abtex wrote:Paladin Steel CLWT-04 ‘Mini-Mon’ Light Weapons Turret
So more ways to use it. If that is the 'Mini-Mon' are there larger '-Mon's?
A little large for a battlefield Pizza delivery cargo plane, but the machine shop will find something to make them work together.
from the
Pizza Delivery Flyer UAVIt picture is here.The topic has several good ideas in it. The below is not really one, but it works.
As "pathology_doc" over there wrote:
Great - now I am having visions of armed pizza delivery UAVs roaming the skies.
"Dear sir;
Pizza Hut regrets to inform you that your 15" Hawaiian with extra pineapple and 2 serves of garlic bread has been shot down en route by a rival's UAV. Please accept our condolences and a refund on your credit card. We appreciate your business and hope you will make your replacement order with us.
For a 10% premium, you may specify chaff and flares with your order. Micro-Sidewinder AAMs may be added for $10 each, or $5 with any order over $50.00
We look forward to serving you."
Damn...I was going to wait to post this and make sure everything was to my satisfaction, but Flying Pizza needs aerial escort...
Paladin Steel MicroWarbirds “Brilliant thinking, Monroe! We’ll just use these toy kits against those d-bee loving industrialists! Cheapest Coalition air strike ever!”
“Just watch what a load of fusion blocks does to that electrical plant! Any minute-”
“Hey, Monroe, how many of those radio control planes have you got up anyway?”
“Just the one! I can only control one per handset. Why do you ask?”
“Because it looks like there are several others up there too. I’d say about six---Hey! One of them just blew up!”
“That was ours! Those must be security drones!”
“Well, they’re coming our way! Quick, back to the hovercycles! RUN! RUN!”
The introduction of the Vinja MicroFighter proved that small-scale aircraft for smaller-scale sentient beings were indeed viable and could become a sustainable niche market for Paladin Steel. However, while the Vinja saw almost immediate adoption into the Greater New England Armed Services, there was also a demand from the Smallkin Kingdoms for a greater variety of aircraft types, not just for the GNEAS-affiliated fliers, but for Smallkin adventurers, mercenaries, and militia. PS considered the request and came through in short time, with the MicroWarbird collection, a series of small-scale combat aircraft modelled on pre-Rifts jet warcraft.
While the Vinja was based on military RPVs, the MicroWarbirds were based on pre-Rifts RC model aircraft. Unlike those recreational hobbyist remote control fliers, the MWs traded the turbofans for microjet thrusters, the liquid-fuel engines with endurance of 7-15 minutes for longer duration electric, radioisotope power cells, or technowizardry crystal batteries, exchanged the lightweight fiberglass bodies for light megadamage alloy frames and composite polycarbonate plate(similar to that used in the Plasticman EBA) and added a slew of sensors and control systems for the miniature pilot flying the machine. Somewhat heavier that their RC ancestors, the MicroWarbirds are tougher, faster, more capable, and armed. Most of the hardware incoprorated into them is off-the-shelf, from jetpack and bionics lines, allowing for quick development and deployment, as well as easy maintenance.
MicroWarbirds are generally powered by one of three types of powerplant: the electrical option is a high capacity battery pack that is inexpensive, but limited in endurance. They can be quickly recharged off a nuclear powerplant, however, or more slowly off a regular powergrid.
Nuclear power packs are the next option; based off jet pack nuke power units, they provide plenty of power, with enough for small energy weapons as well, but tend to be much more expensive. The greater demand and power draw by the higher performance propulsion systems also tends to reduce the operational lifespan of the nuclear power cells by as much as fifty percent.
TechnoWizardry propulsion is also available, with the incorporation of TW Regenerator Cylinders from Ghanam Arms Ltd’s line of TW firearms providing power for the aircraft and their associated TW enhancements. These TW conversions are the most expensive*, and the price on the aircraft can reach the million credit pricetag, but they also tend to be VERY capable.
(The Regenerator Cylinder for a TW firearm is essentially 3-5 inches long by 3-4 inches in diameter. PPE Capacity:(Light)----100 PPE battery capacity; recharges at 5 PPE per hour, 10 PPE/hour at a leyline, 20 PPE/hour on a nexus or in a dimensional pyramid.
With half the capacity of a regular PPE generator, its cost should be about 250,000 credits, but miniaturization costs, so the initial cost is more like 450,000 credits, with the price dropping only after extensive mass production).
While PS engineers have tried to scale the winning attributes and features of the larger aircrat down and incorporate them into the smaller vehicles, not everything has been possible, though the smaller aircraft have unique traits of their own to compensate.
MicroWarbirds are very agile and responsive, on account of their small sizes and light weights. They also are easily mistaken for other small fliers, like geese, on long range sensors, especially if they’re flying close to the earth and at treetop level.
MicroWarbirds require a takeoff run and landing space(PS decided not to go for a more complex and expensive VTOL jet system for the mass-market production run designs), typically about seventy-five feet for take-off and landing. This allows the aircraft to operate from short lengths of paved road, parking lots, and even rooftops. PS also makes available zero-length launch rail-rigs(the microfighter launched into the air by a compressed gas jet or rocket motor) and ‘volleyball’ landing nets for catching incoming micro-aircraft.
The MicroWarbirds continue to suffer the same problems of many micro-scale warmachines; limited armor, limited endurance, limited throwweight of weaponry, and short ranges on their weaponry that require suicidally close approaches on the target to be effective. Despite this, the GNE has found no shortage of Smallkin volunteers willing to be trained for aerial combat.
While MicroWarbirds may not be able to take on frontline forces, they provide the GNE with an effective guerilla air force, couriers, and aerial scouts. They often operate as security first responders, allowing for quick recon of a trouble spot within minutes. Able to operate from very small airfields and be aloft in moments, the MWs are able to beef up the air patrol coverage of the GNE territories and plug holes in the patrol patterns, greatly reducing the chances of hostile intrusions.
