Paladin Steel Storefront

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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:
taalismn wrote:
abtex wrote:It's terrible when your saving throw to stay focus is a 2 or better on a D20, and you miss it by 6.


That's when you suddenly realize that 'multitasking' has come to mean 'in addition to typing, remember to breath and maintain a pulse." :P

Why typing? Never mind. :D

Coming soon new aircraftwith full option list and weapon package.]


:D Actually DID a conversion of this many years ago...back in the day when PS was into conversions, ZOIDS were going to be a major new sideline, and this baby was at the forefront...Nowadays, though, those files have been relegated to the 'Unseen' files....
-------------
"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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Aramanthus
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Location: Racine, WI

Re: Paladin Steel Storefront

Unread post by Aramanthus »

I agree. Very nice augmentation package. PS's genetic engineering group is doing and excellent job. We may have to test a few subjects on each of the augmentation packages.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

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

"As you will it, your Grace."

HH....FIE
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abtex
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Location: Heart in Texas

Re: Paladin Steel Storefront

Unread post by abtex »

With a PS Genetic Engineering augmentation package this is always true.
More please.
Last edited by abtex on Sat Dec 12, 2015 4:08 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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taalismn
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Posts: 48686
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:With a PS Genetic Engineering augmentation package this is always true.
More please.


Well, we try(to give our enemies good reason to contemplate going into a less risky occupation than being our enemies).
-------------
"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: 48686
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Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel/Aegis Stellar Industries Barong-class Aerospace Corvette(aka ‘Gunboats’, ‘Spadeboats’)
http://i408.photobucket.com/albums/pp164/taalismn/img215.jpg

-SHARRCH-
It wasn’t so much a sound as a sudden feeling of WRONGNESS, followed immediately by being slammed into the cabin wall as the artifical gravity cut out. Emergency bulkheads snapped closed, and the emergency lights flicked on, but fortunately no hull breach sirens, or the howl of escaping air.
Trained reflexes took over as the GNE Contact Officer rolled with the tumble, and swam/crawled/climbed across the walls to steady himself, then tapped his commbadge.
“Elkins here! Report! WHAT THE HELL JUST HAPPENED?!”
The reponse came immediately, which was a good sign; whatever had just happened hadn’t taken out the bridge, and it wasn’t still chewing at the ship. The diplomatic transport’s XO came on.
#”...massive energy surge from the planet below just hit us! Shields just snapped up in time! But we’ve taken some damage! Life support and defenses not damaged, but we’re leaking some coolants and volatiles from a few small hull breaches and we’ve been thrown clear and in a tumble! I’ve got drive control though, bless these hardened Barong systems! I’m accelerating our arc so we can get behind the planet soonest and hopefully out of the line of fire-”#
”An energy surge? We were attacked?!”
#”Looks like it! The indie space station took most of the hit, though. It’s vapor and scrap now; no chance of survivors I can see. Get this, though, the energy blast had a MAGIC signature to it!”#
“Magic?! That doesn’t make sense! The locals are almost pure tech! They don’t have anything like what could have hit us!”
#” Well, SOMEBODY down there did! You’re the Contact Officer and expert here! You ask them!”#
Behind him he could hear the two local contact officials they’d taken aboard at the space station they’d been docked at. One was busy clutching on to a handhold built into the wall, the other was braced against the anchored table in the diplomatic lounge, the man surrounded by a small nebula of freefloating papers and folders.
“WHAT HAPPENED!!!??WHAT HAPPENED!!!???”
Feeling a sense of deja-vu, the Contact Officer took note that, to his credit, the local diplomat wasn’t throwing up with the sudden loss of gravity, or steadiness. Then again, he HAD come up to the tin can and bean-pole spacestation that represented the pinnacle of technology on the world below. It would make sense that the locals wouldn’t choose somebody with a queasy stomach for their space operations.
“We’ve had an incident and have temporarily lost gravity control. However, we’re safe within these chambers-”
“I can SEE that about the loss of gravity! And this is more than just an ‘incident’! I’ve lost contact with Station Capelto! I have to get in touch with the station! What just happened?!”
“-the station isn’t there anymore.”
“Not there? Explain!”
The local diplomat suddenly looked both apprehensive and on guard in a way that spoke of training. That confirmed the Contact Officer’s suspicions; the man had a military background. Probably had orders in case contact with the ‘aliens’ turned sour. That could be bad and it could be good, depending on how he handled the next news.
“We just got attacked. From your planet.”
The diplomat’s eyes narrowed. “Who?”
“Don’t know. You know anybody on your planet with a magic-based surface to space energy weapons capability?”
Eyes widened in shock. “No. What happened?”
“The beam, or whatever it was, vaporized your space station. It almost got us too, but our armor and shields held in time. We’re currently doing a high speed dead fall for the horizon.”
“I have to get in touch with my government at once!”
“I’d like to oblige, but first we have to get to safety first! Whoever fired on us, and meant to kill BOTH of us, may have the ability to take a second shot if they learn we aren’t dead yet. I’d rather we weren’t still in range when they do that. These ships are built tough, but let’s not risk another strike! So, sir, if you’ll help me get your aide strapped in, we let the crew do their work first, THEN we can get to work figuring out who did this to you and tried to do us in, and start kicking ass!”

The Barong-class corvettes are small system patrol vessels that were developed by Paladin Steel/Aegis Stellar Industries to take advantage of existing ship components to create a light, inexpensive, but well-protected aerospace patrol craft and stellar ‘coast guard’ vessel. The ship’s rounded blunt lines suggested the broad blade of the machete-like barong knife, so the class was named accordingly.
Barongs belong the same family of designs as the Asagari, Javelin, and Brandestoc. Like the aforementioned vessels, the Barong shares the same distinctive blunt prow ‘pod’, only in this case the pod is the bulk of the ship’s mass and hull, with only a slight aft extension to accommodate the installation of a triple-venturi gravitic pulse drive. In many ways, the Barongs are an extension of the ‘economy’ or ‘abbreviated’ vessel design seen in the previous Brandestoc-class vessels, with ASI aiming at producing and selling these vessels in quantity to offset larger and more expensive vessel designs.
Barongs are designed as police and defensive vehicles; as such they lack any great firepower. They do, however, mount an impressive amount of point defense weaponry usable against fighters and missiles, making them good choices as escort vessels. Most models mount two heavy weapons in dorsal and ventral turrets. They are fairly well armored, but carry only light shielding.
The Barong has spawned in turn a number of variants, including a light transport, diplomatic shuttle, and troop transport/attack lander.
Barongs are commonly used as fleet auxiliaries, system patrol craft, and light combatants, typically operating from established planetary bases/space stations, or from under the cover of larger fleet units. ASI uses a lot of them to patrol its systems, escort convoys, and perform various liaison and survey duties. The class is also marketed to the Three Galaxies, especially to smaller star nations and colonial planets looking to beef up their space forces.
Type: PS/ASI-DDC09 Barong
Class: Corvette
Crew: 25
MDC/Armor by Location:
Main Body 3,800
Bridge: 2,000
Drive Section 1,200
Medium Turrets(2) 300 each
Point Defense Turrets(10) 80 each
Forcefield 2,500
Height: 48 ft
Width: 90 ft
Length: 340 ft
Weight: 3,900 tons
Cargo: 300 tons
Powerplant: Nuclear Fusion, w/ 20 year energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 8
(Kitsune Values: 50% of light speed; Accelerates/decelerates at 0.8% of light speed per melee)
(FTL) 3 light years per hour
(Underwater) Not possible
Market Cost: 180 million credits
Systems of Note:
Standard Starship Systems, plus:
Weapons Systems:
1) Medium Laser Turrets(2, ventral and dorsal)
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 1d4x100 MD per cannon
Rate of Fire: Twice per melee
Payload: Effectively unlimited

2)Point Defense Turrets(10)---- Standard energy-based PDS.
a) Laser PDS
Range: 1 mile in atmosphere/4 miles in space
(Kitsune Values: 4 miles in atmosphere/ 400 miles in space)
Damage: 2d6x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively unlimited

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

Auxiliary Craft:
None

Variants:
*DDC09-ERRV---Modified “Coast Guard Cutter’ with an emphasis on deep space rescue. The ERRV carries only 4 PDS turrets and no main weapons turrets, instead carrying two tractor beam emitters(Effectively rated for 1,000 tons dead weight each, but can be used for imparting small changes in momentum/direction to ships/structures several times that mass. Range: 20,000 ft). Has a larger sickbay/medical facility onboard and capacity for rescue equipment. Typically carries a 10-20 man power armor unit for rescue and boarding actions.

