster jets allow the ‘suit to fly in zero gravity at roughly 160 MPH. Cost: 970,000 credits

--PS-McR03 ‘Nipper’---This is the robot drone version , which replaces the pilot with a small combat-rated AI. The AI has generally the same programming and capabilities as the Pup Scout(programming was copied). Nippers are slightly more expensive than manned Darters, but have the advantage of being expendable. The GNE deploys hordes of these things around installations(one enemy nicknamed them ‘screamers’, a moniker that once PS learned what it was refering to, launched a public relations campaign to defuse any misgivings about the little ‘bots among their own populace), as well as deploying them by air and artillery round to wreck havoc in enemy lines. The ‘Nipper’ often is deployed in support of regular ‘Darter’ squads to draw enemy fire and probe defenses.
5 Actions/Attacks Per Melee
+2 Strike w/ weapons
+3 Strike w/ paws/arms
+1 Parry
+6 Automatic Dodge
+2 Roll
Basic Math 98%
Radio Basic 98%
Prowl 60%
Detect Ambush 50%
Camouflage 50%
Tracking 60%
Land Navigation 86%
Cost: 780,000 credits
let your YES be YES and your NO be NO but plz no maybe
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ZINO
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Re: Paladin Steel Storefront

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

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PS-ATV-IFV02(Mc) “Darotter’ Micro-Scale Amphibious Infantry Fighting Vehicle
Darkness cloaked the riverside docks. The guard on duty cursed not only the darkness but the fog that rose over from the river, choking visibility, even with the extra power of the heavy duty floodlights laboring to burn through it. Fog made it harder to see things at a glance, and lots of things liked to hunt in the fog. After rattling off his latest check-in to the other unfortunate sods also patrolling the waterfront, the guard paused to squint into the fog, tense about ANYTHING that might be lurking unseen out there.
The guard thus should not have been surprised, and in fact might have been perversely gratified, to be proven right, as evidenced by the twenty-millimeter armor-piercing fletchette that silently sliced out of the fog, and caught him under the chin, punching through the thin protection around his throat, going through esophagus and trachea, severing the spine, and lodging at the base of his brain. The dead man flopped to the ground, his laser rifle unfired.
With a soft whirr of ejected water, three low-slung bullet-shapes ghosted out of the fog and entered the landing ramp from the river, slowing and coasting to the water’s edge. Wheels unlatched and dropped into the water, making contact with the ramp under the surface, then the modified jet-ski rolled up the ramp. As the first vehicle quietly rolled over to the late guard’s corpse, the long silenced-barrel weapon with the elaborate scoping on its back tracking on the body in case additional motivation to remain dead was needed, the other vehicles followed suit, driving up onto dry land. Then all three vehicles raced for the shadows of the buildings, not stopping until they’d made cover.
Once there, small hatches openned, and squads of small forms emerged, jumping to the ground and scurrying or hopping for the buildings, most of the small forms burdened by belts of cylinders or large bulky parcels, others toting obvious weapons. Gestures were made, orders silently given, and with the precision of training, the small marauders dispersed to their assigned roles. Meanwhile, their rides’ turrets slowly spun and tracked, prepared to deal with any interruptions. Another dockside patroller had been confirmed silenced, but there might be others, and the hunting vehicles were prepared to make sure that it was THEY who remained the stalkers, and not the stalked.
The smugglers might have been small-time crooks compared to others, but they were not going to be ignored if they trod on certain toes, and while those carrying out those certain others’ directives were small, their response was anything BUT. By morning, when their warehouses went up in flames and loads of stolen technology bound for Coalition hands were destroyed, the surviving bandits would learn that.


The Darotter is a high-speed amphibious fighting vehicle meant for use by the ‘smallkin’ peoples of the GNE. The vehicle was developed quite simply and rapidly by marrying the chassis and body of the existing PS-ATV-LAMPH02 Jinnyex amphibious quad-wheeler to the upper works, armaments and control system of the other quad-wheeler already in service, the ‘Speedy’ ATV ‘tank’. Thus, the Darotter(named for a d-bee otter-like amphibian) was able to be premiered very rapidly after the contract specs were finalized for the vehicle. The commonality of parts with two existing lines also keeps maintenance costs down, and eases logistics for the vehicles.
Able to speed with ease over water and rough terrain, with a versatile modular armament complement of heavy infantry weaponry, the Darotter can serve quite ably as light mechanized cavalry and infantry support, while its ability to carry a complement of small-scale infantry or commandoes makes it a good APC for raiding.
The Darotter has become wildly popular with such smallkin as the Nomansers and the Gouyesh, both have whom have contingents in the GNE Marine Corps. The vhicle is a favorite for harbor and riverine patrol, interdiction, and raiding.

Type: PS-ATV-IFV02(Mc) Darotter
Class: All-Terrain Vehicle, Infantry Fighting Vehicle, Amphibious
(Use Pilot Motorcycle or Automobile for skill rolls, can also use Pilot: Jet-Ski for water operations)
Crew: 2-3 hamster-sized(Size Level-2) crew, and 1-10 hamster-sized passengers
MDC/Armor by Location:
Main Body 50
Mini-Turret(1) 30
Reinforced Crew Compartment 35
Wheels(4) 6 each
Height: 2 ft
Width: 2.6 ft
Length: 6 ft
Weight: 350 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, or 1 million for nuclear
Systems of Note:
*Hydrojet Propulsion
*Radio(10 mile range)
*Mini-Radar---5 mile range
*Laser Targeting(effective range 4,000 ft)
*IR/Normal Light Spotlight
*Basic Robot Optics(effective range 3,000 ft)
*Basic Air Filtration
*Waterproof/shockproof construction
*Optical Periscope---Extends up to 6 ft.
*Roll Bars---The ‘Darotter’ can actually flip over, roll, and right itself; effectively has a +2 to roll with impacts and concussive explosions.

*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:
1) Top Gun Turret---This is a light turret holding a light machine gun, light rail gun, missile launcher, or energy rifle.
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) Plasma Cannon---Adapted from the PPR-3 ‘Serap’
Weight:(Projector) 20 lbs
(Backpack) 30 lbs
Range:(Plasma Stream) 2000 ft
(Plasma Bolt) 1500 ft
Damage:(Plasma Stream) 1d6x10 MD per blast
(Plasma Bolt) 1d4x10 MD to 8 ft blast radius
Rate of Fire: Single shot, ECHH
Payload: 7 shots standard E-clip, 14 shots long E-clip, or 50 shots with a backpack
Cost: 80,000 credits. The PPR-3C is NOT currently for sale, but would likely cost 90,000 credits or more if made available.
Options:
“Hot Shotting”---This systen augments the normal air-draw plasma re-mass system with deuterium-gas injected into the plasma flow for a cleaner, hotter, more potent ‘burn’. The deuterium is stored in pressurized cylinders attached to the feeds of the Serap, like a CO2 air rifle cartridge. This allows the plasma to do 50% more damage, but the weapon now has a bit of a recoil due to the more powerful plasma acting like a crude plasma drive(-1 to strike). HotShot modding costs 8,000 credits, and a recharged cylinder of refined d-gas costs 700 credits(500 credits if the user can return a depleted gas cylinder at the time of purchase) and is good for 30 shots.

h) Heavy Plasma Cannon----Adapted from the PSPPR-20 ‘SuperNova’
Weight: 36 lbs
Range: (Plasma Shot)2,500 ft
(Plasma Scattershot) 900 ft
(Plasma Mini-Torpedo) 3,200 ft
Damage:(Plasma Shot) 1d6x10 MD
(Plasma Scattershot) 6d6 MD to 20 ft wide area
(Plasma Mini-Torpedo) 1d4x10 MD to 18 ft blast radius
Rate of Fire:(Plasma Shot) ECHH
(Plasma Scattershot) ECHH
(Plasma Mini-Torpedo) Twice per melee
Payload:(Plasma Shot) 5 shots per standard e-clip, 10 shots per long e-clip, 21 shots per e-canister, 36 shots per backpack battery-pack, and can also be hooked directly to a cyborg , robot, or vehicular powerplant.
(Plasma Scattershot) Same as for regular plasma bolts
(Plasma Mini-Torpedo) Takes 2 shots each
Special Features:
*“Hot Shotting”---This system augments the normal air-draw plasma re-mass system with deuterium-gas injected into the plasma flow for a cleaner, hotter, more potent ‘burn’. The deuterium is stored in pressurized cylinders attached to the feeds of the gun, like a CO2 air rifle cartridge. This allows the plasma to do 50% more damage, but the weapon now has a bit of a recoil due to the more powerful plasma acting like a crude plasma drive(-1 to strike).
Cost: A recharged cylinder of refined d-gas costs 800 credits(300 credits if the user can return a depleted gas cylinder at the time of purchase) and is good for 20 shots.
Cost: 92,000 credits

