Paladin Steel Storefront

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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel ‘Fletcher(II)’-class Destroyer
http://abbot.us/DD629/fletcher/sullivans.gif
http://abbot.us/DD629/fletcher/fletcher.jpg
http://military.discovery.com/technology/vehicles/ships/images/fletcher-class-625x450.jpg

“Sha’Dahs’Al’Shol! That Horune bastard’s just WALTZING by us and COOKING us with those damn plasma cannons! We can’t keep up with the ashhole!”
“Keep your calm, Mister Oren! He may have speed, he may have more powerful guns, but we still have range on him! Keep pumping rounds at him and keep him too busy to target our own guns! We’ll either pump more shots into him, or we’ll keep out of his own fightin’ range! We’ll just have to trust in our armor to keep us from roasting until we can break him of his speeding habit!”

Shortly after Paladin Steel West turned out its updated Fubuki(II)-class DDGs, the company was approached by an irate d-bee mercenary company that demanded ‘equal time for American designs’, and commissioned a remake of the ‘Fletcher’ DDG design. Eight months later, the first Fletcher II slid down the ways and into the Pacific.
The remade-Fletchers are roughly similar to the Fubuki remakes and share most of the same systems, but they DO have a number of differences...The Fletcher carries a 5-inch gun main armament, but has only five guns, and those all in single-gun mounts, two forward, and three aft. The Fletchers sport slightly heavier torpedo armaments(the original WW2 Fletchers carried 21-in. torpedoes compared to the Fubukis’ 24-inch ‘Long Lance’ munitions, but PS has not made such a distinction in outfitting its rebuilds). The Fletchers also mount slightly more armor protection than the Fubukis. A more powerful propulsion system drives them through the water at a slightly higher rate of speed. The internal space freed up by the switch to a more compact fusion powerplant has gone to additional ammunition storage and crew facilities. This apparently has been sufficient to placate the original contractees.
PSW has turned out three Fletcher IIs for the original contract, and has built three more under a commission by a West Coast affiliate-nation for a coastal patrol warship squadron. Four more serve with the Paladin Steel West naval security contingent.
Type: PS-DDG-22 Fletcher II
Class: Destroyer
Crew: 273 original complement, Fletcher-II has a crew of 200, and a 20 man security contingent(typically equipped with PSA-10 Pikemen suits or PSA-11N Dogfish power armors)
MDC/Armor by Location:
Main Body 8,000
Bridge 1,000
Main Mast 500
5-in. Gun Turrets(5) 500 each
Torpedo Tube Arrays(2) 500 each

Searchlight Mounts(2) 50 each
Height: 13 ft draft+28 ft mast height
Width: 39 ft
Length: 378 ft
Weight: 2,924 tons
Cargo: 160 tons
Powerplant: Nuclear Fusion w/ 25 year energy life
Speed: 48 MPH
Market Cost: 180 million credits
Systems of Note:
Standard Ship Features, plus;
*Long Range Radio---500 miles
*Long Range Radar--500 miles
*Sonar---Depth gauge and detection; 500 mile range
*Towed Array Sonar---1,000 ft of sensor-lined cabling can be reeled out behind the ship. TAS also has the advantage of being able to look under thermoclines that deflect normal surface-carried sonar sets. Effective sonar range of 100 miles.
*Fire Control System---The Fletchers mount an advanced fire control system for directing the main guns...With the bridge and main mast intact and functional, the main guns can be slaved to the fire control system and get a +2 to strike. The secondary guns can also be tied in, but due to their mountings and independent targeting system, only get a +1 to strike.
*Hull Degausser---This system can be used to periodically de-magnetize the hull, loosening the grip of magnetic-attachment limpet mines, and reducing the effectiveness of magnetically-triggered ocean mines in detecting the vessel and detonating.
*Closed-environment Life Support System---If necessary, the destroyers can seal up, and recycle their air for up to a week.
*Desalination Gear---The destroyers, in addition to having their own onboard fresh water supply, have a desalinator for producing fresh water from salt water.
*Search Lights(2)----10,000 ft range. IR and normal light.
*Lifeboats---The Fletchers sport four 20-man heavy lifeboats(250 MDC each, 20mph electric motors), and inflatable rafts (30-150 MDC each) for 120% of crew complement.

Weapons Systems:
1) 5-inch Guns(5x1)---Mounted in five single-gun turrets are five 127mm guns; two turrets mounted forward, and three turrets aft(one mounted stepped above the last one)...Each turret has 270-degree rotation, and 75-degree elevation. The turrets on the Fletchers have been upgraded with modern powerloader systems and gas-coolant systems for faster rates of fire.
Range:17,575 yards* in a surface role, 37,200 feet in anti-aircraft mode
(RAP/Rocket-Assisted Projectile) 23,770 yards
(*Note: It would take over a minute for shot to hit the target at maximum range...est. 68 seconds)
Damage:
(Fragmentation) 6d6 MD to a 35 ft radius
(High Explosive-Armor-Piercing) 1d6x10 MD to 12 ft blast radius
(Plasma)2d4x10 MD to a 30 ft blast radius
(Flare) Burns for 1d4 minutes, illuminating a 2,000 ft area
(Chaff Round)Spreads radar-disrupting chaff similar to Triax-type chaff
Rate of Fire: 5 shots per melee per gun.
Payload: Magazine capacity each gun for 380 shells

2) 24-inch Heavy Torpedo Launcher(2x5)---Located amidships are two trainable quintuple-tube arrays for launching heavy torpedoes, either for anti-ship or anti-submarine attack. Tangler and Elemental Warhead torpedoes are almost certainly to be carried by GNEN units. Unlike the original WW2 destroyers, the modern rebuilds CAN carry reloads, although the fresh torpedoes must be manhandled with the assistance of special loading gear and light power armor from below decks and reloaded into the tubes.
Range: 35 miles
Damage:(High Explosive) 4d6x10 MD to a 25 ft blast radius
(Plasma-Nuclear) 2d4x100 MD to a 75 ft blast radius
Rate of Fire: Volleys of 1-5
Payload: 20 torpedoes; 10 in the tubes, and 10 in reserve storage.

3) 40mm Cannons(8-10; standard configuration is Two twin-mounts just forward and below the bridge. Two are on the port and starboard side of the aft smoke stack. And one was located between the #3 and #4 5 inch guns. In some upgunned versions, a new turret replaces one of the torpedo launchers or redundant smoke stacks/cooling towers)---These are rapid-fire cannons meant primarily for anti-aircraft defense, although they can also engage surface targets. They have their own independent targeting sensors for back-up.
Range: 2.6 miles
Damage:(Proximity Fuzed Fragmentation) 3d6 MD to 15 ft blast radius
(Armor Piercing Tracer) 5d6 MD single shot
(High Explosive Tracer) 4d6 MD to 10 ft blast radius
Rate of Fire: EPCHH, with rated fire of 40 rds per melee
Payload: 450 rounds each gun
Bonuses:Independent laser and radar tracking system(range: 11,000 ft). +1 strike set on automatic against aerial attack, +2 strike fired by gunner

4) 20mm Cannons(7-10; standard configuration is two single mounts each side amidships aft, three in a ‘pen’ on the fantail between the depth charge racks, one each side of the bridge, and the last mounted on the bridge tower )----Similar to the infantry-scaled 20mm ‘Taskin’ light autocannon. These are the longer-ranged Model 2N , with a longer barrel and more powerful propellants, typically mounted on a pintle with a 40 MDC splinter shield.
Range:(20mm) 7,200 ft for the Model 2N
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 PSX-1) 4d4 MD single rd
1d6x10 MD per 5 rd burst
Airburst does 4d4 MD to 2 ft blast radius
Rate of Fire: Standard
Payload: 1,000 rd drum per gun

In the alternative, any of the 20mm autocannons can be replaced with PS-RFL2-33 ‘Blazer’ Rapid-Fire Infantry Lasers. These weapons are IDENTICAL in all respects to the standard infantry weapon, with the notable exception of having a blue-green frequency built in, and being typically mounted on a pintle with a 40 MDC splinter shield. The weapons are powered by a hook-up to the ship’s power grid through a connection in the pintle base, but retain their e-clip/e-canister backup power supply, and can be fully dismounted and used as normal infantry weaponry as the situation merits.
Range: 4,000 ft
Damage: 3d6 MD single shot, 6d6 MD short burst, 1d6x10 MD medium burst( 20 shots, 2 attacks), 2d6x10 MD long burst(40 shots, 2 attacks), 4d6x10 MD full magazine burst(80 shots, no bonuses to strike...does 3d6 MD to 4d4 targets if in a spray attack).
Rate of Fire: Standard
Payload: 25 shots from the standard e-clip in the forward holder, 70 shots from a regenerating canister e-clip. Regenerates 5 shots per hour, and can self-renew four times before needing to be overhauled. E-clip adaptors allow the Blazer to use conventional e-clips and CS canisters in a pinch. Or can be tied in to the ship’s power grid for effectively unlimited shots.
Special Features:
*Top Rail for Scopes/Sights(a Telescopic Sight w/ Laser Targeting...+1 to strike...is standard issue)
*Integral Carrying Handle
*Power-link Capability---This gives the Blazer the ability to be hooked up to a vehicle power supply or backpack battery(including Free Quebec models---in this case, the more efficient power systems actually give the Blazer 130 shots from the normally 120-shot FQ power units).

5) Depth Charges---Two fantail depth charge launcher rails can drop depth bombs for destroying submarine targets. Six smaller ‘K-Gun’ projectors are amounted along the sides of the ship, and throw depth charges 50 yards out from the sides of the ship.
Range: Can be set for down to 2 miles deep
Damage: 2d4x10 MD to 100 ft radius, and 4d6 MD to an additional 30 ft radius
Rate of Fire: Drops one a time, up to 5 times a melee.
Payload: 8 each rear rail launcher, for a total of sixteen. The six ‘K-Guns’ each have four charges ready to launch. Total of 40 depth charges altogether.

6)Countermeasures:------Paladin Steel has adopted a series of standard countermeasure packages for use aboard their vessels. Notably they have adapted the US Navy Mk 38 Rapid Bloom Off-Board Countermeasures(RBOC-2) launcher system and the Replica radar signature decoy system. The RBOC-2 fires rocket-mortar shells of flares and chaff up to 1.25 miles away, to heights of 3,000 ft(the better to fool missiles coming in over the horizon), and fires clouds of chaff from deck mortars at closer ranges to confuse other guided weapons).
The Replica system resembles a folded-liferaft capsule when in its launcher, but can be fired off up to 300 ft, and rapidly unfolds to become two linked floating radar and sonar reflectors that give the appearance of a much larger object, and hopefully divert enemy fire and attention away from the targetted vessel.
A variant on this system includes attaching active sonar decoys or “Screamers” to attract or confuse accoustic sensors and homing torpedoes.
The Fletcher II has 4 RBOC mortar banks(2 forward, 2 rear), and 2
Replica System launchers on the fantail.
Range: The RBOC can toss decoy bundles 1.25 miles, and to an altitude of 3,000 ft
Damage: None. The RBOC is too inaccurate to be used as an effective weapon(oh, it could probably blow a person off the deck if they were standing too close, but that goes without saying) Effects are 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!
(Flare/Chaff)Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: Flare/Chaff lauchers typically have 10 shells each. A Replica launcher will have 2 decoys per launcher.

7) Smoke Screen Generator ---A liquid-fed combustor that creates a thick obscuring smokescreen. Depending on local weather conditions, the cloud of smoke can be up to 100 ft high, cover an area 200 ft wide and 5 miles long(before the the system needs replenishing) and can linger for 2d6 minutes.


Options:
*ECM Suite--A mini- Battlefield EW Center, is incorporated into the Bridge. Internally, the communications deck is fitted with a plug-in, add-on EW console for several dedicated EW officers. The ECM add-on provides the ship with greatly enhanced EW decryption abilities, de-scrambling, and secured communications, frequency scanning, and signal locators, as well as limited range jamming and ground-level electronic cloaking.
Decryption Bonuses: +10% to Cryptography Skill
+15% to Radio skill rolls to defeat jamming
Jamming Range: 20 miles
EW Cloaking: -15% to enemy Read Sensory Instruments rolls using surface search radars(NOT optical and thermographic systems)
Estimated Cost: 10 million credits

*ORACLE---Omni-diRectional Aura Classification and Locator Electronics---A TW development of the SNARLS PPE Scanner, this system consists of a series of advanced Technowizardry scanner systems(TW optic mounts, static crystal PPE meters, and whatnot) stationed around the ship, feeding into a central computer system with special TW-derived interface program algorithms. The system is designed to detect incoming magical/paranormal attacks and alert the crew to them(hopefully in time to allow them to take defensive measures). PS hopes to upgrade the system to allow for over-the-horizon and remote-viewing advanced early warning capabilities. The ORACLE Mrk II is currently being retrofitted to most ships-of-the-line of the VFSN/GNEN.
Effective Range: 4,000 ft
Estimated Cost: 12 million credits

*Aircraft Catapult---- Installation of a catapult and recovery crane replaces one of the torpedo launchers or redundant smoke stacks/cooling towers, and allows for carriage of a scout seaplane or hoverjet. Alternately, it can be a helipad for a light VTOL or two RPVs. Note that the Fletcher II has no provision for an integral hangar, so embarked air vehicles are exposed to the elements unless tarp-covered.
Estimated Cost: 10 million credits, not including aircraft.

*Ventral Turrets
Defending the underside of a ship from frogmen(both the human and supernatural kind) and other threats has always posed a problem for post-Rifts mariners; the hull is such a big blind spot. Now shipowners can have their ships defending with a watertight ventral turret, with 360-degree rotation, and 45-90 degree depression.
The problems associated with ventral turrets include the complexity of installation, the relative vulnerability to being damaged by collision with underwater obstacles, and the fact that the turret ruins the streamlining of the hull. Even a small turret can reduce the overall speed by as much as 5%, while a large turret can reduce speed by 10%. Retracting mountings and streamlined blisters can alleviate this, but at 2-4 times the base cost. Plus most captains dislike the thought of any additional holes in the ship’s hull under the waterline.
MDC: Small Turrets have 50 MDC, Large Turrets have 100 MDC.
Weapons: Small Turrets can mount a single small laser, ion weapon, rail/harpoon gun, or light mini-torpedo launcher. A Large Turret can mount multiple weapons barrels, or larger multi-tube torpedo tube banks.
Cost: Small Turret: 50,0000 credits Large Turret: 500,000 credits
Retracting turrets can cost 2-4 times that


Variants:
As with the Fubuki(II) class, no major Fletcher II variants as yet exist, but PS has made it known that the design can be customized for the needs of any future buyers of the vessels.
Changes could include replacing one or more of the 5-inch gun turrets with a single-barrel heavy naval laser weapon(9,000 ft range, 1d4x100 MD per shot) for air defense.
Another alternate fitting would be to replace the five-inch cannons with 100mm long-barrel massdrivers:
-100mm LB Massdriver Cannon (PS-MDJ100L)
Range:(Direct Fire) 36,000 ft (7.2 miles)
(Indirect Fire) 90,000 ft(18 miles)
Damage:High Explosive(HE)---- 1d6x10 MD to 20 ft radius
High Explosive Anti-Tank(HEAT)---- 2d6 x10 MD to 10 ft radius
Fragmentation--- 2d6x10 MD to 30 ft radius
Plasma-----3d6x10 MD to 35 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 4d6x10 MD out to 11,000 ft, 2d6x10 MD out to maximum range
Rate of Fire: Six times per melee
Payload: Magazine capacity each gun for 420 shells
Cost: 2.7 million credits (800,000 credits) per cannon

Yet another possible conversion would be to replace one or more of the 5-inch gun turrets with MRM SAM launchers, hooked up to improved air search and target acquisition radars.
-Shrike III ‘Brilliant’ anti-aircraft missile.
Range: 75 miles
Damage: 3d4x10 MD
Rate of Fire: Volley of 1,2,4, 8, or 12
Payload: 12 missiles ready to fire per launcher
Bonus: +7 to strike

Alternatively, launchers for Harpoon III or SeaFire weapons can be substituted:
-Harpoon III Missiles----Harpoon IIIs are medium-range, plasma-explosive, wave-skimming, “smart” missiles designed to close wi th an enemy vessel under effective radar coverage, then jink up and dive, so as to penetrate the thinner upper works armor, or else can be set to penetrate below the waterline armor belt.
Range: 40 miles
Damage: 2d6x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1-12
Payload: 12 missiles ready to fire per launcher
Bonuses: +5 to strike

-SeaFire Missile/Torpedoes
Range:(Underwater) 20 miles
(Air) 75 miles
Speed:(Underwater) 400 MPH
(Air) Mach 3
Damage: 4d6x10 MD
Rate of Fire: Volleys of 1-12
Payload: 12 missiles ready to fire per launcher
Bonuses: (Torpedo)Because of the torpedoes’ higher speed and advanced targeting systems, the Sea Fire doesn’t suffer the same range and accuracy penalties as conventional torpedoes. The Sea Fire has a +1 to strike, and a +3 to strike within 3,000 ft of the target.
(Missile)---Not quite as accurate as a Harpoon III, but more powerful. +3 to strike


Any of the 25mm or light pulse lasers could be replaced with alternate weapons, such as additional lasers or rail guns.
Another possible variant would be to replace the torpedo tubes with cruise missile launchers(ten-shot LRM launchers replacing the quintuple tube torpedo launchers). However, this would remove the Fletcher’s best ASW weapon, so is not likely to be a popular conversion.
-------------
"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:
taalismn wrote:Paladin Steel McUAV03 ‘MicroDragon’ UltraLight Recon RPV

Does their big brother or can they be equipped with Mini-MicroGrenades to hurt squirrels, not SmallKin?
If a ‘MicroDragon’ finds a target can it sent a homing signal for missile attack?

Possible to throw a softball size sphere and have it break up into a half dozen ‘MicroDragons’ for beachfront recon.

Your title above is broken.