*DDC09-LLST ‘Baswa’ ---Modified light combat transport, with a carrying capacity similar to the CAF’s Assault Shuttle. Sample capacity configurations: can carry a mechanized infantry company(80 infantry, 10 power armors, 5 IFVs, 4 artillery support vehicles, and 4 MBTs), power armor company with attached armor(40 power armors, 30 infantry, 2 IFVs, 4 artillery support vehicles, 6 MBTs), or 300 people in general.

*DDC09-ACG ’Bayu’---’Gunship’ variant for supporting the -LLSTs, covering their approach to an LZ, drawing enemy fire and intercepting missiles, and then providing air support to the embarked ground forces. The Bayu retains the PDS turrets, but the forward (ventral) deep space sensory bays have been replaced with rapid-fire pulse laser and rail gun batteries. EW has been beefed up, with a powerful tactical jamming suite added, the ability to generate and project ‘sensor ghosts around the ship, and several decoy launchers. The cargo bays can be modified into bomb-bays for deploying up to 200 tons of freefall, glide, and stand-off bomb ordnance, including cluster and ‘smart’ munitions.
Special Systems:
*Forward Optics Turrets w/ Low-Light and Thermal Imaging Optics(effective range of 5,000 ft), Laser Targeting: 7,000 ft, adds a +1 to strike with ranged weapons, and a laser designator for ‘painting’ targets for laser-guided smart weapons; 7 mile range, and gives laser-guided weapons a +2 to strike.

*EM/EW Radar Detection---Alerts the crew to the presence of hostile EM activity, such as targeting radars, and can be set to automatically fire flare/chaff countermeasure systems.

*Side-Scan Radar---Microwave radar system able to penetrate fog, smoke, and even forest canopy, to locate the hard shapes of enemy robots, power armor, vehicles, bunkers, and even hardshelled supernatural beings. 10 mile range, and gives a +3 to strike with long range weapons.
An advanced targeting computer attached to the radar can scan the readings and identify specific objects from a memory of 4,800 different object-profiles. The use of this system, gives the sensor operator a +15% to Read Sensory Instruments skill.

*Weapon Gyro Stabilization---Computerized servos and gyrostabilizers keep the weapons locked on target through violent pitches/yaws and vibration. (+3 to strike)

*Computerized Targeting: All the weapons can be directed to fire on individual targets, or can fire on one target(once per melee). +1 to strike on individual or synchronized firing.

*EMP Shielding --Standard

Total Bonus to Strike w/ All Weapons: (+8)

-Lateral Weapons Bays(4) Each lateral weapons bay is jam-packed with weaponry; rotary autocannon, rapid-fire rail guns, and missile launchers. Almost as an afterthought, the engineers jammed in several light lasers for point defense. One gunner manages each bay, taking control of individual weapons systems and firing them in concert, or pre-programming firing protocols and patterns into them(tasking them to fire on approaching missiles automatically, or firing a sweep pattern as the fighter flies over a surface target). The weapons bays are primarily intended as point defense or for ground strike operations; a Bayu’ can rapidly overfly enemy territory, spewing a swath of destruction to either side as it screams overhead.
a)Rail Guns(6)---These fire depleted uranium core kinetic penetrators for anti-armor work.
Range: (Kitsune)8,000 ft in atmosphere/ 160 miles in space
(Palladium)4,000 ft in atmosphere/ 8,000 ft in space
Damage: 1d6x10 MD per burst, 6d6x10 MD per all six cannon firing on one target simultaneously(counts as one attack).
Rate of Fire:ECHH, or can be programmed as part of an automated fire control program, with six attacks per melee, divided between the four weapon systems(so a fire pattern might be two concerted bursts from the rail guns, followed by two volleys from the SRM launchers, then two bursts from the autocannon, or a full melee of attacks from the pulse lasers, etc..).
Payload:400 bursts per cannon
b)Rotary Autocannon(4)---These are rapid-fire gatling-style weapons spraying clouds of exploding anti-personnel shells, particularly effective in knocking out missiles, small fighters, and strafing ‘soft’ ground targets.
Range: (Kitsune) 3 miles in atmosphere/ 300 miles in space
(Palladium)5,000 ft in atmosphere/ 3 miles in space
Damage: 1d4x10 MD per burst, 4d4x10 MD per all four cannon firing on one target simultaneously(counts as one attack).
Rate of Fire:ECHH
Payload: 500 bursts per cannon
c)Light Lasers(6)
Range: (Kitsune) 8,000 ft in atmosphere/ 160 miles in space
(Palladium) 4,000 ft in atmosphere/ 8,000 ft in space
Damage: 7d6 MD per single pulse blast, 7d6x6 MD per all six cannon firing on one target simultaneously(counts as one attack).
Rate of Fire: ECHH
Payload: Effectively Unlimited
d)Short Range Missile Launchers(4)
Range: Varies by Missile Type
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-4 missiles each(each bay can fire a volley of 1-16)
Payload: Each launcher has 16 missiles(64 SRMs per bay, 128 total)

-Decoy Launchers(3)
The ‘Bayu’ mounts three separate sorts of countermeasure launchers.
The first is simple sensor-reflective chaff and thermo-flares. These countermeasures are inexpensive and very effective against lower-end targeting systems and sensor equipment(such as that used by nations equivalent to the Coalition States on Rifts Earth), but are ineffectual against more advanced technology.
Range: Close Defense
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.
In space, anything flying at high speed through the cloud will take 2d6 MD +1d6 MD per every 100 miles of speed over 670 MPH.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 48

The second system releases a nanotech swarm of active jamming pods and decoys that are programmed to emulate a spacecraft’s sensor signature, or, at the very least, bury enemy tactical communications in ‘white noise’.
Effective Range: 25 mile jamming radius
Duration: 5 minutes per pod-spray
Effects: Jams radio signals(75% chance of jamming military band command-guidance ordnance), and 60% chance of deflecting ordinary missiles.
Payload: 18 swarm packs

The third system uses modified grav-pack drives and signal projectors to create a moving pattern of sensor signatures. The grav-pack mini-missile drives can go for 10 minutes before self-destructing, and can either be remotely directed or run a pre-set pattern.
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 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).
Payload: 15 decoys are carried, and can be deployed singly, or in ‘packs’ of 1-3.

