Paladin Steel Storefront

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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:
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.



It was the Locke-Snye Trundlebug, available from the Three Galaxies through Paladin Steel...Big rolling wrecking ball of a vehicle with 800 MDC. It was posted here, but I'll repost or PM if so requested.
-------------
"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 »

abtex wrote:Strange Attack Helicopter so different, it's almost beautiful.



I'd need the artist's permission to use it. Mainly, though, I'm leaning towards existing public domain vehicles as basis, or my own artwork. Keeps things tidier :D
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

Shark_Force wrote:
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



Maybe not pizza in a power amror, though I did post an infantry anti-gravity pack with support systems, includinga portable fridge and microwave oven for battrlefield snacks and hot rations. :D
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by abtex »

taalismn wrote:
abtex wrote:Strange Attack Helicopter so different, it's almost beautiful.

I'd need the artist's permission to use it. Mainly, though, I'm leaning towards existing public domain vehicles as basis, or my own artwork. Keeps things tidier :D

I think that ZINO said he got permission. Just ask him -- his site is http://thexhs.deviantart.com/
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 »

Still prefer to develop my own art for my own designs over using existing (fictional) stuff if I can...may take longer, but I get that warm glow from putting together the total package. :D
The exceptions being actual prototypes or long dead design proposals/concepts.
-------------
"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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Shark_Force
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Re: Paladin Steel Storefront

Unread post by Shark_Force »

taalismn wrote:
Shark_Force wrote:
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



Maybe not pizza in a power amror, though I did post an infantry anti-gravity pack with support systems, includinga portable fridge and microwave oven for battrlefield snacks and hot rations. :D


i'm sure it could manage at least some form of something which could be called pizza :)
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Shark_Force wrote:
taalismn wrote:
Shark_Force wrote:
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



Maybe not pizza in a power amror, though I did post an infantry anti-gravity pack with support systems, includinga portable fridge and microwave oven for battrlefield snacks and hot rations. :D


i'm sure it could manage at least some form of something which could be called pizza :)



Yes, of course, and pizza rolls and french bread pizza too. Staples of the GNE Armed Services , which well understands that an army travels on its stomach, and a good meal means more to troops than all the propoganda and inspirational speeches an officer can dish out(on the other hand, if that officer can dish out a good barbecue with all the fixings...).
The post-Rifts toppings might be a little unusual to say the least, though. Anchovies might be rather hard to come by, so you might see salt-beetle with extra cheese, or the dinosaur meat lover's special. Don't ask where either the mushrooms or the cheese came from.
-------------
"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 »



Old Royal Navy Joke:
"I once saved the entire crew of the battleship Respite!"
"How 'd you do that?"
"Shot the cook."
-------------
"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 »

(with thanks to Raven for his cadmium-telluride cartridge technology; the Five Star Technologies legacy lives on!)

Paladin Steel HPC-03 ‘Vesuvius’ Heavy Rapid-Fire Plasma Gatler
“Okay, we’re the last line between that godzilla-wannabe tearing up downtown and the rest of the state, hell, the entire continent. The flyboys are gearing up for a big strike, but the collateral damage from their ordnance is going to be apalling, whereas we can lay direct line of sight energy fire right on target! The rest of the army’s taking care of the smaller buggers you’ve heard about, but it’s up to us in the artillery to stop the big boy in its tracks! That means we hold our places and man our guns until that giant bastard either goes down or our guns burst! Even if the thing proves resistant to plasma, if we can throw enough at it all at once, maybe we can wear it down!
Battery A will lead, but I want you to hold your fire until it’s in range of Battery B as well, so we can get that obscenity in a crossfire! Battery C will be reserve if the thing closes with either A or B, and Batteries D and E will have their missile tubes loaded and ready to fire direct in support! We also got hovers coming down the river to add su-
What? Okay, word just in! Target is on the move! Heading up this way! ETA in eight minutes! I want ready in two! Man your guns and let’s barbecue some kaiju for supper tonight!”

“Artillery is the last argument of kings. I guess that makes me and mine the royal executioners.”
----Anonymous GNE plasma artillery battery commander, First Army Group, Greater New England Regular Army.

The PSHPC03 ‘Vesuvius’ is a combination of the concepts of the PSPPR-9 TriBarrel ‘HeatWave’ Gatling Plasma Cannon and the PS-HSGC-10 Long Barreled 20mm Vulcan Cannon ‘Super Vulcan’ mounting.
The Vesuvius’s basic unit is a six-barrel larger caliber version of the ‘Heatwave’ plasma machinegun, using expendable single-shot cadmium-telluride cartridges(a technology acquired form early trade ally Kera-Tech) like regular belt-fed projectiles. The Vesuvius uses a much larger 40mm cartridge with a cadmium-telluride jacket around a small cylinder of enriched deuterium-impregnated solution, however, for greater power per shot. The advantage of the cartridge system, though requiring specialized ammunition, is that the weapon doesn’t need to be hooked up to a high output powerplant to provide for the actual plasma generation and projection, allowing for a lighter (overall) weapon than if the plasma cannon were directly powered.
The Vesuvius has excellent range for a plasma weapon, thanks to PS’s magnetic containment and projection technology, allowing the bolts to retain their density and cohesion for longer distances and duration before breaking up. Unlike the ‘Heatwave’, the configuration of the 40mm cartridge with its deuterium core means that the plasma bolt doesn’t lose cohesion as quickly before reaching maximum range.
A special liquid cooling system has had to be developed to keep the weapons from melting themselves down during sustained fire. Even so, the weapons quickly create a thermal plume that makes them easy to spot (and target) with thermal imaging gear.
There is nothing subtle about the Vesuvius; the scream of the tracer-like plasma bolts flying down range, the roar of the cooling system, the puff-ejection of spent power cartridges and the humming of the rotary barrel system make the Vesuvius one loud heavy weapon to be around, Furthermore, the weapon has to be well-braced and sited; the combined backwards thrust of rapid-fire plasma ejections gives the weapon serious recoil when firing at full fire rate. While the Vesuvius has long range for a plasma weapon system, it still falls short when compared to conventional artillery and other projectile weapons systems.
Balancing the disadvantages of the gun system is of course the weapon’s tremendous firepower. Going full-out in burst mode, the Vesuvius can melt down main battle tanks in seconds and cremate monsters.
Worse yet, the standard deployment of these weapons is akin to that of the Super Vulcan; TWO plasma gatlers are mounted side by side on the same powered rotating mount. This allows a battery of these weapons to bring SERIOUS firepower to bear on a target or battlefield.
Despite their great destructive power, the sheer weight and logistical support (such as their specialized ammunition) needed for these weapons limits their use to shipboard installations, seige artillery batteries, or defensive fortifications. The standard field-mobile piece is an nine-ton wheeled trailer with twin cannons(described here), generator for the electronics and drive motors, and stabilizer jacks. The trailer unit is typically served by additional trailers carrying additional ammunition, targeting sensors, and coolant supplies.
Paladin Steel is also looking at installing the weapon on an SPG chassis, naval vessels, or single cannons on giant combat robots. Walled cities and especially the New Boston Arcology sport batteries of these weapons among their fortification armaments, making for a very effective killzone around the communities.
MDC per open-mount cannon unit: 200
Weight: 9 tons for the dual mount(4 tons for a single gun system)
Range: 8,500 ft
Damage:1d4x10 MD per single blast(4d6 MD at ranges beyond 7,000 ft out to maximum), 3d4x10 MD per three-shot burst(1d6x10 MD at ranges beyond 7,000 ft out to maximum), 4d6x10 MD per six-shot burst(2d6x10 MD at ranges beyond 7,000 ft out to maximum), and a whopping 8d6x10 MD(4d6x10 MD at ranges beyond 7,000 ft out to maximum) for a twelve-shot burst per single cannon.
Rate of Fire: EGCHH
Payload: Typically is fed by 240 rd belts.
Special Features:
*Computer-stabilized recoil control.
*Trailer and turret mounts have powered swivel
*Integral Targeting and Laser Rangefinding: +1 to strike
Cost: 650,000 credits per single gun system; 1.2 million credits for the dual-mount. 40mm Cadmium-telluride cartridges cost 95 credits each