Thanks. Fixed.
I hadn't considered the MicroDragon for combat, but your idea has me thinking of robotic bees... definitely SDC, but they might be able to carry tracer 'pollen'(even now they're talking about passive 'microtags' in certain controlled substances like explosives)...or poison/nanite stings.
Thus giving new meaning to the term 'beehive rounds'(or 'beehive grenades'). :twisted: :wink:
As for those delivery methods? Consider them officially under study for possible future deployment.
-------------
"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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Re: McUAV03 ‘MicroDragon’ UltraLight Recon RPV

Unread post by abtex »

taalismn wrote:I hadn't considered the MicroDragon for combat, but your idea has me thinking of robotic bees... definitely SDC, but they might be able to carry tracer 'pollen' (even now they're talking about passive 'microtags' in certain controlled substances like explosives)...or poison/nanite stings.
Thus giving new meaning to the term 'beehive rounds' (or 'beehive grenades'). :twisted: :wink:
As for those delivery methods? Consider them officially under study for possible future deployment.


Don't Mini-MicroGrenades come in MDC charges?
Combat bees, Fire Bats [WW 2 bad idea, then], Wasp bombers.

ABTechS Division's Symbiotes or BioReactive materials that detects passive 'microtags' or controlled substances. DBee, their pets (friendly or guard) senses, creations [that old homeworld Tech they been using for years] doing much the same thing. All in personal or cheaper vehicle carryed systems.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

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

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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taalismn
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Re: McUAV03 ‘MicroDragon’ UltraLight Recon RPV

Unread post by taalismn »

abtex wrote:
taalismn wrote:I hadn't considered the MicroDragon for combat, but your idea has me thinking of robotic bees... definitely SDC, but they might be able to carry tracer 'pollen' (even now they're talking about passive 'microtags' in certain controlled substances like explosives)...or poison/nanite stings.
Thus giving new meaning to the term 'beehive rounds' (or 'beehive grenades'). :twisted: :wink:
As for those delivery methods? Consider them officially under study for possible future deployment.


Don't Mini-MicroGrenades come in MDC charges? .



Yeah, but a mini-micro-grenade's still about the size of a .22 bullet(w/ cartridge)...not exactly what a MicroDragon can carry around without considerable strain.
We've have to scale up to ancient dragonfly sizes(the ones with the foot-plus-wide wingspan) to allow the design to carry a worthwhile payload.
It's doable from a technical standpoint...even a riding model for Smallkin, but would be a lot more observable than the MicroDragon(unless you're operating in an area where abnormally-sized insects are the norm.
-------------
"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 »

A MicroDragon equals a single shot, a swarm is burst fire damage. Shorter range do to payload, little guy is just working hard.
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
User avatar
taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

:shock: :-? Did we just have a Temporal Reset?
You posted a quote sequence without new content, I replied to inquire on that, and the two messages just vanished? Or did you delete the message, and in doing so, deleted the attached reply, or....
Gonna go check the Space/Time Flux Detector, and look for any recorded anomalies.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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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:A MicroDragon equals a single shot, a swarm is burst fire damage. Shorter range do to payload, little guy is just working hard.


Okay, time and casualty seem to have reset. Fabric of Space/time smoothed back to normal. Back on track.
Yes, that would work all right! I'd have to bring down the price per unit though, because at the current cost for the little bombers, it's rather steep for a smart bullet, especially if deployed in quantity, and especially if the enemy has a chance to deploy pest countermeasures.
-------------
"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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Joined: Sat Jan 04, 2003 2:01 am
Location: Heart in Texas

Re: Paladin Steel Storefront

Unread post by abtex »

taalismn wrote::shock: :-? Did we just have a Temporal Reset?
You posted a quote sequence without new content, I replied to inquire on that, and the two messages just vanished? Or did you delete the message, and in doing so, deleted the attached reply, or....
Gonna go check the Space/Time Flux Detector, and look for any recorded anomalies.

Sorry. Slow page reload. Hit reload page, causing unwanted message to be sent. Sometimes there is a 'delete message' block at top of 'Post a reply' in edit mode. :D

taalismn wrote:Yes, that would work all right! I'd have to bring down the price per unit though, because at the current cost for the little bombers, it's rather steep for a smart bullet, especially if deployed in quantity, and especially if the enemy has a chance to deploy pest countermeasures.

Swarm control [ie. follow the queen], 'homing in' marker or remote control, limiting price per unit. Used to make sure the right kill. Shock and awe, Psy Op kill -- every 3rd target, not every one.
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
User avatar
taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Okay, went back to the MicroDragon and cleaned it up a bit; HALVED the price, made it a little bit tougher, and added some options. :D
Now even MORE versatile!
-------------
"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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Posts: 2294
Joined: Sat Jan 04, 2003 2:01 am
Location: Heart in Texas

Re: Paladin Steel Storefront

Unread post by abtex »

taalismn wrote:Okay, went back to the MicroDragon and cleaned it up a bit; HALVED the price, made it a little bit tougher, and added some options. :D
Now even MORE versatile!

I did not mean too.
Am now watching out for strange Moths and butterflies. At least was not a gun or weapon after I talked about something posted.
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
User avatar
taalismn
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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:
taalismn wrote:Okay, went back to the MicroDragon and cleaned it up a bit; HALVED the price, made it a little bit tougher, and added some options. :D
Now even MORE versatile!

I did not mean too.
Am now watching out for strange Moths and butterflies. At least was not a gun or weapon after I talked about something posted.


Well, now you know I listen. :D

You're being watched.
Well, so was I for a while, but then we discovered it was raccoons raiding the bird feeder at night and bumping up against the window.. :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:Paladin Steel ‘Smash-Master’ Demolitions Drone
(aka ‘KrakTrak’)

SmallKin refitted the ‘Smash-Master’ with a driver station. :D
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

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

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

Unread post by ZINO »

abtex wrote:
taalismn wrote:Paladin Steel ‘Smash-Master’ Demolitions Drone
(aka ‘KrakTrak’)

SmallKin refitted the ‘Smash-Master’ with a driver station. :D

:lol: :lol: :lol: :lol:
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 »

Zino did you miss this?
I was not looking for this one but I found it.


Second one: The movie Alfred Hitchcock never got around to making: "The Monkeys"
I still think it has something to do with your clone test ground. Maybe your 'Many Me' project.
His new Research Aid, in training. :eek: :D
Last edited by abtex on Fri Dec 16, 2011 12:23 am, edited 2 times 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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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Giliath Medium Combat Robot(aka ‘Gillman’, ‘Tin Turnip’, ‘Steel Onion’)
http://i408.photobucket.com/albums/pp164/taalismn/img203.jpg
“Listen up! We have hostiles moving in numbers up the west slope, trying to flank our valley position and cut off the main road! Looks like mostly infantry, but they have heavier support trailing behind them! Mendelhouse, Charnose, both of you have cannon arms; I want you to anchor the ends of the ridge and look out for their heavy support! You see it, you try to get it in a crossfire! Kimber, you have missile racks; you’re with me! You’ll provide artillery on demand! The rest of you! Lasers up and locked, boys and girls, and get ready to spray ‘em as soon as they crest the ridge line! Rake’em and bake’em, then we advance to the top and flambé the rest of ‘em!”

The Giliath is another design imported from the Corianus-Typhen-Rosette League and adopted into Greater New England service, as well as license-produced by Paladin Steel. Originally conceived of as a heavy scout unit, the fast and well-equipped Giliath quickly found a place in CTRL robot formations as a good overall raider and line-holder as well, using a combination of mobility and mixed energy firepower to support its teammates. The main armament was specified to be energy-based, so as to allow for long patrols in the field away from constant logistical support, and secondary armament of light munitions-based weaponry with high payload capacity. The Giliath is common enough in the CTRL, where it is considered to be an older machine, that several hundred were sold/transferred to Rifts Earth Greater New England, and PS granted a license to produce their own version.
The Giliath relies on two large forearm-mounted rapid-fire laser systems for its main bite, backed by four chest-mounted chain guns or mini-missile launchers with large payload capacity to deal with close-in threats. Two vane-like laser arrays sweep back from the shoulders and provide air defense and rear coverage. The Giliath is heavily armored, but not excessively so, and makes use of light alloys and composites originally developed for aerospace applications to give it substantial protection without hindering speed. The Giliath is quite agile, its long legs giving it a good stride, and a set of jet thrusters and large shock-absorbing feet giving it the ability to make long jumps to clear obstacles and rough terrain.
The Giliath’s long legs and bulbous upper body give the ‘bot a quite top-heavy look, though the design is actually quite stable. The large upper torso holds space for extra electronics and sensor systems; that same space is often used in variants to hold other systems as well. Mechanics like working on the Giliath’s main systems because the main torso is so roomy and internal systems are easy to get at and modify.
The Giliath is considered to be something of a ‘plain vanilla’ machine; its controls are fairly easy to master, though its performance is nothing exceptional, and so the unit makes up large numbers of the rank and file armored units and Reservist forces in the CTRL. Its ease of maintenance also makes it popular with maintenance and field support teams. Giliaths often provide stiffening for formations of lighter machines, like the Bardolph and Gondal.
The Giliath in its original role has proven less successful on Rifts Earth where a more varied array of enemies and smaller militaries mean that the ‘bots often operate in fewer numbers with less support. With several hundred on hand, though, Paladin Steel has seen fit to experiment with various configurations, some of which show considerable promise. The biggest complaints about the Giliath remain a tendency to catch enemy fire in the legs, and a lack of heavy missile armaments(several missile launcher variants have subsequently appeared, with mixed success).
The Giliath has appeared in PS Regular Army and Militia units, and a number have begun appearing for sale to approved affiliates, Irregulars, and mercenary forces.
Type: PS/CTRL-MIBR-GILH09 Giliath
Class: Medium Infantry Combat Robot
Crew: Two+1-4 passengers
MDC/Armor by Location:
Main Body 400
Crew Compartment 120
Head/Sensor Dome 120
Arms(2) 180 each
Hands(2) 50 each
Forearm Lasers(2) 110 each
Shoulder Lasers(2) 45 each
Rear Jump Thrusters(2) 60 each
Lower Pelvis Searchlight(1) 40
Legs(2) 200 each
Height: 26 ft
Width: 18 ft
Length: 17 ft
Weight: 32 tons
Cargo: Small space in crew compartment for a survival pack, sidearm(s), and a few small personal possessions.
Physical Strength: Robotic P.S. of 40
Powerplant: Nuclear Fusion with 20 year energy life
Speed:
(Running) 90 MPH
(Leaping)15 ft up/across standing jump, 25 ft up/across w/ running leap. A rocket-powered leap can carry the ‘bot 150 ft up/across in a single bound.
(Flying) Not possible
(Underwater) Can run along the bottom at 6 MPH. Maximum depth of 800 ft
Market Cost: 40 million credits
Systems of Note:
Standard Basic Robot Systems, plus:

*Spotlight---The Giliath features a large normal/IR light spotlight(200 ft range) on the front of its pelvic juncture for highlighting the ground in front of the ‘bot. Most crews, however, disable this searchlight for night ops, and prefer to rely on passive nightvision to navigate, claiming that the large searchlight draws enemy fire to the lower torso.

*Magnetic Anomaly Detector(MAD)---Range: The magnetometer has a range of 9,000 ft and can detect vehicles and other metallic structures with 80% accuracy

Weapons Systems:
1) Forearm Pulse Lasers(2)---Each forearm mounts a large laser array, the multi-barrels of which protrude past the hand-manipulator(this sometimes interferes with punching ability, as sometimes the laser barrels, even with armor reinforcing, are warped by impact and rendered useless until repaired). The original CTRL weapons were formidable enough, but Paladin Steel has subsequently upgraded their versions with ‘spray-fire’ lensing, allowing for area of effect strikes at long range.
a) CTRL Pulse Lasers
Range: 6,500 ft
Damage: 3d4x10 MD per rapid-fire pulse blast(1 attack)
Rate of Fire: Six times per melee
Payload: Effectively Unlimited

b) PS Rapid-Fire Scatter-Lasers
Range: 6,500 ft ( 4,000 ft in scatter-fire mode)
Damage: 3d4x10 MD per rapid-fire pulse blast(1 attack)
(Scatter-Fire Mode) 1d6 x10 MD to a 32 ft wide area
Rate of Fire: Six times per melee
Payload: Effectively Unlimited

c)RFL-42 Slayer Quad-Laser Cannon---The powerful PS-RFL-40, a new PS laser weapons system with better range and a redesigned coolant jacket.
Range: 6,000 ft(60,000 ft in space)
Damage: 4d6 MD single shot, 2d4x10 MD short burst (four shots, one from each barrel), 4d4x10 MD medium burst (eight shots, two from each barrel in sequence), 4d6x10 MD long burst (takes two attacks), or 6d6x10 MD full melee burst (takes three attacks).
Rate of Fire: EPCHH
Payload: Effectively Unlimited


2) Shoulder Air-Defense Lasers(2)---These weapons provide rear and upper coverage and can be either manually operated or set on automatic. One early complaint about the automatic fire system was a tendency of the lasers to activate and lock on to the missiles being fired by accompanying support units; after a number of hair-raising premature ordnance detonations over friendly units, the system was exhaustively reprogrammed to recognize OUTgoing artillery fire and ignore it.
Range: 6,000 ft
Damage: 1d6x10+7 MD per blast
Rate of Fire:EGCHH, as an automated defense system linked to a radar/sensor system, has a +2 to strike, and four attacks per melee.
Payload: Effectively Unlimited

3) Torso Secondary Weapons(4)----The torso sports four slots for secondary weapons, primarily meant for dealing with lesser targets at shorter range. The CTRL originally mounted chain guns or mini-missile launchers(which appear to be adapted general purpose aircraft rocket pods) in these slots, but PS has since expanded the range of options:
a) CTRL Chain Guns
Range: 4,000 ft
Damage: 1d4x10 MD per 20 rd burst
Rate of Fire: EGCHH
Payload: 3,000 rd drum
Cost: 75,000 credits

b) CTRL Mini-Missile Launchers---19 shots per launcher(Volleys of 1-10). Cost: 75,000 credits

c) PS Light Pulse Lasers
Range: 4,000 ft
Damage: 4d6 MD single shot, 1d6x10+10 MD triple pulse blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: 65,000 credits

d) PS Ion Cannon---A copy of the ion weapon in the M-90 “Beach Stormer”, samples of which were acquired by Paladin Steel West, though with slightly less damage due to differing production methods.
Range: 4,000 ft
Damage: 1d6x10 +7 MD per energy burst
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: 60,000 credits

e) PS Plasma Cannons---Adapted from PS’s PPR-3 Serap Heavy Plasma Projector. The weapon also has the option of firing ‘hot shots’ of deuterium-enriched plasma feeding from a pressure cylinder
Range:(Plasma Stream) 2000 ft
(Plasma Bolt) 1500 ft
Damage:(Plasma Stream) 1d6x10 MD per blast*
*Can be increased by 50% with a ‘hot shot’ injection of deuterium gas
(Plasma Bolt) 1d4x10 MD to 8 ft blast radius
Rate of Fire: Single shot, ECHH
Payload: Effectively Unlimited
Deuterium Gas Reservoir has enough gas under pressure for 20 shots.
Cost: 100,000 credits, plus 800 credits per deuterium ‘hotshot’ cartridge.

f) PS-RL-210 Fragmentation Rocket Launcher( a copy of an imported Russian design). Note that PS has also been experimenting with an incendiary variant using a magnesium mixture.
Range: 4,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
at 3,500 ft, the rds go ‘grapeshot’, doing 3d6 MD(1 MD for a single shot) in a 12 ft wide area.
(Incendiary “Hot-Grape” Version)---Do an additional +2 MD per rd, and 1 MD of damage for 1d4 melees as the flare portion burns down.
Rate of Fire: EGCHH
Payload: 1,000 rd drum
Cost: 100,000 credits

g) Micro-Missile Launchers---Each box-cassette has 25 micro-missiles(5 rows of 5) for a total of 125 projectiles, and can fire them in volleys of 5 to all 125 at once. It uses Pattern 1A -1C micro-missiles, but is problematic in laser-guidance mode due to frequent inadvertent missile fratricide when all 125 micro-missiles were trying to hope on the same target(volleys of 5-20 are recommended instead). Cost: 80,000 credits.

h) 40mm Grenade Launcher
Range: 7,000 ft
Damage: Fragmentation: 4d6 MD to 12 ft area, 2d6x10 MD to a 40 ft area for a 10 rd burst.
Armor-Piercing: 1d4x10 MD to 3 ft area, 3d6x10 MD to a 8 ft area for a 10 rd burst.
Rate of Fire: Standard
Payload: 300 rd drum each AGL
Cost: 50,000 credits for the launcher

i)PS-DL-110 Razor-Frizzer( a copy of an imported Russian design). The PS version uses ceramic and light alloy discs that, either by accident or deliberate design, give off a very audible high-pitched shrieking or buzzing noise when fired.
Range: 2,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
Rate of Fire: EGCHH
Payload: 2,000 rd drum
Cost: 80,000 credits

Hand to Hand Combat
(Use the Basic and Elite Robot Combat Training for the bonuses; no other adjustments)
Restrained Punch 1d4 MD
Full Strength Punch 2d6 MD
Power Punch(2 attacks) 4d6 MD
Tear/Pry with Hands 3d6 MD
Body Block/Tackle 3d6 MD
Stomp 2d4 MD
Kick 1d6 MD

Options:
*RPV Rack---The Giliath can be fitted with a recharging station for a free-flying or tethered aerial drone(the PS-LUCV-37 Cypher III is standard). Station costs 7,000 credits(drone costs extra). One RPV can be carried.

Variants:
*MIBR-GILH09C--Modified exploration/recon variant that removes the lower torso armaments bays in order to make way for an expanded crew cabin and small cargo bay. The accommodations consist of essentially two bunks, a kitchenette, and a bathroom(small shower, and adjacent toilet), and a small cargo bay able to hold 2 tons of gear.