i)Particle Beam Cannon---This is simply a PSPBW-11 remounted with a larger energy pack
Weight: 19 lbs
Range: 2,600 ft
Damage: Two fire modes; 6d6 MD low power and 1d4x10 MD high power mode
Rate of Fire: ECHH
Payload: Powerpack---100 low-power/60 high-power shots
(E-clips) 12 low-power/8 high-power shots from a standard e-clip, 20 low power/16 high-power shots from a long-e-clip/FSE
Cost: 36,000 credits

j) Micro-Missile Launcher---25 shot launch box. Cost: 20,000 credits, missiles cost extra

k) Mini-Missile Launcher---4 shot launcher. Cost: 40,000 credits, missiles cost extra

l) Copperhead Anti-Tank Missiles
Range: 1 mile,
Damage: High Explosive 2d4x10 MD,
Rate of Fire: Volleys of 1-4
Payload: 4
Bonuses: +5 to strike
Cost: 60,000 Cr, missiles cost 600 credits each

m)20mm Precision MIni-Cannon---Gyro-stabilized sniper-cannon, for precision shooting.
Weight: 38 lbs
MDC: 80
Range:(Maximum) 7,000 yards(21,000 ft)
(Effective) 2,500 yards(7,500 ft)
Damage:(20 mm) 1d4 MD per shell at 7,500 ft or less, 1 MD per shell up to 21,000 ft
4d6 MD per 5 rd burst(1d6 MD at maximum range)
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm PSX-1)4d4 MD per shell(1d4 MD per shell up to 21,000 ft)
1d6x10 MD per 5 rd burst
Airburst does 4d4 MD to 3.5 ft blast radius(single shot)
(Ramjet) 4d6 MD per shell at 4,500 ft or less, 1d4 MD per shell up to 21,000 ft. Bursts not possible
(Wood rds) 6d6 SDC per shell(1d6x10 HP to vampires)
2d4x10 SDC per 5 rd burst(2d4x10 HP to vampires)
Rate of Fire: ECHH
Payload: 12 rd box-clip magazine, or 25 rd drum
Bonus: The XM139 gets a +1 to strike from its balancing and recoil-control.
Cost: 18,000 credits



2)Nose-Mounted Gun(1)--Mounted in front of where the handle bars would be, and controlled by the driver, this is essentially the same weapon as is glacis-mounted on the Tom Thumb micro-tank.
a) 9mm AutoPistol
Range: 650 ft
Damage:(Standard .32 ACP Rd) 2d6 SDC per rd
(Armor-Piercing) 3d6 SDC, and has an armor penetration factor of +1 against
A.R. (Armor Rating)
(Standard Wellington/ Exploders) 6d6 SDC per rd
(PSX-2) 1d4 MD per rd, a three round burst does 2d6 MD
Rate of Fire: Standard; single shot or three-rd burst
Payload: 20 rd standard clip, 50 shot long clip
Bonuses: *Superior balancing gives the weapon a +1 to strike
Special Features:
*Integrated Flash Suppressor
*Muzzle Threaded for Silencer, Flash Suppressor, Rifle Grenade Launcher, or Water-Seal Membrane Attachment(for amphibious operations)
*Standard Attachable Sight Package ---
+Laser Spot Sight
+Lowlite Optics(2,000 ft)
+ Integral Photovoltiac Mini-Solar Cell(extends the battery life of the electronics)
Cost: 2,000 credits

b) Laser Pistol---Adapted PSLP-3 ‘Asp’ laser pistol
Range: 400 ft
Damage: Two fire modes: 2d6 MD or 4d6 MD per shot
Rate of Fire: Standard
Payload: 20 shot E-Clip
Bonuses: +1 to strike from integral laser targeting
Cost: 10,000 credits

c) Ion Pistol
Range: 500 ft
Damage: 2d4 or 3d6 MD per shot
Rate of Fire: Standard
Payload: 18 shot long E-Clip
Cost: 7,000 credits
Can be fitted with any of the following:
*Ion Scatter-Shot Module---This is a barrel clip-on that turns the ion blaster into a short range shotgun with an area of effect blast. Reduce range to 200 ft, but does 3d6 MD to a 10 ft wide area. Cost: 4,000 credits

*Ion Booster Module---Another barrel attachment that boosts the range of the ion bolts, albeit with a small reduction in damage capability. Reduce damage to 2d6 MD, but boost range to 1,000 ft. Cost: 5,000 credits

*Ion Focal Booster Module---Aka ‘Puncher’---This barrel attachment improves the focus of the ion pulse density, improving damage at the cost of range. Reduce range to 400 ft, but up damage to 4d6 MD per shot. Cost: 4,000 credits.

*Laser Sight Module---Another underbarrel attachment, this consists of an improved laser sight that adds a bonus to strike, but the laser also creates a temporary ‘guidepath’ of disturbed/ionized air that slightly improves the striking power of the ion bolts. +2 to Strike, and +3 to damage per bolt. This can be used in conjunction with the other barrel attachments, but added damage is reduced to +2 MD. Cost: 1,000 credits

*Ion Step-Down Module---This barrel attachment, rather than increase range or power, actually ‘steps down’ the power of ion bolts into the SDC range, and modulates their effect, making the weapon in effect a ‘super-taser’(albeit it with flash-burns). An added power regulation chip allows the weapon to use less power in SDC mode. CAN be used in conjunction with the the Laser Sight Module. Switching between MD/SDC modes takes 2 actions. Popular with urban security and police units.
Range:(SDC shots) 600 ft
Damage: 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.
Payload: One MD shot equals 10 SDC shots
Cost: 4,000 credits

3)(Optional) Side-Mount Torpedo Rails---One or two pods for firing light submarine ordnance can be added, one to a side.
Payload: 19 micro-torpedoes OR 4 mini-torpedoes OR 1 short-range torpedo

Options:
*Oversized Mud Tires---These oversized wheels allow the ATV to practically ‘float’ over soft ground, reducing any penalties for traveling over soft mud/bog/snow/marsh by HALF. Cost: 100 credits per tire

*Hub Spikes---The wheels can be fitted with extendable spinning blade spikes for sideswipping targets(blades extend out about 18 inches). Does 4d6 MD on a drive-by side-swipe. Cost: 16,000 credits per wheel.

*Knockdown Rods (‘Scythes’)---These are straight-edged heavy outriggers that drop down to extend some 5 ft from each side, and are used to clothesline human-sized targets at leg-level(01-60% chance of knocking down human-sized targets). Each rod has 20 MDC, and does 4d6 SDC on a ram at speeds over 25 MPH, but can be edged with a vibroblade doing 3d6 MD for extra cost. Cost: 400 credits per rod, 14,000 credits for vibroblade.

*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
------------
User avatar
taalismn
Priest
Posts: 48664
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

And to add more to the visual library of the Nutkin in action:

http://3.bp.blogspot.com/-K4DPq_cLACQ/TlvvlVc46VI/AAAAAAAAD_o/NYPW7R8GDzk/s1600/Funny+squirrels+with+guns2.jpg

Now, here's a scary thought, after seeing all the 'Jedi Squirrel' pictures:
Are we ready for mutant squirrel CyberKnights(sans cyberarmor).
Or maybe just squirrels with the ability to generate psi-swords?
I'll leave you with that thought for tonight... :twisted:
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
Aramanthus
Monk
Posts: 18712
Joined: Tue Feb 21, 2006 5:18 am
Location: Racine, WI

Re: Paladin Steel Storefront

Unread post by Aramanthus »

Some very cool items created by PS. I know we'll be invested in them for our allies that are that size.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

"As you will it, your Grace."

HH....FIE
User avatar
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

Unread post by ZINO »

taalismn wrote:And to add more to the visual library of the Nutkin in action:

http://3.bp.blogspot.com/-K4DPq_cLACQ/TlvvlVc46VI/AAAAAAAAD_o/NYPW7R8GDzk/s1600/Funny+squirrels+with+guns2.jpg

Now, here's a scary thought, after seeing all the 'Jedi Squirrel' pictures:
Are we ready for mutant squirrel CyberKnights(sans cyberarmor).
Or maybe just squirrels with the ability to generate psi-swords?
I'll leave you with that thought for tonight... :twisted:

nice!!!!
let your YES be YES and your NO be NO but plz no maybe
User avatar
Aramanthus
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Posts: 18712
Joined: Tue Feb 21, 2006 5:18 am
Location: Racine, WI

Re: Paladin Steel Storefront

Unread post by Aramanthus »

Don't worry Zino. The Federated States will be buying some arms from your company too.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

"As you will it, your Grace."

HH....FIE
User avatar
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

Unread post by ZINO »

Aramanthus wrote:Don't worry Zino. The Federated States will be buying some arms from your company too.

thanks we can use the funds
OH almost forgot !!!!ammo on whole sale is 30% off :D
let your YES be YES and your NO be NO but plz no maybe
User avatar
Aramanthus
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Posts: 18712
Joined: Tue Feb 21, 2006 5:18 am
Location: Racine, WI

Re: Paladin Steel Storefront

Unread post by Aramanthus »

That sounds good to us. We can use it for certain projects.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

"As you will it, your Grace."