Notable Variant Mountings:
*MCR-GvD014G--- A handful of PS/CTRL-MCR-GvD014 GraveDigger Medium Combat Robots have been refitted with Vesuvius cannons in place of the left torso/shoulder PBC mount, and the right shoulder SRM launcher has been replaced with an ammunition drum for 400 rds of 40mm cartridge. The added mass and off-balancing of the large plasma cannon reduces the Gravedigger’s maximum speed by 15%, but the extra range and firepower of the direct fire plasma weapon has earned the variant the nickname of ‘Graveburner’.
Last edited by taalismn on Mon Oct 10, 2011 4:02 pm, edited 1 time in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by ZINO »

love it
nice man
I am humble by your work
just plain evil to a target
now how would this heavy weapon look like ?
let your YES be YES and your NO be NO but plz no maybe
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Re: Paladin Steel Storefront

Unread post by glitterboy2098 »

i always cringe when i see the term "artillery" being used to describe direct fire, line of sight systems like energy weapons. artillery generally means indirect fire capable systems, which lasers, plasma, etc aren't. unfortunately there is no real world terminology to use, since we don't have them yet..
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Re: Paladin Steel Storefront

Unread post by Jefffar »

Artillery means big, specialist ranged weapons. Only as technology advance did artillery become indirect fire.
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Re: Paladin Steel Storefront

Unread post by taalismn »

glitterboy2098 wrote:i always cringe when i see the term "artillery" being used to describe direct fire, line of sight systems like energy weapons. artillery generally means indirect fire capable systems, which lasers, plasma, etc aren't. unfortunately there is no real world terminology to use, since we don't have them yet..



Since the weapon here in question uses traditional stored energy cartridges, and range beyond that of personal weaponry, I figured it belonged in the league of projectile artillery, alongside pack howitzers and anti-armor cannons(like RLCs), rather than 'big honking rayguns'.
-------------
"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 »

Paladin Steel ‘Yootan’ Light Fire Support Robot
(aka ‘Firedancer’)
“Let me tell you, even with the extra insulation and cooling systems protecting the cockpit, when you got those gatlers going full rock-and-roll on either side of you, you can’t HELP but feel the heat build up! And with the canopy optics going to flash protection mode every time those guns fire, you start seeing in strobe-flashes. My unit got into a real intense firefght one night driving back a pair of Kreewarr that were raiding the coast, and by the time that had been resolved, I just about puked after-action from vertigo and heat stress. We ROASTED one of those bastards and ablated most of the shell off the other, but it took a lot out of the plasma mecha pilots in my section, even with all the safeties built into our machines!”

The ‘Yootan’ is a derivative of the ‘Gondal’ Light Infantry Combat Robot sold and licensed to Greater New England and Paladin Steel by the outdimension Corianus-Typhen-Rosette League. Originally meant as merely a test-bed to check the viability of a field refit kit for mounting the newly-developed ‘Vesuvius’ Heavy Plasma Gatler on existing ‘Gondals’, the Yootan required enough changes that it was decided to give it its own name and designation code.
In order to mount the twin 40mm multi-barrel plasma cannons, a few necessary changes have had to be made. The leap-assist jets had to be removed to make room for the magazine drum feeding the twin gatlers. The legs were strengthened to carry the extra weight of weaponry, with additional armor cladding for protection. The central weapons hardpoint has been removed, and only a light pulse laser retained for self-defense, and several sensor systems added to increase the ability of the robot to spot trouble in advance and more accurately employ its plasma gatlers. A laser target illuminator has been added, allowing the Yootan to spot for other artillery units in an emergency. The Yootan sacrifices some speed for its added weight, and the removal of the jumpjets restricts its mobility somewhat, but these were regarded as necessary sacrifices for the added firepower.
The Yootan is meant as a fire support machine, operating in concert with other units that can give it backup and escort security while it concentrates on hammering enemy units with its plasma cannon. The Yootan’s dependence on specialized ammunition for its main armaments limits its deployment somewhat; once its magazines are expended, the remaining pop-gun weaponry does not justify the Yootan staying in combat any longer. Once empty, the Yootan attempts to fall back for resupply, or at least drops back behind the cover of its companion units.
Only a handful of Yootans have been produced thus far, owing to its specialized role. The few deployed so far have been with GNE units, where the robots can be readily supplied with the specialized logistics the gatlers need.
Type: PS/CTRL-GND11P/YTN01 Yootan
Class: Light Fire Support Robot
Crew: One; a second person can squeeze in behind, but conditions will be cramped.
MDC/Armor by Location:
Main Body 380
Crew Compartment 100
Head(none)
Plasma Gatlers(2) 200 each
Ammunition Drum 250
Legs(2) 200 each
Height: 18 ft
Width: 13 ft
Length: 8 ft
Weight: 10 tons
Cargo: Small space in crew compartment for a survival pack, sidearm(s), and a few small personal possessions.
Physical Strength: Not applicable; the Yootan lacks arms
Powerplant: Nuclear Fusion with 20 year energy life
Speed:
(Running) 100 MPH
(Leaping) 20 ft up/across standing jump, 35 ft running leap
(Flying) Not possible
(Underwater) Can run along the bottom at 6 MPH. Maximum depth of 800 ft
Market Cost: 13 million credits
Systems of Note:
Standard Basic Robot Systems, plus:

*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 ordnance.
Cost: 40,000 credits

*Optical Cluster---Mini-optics turret similar to those mounted on helicopters and aerodynes
Sensors: Telescopic (2 mile accuity, 4-10x50 magnification)
IR/UV(2,000 ft)
Thermo-Imaging (3,000 ft)
Audio-Video-Survellance System w 48 hour recording capability
Laser Illuminator---’Paints’ targets for laser-guided weaponry. Range of 3 miles and gives a +1 to strike for L-G ordnance.

Weapons Systems:
1) HPC-03 ‘Vesuvius’ Heavy Rapid-Fire Plasma Gatler(2)---- Each of these weapons is a six-barrel larger caliber version of the ‘Heatwave’ plasma machinegun, using expendable single-shot cadmium-telluride cartridges(a technology acquired form early trade ally Kera-Tech) like regular belt-fed projectiles. The Vesuvius uses a much larger 40mm cartridge with a cadmium-telluride jacket around a small cylinder of enriched deuterium-impregnated solution, however, for greater power per shot. The advantage of the cartridge system, though requiring specialized ammunition, is that the weapon doesn’t need to be hooked up to a high output powerplant to provide for the actual plasma generation and projection, allowing for a lighter (overall) weapon than if the plasma cannon were directly powered.
The weapons are belt-fed from a large magazine drum at the back of the robot’s upper torso. Though the ammunition is perfectly stable and cannot be set off except by the electrical sequencing charges in the plasma cannons’ firing chambers, the magazine can be ejected from the robot in an emergency.
Range: 8,500 ft
Damage:1d4x10 MD per single blast(4d6 MD at ranges beyond 7,000 ft out to maximum), 3d4x10 MD per three-shot burst(1d6x10 MD at ranges beyond 7,000 ft out to maximum), 4d6x10 MD per six-shot burst(2d6x10 MD at ranges beyond 7,000 ft out to maximum), and a whopping 8d6x10 MD(4d6x10 MD at ranges beyond 7,000 ft out to maximum) for a twelve-shot burst per SINGLE cannon.
Rate of Fire: EGCHH
Payload: 480 rds in a shared drum