*MIBR-GILH09D---Paladin Steel-produced licensed version that has different legs featuring additional armor(290 MDC per leg), at reduced speed(maximum running speed drops to 80 MPH). To protect the normally vulnerable legs against missile and infantry attacks, PS has fitted the heavier, slab-sided legs with reactive armor panels.
a) Increased Leg MDC----290 MDC
b) Reduced Speed---Reduce running speed to 80 MPH
c) Reactive Armor Plating----
Range: 100 ft
Damage: 5d6 MD to a cone swath roughly 50 ft long, by 10 ft wide.
Used as reactive armor against plasma and armor-piercing missiles, the computerized firing system acts as a PARRY, rolling to match or better the missile’s strike roll...a successful counter means that the missile damage is HALVED, while a failure means the tank takes full damage. Note: when dealing with volleys, one reactive armor pack can match TWO missiles in a volley, so in order to effectively counter a five missile volley, the tank must expend 3 reactive armor packs...two packs would roll twice to defeat their respective missiles, the third would only roll once. If the enemy missile launcher has a line of sight on the tank, they can target a spot on the hull which has no packs covering it (a called shot), in which case the remaining reactive armor is -4 to cover the gap.
Rate of Fire: One at a time or can be simultaneously fired in volleys of 1-10
Payload: Each outside edge of the Giliath’s legs(side, front, back) has 10 fletchette packs each( 30 per leg, 60 total)

*MIBR-GILH09E---Electronic Warfare variant, taking advantage of the large torso and cabin to hold a powerful jamming suite:
Decryption Bonuses: +10% to Cryptography Skill
+15% to Radio skill rolls to defeat jamming
Jamming Range: 20 miles
EW Cloaking: -15% to enemy Read Sensory Instruments rolls using ground search radars(NOT optical and thermographic systems)


*MIBR-GILH09G---A PS-modified marine version watersealed for deep water operations. A handful have been produced so far and are undergoing advanced field trials with approved Irregular and mercenary units to evaluate the ‘bots’ performance.
a) Underwater Operations: Running Underwater 6 MPH, Swim(thrusters) 35 MPH, maximum depth of 1 mile
b) Chest Secondary Weaponry Options:
-MicroTorpedo Launcher---40 per chest slot
-Mini-Torpedo Launcher---18 per chest slot
-Short Range Torpedo Launcher---6 per chest slot
-Medium Range Torpedo---One per chest slot
-Sonic Cannon
Range:(Sonic Blast) 1,800 ft underwater, 600 ft in air
Damage: Wide Beam: 4d6 MD to a 30 ft area
Concentrated Beam: 1d4x10 MD per blast
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor.
Unprotected personnel must save versus non-lethal poison (16 or higher) or be stunned for 1d4 melee rds. People in sealed power armor save at an 8 or higher for the wide area blast, but make a standard save for the concentrated blast.
Sonar Blast----This is an enormous ‘belch’ of sonic cacophony that can blind sonar systems within range with a mass of ‘white noise’, knocking them out for 1d4 melees. Sonar and acoustic homing systems will lose target lock, and sonar-using creatures will be stunned and ‘blind’ for 1d4 minutes.
Vibration Blast---This takes up ALL attacks per melee to initiate and maintain, and consists of focusing a low powered beam on a sealed ship(submarines are ideal), and gradually inducing an ultra-low frequency vibration throughout its structure. While this doesn’t do any damage per se, it does affect the hearing and inner ears of crew members, causing creeping disorientation and increasing unsettledness, leading up to nausea. After one melee people with unprotected hearing(or un-insulated contact with the ship’s hull structure) will be -1 to strike, parry, and dodge, and -5% to skills(they become easily distracted). After two melees they are -2 to strike, parry, and dodge, -10% to skills, and are -10% to their sense of balance...and so on...People with protected hearing are immune to the effect, but beings with enhanced hearing are TWICE as susceptible to the effects.
This setting is most effective against vessels 60 ft long or smaller...larger vessels will take an extra full melee per 50 ft of length for this to work...or several cannon working in concert, to be effective.

Rate of Fire:(Sonic Blast) ECHH
Payload: Effectively Unlimited
c) Arm Weaponry Options: The arm lasers remain the same, but have been replaced with blue-green types.
Alternatively, a Heavy Ion Cannon similar to those available to the Bardolph can be fitted:
Range: 5,000 ft (in air and underwater)
Damage: 1d6x10+8 MD per blast
Rate of Fire:ECHH
Payload: Effectively Unlimited

d) Sonar---50 mile range

*MIBR-GILH09H---An up-armored variant, with 550 MDC main body, Legs(2) 300 MDC each. Weight: 36 tons, and maximum speed is reduced to 60 MPH. The two rear defense cannons have been replaced by a single center pylon holding up a point defense laser turret, and two shoulder-mounted missile launch boxes added instead. Each launcher can hold 64 mini-missiles OR 32 SRMs OR 16 MRMs.

*MIBR-GILH09I---Gun variant that replaces the articulated arms with turrets holding twin 20mm Six-Barrel Super Vulcan Cannons or twin 35mm autocannon. The ‘I’ variant is gaining popularity as a fire support ‘salt shaker’ due to its ability to ‘sprinkle’ a target with a torrent of projectile fire, although the high rate of fire tends to eat through the ammunition supplies on long campaigns.
a) Twin Vulcan Cannon(4, two each arm)
Range: 7,000 ft
Damage:(Proximity-fuzed High-Explosive) 4d4 MD single shot (2 ft blast radius)
1d6x10 MD per 5 rd burst
2d6x10 MD per 10 rd burst(but -1 to strike)
6d6x10 MD for a 40 rd burst(takes THREE attacks and is -3 to strike targets smaller than 20 ft long)
(DOUBLE the above damage figures for synchronized firing from BOTH guns; so a three-melee-action superburst does a whooping 1d6x100 MD!)
Rate of Fire: EPCHH
Payload: 4,000 rd drum each gun

b)Twin Rapid-Fire 35 mm Cannon(4, two each arm)
Range: 2.5 miles
Damage:(Proximity Fuzed Fragmentation) 3d6 MD to a 10 ft blast radius, 2d6x10 MD to a 30 ft blast radius per 10 rd burst.
(Armor Piercing Tracer) 4d6 MD single shot, 3d6x10+10 MD per 10 rd burst
Rate of Fire: EPCHH
Payload: Each drum holds 215 rounds

*MIBR-GILH09J---Cargo variant that loses the chest mounted weaponry in favor of a ‘baby bulge’; actually an enlarged cargo bay able to hold 6 tons of gear(typically munitions for other ‘bots and infantry units).

*MIBR-GILH09M---Missile launcher variant that replaces the articulated arms with missile launchers. Each launcher has 200 MDC and holds 72 mini-missiles OR 40 SRMs OR 20 MRMs. The extra bulk of the missile launchers reduces the top running speed by 20%, however.

*MIBR-GILH09P---Energy weapon variant that replaces the articulated arms with two PSHPC03 ‘Vesuvius’ rapid-fire plasma cannons and a generous supply of cadmium-telluride ammunition. The GilH09P weighs in at an extra 6 tons.
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: Each gun has 720 rds ready ammunition.
Special Features:
*Computer-stabilized recoil control.
*Integral Targeting and Laser Rangefinding: +1 to strike
-------------
"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 »

Petty Toy. Real normal size folk, not Smallkin?
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:Petty Toy. Real normal size folk, not Smallkin?



Nope; just your average "I-Can-Wipe-Out-a-Small-City-In -One-Afternoon" giant infantry robot.
-------------
"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 »

taalismn wrote:
abtex wrote:Petty Toy. Real normal size folk, not Smallkin?


Nope; just your average "I-Can-Wipe-Out-a-Small-City-In -One-Afternoon" giant infantry robot.

No I mean for normal size folk to use. Maybe a SmallKin Tree/Roof top backup guard unit on board. Half dozen hamster Hover balls as scouts. :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 »

Giliath Medium Combat Robot
sick awesome!!!
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 CQW07 Slash-Stick
“I can’t remember; is it Night Stick Mode-block the evil cultist’s staff swing, Vibrosabre Mode-cut the cultist’s staff in half, then Shock Prod Mode-zap the cultist unconscious, or is Night Stick-knock the staff down, shock prod-electrocute the cultist, then Vibrosabre-cut the cultist in half? I keep forgetting.”
---Lester Devine, Magebane.

Halfway between the Pummeler and the Fight-Stick, is the Paladin Steel Slash-Stick, another one of PS’s ‘Combi-weapons’, combining several weapons/devices in a single convenient package.
The Slash-Stick resembles a heavy pommeled nightstick with wrap-around handguard that protects the user in parrying manuevers. The Slash-Stick serves quite effectively as a blunt club, but if need be, it can split open, with the touch if a switch, to reveal a vibrosaber blade that can be used for clearing obstacles, both animate and inanimate. As a plus, the Slash-Stick can extend a pair of electrodes from the end, making it into a most effective shock-prod for stunning especially uncooperative opponents.
The Slash-Stick is considered to be too deadly by most law enforcement groups dealing with ‘soft’ opposition, but many wilderness constabulary and private security groups have bought the weapons, liking the weapons’ utility and toughness.
Weight: 4 lbs
MDC: 20
Range: Melee
Damage:
(Unpowered)Unpowered, the Slash-Stick can serve as a most effective bludgeon; 1d6 SDC+ P.S. damage
(Vibrosaber) 2d4 MD
(Shock Prod)(Shock Damage---Generally nonlethal)
Light Prod: 1d4 SDC/HP
Moderate Prod: 2d6 SDC/HP
Lethal Zap: 5d6 SDC/HP, plus 01-33% chance of stunning humans, D-bees, and small animals for 1d4 melees, 01-33% against large or inhumanly strong/powerful animals. A successful save means victim takes HALF damage and only lose initiative and one APM.
Stun means -6 to strike, dodge, and parry, plus reduce APMs and Speed by HALF.
Being shocked on the strong/lethal setting for more than 5 times, or once the victim's Hit Points drop below half, means they are knocked unconscious for 2d4 melees. Chance of cardiac arrest as detailed in Rifts: Lone Star, pg. 50.
Ineffective against EBA, power armor, 'bots, and 'borgs.
Rate of Fire: ECHH
Payload:(Club) None; it’s a blunt instrument!
(Zapstick) 50 lethal (strong)shocks, or 100 moderate from a standard e-clip.
Cost: 9,800 credits

Paladin Steel CQW08 Rippa-Blade
“If you’re going to use a rippa-blade on anything with a soft center, don’t wear your good clothes...the spatter’s pretty mean with this thing.”

Meant as either an underbarrel attachment for a gun, or as a separate handheld weapon, this is basically a scaled-down version of the Juicer Chainsaw. Though most mercs and soldiers object to the need for such a weapon, seeing as vibroblades are arguably easier to use, a substantial number wanted something that was as intimidating as the chainsaw but easier to use. In fact, Paladin Steel engineers were instructed to make the weapon as intimidating as possible. Given the reduced size of the weapon compared to a full-sized chainsaw, this was a little difficult, but PS engineers managed to find out how to consistantly produce a discordant tearing roar with the rippa-blade mechanism, and a small trip-guide that wiggled the whirling blade teeth just enough, in a way that over 80% of all the sentient beings polled during the tests found frightening and anxiety-raising.
Weight: 3.5 lbs
Range: Melee
Damage: 3d6 MD per slash, 1d6x10 MD for a full melee of sustained cutting
Payload: A standard e-clip can run the Rippa for 2 hours of continious operation.
Bonus:(Optional) Horror Factor of 12
Cost: 18,000 credits
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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abtex
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Re: Holiday season entries

Unread post by abtex »

taalismn wrote: Hope to do my next entries up with style for the coming holiday season.

taalismn wrote:Paladin Steel CQW07 Slash-Stick

Something to go shopping with.
taalismn wrote:Paladin Steel CQW08 Rippa-Blade

Something to cut that left-over Thanksgiving foul with..

You are so nice, taalismn.
What else do you have in that big bag of holiday goodies?

Ok, I will stop with the monkey cloning. Until I found some new ones. :D
Last edited by abtex on Thu Dec 15, 2011 11:48 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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Re: Paladin Steel Storefront

Unread post by abtex »

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

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

Unread post by taalismn »




"Wanna give me that sonic screwdriver? I think I found the whatzit that's causing that rattling noise."
-------------
"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 »

abtex wrote:
taalismn wrote:
abtex wrote:Petty Toy. Real normal size folk, not Smallkin?


Nope; just your average "I-Can-Wipe-Out-a-Small-City-In -One-Afternoon" giant infantry robot.

No I mean for normal size folk to use. Maybe a SmallKin Tree/Roof top backup guard unit on board. Half dozen hamster Hover balls as scouts. :D



A Smallkin Robot Vehicle is easily enough done by using a full conversion cyborg frame...but only instead of a brain and spine you have a little crew compartment and use robot piloting bonuses instead of cyborg bonuses.

Of couirse you COULD have a full-sized full-con cyborg body run by a Smallkin brain, or a full-sized robot vehicle equipped to be run by tiny little hands and feet, using the extra room for a platoon of smallkin...thus far, PS and the GNE haven't made either such conversions...YET.... :twisted:
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

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

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Nice.

But if a cat has to be in an Armored Mech to give me a gift, is it ...
1) a rough neighborhood with a lot of dogs
2) a reason to call the bomb squad
3) time to speed dial the bioHazMat team
4) a hint to sent a "thank you" note, very very soon :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: ‘MicroDragon’ UltraLight Recon RPV

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taalismn wrote:Paladin Steel McUAV03 ‘MicroDragon’ UltraLight Recon RPV

... inevitably somebody came up with the idea that it would be neat to use the MicroDragon ...

Was I upgraded to somebody with an idea?
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: ‘MicroDragon’ UltraLight Recon RPV

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abtex wrote:
taalismn wrote:Paladin Steel McUAV03 ‘MicroDragon’ UltraLight Recon RPV

... inevitably somebody came up with the idea that it would be neat to use the MicroDragon ...

Was I upgraded to somebody with an idea?


Well, yes, which is better than being simply somebody with a notion.
A notion being something like "It would be really neat if somebody came up with a way to have light at night! Somebody should work on it!"
An actual idea would be "You know, maybe if we ran electricity through a thin filament housed in a vacuum, we might have illumination that could be turned on and off with a switch? Think it's worth a try?"
: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 »

Paladin Steel IMD-06 ‘Fletcher’ Flechette Auto-Rifle
(aka ‘Belcher’, ‘Nail Storm’)

“Sure, conventional rail guns shoot farther and faster, but damn few of them can spread their shot...it’s like trying to set a laser pointer at a moving target; you have to be right on to have any effect, whereas with a shotgun blast, you can chip some off with a glancing shot; maybe even slow the target down enough to get in a direct hit.
At point blank range, you can cut a Xiticix in half...stick the muzzle through the door of a robot or an APC, you can puree just about everybody inside with one shot. This thing is NASTY, which is why it’s going to sell very well.”

“Oh damn...Shadow Beasts. Next to shadow. Gimme a clip of Black Needles, will you? Let’s see how those creep-faces like a burst of slivered deple-uee for lunch.”

Once again Paladin Steel’s expertise with high/room-temperature superconductors comes to the fore in the design of a compact, relatively lightweight, railgun-styled weapon in the IMD-06. Further refining the technologies introduced in the IMD-01 STARrifle and the IMD-03 ‘Scraper’, the IMD-06 was conceived as a variable-setting flechette ‘shotgun’. Firing bundled clusters of 3mm megasteel darts through a short-barreled mini-massdriver, similar to a miniature BoomGun, the IMD-06 can deliver a blistering hail of fire on target. By flipping a selector switch or rotating a dial on the muzzle assembly, however, the acceleration and field cohesion of the magnetic drivers in the barrel can be varied, altering the speed and effect of the flechette cartridge. Thus, settings vary from a tight, high-speed, long-range shot that puts a compact cluster of darts on target at a distance, or punch through thick armor at shorter ranges, or the shot can be ‘shotgunned’ into a short range, wide area blast that can do area of effect damage, using the same ammunition.
The Fletcher is a heavy weapon, built sturdy, out of heavy duty ceramics and bonded polymers, so it’s rather hefty for most beings to carry. The weapon bears some resemblance to an automatic grenade launcher or auto-shotgun, with a thicker barrel and larger/longer muzzle brake assembly. A shock-absorbing shoulder-sling is often recommended for operations to better support the weight and recoil of the weapon. The weapon comes standard with a large box magazine, though it can also be fitted with a larger capacity drum, or belt-feed ammo backpack . Power is provided by an e-clip that slides into the back of the weapon, or it can hooked to an external power system.
The IMD-06 is being marketed as an urban assault weapon, where the needs of a soldier can vary from room-sweeping to sniping at rooftops.
As with all of PS’s dual e-clip and projectile weapons, the most common complaint is that the weapon uses an e-clip that might be better used in a dedicated energy weapon. However, PS’s production of increasingly efficient, low-loss, superconductor elements makes that a thin argument. Another complaint is the specialized ammunition; available only from Paladin Steel. Again, the cluster bundles of 3mm flechettes are becoming more readily available through Paladin Steel’s expanding sales and supply network. The Fletcher can also be rigged as a vehicle-mount weapon, with a direct power hookup to the vehicle’s electrical supply, eliminating the need for e-clips.
The IMD-06 debuts in 114 P.A., and is rather steeply priced initially, but PS expects to bring the price down as much as 20% over the next decade as production ramps up. The weapon is already seeing brisk sales to urban garrisons and town militia, especially in communities suffering chronic attacks by ‘swarming’ monsters.
Weight: 19 lbs
Range:(Max Range) 1,800 ft
(Mid-Range) 1,000 ft
(Short Range) 500 ft
(‘Point Blank’ Range) 60 ft
Damage:(Max Range) 1d6 MD to 15 ft wide area at maximum aperture, 4d6 MD at maximum range at minimum aperture
(Mid-Range) 5d6 MD to 12 ft wide area at maximum aperture, 6d6 MD at minimum aperture
(Short Range) 6d6 MD to 10 ft wide area at maximum aperture, 1d4x10+6 at minimum aperture
(‘Point Blank’ Range) 1d6x10 MD to 8 ft wide area at maximum aperture, 2d4x10 MD at minimum aperture.
PS has also been experimenting with the use of silver and DU-round ammunition for added effect, as well as such things as species-specific toxic coatings for use against such creatures as the Xiticix.
Rate of Fire: Standard
Payload: 20 rd box magazine, or 50 rd drum. An ammo backpack provides up to 120 shots
E-Clip power: A short e-clip provides enough power for 60 shots, a long e-clip 120 shots, and an e-canister 240 shots
Special Features:
*Variable Aperture Laser Sight---Widens and narrows in response to aperture setting. +1 to strike
*Sling Hip-shooter Mount w/ optional over barrel handholds
Cost: 32,000 credits. Fletcher rounds cost 25 credits apiece
Options:
*Cyberlinking---The Fletcher can be smart-linked to a headjack, allowing the gunner to switch aperture settings/modes without using an extra action to manually do it. Cost: 5,000 credits
Last edited by taalismn on Sun Dec 18, 2011 4:28 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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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

RebelWithACause wrote:I like it!! Nicholson Armorers' Special Forces company may purchase a few :wink: :wink:


We accept all major and megaversal credit cards. We also offer discounts(up to 20%) on large orders of 100 or more weapons. :D :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
taalismn
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Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

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

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

Unread post by taalismn »

Kera-Tech is the intellectual property of Raven.
Kitsune Values are the creation of Kitsune


Paladin Steel Ranger-class Cruiser/Combat Transport
http://i408.photobucket.com/albums/pp164/taalismn/img201.jpg

“Didja hear about the next-gen upgrades to the Ranger class? I heard from my pal on Henry Hudson Wheel that they’re going to install techwizard crystal brain matrices with a clone program of a Shemarrian in the Rangers, oh yeah, and give them magic teleporters and leyline Rift drives. And I heard over at Alpha Two that they bought a whole crapperload of Kera-Tech drop pods for the Marines! I tell ya, we’re going to be INVINCIBLE next fiscal year!”
----William Muzzy, Paladin Steel Stelmarine

“These ships really, REALLY, worry me...they’re smart, they got good weapons, high performance drives, I-Fields, and generally the best the Alliance has to offer, short of buying out-of-system. They really can’t enter an atmosphere, but frankly they DON’T have to, because they can do more damage up in orbit, than cruising around in atmosphere. But what really worries me about them is that PS designed these things with planetary attack missions in mind...not exploration or transport, but planetary surveillance, hit, and run...and who, I ask you, were they planning to attack when they laid these things down? Somebody’s not telling us everything over in Burlington....”
---Captain Guissepe Asto, Cyberdyne Space Watch.