-Bomb Bay----200 ton capacity. The following are a few of the more commonly used ordnance types:
*250-lb Bomb----2d4x10 MD to 50 ft blast radius
*500-lb Bomb----4d4x10 MD to 60 ft blast radius
*750-lb Bomb----4d6x10 MD to 65 ft blast radius
*1,000-lb Bomb----1d4x100 MD to 70 ft blast radius
*1,650 lb bomb(1d6x100 MD to 75 ft blast radius)
*2,000-lb Bomb----2d4x100 MD to 80 ft blast radius

*Slammer Concussion Missiles/Bombs---Knockoff Triax Weapon, acquired through industrial espionage.
Range:(Missiles) 6,000 ft
Damage: (Missiles) 2d4x10 MD to 90 ft radius.
(Bombs) 1d4x10 MD to 90 ft blast radius.
88% chance of knock-down(lose 1 APM and Initiative), 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees)

*SAW---Stand-off Attack Weapon, for ground attack. Basically, this is a large LRM-sized pod with maneuvering thrusters, auto-pilot guidance system, and fold-out glide wings, that is designed to overfly a target zone and launch cluster munitions over it, in a bombing pattern. These submunitions can range from golf-ball-sized antipersonnel grenades, runway cratering shells, area denial mines, chemical shells, or even carbon-fiber ‘angel hair’ electrical disruption spools. PS is also working on using SAWs to deploy Kera-Tech style EMP weapons and other specialized munitions.
Weight: 1,100 lbs
Range: SAW has an effective range of 20 miles in atmosphere Submunitions can be launched up to 300 ft out to either side of the SAW’s flight path.
Damage: (AP Grenade) 4d6 MD to 8 ft area
(Chemical Grenade) Varies by chemical type and atmospheric conditions. A chemical grenade will generally generate a cloud of aerosol 15 ft in radius.
(HE Shell) 5d6 MD to 20 ft area
(Fragmentation Mine) 4d6 MD to 12 ft area
(Incendiary Bomb) Does 4d6 MD to 40 ft area, does an additional 2d6 MD for 1d6 melees, and 1d6 MD per melee for an additional 2d4 melees
(Angel Hair)---Does NO damage, but against conventional power generators and uncovered power lines and distribution systems, it can short out power grids, clog generator air intakes(80% effectiveness against industrial generators and internal combustion engines), and be a general nuisance to clean up.
Rate of Fire: A SAW can volley its submunitions in any combination
Payload:(Typical loadouts)
400 AP/Chemical grenades
OR
100 HE/anti-vehicle grenades
OR
100 Fragmentation Mines
OR
50 Incendiary Bombs
OR
500 spools of wire, each spool holding up to 4,000 ft of aluminum-coated filament

* ‘Tacit Rainbow’ Drones----These are LRM-sized mini-cruise missiles/reentry vehicles configured as ‘smart’ decoys that can be deployed from the craft, then fly off on their own power, emitting false sensor signatures, and their own ECM. Adding to the confusion, the drones can be programmed to behave in appropriately evasive ‘stealthy’ fashion, to give the impression that they are in reality a real target attempting to evade detection...only to pop up again later to confuse enemy observers.
When their fuel/power is exhausted, the drones then activate a self-destruct device that destroys them completely( destroys dron Ge and does 3d6x10 MD to everything in a 10 ft radius)
MDC of Drone: 50
Size: 15 ft long, 3 ft wide, w/ 13 ft wingspan w/ wings deployed
Speed: Mach 1.4
Range: 1,000 miles
Damage: None, aside from self-destruct
ECM: Jams enemy sensors and radio transmissions with 50% effectiveness (range: 25 mile radius). Can also be programmed to pump out misleading radar signatures conforming to other craft, including larger aircraft. In an emergency, the drone can pump out so much signature that enemy missiles and sensor guided weapons targetted on the mothership(must be within 10 miles of each other to be effective) will be +4 to strike the drone, and will lose target lock on the SR-100.
Bonuses: Drones are +4 to dodge attacks

*TW ‘Breaker’ Missile---The ‘Breaker’ is a new, and extremely expensive, cruise missile-style munition that came about after observations of the various weapons used in the Tolkeen struggle. Engineers were particularly intrigued by several of the anti-armor Technowizardry weapons systems deployed by Tolkeen, especially the Energy Disrupter Mechanism(EDM----See Seige on Tolkeen, pg 69 for details), which allowed small vehicles to infiltrate magically- and technologically-generated forcefields/energy barriers . Anticipating that the Coalition might at some future time acquire large battle-screen capabilities, as well as the knowledge that Atlantis already possessed both technological and magical forcefields, PS mated the EDM to a cruise missile. This addition allows the weapon to penetrate enemy forcefields to deliver its warhead to the target within. The PPE cost is actually less for the missiles than for the original EDM system, owing to the much smaller size of the projectile.
Currently, however, this technology is still rather expensive and bulky...despite hopes of being able to install a Sphere of Annihilation device inside the warhead, the ‘Breaker’ is limited to conventional warheads. The missiles are also prohibitively expensive and complex to manufacture, limiting their numbers and distribution. ‘Breaker’ Technology can be fitted to MRMs and LRMs---it is not considered to be cost effective to employ it on SRMs and mini-missiles.
Range: Varies by Missile Type--MRM or LRM
Damage:Varies by Missile Type--MRM or LRM, but typically the heaviest warhead available.
Special: Can punch through forcefields and magical barriers, but only those larger than 12 ft or more(will not work on personal forcefields)
PPE Cost to Create: 300 PPE to enchant the crystal ‘initiator’ crystal.

*HSOW--Hypersonic Stand-Off Weapon----A new concept in ‘brilliant’ ground attack weapons, designed to penetrate enemy air defense nets, the HSOW is a large Hypersonic Missile(essentially a multi-warhead LRM) that penetrates enemy defenses at a hypersonic sprint, then splits open to deploy four smaller ‘crulets’, miniature cruise stealth missiles that cruise about the battlefield looking for targets. After deploying its crulets, the main carrier missile can continue on to the target with its own small warhead. The main advantage of the HSOW is that it can be ‘blind-fired’ towards known or suspected concentrations of enemy troops or facilities, before deploying the submunnitions to cruise about, ID individual targets, such as tanks, robots, or bunkers, and then attack. PS is also working on intermissile-communications programming, that would allow a ‘brilliant’ missile to quickly assess a target, and if necessary, ‘birddog’ the other submunitions in its flight to ‘pack attack’ a chosen target. Other improvements down the road include HARM(Homing Anti-Radiation Missile) capability, allowing the carrier missile to draw enemy air defense fire while the crulets attack the enemy radar sites by homing in on their emission beams(the LRM air defense sites around Chi-Tow and Lone Star would be natural targets for this system).
Range:(Main Missile)500 miles
(Crulets) 60 miles, w/ ‘loiter’ capability
Damage:(Main Missile) 2d6x10 MD to 20 ft blast radius
(Crulets)Varies by Missile Type, but typically Plasma(4d6x10 MD to 40 ft blast radius), or Armor Piercing(3d6x10 MD to 20 ft blast radius)
Payload: Main Missile carries 4 ‘crulets’
Bonuses:(Main Missile)+5 to strike
(Crulets)+5 to strike



*DDC09-MCM---Mine CounterMeasures vessel, typically deployed by planetary garrisons and space stations to clear blockade mines and maintain defensive mine fields.
These mods deploy a combination of both high intensity scanner systems and LRM drones to remote detonate mines....Also uses ‘ghost’ projectors to create multiple sensor events at a remove from the ship, in hopes of triggering mines’ sensor thresholds. These systems haven proven extremely effective against most mine systems, but have proven only about 75% effective against the most current advanced stealthed CCW and TGE systems.