HH....FIE
User avatar
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

Unread post by ZINO »

Aramanthus wrote:That sounds good to us. We can use it for certain projects.

looking forward to it 8-)
let your YES be YES and your NO be NO but plz no maybe
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel ‘Vinja’ Micro-Fighter
(aka ‘Horsefly’, ‘Mini-Moth’)
http://i408.photobucket.com/albums/pp164/taalismn/img188.jpg

“It was like being attacked by a swarm of moths. Here we were sweeping our ack-ack guns and missile launchers at the Vermonter bombers and fighters that were buzzing us, trying to get into position to strike us, when our radar suddenly picks up a whole cloud of stuff coming in at treetop level! Too low for us to properly interdict before they were on us! We thought we were dealing with a ground-hugging stand-off weapon attack, like cruise missiles! But cruise missiles don’t fly by, turn around, and shoot you up because they just noticed you! Nor do they hunt down individuals and wipe them out! Oh sure we knocked down more than a few, but not before they wiped out most of our officers and shot up just about everything of value on base! And the pilots! Those little bastards who bailed out, they just scampered away into the wilderness like the varmints they are, before we could grab and question them, or, as some of our grunts suggested, literally grill them! Believe me, more than a few of us had a hankering for roasted squirrel after the first few attacks, especially after they slid a few bombs into our mess tent and supplies!
They whittled us down with about a dozen raids like that. By the time reinforcements arrived, all they could do was cover our withdrawl. We had to abandon the fort after all that! We got moth-eaten out of our positions!”

The Vinja (named for a vicious horsefly-like insect from the Wynaro homeworld)is the latest in PS’s efforts to meet the high-tech weapons systems needs of those smaller-than-average sentients who aren’t content with laying low in today’s dangerous environment.
Based on a truck-launched surveillance drone, the Vinja is a flying wing with a ducted fan/jet thruster, and an armor glass nose in which the pilot sits or lays prone. It can be powered by either a high-capacity electric power cell or a micro-nuclear RTG power source. Construction is mainly of lightweight MDC plastics and resin composites, cutting down on overall weight and giving the airframe some flexibility against performance stresses. Weaponry consists of two light direct fire weapons, and possible externally-slung ordnance.
Though nowhere near as capable as larger fighters, the Vinja has high agility and low observibility on its side. While the Vinja might not be able to intercept or tackle otherhigh-end fighters and bombers, squadrons of Vinjas are deemed perfectly adequate for handling slower Coalition SAMAS and helicopters, or the floaters, hovercycles, and Kittani jetpacking power armors expected in an invasion of GNE territory from either side, allowing the GNE’s own high performance jets free to tackle enemy fighters, strike aircraft, and attack fliers.
The Vinja can easily be carried, wings folded, in a transport box aboard a truck or other vehicle. When needed, the Vinja is rolled out of its ‘coop’, wings unfolded, pilot embarked, and any underwing stores mounted, the engine powered up, and the aircraft quickly tossed into the air by a short folding linear catapult system. Several Vinjas can be deployed in this fashion from a standard transport truck, which also carries recovery equipment(including an erectable ‘volleyball net’-style catcher for damaged aircraft or for use in rough terrain where a smoother conventional landing is rendered difficult or impossible.
Vinjas have found another home packed aboard PS’s flying aircraft carrier conversions of its air transports. The smaller size of the microfighters means that more can be packed aboard the larger aircraft, and that there is more available space for the tech-teams to service and re-arm the small fighters. The Skymaster III ACV, which normally carries 14 Taon Fighter Pods OR 80 Flying power armors, can carry 75-100 Vinjas if carrying the micro-scale fighters exclusively.
Since its introduction, the Vinja has become very popular with Smallkin air crews, particularly Nutkin and Chirpasee units. Used mainly for regional air defense and militia support, with several dedicated recon squadrons. Several squadrons are also maintained as air courier units.

Type: PS-McF01 Vinja
Class: MicroFighter
Crew: One, Size Level 1-2 sentient.
MDC/Armor by Location:
Main Body 90
Reinforced Crew Compartment 50
Wings(2) 45 each
Engine(1) 50
Height: 5 ft
Width: 14 ft
Length: 8 ft
Weight: 700 lbs
Cargo: Small survival pack and sidearm(s) in the cockpit
Powerplant: Electric(w/12 hour endurance) or Micro-Nuclear (w/ 5 year energy life)
Speed:(Flying) 450 MPH, maximum altitude of 16,500 ft.
Bonuses: +3 to Dodge
Market Cost: 96,000 credits for electric, 296,000 credits for nuclear
Systems of Note:
Basic Aircraft Systems, plus:
*Radio---100 mile range

*Mini-Radar---8 mile range

*Folding Wings---The wings and tail stow for easy transport(reduce width/wingspan by HALF, and height by 1/3).

*Escape Pod----This is a modified MDC(50) helmet that closes around the tiny pilot, providing additional protection. In a bail-out situation, the pilot can eject, the helmet powered clear of the rest of the robot by rocket motors. Internal airbags cushion the pilot on landing(it was decided NOT to include a mini-parachute, in case such might give away to a watchful enemy that something was up). The escape pod can rocket up to 5,000 ft away.

*(Optional) Recovery Chute---This is a drogue parachute that deploys out the back and can then lower the microfighter to the ground in event of power-loss, allowing the aircraft to (hopefully) be recovered and repaired for re-use.

Weapons Systems:
1) Wing-Mounted Guns(2)---Mounted in the wing roots are a fire-synchronized pair of pulse lasers.
Range: 4,000 feet
Damage: 4d6+2 per single shot, 2d4x10 for a triple pulse.
Rate of Fire: Standard
Bonuses +1 to strike
Payload: 100 shot battery for electric-powered models, or Effectively Unlimited for nuclear
Cost: 50,000 credits per gun
(Optional)*Scatter-Laser Kit---This conversion adds what looks like a round-tipped air-cooled muzzle or perforated silencer to the end of the muzzle. In reality, it is a beam-splitter that converts the laser into a short ranged ‘laser shotgun’, doing 2d6 MD to an 10 ft-wide area, at about 2,000 ft range, with a single shot, and 4d6 MD to a 10 ft area with a burst shot. Cost: 10,000 credits


Alternatively, the gun mounts can be fitted with one of the following:

a) Machine Gun---Modified P-630
Range: 2,653 m (7,900 ft)
Damage:(5.56mm) 5d6 SDC single shot or 2d4x10 SDC per 3 shot burst at ranges under 3,000 ft, 3d6 SDC or 6d6 SDC per 3 rd burst beyond 3,000 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: 300 rd Belt or box feed
Cost: 3,800 credits

b) Machine Gun----Modified P-631 firing caseless ammunition
Changes:
Range: Increase effective range by 10%
Damage: (5.56mm) 5d6 +3 SDC single shot or 2d4x10+9 SDC per 3 shot burst at ranges under 3,000 ft, 3d6+1 SDC or 6d6+3 SDC per 3 rd burst beyond 3,000 ft .
(Megadamage ammunition damage is unchanged)
Payload: Increase magazine capacity by 20%(360 rds)
Cost: Base Unit: 4,000 credits

c) Ion Bolt Gun
Range: 3,000 ft
Damage: 2d4 MD to 5 ft radius, 55% chance of knocking out unshielded cybernetics for 1d4 melees.
Rate of Fire: ECHH
Payload:(Ion Beam Mode) 160 shot battery for electric-powered models, or Effectively Unlimited for nuclear
(Ion Bolt Mode) Same as for Ion Beam mode
Cost: 24,000 Credits

d) Light Rail Gun
Range: 4,000 ft
Damage: 1d4x10 MD per 40 rd burst
Rate of Fire: EPCHH
Payload: 2,000 rds per gun(50 bursts)
Cost: 110,000 credits per gun.