“Yeah, I was with the Falklands when they made the drop to stop that bugger queen threatening the Ares’ farmlands in Mariner Valley. Ants all over the place, and popping up faster than the ‘Vid were able to burn them down. The Falklands was detailed to help our new green-blooded friends, so we burned into orbit, assessed the situation, and took action. Now you’re thinking, what can a company of homo sap grunts do that a regiment of armored proto-mechies can’t? Well, we set down a grid work of penetrator probes and used seismic readings and deep radar scans to map out the ants’ tunnels...located the central chambers, then dropped a few buses worth of earthquake and magma RVs, and collapsed the whole ridge on top of them tighter than a car crusher...anything dug its way out of THAT we hosed with plasma.”
----Dale Gore, Paladin Steel Stelmarine; PSS Falklands, assigned 15th ‘Blackbirds’ Aerospace Regiment


“Are you kidding me? Trust my life to THAT deathtrap? It’s bigger than a Warshield, with half the armor and armament...the thing steers like a meatbeast, and because it’s so frakkin’ BIG everyone automatically assumes it’s the fleet flag! Combat Transport my ass, it’s a tin-plated coffin, it is!”
----Thomas VarBergen, ex-CAF Marine.

“When cruising in the Three Galaxies, and not wanting to show off that we’re really a warship, we frequently use the camouflage panels to mount various ads to better press home the idea that we’re just a harmless merchie going about our business.
Of course, when we clear for action, the ad displays get turned off, but still, we’re probably the only military service to make money from renting advertising space on our hulls.”
---Captain Aotum Crywll, GNESS Tokugawa Yoshimune


The Ranger-class Cruiser is a late-model heavily armed and armored jack-of-all trades ‘task ship’.....sometimes called an ‘enforcer ship’ for its role in applying specialized corporate security muscle where PS and GNE interests are at stake. Though the Ranger doesn’t carry many crew members, its sophisticated artificial intelligence systems, coupled with its fearsome array of hardware, and the elite caliber of its small contingent of soldiers, make it easily the equivalent of many larger or more heavily-crewed vessels(though it’s still rather under gunned by Three Galaxies’ standards). The Ranger is definitely designed with the multi-environment, even galactic or interdimensional, troubleshooting campaign in mind. If one or two Rangers can’t deal with a situation, PS usually sends in a fleet.
The Ranger is a no-nonsense, robust design that incorporates proven design philosophies with advanced, cutting-edge technologies. In terms of its overall design, the Ranger-class would appear to be the ‘missing link’ between the ‘spaceborne’/built classes of PS spacecraft, and the ‘new generation’ designs incorporating more advanced Galactic technology. The array of systems on these ‘combat transports’ is staggering, with more advanced data-gathering instrumentation than many dedicated scientific research vessels(many Ranger missions are less combat ones, and more surveillance operations). Multiple redundancy automation, life support, and detection systems make these vessels easy and reliable to run, and have earned them the nicknames of ‘Brain Ships’(rumors of the use of the brain-patterns, or brains, of ex-Stelmarine spacers, are categorically denied by PS). In the hands of an intelligent crew, or worse yet, an inspired one, the Ranger is a truly dangerous opponent for all its ponderous size.
The Ranger has a basic angular hull configuration that resembles a stock Three Galaxies’ medium cargo transport, with an array of reconfigurable external plates and panels that can be shifted about to alter the ship’s appearance as much as 40% and change its sensor signature, concealing the warship underneath. The interior of the Ranger-class can be modified to a variety of troop, cargo, and equipment configurations, courtesy of the modular-frame structure forward of the sensor fins and engineering decks, known as the ‘boxcar section’. Though not as easily accessed as the modular pods of the PS space-borne ‘erector sets’, on account of the need to remove , replace, and re-align the armor plating and stealth coating, the main payload bays can be more easily modified by a shipyard to met mission needs than a more conventional construction vessel. Rangers have thus been configured as troop carriers, munitions ships, VIP transports, command carriers, and special high-security cargo carriers, carrying all manner of precious cargoes from metal specie and strategic minerals to thermal-stellar nuclear warheads and stasis-tubed refugees. The ships have also been used as convoy escorts or ‘Q-ships’, frequently traveling disguised as regular merchantmen, until attacked, when their hull panels and plates slide aside to reveal their weaponry.
While impressive by Rifts Earth standards, by Galactic yardsticks the Ranger’s armament is rather light for a ship of its size. Well aware of that, Ranger crews are advised to spot an enemy first , using the ship’s advanced sensors, and use whatever advantage time and distance affords them to avoid contact with a more powerful opponent. So far, PS’s ships have managed to avoid direct confrontations, as few are unwilling to test the battleworthiness of the Ranger in a toe-to-toe slug-match against alien battlecruisers or battleships.
While the first Rangers were laid down at the enormous Valiant Station facility in Rifts Earth orbit, large scale production of the ships has also commenced at the Amberjin yards in the Three Galaxies, where the majority of these ships are built(given the less immediately hostile environment). The exact number and disposition of Ranger-class vessels is unknown; both GNEAS Space Force and Paladin Steel Security are reluctant to publicize their complements and movements, but it is known that a Ranger, possibly several, make regular runs between Rifts Earth (PS-Space) Orbit, and the facility at Amberjin in the Three Galaxies continuum, possibly involved in the Crystal Trade or in transfers of advanced technology. It is also rumored that all Rangers are under the direct control of Paladin Steel Security, rather than Vermont Free State Space Force Aerospace Command, with individual ships attached to the VSFSFAC on an as-need basis. This makes tracking the deployment and distribution of Rangers all the more difficult.
Rumors of an upscaled ‘Super Ranger’ Heavy Cruiser/’Pocket Battleship’ on the drawing board have been circulating, but it is largely believed that these are based on erroneous out-dimension sightings or confusion with prototype vessels in development.

Type: PSS-FFS-17
Class: Medium Space Cruiser/Combat Transport
Date of Introduction: 119 PA
Crew: 90
(Can carry up to 500 troops if the cargo bays are converted to life support facilities...a standard mixed combat complement would have 250 troops and 4-6 additional shuttles to deploy them)
MDC/Armor by Location:
Main Body 45,000
Bridge 8,000
Main Engines(2) 12,000 each
Heavy Particle Beam Cannons(2) 1,200 each
Heavy Laser Arrays(2) 600 each
Heavy Rail Guns(4) 500 each
Heavy Long-Range Missile Launcher 600
Medium Range Missile Bay 500
Point Defense Turrets(12) 100 each
Lateral Cargo/Bay Hatches(4, 2 each side) 400 each
Hangar Bay 12,000
Communications/Sensor Fins(2) 10,000 each
Forward Sensor Array 9,000
Lateral Sensor Fins(4) 1,000 each
(Variable Forcefield) 1,500 each side(9,000 total)

Height: 220 ft
Width: 280 ft
Length: 830 ft
Weight: 178,000 tons
Cargo: The Ranger’s cargo bays have a capacity of 1.2 million cubic meters of available space/20,000 ton capacity
Powerplant: Nuclear Fusion, w/ 30 year energy life
Speed:
(Atmosphere) Hover to Mach 3; rarely enters an atmosphere or gravity well of more than .5 gee.
(Sublight) Mach 10!
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 1% of light speed per melee)
(FTL) 4 light years per hour
(Underwater) Not possible

Market Cost: NOT FOR SALE!!! Exclusive to Paladin Steel/Aegis Stellar Industries.
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 4 million miles
*Long Range Surface Imaging Radar---When the terrain below is unknown, the Rangers can use powerful surface-mapping radar to trace the contours of the land below, and transmit updated 3-D contour maps to the troops. Deep penetrating radar can be used to detect subterranean tunnel systems, caves, building foundations, and buried objects.
*Gravitic Sensors----55 million mile range
*Neutrino Detection----55,000 mile range
*Tachyon Radar---3 million miles

*Communications Suite:---Long Range Radio and Video
*Transmission Interception and Decryption Capability---The Ranger’s ‘long ears’ can tap in on enemy communications and decode their security ciphers, the “Blind Fire’ system can triangulate enemy positions from their radio messages, and the ‘Guard Rail III’ system can even hack wireless modem and wireless computer networks.

*Laser Communications ---Tactical (i.e. ship-to fighter/shuttle)Range: 200,000 miles.--For tight-beam communications, ship to ship, or ship/surface. The Laser can even be modulated to the blue-green for communicating with submerged vehicles

*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.

*High Resolution Optics---Another surface surveillance system, for producing high-resolution optical imagery of the planetary surface. Includes thermographic optics for detecting heat sources and missile launch plumes.

*Radiation Detectors---Detect the presence of radiation, from the trace emissions of nuclear powerplants to nuclear explosions

*EM Shielding---Using special electromagnetic radiation shielding, saves on the need for bulky metal or water radiation shielding.

*EW Suite and Stealth ---Using performance data acquired from their trade partners PS has been able to fit the Ranger with a number of advanced (for their technology, that is) stealthing features, such as an electronic ‘blanket’ to reduce telltale EM emissions from the drive systems, and wavelength-specific hull-surface ‘smart’ materials that allow the buried sensor arrays to look ‘out’, while hopefully deflecting/absorbing most of the incoming hostile sensor radiations. The ship is also hulled in special ‘smartskin’ paneling that can be configured to detect and absorb(or at least distort) radiation and laser scans.
In ‘stealth’ mode, the Ranger has a 95% chance of evading detection by passive sensors, and an 80% chance of evading active sensors. Sensor-guided weapons are -5 to strike the Ranger with its ‘cloak’ up.
Engaging the ‘stealth mode’, however, reduces drive efficiency, by as much as 20%, and should the hull take 30% or more overall damage, the ‘smartskin’ paneling is rendered ineffective, reducing stealth bonuses by HALF.
The Ranger also mounts a more conventional EW suite for jamming enemy communications and targeting systems. Communications Jamming has a 5,000 mile range, is 95% effective against civilian systems, and is 65% effective against more sophisticated channel-jumping military communications suites. Missiles and guided weapons are -4 to strike.

*Tractor Beams(2)----Effectively each rated for 2,000 tons dead weight, but can be used for imparting small changes in momentum/direction to ships/structures several times that mass. One emitter is mounted at the hangar bay, the other in the prow.
Range: 5 miles in space(NOT usable in atmosphere)
(Kitsune Values: 5,000 miles in space).

Weapons Systems:
1)Heavy Particle Beam Cannons(2)---The main EW teeth of the Ranger are these twin PBCs, the design of which was acquired through PS’s extraterrestrial connections. In addition to doing direct megadamage, the neutral particle beams also adversely affect electrical systems and power grids. One side-effect of this last fire mode is auroras over the afflicted targets, as the particle beams interact with the planetary magnetic fields, adversely affecting radio transmissions and electromagnetic navigation systems.
Note that the particle beam CANNOT fire through the Interface protecting(isolating?) Rifts Earth, nor is the EM mode effective through intense magnetic fields.
Range: 45 miles in atmosphere, 70 miles in space
(Kitsune Values)70 miles in atmosphere, 70,000 miles in space
Damage: 5d6x100 MD per blast at full offensive power mode.
The particle beam also has a more innocuous mode that does NO damage, but does enhanced EM damage.
EM effects: Used against unshielded power grids(such as cities and towns), the particle blast has a 99% chance of knocking down electrical systems, including vehicles, in an 80-mile radius(30 miles when in full power offensive mode) of the point of aim. Unprotected computers and other hardware not protected by surge protectors, and hooked into the common power grid, may still be affected up to a hundred miles or more away by power surges through the power lines.
The beam is less effective against shielded systems such as those on space structures(25%) and military systems(10% for surface military vehicles), which are hardened against radiation.
Against spacecraft, it acts in the same manner as an Ion Cannon, doing damage as follows:
5d6x100 EMP damage(special) per blast
Shields take 1/4 damage from EM 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 Disruptor 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 disruptor blasts, the ship is disabled completely.
.
Rate of Fire: Once per melee
Payload: Effectively unlimited

2)Heavy Laser Cannon(2)---Twin lateral arrays for burning other spaceborne targets. The Ranger arrays differ from the standard cannon fitted to ships like the Cimmerian, in that the lasers are also capable of firing at a lower-powered, but equally-long-ranged, power level, for faster rate of fire, without straining the recharge cycle between shots. This system was developed after PS ships reported, on three separate occasions, being fired on by Arkhon and other alien vessels with cruise-missile type munitions. These weapons often managed to anticipate and avoid the close-defense laser grid, or were able to spew unavoidable fragmentation clouds at the limits of interception by the smaller system. To counter, PS engineers geared the longer-ranged heavy lasers to a faster-cycling lower power mode able to ‘burst’ fire.
Range: 8 miles in atmosphere,16 miles in space
(Kitsune Values)16 miles in atmosphere, 16,000 miles in space
Damage:(Maximum Power)2d6x100 MD per blast. 6d6x100 MD for a triple burst
(Low Power Mode)4d6x10 MD per blast. 12d6x10 MD for a triple burst
Rate of Fire: Four times per melee at maximum power load
Up to Ten times per melee at lower power.
Payload: Effectively unlimited

3)Heavy Rail Guns(4) (Dorsal and Ventral)(4x2). These double-barreled weapons provide the Ranger with the ability to chew up incoming fighters, light vessels, and missiles with a swarm of near-relativistic velocity projectiles.
Range: 5 miles in atmosphere, 10 miles in space
(Kitsune Values)10 miles in atmosphere, 10,000 miles in space
Damage:1d4x100 MD per 80 rd burst. 2d4x100 MD per dual burst
Rate of Fire: ECHH
Payload: 32,000 rds(400 bursts) per cannon before needing reloading. Additional ammunition can be stored as cargo and moved to magazines in 15 minutes.

Later models of the Ranger would be refitted with the Scimitar II-Style G-Cannons--- similar, but more powerful, ‘Scimitar-GGuns’.
Range: 5 miles in atmosphere, 10 miles in space
(Kitsune Values)10 miles In atmosphere, 10,000 miles in space
Damage: 1d6x100 MD per 80 rd burst. 2d6x100 MD per dual burst
Rate of Fire: ECHH
Payload: 32,000 rds(400 bursts) per cannon before needing reloading. Additional ammunition can be stored as cargo and moved to magazines in 15 minutes.

4)Heavy Long-Range Missile Launcher---The long range teeth of the Ranger-class, this multiple array, linear accelerator missile launcher uses an electromagnetic catapult to release missiles from large diameter, rather than use a pre-sized launch tube, allowing it to fire bundled clusters of smaller missiles(though long range missiles are standard) or larger-diameter weapons like the Long Lance II and IV Space Missiles, allowing the ship to act as an impromptu missile cruiser if necessary.
Furthermore, it is common practice for Rangers to fire missiles equipped with shield disruption systems, the better to penetrate the forcescreening of enemy vessels.
Range: Varies by missile type(speed and range x4 in space)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by missile type
Rate of Fire: Volleys of 1, 2, 4, 5, or 6, up to 4 times per melee
Payload: 120 LRMs, Additional missiles may be stored in the cargo holds and reloaded within 30 minutes(1 ton of cargo per 12 missiles)

(Option) PS Long Lance II Nuclear Missile---This is an SLBM-sized nuclear weapon that takes up the same space as SIX smaller LRMs.
NOTE: PS combat doctrine FORBIDS the use of strategic nuclear devices against planetary targets, without full authorization and coded permission from the top echelons of High Command(fortunately, as few ships carry Long Lances or strategic nuclear weapons, there have been few chances to test this doctrine).
Range: 1,000 miles(4,000 miles in space)
Damage: 2d4 x 1,000 MD to a 4.6 mile destruction radius
Rate of Fire: Volleys of 1,2,3,4, or 5, once per melee
Payload: Varies...A Long Lance II takes up six tons of cargo space

(Option)TW Breaching System(optional)---This can be fitted to any LRM missile prior to firing. Despite its high-PPE installation cost, the system is popular because it allows PS’s relatively low-tech missiles to penetrate high-tech energy shielding, and deliver a surprise knockout blow! Uses the Energy Disruption spell to penetrate enemy defenses. If facing a known magic-using enemy, this system may be enhanced with Dispel Magic Barrier. The system(values taken from Siege on Tolkeen 1, pg. 69) costs 495 PPE to install, 20 PPE to activate per minute of operation.