2) Nose-Mount Pulse Laser(1)---This is the only weapon retained from the original Gondal options.
Range: 4,000 ft
Damage: 4d6 MD single shot, 2d4x10 MD per triple burst
Rate of Fire: ECHH
Payload:Effectively unlimited

3))Optional) Grenade Launchers(2)---Mounted on the hips are two small 4-tube smoke mortars/tear gas/grenade launchers. They are typically loaded with smoke screen rounds.
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: 8 per launcher(2 per tube)(16 total)


Hand to Hand Combat
Body Block/Tackle 2d4 MD
Stomp 1d6 MD
Kick 2d6 MD
Leap Kick(2 attacks) 3d6 MD
Use Robot Basic Combat Training stats from RMB
Elite Training in Gondal combat:
+2 APMs, plus 1 at levels 3,7, and 11
+2 Strike in hand to hand combat
+2 Dodge
+2 Parry
+3 Roll w/ punch, fall, or impact
+3 Pull Punch
+1 on Initiative

Variants:
*GND11P/YTN01D---An experimental ‘destroya’ refit, the YTN01D replaces the standard armor with thermal ablative armor(special heat-resistant materials designed originally for reentry vehicle shielding. Heat and plasma-based attacks do 1/4 damage), an enhanced range Pulse Laser(PS-RFL-25; the so-called “Prosek’s Gift’ thanks to its being derived from a reverse-engineered Coalition weapon. Range: 6,000 ft, Damage:2d4x10 MD per blast), and a small forcefield generator cranking out 100 MDC of additional protection. Several YTN01Ds. in stunning crimson and gold paint jobs, have been seen attached to the headquarters units of General Robert ‘Big Bob’ Broder, commander of the 7th Division, 2nd Army Group. Several other, more modestly color-schemed, Assaut Yootans have been distributed to the New Boston Arcology defense forces.
-------------
"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 taalismn »

Paladin Steel CLWT-04 ‘Mini-Mon’ Light Weapons Turret

“My recon report, sir? My recon report! Having been inserted by air on the edge of the d-bee community, my platoon proceeded to enter it to conduct a reconnaissance in force. We discovered in short order that EVERY $%*&%*ING VEHICLE IN THE TOWN WAS ^(%%(ING ARMED TO THE &%&$ING TEETH! EVEN THE %&%^ING -MAIL TRUCK- WAS SHOOTING AT US! Grenades! Rail guns! Lasers! They *%&&%ing cut us to *$&&*ing flinders! We barely got out of there with anything remotely RESEMBLING a platoon! That’s my recon report! Signed, sealed and bled on!”

“Yo’know, Zeb, putting one of dem armored turrets on your pickup don’t make it a tank...and I also don’t think it’s appropriate for deer huntin’.”
“Clem, I’m huntin’ dinosaur. DINOSAUR!”

The CLWT-04 is a component system meant for quick installation on vehicles or static defense positions. The complete system consists of a powered turntable topped by a powered pintle mounting three weapons systems; two 40mm grenade launchers on either side of a light weapon such as a machine gun, mini-gun, energy rifle, or light rail gun. The system is designed to be clamped or molecularly welded to a bunker or vehicle roof, with the option of power and control leads being attached through a hole drilled up through the anchoring surface into the bottom of the turret. The turret can be attached to the vehicle’s power system, bunker power grid, or battery pack, and control is through a remote control screen sighted through a sensor package on top of the turret, and/or slaved through an HUD helmet if the gunner has a direct line of sight.
Paladin Steel sells a lot of CLWT-04s to overland merchants, ‘do-it-yourselfer’ garage Operaters, town militias, and adventurers looking to quickly modify their vehicles.
Size: Roughly 3 ft tall
Weight: 300 lbs
MDC: 50
Features:
*Powered turntable base(360 degree rotation unless otherwise programmed) and servoed elevation/depression(60 degrees)
*Laser Targeting(4,000 ft range, +1 to strike)
*Gyrostabilization---Keeps the gun stable even when the vehicle is moving. +1 to strike.
Weapons Systems:
1) 40mm Grenade Launchers(x2)---These are six-tube box launchers using ‘Metalstorm’ technology to house four forty-millimeter grenades per tube, ready to fire. These launchers lack the range or accuracy of cannon-style AGLs, but can lay down an area of effect pattern much quicker.
Range: 3,000 ft
Damage: Varies by grenade type, but using standard pattern 40mm grenades:
Rate of Fire: Volleys of 1-6
Payload: 24 per launcher, 48 total

2) Light Weapon---Mounted between the GLs is a powered mount for a light weapon, such as(but not limited to) the following:

a)5.56mm Machine Gun---Adapted from the P-630 ‘Stoner’ Autoweapon
Range: 2,653 m (7,900 ft)
Damage:(5.56mm) 5d6 SDC single shot or 3d4x10 SDC per 5 shot burst at ranges under 3,000 ft, or 7d6 SDC per 5 rd burst beyond 3,000 ft .
(MD rounds) 1 MD single rd, 1d4 MD per 5 rd burst, 2d4 MD per 10 rd burst
(PSX-1) 1d6 MD per single shot or 5d6 MD per 5 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 Belt or box feed
Cost: Base Unit 3,600 credits

b) Light Rail Gun(PS-RFRG200)---PS copy of the C-200 ‘Dead Man’ Rail Gun
Weight: 42 lbs
Range: 4,000 ft
Damage: 1d4 MD single rd, 4d6 MD per 20 rd burst.
Rate of Fire: ECHH
Payload: 2,000 rd drum per cannon
Cost: 70,000 credits

c) 20mm Cannon
Range: 3,000 ft
Damage: (20mm) 1d4 MD single shot or 3d4 MD per 3 shot burst
Airburst does 1d4 MD to 2 ft blast radius
(20mm PSX-I) 4d4 MD single rd or 1d4x10 MD per 3 shot burst
Airburst does 4d4 MD to 2 ft blast radius
Rate of Fire: Single shot or 3 shot burst
Payload: 250 rd drum
Cost:13,000 credits(11,000 after 110 PA); Readily available in the VFS
A box of 100 20 mm ‘smart’ PSX-1 rds costs 3000 credits(after 110 PA, this drops to 2,000 credits)

d)Pulse Laser
Range: 4,000 ft
Damage: 4d6 MD single shot, 1d6x10+10 MD triple burst
Rate of Fire: Standard
Payload: 60 shot e-canister, 180 shots battery, effectively unlimited if nuclear powered
Cost: 47,000 credits

e) Ion Blaster
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, 120 shots battery, effectively unlimited if nuclear powered
Cost: 32,000 credits

f) Plasma Gun
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 , 100 shots battery, effectively unlimited if nuclear powered
Cost: 33,000 credits

Cost: 30,000 credits for the basic turret and grenade launchers. Central gun costs extra, as does installation(can run from 500-5,000 credits depending on the complexity of the installation and any additional parts/installations).
Last edited by taalismn on Wed Oct 12, 2011 1:55 pm, edited 1 time in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by ZINO »

Paladin Steel CLWT-04 ‘Mini-Mon’ Light Weapons Turret

very well done man !!!
let your YES be YES and your NO be NO but plz no maybe
kronos
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Re: Paladin Steel Storefront

Unread post by kronos »

What's the payload of the 20mm cannon for the CLWT-04 Mini-Mon Turret?
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

kronos wrote:What's the payload of the 20mm cannon for the CLWT-04 Mini-Mon Turret?