2) Underwing Hardpoints(5, 2 under each wing and one under the centre)
a) 15-20mm Micromissiles---20 shot pod

b) 30mm Micromissiles---10 shot pod

c) Mini-Missiles---2 per hardpoint

d) Black Talon L-AAM Light Air to Air Missile---Adapted version of the infantry-carried L-SAM---1 per hardpoint

e) Grenades/Bombs----A single 100 lb bomb(roughly equivalent to a Medium Range Missile warhead, only DOUBLE the blast radius) can be carried under the central fuselage, and a single 25 lb bomb(roughly equivalent to a Short Range Missile warhead, only DOUBLE the blast radius) under each wingpoint, or a dispenser pod with 10 grenades each(deploys most accurately at altitudes of 2,000 ft or lower). ‘Smart’ bombs can be substituted for freefall ‘dumb’ or ‘iron’ bombs.

f) Laser Illuminator Pod---Range: 3 miles

g) Laser Gun Pod---Battery-powered laser in its own streamlined casing. Has variable modes allowing it to be used as an anti-armor blaster or a strafer against ‘soft’ targets.
Range: 3,600 ft
Damage:(SDC) 6d6 SDC single shot
(MDC) 3d6 MD single shot, 6d6 MD double-shot blast, or 1d6x10+10 MD per triple shot pulse burst
Rate of Fire: Standard
Payload: 60 shot battery. Six SDC shots equal 1 MDC shot
Cost: 43,000 credits

h) Machine Gun Pod(center body pylon only)---Modified GPMG M43
Weight: 24 lbs
Range: 10,000 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 or 75-rd saddle drum
Cost: 8,000 credits

i) Sensor Pod---types of sensors vary, but typically a wide-angle low-light video camera.

j) Flare/Chaff Dispenser---Standard countermeasure launchers
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is nuetralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will aslo temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 6 bundles per launcher


Variants:
*PS-McF01E---This variant sports a radar dish atop the vertical stablilizer, with enhanced radar capabilities(50 mile range). The -E also sports an enlarged airframe(about 2 ft longer and 200 lbs heavier), allowing for a bottom-mounted FLIR turret with laser illuminator(range on the IR/thermal imaging systems is 4,000 ft, and for the target illumination laser 5 miles), and space for a low power EW jammer. The design sacrifices 2 hardpoints.
-ECM/Radar Jammer Pod---5 mile range. Jams radars and radar targetting systems with 60% effectiveness. Radar-guided weapons are -6 to strike. Note that this affects friendly systems as well unless they are set to specific, per-arranged, non-jammed frequencies(that it may be possible for the enemy to discover).

*PS-McF02---High-performance nuclear-powered version using a plasma-electric thruster developed for flying power armor. The microfighter can now hit 820 MPH, or Mach 1, and has a maximum altitude of 32,000 ft.

*PS-McF02S----Stealth version. The design sacrifices 2 hardpoints and is slightly more angular and done in low-contrast hull colors. Enemy sensors are -50% to detect the tiny aircraft(or simply give it only a 10% chance of being detected by radar).
Last edited by taalismn on Mon Oct 17, 2011 2:36 pm, edited 2 times 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
------------
Shark_Force
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Re: Paladin Steel Storefront

Unread post by Shark_Force »

i vote the modified helmet escape pod should be a hamster ball :D
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ZINO
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Re: Paladin Steel Storefront

Unread post by ZINO »

Shark_Force wrote:i vote the modified helmet escape pod should be a hamster ball :D

indeed also some make a drawing of this N1!!!
let your YES be YES and your NO be NO but plz no maybe
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Shark_Force wrote:i vote the modified helmet escape pod should be a hamster ball :D



Well it is, sorta. Actually it's a way of using off-the-shelf gear in new ways to reduce cost, since the helmets are already durable, have environmental protection, HUD and comm hookups, and some come with water sippers and nutrient pill dispensers already built in.
'Hamster Balls' are slated for later vehicles, as the 'microscale' line becomes more lucrative and specialized.
Maybe the 'HB' device can utilize wrap-around airbags like the ones used to drop the robot rovers on Mars.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
ZINO
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Posts: 4097
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: Paladin Steel Storefront

Unread post by ZINO »

taalismn wrote:
Shark_Force wrote:i vote the modified helmet escape pod should be a hamster ball :D



Well it is, sorta. Actually it's a way of using off-the-shelf gear in new ways to reduce cost, since the helmets are already durable, have environmental protection, HUD and comm hookups, and some come with water sippers and nutrient pill dispensers already built in.
'Hamster Balls' are slated for later vehicles, as the 'microscale' line becomes more lucrative and specialized.
Maybe the 'HB' device can utilize wrap-around airbags like the ones used to drop the robot rovers on Mars.

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

Unread post by abtex »

taalismn wrote:
Shark_Force wrote:the 100mm massdriver cannon has the same range issues as the 40mm rail guns.


.... Quality Inspector #5 has been fired.

"Sir, the massdriver cannon test firing is done."
"Good. Saves on ammo cost. But that had to have hurt."
:eek: :D
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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ZINO
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Re: Paladin Steel Storefront

Unread post by ZINO »

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

Unread post by taalismn »

(Kera-Tech courtesy of The Raven)

Paladin Steel APC117 ‘Dancat’ Armored Car
http://i408.photobucket.com/albums/pp164/taalismn/img179.jpg

“I don’t care if you ARE Your Infernal ####ing Majesty’s Legion of the Royal Damned! This is New Memphis, and there’s only room for one King here! You and your pointy-headed master ain’t Him! So you’all just turn around and scamper back to whatever wretched place you came from right now, or you’re going back to it in pieces! ‘Cause the Graceland Royal Militia don’t give up, we don’t give ground, and we don’t give a $#!+ how big you think you are!!!”
“Did that weekend warrior just tell off a Balrog?! Does he know that a Dancat ain’t a Linebacker tank?!”
“You see those ‘weekend warriors’ in action yet? Don’t laugh; those demons don’t know what a killing ground they just stepped into! Now lock down the hatch and spin up the gauss cannon, because we’re about to see some fightin’!”

Paladin Steel’s new Dancat APC is a high-mobility armored car meant for urban security and defense.
The Dancat (named for a bobcat-like d-bee feline that has become common around post-Rifts cities and urban communities*) bears a superficial resemblance to the pre-Rifts French Panhard M3, a solid, basic, slab-sided armored personnel carrier. Only where the Panhard would have conventional wheels, the Dancat has spherical ball-casters(based on mobility studies made, but discarded, for the PS-MBT-05C ’Lynx’
Medium Tank). In place of a steering wheel, the Dancat is steered by a joystick, allowing the vehicle to move with equal speed and response time backwards, forwards, sideways, and diagonally. The sloped-sided ballistically-armored main hull describes a rough pyramid, with the fighting compartment center, and a turret ring on top. The Dancat can go turretless or be fitted with a light weapons turret on top. Gunports allow any troops carried inside to fire their weapons at surrounding targets. An integrated internal system of piping and conduits to nozzles on the outside of the APC can dispense crowd control aerosols, smoke vapor, fire retardants, or decontamination chemicals.
The Dancat’s shortcomings are that its ball-wheels are limited to flat, firm, surfaces; the APC does poorly cross-country. The Dancat’s high-profile slab-sided appearance has also given it something of an undeserved reputation for being a moving target. However, sales remain good in the growing number of urban communities and fortress-burgs, owing to the design’s low cost, good speed, reliability, and maneuverability.

(*Dancat---The Dancat is a bobcat-like small feline predator that resembles a thin, long-limbed domestic cat. It is believed to have come from the same dimension as the Flex-Aliens(who gave the critters their name, from their own word for the creatures; ‘Dancorqt’), and exhibits a similar double-jointedness and apparent bonelessness. Dancats or Flex-Cats are rarely found outside urban communities, lending further credence to the theory that they are domestic animals run feral. Dancats are opportunistic hunters preying on small rodents and scavenging garbage, and generally get along with other domestic creatures like resident cats and dogs. They typically avoid fights, exhibiting an amazing ability to evade by squirming through narrow opennings or leaping down high drops without harm. If cornered, however, they will fight fiercely. )

Type: PS-APC117 Dancat
Class: Armored Personnel Carrier/Urban Security Vehicle
Crew: 2+10 passengers
MDC/Armor by Location:
Main Body 240
Reinforced Crew Compartment 100
Ball-Wheels(4) 80 each
Height: 6.5 ft, 7.9 ft with turret fitted
Width: 9 ft
Length: 15 ft
Weight: 7 tons
Cargo: Small space in crew compartment for sidearms, packs, and a few personal possessions.
Powerplant: Liquid Fuel( 380 mile range), Fuel Cell Electric(400 mile range), or Nuclear(w/ 5 year energy life)
Speed: (Land)60 MPH
Can scuttle over obstacles up to 4 ft high and cross trenches 3 ft wide.
(Water) Fully Ampibious, can make 3 MPH on water.
Market Cost: 500,000 credits for liquid fuel, 550,000 credits for electric, or 1.8 million credits for nuclear
Systems of Note:
All basic robot sensory systems, plus;
*Life Support---48 hour life support
*Extending Periscope Optical Mast----A 12-foot extending periscope, ideal for looking over walls and from behind debris.
*Winch and 100 ft of cable
*Trailer Hitch--The Dancat CAN pull a trailer after it; usually an ammunition carrier or emergency rescue cart. Most crews dislike being hitched to a trailer, however, complaining that it cuts their speed and performance(cut speed by HALF), and will immediately cut the trailer loose in a combat situation.

*Extending Axles---The Dancat can extend its wheels on ‘landing gear’--style axles, allowing the armored car to ‘walk’ over road debris and rubble. The ‘car can negotiate obstacles up to 4 ft tall in this manner.

* Sonar System: Sensitive enough to give a detailed analysis of the inside of a car's trunk. Can penetrate up to 6 inches of steel, or 1 foot of concrete. Subject to GM's discretion.