“It scares the HELL out of me that just one of these little flying bastards can concievably take out an entire Glitterboy in just ONE pass. They’re packaging pure nastiness in both BIGGER and SMALLER packages over at Paladin Steel. I’m almost afraid that one day some toy-sized war machine’s going to roll over the border and straight to Quebec City and take us over, and we won’t be able to stop the damn thing!”
----Colonel Pierre Saint-Rammon, Quebec Military Intelligence Corps, Free Quebec
McF-86 Saberkithttp://www.skymasterjet.com/image1/Skymaster%20F-86%201.jpghttp://www.kingtech-jet.com/picture/product/eng/Gallery_33.jpghttp://images.rcuniverse.com/forum/upfiles/66396/Wr56144.jpg “Damn it, that’s DeathMetal Tang out there! DEATHMETAL TANG!!! And he’s after OUR charge?! Who the hell hired DEATHMETAL TANG to go after that little girl?!”
“Don’t know, don’t care. You and the nurses move her down to the basement and then you secure the hall.”
“Against DEATH METAL TANG?! With WHAT?! Spitballs? That guy EATS security jackets like us for lunch! He said he’ll tear down the hospital if we don’t throw out the kid and I believe him!”
“Don’t worry, I called for air support.”
“AIR SUPPORT?! Since when can we afford AIR SUPPORT?! We’re a personal security detail! And what good will it do us?! We’re trapped in a blooming HOSPITAL! In the middle of a CITY!! Ever hear of COLLATERAL damage?!”
“Not from these guys. Precision and small-scale heavy destruction are their forte. Now shut up and do your job, and I may forget your implied breach of contract.”
From outside came the whistle of jets. Cyber-amplified cursing and screaming in NuChinese followed shortly soon after. The McF-86 is a small-scale adaptation of the larger F-86 Saber jet fighter. In its microfighter form, the Saber(kit) is a robust, agile little aircraft with good performance and a vicious six-gun bite. Though limited by the short range of its weapons, the Saberkit has proven popular with daring pilots who use the fighter’s agility to sneak up and close on targets for rapid strikes that make the most of the hellacious damage the weaponry can dish on at short range. Relatively inexpensive as MWs go, the Saberkit sees service not only in the ranks of the GNEAS Smallkin squadrons, but a few have been known to have been acquired by affiliated Smallkin kingdoms. The Gnomocracy was an early customer, with their first fighter wing consisting almost entirely of McF-86s.
Type: McF-86 Saberkit
Class: MicroFighter
Crew: One, Size Level 1-2 sentient.
MDC/Armor by Location:
Main Body 75
Cockpit 50
Wings(2) 40 each
Tail/Engine 40
Height: 20 in.
Width: 91 in.
Length: 90 in.
Weight: 60 lbs empty, 120 lbs fully loaded
Cargo: Small survival pack and sidearm(s) in the cockpit
Powerplant: Electric(w/12 hour endurance), Micro-Nuclear (w/ 6 year energy life), or TechnoWizardry
Speed:(Flying) 450 MPH, maximum altitude of 14,000 ft.
Bonuses: +3 to Dodge
Market Cost: 88,000 credits for electric, 288,000 credits for nuclear, 1.1 million credits for technowizardry
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.
*Airbrakes---Two large flaps open in the back sides of the fuselage, dramtically increasing drag. This gives the McF-86 a +5% on Piloting rolls when attempting to undershoot pursuers with a sudden deceleration.
Weapons Systems:
1) 6x .22 Machine Guns---Modified caseless ammunition versions of the McGMG07 ’Frenzy’, with better range.
Range: 2,000 ft
Damage: (.22LR) 1d6 SDCor 3d6 SD per 3-rd burst, 6d6 SDC for a six-round burst, a ten-round burst does 1d6x10 SDC, and a full twenty-round burst does 2d4x10 SDC.
(Wellington/PS Exploders) 3d6 SD per rd or 9d6 SD per 3-rd burst, 1d4x10 SDC for a six-round burst, a ten-round burst does 1d6x10 SDC, and a full twenty-round burst does 2d6x10 SDC.
(PSX-2) 1d4 MD per rd, a three round burst does 2d4 MD, a six-round burst does 4d4 MD, a ten-round burst does 1d4x10 MD, and a full twenty-round burst does 2d4x10 MD!!
That’s per SINGLE gun.
Rate of Fire: Automatic
Payload: 360 rds per gun
2)(Optional) Chin Rocket Tray---The Saberkit can be modified with a box launcher under the foward jet intake
a) ‘Metal Storm’ 7.62 Machine Gun Box---A short-range ‘shotgun’ blast weapon that has 20 cylinders, each holding four rds. Short range, but devastating when firing a full burst.
Range: 1,000 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst, 8d6x10 SDC per 20 rd burst, 1d4 MD per 40 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst, 2d10 MD per 20 rd burst, 1d4x10 MD per 40 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst, 2d6 MD per 20 rd burst.
(Saboted Light Armor Piercing)1d6 MD per round, 1d6x10 MD per 10 rd burst, 2d6x10 MD per 20 rd burst.
(PSX-2) 2d6 MD per round, 2d6x10 MD per 10 rd burst, 4d6x10 MD per 20 rd burst.
Rate of Fire: Bursts of 1-20
Payload: 80 rds
b) 15mm MicroMissiles---Holds 8 McMs.
3) Underwing Hardpoints(2)---Each hardpoint can carry ONE of the following:
a) Bombs---Really adapted handgrenades---up to 2 per hardpoint
b) Fusion Block Bombs----1 per hardpoint
c) Micro-Missiles---2 per hardpoint
Variants:
*McF-86(TW)---Technowizardry variant. Features the following:
-Regenerator Power Cylinder. 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.