Fixed. 250 round drum. Have fun with it. :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
------------
User avatar
abtex
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Location: Heart in Texas

Re: Paladin Steel Storefront

Unread post by abtex »

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 UAV
It 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."


Maybe use the 'Mini-Mon' on a Bern style vehicle. If it will work on a mail truck, it should work on one of them. :D
Last edited by abtex on Wed Oct 12, 2011 9:27 pm, edited 1 time in total.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

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

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

Unread post by taalismn »

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 UAV
It 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 Saberkit
http://www.skymasterjet.com/image1/Skymaster%20F-86%201.jpg
http://www.kingtech-jet.com/picture/product/eng/Gallery_33.jpg
http://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 Phantomette
http://www.skymasterjet.com/image8/f4ad.jpg
http://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 Falconette
http://www.details4scale.com/images/davecartersf16atFIJR.jpg
http://www.modeljetclub.co.uk/pictures/alex_lau_f16_b.jpg
http://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 MicroFulcrum
http://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 MIniThunder
http://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-Hawk
http://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).
Last edited by taalismn on Sat Oct 15, 2011 10:19 am, edited 1 time in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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glitterboy2098
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Re: Paladin Steel Storefront

Unread post by glitterboy2098 »

to quote the kid from The Incredibles: "that was totaly wicked!"

i presume i can order all these as UCAV's as well?
Author of Rifts: Deep Frontier (Rifter 70)
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Re: Paladin Steel Storefront

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glitterboy2098 wrote:to quote the kid from The Incredibles: "that was totaly wicked!"

i presume i can order all these as UCAV's as well?



Yes. We've already heard complaints from several Nambyr GorillaMen who claim they were chased up buildings by squadrons of these things.
-------------
"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

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taalismn wrote:Damn...I was going to wait to post this and make sure everything was to my satisfaction, but Flying Pizza needs aerial escort...
What still needs worked on?

Paladin Steel MicroWarbirds

Good now it's safe to delivery Food at high speed. But is the fast Food being delivered safe to eat. :?:

I need to ask this before someone else does. Do the Macs come with fries?
And where is the magic portion "that's taking up my time currently."?

What is the cost for Converting them into NormalKin Jetpacks?
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

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

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

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glitterboy2098 wrote:to quote the kid from The Incredibles: "that was totaly wicked!"

i presume i can order all these as UCAV's as well?

Cost for converted Macs to U(nSmallKin-ed)CAVs?

taalismn wrote:Yes. We've already heard complaints from several Nambyr GorillaMen who claim they were chased up buildings by squadrons of these things.

I think they may have been watching old Vids about other apes, buildings, and air craft too many times. :D
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

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

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

Unread post by taalismn »

abtex wrote:
glitterboy2098 wrote:to quote the kid from The Incredibles: "that was totaly wicked!"

i presume i can order all these as UCAV's as well?

Cost for converted Macs to U(nSmallKin-ed)CAVs?



About 60,000 credits for the added sensors in the converted cockpit(it's cheaper having a pilot), plus the communications link. Plus the necessary programming if you're using remote control for the unmanned aircraft to circle back around and 'hunt' for signal re-acquisition if it accidentally flies out of range of the command link. Add another 80,000 credits if you're adding autonomous drone programming(similar to the other PS-made UAVs)

No jetpack (re)conversion is possible; they're not designed for hanggliding somebody underneath and I wouldn't advise it; dangling somebody(like human size) underneath imposes a -25% to the pilot's skill role and reduce speed by HALF even if you manage to remain airborne.
-------------
"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

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Skyboards you're on top. Jetpacks you're under them. Just need better or more engines, wing area or force field created 'mock wings' and control systems [like autonomous drone programming], build into 'craft' or Flyer's skinsuit/armor . More for whatSkyboards and Jetpacks might look like Mecha Musume or Su-25 Celestial hussars. :idea: Version of Spacesuits. PS Ad girls would have jobs modeling produce lines.

This one is just so cute, SR-71 Blackbird
Last edited by abtex on Tue Nov 15, 2011 9:55 am, edited 1 time in total.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

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

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

Unread post by ZINO »

Paladin Steel MicroWarbirds
very well done again rifter stuff here
let your YES be YES and your NO be NO but plz no maybe
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Re: Paladin Steel Storefront

Unread post by abtex »

At least Rifter 0.1 (?)
He does not need to get paid for his work.
Just forced to submit it. :D
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

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

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

Unread post by ZINO »

abtex wrote:At least Rifter 0.1 (?)
He does not need to get paid for his work.
Just forced to submit it. :D

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

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Paladin Steel PSSP03 ‘Husher’ Silenced Pistol
“Okay, so lasers don’t require special ammo and they don’t leave bullets in the body for forensics, but sometimes for putting a target down, Old School is Best School.”

The PSSP03 ‘Husher’ is a light autopistol based on a pre-Rifts espionage weapon, the Soviet PSS silenced pistol. Designed to be small, easily concealed, yet still able to put a bullet through a steel helmet at short range, the original PSS was meant for close quarters assassination and silencing work.
The PSS uses a special mechanism and ammunition that causes the cartridge propellant to expend itself entirely inside the cartridge, imparting the force to the bullet and sending it on its way, but before the gases can escape the chamber, the gun mechanism crimps the end of the cartridge closed, sealing the combustion gases inside and muffling the weapon’s discharge. The result was a very quiet weapon without the need of a large and awkward silencer attached to the barrel. It also made for a very compact weapon, which could be easily concealed under a jacket or in a pocket; ideal for a KGB assassin or Spetnaz infiltrator. The weapon remained little known in the west, and even after the fall of the Soviet Union, remained an quite unknown specialized epsionage arsenal weapon.
How Paladin Steel acquired samples or information on the obscure weapon, enough to make their own version of it, remains a mystery. A favorite theory is that the weapon(or its plans) came to PS via an escaped slave who was either an employee of, or had access to, Old West’s Antique Weapons Store in Splynn, and who looted the place during the Great Exodus.
In any event, Paladin Steel engineers worked their usual magic in modifying the weapon. Lightweight advanced composition composites and alloys allow for shaving some weight, while increasing the barrel strength for more powerful propellants. As much as they wanted to make a caseless version of it to save weight, such would not work in ‘crimping’ the the flow of gas behind the bullet and preventing it from escaping, so the cartridge system was retained. PS COULD add a brass catcher shroud that further helps streamline the weapon and muffle the sound of its operation. The ammunition has been improved as well, with a variety of different bullets adapted to the new cartridge. However, ramjet rounds could NOT be used, in order to preserve the silence(the high-pitched whistle of the ramjet rounds in flight would be a dead giveaway). The weapon has also been more streamlined, so as to reduce the chances of the pistol getting caught in clothing during a quickdraw.
Production and distribution of the Husher is very limited; the weapon’s range is atrocious compared to other weapons(muzzle veolcitydrops off very quickly), the ammunition very specialized, and energy weapons have the advantage of not leaving physical bullets as evidence. Still, when an enemy has built-in resistance to energy, projectile weaponry still remains the fallback of choice.
The PSSP03 os used mainly by GNEAS spec ops teams, PS corporate security black ops operatives, and select PS/GNE-affiliated mercenaries and bounty hunters. It’s rumored that some are in the hands of PS executives as self-defense weapons.
Weight: 22 ounces
Size: 6.5 inches long
Range: 80 ft
Damage:(7.62mm) 5d6 SD per round, three round burst does 15d6 SD
(7.62mm Ball) 6d6 SD per round, three round burst does 18d6 SD
(Wellington/PS Exploders) 15d6 SD per rd, three round burst does 4d6x10 SD
(Saboted Light Armor Piercing)1d6 MD per round, a three round burst does 3d6 MD
(PSX-1) 2d6 MD per round, a three round burst does 6d6 MD

*Note: It’s rumored that PS is working on specialized fletchette ammunition that would actually rapidly decompose after firing, dissolving and removing any bullet remains in short order.