(Option) PS Long Lance IV---The Long Lance IV is the next generation heavy anti-spacecraft missile from PS, and was developed after the abysmal failure of most of the launched Long Lance IIs to reach the target during the Dreadnought Crisis . This SLBM-sized weapon is smarter, heavier, and carries its own ECM and countermeasures decoy launchers to give it a better chance of penetrating a target’s defenses.
Range: 1500 miles(6,000 miles in space)
Damage: 2d4 x 1,000 MD to a 4.6 mile destruction radius
Bonuses/Special:
*ECM----The missile has its own expert system and EW transmitters for jamming enemy radar, as well as evading their sensors. The missile is -6 for guided weapons to strike. 60% chance of evading radar detection to begin with.
*Flare/Chaff Launchers(1, 6 bundles)
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
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: Varies...A Long Lance IV takes up eight tons of cargo space


5)Medium Range Missile Bays(2)---Two smaller missile bays designated for anti-fighter and ASAT defense.
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, 2, 4, 5, or 10, up to four times per melee.
Payload: 100 missiles per launcher, 200 missiles total, reloading from the cargo hold takes 1d6 minutes(1 ton of cargo per 24 missiles)

6)Orbital Bombardment (THOR) Reentry Vehicle Launcher---One of the most lethal surface assault weapons in the Ranger’s arsenal is the THOR system, that uses special reentry vehicle buses and warheads to attack surface targets from orbit. These MIRVs can be used to deploy sensor clusters, deep probes, and even mobile probe robots, but their real purpose is to deploy warheads.
Warhead options include tactical nuclear, chemical, mine, EMP, kinetic-kill, and TW weapons. Most RVs consist of a 1 ton ‘bus’ with 5 separate, independently targeted warheads. If so desired, before launch, the weapons officers can have the MIRV ‘bus’ fitted with less than the full complement of five MIRVs, in order to conserve the expensive MIRV warheads, or to tailor the weapon for ‘surgical’ strikes. The Space Force has studied various strategies and tactics for the effective use of these weapons, including leaving them in orbit as ‘sleepers’ to deploy at a remote signal, sensor trigger, or preprogrammed interval, as a ‘spoiler’ attack or decoy.
If PS ever found a way to deploy these weapons through the Interface, they could seriously cripple the Coalition and other powers with a single barrage of these warheads. Against the airless Moon and its deep-buried lunar fortresses, they are much less effective.
Supposedly, strategic nuclear warheads are also in the PS arsenal, but given PS’s stance on strategic nuclear weaponry on planetary surfaces, this seems unlikely.
Range: Orbit to surface
Damage: Varies by weapon type

*Light Kinetic Penetrator---Works similar to a WWII ‘Earthquake Bomb’. Kinetic weapons have the advantage of leaving little or no radiation to contaminate a battlefield or potential postwar acquisition. This weapon type actually carries five separate RVs on a maneuverable ‘bus’ stage. Each RV does 5d6x10 MD to a 40 ft radius

*Heavy Kinetic ‘Smasher’--- A single-shot warhead(no multiple warheads) weighing 12 tons. Hits with considerably greater velocity and kinetic energy. Does 1d6x100 MD to a 90 ft radius, and does DOUBLE damage to any fixed-foundation structures in a 200 ft radius, due to ground shock.

*Fuel Air Explosive Munition---A single warhead(no multiple warheads) non-nuclear area of effect weapon that disperses a cloud of volatile fuel droplets in a mist over the target area, then ignites it in a rapidly propagating explosion. Besides thermal damage, the real damage from this weapon comes in the massive overpressure shockwave that it creates, capable of forcing its way into open ducts and vents, and imploding vehicles and bunkers. Also known as a ‘Daisy Cutter’, it is often used to simultaneously secure and clear landing zones of obstacles(both sentient and material). The heavy FAEMs carried by the Ranger’s drop pods can do 4d4x10 MD to a 500 ft radius, plus 3d6x10 MD to everything else in a 3,000 ft ft radius. Those caught within the blast radius are also likely (01-88%) likely to be bowled over by the blast and stunned, if not worse....

*ElectroMagnetic Pulse Weapon---Designed to knockout unprotected electronics and power distribution networks, exploding at high altitude for maximum effect.
EM effects: Used against unshielded power grids(such as cities and towns), the particle blast has a 99% chance of knocking down electrical systems, including vehicles, in an 100-mile radius of the point of detonation. Unprotected computers and other hardware not protected by surge protectors, and hooked into the common power grid, may still be affected up to a hundred miles or more away by power surges through the power lines.
The EMP is less effective against shielded systems such as those on space structures(25%) and military systems(10% for surface military vehicles), which are hardened against radiation.


TW Weapons---Based on the work done between Paladin Steel and its allies, strategic TechnoWizardry weapons are a safer, more ‘morally acceptable’ alternative to vaporizing enemy cities with nuclear weapons. TW warheads also have certain advantages against magic-vulnerable opponents.
The downside is that strategic TW weapons are hellishly expensive in both the crystal matrices needed to hold the weapons-grade spells, and the high-level mage talent needed to produce and empower them.
Still, PS produces and deploys a wide variety of these weapons, just in case.

*TW Disharmonize---Actually more of an airburst weapon that deploys thousands of small individual grenade-sized TW ‘skeet’ warheads over a wide area, that fall to an appropriate altitude for maximum effect, then explode, causing no initial physical damage, but sowing massive chaos throughout both military forces and civilian populations. Tremendously expansive in terms of magic energy investment, and relatively short-term in its effects, it nevertheless can be an effective weapon in disrupting an enemy’s defenses in advance of a raid or troop landing.
Each MIRV can carry up to 200 ‘skeets’ each
The carrier shell is designed as an airburst weapon(300-1,000 ft up), with the dispersal charge firing the skeets out on wide arc frisbeeing trajectories to cover a maximum area of effect. Each submunition skeet affects a 500 ft radius(some overlap is unavoidable), and effects last 50 minutes. Everyone caught in the area of effect must save versus magic or else lose HALF their attacks per melee, lose initiative, and be -20% to perform all skills. Furthermore
The beauty of this weapon is that the mage-munition officer or loader, if one is available, can , simply by touching the shell before loading and launching, and uttering a safing incantation(Magic telepathy or psionic telepathy will also do the trick), fuze the weapon to affect ONLY enemy soldiers...KNOWN allies are UNAFFECTED by the magic! Of course, if no such trained combat mage or psychic is available , then the ‘generic’ shell will affect EVERYONE in the area of effect.
Needless to say, however, at 150 PPE per submunition, these weapons are awfully expensive.

*TW Magma Weapon(RV)---Modified River of Lava spell, that creates a pool 450 ft in diameter instead, that lasts 15 minutes. If deployed in shallow water it lasts only 7 minutes and does HALF damage, but creates huge bubbles, kills local sea life, and produces a massive cloud of superheated steam that blinds anyone on the surface, fouls up thermographic imaging systems, and creates a belching sonar static that can screw up passive sonar systems in the area.

*TW Tsunami Weapon(RV)---Designed for attacking coastal targets,this weapon deploys up to 5 independently targeting RVs that each generate a tidal wave.
Each warhead creates a tidal wave roughly 150 ft high, 3,000 ft long, lasts 15 melees, reach as far as 450 ft inland, and does 4d6x10 MD per melee. Also has a 75% chance of capsizing any ships it catches.
Note: This weapon is INEFFECTIVE unless aimed at a sizable body of water, such as an ocean, large lake, or deep river.

*TW Hurricane Weapon(RV)----Ocean-attack weapon, but can also be used against large lakes. Each MIRV creates a massive sea storm that covers a 120 ft area, 100-150 mph winds, and 30 ft high waves. Does 3d6x10 MD per melee to large structures, and 1d6 MD to anyone caught out in the open. Effects last 15 minutes.

*TW Maelstrom Weapon(RV)---Another ocean-attack weapon, for attacking shipping and submarine warships/installations. Like the Tsunami Weapon, the ‘bus’ can deploy up to 5 independently targeting RVs that each generate a sizable whirlpool in any large body of water they are aimed at.
Whirlpools are 120 ft wide, lasts 15 minutes, and does 1d4x10 MD to anything caught in its center, 2d6x10 MD per melee to large ships, and 1d6x100 MD to hem if they get submerged or if the whirlpool ‘breaks the ship’s back’.

*TW Earthquake Weapon(RV)---Each warhead acts as a 15th level Elemental Earthquake spell; 3500 ft area of effect, doing 2d6x100 MD per melee, for fifteen melees. Generates a fissure 900 ft long, doing damage to everything within 600 ft on either side of it. A full spread of Earthquakers can destroy a county.

*TW Stormfront Weapon(RV)---Airburst warheads that unleash multiple Tornadoes(one per warhead), and an accompanying Summon Storm, all equivalent to the 15th level Elemental Warlock Spells.
Tornadoes are 100 ft in diameter, last 15 minutes, and do 3d6x10 MD per melee to anything caught by them, and an additional 2d6x10 MD to anything hurled out. Wood, clay, and stone structures take 4d6x10 points of damage(SDC or MDC), and trees are uprooted in one melee round. The tornadoes will also randomly wander about in a half-mile area before dispersing.
The storm element creates a drenching, obscuring downpour that drops 4 inches of rain per hour, does 1-6 points of structural S.D.C. per half hour, immobilizing floods, and reduces visibility to near zilch; storm covers a 14 mile area, and lasts 7 hours

Rate of Fire: Volleys of 1-20
Payload: 80 free-fall RVs. Additional RVs may be carried as cargo(one RV ‘bus’ weighs 1 ton)

7)Point Defense Turrets(12)---These are standard CCW-pattern dual laser/mini-missile launchers that have been installed fro close-in defense.
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: (Rail Gun) 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


8 ) Mine/Killsat Launcher---To defend itself against space-borne opponents, or to deny local space to other vessels, the Ranger has the ability to seed space with a small orbital/free space minefield or killer satellites. The mine launcher can also deploy dedicated surface surveillance and communications satellites.
Payload: 60 mines, 20 satellites(additional ordnance may be carried and reloaded from the cargo bays)
Damage: Varies by weapon deployed
*Space Mine---A freefloating explosive war satellite...Various types exist, including stealth ‘sneakmines’, ASAT ‘limpets’, and enhanced EMP models, but the standard anti-ship version carries a powerful nucleonic charge that does 2d6x100 MDC to a 600 ft radius
Damage: Typically equal to a Cruise Missile warhead

*Orbital Net Mine---This weapon unfurls into a 10-kilometer(5 mile)-wide free-floating hexagon of high tensile-strength megadamage fibers. Any vessel hitting this net at high speed takes damage roughly equivalent to the UWW’s infamous ‘Death Cloud’ weapon.
Damage: Any ship flying into the net will take 4d6MD times its Mach Speed. Multiple the damage by 10 for ships weighing 10,000-40,000 tons, by 20 in the 41,000-100,000 ton range, and by 100 if more than 100,000 tons.
The net is virtually impossible to detect on radar and ships are -6 to dodge, while larger ships are -8!

9) Countermeasure Launchers(2)---Two small bays are dedicated to deploying countermeasures. Though mainly based on systems in use by the Orbital powers of Rifts Earth, and thus decidedly crude by Three Galaxies standards, these decoy systems can still prove effective, or at least distracting at critical moments.
Range: Typically launch out to 10 miles or more from the ship under the initial expulsion charge.
Damage/Effects:
-Ballute Decoy---This is an inflatable metallic balloon-form meant to be highly visible to enemy radar and optics. A small maneuvering drive (equivalent to a heavy Manned Maneuvering Unit) gives the decoy some capacity to micmic a ship’s normal movement.
-Wild Weasel---A more maneuverable version of the above, but the WW relies not on passive sensor reflection but on active emissions to fool enemy sensors. The WW is more robust, and can ape a more vigorous range of maneuvers on the part of the ship it’s supposed to be imitating. Effective Speed: Mach 6
Duration: 10 minutes per pod
Effects: The decoys have a 70% chance of fooling enemy sensor operators and expert systems. They are also +2 to enemy sensor-guided munitions to strike, increasing the chance that the missiles will elect to pursue the ‘louder’ sensor signature(the missile rolls to strike for both the original ship and each decoy deployed....highest to strike roll determines which target the missile(s) go after).

-Smart Chaff--- Jams radio signals(75% chance of jamming military band command-guidance ordnance), and 60% chance of deflecting ordinary missiles.

-Laser Aerosol---Laser Aerosol Clouds are chancy; they impede the lasers of the ship they’re supposed to be shielding as readily as those of the attackers, and the cloud does not move with the ship if maneuvers are necessitated(it will continue moving and expanding in a straight line until it completely dissipates).
Rate of Fire:
Payload: Each CM array holds 50 Ballute decoys, 20 maneuvering decoys(“Wild Weasels”), 100 ‘Smart Chaff’ canisters, 50 laser aerosol canisters

Auxiliary Craft:
1-8 Light Shuttles( Typically modified Dragonflies) or 1-4 Heavy Shuttles(such as the AAST-4 Condor or AAST-6 Gannet)

Options:
The relative spaciousness and modular nature of many of the systems aboard the Rangers allows for relatively quick and easy modification and the addition of new systems. This allows the Ranger to be quickly upgraded or reconfigured for specific missions fairly easily.
Listing all the different permutations of systemry is fairly impossible(and largely classified by the GNE for security reasons). However, among the options either operational or under consideration:

*TW Teleporter---A variant of the Starship TW Multiplexor under development, this magic device requires the installation of shipboard TW PPE Generators: 4 PPE Generators and regenerates at 50 PPE per hour(200 PPE per hour total). Each also has an adjacent PPE Battery Bank, that can hold up to 500 PPE each(2,000 PPE total).
The Teleporter itself requires a homing signal to lock on to, either deployed by drone probe or a ground agent. The system has a range of over 100,000 miles, and allows fir the instantaneous teleport of up to three people at the cost of 80 PPE(cheap, but then again, the base spell PPE cost has been HALVED by the TW apparatus). Though only three people can be teleported at a time, this system allows for covert insertion of operatives from orbit, without the obvious use of shuttlecraft or reentry pods.


Variants:
As noted above, the large cargo capacity of the Ranger’s main bays allows it to be quickly refitted for a variety of purposes, typically with standardized modular pallets, including pressurized living quarters and control centers. Additional weaponry is rarely fitted, but then again, PS is very reluctant to list all the possible configurations possible in its own special ‘security force’ vessels.

As more advanced Galactic technologies become available to PS/ASI, it is expected that the Rangers will undergo periodic upgrades and refits(the modular nature of much of the design was laid down in anticipation of this).

*PSS-FFS/SCV-17C---Space Carrier version of the Ranger, with the holds modified to carry up to 20 aerospace fighters

*PSS-FFS/CG-17D(L)---A ‘heavy gun’ cruiser variant that sacrifices any troop carrying capacity to mount two large laser cannons in coaxial mounts in the forward hull.
1) Heavy Laser Cannon(2)
Range: 30 miles in atmosphere, 90 miles in space
(Kitsune Values: 90 miles in atmosphere, 90,000 miles in space)
Damage: 1d4x1,000 MD per blast
2d4x1,000 MD for both cannon firing on the same target simultaneously
Rate of Fire: Once per melee
Payload: Effectively Unlimited

*PSS-FFS/CG-17D(L)-M---Another ‘heavy gun’ variant that sacrifices troop carrying capacity for a ‘broadside’ of massed extended range heavy lasers, similar to the lateral arrays, but in fixed ‘bank’ mountings, in the main holds.
1) Heavy Laser Cannon(16, 8 each side)
Range: 8 miles in atmosphere,16 miles in space
(Kitsune Values)16 miles in atmosphere, 16,000 miles in space
Damage:(Maximum Power)2d6x100 MD per blast. 6d6x100 MD for a triple burst
(Low Power Mode)4d6x10 MD per blast. 12d6x10 MD for a triple burst
Rate of Fire: Four times per melee at maximum power load
Up to Ten times per melee at lower power.
Payload: Effectively unlimited


*PSS-FFS/G-17E---A heavy missile carrier variant that sacrifices hangar and cargo space to mount several modular batteries of long range and cruise missiles, or PS’s ‘Long Lance’
1) Heavy Missile Bays(4)---Up to four modular missile launchers can be mounted in the cargo bays, firing out of their former doors.
a) Long Range Missiles
Range: Varies by missile type(speed and range x4 in space)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by missile type
Rate of Fire: Volleys of 1-12 each launcher , up to four times a melee
Payload: 120 LRMs, Additional missiles may be stored in the cargo holds and reloaded within 30 minutes(1 ton of cargo per 12 missiles)

(Option)TW Breaching System(optional)---This can be fitted to any LRM missile prior to firing. Despite its high-PPE installation cost, the system is popular because it allows PS’s relatively low-tech missiles to penetrate high-tech energy shielding, and deliver a surprise knockout blow! Uses the Energy Disruption spell to penetrate enemy defenses. If facing a known magic-using enemy, this system may be enhanced with Dispel Magic Barrier. The system(values taken from Siege on Tolkeen 1, pg. 69) costs 495 PPE to install, 20 PPE to activate per minute of operation.

b) Cruise Missiles
Range: Varies by missile type(speed and range x4 in space)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by missile type
Rate of Fire: Volleys of 1, 2, 4, 5, or 10
Payload: 40 missiles

c) Heavy Nuclear Torpedoes --- PS Long Lance II Nuclear Missile---This is an SLBM-sized nuclear weapon that takes up the same space as SIX smaller LRMs.
NOTE: PS combat doctrine FORBIDS the use of strategic nuclear devices against planetary targets, without full authorization and coded permission from the top echelons of High Command(fortunately, as few ships carry Long Lances or strategic nuclear weapons, there have been few chances to test this doctrine).
Range: 1,000 miles(4,000 miles in space)
Damage: 2d4 x 1,000 MD to a 4.6 mile destruction radius
Rate of Fire: Volleys of 1,2,3,4, or 5
Payload: Varies...A Long Lance II takes up six tons of cargo space

(Option) PS Long Lance IV---The Long Lance IV is the next generation heavy anti-spacecraft missile from PS, and was developed after the abysmal failure of most of the launched Long Lance IIs to reach the target during the Dreadnought Crisis . This SLBM-sized weapon is smarter, heavier, and carries its own ECM and countermeasures decoy launchers to give it a better chance of penetrating a target’s defenses.
Range: 1500 miles(6,000 miles in space)
Damage: 2d4 x 1,000 MD to a 4.6 mile destruction radius
Bonuses/Special:
*ECM----The missile has its own expert system and EW transmitters for jamming enemy radar, as well as evading their sensors. The missile is -6 for guided weapons to strike. 60% chance of evading radar detection to begin with.
*Flare/Chaff Launchers(1, 6 bundles)
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
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: Varies...A Long Lance IV takes up eight tons of cargo space
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

PSMcAR-03 Venter Pepperbox Personal Defense Weapon(.22LR)
(aka ‘Buster’, ‘Barrage Gun’)
http://1.bp.blogspot.com/_59GYpEVAu0U/TCb84S4_BTI/AAAAAAAAANw/AVbjCqrZ3iM/s1600/24-barrel_pepperbox.jpg

“Don’t use this buster on critters with acidic blood unless you’re sure you’re outside blood spatter range.”