*Motion Tracker--- Mounted in a turret mount, and is nothing more than a remounting of the PSMTS-7 Handheld Infantry Doppler Sensor, which uses a short-range radar beam and Doppler discrimination to differentiate moving objects from stationary ones, and a special inertial 'fuzzy logic' discriminator(similar to those used on 'jiggle-proof' video camcorders) to edit out the operator's own movement. In open country, the 'tracker has a range of 3,000 ft, but terrain, thick walls/structures, and radar jamming, can limit it to 60 ft or less. The 'tracker CAN see through smoke and thin walls/fences. Target-fixing, however, is not accurate enough to allow for precise targeting (no bonuses to strike relying on 'tracker data alone, but no penalties either).

*Light Bar with Siren----90 decibels of loud klaxxons, and a whole set of flashing lights, when the authorities WANT to let their targets know they’re coming...

Weapons Systems:
1) Pintle-Mounted Weaponry(1-2) One or two pintle-mounted weapons can be fitted to the top of the Dancat. These are can be manually operated through hatches on top of the vehicle, or remotely operated from inside it. Weapons typically fitted are machine guns, light rail guns, automatic grenade launchers, and light energy weapons.

2) Grenade Launchers(4)---Mounted on either side of the front and rear bumpers are several small smoke mortars/tear gas/grenade launchers
Range: 500 ft
Damage: Varies by warhead type; equivalent to standard hand grenades.
Rate of Fire: Volleys of 1,2,3,4, or 5(all)
Payload: 5 per launcher(20 total)

3) Chemical Sprayer---Built into the ‘trim lines’, and firing from four small nozzles in the front bumper, as well as two similar sprayers on either side of the turret, are a series of chemical sprayers that can be used to spray tear gas for riot control, or ooze fire retardant foam for damage control
Range: 50 ft
Damage: Varies by the chemical agent used. If using water, does 4d6 HP to vampires
Rate of Fire: ECHH
Payload: 60 blasts of chemical/liquid

4) Gunports(6)---Allows the crew inside to blast away with their own weapons at the bad guys outside, without compromising their own safety and the vehicle’s environmental integrity, with these special gunports with one-way locks(they let the troops inside shoot out, but keep the outside from getting in). Gunports impose a -1 to strike because of the limited field of fire. Heavy Weapons CANNOT fit in the gunports.

Variants:
*Heavy Weapons Turret---Powered turret with 90 MDC and capable of mounting heavier weapons, a few of which follow. The turret itself costs 36,000 credits.
a) Laser---The most common modification usually mounts pulse lasers(or other energy weapons)---especially if the vehicle is nuclear powered, thus insuring a limitless ammunition supply for the photonic weapons.
PS-34L Laser Turret
Range: 4,000 ft
Damage: 6d6 MD per dual blast
Rate of Fire: six times per melee
Payload:1000 blasts battery, unlimited if nuclear
Cost: 40,000 credits

b) Double-Chain Gun---12.7mm PS-MRG03 Snub-nose Short Gatling Gun. This high-powered four-barreled gatling rail cannon features enormous damage potential, and fair range in a small package. The MRG-03 trades range for blistering short-range fire power, and is frequently used as a ‘streetsweeper’ in built-up areas. Two such guns can be turret-mounted and firelinked.
Range: 2,000 ft
Damage: 1D6 MD single round, 1D6x10 MD per 10 round burst,
2D6x10 +60 per Full Melee Burst of 40 rounds
Rate of Fire: Equal to the combined hand to hand attacks of the pilot
Payload: 1,000 rounds per gun
Market Cost: 25,000 credits

c) 106mm Recoilless Rifle---A modified RCL with a clip-fed breech-loading mechanism.
Range: 4,500 ft
Damage:(HE-High Explosive) 5d6x10 SDC to 10 ft blast radius
(DP-Fragmentation) 4d6x10 SDC to 20 ft blast radius
(AP Fragmentary) 3d6x10 SDC to 40 ft blast radius
(MD High Explosive) 1d4x10 MD to 10 ft blast radius
(MD DP Fragmentary) 6d6 MD to 20 ft blast radius
(MD AP Fragmentary) 5d6 MD to 40 ft blast radius
(MD Plasma) 1d6x10 MD to 25 ft blast radius
(Smoke/Chemical) Covers 20 ft blast radius
Rate of Fire: 2 rds per melee
Payload: 6
Cost: 180,000 credits for the RCL

d) Copperhead ATML---Uses PS ‘smart’ armor killers for more accurate fire.
Range: 1 mile
Damage: Armor-piercing:2d4x10 MD, no blast radius
Rate of Fire:Volleys of 1,2,3, 4, or 6
Payload: 12
Bonuses: +5 to strike
Cost: 400,000 credits

e) Heavy ATGM---The equivalent of a TOW launcher; a medium-range armor-piercing missile warhead on a foreshortened rocket booster, with command guidance, for making precise anti-armor kills.
Range: 1 mile
Damage: 3d6x10 MD to 20 ft blast radius
Rate of Fire: Volleys of 1,2, or 4
Payload: 8
Bonuses: +5 to strike
Cost: 400,000 credits

f) Hydro-Cannon---A superjet water cannon for fire- and riot-control. This cannon can also be used to spray massive amounts of quick-setting capture foam
Range: 250 ft
Damage: Varies by chemical carried;
(Water)None, if carrying water, but human-sized beings struck with the stream but roll versus the ‘cannon’s To Strike roll, or be bowled off their feet. Does 2d6x10 HP to vampires

(Gloop) PS’s sticky goop---Each half-gallon application of this quick-set plastic covers about 5 cubic feet, and to cover a human sized target completely, the attacker must roll a 12 or better on the Strike roll. Anyone caught in the goo must have a supernatural or robotic P.S. of 30 or better to escape; otherwise, the target is stuck until released by an outside agency. Gloop has 2d4 MDC per application, and breaks down after 1d4 days of exposure, unless treated with a special binder chemical, and allowed to cure for 1d4 hours, in which case it stabilizes and has an MDC of 2d6+1. Gloop costs 70 credits per half gallon(single application)

(Kera-Tech Riot Foam) Alternatively, the cannon can be filled with Kera-Tech’s patented KTX-17 Riot Foam, which is stronger, but more expensive, than the Gloop. This stuff takes a robotic or supernatural PS of 40 or greater to break free. Creatures with a greater strength can break free in 1d4 melees. The foam hardens in less than 2 seconds, and can take 30 MDC per cubic meter(a humanoid typically needs at least two meters to be totally enveloped). A special enyzme spray will dissolve the foam in 1d4 melees. This stuff costs about 800 credits per pound of the stuff, which is enough to fill a 4m( roughly 12 square ft) area to a height of 1.8 m(6 ft)

(Slip Spray)---rather than trap, this makes it impossible for people and many vehicles to gain purchase. A single application(a tablespoon) will cover nearly four square feet. Slipspray is very nearly water-resistant----it takes ALOT of water, roughly 6-10 gallons, to wash away an ounce of slipspray---or regular industrial solvents will do the trick. Slipspray breaks down after 1d4 hours of exposure to air.
Effects: Anyone trying to move across slipspray must make a roll under their Physical Prowess at -8 or go out of control at full speed. Vehicles, power armors, and light robot vehicles travelling in ground contact across sufficently large patches of slipspray will be at -15% to their piloting rolls..failure means the vehicel goes out of control and takes on the chaarcteristics of a giant hockey puck. Depending on the hardness of the surface(must be a hard surface, not a permeable surface like dirt or gravel), certain heavy vehicles and robots(like the MAC II) will be uneffected, as they simply stomp the effected surface into the subterrean. Hovercraft are NOT effected either. Cost: 40 credits per ounce(covers 8 square ft...so a gallon’s worth will cover 1,024 ft! Instant ice rink anyone?)