Rate of Fire: Single shot or three round burst
Payload: 6 rds
Cost: 800 credits. Ammunition costs 45 credits per 100 rds for standard SDC rounds, 50 credits for 7.63 Ball, 2 credits each for Exploders, 10 credits each for SLAP, and 20 credits per PSX-1 exploders.
-------------
"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

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abtex wrote:At least Rifter 0.1 (?)
He does not need to get paid for his work.
Just forced to submit it. :D

He'd have to wait for 0.2

though he'd easily be able to do 3-4 all on his own if he'd submit..
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Re: Paladin Steel Storefront

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taalismn wrote:It's the magic portion that's taking up my time currently.

taalismn wrote: 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).

Is this the "magic portion"?
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:
taalismn wrote:It's the magic portion that's taking up my time currently.

taalismn wrote: 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).

Is this the "magic portion"?
]


That and the individual magic stats....coming up with packages that were appropriate to each one without going ubermunchkin(well, okay, six .22 automatic guns that could seriously a Glitterboy in one melee is arguably munchkin, but that's balanced by the short range, and the entire plane could be one-shot-killed by the Boomgun), or punching the cost into the stratosphere("Man, it's a five-foot-long model airplane! Not a B-52!"). Plus my mind is always thinking: "...am I missing something? Wait, I gotta add THIS..." as I'm driving home from work or when I should be doing something else...
-------------
"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

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ZINO wrote:
abtex wrote:At least Rifter 0.1 (?)
He does not need to get paid for his work.
Just forced to submit it. :D

AGREE!!!!!!!!!!!!

hey taalismn cat got your tongue ;)
let your YES be YES and your NO be NO but plz no maybe
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Re: Paladin Steel Storefront

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Fixed some of the image links on the Microwarbirds, as well as added an appropriate picture of one of the Nomansers' McF-4s.
Studiously ignored efforts to goad me into submitting to the Rifter(Though I have been approached about setting up my material for a Palladium Ambassador Gifter---I'm SLOWLY(so much to do, so much of the universe to conquer, you understand) working on proofing(yeh gods, but the spelling errors and poor word substitutions!) my stuff and organizing some category lists towards that, and related, ends...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by abtex »

Just clone yourself. Then work yourself to die. And start over again.
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 »

abtex wrote:Just clone yourself. Then work yourself to die. And start over again.

wow ca you just imagine having two of him ( taalismn)around !!! WOW !!!
let your YES be YES and your NO be NO but plz no maybe
Shark_Force
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Re: Paladin Steel Storefront

Unread post by Shark_Force »

abtex wrote:Just clone yourself. Then work yourself to die. And start over again.


wouldn't help. they'd both produce twice as much work as one person could ever do ^^
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Here's the list of Paladin Steel Projectile Weapons thus far:

--------------------------------Projectile Weapons---------------------------------


Pistols:
*S-9 Sandman
*S-7 Flex Pistol (up to 20mm)
*‘Hailburst’ Light Automatic Weapon (.22)
*LPPW-03 ‘Jasta’ Automatic Pistol (.32mm)
*R-7 Dekar Revolver (.357/12-gauge)
*PSSP03 ‘Husher’ Silenced Pistol (7.62mm)
*New Colt Model M118 Automatic Pistol (.45)
*M-120 Automag Pistol(9mm)
*P080 NuLuger AutoMag Pistol(9mm)
*Semmerling Automatic Pistol (PS Repligun)(9mm)
*Nu Calico M-950 Pistol (9mm)
*PSGJ-01 GyroJet Pistol (13mm)
*“Black Thunder’ Revolver (20mm)
*PSP05 Derringer (12-gauge)
*APP1(Aquatic Projectile Pistol)
*APP2 Underwater Pistol
*AGSD-3 ‘AeroGeler’ AeroGel Sprayer
*PSEP-02 ‘ShocPlug’ Pistol
*PSETMP-02 ‘Bubbler’ Projector
*PSETMP-03 ‘BindaGun’ Restraint Projector
*PSMcAP-02 “Menie’ MicroScale Automatic Pistol (.08)
*PSMcS9/S ‘Glister’ Shock Bead Gun
*PS McMLP-02 ‘Rocket Pistol’ Micro-Missile Pistol
*PS McMLP-11 ‘Nolan Gun’ Micro-Missile Pistol

Rifles:
*PSMcAR-01 MicroScale Rifle (.22)
*PSMcAR-02 MicroScale Automatic Rifle (.22)
*PS-McGPMG07 ‘Frenzy’ Micro-Light General Purpose Machine Gun (.22)
*SPAR-7 Survival Rifle (.22)
*PSMG-14 5/56 ‘Fhizer’ Security Gun (5.56mm)
*P-630 ‘Stoner’ AutoWeapon System (5.56mm)
*P900 ‘Armand’ PDW(Personal Defense Weapon)(5.7mm)
*Paladin Steel P-630/P-631 AutoWeapon (5.56mm)
*PS-MR-14 ‘Simarand’ Automatic Rifle (7.62mm)
*OICW Battle Rifle(Gen-2) “Waybur”(9mm/20mm)
*PSAR-74 K“Double Deuce”(DII) Combo-Rifle(7.62mm/laser)
*PSAKM-80 ‘Mega-Deuce’ Combo Heavy Rifle(12-gauge/laser)
*IMD-06 ‘Fletcher’ Fletchette Auto-Rifle
*S-8 Flex-Rifle Multi-Function Projectile Rifle
*S-11 ‘Flexus’ Omni-Rifle
*PS-IMD03 ‘Scrapper’ Mass Driver Rifle
*‘STARifle’ Rail Gun Rifle
*M-1R ‘Trusty’ Rail Gun Rifle
*BAR2 Light Rail Gun (7.62)
*XM-139 Sniper Rifle (20mm)
*SHRS-30 SuperHeavy Rifle System(30mm )
*APR2 (Aquatic Projectile Rifle)(5.56 mm darts)
*SBR-14 9/6mm Squeeze-Bore Hypervelocity Rifle
*AR-15G ‘Grendelsbane’ Automatic Rifle (.50 cal)