“I call this little baby ‘Killzone’.”

An odd little handgun, the PSMcAR-03 Venter is based on a pre-automatic pistol ‘pepperbox’ configuration with multiple barrels(a full twenty-four, chambered in .22LR!), but uses ‘metal storm’ technology to double the payload. The Venter uses a simple electronic firing mechanism, rather than a mechanical one. A thumb-dial can allow the user to specify how many barrels are fired simultaneous in a volley. When all twenty-four barrels are fired off at once, the resulting damage spread can be MASSIVE, plus the grouping of the shots means that the target likely has a large hole blown in it, or at least a broad swath of armor seriously ablated.
The major problems with the Venter are the difficulties in quickly reloading(speed loaders are available that essentially just replace the whole barrel assembly or each individual barrel can be removed and swapped out for a loaded replacement), the fact that the electronic firing mechanism doesn’t always work in all dimensions, and atrocious range from the short, smoothbore barrels.
The Venter is available as both a pistol for BigFolk and a rifle-style weapon for Smallkin.

Weight: .9 lbs(10.8 ounces) fully loaded
Range: 45 ft
Damage: (.22LR) 1d6 SDCor 3d6 SD per 3-rd burst, 6d6 SDC for a six-round burst, a twelve-round burst does 12d6 SDC, and a full twenty-four round burst does 1d6x24 SDC.
(Wellington/PS Exploders) 3d6 SD per rd or 9d6 SD per 3-rd burst, 1d4x10 SDC for a six-round burst, a twelve-round burst does 2d4x10 SDC, and a full twenty-four round burst does 3d6x24 SDC.
(PSX-2) 1d4 MD per rd, a three round burst does 2d4 MD, a six-round burst does 4d4 MD, a twelve-round burst does 4d8 MD, and a full twenty-four round burst does 1d4x24 MD!!
Rate of Fire: Volleys of 1-24
Payload: 24 barrels, with 2 rounds in each(48 rds total)
Features:
*Lightweight Composite Construction
Cost: 1,000 credits
Options:
*Fan Mode---This causes the barrels to splay out slightly when fired, causing a ‘shotgun’ area of effect, doing HALF the normal damage, but to a 30-degree wide arc. Cost: 600 credits
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by ZINO »

dame!!!N1!!!AGAIN!!!
let your YES be YES and your NO be NO but plz no maybe
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ZINO
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Comment: NEVER QUIT..... I got lucky
Location: new york

Re: Paladin Steel Storefront

Unread post by ZINO »

taalismn wrote:Kera-Tech is the intellectual property of Raven.
Kitsune Values are the creation of Kitsune


Paladin Steel Ranger-class Cruiser/Combat Transport
http://i408.photobucket.com/albums/pp164/taalismn/img201.jpg

DAME !!!N1!!!
let your YES be YES and your NO be NO but plz no maybe
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abtex
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Re: Paladin Steel Storefront

Unread post by abtex »

taalismn wrote:PSMcAR-03 Venter Pepperbox Personal Defense Weapon(.22LR)

Nice! Great!! Wonderful!!! Why???? :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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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:
taalismn wrote:PSMcAR-03 Venter Pepperbox Personal Defense Weapon(.22LR)

Nice! Great!! Wonderful!!! Why???? :D



Stocking stuffer.
You know, Peace on Rifts Earth(through superior firepower), and all that jazz? :clown:
-------------
"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 »

Ok.
Have a good holiday.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

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

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

Unread post by taalismn »

abtex wrote:Ok.
Have a good holiday.


Will certainly try.
Have a short trip to make Christmas Day; won't even have to refuel the fusion powerplant with fresh deuterium, though I'll be arming the headlight lasers..you know, just in case I have trouble with road-warriors.
-------------
"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:
Shark_Force wrote:hmmm... i feel tempted to call it a penguin actually :P


I know, I know...so was I, but penguins can't fly... :D

Are you sure?
May be SmallKin are shiping aircraft south of the border? Way, way south. :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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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:
taalismn wrote:
Shark_Force wrote:hmmm... i feel tempted to call it a penguin actually :P


I know, I know...so was I, but penguins can't fly... :D

Are you sure?
May be SmallKin are shiping aircraft south of the border? Way, way south. :D


We do, but nothing like that!
Wait...
Why those nasty conniving Triax bastards.....
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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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 »

(TW Sensors and ranges by Kitsune)


Paladin Steel/Aegis Stellar Industries ‘Aurora’ Aerospace Frigate
(aka ‘Light Spear’, ‘Star Chaser’)
http://i408.photobucket.com/albums/pp164/taalismn/img204.jpg
“Ever seen a squadron of Auroras at work tearing down on a target? It’s like a big handful of really big and really sharp throwing knives moving at near-light speed. Only the knives can flip and dodge in mid-flight, and those ain’t glints of light off the blades, they’re gigawatt pulse lasers stabbing out.”

“As an escort, the Aurora shows that it can go just about anywhere our contracts oblige us to travel, and insure our convoys get us there. The speed and agility of these ships allows them to intercept pirates, while their magical systems allow them to counter even magic-using opposition with a good chance of successfully beating them back. That all means good business, because people are more likely to order from a company, even if it doesn’t supply the most advanced or powerful products, that insures that its customers will get their orders on time, and not simply write off pirated shipments as well-insured risks or ‘shrinkage’.”
---Troan LaMange, ASI Shipping Director.

“This is ASI’s rapier, a heart-striker, an assassin’s blade. It’s quick and it’s sharp and it’s more dangerous than it has a right to be, coming from an upstart company with barely ten years of existence behind it. It shows what fresh perspectives, creative minds, and an unhealthy obsession with firepower, or a pessimistic view of the future of affairs in the Three Galaxies, can turn out.”
----Gedro Nasshini, defense analyst for Jainyz’s Warship Guide.

The ‘Aurora’ is another in Paladin Steel’s ‘New Generation’ of more advanced, small, fast, atmosphere-capable stellar warships. Intended to act as the far-ranging fast attack elements of the GNESF, screening the slower-moving, but still hard-hitting, ‘flying erector sets’ of the first generation fleet initiatives, these warcraft show both the design influence and technological exchanges of PS’s contacts in the Three Galaxies.
The Aurora was inspired, in no small degree, by PS engineers’ studies of various Three Galaxies craft such as the Hunter-class destroyer and Scimitar frigate. However, the design has also benefitted from PS’s growing experience with advanced drive systems, and the original ‘destroyer’ designation has been expanded in the Aurora’s case to include exploration and long range recon duties.
The ‘Aurora’ has a sleek, triangular plan, swept wings and angled ramscoops streaming back from a long, graceful forward hull and sharp-pointed conical nose. The bridge is buried deep inside the nose, and multiple sensor arrays are either concealed inside radiation-transparent blisters, or fold inside armored housings. The ‘Aurora’ has a small amidships hangar deck and launch bay, capable of holding a handful of small craft; not enough to allow the ship to act as a carrier, but sufficient for recon missions. The bay is modular, and can be outfitted for other purposes, such as cargo, weapons/science modules, and other systems, allowing the Aurora to be quickly refitted for various purposes.
In addition to a reinforced hull and battlescreening(by now becoming standard with Paladin Steel-built military spacecraft), the Aurora is covered in laser-ablative armor(especially important, since combat experience has shown that PS’s ceramic-composite formulation has a slight advantage in dispersing the energies of Arkhon tribeam weaponry). Another innovation is the installation of a grid of high-capacity braided ectofiber throughout the hull to help insulate the ship from abnormally active magical energies(including magical attacks), facilitate the recharging of the ship’s TW systems, and detect paranormal energies(including naturally invisible beings and energy lifeforms). When in magic-rich environments, or when under sorcerous attack, the hull of the Aurora actually glows an eerie blue-green, causing the ship class to live up to its name.
The Aurora’s weapons complement is built around long range....knowing how light their ships are, Aurora crews prefer to keep opponents as far away as possible. To that end, the ship carries a large magazine of long range missiles(that can be replaced/supplemented with special purpose ranged space mines, tactical recon drones, and scientific investigation probes). A brace of long range lasers and particle beam cannon gives the ship a mid-range bite, while PS-standard close-in laser defense arrays provide antimissile and anti-fighter coverage at close range. The Aurora also typically goes to space with a flight of four aerospace fighters and a squad of space-capable power armors for further tactical support.
Despite the added expense, Techno-Wizardry systems have been added as both complement and backup to the technological systems. TW enhancements typically emphasize added defense against paranormal threats, increased sensitivity to paranormal phenomenon, and stealth(by using processes not subject to conventional detection and countermeasure methods).
Though small for its size, the Aurora has a very efficient hybrid drive system, capable of high speed ‘torch sprinting’ or slower fuel efficient cruising. The inclusion of ram scoops and advanced gas filtration systems that allow the ship to skim nebular clouds or convenient gas giants, and harvest, purify, and collect its own hydrogen fuel, can allow the small ship to out-range other vessels in the same size class. The hybrid drive system is also designed with multi-environment operations in mind; the ship can operate in deep space, dense atmosphere, and underwater, with equal ease and efficiency.
If there is one outstanding complaint about the Auroras to date, it is that they are so compact that spacers complain about ‘submariner living conditions’.....In order to fit many of the systems in, many items (such as sick bay body scanners or living quarter bunk-pods) have been specially built to order to ergonomically fit into the allotted space. This ship-specific fitting design makes re-provisioning and resupply of damaged equipment a difficult proposition, as not all PS/ASI space supply depots may have stocks of the necessary gear on hand. Using standard-issue equipment in place of the special gear is possible, but may take up more space than is comfortable for the crew.
The Aurora has been recently introduced to the Space Arm of the GNE’s military. Four(VFSS Strato, VFSS Nimbus, VFSS Umbra, and VFSS Aurora) have already been completed, with twelve more on order. The ships first in service have already earned reputations for being excellent ‘Coast Guard’ ships, racing out of the Earth/Moon system to rescue stranded spacers, and policing nearspace against pirates.
Relatively small, inexpensive, and easier to produce than a capital unit, the Aurora and its stable mates give Paladin Steel/Aegis Stellar Industries a quick, flexible, and readily adaptable stellar naval unit that can be produced in numbers to fill out the GNE’s space force needs, and which can be easily modified for commercial sale.
With the new production facilities at ASI-Amberjin opening up, the better access to high technology, advanced materials, and low-cost industrial tooling, the Aurora is expected to be produced, and appear, in greater numbers.

Type:PS/ASI-PSS-ADS-FFG-21 Aurora
Class: Fast Aerospace Scout Frigate
Date of Introduction: 116 P.A.
Crew: 75 +20 passengers/Marine contingent
MDC/Armor By Location:
Main Body 6,200
Bridge 2,000
Hangar/Payload Bay 1,200
Main Energy Cannon(1) 1,600
Secondary Long Range Laser Cannon(4) 280 each
Medium Particle Beam Lances(4) 300 each
Long Range Missile Launchers(2) 480 each
Point Defense Turrets(6) 100 each
Wings(2) 1,200 each
Ramscoops(2) 1,000 each
(Variable Forcefield) 5,000 each side(30,000 total)

*Note: The Aurora uses a specially formulated composite laser-resistant armor; lasers do HALF damage to its hull. Arkhon tri-cannon do 10% less damage to the material.

Height: 60 ft
Width: 300 ft
Length: 500 ft
Weight: 8,000 tons
Cargo: 400 tons
If not carrying small craft, the Hangar Bay can be refitted into a cargo hold able to accommodate up to 600 tons
Powerplant: Nuclear Fusion w/ 25 year energy life
Speed:(Atmosphere) Hover to Mach 6(can escape the atmosphere)
(Sublight) Mach 15 (typically cruises at Mach 10)
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 1.5% of light speed per melee)
(FTL) 5 light years per hour
(Underwater) Fully capable of operating underwater, and can move at up to 100 MPH underwater, maximum depth 1 mile.
Cost: Produced exclusively for ASI/PS, and affiliates. Would cost 450 million credits if made available on the open market.
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 4 million miles
*Communications Suite:---Long Range Radio and Video
*Laser Communications ---Tactical (i.e. ship-to fighter/shuttle)Range: 200,000 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.

*EM Shielding---Using special electromagnetic radiation shielding, saves on the need for bulky metal or water radiation shielding.

*ECM----- A powerful communications and sensor jamming suite. Communications Jamming has a 5,000 mile range, is 95% effective against civilian systems, and is 75% effective against more sophisticated channel-jumping military communications suites. Missiles and sensor-guided weapons are -6 to strike.

*Electronic Cloaking----Special hull panels and EW antennae can distort or deflect radar beams and Em-spectrum sensor radiations, giving the ship limited stealth capabilities(more effective/efficient cloaking may be accomplished through the installation of special mission modules in the cargo/hanger bay). These systems give the ship a 70% chance of going undetected, and sensor-guided weapons are -4 to strike, but the active component of the jamming may be detected in itself, giving the vessel’s presence away.

*Bussard Ramscoops---Mounted like jet air intakes in the leading edge of the outer ‘wing’/main body, are magnetic intakes, normally protected in combat by armor shutters, for taking in interstellar hydrogen deflected safely into them by the navigational deflectors. In this way, on long range missions, the ship can replenish its hydrogen fuel supplies, ‘grazing’ off of hydrogen rich patches of space, cometary gas tails, or the upper atmosphere of gas giants, and extend its fuel supply by as much as 40%. Note that this system is not as efficient as tanking up from a dedicated tanker and fuel processing plant, due to contaminants in the gases also scooped up, which diminish the efficiency of the fusion process.

*Ectofiber Insulation Grid
-Magical Attacks do HALF damage/effect

*ORACLE Mk V---Omni-diRectional Aura Classification and Locator Electronics---A TW development of the SNARLS PPE Scanner, this system consists of a series of advanced Technowizardry scanner systems(TW optic mounts, static crystal PPE meters, and whatnot) stationed around the ship, feeding into a central computer system with special TW-derived interface program algorithms. The system is designed to detect incoming magical/paranormal attacks and alert the crew to them(hopefully in time to allow them to take defensive measures). Linkage to the Ectofiber Grid has increased the sensitivity and effectiveness of this system.
See Aura: Slightly different than the spell in that it can scan an entire target such as a ship or station. The enchantment can be used to target a single individual but only have one tenth normal range when being used in that matter. Costs 60 P.P.E. per activation due to extended range. Range: 1,000 miles (1,610 kilometers) in space and 1 mile (1.6 kilometers) in an atmosphere. Effects / Abilities: Gives an approximate count of the number of life forms onboard. Gives the average level of experience, highest level of experience, and lowest level of experience [Given in these terms: Low (1-3), medium (4-7), high (8th and up).] Tells if there is any magic onboard. Gives if there are any psychics onboard (Mind Block will prevent detection), Gives a general count on the amount of P.P.E. the target has (basically the P.P.E. of the crew and any devices which store P.P.E.). Detects if there is any kind of possession. Finally sees if the crew or ship has any unusual aberrations.
• See the Invisible Sensors: The ships has several special optical and other sensor systems with see the invisible on them. Same as spell and used at will (requires no P.P.E. to activate). Range: 2,000 miles (3,220 kilometers) in space and 2 miles (3.2 km) in an atmosphere. Effects / Abilities: Can see forces, objects, and creatures which can turn invisible, or are invisible. Can also see vaporous beings and astral bodies.
• Sense Magic: The ship has sensors which the give the ability to detect active magic. Similar to spell and used at will (requires no P.P.E. to activate). Range: 200,000 miles (322,000 kilometers) in space and 200 miles (320 km) in an atmosphere. Effects / Abilities: detects the presence of magic if within detection range of ship and gives bearing on magic and basic range although not exact position. Detects active enchantments but will not generally detect spell casters in general.
• Sense Rifts: Ship has sensors which effectively allow Rifts to be detected. The system can be (requires no P.P.E. to activate). Range: 500,000 miles (805,000 kilometers) in space and 500 miles (805 km) in an atmosphere. Effects / Abilities: Detects the presence of Rifts (including those created by Rifts Drives) and unlike when detecting magic gives position very accurately.