Rate of Fire: ECHH
Payload: 60 gallon internal tank, or can be attached to a trailer holding up to 200 gallons
Cost: 10,000 credits

g)Flamethrower---Some users, especially in areas that aren’t as built up with valuable structures, mount a flamer that can fire a direct stream or fire incendiary pellets.
Range:(Direct-Stream Mode) 230 ft
(Pellet Launcher): 1,000 ft
Damage:(Direct-Stream Mode)
(Gasoline/Alcohol) 1d4x10 SDC
(Napalm) 1d6x10 SDC, plus does 5d6 SDC per melee for 1d4 minutes
(MD Fluid) 1d4 MD per blast, 1d4 MD per melee for 2d4 minutes
(Incendi-Gel)2d6 MD, 2d6 MD per melee for 1d6 minutes
(WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Note: The flamethrower can also be used to cover an area with fluid: up to 10 ft per attack used. Used with Super-Napalm, this does 1d4 MD, Incendi-Gel does 1d6 MD, and with Napalm-P, this does 2d6 MD.
(Pellet Launcher)(SDC) 1d4x10 SDC to 10 ft area, plus does 3d6 SDC per melee for 1d4 minutes
(MD) 3d6 MD to 5 ft radius, plus does 1d6 MD per melee for 1d4 minutes(Regardless of fuel-type)
Rate of Fire:(Direct-Stream Mode) Standard
(Pellet Launcher) Standard
Payload:(Direct-Stream Mode
(Gasoline/Alcohol) 20 blasts
(Napalm) 60 blasts
(MD Fluid) 100 blasts
(Incendi-Gel) 120 blasts
(WI Napalm-P) 200 blasts per tank(much more concentrated than the regular gasoline/alcohol).
(Pellet Launcher) 25 pellets in the chamber
Cost: 50,000 credits
(Gasoline/Alcohol) Typically 5-30 credits(depending on availability)
(Napalm) 50 credits per tank
(MD Fluid) 800 credits per tank
(Incendi-Gel) 1000 credits per tank
(WI Napalm-P) 2000 credits per tank
Pellets cost 5 credits apiece

h)KTR-42X Anti-Armor Directed ElectroMagnetic Pulse(DEMP)Cannon---The KTR-42X is an upgraded version of Kera-Tech’s KTR-40X EMP Rifle(popularly known as the ‘DEMP Gun’), commmissioned by Paladin Steel as a police weapon. Police and MilIntel like this weapon because it enables them to capture targets without blowing them to smithereens. A KTR-42X can be used to replace one of the gatling guns, or the heavy rail cannon.
Range: 700 ft
Damage: Special. 4d6 EMP damage. The directed ElectroMagnetic Pulse (EMP) does NO obvious physical damage to the target(aside from Saint Elmo’s Fire-like electrical discharges), but attacks any electrical systems. Compare the damage inflicted to the MDC of the location being targeted. The resulting percentage is the chance the target has been disabled, due to its electrical system being shorted out. All damage is cumulative on the target, but at under 50% it leaves no permament damage to the systems.
Any damage in excess of 50% of the target’s MDC will result in damage to its electrical system that will need to be repaired(This damage effectively stays with the target until repairs are affected...damage is typically accompanied by electrical fires and short-outs), in addition to systems degradation setting in; -10% to skill rolls involving sensor, communications, and fly-by-wire systems, -1 to strike, parry, dodge, and reduce sensor ranges by 1/3.
Any damage in excess of 75% will result in the entire electrical system needing to be REPLACED due to irreparable damage. This is DEFINITELY accompanied by severe electrical fires and spectacular pyrotechnics from the electronics. Same damage penalties as above, and there’s a 30% chance of computer operating system files being wiped, requiring booting up the system again from shielded backups or discs.
Does double damage against non-military vehicles due to their not being hardened against EMP. Does NO damage to non-mechanical/electronic targets.
Bionics are affected slightly, suffering a decrease in mobility, response, and speed, until the internal systems reset themselves. This results in a -1 to dodge, roll, and strike for the affected limb. This effect lasts 1d4 melees, non-cumulative. per blast.
Rate of Fire: Single shots, ECHH
Payload: 50 shot battery if conventionally powered(a slot allows e-clips to be used in an emergency; 20 shots per long-e-clip). Effectively unlimited if nuclear powered
Cost: 65,000 credits

i) Twin 40mm Automatic Grenade Launchers
Range:7,000 ft
Damage: Identical to the WI-GL20;
Frag rounds do 4d6 MD to a 12-foot radius.
AP rounds do 1d4x10 to a 3-foot blast radius,
and Plasma rounds do 1d4x10+10 to a 5-foot radius.
A 3 round burst of frag shells does 1d4x10 to a 15 foot radius,
a burst of 3 AP shells does 2d4x10 to a 5 foot radius,
and a burst of 3 plasma shells does 3d4x10 to an 8 foot blast radius
A 5 round burst of frag shells does 1d6x10 to a 20 foot radius,
a burst of 5 AP shells does 2d6x10 to a 6 foot area,
and a burst of 5 plasma shells does 3d6x10 to a 10 foot radius.
A 10 round burst of frag shells does 2d6x10 to a 40-foot radius.
A 10 round AP burst does 3d6x10 to an 8-foot area,
and a 10 round plasma burst does 4d6x10+10 to a 15-foot radius!!
Rate of Fire: Standard, single shot, or 5- or 10-shot bursts
Payload: 120 rds per launcher
Cost: 100,000 credits for the paired launchers

j)2 Pounder 40mm Autocannon---Another variant with export possibilities mounts a turret with a licensed copy of the Farnborough Avionics British 2-Pounder ‘Pom-Pom’ Autocannon Mark IV, a weapon with both ground-fire and air defense capabilties. The turret mounts a single weapon, with 75- degree elevation, and associated air warning/target acquisition/tracking radar(15 mile range and +2 to strike airborne targets).
Weight: (Basic Single-Barrel Weapon, sans mounting) 600 lbs
Weight of Shells: (HV Round) 1.81 lbs
(LV Rounds) 2.0 lbs
Range:(High Velocity Round)5,000 yards(15,000 ft)
Maximum AA altitude w/ HV shells: 13,300 ft
(Low Velocity Round) 3,800 yards(11,400 ft)
Damage:(Fragmentation) 4d6 MD to 6 ft blast radius
(High Explosive) (HV) 1d4x10+3 MD to 1.5 ft blast radius
(LV)1d4x10 MD to 1.5 ft blast radius
Rate of Fire: 120 rounds per minute(or up to 30 rds per melee)
Payload: 100 rds in turret box magazine
Cost: (Basic Weapon) 70,000 credits (200,000 credits for entire weapons package)
High Velocity(Fragmentation) shells cost 200 credits apiece, 245 credits for HE
Low Velocity(Fragmentation) shells cost 180 credits apiece, 200 credits for HE

k) Heavy Stunner----A powerful sonic cannon
Range: 800 ft in air
Damage::Wide Beam: 4d6 MD to a 30 ft area
Concentrated Beam: 1d4x10 MD per blast
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor.
Unprotected personnel must save versus non-lethal poison (16 or higher) or be stunned for 1d4 melee rds. People in sealed power armor save at an 8 or higher for the wide area blast, but make a standard save for the concentrated blast.
Sonar Blast----This is an enormous ‘belch’ of sonic cacophony that can blind sonar systems within range with a mass of ‘white noise’, knocking them out for 1d4 melees. Sonar and acoustic homing systems will lose target lock, and sonar-using creatures will be stunned and ‘blind’ for 1d4 minutes.
Vibration Blast---This takes up ALL attacks per melee to initiate and maintain, and consists of focusing a low powered beam on a sealed ship(aircraft and tanks are ideal), and gradually inducing an ultra-low frequency vibration throughout its structure. While this doesn’t do any damage per se, it does affect the hearing and inner ears of crewmembers, causing creeping disorientation and increasing unsettledness, leading up to nausea. After one melee people with unprotected hearing(or uninsulated contact with the ship’s hull structure) will be -1 to strike, parry, and dodge, and -5% to skills(they become easily distracted). After two melees they are -2 to strike, parry, and dodge, -10% to skills, and are -10% to their sense of balance...and so on...People with protected hearing are immune to the effect, but beings with enhanced hearing are TWICE as susceptible to the effects.
Rate of Fire:(Sonic Blast) ECHH
Payload:(Sonic Blast) 100 shots convemtional battery, effectively unlimited linked to a nuclear power source
Cost: 200,000 credits

l) Gum Sprayer “Gum Gun”---- The “Gum Gun” applies/squirts a super-strong epoxy adhesive that can be used to cement MDC materials together, or make temporary patches/barricades/roadblocks. Used in quantity, the epoxy can be used to build up an MDC barrier. As a weapon, the Gum Gun can be used to capture opponents with an entangle.
Each application covers about five square feet,. To completely cover a human-sized target, the attacker must roll a 12 or better on the strike roll, otherwise only a limb is glommed. Anyone caught in the goo must have a supernatural or robotic PS of 30 or better to break free; otherwise they are stuck until the goo is somehow removed.
The epoxy sets within seconds, and can be used underwater. However, the sprayed epoxy needs 1d4 hours to properly cure, at which point it attains its maximum strength. Once the two tanks are emptied, the twin bottles, which are sold and attached together as a pair, can be quickly exchanged for fresh ones in one melee action, like changing an e-clip. For larger jobs, the system can be fitted with a backpack tank holding additional chemicals.
Note: This is the same system used on the PS-11E and is interchangable
Range: 150 ft
MDC : Epoxy has 2d4 MDC per application, but hardens to 2d6 +1 MDC after curing for 1d4 hours
Damage: None
Payload: 100 applications
Cost: 50,000 credits