*(Boosted) Ley Line Flier---Can fly effectively indefinitely on a ley line at 675 MPH.
*Levitation----A low-powered Levitation spell allows the aircraft to make STOL takeoffs and landings, especially important when using unimproved fields or when heavily laden. Can also be used by ground crews to taxi and move landed aircraft for servicing and repair. 30 minutes per 5 PPE/10 ISP.
*Breath Without Air----Enables the aircraft to fly at high altitude without standard pressurization reinforcement----10 minutes per 10 PPE/20 ISP.
*Hardpoints can now hold and launch TW mini-missiles(Small: 4,000 ft range, 4d6 MD damage. Large: 3 mile range, 2d4x10 MD to 30 ft blast radius damage).
McF-4 Phantomettehttp://www.skymasterjet.com/image8/f4ad.jpghttp://images.rcuniverse.com/forum/upfiles/23104/Rw58494.jpg Gauron Gravelchewer was NOT having a good day. And worse, he had nobody to share his misery with; the rest of his band having dropped away or been blow away in the course of this really bad day.
It had started out so well too; nice little village, minimal defenses, village champion lured away up in the mountains, and the place wide open for the pickings. The pirates had stormed ashore, intent on blowing away any deputies, killing a few examples, grabbing some good-looking slaves, and looting the valuables. They’d already jammed the local radio and done their homework on the obvious defensive positions.
-And it had all proven for naught by the time they reached the town green. They’d started taking small arms fire from every tree, stone wall, and sewer outlet in sight! Gauron had caught sight of multiple small scurrying forms running all over the place, blazing away at his dozen or so men with small caliber weaponry...but there was a damn LOT of them!...and his boys had spent precious time and e-clip energy trying to swat them, chewing up roads and trees instead of buildings. By the time he’d managed to remind them and get them back on focus, armored shutters had been closed all throughout town and any potential easy hostages had fled to shelter. Then the snipers, militia most likely, had begun opening up with weaponry they weren’t SUPPOSED to have. Then those robot motorcycles or whatever they were had shown up and begun shooting at his guys. Then the showers of mini-grenades all around his hunkered-down men, exploding like firecrackers, but chewing up them up...
And now that left him, staggering along, his body armor mostly ablated away and hanging off him, his bionic legs chugging along as he made his mad charge out of town, trying to get back to the band’s boat. At least nobody seemed to be pursuing him, probably they were mopping up what remained of his guys left behind.
That’s when he saw the fireball rising in the distance from where they’d left their hovercraft. That, and the rising whine of what sounded like little jet engines, stopped him in his tracks.
“Oh, what NOW?!” He regreted saying that as soon as it left his lips.
Above him, circling, several dark dart shapes peeled off and came in fast and low at him, his cyberoptics able to catch a glint off small canopies, and wings hung with dark pointy- and explody-looking shapes. And he was caught flatfooted out in the open.
“Oh #### me...”
The Phantomette, like its famous ancestor the F-4 Phantom, is powered by TWO engines, in this case two plasma-electric thrusters(the smallest available from PS, and originally developed for missile and drone propulsion). Fast, durable, and versatile are all appropriate when describing the MicroF-4, with its integral gun, dedicated air to air missile recesses, and underwing pylons.
Notably, the Phantomette has become the main microfighter of the Nomanser Marine Air Arm, with at least two squadrons operating from No Man’s Land Island.
Type: McF-4 Phantomette
Class: MicroFighter
Crew: One, Size Level 1-2 sentient.
MDC/Armor by Location:
Main Body 85
Cockpit 50
Wings(2) 40 each
Tail/Engine 42
Height: 21 inches
Width: 63 inches
Length: 98 inches
Weight: 70 lbs unloaded, 130 lbs fully loaded
Cargo: Small survival pack and sidearm(s) in the cockpit
Powerplant: Electric(w/12 hour endurance), Micro-Nuclear (w/ 5 year energy life), or TechnoWizardry
Speed:(Flying) 550 MPH, maximum altitude of 16,500 ft.
Bonuses: +3 to Dodge
Market Cost: 100,000 credits for electric, 300,000 credits for nuclear, 1.4 million credits for technowizardry
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) Nose Gun(1)----Mounted in the nose is a pulse laser.
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 mount 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
2)Underfuselage 30mm Micro-Missiles(4)
Range: 11,000 ft
Damage: (Pattern-3a) 4d6 MD single rd to 5 ft blast radius
(Pattern-3b) 1d4x10 MD to a 5 ft blast radius, or 3d6 MDC out to a 20 ft blast radius in fragmentation mode
(Pattern-3c)(Incendiary)2d6 MD to 5 ft blast radius, does an additional 1d4 burn damage for 2d4 melees
Rate of Fire: Volleys of 1-4
Bonuses:(All Patterns)(+3 to strike airborne targets, +1 to strike ground targets) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
Payload: 4 micro-missiles
Cost: (Pattern-3a) 90 credits each
(Pattern-3b)150 credits each
(Pattern-3c) 180 credits each
3) Underwing Hardpoints(4)---Each hardpoint can carry ONE of the following:
a) Bombs---Really adapted handgrenades---up to 2 per hardpoint
b) Fusion Block Bombs----1 per hardpoint
c) Micro-Missiles---2 per hardpoint
d) 30mm Micro-Missiles---1 per hardpoint
e) Mini-Missiles---1 per hardpoint
f) 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 also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 3 bundles per launcher
g) Mini-Gun Pod---Based on the cyborg forearm option:
Range: 2,000 ft
Damage:(SDC) 1d6x10 SDC per 10 rd burst
(MDC) 1 MD per single rd, 2d4 MD per 10 rd burst
Rate of Fire: EPCHH
Payload: 300 rd magazine
h) Laser Illuminator Pod---Range: 3 miles
Options:
*Sensor Nose--Replaces the nose gun with a nose module packed with wide-angle panoramic video recording sensors. A digital recorder stores up to six hours of imagery. Cost: +8,000 credits
Variants:
*McF-4V---Originally designed as a scaled-down testbed for a variable geometry wing version of the F-4(a TW version of which is also produced by PS). The McF-4V sports a high-placed wing with enlarged wingroots and swing-sweep outer wings. Between the maximum open mode and swept mode, the aircraft’s wingspan varies by 36 inches. The wing hardpoints swivel to accomodate underwing stores regardless of mode. The advantage of the swingwing is a modest improvement in maneuverability at speeds of 300 MPH or less(+5% to Piloting skill) and a slight increase in maximum speed: 680 MPH. Increase cost by 25% for the variant.