Magical Systems:
The Aurora has benefitted immensely from PS’s experience with the TW-enhanced systems of its GMR skyships.....thanks to improvements in TechnoWizardry design and production, the earlier and cumbersome systems have been refined and made smaller and more efficient.
The Aurora carries 4 PPE Generators and regenerates at 50 PPE per hour(200 PPE per hour total). Each also has an adjacent PPE Battery Bank, that can hold up to 500 PPE each(2,000 PPE total), and recharges/absorbs energy at 100 PPE per 24 hours, plus it accepts any surplus from the generators during low demand times.
All TW Generators have been retro-fitted with a Ley Line Storm Defense System that automatically locks down the generators and shields them during leyline storm activity. Though leyline storms are rare in open space, the existance of solar leylines means that they DO exist, and can be quite severe.

*TW Ball Lightning Weapons System(4 node-projectors)
This is an experimental system, more than anything else, to test the suitability of magic spell weapons to the deep space environment, and pre-dated the later, more efficient, Heavy Multiplexors and low-loss Ectofiber cabling. The weapons fire bolts of eldritch lightning, that often appear to swirl and spin about the ship’s hull before dashing off to hit the target.
Range: 6,000 ft in atmosphere, 60,000 ft in space
(Kitsune Values: 10 miles in atmosphere, 10,000 miles in space)
Damage: 4d6x10 MD per blast, +4 to strike
Rate of Fire: EGCHH
Payload: Conditionally Unlimited; each shot drains 60 PPE from the reserves

*Impervious to Energy( 80 PPE per activation, duration of 5 minutes per activation)

*Star Light(24 PPE per activation, duration of 20 minutes per activation)
Causes the starship to glow brightly in a 2,000 ft diameter sphere, making it impossible for anyone to get a hard optical lock on the spacecraft or parts of it. Similarly, radar and other sensors cannot able to make out anything inside the area of the sphere(only the sphere itself). Vampires, most undead, and other creatures vulnerable to sunlight will take 2d6x10 points of damage if exposed directly to the light and face a Horror Factor of 19 even if not.

*Expel Demons(35)---This is an internal defensive system, incorporated into wards around major areas of the ship, such as the engines, bridge, and sickbay...It CANNOT work outside of the ship. Fear of supernatural beings teleporting aboard ship and taking control has been a great fear of GNE crews, from their naval experience(as one salty put it; “Ain’t nothing worse than being on a ship of the Possessed... nowhere to run, damn few places to hide, and damn little time to do anything else.”), and thus PS has made this system fairly standard on its ships.

Other ‘internal’ systems that have been tested as both centrally powered systems and emergency PPE-Battery-powered systems, include Sheltering Force(ideal for emergency vac-shelters), Air Bubble, Globe of Daylight, Breath Without Air, Extinguish Fire, Ice(great for temporarily sealing hull breeches), and Mend the Broken.

Weapons Systems:
1) Axial Heavy Laser Cannon(1)---Running the length of the Aurora is a powerful long range laser cannon that gives the ship a powerful long range sting. In order to bring it to bear on a target, however, the ship itself must be aimed, as the emitter in the bow only has a 60-degree arc of movement.
Range:(Palladium) 16 miles in atmosphere/ 80 miles in space
(Kistune)16 miles in atmosphere/ 16,000 miles in space
Damage: 1d4x1,000 MD per blast
Rate of Fire: Twice per melee
Payload: Effectively Unlimited
Panalty: Designed for engaging capital ships; -7 to strike fighter-sized targets

2)Long Range Missile Launchers(2)---Mounted under the wings in armored launch modules, these are the main long range weaponry of the Auroras.
Range: Varies by Missile Type(Long Range)(speed and range x4 in space)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by Missile Type(Long Range)
Rate of Fire: Volleys of 1-8
Payload: 64 per launcher(128 total)
Additional missiles may be carried as cargo;1 ton of cargo per 12 missiles

In the alternative, cruise missiles may be carried; 24 per launcher(48 total if both pods are so fitted).

3)Secondary Long Range Laser Cannon(4)----Nose-mounted photonic cannon
Range:(Palladium) 8 miles in atmosphere/ 16 miles in space
(Kitsune) 8 miles in atmosphere/ 8,000 miles in space
Damage: 1d4x100 MD per blast
Rate of Fire: Four times per melee
Payload: Effectively Unlimited

4) Medium Particle Beam Lances(4)----Wing-mounted heavy energy weapons. Their wing-mounting is in pivoted nacelles that allow the weapons to fire in both the forward and rear arcs of the ship.
Range:(Palladium) 4 miles in atmosphere/ 8 miles in space
(Kitsune)4 miles in atmosphere/ 4,000 miles in space
Damage: 2d4x100 MD per blast
Rate of Fire: Four times per melee
Payload: Effectively Unlimited

5) Point Defense Turrets(6)---The Aurora is designed with modular point defense turrets; ASI is testing to see which weapons are the most effective.
a)---These are standard CCW-pattern dual laser/mini-missile launchers that have been installed for close-in defense.
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

b) Rail Gun PDS
Range: 6,000 ft in atmosphere, 2 miles in space
(Kitsune Values: 2 miles in atmosphere/ 200 miles in space)
Damage: 2d4x10 MD per 60 rd burst
Rate of Fire: 6 attacks per melee
Payload: 12,000 rds per gun(200 bursts each)
Radar Targeting Bonus: +3 to strike

c) Ion Cannon PDS
Range: 6,000 ft in atmosphere, 2 miles in space
(Kitsune Values: 2 miles in atmosphere/ 200 miles in space)
Damage: 3d4x10 MD per shot
Rate of Fire: 4 times per melee
Payload: Effectively unlimited

d)Particle Beam PDS
Range: (Palladium)1 mile in atmosphere, 4 miles in space
(KItsune Values: 2 miles in atmosphere, 200 miles in space)
Damage: 2d6x10 MD per blast
Rate of Fire: ECHH(auto-fire is six times per melee)
Payload: Effectively unlimited

e) Pulse Laser PDS
Range: 6,000 ft in atmosphere, 2 miles in space
(Kitsune Values: 2 miles in atmosphere/ 200 miles in space)
Damage: 2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively unlimited

Auxiliary Craft:(Standard Complement)
2 Aerospace Fighters
1 Shuttle

OR

4 Aerospace Fighters/Robots

Options:
In keeping with the PS/ASI philosophy of keeping their options open, the Aurora has been configured with integral upgradability as future developments allow. The ship’s hangar bay has been designed to be as modular as possible. If mission needs demand it, the ship can sacrifice its small craft complement in order to accommodate a special cargo or systems module(such as an extendable sensor boom, twin heavy semi-external cannon mounts, or advanced lab module) in the hangar bay spaces. In such cases where a special module is required, and at least basic small craft capability is also required, the Aurora can ‘piggyback’ a heavy fighter or shuttlecraft, docked to an external hardpoint/airlock connection, though this craft will be nearly impossible to service from the mothership during the course of normal operations.
Other options include swapping out some of the energy weapons for alternate rail- and projectile weapon types, giving the Auroras a better chance against energy-shielded enemies such as the Arkhons.

-Modular Hangar Bay
a) Cargo Module---Can hold an additional 400 tons of cargo

b) Passenger Module---Life support and accommodations for up to 50 people(100 people under cramped conditions).

c) Sensor Module---A specialized sensor pallet for more advanced scientific, tactical, or strategic recon missions can be fitted in the bay. Depending on the specific type of instruments, all that may be required is to open the bay doors to let the instruments ‘see’ out, or a sensor antennae/mast may be extended and unrolled for operations.

d) Medium Laser Cannon Module
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 2d6x100 MD per blast
Rate of Fire: 4 shots per melee
Payload: Effectively Unlimited

e) Medium Particle Beam Module
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 4d4x100 MD per blast
Rate of Fire: 3 shots per melee
Payload: Effectively Unlimited

f) Rail Gun Module---Twin gun turret mounting.
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 both cannons firing simultaneously
Rate of Fire:ECHH
Payload: 32,000 rds(400 bursts) per cannon

g) Heavy Missile Bay----Holds 480 Short Range Missiles, OR 240 Medium Range Missiles, OR 80 Long Range Missiles, OR 40 Cruise Missiles

h)Heavy Nuclear Torpedoes --- A rotary launcher for heavy nucleonic space combat missiles, either the Long Lance II or IV. Massive destruction(meant to compensate for the less advanced guidance and propulsion), but limited payload.
-PS Long Lance II Nuclear Missile---This is an SLBM-sized nuclear weapon.
NOTE: PS combat doctrine FORBIDS the use of strategic nuclear devices against planetary targets, without full authorization and coded permission from the top echelons of High Command(fortunately, as few ships carry Long Lances or strategic nuclear weapons, there have been few chances to test this doctrine).
Range: 1,000 miles(4,000 miles in space)
Damage: 2d4 x 1,000 MD to a 4.6 mile destruction radius
Rate of Fire: Volleys of 1,2,3,4, or 5.
Payload: Payload of 5 missiles. A Long Lance II takes up six tons of cargo space.

(Option) PS Long Lance IV---The Long Lance IV is the next generation heavy anti-spacecraft missile from PS, and was developed after the abysmal failure of most of the launched Long Lance IIs to reach the target during the Dreadnought Crisis . This SLBM-sized weapon is smarter, heavier, and carries its own ECM and countermeasures decoy launchers to give it a better chance of penetrating a target’s defenses.
Range: 1,500 miles(6,000 miles in space)
Damage: 2d4 x 1,000 MD to a 4.6 mile destruction radius
Bonuses/Special:
*ECM----The missile has its own expert system and EW transmitters for jamming enemy radar, as well as evading their sensors. The missile is -6 for guided weapons to strike. 60% chance of evading radar detection to begin with.
*Flare/Chaff Launchers(1, 6 bundles)
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
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
Rate of Fire: Volleys of 1-4
Payload: Payload of 4 missiles. A Long Lance IV takes up eight tons of cargo space.


i)Plasma Torpedo Launcher---PS/ASI doesn’t like to advertize that they have the technology for this weapon, believed to have been developed by the Shemarrian Star Nation, in part due to the fact that they don’t want to jeopardize the still tentative relationship with the SSN(in fact, it’s the other way around; the SSN got the basis for the PTL from PS/ASI, from research into Mechanoid plasma weaponry!).
Range: 25 miles in atmosphere, 100 miles in space
(Kitsune Values: 100 miles in atmosphere, 100,000 miles in space)
Damage: 2d4x100 MD to a 100 ft blast radius per missile
Rate of Fire: Volleys of 1-8 plasma bolts. Three volleys per melee
Payload: Effectively Unlimited

j)Heavy Tachyon ScatterGun
Range: 5 miles (2,500 m) in atmosphere, 10 miles (10,000 m) in space w/ 6 mile wide arc*
(Kitsune Values: 5 miles in atmosphere, 5,000 miles in space)
*Width are reduced to 1/4th in atmosphere
Damage: 1d6x100 MD per blast
Rate of Fire: EPCHH
Payload:Effectively Unlimited

k) Heavy Forcefield Generator---Adds more powerful shielding; effectively DOUBLES shield strength. Generator comes with its own dedicated powerplant.
(Variable Forcefield) 10,000 each side(60,000 total)

l) Starship TW Multiplexor---This is still considered to be an experimental system available only to a few vessels and crews. This option fits the bay with four extra PPE generators that effectively DOUBLE the Aurora’s PPE capacity(4 PPE Generators and regenerates at 50 PPE per hour(200 PPE per hour total). Each also has an adjacent PPE Battery Bank, that can hold up to 500 PPE each(2,000 PPE total, 4,000 PPE counting the existing integral PPE generators on the ship) and a large TW Spell Projection Array.
The current model of Starship Multiplexor can carry up to six separate spells, typically of high-level space spells(See Rifts: Fleets of the Three Galaxies). Still, however, this weapons system gives the Aurora a SERIOUS magical bite lacking even in many UWW warships.
-Space Dust(150 PPE per activation, duration of 10 hours per activation, 500 mile range---500,000 mile Kitsune range, and 100 mile radius)
-Solar Flare(250 PPE per activation, duration of 1d6 hours +5 hours per activation, 1,200 mile range---120,000 mile Kitsune range )
-Summon Meteor Shower(150 PPE per activation, duration of 10 minutes per activation, 3 mile range---300 mile Kitsune range)
-Summon Ion Storm--Can generate up to a Level/Magnitude 5 ion storm (150-250 PPE per activation, duration of 1d6x10 minutes per activation, 10 mile range---1,000 mile Kitsune range)
-Gravity Well(550 per activation, duration of 50 minutes per activation, 400 mile range---40,000 mile Kitsune range, 100 mile radius )
-Create Nebula(500 per activation, duration of 10 hours per activation, 20 mile range---2,000 mile Kitsune range, 5 mile diameter)


Variants:
A few of the MAJOR variants under consideration(or in the early stages of conversion/construction) are as follows:

*PSS-ADS-FFG-21C---This is the export model being offered for sale in the Three Galaxies. The FFG-21C lacks the TW systemry and Ectofiber Insulation Grid, but adds extra forceshielding(+500 MDC per side), has a somewhat less powerful engine(maximum speed of Mach 9) and markets for 400 million credits.

*PSS-ADS-FFG-21D---This variant mounts a powerful particle beam cannon in place of the axial laser cannon, sacrificing range for damage.
Range:(Kitsune) 12 miles in atmosphere/ 60 miles in space
(Palladium) 60 miles in atmosphere/ 60,000 miles in space
Damage: 1d6x1,000 MD per blast
Rate of Fire: Twice per melee
Payload: Effectively Unlimited
Penalty: Designed for engaging capital ships; -7 to strike fighter-sized targets

*PSS-ADS-FFG-21F---Variant mounting a powerful plasma torpedo launcher in the nose.
It also mounts two nose tractor beams that help direct the plasma bolt to its target.
Range: 25 miles in atmosphere, 100 miles in space
(Kitsune Values: 100 miles in atmosphere, 100,000 miles in space)
Damage: 2d4x1,000 MD to a 100 ft blast radius per missile
Rate of Fire: Two shots per melee
Payload: Effectively Unlimited

*PSS-ADS-FFG-21S---A ‘stealth’ variant constructed with radar- and sensor-absorbing materials in its hull, and a number of specialized features meant to minimize its sensor signature. While not capable of true invisibility and total sensor stealth, the advanced systems available to this ship do dramatically reduce its sensor signature, albeit at nearly 50% higher cost.
Bonuses: The vessel has a 95% chance of avoiding detection by conventional means. Sensor-guided weaponry have a -5 to Strike the vessel.

*”Perseid-Delta-class Heavy Fighter” ----Roheryn-, a vessel belonging to the Masaki-Mustangas(a bounty hunter couple with suspected links to Aegis Stellar Industries) has recently appeared in the Three Galaxies. Though listed as a ‘ modified Perseid-Delta-class Heavy Fighter’, no record exists of a comparable design by that name, and many analysts suspect the ship is really a heavily modified Aurora hull. While the Masaki-Mustangas have been reticent about revealing details of their ship, given that only two crewmembers(the Masaki-Mustangas themselves) have ever been seen around the vessel, it can be safely assumed the ship is likely heavily automated and run by a sophisticated A.I. of some sort. Other assumed modifications include a pair of ion disruptor cannons replacing the wing particle beam weapons, a heavily reinforced brig(for holding captured bounties) and a substantially beefed-up drive system allowing faster pursuit(and escape) speeds.
Last edited by taalismn on Sat Dec 31, 2011 10:22 am, edited 3 times in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by ZINO »

Paladin Steel/Aegis Stellar Industries ‘Aurora’ Aerospace Frigate
this is awesome !!!!
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 »

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

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

Unread post by taalismn »

PS HAR-25 ‘Esben’ Heavy Rifle (25mm)
(aka ‘Punisher’, ‘Bowling Tube’)
http://world.guns.ru/userfiles/images/grenade/gl13/xm25_0.jpg

“Wanna level an enemy town? Get a bunch of Esben and Taskin gunners alongside each other and then challenge them to prove which is the better weapon...the twenty or the twenty-five millimeter format. They have enough ammunition, that place and any resistance in it will be hammered down by midnight. I swear, the guys who carry those things must get ADDICTED to the recoil.”
----Lieutenant Lydia McGower, ‘Black Paladins’ mercenary company.