*DDC09-AKA/L ‘Badik’---Light Combat Transport, with an emphasis on cargo, not troops. Its cargo holds are reconfigurable for handling a variety of palletized cargo modules, but it is most often configured and rigged for handling and dropping standardized Cargo Cans(up to 1,000 tons capacity, OR 25 Type 2 Cargo Cans OR 9 Type 3s) as drop pods. The Badik has also occasionally been used as an improvised bomber, dropping kinetic kill weapons or retarded fall explosive weapons in place of cargo pods.
Cargo: 1,000 ton capacity

*DDC09-APD ‘Tambara’---Fast Transport variant mounting only the PDS turrets. It can be distinguished by the extra 60 ft length of engine bloc protruding from the rear of the vessel.
MDC/Armor By Location:
Drive Section 1,800
Speed:
(Atmosphere) Hover to Mach 6; transatmospheric.
(Sublight) Mach 11
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 1.1% of light speed per melee)
(FTL) 5 light years per hour
Cargo: 1,500 ton capacity

*DDC09-YAGC---Classified as an Auxiliary Communications Vessel, these ships are really meant as liaison craft and diplomatic transports, when more sophisticated vessels(like ASI’s handful of WZ-MDS-0556 Quest Diplomatic Transports) or larger ships are neither available or appropriate.
The YAGC carries only six PDS turrets. extra communications gear in place of the heavy weapons turrets, operates with a twelve man crew, and 10 man security contingent, and has accommodation for 30 passengers(typically a 15 man diplomatic team and their opposite numbers). The major internal changes are several secured presentation/conference rooms, electronic reference library, and

*DDC09-SDD---Stealth variant, distinguishable by its dark armor and flattened, flared, stern fantail. Standard armaments, but fitted with radar absorbant armor and stealth systems. Typically used as a deep recon unit, raider, or covert ops insertion transport.
-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.
Bonuses: The vessel has a 95% chance of avoiding detection by conventional means. Sensor-guided weaponry have a -5 to Strike the vessel.

*DDC09-DSV---Dual space/underwater research/interdiction vessel. The hull and fittings are reinforced and streamlined for underwater operation, extra sensors(sonar) have been added, and the propulsion modified accordingly to drive the vessel through the denser liquid medium.
MDC/Armor By Location:
Main Body 4,000
Conning Tower Blister(Retractable) 800
Speed:
(Underwater) 45 MPH, and can dive to depths of 4 miles.
Systems of Note:
-Sonar----(Passive) 10 miles, (Active) 50 miles
-Periscope System w/ full optics, including pasive nightvision, telescopic, and laser range finding. Also includes a mast-mounted radar system(50 mile range) and radar detectors.
-MHD Propulsion System---A magnetic impellor system that sucks in water through forward intakes, like a turbojet, and expels it under pressure aft. Reduced speed(30 MPH), but it is 50% more quiet than the regular propulsion systems.

Weapons Systems:
1)Heavy Torpedo Tubes(6, 3 each side)---These are actually mounted in the sides of the ship, firing from what would be the cargo hold doors on a standard Barong. Can also be used to deploy PS-ABA-2 Cuddas(or other torpedo-type UUVs), drones, submarine cruise missiles(same as LRMs), SUBROCs, or Harpoon III anti-ship missiles.
Range: 20 miles
Damage: 4d6x10 MD each
Rate of Fire: Volleys of 1-6. Once per melee
Payload: 60 torpedoes

The DDC09-DSV’s lateral tubes can also fire dual-mode supercavitating rocket-propelled torpedoes that double as airborne missiles, courtesy of reverse-engineering of Kittani weapons.
Range:(Underwater) 20 miles
(Air) 75 miles
Speed:(Underwater) 400 MPH
(Air) Mach 3
Damage: 4d6x10 MD
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


2) Short Range Torpedo Tubes(8, nose)----These are smaller torpedoes meant for self-defense nand dealing with smaller attackers.
Range: 5 miles
Damage: (High Explosive-heavy) 2D4x10 MD to 10 feet blast radius
(Armor Piercing -heavy) 2D6x10 MD to 3 feet blast radius
(Plasma-heavy) 2D6x10 MD to 12 feet blast radius
Rate of Fire: Volleys of 1-8
Payload: 80
Bonuses: +3 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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ZINO
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Re: Paladin Steel Storefront

Unread post by ZINO »

Paladin Steel/Aegis Stellar Industries Barong-class Aerospace Corvette(aka ‘Gunboats’, ‘Spadeboats’)
one Word:epic !!!
or as I like to say "THIS IS SICK AWESOME MAN!!" WHERE CAN WE BUY THIS ???!?!?!?!
let your YES be YES and your NO be NO but plz no maybe
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Aramanthus
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Re: Paladin Steel Storefront

Unread post by Aramanthus »

Very nice. I like it and I know the Federated States are going to want to purchase several of these. The first will be test vessels. And then later we will probably invest in more of them.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

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

"As you will it, your Grace."

HH....FIE
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Aramanthus wrote:Very nice. I like it and I know the Federated States are going to want to purchase several of these. The first will be test vessels. And then later we will probably invest in more of them.



Yep, the Barong's part of the 'High-Low' marketing strategy....build lots of low cost, low-maintenance, easily customizable platforms/vehicles that are going to sell in quantity, the profits to go towards acquiring higher end technology and R&D efforts, so the homeworld(s) can have state of the art defenses and power projection. The lower end stuff can also be distributed to lots of little allies, and even license-manufactured by them, securing their allegiance even more closely.
It's also part of the idea of saving on costs by doing as much as possible with in-stock/in-production components, even if they're such things as basic hull structures, maximizing return on investment in plant.
-------------
"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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Aramanthus
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Re: Paladin Steel Storefront

Unread post by Aramanthus »

I know that I can use it for equipment that pirates have too. They might not have purchased it from PS but they could have stolen them.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

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

"As you will it, your Grace."

HH....FIE
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Aramanthus wrote:I know that I can use it for equipment that pirates have too. They might not have purchased it from PS but they could have stolen them.



If we find pirates using our stuff, we take it away. We take a lot of other things away from them while we're at it.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by Aramanthus »

LOL I know you would. But for random pirate tables I have I could use them to fill in some of the classes. Very cool.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

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

"As you will it, your Grace."

HH....FIE
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abtex
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Re: Paladin Steel Storefront

Unread post by abtex »

Aramanthus wrote:LOL I know you would. But for random pirate tables I have I could use them to fill in some of the classes. Very cool.

You will post some of your pirate tables sometime? Please.
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 »

taalismn wrote:
Aramanthus wrote:I know that I can use it for equipment that pirates have too. They might not have purchased it from PS but they could have stolen them.

If we find pirates using our stuff, we take it away. We take a lot of other things away from them while we're at it.

Do you resale it or just equip PS licensed Pirateers?
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:
Aramanthus wrote:I know that I can use it for equipment that pirates have too. They might not have purchased it from PS but they could have stolen them.

If we find pirates using our stuff, we take it away. We take a lot of other things away from them while we're at it.

Do you resale it or just equip PS licensed Pirateers?


If it's obviously 'hot', we arrange to have it returned(the better to curry good favor). If it's not readily identifiable or already claimed as far as we can tell, such as with confiscated guns and equipment, some of it is used to equip our agents(and affiliates). Some is re-sold. Cool tech, such as pirate custom gear, gets taken apart and reverse-engineered. This is especially true of ships. Narcotics and other contraband that cannot be more benignly 'retasked' is destroyed. Slaves, of course, are freed or, if they're too injured/mentally gone to be returned to their homelands(or cannot tell us where their homelands are) they're resettled where we can find a suitable refuge.
-------------
"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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Aramanthus
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Re: Paladin Steel Storefront

Unread post by Aramanthus »

I'll post my tables here sometime in the near future. You'll have to forgive it's rawness.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

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

"As you will it, your Grace."

HH....FIE
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Aramanthus wrote:I'll post my tables here sometime in the near future. You'll have to forgive it's rawness.


Well, that's what feedback's for. To help you finetune your stuff. ;)
-------------
"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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Aramanthus
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Re: Paladin Steel Storefront

Unread post by Aramanthus »

I will. I just have to find the time. :)
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

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

"As you will it, your Grace."