*McF-4(TW)---Technowizardry variant. Features the following:
-Regenerator Power Cylinder. 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.
*(Boosted) Ley Line Flier---Can fly effectively indefinitely on a ley line at 775 MPH.
*Levitation----A low-powered Levitation spell allows the aircraft to make STOL takeoffs and landings, especially important when using unimproved fields or when heavily laden. Can also be used by ground crews to taxi and move landed aircraft for servicing and repair. 30 minutes per 5 PPE/10 ISP.
*Breath Without Air----Enables the aircraft to fly at high altitude without standard pressurization reinforcement----10 minutes per 10 PPE/20 ISP.
*Armor of Ithan---------100 MDC, duration 40 melees(10 minutes). Activation PPE/ISP: 15PPE/25 ISP
*Invisibility: Simple----18 minutes per 4 PPE/8 ISP.
*Sound Cloaking System----(5 minutes per 10 PPE/20 ISP)
*Hardpoints can now hold and launch TW mini-missiles(Small: 4,000 ft range, 4d6 MD damage. Large: 3 mile range, 2d4x10 MD to 30 ft blast radius damage).
McF-16 Falconettehttp://www.details4scale.com/images/davecartersf16atFIJR.jpghttp://www.modeljetclub.co.uk/pictures/alex_lau_f16_b.jpghttp://www.modeljetclub.co.uk/jets_for_sale/Skymaster_f16_b.JPG “I hear there’s cities down in what used to be Australia that use unmanned mini-helicopters to patrol their airspace. I’d LOVE to see how our squadrons measure up to those whirligigs!”
A scale-down of the F-16, the Falconette is none the less formidable in its own right as an agile fighter.
The Falconette sees a lot of service as an air patroller over GNE territory, on the lookout for outlaw skycycles, aerial predators such as the Peryton, and fliers like Kittani flitters and CS helicopters.
Type: McF-16 Falconette
Class: MicroFighter
Crew: One, Size Level 1-2 sentient.
MDC/Armor by Location:
Main Body 80
Cockpit 50
Wings(2) 33 each
Tail/Engine 45
Height: 24 inches
Width: 65 inches
Length: 98 inches
Weight: 60 lbs unloaded
Cargo: Small survival pack and sidearm(s) in the cockpit
Powerplant: Electric(w/12 hour endurance), Micro-Nuclear (w/ 5 year energy life), or TechnoWizardry
Speed:(Flying) 450 MPH, maximum altitude of 16,500 ft.
Bonuses: +3 to Dodge
Market Cost: 94,000 credits for electric, 294,000 credits for nuclear, 1 million credits for technowizardry
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 Gun(1)----Mounted in the wingroot is a pulse laser.
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 mount 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
2) Wingtip Missile Launch Rails(2)---Each one can carry and launch a single Black Talon L-AAM Light Air to Air Missile(though out of scale with the original AAM missile the Black Talon is supposed to be emulating, the wingtip rails are the only launch position the L-AAM can be safely deployed on/off).
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Single shot
Payload: One missile
Bonuses: +5 to strike airborne targets, and gets TWO attempts to strike the target(agile enough to loop back on a target for a second try).
3) Underwing Hardpoints(6)---Each hardpoint can carry ONE of the following:
a) Bombs---Really adapted handgrenades---up to 3 per hardpoint
b) Fusion Block Bombs----1 per hardpoint
c) Micro-Missiles---4 per hardpoint
d) 30mm Micro-Missiles---1 per hardpoint
e) Mini-Missiles---1 per hardpoint
f) 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 also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 3 bundles per launcher
Variants:
* McF-16(TW)---Technowizardry variant. Features the following:
-Regenerator Power Cylinder. 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.
*(Boosted) Ley Line Flier---Can fly effectively indefinitely on a ley line at 675 MPH.
*Levitation----A low-powered Levitation spell allows the aircraft to make STOL takeoffs and landings, especially important when using unimproved fields or when heavily laden. Can also be used by ground crews to taxi and move landed aircraft for servicing and repair. 30 minutes per 5 PPE/10 ISP.
*Breath Without Air----Enables the aircraft to fly at high altitude without standard pressurization reinforcement----10 minutes per 10 PPE/20 ISP.
*Hardpoints can now hold and launch TW mini-missiles(Small: 4,000 ft range, 4d6 MD damage. Large: 3 mile range, 2d4x10 MD to 30 ft blast radius damage).
McMig-29 MicroFulcrumhttp://www.skymasterjet.com/image6/2983.jpg “Give me a lever and a fulcrum and I can move the world...but in this case all I need is a mini-Fulcrum with full warload and a clear shot at that giant robot’s knee joint and I’ll bring that sucker down for you!”
A touch of Russian design in the American-dominated MicroWarbird line, this sleek, angular microfighter just LOOKS plain lethal, and its combination of speed and weaponry make it lethal in combat.
The McMig is fitted with not one, but two plasma electric mini-thrusters, giving it a high turn of speed, but also reduced energy life between replacement of its power cell. High performance, the MicroFulcrum is also correspondingly more expensive, but for those Smallkin with the resources, backing, and need for speed, the aircraft is a must-have.