*Splinter Shielding---This is a set of heavy mesh applique panels mounted on a vehicle and offset by 3-6 inches, ideally to trigger armor piercing warheads prematurely and keeping them from making a more lethal contact angle with the vehicle’s hull.
A Splintershield offers only modest protection against conventional attacks; a typical screen has only 30-45 MDC. However, it still has some effectiveness as defeating missile attacks; on a ‘To Strike’ roll of 6-7, Armor-Piercing missiles bash themselves on the cage bars, doing only 1d4 MD, and on a 8-10, do only HALF damage due to premature detonation or re-direct of their kinetic force. And, for additional cost, it can be ensorcelled with an Armor of Ithan(50 MDC, HALF damage from magic fire/lightning/cold, 5 PPE per 5 minutes, +28,000 credits). Energy Field(60 MDC, 5 PPE per 5 minutes, +12,000 credits), or Magic Shield(60 MDC, 3 PPE for 10 minutes, +25,000 credits) spell.
SplinterShielding is ONLY applicable to ground vehicles and watercraft, and ONLY to the Main Body and wheels/treads (turrets and other features can still be specifically targeted). It CANNOT be fitted to aircraft, robots, or power armor.
Cost: 10,000 credits per 10 ft x4 ft screen


*Applique Armor
Light: +80 MDC main body. Cost: 160,000 credits
Medium:+150 MDC main body. Cost: 280,000 credits
Heavy: +200 MDC main body. Cost: 360,000 credits

*Laser Ablative Armor(Option)---PS laser-ablative ceramic, based on alien materials. Lasers do HALF damage. VFLs can NOT adjust to compensate. As an added bonus, Arkhon triphase weapons do 1/10 less damage.
----Cost:+800,000 credits(Rarely available to outsiders)
*Thermal Resistant Heat-Refractory Tile Armor(Option)---Special heat-resistant materials designed originally for reentry vehicle shielding. Heat and plasma-based attacks do 1/4 damage
----Cost: +1 million credits
*Chemical Resistant Armor(Option)----PS’s patented chemically inert armor that sheds the effects of corrosive chemicals and stick’ums. Acids and chemical weapons do NO damage.
----Cost: +1.1 million credits

*Electro-Shock Security System----Special contacts in the skin of the vehicle can be electrically charged to deliver a taser-like shock to anyone attempting to break into the vehicle. Alternatively, the system can be set to dump most of its power into a vaporizing megadamage shock blast, though this tends to drain the batteries far faster. CANNOT be mounted on top of Applique Armor.
Range: 3 ft
Damage: 3d6 SDC plus Humanoids struck with this weapon must save
vs. coma or be shocked unconscious for 1D6 minutes.
(MD ) The higher end setting does 1d6 MD per shock
Payload: 20 SDC (2 Megadamage charges) charge battery(recharges off the conventional powerplant at one SDC blast per 5 minutes), or unlimited if linked to a nuclear powerplant.
Cost: 3,000 credits


*Stabilization Jacks---Tired of being knocked over by concussion blasts, or being rolled over by a giant’s kick? This interesting little system uses Glitterboy-style pylon technology to las and hydraulically drive six stabilizer jacks up to 5 ft into the ground, even through concrete and metal gratings, within 5 seconds, affixing you like a barnacle, and able to stay upright in even hurricane-force winds. System can disengage in 2 seconds, for that speedy getaway.
Cost: 80,000 credits


*Fletchette Packs----Located around the hull are special ‘reactive armor’ panels that can be also be triggered as anti-personnel grenades.This is one of several similar systems currently in service/under development by PS.
Range: 100 ft
Damage: 5d6 MD to a cone swath roughly 50 ft long, by 10 ft wide.
Used as reactive armor against plasma and armor-piercing missiles, the computerized firing system acts as a PARRY, rolling to match or better the missile’s strike roll...a successful counter means that the missile damage is HALVED, while a failure means the tank takes full damage. Note: when dealing with volleys, one reactive armor pack can match TWO missiles in a volley, so in order to effectively counter a five missile volley, the tank must expend 3 reactive armor packs...two packs would roll twice to defeat their respective missiles, the third would only roll once. If the enemy missile launcher has a line of sight on the tank, they can target a spot on the hull which has no packs covering it (a called shot), in which case the remaining reactive armor is -4 to cover the gap.
Rate of Fire: One at a time or can be simultaneously fired in volleys of 1-10
Payload: Each side of the APC(sides, front, back) can be fitted with 10 fletchette packs each(40 total)
Cost: 200 credits per fletchette pack



*Smoke Screen Generator---Generates a thick, obscuring cloud of dense smoke. Each blast covers a 60 ft area and anyone caught in the cloud of thick, obscuring smoke is. Has enough smoke-matrix for 12 clouds.
Cost: 10,000 credits

*Magnetometer---Detects disturbances in the local magnetic fields, signalling the presence of metal, active electronic hardware, or other EM-phenomenon.
Range: The magnetometer has a range of 4,000 ft and can detect vehicles and other metallic structures with 80% accuracy. Active fusion powerplant containment fields, energetic magnetic anomalies, and powered-up railguns can be detected at TWICE normal range.
Cost: 30,000 credits

*Advanced Molecular Analyzer---A more advanced chemical sampler and sniffer that includes a chemo-spectrograph...Useful for testing for the presence of trace radioactives(and what type), petrochemicals, explosives, and toxics. Includes a deployable ground probe for testing soil. It is typically hooked up to the security system to sound environmental alerts and auto-seal the vehicle in event that it detects an environmental hazard situation.
Cost: 30,000 credits

*Ground Radar---Useful for locating underground pipes, cables, hidden bunkers, basements, and for testing the stability of the ground(can determine if the underlying soil is sandy and soft, or hardpacked and firm). 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 ordinance.
Cost: 10,000 credits

*Mine Detector-----A detection coil can be installed on the prow, and uses a variety of magnetic, chemical, and ground sonar detection systems to sniff out mines and buried ordinance. 85% accuracy.
Cost: 3,500 credits

*Sensory Cluster----MDC 80---Has the following sensors:
*Motion Detector--200 ft range
*Laser Illuminator-----6,000 ft range, Designates targets for laser-guided munnitions/weapons
*Laser targeting System(+1 to strike)
*Lance Scanner---Looks like a long lance protruding from the front of the craft. The Lance Scanner contains a magnetometer() and 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 magnetometer has a range of 4,000 ft and can detect vehicles and other metallic structures with 80% accuracy
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 ordinance.
*Aura Scanner---For detecting and identifying PPE concentrations
Range: 2000 ft
*Bio-Scanner---Has a molecular analyzer, enhanced radiation detector, high-powered accoustic ‘shotgun mike’(3,000 ft range), and thermo-imager optics.
* Optical Cluster--- Telescopic,IR/UV, Thermo-Imaging, Audio-Video-Survellance System
Cost: 80,000 credits


*Robotic Conversion---This incorporates an adapted form of the software from the AT-LABT-07 ‘Damnthing’ AutoTank. The drone IFV is typically used to patrol high-risk areas, work as a ‘moving roadblock’, draw fire from invaders and bandits, and bolster urban defenses in seige situations.
Systems of Note:
Basic Robot Optical and Audio
Short Range Radar---10 mile range
External Audio/Video Surveillance System
Passive Nightvision
Thermo-Imager
Motion Detector---200 ft
Actions/Attacks per Melee: 4
+2 strike to w/ all ranged attacks
+3 to strike w/ main cannon/direct fire weapon
Cost: 200,000 credits
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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ZINO
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Re: Paladin Steel Storefront

Unread post by ZINO »

nice 1
let your YES be YES and your NO be NO but plz no maybe
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abtex
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Re: Paladin Steel Storefront

Unread post by abtex »

taalismn wrote:(Kera-Tech courtesy of The Raven)

Paladin Steel APC117 ‘Dancat’ Armored Car
http://i408.photobucket.com/albums/pp164/taalismn/img179.jpg

Nice. Does that armored car have "hamster ball" wheels?

You should try to get Raven to post his old Kera-Tech stuff.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:
taalismn wrote:(Kera-Tech courtesy of The Raven)

Paladin Steel APC117 ‘Dancat’ Armored Car
http://i408.photobucket.com/albums/pp164/taalismn/img179.jpg

Nice. Does that armored car have "hamster ball" wheels?

You should try to get Raven to post his old Kera-Tech stuff.


No hamsters in them, if that's what you mean(I rather disliked the old Sentinels RPG idea that Cyclone troops sat in 'floater' chairs inside the GMU's wheels). However, if you converted a regular-sized APC to be run by Smallkin troops, you'd have some serious(numbers wise) troop carrying capacity :D ...Of course the sideside is that if the APC gets zeked, you lose that many more troops. :(
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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abtex
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Re: Paladin Steel Storefront

Unread post by abtex »

I was thinking about the the wheel design not the carrying of troops. Smallkin would just take the "hamster ball" wheels and keep on rolling down the battle field.

Besides Aramanthus got his wish.
taalismn wrote:
abtex wrote:
Aramanthus wrote:It would be interesting to see a vehicle with a hamster wheel powering it! :D

Will a Buzzball do? :D
Now just need some way to arm the thing.


The Buzzball? It would make a great alien tank...armament would be in the form of internal articulated weapons mounts that could be run out through sealable gunports on each facet of the spheroid...Would be a really STRANGE(possibly non-humanoid) species to have built such a think and made it practical as a fighting vehicle...