HH....FIE
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Not to be neglecting our cyborg clients... :bandit:

Paladin Steel ‘Shield Warrior’ Full Conversion Cyborg
(aka ‘PowerBorg’, ‘ShieldBorg’, ‘Wall’)
http://i408.photobucket.com/albums/pp164/taalismn/shieldborg.jpg

“PowerBorgs gotta be the most altruistic and selfless guys you’ll meet on the field; I mean, when it hits the fan, these guys aren’t looking for a foxhole or cover for themselves, they’re standing in the thick of it to protect their buddies, out in the open soaking up damage so the other guys can get to safety or get a clear shot at the enemy. They’re incredible people.”

The ‘Shield Warrior’ is a full-conversion heavy cyborg meant for combat support duties. Unlike many other full-cons, which as designed and configured as stand-alone individual combat units, the PowerBorg is deliberately designed as a support unit to other infantry.
The Shield Warrior is based on the lines of a fairly conventional Heavy Machine conversion, with a bit more integral armor protection than standard. The main body design is deliberately stodgy and built-up, maximizing armor protection. The barrel-chested cyborg frame is packed with an extra-large powerplant to power its special systems.
Central to the Shield Warrior concept is a modified portable forcefield that can be projected to cover a larger area. This forcefield system differs from such other systems as the popular Naruni Enterprises’ series in that rather than a fixed-value field that goes down and must be reset when its damage is depleted, the SW’s system is a constant-regeneration cycle, meaning that as long as it has power, the shield will regenerate with time. This requires a more powerful powerplant and surge protectors, and the constant power demand tells on the ‘borg’s powerplant; the Shield Warrior’s fusion reactor requires more frequent replacement/refurbishment than other cyborgs’. Furthermore, the Shield Warrior can extend its forcefield to protect adjacent and accompanying infantry and terrain. For this, Shield Warriors are often referred to as ‘Walls’.
Shield Warriors rely primarily on ammunition-dependent weaponry such as machine guns and missile launchers, so as to devote power to the shield system. However, most PowerBorgs will carry an integral energy weapon as backup or for use in situations where the shield system is not active or needed. Shield Warrior ‘Borgs often are issued physical shields(sometimes two, one clipped to each shoulder) as standard equipment, allowing them additional protection in addition to their forceshields, and they receive W.P. Shield training as standard.
There aren’t enough Shield Warrior ‘borgs in the GNEAS to equip every infantry squad or platoon with one, but where they are deployed, they frequently serve as the ‘pigman’(or heavy weapons specialist) for their unit, typically carrying heavy rail guns, machine guns, light autocannon, or missile launchers in the field. On the defensive, they will become a field fortification unto themselves, protecting a sited heavy weapon or vulnerable flank in addition to, or in lieu of, available cover. On the offensive, Shield Warriors will cover the advance of assault squads or sappers into enemy fire.

Type: PS-FC-30 Shield Warrior
Class: Full conversion Borg -Infantry Support
Crew: One volunteer
M.D.C. By Location:
Hands(2) 32 each
Arms(2) 100 each
Legs(2) 125 each
*Head 100 (+45 from rear protective collar/hood)
**Main Body 290
***Forcefield 160
*Destroying the head of a Cyborg will kill the character!
However, the head is a small and difficult target to hit. The attacker
must make a called shot and even then he is -3 to strike. The hands, and
forearms are also difficult targets to hit and are -4 to strike on a
called shot.
**Depleting the M.D.C. of the main body will effectively
destroy the artificial body, but emergency systems will keep the brain and
vital organs alive for 36 hours. Recovery of the severely damaged body
will enable doctors to place the character on life support systems that
will keep him alive until a new bionic body (same style or other) is
available, for full conversion. Failure to find the damaged Borg within 36
hours means the character dies.
***Forcefield regenerates at 30 MDC per minute(8 per melee)

Note: The Shield Warrior be fitted with any additional armor up to HEAVY Cyborg Armor

Speed:
Running: 100 mph max . However the act of running does not tire the operator out and the maximum speed can be maintained indefinitely.
Jumping: The powerful robotic legs are strong and capable of leaping 12 feet high or 22 ft lengthwise. A running leap adds 50% to distance/height.
Flying: Not possible without a jet pack
Underwater: The Shield Warrior CANNOT swim, but sinks like a rock. At best, it can run along the bottom at 5 MPH, maximum depth resistance of 1,000 ft.

Statistical Data:
Average Height: 9 feet
Width: 4 feet
Length: 1.6 feet
Weight: 1,000 lbs.
Power System: Nuclear w/ 15 year energy life
Physical Attributes: Equal to Robotic PS. 35, PP. 24.
Bonuses: Standard cyborg bonuses of +3 save vs magic, impervious to
bio-manipulation
+3 initiative
+5 strike/parry
+6 dodge
+3 Pull Punch
Penalties: Touch/tactile sense is 50% of human norm.
Prowl penalty: -20%

Special Skills/Training---Use standard 'Borg, Milspec, or Grunt
Also get:
W.P. Shield
Basic Electronics(+10%)

Black Market Cost: 10 million credits with all standard features, weapons, and sensors.

Standard Bionic Features
Note: These features are all found in the bionic and
cybernetic section of the Rifts RPG.
1. Bionic lung with gas filter & storage cell
2. Built-in language translator
3. Built-in radio receiver & transmitter
4. Clock calendar
5. Gyrocompass
6. Modulated voice synthesizer
7. Multi-optic eyes
8. Built-in loudspeaker
9. Universal headjack with amplified hearing and sound filtration systems.

Special Features:

*EMP Shielding---Fairly standard for GNEAS full-cons, but emphasized in the Shield Warrior; effectively immune to electromagnetic pulse, ion, and lightning attacks that disrupt technology, unless the cyborg has taken 50% or more main body damage.

*Extendable Regenerative Forcefield---160 MDC, regenerates at 30 MDC per minute(8 per melee), and can extended to cover a 12 ft radius.


Weapons Systems:
1)Forearm Mounts(2)---These are conventional cyborg forearm hardpoints that can accept any of the standard cyborg forearm weapons.

2) Shoulder Weapons Mounts(2)---These are two pivoting mounts for missile weaponry
a) Mini-Missile Launcher---25 shot cassette
b) Mini-Missile Launcher---10 shot launcher
c) Short Range Missile Launcher---2 shot launcher

3) Leg-Mount Holsters(2) ---The Shield Warrior can conceal an energy weapon rod inside a leg holster, or use the space to hold e-clips and ammunition.

4) Extendable Hand Vibro-Claws---For close combat.
Range: Melee
Damage: +2d4 MD to a punch


5)Hand to Hand Combat
Restrained Punch 1d4 MD
Full Strength Punch 1d6 MD
Power Punch( 2 attacks) 3d4 MD
Kick 1d6 MD
Leap Kick(2 Attacks) 2d6 MD
Judo-Style Throw/Flip 2d6 SDC
Body Block/Ram: (2 attacks) 1d6 MD

Options:
The Shield Warrior can be fitted with any of the standard cybernetic and bionic features in the Rifts books. Favorite options include fitting the 'borg with additional concealed weaponry. Unless the cyborg is a non-human, extra limbs are rarely ever added.
Specials include:

*Laser Reflective Armor---Lasers do HALF damage. Cost: 500,000 credits

Variants:
*PS-FC-30F ‘Firewall’---This is the same chassis as the regular Shield Warrior, only the ‘borg is armored in thermal-resistant material, developed from pre-Rifts aerospace heatshielding materials. Cuts the damage from plasma and other heat based attacks by 90%! Shoulder hardpoints are typically replaced with emergency flashers or firefighting foam projectiles(PS has experimented with cryogen ‘seed’ warheads as well). In place of the forcefield generator, the cyborg carries an internal supply of firefighting liquid(typically foam, halon, or other chemical) that feeds through insulated hoses to sprayers in the forearms. If loaded with water, the sprayers have a range of 100 ft, can do 1d6x10 Hit Point damage per blast to vampires, and carries enough internal reservoir capacity for 50 blasts.
-------------
"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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89er
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Re: Paladin Steel Storefront

Unread post by 89er »

Neat, a support borg that acts as a living wall.