Type: McMig-29 MicroFulcrum
Class: MicroFighter
Crew: One, Size Level 1-2 sentient.
MDC/Armor by Location:
Main Body 75
Cockpit 50
Wings(2) 36 each
Tail/Engine 45
Height: 23 inches
Width: 68 inches
Length: 92 inches
Weight: 70 lbs unloaded
Cargo: Small survival pack and sidearm(s) in the cockpit
Powerplant: Electric(w/12 hour endurance), Micro-Nuclear (w/ 5 year energy life), or TechnoWizardry
Speed:(Flying) 750 MPH, maximum altitude of 17,000 ft.
Bonuses: +3 to Dodge
Market Cost: 105,000 credits for electric, 305,000 credits for nuclear, 1.3 million credits for technowizardry
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) 7.62mm Machine Gun---It’s rumored that this integral weapon is based on the original Soviet RPD light machine gun, but in reality the wingroot weapon is a more modern 7.62 machine gun firing caseless ammunition.
Range: 3,000 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst, 8d6x10 SDC per 20 rd burst, 1d4 MD per 40 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst, 2d10 MD per 20 rd burst, 1d4x10 MD per 40 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst, 2d6 MD per 20 rd burst.
(Saboted Light Armor Piercing)1d6 MD per round, 1d6x10 MD per 10 rd burst.
(PSX-2) 2d6 MD per round, 2d6x10 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: EPCHH
Payload: 250 rds
2) Underwing Hardpoints(8)---Each hardpoint can be fitted with ONE of the following:
a) Bombs---Really adapted handgrenades---1 per hardpoint
b) Fusion Block Bombs----1 per hardpoint
c) Micro-Missiles---2 per hardpoint
d) 30mm Micro-Missiles---1 per hardpoint
e) Mini-Missiles---1 per hardpoint
f) 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 also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 3 bundles per launcher
Options:
*Stealth Coating---Reduces the chance of the McMig-29 being spotted on radar by -20%. Cost: +50,000 credits
Variants:
*McMig-29(TW)---Technowizardry variant. Features the following:
-Regenerator Power Cylinder. 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.
*(Boosted) Ley Line Flier---Can fly effectively indefinitely on a ley line at 10,000(!) MPH.
*Levitation----A low-powered Levitation spell allows the aircraft to make STOL takeoffs and landings, especially important when using unimproved fields or when heavily laden. Can also be used by ground crews to taxi and move landed aircraft for servicing and repair. 30 minutes per 5 PPE/10 ISP.
*Breath Without Air----Enables the aircraft to fly at high altitude without standard pressurization reinforcement----10 minutes per 10 PPE/20 ISP.
*Armor of Ithan---------100 MDC, duration 40 melees(10 minutes). Activation PPE/ISP: 15PPE/25 ISP
*Hardpoints can now hold and launch TW mini-missiles(Small: 4,000 ft range, 4d6 MD damage. Large: 3 mile range, 2d4x10 MD to 30 ft blast radius damage).
McF-104 Starfighter(aka ‘Starlet’)
http://www.aviastar.org/pictures/usa/lok_starfighter.gif “What the hell just hit us?!”
“Missile I think! But missiles don’t have lasers in them, right? And they don’t come around for second passes, right? So, yeah, what the hell is coming at us again?!”
The McF-104 may be even more of a ‘manned missile’ than its ancestor(indeed. many Bigfolk aircrews have suggested launching McF-104s from the hardpoints of larger aircraft, a suggestion that has actually be considered for some aerial operations).
The McF-104’s strength is its speed(it is one of the few MWs able to regularly operate at supersonic speeds, and it is THE fastest of the series), and its diminutive pilot has to be able to handle crushing accelerations. Because of its great speed, the MF104’s short range radar is often rendered useless(the aircraft covering the radar range within seconds), the McStarfighter frequently operates in concert with a larger aircraft or ground station with more powerful radar equipment.
The McF-104’s high performance comes at the cost of reduced energy life; the plasma electric thruster eats up power, drawing heavily on the powerplant and requiring frequent recharging/replacement under heavy use.
McF-104s are frequently posted to air defense units for rapid response and interception of incoming aerial contacts. Though the McF-104 lacks the firepower for taking on large targets or ones sporting effective anti-missile defenses, the tiny speedsters can still give a good eyes-on-the-scene presence in an era of magical stealth and advanced electronic disguise.
The McF-104 recently had a moment of glory when one of Paladin Steel’s ofworld/outdimension resource worlds came under attack by an unknown foe who jammed the radio communications between the widely dispersed outposts on the planet. A squadron of McF-104s undertaking exercises on the planet were pressed into service as couriers, the tiny supersonic aircraft able to quickly run messages between the defensive positions, while evading enemy patrols, and allowing the defenders to better coordinate their counterattacks.
Type: McF-104 Starfighter
Class: MicroFighter
Crew: One, Size Level 1-2 sentient.
MDC/Armor by Location:
Main Body 72
Cockpit 50
Wings(2) 32 each
Tail/Engine 60
Height: 18 inches
Width: 52 inches
Length: 131 inches
Weight: 60 lbs
Cargo: Small survival pack and sidearm(s) in the cockpit
Powerplant: Electric(w/9 hour endurance), Micro-Nuclear (w/ 4 year energy life), or TechnoWizardry
Speed:(Flying) 780 MPH, maximum altitude of 18,000 ft.
Bonuses: +3 to Dodge
Market Cost: 110,000 credits for electric, 310,000 credits for nuclear, 1.1 million credits for technowizardry
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) Nose Gun(1)----Mounted in the nose is a pulse laser.
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 mount 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
2) Wingtip Missile Launch Rails(2)---Each one can carry and launch a single Black Talon L-AAM Light Air to Air Missile(though out of scale with the original AAM missile the Black Talon is supposed to be emulating, the wingtip rails are the only launch position the L-AAM can be safely deployed on/off).