The ‘Esben’ is an adaptation of the pre-Rifts XM25 concept 25mm grenade launcher/Counter Defilade Target Engagement (CDTE) System, a weapon that saw limited use with the American Empire Army in the run-up to the Golden Age. However, PS has adapted the concept to fire the same shell warheads as the OCSW-2 ‘Arden’ 25mm Heavy Machine Gun, only with a cut-down propellant cartridge for less recoil. This allows the weapon to be more easily used by regular unaugmented infantry, giving them cannon power in a more readily usable format. The HAR-25 is regarded as a ‘heavy rifle’ by Paladin Steel and the Greater New England Armed Services, although many would regard it as a grenade launcher.
The HAR-25 has a largely light alloy and composite construction to save weight, and a bullpup configuration(with the ammunition clip located behind the pistol-grip trigger assembly) allowing for easier use in close quarters, such as urban areas and bunkers. A sighting package, taken directly off the existing OICW Waybur Battle Rifle, gives the weapon excellent accuracy, as well as allowing it to fire air burst munitions. Recoil is soaked up by a piston-stye shock absorber in the buttstock.
Note: The HAR-25 CAN fire the regular 25mm shell for a full range of 6,000 ft, but the greater recoil causes the weapon’s accuracy to suffer(-1 to strike, unless 2 APMs are taken to properly brace).
Given PS’s already extensive offerings of automatic weapons, grenade launchers, and heavy weapons, the HAR-25 is not expected to make a big splash in the already saturated projectile weapons market, but the weapon does have its advantages, in accuracy and portability, so it’s expected to make a decent niche market showing.
Weight: 13 lbs
Range: 3,300 ft
Damage: (SDC)* (Fragmentation) 2d6x10 SDC to 10 ft radius**
4d6x10 SDC per 5 rd burst, 8 ft blast radius
(High Explosive) 6d6x10 SDC to 4 ft radius
1d4 MD per 5 rd burst, 8 ft blast radius
(Armor Piercing) 1d4x100 SDC, no blast radius
1d6 MD per 5 rd burst, 1 ft blast radius
*(Yes, I know, why include SDC when it just as quickly becomes MDC? You’re still being hit with a pretty hefty shell)
**(Note that SDC weapons enjoy a slightly larger blast radius than that of MDC weapons, owing to the lower damage potential)

(MD)(Fragmentation)1d6 MD to 7 ft radius
4d6 MD per 5 rd burst, 10 ft blast radius

(High Explosive) 3d6 MD single shot, 5 ft blast radius
1d4x10 per 5 rd burst, 8 ft blast radius

(Armor Piercing)4d6 MD single shot, no blast radius
2d4x10 per 5 rd burst, 1 ft blast radius

HESH (High Explosive Squash Head) - Designed to ‘spald’ off armor on the interior of power armors and vehicles. Composite ‘chobham’(layered armor and nylon mesh) armor reduces this internal damage by HALF, by holding the armor together.
HESH rounds do NOT have a blast radius.
3D6 MD plus 4D6 SDC to the person(s) inside the object.
1d4x10 per 5 rd burst,4 ft blast radius----plus 4D6+2 SDC to the person(s) inside the object


(Crowd Control rds)---Essentially an expanding plastic ‘flyswatter’ that delivers a bruising knockdown punch. Cut effective range to 200 ft. Does 2d4 SDC per rd, humans and human-sized D-Bees must roll a D20-5 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174). Human-sized light power armors(500-800 lbs) also roll on a D20, but are +2 to save versus knockdown

(Wood Rounds) 7d6 SDC single shot (1d4x10+5 HP to vampires), no blast radius
2d4x10+10 SDC per 5 rd burst (2d4x10+10 HP to vampires), 2 ft blast radius

Other ammunition types, including incendiary and plasma rounds, are also being developed.

Rate of Fire: Single shot or 5-shot burst
Payload: 5-10 rd clip
Features:
*Scope Package---Micro-chip targeting computer, laser rangefinder, x6 telescopic scope w/ passive nightvision/light amplification, and micro-chip video camera( 12 photo/images/3 minutes video....for recon or kill-trophy verification)
Bonuses: +1 to strike from the targeting sight, +1 to strike from the targeting computer using active sensors(for a total of +2 to strike on a called shot).
(For those of you choosing to “Smartgun Link” the HAR-25, add the bonuses from headjacking software to the above bonuses, or replace the system with the new hardware’s stats, whichever is higher)
Cost: 14,000 credits
Shells cost 8(SDC Fragmentation) 18(High Explosive) 26 (SDC Armor Piercing)- 198 (MD Fragmentation) 198 ( MDHigh Explosive) 348(MD Armor Piercing) credits each

PSCAPW04 Compressed Air Projectile Weapon(18mm/12 gauge)
(‘Puffgun’, ‘Puffin’, ‘Nerfshot’, ‘Airsoft’, ‘SoftRider’, ‘Megaspitballer’)
http://www.fnhusa.com/support/images/dynamic/l/FNM0020l.jpg

“Okay you newborns! I want you mewling little teatsuckers to have your faceshields lowered AT ALL TIMES!!! Just because these are puffguns doesn’t mean they can’t kill, especially if you’re standing around with your in-hole gapping open waiting for incoming to punch your brains out---hard as that shot might be considering how small a target your gray cell is! I have to suffer the indiginity of having a maggot killed during practice with spitballs, then I AM having your body shipped to whatever you call home in a box painted on BIG yellow letters ‘KILLED BY MY OWN STUPIDITY!’ and “I WAS TOO DUMB TO LISTEN’!”

“Wow...that was impressive! You actually put two silver dust rounds up the nostrils of that werewolf with your little airgun! I’ve never seen a were try to rip his own face off, ever!”
“Serves him right for trying to eat MY face.”

This is a straightforward compressed-air gun based on the pre-Rifts Belgian FN303, and can fire 12-gauge projectiles, typically reduced-lethality types such as baton rounds, gas shells, illumination flares, marker bags, and stun shells. Construction is of lightweight plastics and composites, and the action is powered by a compressed gas cylinder mounted parallel to the barrel. The weapon feeds its projectiles from a drum magazine, and it is easy(some users say fun) to use. The CAPW04 is fairly quiet(aside from a popping or ‘phunting’ noise), has no muzzle flash, and leaves no propellant residue in the barrel, making the weapon very easy to clean and maintain.
The ‘Puffin’ is marketed primarily to law enforcement , security firms, and agriculture, but it is used by bounty hunters, and by regular military forces as training aides. The real selling point of the CAPW04 is its incredible low cost; it’s even cheaper than the ‘Phizer’ Rifle.

Weight: 5 lbs
Range: 250 ft
Damage:(varies)
*Tag--- No damage...This is either a paintball round or a special scent pellet...the scent pellet gives a +20% to anyone with an advanced sense of small to identify and track a tagged suspect. Paint or scent tags can only be removed with a paint remover like turpentine.

*Taser--- 1d6 SDC, victim is -8 to strike, dodge, and parry for 1d4 melees, plus an additional 1d4 melees per subsequent hit, Also must save versus non-lethal poison, 16 or higher, or be knocked unconcious.

*Teargas shell---250 ft range, 25 ft radius---victims are -10 to strike, parry, and dodge, -3 initiative, lose 1 melee attack/action, for the next 1d6+1 melees

*Baton shell---250 ft range, 2d6 SDC, plus humans and human-sized D-Bees must roll a D20 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174).

*S-9Dex Incapacitation Munition ---250 ft range, Essentially a paper-shelled shotgun shell-sized gas-propelled 'cold rocket', packed full of taser beads. Beads powder on impact, reducing the chance of bystanders or ingoing police stepping on undischarged beads. Great for crowd control and dealing with closed-space situations(alleyways, rooms, vehicle interiors, etc...)
Effective Range: 300 feet, w/ 20 ft radius
Damage: Nil. Humanoids struck with this weapon must save vs. coma or be shocked unconscious for 1D6 minutes.
Cyborgs have a 60% chance of having their cybernetics disrupted for 1D10 minutes, and a 30% chance of a non-vital system being permanently shorted out.

*Wooden Stake---2d6 Hit Points to vampires and similar creatures.

*Silver Round---4d6 Hit Points to werewolves and similar creatures.

*Flare---Incendiary illumination round that parachutes back to the ground, and burns brightly for 2d6 melees, generally illuminating an area of 300 ft. Does 2d6 SDC if fired directly at/into somebody.

*Mini-Grenade(plasma)--- 250 ft range, 5d6 MD to 5 ft blast radius
*Mini-Grenade II(Fragmentation)---250 ft range, 2d4 MD to 10 ft blast radius
*Standard HESH Shell---250 ft range, 2D4 M.D. plus 4D4 S.D.C. to the person(s) inside of EBA power/body armour & roll versus knockdown (14)

Other types of rounds are also available as well, with new munition types being devised often.

Rate of Fire: Single shot of bursts of 5 rds.
Payload: 15 rd drum
The standard compressed gas cylinder is good for 30 shots before needing replacing.
Features:
*Dual Mode---Can be mounted under a weapon barrel or can be carried separately with its own pistol-grip and butt stock assembly.
Cost: 1,000 credits
Variants:
*CyCAPW04C---Cyborg forearm weapon version, with its own small air compressor running off the cyborg’s own power system. The airbottle can be recharged in 30 minutes.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
ZINO
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Comment: NEVER QUIT..... I got lucky
Location: new york

Re: Paladin Steel Storefront

Unread post by ZINO »

wow I am humble by your work nice 1 man!!!
let your YES be YES and your NO be NO but plz no maybe
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abtex
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Re: Paladin Steel Storefront

Unread post by abtex »

taalismn wrote:
abtex wrote:
taalismn wrote:PSMcAR-03 Venter Pepperbox Personal Defense Weapon(.22LR)

Nice! Great!! Wonderful!!! Why???? :D

Stocking stuffer.
You know, Peace on Rifts Earth (through superior firepower), and all that jazz? :clown:

Was it used for hollow(them)day shopping and gift returns? :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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abtex
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Re: Paladin Steel Storefront

Unread post by abtex »

Is a "Wiesel" Personal armor or tracked vehicle?
Just wondering. Found an article on it. Show the picture with a backpack next to it.
The combat landing vehicle "Wiesel" and "Wiesel-2" (Wiesel). Germany
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

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

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

Unread post by taalismn »

Another Biotech Modification Package from PS's biotech division.

TOPAZ LACE Augmentation Package
(PU2 budget of 9 million per operative)

“Has anybody seen my wallet? Because I KNOW I had it on my desk just a few minutes ago, and now it is GONE.”
The astonished looks around the office of the Assistant Director of Paladin Steel Special Operations reflected the incredulity at the idea that the Assistant Director would be missing ANYTHING.
“I see. Well, seeing as I cannot find it anywhere in my office, I must assume it is no longer IN my office, and therefore the security of that area has been violated. I must assume a security breach. And since my wallet contains classified materials, I must enact appropriate response protocols, starting with triggering the plastique explosive charge embedded in it.”
*Click*BEEP.
(Thud)
Every set of eyes in the office backtracked the fall path of the object in question. Several of the younger officers pulled out their sidearms and had them trained on the origin point. The older operatives just sighed and turned back to what they’d been doing prior to the interruption.
The Assistant Director just sighed as he put his cellphone away and bent down to retrieve his wallet. He continued to glare in exasperated disapproval at the corner of the ceiling, that now seemed to be suffering some sort of visual distortion, as if it was fidgeting. “Miss Brown, when the Company invested several million credits in your bio-augmentation, it was NOT so you could pay it back with the proceeds of robbing your own colleagues.”
The corner of the wall seemed to be squirming.
“And hand over the pens too.”
(Clink. Clink. Clatter.)
“Better. Now go put something on and report to Agent Massey. By the time you get there, I’m sure she’ll have found something for you to better spend your time doing.”
The corner of the room was now blushing red in embarassment.

TOPAZ LACE is a bio-augmentation package meant to create a supersneak espionage agent. The emphasis of the enhancements is on stealth, with such abilities as chameleon skin, gecko-like adhesion, and the ability to cloud minds via psionics. Sensory abilities have also been pumped up, with overall increases in sensory sensitivity. The skeletal system has been rebuilt to allow the operative to be able to wiggle and squirm through tight quarters(or out of restraints), while muscle tissues have been made tougher and more resilient---one soldier once compared a TOPAZ LACE operative to ‘a bag of ferrets’. And when it comes to prowl and escape artist abilities, TOPAZ LACE operatives have what can only be described as Insane Skillz. It’s no wonder that the biomod package includes mental enhancement to allow the operative to make maximum efficient use of their new abilities. It’s possible that Paladin Steel may have had access to tissue samples from Chameleon Mice(See After the Bomb, Revised Edition) or at least been inspired by accounts of them, when designing TOPAZ LACE.
TOPAZ LACE is also one of a growing number of augments that instills active psionic abilities. This necessitates a more sophisticated and longer post-op recovery and training regimen to train the recipient in their new mental abilities. If successful, however, the operative has access to a virtual arsenal of psionic abilities able to befuddle minds and distract attention, giving them a serious edge in infiltration and evasion actions.
TOPAZ LACE operatives tend towards slim, slight builds, and many keep their hair short. Because of the focus on stealth, rather than performance enhancement and physical toughness, and especially because of the necessity of wearing only light clothing and little, if anything in the way of protective gear, most TOPAZ LACE operatives are understandably not inclined to draw attention to themselves and remain below the alert threshold of those around them as much as possible.
TOPAZ LACE is typically available only to Special Operatives, Special Forces, Spy, and Assassin OCCs, typically in the employ of the ‘gray ops’ divisions of Paladin Steel and the GNE administration.

-Chameleon Skin--- The TOPAZ LACE operative has coloration alteration cells in their skin that can alter appearance to blend with their surroundings; 90% undetectable if hlding still, 70% if moving at 2 feet per melee or less, 20% if moving at 6 ft per melee, and the effect is lost if the person is moving any faster. The operative can feign death with 5 minutes of prepartion and maintain the illusion for 10 minutes per level of experience. Natural Prowl skill is 60%+5% per level of experience, +10% to disguise and impersonation skills.To make maximum use of this ability, the operative must wear as little as possible, typically a g-string, at most bikini briefs and a halter top. PS also makes transparent/selective opacity Skinsuits available to operatives.

-Cold Resistance---Takes HALF damage from cold-based attacks, and temperatures as low as freezing have no adverse effects. This is especially necessary to avoid the operative suffering from exposure when using their Chameleon abilities. The added layer of insulation also has the added benefits of helping to reduce the operative’s thermal signature and muffling the sounds of their internal organs(reduce the chances of detection from BOTH by HALF).

-Cartilege Skeleton---+20% to Escape Artist, +4 roll with punch, fall, or impact.

-Double-Jointed---+10% to Escape Artist, +1 roll with punch, fall, or impact.

-Adhesion---Special skin pads on the hands and feet allow the operative to scale surfaces like a gecko would, and cling to walls and ceilings without effort. Automatic climbing proficiency of 90%(-15% if wearing footware), +10% to prowl when climbing, +15% to picking pocket, palming, and concealment, +5 to acrobatics/gymnastics, and +1 P.P.

-Steroid Glands---1d6+3 times per day, the operative can increas their P.S. by 12 points and P.E. and Speed by 5 points. This takes melee round to take effect, and lasts 3d4 minutes.

-Extraordinary Physical Prowess--+2d4 P.P., +3d4 Speed, +1 APM, +3 Automatic Dodge. +10% to acrobatics/gymnastics, climb, and prowl.

-Brain Enhancement---+1 IQ, +1 initiative, +2% all skills. +1 save versus Horror Factor and Possession, +1d4 additional Secondary Skills

-Mental Acuity---Adds psionic powers Total Recall, Sense Time, Mind Block, and Sixth Sense, and the operative saves as a Minor Psychic. ISP: 1d6+10+M.E.

-Psionics: Illusionary---Adds the psionic powers of Empathic Transmission(10), Invisible Haze(30), Mental Illusion(20), Hypnotic Suggestion(6), Ectoplasmic Disguise(12), and two Physical powers of choice. ISP: 2d6x10

-Heightened Sense of Awareness---+2 initiative, +1 roll, +2 save vs Horror Factor.

-Life Sense---200 ft radius per level of experience. Tracking is 50%+5% per level of experience, uses up 2 APMs per every 200 ft of tracking distance.

-Heightened Sense of Hearing--360 ft range, +6 to initiative, +1 parry, +2 dodge(where applicable). Estimate sound distance(60%+5% per level of experience), estimate speed and direction(50%+5% per level of experience), recognize voice/sound(40%+5% per level of experience), and can hear very soft sounds(under one decibel) under 75 ft away, under 10 decibels up to 150 ft away.

-Parabolic Hearing---Can focus on a single noise or voice to the exception of all others. 50%+4% per level of experience. Also good for hearing those safe tumblers moving.

-Heightened Sense of Touch---Recognize items by touch(60%+2% per level of experience), find small irregularities in textures/surfaces(70%+2% per level of experience), recognize minute changes in temperature(60%+2% per level of experience), penalties for being blind are -5 instead of -8, +1 to strike with a thrown item or weapon, and +10% to skills requiring a fine touch, such as palming, pick pockets, forgery, demolitions, pick locks, cardsharp, etc.

-Ambidextrous---+1 APM, +1 parry, +5% to Climbing, Pick Locks, Palming, Concealment, and Mechanical/Electrical repair.

-Enhanced Physical Endurance---+1 P.E., +2d6 SDC

-Extra Lung---The operative has a special extra oxygen storage system that allows them to hold their breath for 2d6+12 minutes at a time, and even breath carbon dioxide. Ideal for those occasions when the sound of their own breathing might give the operative away, or for hiding underwater.

-Modified Appendix---+5 save versus poisons, +3 save versus drugs and other toxins. Damage and penalties from toxins are HALVED, and duration is only 25% of normal. Good for resisting the effects of sedation and interrogation drugs.

-SDC Augmentation---+240 SDC

-Night Vision---Range equal to normal vision.

-Heightened Sense of Balance---+2 roll, +10% to Acrobatics, Gymnastics, and Climbing. +5 to maintain balance.

-Quick Clotting Blood---This can be a life saver in the field, where an open bleeding wound can draw sniffers along the trail of the agent. Minor cuts close in 5d6 seconds, serious wounds in 1d4 melee rounds.

Total bonuses:
+1 IQ
+1 P.E.
+2 APMs
+2 initiative(+6 from enhanced hearing, where applicable)
+3 Automatic Dodge
+1 parry
+2+1+4+1 roll
+5 to maintain balance
+3 save vs Horror Factor
+1 save vs Possession
+5 save versus poisons
+3 save versus drugs and other toxins
+5 to acrobatics/gymnastics
+2% to skill rolls(applicable primarily to academic/technical skills)
+10% to disguise and impersonation skills
+30% to Escape Artist
+20% to Acrobatics, Gymnastics, and Prowl
+25% to Climbing
+5% to Pick Locks, Palming, Concealment, and Mechanical/Electrical repair
+10% to skills requiring a fine touch, such as palming, pick pockets, forgery, demolitions, pick locks, cardsharp, etc.
ISP: 3d6x10+M.E.
Saves versus Psionics at a 12 or better.
Hold breath for 2d6+12 minutes.
+240+2d6 SDC

Options:
*Skin Pockets---Many TOPAZ LACE operatives will get one or two ‘pouches’ implanted, typically in the thighs or stomach area. These small pockets are only large enough to hold a slim wallet, small knive(or very small pistol), a deck of cards, or floppy disc casette. Many PS operatives favor modifed versions of Micro-Scale weapons for carrying in these pockets.
-------------
"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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