Heavy Weapons:
*PSMcAGL-03 ‘Fenwick’ MicroScale 23mm Micro-Grenade Launcher
*PSAGL-23C 23mm Micro-Grenade Launcher Pistol
*PSAGL-30B 30mm ‘Banger’ Grenade Launcher
*PSAGL-40B 40mm Automatic Grenade Launcher
*PSAGL-50A ‘Sneezer’ 50mm Projectile Gun
*GPMG M43 7.62mm ‘Fritz’ General Purpose Machine Gun
*PS-M136 7.62mm Minigun
*PS/FA L4A200 ‘Bren’ 7.62mm Light Machine Gun
*OCSW-2 ‘Arden’ 25mm Heavy Machine Gun
*PSM811 ‘Gunther’ 52mm Infantry Mortar
*‘Superzooka’
*‘SeigeBuster’ SuperHeavy Combo-Rifle.
*‘Thunderbunny’ 7.62mm/8 in. MegaRevolver
*SBC-19 13/9mm Squeeze-Bore Hypervelocity Cannon
*Taskin 20mm BackPack Rapid-Fire Autocannon
*PSHM-40 ‘Crusher’ 40mm SuperHeavy Automatic Pistol
*McML-03 Underbarrel Micro-Missile Launcher
*McML-04 Underbarrel Micro-Missile Launcher
*McMLR-05 Micro-Missile Launcher-Rifle
*McMLR-06 Micro-Missile Launcher-Rifle
*McMLR-07 ‘Blunderbess’ Micro-Missile Launcher-Rifle
*McML-08 ‘BoomBox’ Micro-Missile Launcher
*McMLR-13 Sniper Micro-Missile Launcher-Rifle
*McMLR-14 Micro-Missile Launcher Rifle
*McMLR-15/16 Micro-Missile Launcher Rifles
*McMAALR-18 ‘Fire Orchid’ 20mm Anti-Aircraft Micro-Missile Launcher
*McMAALR-30 ‘Fire Rose’ 30mm Anti-Aircraft Micro-Missile Launcher
*McML-32 ‘Pencil Case’ 15mm Micro-Missile Launcher
*McMLR-S1/15 ‘Tiny Tim’ and McMLR-S1/20 ‘Miney Moe’ Micro-Missile Launchers
*MTR-01 ‘SeaHammer’ Micro-Torpedo Launcher
*MTL02 Underbarrel Micro-Torpedo Launcher
*PS-CT24 Torpedo Rifle

Munitions:
*SuperCavitation Rounds
*NemoShoks
*Silent Death TW Silenced Rounds
*Fear-Shots
*Dud-Bolts
*Dolt-Bolts
*Mindshok Rounds
Explosives:
*PS Badger Demolition Grenades
*Paladin Steel (Laser) Rifle Launched Grenades(LRLGs)
*RAP-(Rifleman’s Assault Projectile)
*Mini-MicroGrenades
*PSRG-18 Grenade-Drums
*PLDK02 ‘Stringbang’ Personal Lane Demolition Kit
Missiles:
*Micro-Missiles(15-30mm)
*PS-FIM100A ‘Black Talon’ Manportable Anti-Aircraft Missile/Light Surface-to-Air Missile
*Micro-Torpedoes
*PS AGM-258 JASSM
Artillery:
*T-210 and T310 15mm Missile Guns
*T410 20mm Missile Gun
* PSMS40-MLS 40mm ‘Chewer’ Mortar-Launcher System
*PS/FA-MS20 Merlin Smart Mortar System
*AALBm-17 ‘Air Web’ Anti-Air Land Mine
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by ZINO »

wow!!!nice
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 Laser Weapons(to date)

------------------------Laser Weapons--------------------------------

Pistols:
*PS(Mc)LR-9 “SunSting’ Mini-Laser
*PSLP-1B ‘Adder’ Heavy Laser Pistol
*PSLP-3 ‘Asp’ Light Laser Pistol
*PSLP-4 ‘Bushmaster’ Laser Pistol
*PSLP-5 ‘Krait’ Laser Pistol
*PSLP-6 ‘SunFang’ Light Laser Pistol

Rifles:
*PSLR-10 ‘Maximus’ Laser Rifle
*PSLR-50 ‘Widower’ Rifle
*PSLR-7 ‘Rattler’ Rapid-Fire Light Laser Rifle
*PSLR-5 ‘Partisan’ Laser Rifle

Heavy Weapons:
*PS-RFL2-33 ‘Blazer’ Rapid-Fire Infantry Laser
*X-RLR-18 ‘Exel’ Heavy X-Ray Laser Rifle

TechnoWizardry Lasers:
*PS ‘Starlight Eagle’ Technowizardry Energy Pistol
*PS ‘Mystic Eagle’ Technowizardry Energy Pistol
*PS ‘Night Ranger’ Technowizardry Energy Pistol
*PS ‘Life Shot’ TW Energy Pistol
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by ZINO »

wow!!!nice again
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 »

--------------------------------PLASMA WEAPONS----------------------------------------
Pistols:
*PSPPH-12 ‘Incendii’ Plasma Pistol

Rifles:
*PSPSR-1 ‘Saber Rifle’ Multi-Mode Plasma Carbine
*PSPSR-2‘Nimro’ Plasma Rifle
*PSPPR-6 ‘Genta’ Plasma Rifle
*PSPPR-22M1928 ‘Thompson’ Plasma Submachine Gun

Heavy Weapons:
*‘PPR-3 Serap’ Heavy Plasma Projector
* PPR-4 ‘Comet Rifle” Plasma Bazooka
*PSPPR-5 ‘Lewiston’ Light Plasma Cannon
*PSPPR-9 TriBarrel ‘HeatWave’ Gatling Plasma Cannon
*PSPPR-11 ‘Scorcher’ Plasma Weapons Pack
*PSPPR-20 ‘Supernova’ Heavy Plasma Rifle
-------------
"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 »

ahh more toys you been busy since Jul 10, 2007 wow Nice T
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 »

Will your Weapon lists include ones from vehicles or just hand weapons?
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 »

(special thanks to Henning Rogge for his original contributions to this design)

Brandestoc Fast Destroyer
http://i408.photobucket.com/albums/pp164/taalismn/img180.jpg

“What they don’t say is that we did a lot of ‘boarding actions’ of ‘suspicious spacecraft’ when the Brandestocs first entered service...it’s no secret among the Paladins; we were looking to see what the Orbitals were packing in the way of superior technologies that we could acquire and copy...anything that looked interesting was ‘impounded’, quietly examined, and later returned...if we couldn’t return it in the same shape or in one piece, we offered ‘compensation’ and bought off the owners... for the most part it worked, though occasionally we got some proud Indie who’d show off his goods by firing back...that’s when our missile and laser batteries came real handy...”
----Lieutenant Velas Sal, Stelmarine, VFSS Haggman

“It was a whole different ballgame after the Block III upgrades...now we didn’t have to come up close and eyeball-to-eyeball with our targets to nail them...just spot on long range sensors, and POW! That ‘s damn fine shooting!”
---Ensign Calas Grom, VFSS DeSpain

"I have seen these ships from Paladin Steel. They are large, crude and look like something from the last century. But below this look is a solid frame and a well armed design. They don't have used space for large shield systems or an FTL drive, but use the space for weapons and armor. They are a nasty surprise for anyone accustomed to three galaxy style ships."
--- Ramires Telkar, MacKenzie Engineering (Henning Rogge)