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Single shot
Payload: One missile
Bonuses: +5 to strike airborne targets, and gets TWO attempts to strike the target(agile enough to loop back on a target for a second try).
3) Underwing Hardpoints(4)---Each hardpoint can carry ONE of the following:
a) Bombs---Really adapted handgrenades---up to 3 per hardpoint
b) Fusion Block Bombs----1 per hardpoint
c) Micro-Missiles---1 per hardpoint
d) 30mm Micro-Missiles---1 per hardpoint
e) 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 also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 3 bundles per launcher
Options:
*Laser Reflective Armor---Cuts laser damage by HALF, and just plain looks cool. Cost: +60,000 credits
Variants:
*McF-104(TW)---Technowizardry variant. Features the following:
-Regenerator Power Cylinder. 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.
*(Boosted) Ley Line Flier---Can fly effectively indefinitely on a ley line at 10,000(!) MPH.
*Levitation----A low-powered Levitation spell allows the aircraft to make STOL takeoffs and landings, especially important when using unimproved fields or when heavily laden. Can also be used by ground crews to taxi and move landed aircraft for servicing and repair. 30 minutes per 5 PPE/10 ISP.
*Breath Without Air----Enables the aircraft to fly at high altitude without standard pressurization reinforcement----10 minutes per 10 PPE/20 ISP.
*Armor of Ithan---------100 MDC, duration 40 melees(10 minutes). Activation PPE/ISP: 15PPE/25 ISP
*Glare-Flash---A variation of Chromatic Protection and Blinding Flash, though it has certain similarities tosome Space Magic spells. When activated, this system causes the fighter to glow incredibly brightly, bright enough to temporarily blind opponents using Mark One Eyeball,(-10 to strike the fighter ), and screws up certain light-sensitive targeting systems(-6 to strike), duration 24 melees(6 minutes). Activation PPE/ISP: 8 PPE/16 ISP
*Hardpoints can now hold and launch TW mini-missiles(Small: 4,000 ft range, 4d6 MD damage. Large: 3 mile range, 2d4x10 MD to 30 ft blast radius damage).
McA-10 MIniThunderhttp://www.skymasterjet.com/image8/DSC_6635-1.jpg “Oh, that is one BIG UGLY mosquito swarm!”
Modelled after the famous ‘Warthog’, the McA-10 has a lot to live up to, so PS engineers made the mini-plane as much of a brick as they could. Fully loaded with handgrenade bombs and mini-missiles, the MicroHog can barely get aloft inside the seventy-five foot runway length that’s standard for microfighters, but once in the air it can unleash a warload heavier than than of a SAMAS.
The basic concept of the McA-10 remains the same as its bigger ancestor; take a big gun and wrap an aircraft around it. In this case, the airframe serves as a carrier for an infantry-scale heavy weapon such as a heavy machine gun, light autocannon, or heavy energy rifle. The straight wings have the added benefit of being able to carry an array of ordnance that, even if limited to hand-portable explosives such as hand grenades(adapted with new fusing and rifle grenade fins), can do considerable damage. So equipped, the McA-10 is arguably the most dangerous of the MicroWarbirds, being able to tackle combat cyborgs and even vehicles and seriously damage them, if not outright destroy them. Unfortunately, the McA-10 is also the slowest and least agile of the MWs, and is a sitting duck if targeted by advanced air defenses. This has’t stopped it from being wildly popular with Smallkin forces who love the idea of having a ‘flying gun’ at their disposal.
Type: McA-10
Class: MicroFighter
Crew: One, Size Level 1-2 sentient.
MDC/Armor by Location:
Main Body 100
Cockpit 50
Wings(2) 50 each
Tail/Engine 60
Height: 23 inches
Width: 109.6 inches
Length: 101 inches
Weight: 150 lbs unloaded, 280 lbs fully loaded
Cargo: Small survival pack and sidearm(s) in the cockpit
Powerplant: Electric(w/12 hour endurance), Micro-Nuclear (w/ 5 year energy life), or TechnoWizardry
Speed:(Flying) 200 MPH, maximum altitude of 16,500 ft.
Bonuses: +2 to Dodge
Market Cost: 100,000 credits for electric, 300,000 credits for nuclear, 1.4 million credits for technowizardry
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) Nose-mounted Cannon(1)---The main attraction of the McA-10 design is the nose-mounted heavy gun. Adding to the attraction of the heavy firepower in a small, flying, heavily armored package is the modularity of the installation; PS makes several powerful weapons available to be mounted.
a) .50 caliber Machine Gun---A lightweight version of the venerable
‘Fifty’, firing caseless ammunition.
Range: 6,000 ft
Damage: (SDC) 1d6x10 SD single rd, 1d6x100 SD/1d6 MD per 10 rd burst, 2d6x100 SD/2d6 MD per 20 rd burst
(Ramjet) 1d4 MD per single rd, 2d4 MD per 10 rd burst, 3d6 MD per 20 rd burst
(PSX-1)1d4 MD per single rd, 3d6 MD per 10 rd burst, 1d4x10 MD per 20 rd burst
(Saboted Light Armor Piercing) 2d6 MD single rd, 1d4x10 MD per 10 rd burst, 1d8x10 MD per 20 rd burst
Rate of Fire: ECHH
Payload: 350 rd belt
Cost: 9,000 credits
b) 20mm ‘Taskin’ Cannon
Range:(20mm)3,000 ft (1,500 ft for wood rounds)
Damage:(20mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm PS-1) 4d4 MD single rd
1d6x10 MD per 5 rd burst
Airburst does 4d4 MD to 2 ft blast radius
(Wood Rounds) 6d6 SDC per round (1d6x10 HP to vampires)
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airbursts are not possible with wooden rounds
(20mm PSX-2)(after 110 PA)
4d6 MD single rd
2d6x10 MD per 5 rd burst
Airburst does 4d6 MD to 6 ft blast radius
Rate of Fire: (20mm)Standard.