A good defender allows for a stable offense.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

89er wrote:Neat, a support borg that acts as a living wall.

A good defender allows for a stable offense.



No man is an island(though Salvador Dahli felt every man was a universe), or a fortress.
Teamwork done right spells success.
And PS/GNE has always favored a combined arms approach. :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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Aramanthus
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Re: Paladin Steel Storefront

Unread post by Aramanthus »

Very cool! I like that borg. Very nice creation.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

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

"As you will it, your Grace."

HH....FIE
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

More to come, soon. I've been stockpiling and detailing. Plus I had a flurry of dumb(which in Rifts means perfectly workable) ideas...
-------------
"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 »

Paladin Steel ‘Kagerou’ Full Conversion Cyborg(‘Heliborg’, ‘Pinwheel’, ‘BeanieBoy’, ‘Skeeter’)
http://i408.photobucket.com/albums/pp164/taalismn/img221.jpg
“Kagerous have an undeserved reputation for having their heads in the clouds and their feet hovering off the ground whenever they can get away with it. They’re also criticized for constantly flitting back and forth, twitching up and down, and generally acting like giant metal kids on sugar highs. Like that’s a bad thing in their case; I’ve rarely ever seen a unit with an attached Kagerou get successfully ambushed, because those guys can react faster and start returning fire faster than a lot of Juicers.”

“I can control the vertical, I can control the horizontal, I can back away to a distant spot or I can come right upclose in your face! I can be here one moment, and the next, ZIP! I can be far away!”

The Kagerou is an exotic cross-pollination of technologies between departments; a full comversion combat cyborg fitted with a Gorang Gravitic Propellor system. Because of its exotic nature, PS was at first reluctant to alienate their regular customers , so they gave the new cyborg design a Japanese name, ‘Kagerou’(dragonfly), leading some outside observers to conclude that the new cyborg chassis was an imported design when it fact it is an indigenous creation.
At first glance the Kagerou looks like a regular full-con cyborg(modified Light Machine) with an aircraft engine mounted to its back, the radial propellor mounted over the cyborg’s head, helicopter-style. In reality, the aircraft engine is a Gorang-style grav-prop system that generates a powerful contra-gravitic field to lift and propel. The engine is a Rating 3, modified for lighter weight, and powered by a larger than standard cyborg nuclear power plant. This gives the cyborg the ability to hover, climb, descend, move in any direction with incredible ease and agility. It also gives them a great autododge ability, as the merest mental command or trained ‘finch’ can send the cyborg darting and dodging to one side instantly.
As a side effect, the grav-prop also generates a forcefield in front and to the sides of the unit, so the cyborg has forceshielding above and to its its sides, but is still vulnerable to attack from below. For this reason Kagerous are taught not to stay in one place and remain in constant motion when attacking ground targets, and not directly overfly the enemy, so as not to invite ‘up-skirt’ shots. Against aerial targets, the Kagerou will curiously attempt to remain BELOW an opponent, in order to present its best shield facing to them, and fire at their bellies.
Because of the positioning of the grav-prop, the cyborg has limited ability to turn and look over its shoulder. To compensate, the cyborg is fitted with large bulging ‘bug eyes’ that give it a wider panoramic field of vision. This furthers the impression of a giant mechanical humanoid dragonfly. Additional sensors built into the cyborg include short range radar and a laser designator, allowing the cyborg to act as a spotter for laser-guided weaponry.
The added mass and placement of the large grav-engine makes the Kagerou somewhat awkward and bulky when maneuvering indoors and in ground combat, but when activated, the gravitic drive makes the cyborg incredibly agile hovering and flying. The grav-engine and tail unit CAN be detached, leaving the cyborg lighter and marginally faster on their feet, but few Kagerou do this, prefering to be ‘flightworthy’ at all times.
Otherwise, the Kagerou is a fairly typical full-con cyborg; not as fast or as strong as Heavy Machines, but better armored than Light Machines. It possesses Robotic Strength, but isn’t that much stronger than Bionic Strength cyborgs, so melee combat isn’t its best option. With its flight back connected, however, the cyborg is an exceptional performer.
Kagerou Cyborgs are typically used in the GNEAS as urban patrollers, fast scouts, and communications soldiers. Offensively, they’re good raiders and aerial guerillas. The police also use them as emergency response units and fire wardens.
For some reason, the Kagerou conversion has attracted a number of Crazies who have wanted or needed cyborg conversion. There’s also a fair amount of competition between Kagerous and such other aerial cyborgs as the Angelina, Aeolus, and Russian Tempest and Avenging Angel cyborgs, over who’s the best flier.

Type: PS-FC-31 Kagerou
Class: Full Conversion Borg--Aerial Assault
Crew: One volunteer
M.D.C. By Location:
Hands(2) 30 each
Arms(2) 100 each
Forearm Weapons Pod(2) 30-50 each
Legs(2) 140 each
*Head 100
**Main Body 250
Grav Prop Pack 200
Tail 80
***Forcefield (150 front, 75 each side)

*Destroying the head of a Cyborg will kill the character!
However, the head is a small and difficult target to hit. The attacker
must make a called shot and even then he is -3 to strike. The hands, and
forearms are also difficult targets to hit and are -4 to strike on a
called shot. Note also that the grav pack, when mounted, provides protection to the head and neck from the rear.
**Depleting the M.D.C. of the main body will effectively
destroy the artificial body, but emergency systems will keep the brain and
vital organs alive for 36 hours. Recovery of the severely damaged body
will enable doctors to place the character on life support systems that
will keep him alive until a new bionic body (same style or other) is
available, for full conversion. Failure to find the damaged Borg within 36
hours means the character dies.
***Forcefield regenerates at 30 MDC per minute(8 per melee)

Note: The Kagerou be fitted with any additional armor up to MEDIUM Cyborg Armor

Speed:
Running: 75 mph max with the flight pack attached, 120 MPH with it detached. However the act of running does not tire the operator out and the maximum speed can be maintained indefinitely.
Jumping: The powerful robotic legs are strong and capable of leaping 9 feet high or 18 ft lengthwise with the flight pack attached, 12 ft up and 20 ft across without it. A running leap adds 50% to distance/height.
Flying: Hover to 300 MPH, with no theoretical altitude limit(though it may take you a day or so to reach orbit)
Space: Able to operate in space; rocketing along at 3,000 MPH
Underwater: The Kagerou CANNOT swim, but sinks like a rock. At best it can run along the bottom at 5 MPH, or thresh along with the grav propulsion laboring at 12 MPH(not recommended; there’s a 20% chance per minute of the engine stalling out under the strain of working against all that massive water, and the system can’t be rebooted for another 1d6 minutes). Maximum depth of 800 ft.