The lean, angular, Brandestoc is designed for fast attack and interception, and is typically deployed to perform sneak attacks, reconnaissance, and assault missions, where speed and firepower are paramount. With its raptor-nosed profile, and outswept, swept-forward (non-functional; their main role is as heat sinks and long-range sensor mounts)‘wings’, the Brandestoc is a distinctive and readily identifiable presence in the Rifts Solar System.
Developed from the earlier Athena-class destroyers, the Brandestoc is meant to address that class’s shortcomings with regards to speed and armament. It retains the Athena’s looks; a cross between a grappling hook, with its hooked prow, and a four-winged bird of prey, but is larger and has more room for accommodations. The once thin wing pylons are now thickened armatures ending in armored shell-nacelles, the horizonal ones being long and swept forward, mounting twin laser cannons, the vertical ones thicker, shorter, and more turret-like, mounting dual laser-and-massdriver clusters. The Brandestoc uses many components common to the larger Javelin- and Assegai-class vessels, especially the forward hull ‘pod’, with a shortened rear hull and outrigger weapons mounts.
Armament is heavy and configured around direct-fire weaponry; no less than eight long range lasers and four massdriver cannons are fitted, with an extensive point defense array providing coverage against missiles and fighters. A pair of tech-disruption ion cannons allow the Brandestoc to cripple, but not destroy, other ships for capture, and two missile launch bays allow for the carrying and deployment of long range probes and anti-ship torpedoes.
The Brandestoc continues the Athena’s lack of small craft capcity; the Brandestoc lacks a proper multi-purpose hangar bay, but instead has two small lateral slip-bays for armed boarding pinnaces and a lower hull bay for a shuttlecraft. Rapid-deploy airlock hatches allow for the quick deployment of the ship’s complement of armored Stelmarines and their power armor. However, the limited numbers of embarked troops means that for larger operations, several Brandestocs must combine forces to invest a target, or must be accompanied by a dedicated troop transport(especially if large numbers of prisoners are anticipated).
The Brandestoc uses special high performance engines developed for use in heavier cruisers, that can perform in both a low-emission ‘stealth’ mode, and a high-power ‘hot start’ full-acceleration mode for combat maneuvering. Later models incorporated standard contra-gravity drives with a slower acceleration, but higher possible sustained velocity and FTL capability.
The primary role of the Brandestoc is intercepting and reconnoitering unknown spacecraft and objects, using its high speed and acceleration to chase them down. Brandestocs are also used for long range patrols, using their sustainable high speed to conduct long sweeping arc orbits, and deploying sensor drones to extend their detection range. The speed and firepower come at the traedoff of armor, a loss of protection only partially offset by improved force shielding(However, it should be noted that being of Rifts Earth design, the Brandestoc still manages to mount nearly thirty percent more phsyical armor cladding than the CCW’s Scimitar-class rfrigates, in part due to PS’s as-of-then lacking understanding of forcefield generation technology).
After the Dreadnought Crisis, when Paladin Steel lost two Athena-class destroyers to one-shot kills, the light armor of PS’s destroyer designs was proven to be a major shortcoming, the memory of which lingered over to the Athena’s successor, the Brandestoc. To compensate, PS began a Block II upgrade of the Brandestoc design, starting with the second production batch, fitting them with variable forcefield generators, as soon as Aegis Stellar Industries was able to acquire and replicate the technology. Though the first-generation shields are weak by galactic standards, they are still considered to be better than nothing; although as of 120 PA, not all Brandestocs were refitted yet with the new technology.
Because of the Brandestoc’s ‘lightweight’ status, the design began to fall out of favor with the GNE space forces as the more flexible Auroras began to become more available. Increasingly, the Brandestoc has been relegated to system patrol and defense roles, or to being sold off to PS/ASI/GNE affiliates. In the Three Galaxies it is marketed as a system defense destroyer. Enough Brandestocs have been produced that PS/ASI has seen fit to experiment with the design, producing several variants geared towards specific functions such as minesweeping.
Type: PSS-DDES-12 Brandestoc
Class: Rapid Deployment Space Destroyer
Crew: 48, plus 24 marines
MDC/Armor by Location:
Main Body 7,500
Bridge 2,000
Main Engines(2) 2,000 each
Armatures(4) 1,500 each
Heavy Rail Cannons(2) 200 each
Heavy Laser Cannon(8) 200 each
Missile Launchers(2) 200 each
Point Defense Turrets(14) 80 each
Hangar Bays/Slips(3) 900 each
*(Variable Forcefield)(Block II Upgrades only)
800 per side, (4,800 total)

*Shield Refresh Rate is 5% per melee
Height: 140 ft
Width: 200 ft
Length: 520 ft
Weight: 13,900 tons
Cargo: 200 tons
Powerplant: Nuclear Fusion, w/ 20 year energy life
Speed:(Atmosphere) Hover to Mach 3; transatmospheric.
(Note: The vessel CANNOT make planetary landings without seriously damaging its lower hull; 2d6x100 MD to the lower wing, and main hull. The ship is limited to powered re-entries, hovers, and escapes)
(Sublight) (Fusion Drive---Mrk 1) Mach 16
(Kitsune Values: 30% of light speed; Accelerates/decelerates at 1.6% of light speed per melee)
(Contragravity---Mrk II) Mach 14
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 1.4% of light speed per melee)
(FTL)(Mrk II) 5 light years per hour
(Underwater) Not possible
Market Cost: 360 million credits for the Mrk 1, 460 million credits for the Mrk II
Systems of Note:
*Full Sensor Suite---Specialized sensor pallets include radiation detectors and counters, spectrographic analysis devices, gravitic sensors, electromagnetic activity readers, and optics packages.
*Long Range Radar---Phased Array Search and Early Warning Radars---Maximum Resolution Range of 3.5 million miles
*Laser Targeting-------100,000 miles
*Communications Suite:---Long Range Radio and Video
*Laser Communications ---Tactical (i.e. ship-to fighter/shuttle)Range: 50,000 miles
*Optical Tracking Clusters----These are transparent blisters fitted with gimbal-mounted high-resolution visible-light/IR/UV optical telescopes that continually scan the arc of sky before them. Linked to the navigational arrays and other tracking sensors, and to a series of highly-sophisticated near-AI search and discrimination software systems, these sensors attempt to detect objects that have low radar returns/sensor signatures, such as stealthed vehicles, iceballs, or asteroids. The high-tech equivalent of the man in the crow’s nest with a pair of binoculars.

*EW Suite---Using performance data acquired from the Rum Bay intelligence operation, PS has been able to fit the Brandestoc with a number of advanced (for their technology, that is) stealthing features, such as an electronic ‘blanket’ to reduce tell-tale EM emissions from the drive systems by as much as 60%. Engaging the ‘stealth mode’, however, reduces drive efficiency, by as much as 20%.
The Brandestoc also mounts a more conventional EW suite for jamming enemy communications and targeting systems. Communications Jamming has a 5,000 mile range, is 90% effective against civilian systems, and is 65% effective against more sophisticated channel-jumping military communications suites. Missiles and guided weapons are -4 to strike.

*’Hot Start* Drive Mode(Applicable only to plasma-drive vessels). This refers to special fuel feed and combustion systems that allow the ship to accelerate rapidly, rather than gradually, or to reach high speed for escapes when under fire, allowing the ship to hit accelerations of 3 gs for about 15 minutes. Because of the rapid plasma generation and expulsion, this drive mode also has the side-effect of expelling an expanding ‘plasma smoke ring’ of energetic particles that would show up readily on radiation detectors, but could also be used to confuse enemy sensors(-15% to Sensory Instrument rolls and -4 to strike for guided weapons caught in the 'smoke ring; effects persist for 2d6 melees)(the ring of energized plasma will expand out to 5 miles behind the ship before disipating harmlessly) and even has some limited offensive ability, as the ring of superhot plasma will inflict 5d6 MD to anything in a 1,000 ft radius of the rear half of the accelerating ship.
Unfortunately, ‘Hot Starts’ are not without risks as well; besides the problem of the thermal-radiation plume illuminating the ship, the plasma expansion has a 10% chance per use of straining the magnetic containment and expulsion fields of the plasma drive. A field failure damages the drive coils and reduces speed by as much as 15% until the damage is repaired.