Payload: 200 rds
Cost: 20,000 credits
A box of 100 20 mm ‘smart’ rds costs 800 credits
A box of 100 20 mm ‘smart’ PSX-1 rds costs 3000 credits(after 110 PA, this drops to 2,000 credits)
A box of 100 20 mm ‘smart’ PSX-2 rds costs 3200 credits
c) Plasma Cannon---Modified PS-made PSPPR-5 ‘Lewiston’ Light Plasma Cannon
Range: 3,300 ft
Damage: 5d6 MD per shot, 2d4x10 MD for a four-shot burst
Rate of Fire: Standard
Payload: 48 shots with an e-canister , effectively unlimited if nuclear powered
Cost: 33,000 credits
d) Ion Blaster---Adapted from the PSIC-02 Infantry Ion Cannon
Range: 2,000 ft
Damage: 1d6x10 MD per bolt to primary target.
Furthermore, a secondary bolt will jump to 1d6 targets in the vicinity of the main target, starting with the nearest target(or the nearest metallic target) as long as they are within 6 ft(10 ft for metal targets) of the initial target/point of impact, then jumping to the next one until the ball lightning disipates. Secondary targets can attempt to dodge the energy ball as standard.
Secondary targets will take HALF damage(4d6 MD).
Does only 1/4 of the original damage if the secondary targets are non-metallic or grounded
Organic targets roll for Stun; save at 16 or better or be -8 to strike, dodge, parry, roll, and initiative, reduce APMs and Spd by HALF, for 2d4 melee rds. A successful save means lose only initiative and 1 APM for 1 melee round.
50% chance of knocking out unshielded electronics(or 1d4 subsystems like radio, electronic image amplification, cybernetic sensory implant, or the like) for 1d4 melees.
Beings susceptible to electricity take DOUBLE damage.
Rate of Fire: Standard
Payload: 50 shot e-canister, effectively unlimited if nuclear powered
Bonuses: +2 to strike metallic targets
Cost: 27,000 credits
e) Ion Cannon 2---Adapted from the PSIC-03 “Scheffer’ Ion Cannon
Range: (Ion Bolt) 3,000 ft
(Spray Bolt)1,500 ft and affects a 15 ft wide area
Damage: (Ion Bolt) 1d6x10 MD per single bolt
(Spray Bolt) 4d6 MD to a 15 ft wide area
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage
Rate of Fire: Standard
Payload: 50 shot e-canister, effectively unlimited if nuclear powered
Cost: 32,000 credits
2) Underwing Hardpoints(11)---Each hardpoint can carry ONE of the following:
a) Bombs---Really adapted handgrenades---up to 3 per hardpoint
b) Fusion Block Bombs----1 per hardpoint
c) Micro-Missiles---4 per hardpoint
d) 30mm Micro-Missiles---1 per hardpoint
e) Mini-Missiles---1 per hardpoint
f) 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 also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 3 bundles per launcher
g) Laser Illuminator Pod---Range: 3 miles
Variants:
*McA-10(TW)---Technowizardry variant. Features the following:
-Regenerator Power Cylinder. 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.
*(Boosted) Ley Line Flier---Can fly effectively indefinitely on a ley line at 300 MPH.
*Levitation----A low-powered Levitation spell allows the aircraft to make STOL takeoffs and landings, especially important when using unimproved fields or when heavily laden. Can also be used by ground crews to taxi and move landed aircraft for servicing and repair. 30 minutes per 5 PPE/10 ISP.
*Breath Without Air----Enables the aircraft to fly at high altitude without standard pressurization reinforcement----10 minutes per 10 PPE/20 ISP.
*Armor of Ithan---------100 MDC, duration 40 melees(10 minutes). Activation PPE/ISP: 15PPE/25 ISP
*Impervious to Energy---( 5 minutes per 20 PPE/40 ISP)
*Sound Cloaking System----(5 minutes per 10 PPE/20 ISP)
*Multiple Image---(Produces 3 images, 6 minutes per 5 PPE/10 ISP)
*Hardpoints can now hold and launch TW mini-missiles(Small: 4,000 ft range, 4d6 MD damage. Large: 3 mile range, 2d4x10 MD to 30 ft blast radius damage).
McF/T-80 Shooting Star(aka ‘Meteorite’, ‘MicEfTee’)
http://www.jetproductsaustralia.com/yahoo_site_admin/assets/images/IMG_3127.24204518_std.JPG “Chalk another Kittani Base-3 security drone on my kill tally! This shooting star’s hit twice today!”
A sturdy, reliable little aircraft, though not particularly well armed. The MicroFighter variant actually combines features of the F-80 fighter version with the later T-33 trainer to produce a combination primary trainer/light fighter.
The McF-80’s main shortcoming is a lack of weaponry; its integral guns are short-ranged, and it lacks the ability to carry much in the way of underwing ordnance. Lack of speed is another consideration; the McF-80 is not particularly fast(This is compensated somewhat by its longer range and power source endurance). Still, it is popular with Smallkin militia aircrews because of its simple, easy, handling and easy maintenance. The McF-80 is primarly used by the GNEAS as a Smallkin aviation trainer to acquaint new pilots with powered flight and modern vehicular air combat.
Type: McF-80 Shooting Star
Class: MicroFighter
Crew: Two, Size Level 1-2 sentients.
MDC/Armor by Location:
Main Body 60
Cockpit 50
Wings(2) 30 each
Tail/Engine 50
Height: 19 inches
Width: 98 inches
Length: 87 inches
Weight: lbs
Cargo: Small survival pack and sidearm(s) in the cockpit
Powerplant: Electric(w/18 hour endurance), Micro-Nuclear (w/ 10 year energy life), or TechnoWizardry
Speed:(Flying) 350 MPH, maximum altitude of 16,500 ft.