Statistical Data:
Average Height: 8 feet to the top of the head, the grav prop engine extends another 2.4 ft over that.
Width: 3 ft feet at shoulders
Length: 2 feet, 4 ft w/ flight pack, 5 ft with tail unit fully raised.
Weight: 1,000 lbs.
Power System: Nuclear
Physical Attributes: Equal to Robotic PS. 30, PP. 24,.
Bonuses: Standard cyborg bonuses of +3 save vs magic, impervious to
bio-manipulation
+1 APM linked to the flight pack(extra attack is applicable only to evasive maneuvering, trick maneuvers, or the like)
+3 initiative(+1 linked to the flight pack)
+5 strike/parry(+1 strike with a flying melee attack linked to the flight pack)
+4 dodge on land( +6 without the flight pack), +7 dodge flying
+3 AutoDodge(applicable only with the flight pack)
+3 Pull Punch
Penalties: Touch/tactile sense is 60% of human norm.
Prowl penalty: -20%

Special Skills/Training---Use standard 'Borg, Milspec, RPA Pilot ‘Flyboy’.
Black Market Cost: 9 million credits(would cost 10-12 million offered anywhere/by anybody else for its forcefield and maneuverability alone) with all standard features, weapons,
and sensors. Offered only to PS/GNE affiliates.
Kagerou receive the following skill training:
*Pilot Jet Pack(+10%)
*Pilot Helicopter(+10%)

Standard Bionic Features
Note: These features are all found in the bionic and
cybernetic section of the Rifts RPG.
1. Bionic lung with gas filter & storage cell
2. Built-in language translator
3. Built-in radio receiver & transmitter
4. Clock calendar
5. Gyro-compass
6. Modulated voice synthesizer
7. Multi-optic eyes
8. Built-in loudspeaker
9. Universal headjack with amplified hearing and sound filtration systems.

Special Features:
*Vehicle Link---The Kagerou has a Russian-style Cyberlink Vehicle Interface to its flight pack, with all relevant bonuses: +1 APM, +1 dodge, +1 strike, +1 initiative, and can tweak the pack’s maximum speed as much as 1% per I.Q. rating.

*EMP Shielding---Standard for PS/GNE cyborgs, and protects against EMP (ElectroMagnetic Pulse) and microwave weaponry.

*Wide-Angle Vision---180 degree peripheral vision; +1 Initiative, +1 dodge.

*Mini-Radar---5 mile range

*Laser Designator---’Paints’ targets for laser-guided ordnance. Range: 50,000 ft


Weapons Systems:
1)Forearm-Mounted Weapons(2)---These are conventional cyborg forearm hardpoints that can accept any of the standard cyborg forearm weapons.

2)Forearm Weapon Pods(1-2)---In addition to any forearm-mounted weapons, the Kagerou can carry a shield-like weapons pod attached to its forearms. This provides additional protection and armament, and can be detached/discarded if necessary.
a) MicroMissile Launcher---10 shot cassette
b) Mini-Missile Launcher----5 shot pod
c) Short Range Missile Launcher---1 per hardpoint
d)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: 500 rd small drum
Cost: 80,000 credits
e)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: 500 rd small drum
Cost: 100,000 credits
f) ‘Metalstorm’ 40mm Grenade Launcher---Five tube array, each loaded with six 40mm grenades.
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: 30 rds, 5 tubes, each packed with 6 grenades.
Cost: 50,000 credits for the launcher

3) Tail Munition Dispensers(2)---The ‘tail’ unit has two lateral hardpoints(at hip level on the cyborg) for carrying addition ordnance, typically a pair of swiveling missile launchers or grenade/bomblet dispensers. ONE of the following can be carried per hardpoint:
a) MicroMissile Launcher---25 shot cassette

b) Mini-Missile Launcher----10 shot pod

c) Short Range Missile Launcher---1 per hardpoint

d)Flare/Chaff Launcher Pod--- For surface illumination or missile countermeasures.
Range: Close Defense
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: 8 per launcher

e)Weapons Dispenser(SAW)--This is essentially a bomblet dispenser that can be used to bomb targets directly.
Range: Submunnitions can be launched up to 300 ft out to either side of the cyborg’s flight path.
Damage: (AP Grenade) 4d6 MD to 8 ft area
(Chemical Grenade) Varies by chemical type and atmospheric conditions. A chemical grenade will generally generate a cloud of aerosol 15 ft in radius.
(HE Shell) 5d6 MD to 20 ft area
(Fragmentation Mine) 4d6 MD to 12 ft area
(Incendiary Bomb) Does 4d6 MD to 40 ft area, does an additional 2d6 MD for 1d6 melees, and 1d6 MD per melee for an additional 2d4 melees
(Angel Hair)---Does NO damage, but against conventional power generators and uncovered power lines and distribution systems, it can short out power grids, clog generator air intakes(80% effectiveness against industrial generators and internal combustion engines), and be a general nuisance to clean up.
Rate of Fire: A SAW can volley its submunitions in any combination
Payload:(Typical loadouts)
20 AP/Chemical grenades
OR
10 HE/anti-vehicle grenades
OR
10 Fragmentation Mines
OR
5 Incendiary Bombs
OR
50 spools of wire, each spool holding up to 4,000 ft of aluminum-coated filament

f)Mini-Jammer---Battery-powered mini-ECM pack; A mini-radio jammer, that can pump out enough multi-wavelength white noise to jam civilian band communications with 90% effectiveness, and military comms with 70% effectiveness, over a 5 mile radius.
Cost: 80,000 credits

g) Radar Jammer Pod---1.5 mile range. Jams radars and radar targetting systems with 60% effectiveness. Radar-guided weapons are -4 to strike. Note that this affects friendly systems as well unless they are set to specific, per-arranged, non-jammed frequencies(that it may be possible for the enemy to discover). Carrying extra jammer pods does NOT increase the range or effective bonuses of the system, but may provide redundancy and multi-wavelength coverage.
Cost: 40,000 credits

4) (Optional) Use of Handheld Weaponry---The ‘borg can pick up and use just about any infantry-scale weapon.

5)Hand to Hand Combat
Restrained Punch 1d4 MD
Full Strength Punch 1d6 MD
Power Punch( 2 attacks) 2d6 MD
Kick 1d6 MD
Leap Kick(2 Attacks) 2d6 MD
Flying Kick(2 Attacks)(going better than 80 MPH) 3d6 MD
Body Block/Ram: (2 attacks) 3d6 MD

Options:
The Kagerou can be fitted with any of the standard cybernetic and bionic features in the Rifts books. Favorite options include fitting the 'borg with additional concealed weaponry. Unless the cyborg is a non-human, extra limbs are rarely ever added.

*Foot Blades---These are extendable claw-like footblades that add damage to a kick. +3d4 MD. Cost: 11,000 credits.

*Blades of Death Spinner-Props----A modified application of the Spinning Blades spell, this system converts conventional propellor blades into powerful melee weapons.....When activated, a series of mystical blades(typically3- 12) appear in a floating circle ahead and slightly wider than the arc of the converted propellor. These blades then spin like a demonic buzzsaw, protecting the engine and shredding anything that gets in front of them(acting as a limited protective mechanism). A favorite with daredevil pilots who like getting up close and personal with enemy aircraft, or who like flying through swarms of monsters like Gargoyles, Xiticix, and Winged Black Men, shredding them as they fly past.
On the Kagerou, this requires fitting the grav-prop hub with an extra ‘spinner’ for the purely mechanical prop-blades. This adds no additional speed, but gives the cyborg the ability to create a circle of spinning metal death. Typically requires installation of a PPE micro-generator or battery pack.
Range: Melee(typically 3-4 ft ahead of the props, and up to half the prop radius out...in the case of the Kagerou this is a 7 ft radius)
Damage: Does 2d6 MD per blade (so basic three-blade set does 6d6 MDC on a strike)
Duration: 10 melee rounds( 2.5 minutes per activation)
Bonus: Also has a +6 to parry rail gun rounds, autocannon shells, and other projectiles aimed at the propellers
PPE Activation Cost: 20 PPE per activation
Cost: 120,000 credits(basic 3-blade generator) + 20,000 credits per additional blade up to a maximum of 12

Note: The detached flight pack CANNOT be used by another cyborg not of the Kagerou type, nor can be it be used by anybody else, not wothout extensive modification(to the point where it’s cheaper to simply buy a Kagerou chassis conversion.
That having been said, PS DOES have a conversion kit that essentially attaches a four-wheeled wheelbarrow-like fuselage and miniature fusion powerplant(identical to that described on pg. 113 of Rifts Merc Ops) to the flight pack, converting it into an ultra-light grav-copter. The cockpit seats two people side-by-side, and provides a scant 70 MDC of protection. For safety reasons, the ‘copter is limited in speed to 250 MPH and a maximum altitude of 18,000 ft. The only armament is the two hardpoints on the tail unit and any handheld weapons the two-man crew might be able to bring to bear from the cockpit. Cost: 2.2 million credits(the fusion powerplant’s the lion’s share of the cost).
-------------
"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 »

nice1!!!
let your YES be YES and your NO be NO but plz no maybe
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Aramanthus
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Re: Paladin Steel Storefront

Unread post by Aramanthus »

Very nice. I know several of the Federated States military personel who have been wounded in action might want to try out the latest PS cyborg packages. We might be sending several volunteers to check them out soon.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

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

"As you will it, your Grace."