Weapons Systems:
1)Heavy Rail Cannons(4, 2x2)---Mounted on the ends of the two armored vertical armatures, these weapons can pivot for maximum arc of fire.
Range: 10 miles in atmosphere, 40 miles in space
(Kitsune Values: 40 miles in atmosphere/ 40,000 miles in space)
Damage:1d4x100 MD per 80 rd burst. 2d4x100 MD for a fual blast from two cannons firing at once.
Rate of Fire:ECHH
Payload: 32,000 rds(400 bursts) per cannon

2)Heavy Laser Cannon(8)---The Brandestoc mounts an impressive array of laser cannons....two on each of the four ‘wing’ armatures, four coupled in the same armatures as the heavy rail cannons. A favorite tactic of Brandestoc crews is to quickly ‘flip’ the ship to bring all the cannon to bear on a target.
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 1d6x100 MD per cannon; a full salvo from all eight on one target does 8d6x100 MD!
Rate of Fire: Twice per melee
Payload: Effectively unlimited

3) Ion “TKO” Cannon(2)-----Mounted in the ‘beak’ of the Brandestoc, hidden behind armored housings and exposed only in combat, are a pair of high-powered ion cannons, used to incapacitate enemy vessels by knocking out their electrical systems, making them vulnerable to boarding and capture. Paladin Steel secretly traded with MacKenzie Arms to acquire these weapons, hoping to surprise any Galactics who came to the Rifts Earth Solar System, looking for easy pickings, and acquire their hardware.
Range: 5 miles in atmosphere, 10 miles in space
(Kitsune Values: 5 miles in atmosphere/ 5,000 miles in space)
Damage:(Special) 3d6x100 MD per blast, 6d6x100 MD Dual blast
Shields take 1/4 damage from ion blasts
Does NO PHYSICAL damage to hull, but attacks the electrical systems:
For every 10% of total main body MDC damage inflicted on a target by Ion Cannon fire, the target will be -1 to strike, parry(if applicable), and Dodge. Acceleration will be reduced by 15%.
At 60% or more main body damage from ion blasts, the ship is disabled completely.
Rate of Fire:Once per melee
Payload:Effectively unlimited

4)MRM/LRM Missile Launchers(2)---Mounted in the main hull, just under the KKC turret-pylons, are two multi-configuration LRM/MRM launchers.
Range: Varies by missile type(speed and range x4 in space)
(Kitsune Values: 160 miles in atmosphere, 80,000 miles in space)
Damage: Varies by missile type
Rate of Fire: Volleys of 1-10
Payload:120 MRMs total, 60 missiles per launcher
OR 60 LRMs total, 30 missiles per launcher, or any combination thereof.

5)Point Defense Lasers(14; one on each weapons armature, two flanking the main engines, 8 on the foreward main hull)---- Standard energy-based PDS.
a) Laser PDS
Range: 1 mile(4 miles in space)
(Kitsune Values: 4 miles in atmosphere/ 400 miles in space)
Damage: 2d6x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively unlimited

b)Dual Laser/Mini-Missile Launchers---Alternate fitting introduced with the Mrk IIs. These are standard CCW-pattern dual laser/mini-missile launchers that have been installed for close-in defense. The lasers are less powerful and shorter ranged, but the mini-missiles have volley capability against fighters and missiles. Any or all of the fourteen PDS turrets can be replaced with these turrets in place of the standard lasers.
Range: (Lasers) 4,000 ft in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere /200 miles in space)
(Mini-Missiles) 1 mile in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere/ 100 miles in space)
Damage:(Lasers) 1d6x10 MD per blast
(Mini-Missiles) Varies by Missile Type
Rate of Fire:(Lasers) EGCHH, or auto-fire; 6 attacks per melee
(Mini-Missiles) Volleys of 1-8
Payload: (Lasers) Effectively Unlimited
(Mini-Missiles) 32 mini-missiles per turret; additional mini-missiles can be carried as cargo(typically takes 2d6 minutes to reload from the holds).
(Option)---The Mini-Missile launcher component of these turrets can be modified to fire the “S-Sting” ‘Smart Mini-Missile -----The S-Sting(for ‘Space Stinger’) is an attempt to adapt the guidance systems and accuracy of the ‘Black Talon’ L-SAM to a space-based missile. The missile resembles a rather stubby cylinder with a blunt-nosed optical cluster and protruding verniers(extend after launching), owing to the fact that the vacuum of space negates the need for streamlining the weapon.
Note that the ‘S-Sting’ has only limited effectiveness in an atmosphere....HALF bonuses in a thin atmosphere and weak gravity well like Mars’, and NO bonuses, and HALF range in a thick atmosphere and standard gravity like Earth’s.
Range: 4 miles in atmosphere, 32 miles in space
(Kitsune Values: 4 miles in atmosphere/ 400 miles in space)
Damage: 2d6x10 MD to a 15 ft blast radius
Bonuses: +7 to strike
Cost: 10,000 credits per missile


Auxiliary Craft:
1 Shuttle, 2 Armed Pinnaces
Typically 24 Powered Armors

Variants:
*DDES-12 Mrk 1---In-system destroyer lacking FTL drive(and typically fitted only with the earlier fusion drive system)

*DDES-12 Mark 2---Interstellar destroyer with full contragravity drive systems and FTL capability.

*DDES-12(EW) ---Electronic Warfare variant that sacrifices the rail guns and two laser cannons for additional ECM/EW gear. It is typically used to provide flotilla-level EW support for destroyer and frigate squadrons.
-Jamming Systems---A powerful EW suite that effectively blanket-jams enemy communications and command-directed munitions with 90% effectiveness, Civilian-band communications are 98% jammed, while military communications bands suffer 80% degradation in effectiveness. Radar systems are similarly degraded....they can pick up the emissions, but cannot pinpoint the exact location of the source within the area of disruption. Area of effect: 180,000 mile radius.

-ECM Suite----- The ship has a powerful ECM suite for confusing sensor-guided weapons; -9 to strike

-Particle Scrambler Shield---The modules generate a powerful particle dispersion field that HALVES the damage from ion- and particle-beam weapons in a 100 mile radius, providing blanket coverage for a close-formation squadron.

*DDES-12C---’Customs Cutter’ refit that sacrifices two laser cannons for tractor beam projectors:
-Tractor Beam Projectors(2)---Each tractor beam projector can handle 1,000 tons, and has a range of 25 miles.
The DDES-12C also expands the troop quarters and cargo space to TRIPLE the Marine contingent and expand cargo/contraband seizure space to 1,000 tons capacity.

*DDES-12(MSM) ---Minesweeper variant that removes all main cannon armament but 4 heavy lasers, and instead uses the two vertical axis turrets to house anti-mine gear. These modules deploy a combination of high intensity scanner systems and LRM drones to remote detonate mines. Also uses ‘ghost’ projectors to create multiple sensor events at a remove from the ship, in hopes of triggering mines’ sensor thresholds. These systems have proven extremely effective against most mine systems, but have proven only about 75% effective against the most current advanced stealthed CCW and TGE systems.
Last edited by taalismn on Mon Oct 17, 2011 7:35 pm, edited 4 times in total.
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"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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User avatar
taalismn
Priest
Posts: 48674
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:Will your Weapon lists include ones from vehicles or just hand weapons?


Just hand/infantry weapons(so the Ion Calliope maye be moved later to an 'Artillery' listing(sorry GB2098; I consider really big honking guns to be artillery for convenience's sake)

Also updating the original 'Vinja' Microjet posting with the following image:
http://i408.photobucket.com/albums/pp164/taalismn/img188.jpg
-------------
"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
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 »

NICE !!!!!on both accounts
let your YES be YES and your NO be NO but plz no maybe
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