Another Buzzball site, shows drive system in galley.
Need to refind that picture of a vehicle using a "hamster ball" wheel, big one as a drive system.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:I was thinking about the the wheel design not the carrying of troops. Smallkin would just take the "hamster ball" wheels and keep on rolling down the battle field.


Already chewing through the next product line, but I'm still only about 60% complete with it, since it's a multiple-entry. Inspired by recent events, but with few twists. It's the magic portion that's taking up my time currently. :bandit:
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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abtex
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Re: Paladin Steel Storefront

Unread post by abtex »

waiting. Clue of event? Maybe.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:waiting. Clue of event? Maybe.


-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Okay: Update on the Vinja MicroFighter...increased the lifepsan on the mini-nuke powerplant and lowered its price after seeing what the price is on 10-year nuclear jetpacks is.
-------------
"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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glitterboy2098
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Re: Paladin Steel Storefront

Unread post by glitterboy2098 »

abtex wrote:I was thinking about the the wheel design not the carrying of troops. Smallkin would just take the "hamster ball" wheels and keep on rolling down the battle field.

Besides Aramanthus got his wish.
taalismn wrote:
abtex wrote:
Aramanthus wrote:It would be interesting to see a vehicle with a hamster wheel powering it! :D

Will a Buzzball do? :D
Now just need some way to arm the thing.


The Buzzball? It would make a great alien tank...armament would be in the form of internal articulated weapons mounts that could be run out through sealable gunports on each facet of the spheroid...Would be a really STRANGE(possibly non-humanoid) species to have built such a think and made it practical as a fighting vehicle...

Another Buzzball site, shows drive system in galley.
Need to refind that picture of a vehicle using a "hamster ball" wheel, big one as a drive system.


I-Robot the movie had spheres instead of wheels on almost all it's vehicles, like Talismn's vehicle. the robot trucks showed off the advantage of the idea with they're ability to drive sideways or at angles without changing facing.

Darkroasted blend has images of a number of od tanks, including 'ball tanks' and a few using hamsterwheel looking motive systems.
Author of Rifts: Deep Frontier (Rifter 70)
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Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:I was thinking about the the wheel design not the carrying of troops. Smallkin would just take the "hamster ball" wheels and keep on rolling down the battle field.

Besides Aramanthus got his wish.
taalismn wrote:
abtex wrote:
Aramanthus wrote:It would be interesting to see a vehicle with a hamster wheel powering it! :D

Will a Buzzball do? :D
Now just need some way to arm the thing.


The Buzzball? It would make a great alien tank...armament would be in the form of internal articulated weapons mounts that could be run out through sealable gunports on each facet of the spheroid...Would be a really STRANGE(possibly non-humanoid) species to have built such a think and made it practical as a fighting vehicle...

Another Buzzball site, shows drive system in galley.
Need to refind that picture of a vehicle using a "hamster ball" wheel, big one as a drive system.



Actually, I DID do a giant driving Eight-Ball-'o-Doom vehicle. Maybe I should scale that down?
-------------
"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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The Raven
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Re: Paladin Steel Storefront

Unread post by The Raven »

abtex wrote:
taalismn wrote:(Kera-Tech courtesy of The Raven)

Paladin Steel APC117 ‘Dancat’ Armored Car
http://i408.photobucket.com/albums/pp164/taalismn/img179.jpg

Nice. Does that armored car have "hamster ball" wheels?

You should try to get Raven to post his old Kera-Tech stuff.


As to getting me to repost old material, one day perhaps. Kera-Tech is on the backburner as I work on a Rifter submission and the last thing I need is to get distracted with Kera-Tech...
"Women and Cats will do as they please. Men and dogs had better get used to it."
-- Robert Heinlein, Time Enough for Love, Lazarus Long

Carl Gleba wrote:Well said Raven :ok:
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Re: Paladin Steel Storefront

Unread post by taalismn »

The Raven wrote:
abtex wrote:
taalismn wrote:(Kera-Tech courtesy of The Raven)

Paladin Steel APC117 ‘Dancat’ Armored Car
http://i408.photobucket.com/albums/pp164/taalismn/img179.jpg

Nice. Does that armored car have "hamster ball" wheels?

You should try to get Raven to post his old Kera-Tech stuff.


As to getting me to repost old material, one day perhaps. Kera-Tech is on the backburner as I work on a Rifter submission and the last thing I need is to get distracted with Kera-Tech...


Good luck with that; getting recognized and paid for this sort of thing are things to aspire to. 8)
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Re: Paladin Steel Storefront

Unread post by glitterboy2098 »

at least you can write up kera-tech stuff for the rifter. classes keep killing my muse when it comes to scandinavia..i never have enough time to write between the classes, and the 20+ books i have to read and write essays on. good thing i enjoy the subject, or i'd go crazy. as it is, reading the books keep unveiling new details to go into my notes for the worldbook. i have to constantly prioritize the stuff to determain what can fit in the book, and what can be hinted at without taking up space, and what needs to be put aside for future projects...
Author of Rifts: Deep Frontier (Rifter 70)
Author of Rifts:Scandinavia (current project)
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The Raven
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Re: Paladin Steel Storefront

Unread post by The Raven »

glitterboy2098 wrote:at least you can write up kera-tech stuff for the rifter. classes keep killing my muse when it comes to scandinavia..i never have enough time to write between the classes, and the 20+ books i have to read and write essays on. good thing i enjoy the subject, or i'd go crazy. as it is, reading the books keep unveiling new details to go into my notes for the worldbook. i have to constantly prioritize the stuff to determain what can fit in the book, and what can be hinted at without taking up space, and what needs to be put aside for future projects...


Kera-Tech wouldn't qualify for the Rifter. The old Kera-Tech material was posted to the PML back in the day along with the 5ST Prepost mailing list.
As to writing on the submission for the Rifter, its a major change from the Kera-Tech material and what I do for a living. Reviewing technical documentation for large format printers and condensing the material for the development department wears down the urge to write anything high-tech.
"Women and Cats will do as they please. Men and dogs had better get used to it."
-- Robert Heinlein, Time Enough for Love, Lazarus Long

Carl Gleba wrote:Well said Raven :ok:
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abtex
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Re: Paladin Steel Storefront

Unread post by abtex »

taalismn wrote:
abtex wrote:waiting. Clue of event? Maybe.



Squirrel fighters? Mini Drone U(nSmallKin-ed)AV, maybe. NormalKin combat jetpacks or Skyboards.
Need to do a battlefield Pizza delivery cargo plane as well. :D
It's the magic portion that's taking up my time currently.

:?: :?: :?:
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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abtex
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Re: Paladin Steel Storefront

Unread post by abtex »

taalismn wrote:Actually, I DID do a giant driving Eight-Ball-'o-Doom vehicle. Maybe I should scale that down?

Is the full size one still available for sale? ie. re-post it. Maybe.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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glitterboy2098
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Re: Paladin Steel Storefront

Unread post by glitterboy2098 »

The Raven wrote:
glitterboy2098 wrote:at least you can write up kera-tech stuff for the rifter. classes keep killing my muse when it comes to scandinavia..i never have enough time to write between the classes, and the 20+ books i have to read and write essays on. good thing i enjoy the subject, or i'd go crazy. as it is, reading the books keep unveiling new details to go into my notes for the worldbook. i have to constantly prioritize the stuff to determain what can fit in the book, and what can be hinted at without taking up space, and what needs to be put aside for future projects...


Kera-Tech wouldn't qualify for the Rifter. The old Kera-Tech material was posted to the PML back in the day along with the 5ST Prepost mailing list.
As to writing on the submission for the Rifter, its a major change from the Kera-Tech material and what I do for a living. Reviewing technical documentation for large format printers and condensing the material for the development department wears down the urge to write anything high-tech.


it having been posted online doesn't automatically preclude it being printed. RIFTS: Scandinavia started as a few threads i posted here on the forums to hold a few ideas i'd had for the region. a freelancer saw them, loved them, and convinced Kevin to give me a shot. admittadly, the version i have now has little in common fine detail wise with those early threads, but the core material is still there, just enhanced.

and one of my Rifter 0.1 articles started as random postings here on the forums, which i tweaked and refluffed into a cohesive article and sent in. i had a second that didn't get past the first peer-editing process (as a fan produced project, we had members of the project doing editing before it got sent to wayne), basically the guy didn't finish the edit in time. i plan to revise it myself in the near future and submit it to the rifter proper.
Author of Rifts: Deep Frontier (Rifter 70)
Author of Rifts:Scandinavia (current project)
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* 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
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abtex
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Re: Paladin Steel Storefront

Unread post by abtex »

Strange Attack Helicopter so different, it's almost beautiful.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
Shark_Force
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Re: Paladin Steel Storefront

Unread post by Shark_Force »

abtex wrote:Need to do a battlefield Pizza delivery cargo plane as well. :D


as i recall, he's already got a highly mobile power armor suit for that actually :P
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