Bonuses: +3 to Dodge
Market Cost: 76,000 credits for electric, 276,000 credits for nuclear, 800,000 credits for technowizardry
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.
*Dual Controls---Both the front and back cockpit seats have fully functional flight controls.
Weapons Systems:
1)6x .22 Machine Guns---Modified caseless ammunition versions of the McGMG07 ’Frenzy’, with better range.
Range: 2,000 ft
Damage: (.22LR) 1d6 SDCor 3d6 SD per 3-rd burst, 6d6 SDC for a six-round burst, a ten-round burst does 1d6x10 SDC, and a full twenty-round burst does 2d4x10 SDC.
(Wellington/PS Exploders) 3d6 SD per rd or 9d6 SD per 3-rd burst, 1d4x10 SDC for a six-round burst, a ten-round burst does 1d6x10 SDC, and a full twenty-round burst does 2d6x10 SDC.
(PSX-2) 1d4 MD per rd, a three round burst does 2d4 MD, a six-round burst does 4d4 MD, a ten-round burst does 1d4x10 MD, and a full twenty-round burst does 2d4x10 MD!!
That’s per SINGLE gun.
Rate of Fire: Automatic
Payload: 360 rds per gun
Options:
*Underwing Hardpoints---Up to TWO light hardpoints can be added to the underside of the wings, but the increased drag reduces top speed by 10%. Each can carry ONE of the following:
a) Bombs---Really adapted handgrenades---1 per hardpoint
b) Fusion Block Bombs----1 per hardpoint
c) Micro-Missiles---1 per hardpoint
d) 30mm Micro-Missiles---1 per hardpoint
e) Mini-Missiles---1 per hardpoint
f) 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 also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 3 bundles per launcher
Variants:
*McF-80(TW)---Technowizardry variant. Features the following:
-Regenerator Power Cylinder. 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.
*(Boosted) Ley Line Flier---Can fly effectively indefinitely on a ley line at 475 MPH.
*Levitation----A low-powered Levitation spell allows the aircraft to make STOL takeoffs and landings, especially important when using unimproved fields or when heavily laden. Can also be used by ground crews to taxi and move landed aircraft for servicing and repair. 30 minutes per 5 PPE/10 ISP.
*Breath Without Air----Enables the aircraft to fly at high altitude without standard pressurization reinforcement----10 minutes per 10 PPE/20 ISP.
McBae-Hawkhttp://www.bvmjets.com/HotShots/Skymaster/R_Curry2.jpg(aka ‘Hawklet’)
“I know it’s become something of a tradition for graduating flight crews, but we politely order that pilots refrain from giving in to the temptation to paintbomb the airbase commander’s quarters! The same also goes for bullseying the birdbath outside the base hall and the flowerbed at the camp enterance!”
Modelled after a British training and light attack aircraft, the MicroHawk is being groomed both as a trainer for the MicroWarbird line, and for overseas sales in Britain, where there are also substantial numbers of Smallkin.
Having two cockpit seats, the McBae-Hawk is used for training pilots for other MicroFighters. The MicroHawk is used for advanced piloting and weapons training, but it can also be used in a light strike role. The MicroHawk is becoming somewhat more popular with training crews than the Shooting Star, in part due to the slightly staggered placement of the two seats in relation to each other; the slightly higher backseat affords greater visibility for the instructor during eyeballs-only flying.
Type: McBae-Hawk
Class: MicroFighter
Crew: Two, Size Level 1-2 sentient.
MDC/Armor by Location:
Main Body 70
Cockpit(2 armored seats) 50 each
Wings(2) 35 each
Tail/Engine 35
Height: 19 inches
Width: 85 inches
Length: 97 inches
Weight: 60 lbs
Cargo: Small survival pack and sidearm(s) in the cockpit
Powerplant: Electric(w/18 hour endurance), Micro-Nuclear (w/ 10 year energy life), or TechnoWizardry
Speed:(Flying) 450 MPH, maximum altitude of 16,500 ft.
Bonuses: +3 to Dodge
Market Cost: 95,000 credits for electric, 295,000 credits for nuclear, 900,000 credits for technowizardry
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(s), 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.
*Dual Controls---Both the front and back cockpit seats have fully functional flight controls.
Weapons Systems:
1)Light Machine Gun(1)---Based on the cyborg forearm option.
Range: 2,000 ft
Damage:(SDC) 1d6x10 SDC per 10 rd burst
(MDC) 1 MD per single rd, 2d4 MD per 10 rd burst
Rate of Fire: EPCHH
Payload: 300 rd magazine
2) Underwing Hardpoints(4)---Each can carry ONE of the following:
a) Bombs---Really adapted handgrenades---up to 2 per hardpoint
b) Fusion Block Bombs----1 per hardpoint
c) Micro-Missiles---1 per hardpoint
d) 30mm Micro-Missiles---1 per hardpoint
e) Mini-Missiles---1 per hardpoint
f) 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 also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 3 bundles per launcher
Variants:
*
McBae-Hawk(TW)---Technowizardry variant. Features the following:
-Regenerator Power Cylinder. 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.
*(Boosted) Ley Line Flier---Can fly effectively indefinitely on a ley line at 600 MPH.
*Levitation----A low-powered Levitation spell allows the aircraft to make STOL takeoffs and landings, especially important when using unimproved fields or when heavily laden. Can also be used by ground crews to taxi and move landed aircraft for servicing and repair. 30 minutes per 5 PPE/10 ISP.
*Breath Without Air----Enables the aircraft to fly at high altitude without standard pressurization reinforcement----10 minutes per 10 PPE/20 ISP.
*Hardpoints can now hold and launch TW mini-missiles(Small: 4,000 ft range, 4d6 MD damage. Large: 3 mile range, 2d4x10 MD to 30 ft blast radius damage).