HH....FIE
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

For some reason I had an inane image in my mind of a Kagerou cyborg dressed up as 'Snoopy the News Helibeaglecopter'...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
Aramanthus
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Location: Racine, WI

Re: Paladin Steel Storefront

Unread post by Aramanthus »

NOt here in the Federated States. It'd be a camo paint job. And the camo pattern would be indicated by the season.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

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

"As you will it, your Grace."

HH....FIE
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Aramanthus wrote:NOt here in the Federated States. It'd be a camo paint job. And the camo pattern would be indicated by the season.



Oh poo....No Schultzians among your population?
-------------
"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
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Location: Heart in Texas

Re: Paladin Steel Storefront

Unread post by abtex »

taalismn wrote:For some reason I had an inane image in my mind of a Kagerou cyborg dressed up as 'Snoopy the News Helibeaglecopter'...

I was trying to think of another Heli-Dog but the best 'inane' flyer i can come up with in a Bugs Bunny.

"...a Kagerou cyborg dressed up ..." using your '10 different factory loaded camouflage system'. Might work. Or is that already an option?
"Sir, do clouds fly that fast."
Hitting the big RED button "Incoming damn FLying PS cyborg!!!" (missing set of other words, done to sounds of weapon fire)
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:For some reason I had an inane image in my mind of a Kagerou cyborg dressed up as 'Snoopy the News Helibeaglecopter'...

I was trying to think of another Heli-Dog but the best 'inane' flyer i can come up with in a Bugs Bunny.

"...a Kagerou cyborg dressed up ..." using your '10 different factory loaded camouflage system'. Might work. Or is that already an option?
"Sir, do clouds fly that fast."
Hitting the big RED button "Incoming damn FLying PS cyborg!!!" (missing set of other words, done to sounds of weapon fire)


Maybe with a TW Cyborg Amulet system loaded with Illusion spells, perhaps.... :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
------------
User avatar
Aramanthus
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Joined: Tue Feb 21, 2006 5:18 am
Location: Racine, WI

Re: Paladin Steel Storefront

Unread post by Aramanthus »

Well maybe we could add that feature if we pay enough.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

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

"As you will it, your Grace."

HH....FIE
User avatar
taalismn
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Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Aramanthus wrote:Well maybe we could add that feature if we pay enough.


Just about anything can be had if you throw enough money at it(and dig around enough). :wink:
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Re: Paladin Steel Storefront

Unread post by Aramanthus »

LOL We all know that is true. :)
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

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

"As you will it, your Grace."

HH....FIE
User avatar
taalismn
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Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel ‘Dayshan’ Fire Emergency Land Rover
http://www.yankodesign.com/images/design_news/2009/11/25/AMATOYA.jpg
http://www.yankodesign.com/2009/11/26/the-story-of-amatoya/

“Drat....assigned to doing community service on fire watch. It’s not like we MEANT to punch out the Mayor’s brat!”
“Hey, we got off light! I get the feeling the little hooligan isn’t particularly well liked around here, otherwise the town judge would ‘ave tossed us a stiffer sentence! T’is better than prison or breaking rocks! We get to move around and enjoy fresh air!”
“Yeah, in a tracker-equipped ride, with probation chips stuck in us! How degrading!”
“Buck up, Pierce, and enjoy the ride! Even if we are doing community service, it’s nice we at least got a sweet ride to do it in. This little car’s a beautiful little beast! I heard nice things about these little bushfire stompers!”
“Yeah, Pyro, but it still means driving around for the next six months in this dreary little ‘burg when we should be out pursuing that lead on the NEMA-”
That’s when the street in front of them exploded, a massive fireball lifting up over the neighborhood. Then it CHANGED.
The ball of blooming fire arced to the ground, almost like magma, touching the hardtop and igniting the asphalt before lifting again...but only to form great twining limbs of blazing flames. The column of combustion rose and grew, seemingly born from two solid pillars of incendiary destruction. Two bright points lit within the main body of flames, but rather than flare and subside, they continued to burn, and move from side to side...like eyes.
“I didn’t do it!”
“I didn’t accuse you of anything!”
“You seeing what I’m seeing?”
“I’m feeling it. Yeah, this is no ordinary fire.”
“Run for it?”
“You kidding? You wanted to see what this thing can do! Now’s the opportunity!”

The Dayshan is a collaboration between Paladin Steel and the City of Lazlo. Based on concept work by the pre-Rifts designer Liam Ferguson, and on the actually built Peugeot H20(records of both of which were mistakenly assumed to have been actual pre-Rifts production vehicles). Both pre-Rifts sources described light, fast, high-performance auxiliary firefighting vehicles (in the case of Liam Ferguson’s work, a ‘fire reconnaissance vehicle’ for fighting wild fires) that could speed firefighters around and to blazes to put them out with precision-directed equipment. Though PS immediately saw that the amount of firefighting gear, especially liquid tankage, that such small jeep- and pickup-truck-sized platforms could carry was extremely limited, especially in the face of large blazes, engineers and gizmoteers in both the GNE and Lazlo argued that advances in technology and technowizardry made the idea of small, but effective, fire trucks finally feasible and economically viable.
Paladin Steel would base its Dayshan on its proven Jeep Warrior chassis, known for rugged performance. However, instead of seating for four, the Dayshan seats two crewmen in a helicopter gunship-style tandem cockpit. The main hull and wheels would be produced of heat reflective/resistant materials, and the main body of the Dayshan would be further cooled by insulation and a ‘circulatory system’ containing coolant liquid. Exposed suspension and other mechanical parts would be fabricated of high-temperature-resistant alloys and ceramics. Mounted above and behind the crew compartment are two remote-controlled mini-turrets for firefighting projectors(or weapons), fed/powered by a central reservoir/battery/generator in the rear of the vehicle.
The major criticisms of the Dayshan are the same as the pre-Rifts arguments; the firefighting rover lacks the haulage and the manpower to be effective at combating serious blazes, and for smaller fires, existing firefighting hovervehicles, power armors, and even men in regular EBA, are more than sufficient. The Dayshan also lacks the ability to carry occupied stretchers for rescue work; the cockpit is too small to carry additional passengers, making the vehicle as useful in SAR extraction work ‘as a motorcycle’ in the words of one firefighter.
In its defense, the engineers cite that the Dayshan is less expensive and less technologically complicated than an equivalent power armor.
Lazlo and Paladin Steel use their Dayshans as urban rapid-response vehicles in their communities(the vehicles often serve as the command car of a firefighting unit, tied in to the transponder net of the firefighters, allowing their commander to track their movements.). They also employ them rurally to patrol both nations’ valuable stands of timber and forest reserves.
Type: PS/L-FF/ATRV-06 Dayshan
Class: Land Rover, Rapid Response Fire Reconnaissance
Crew: 2. One passenger can squeeze in behind the seats(or two can sit in the crew’s laps), but conditions will be cramped and uncomfortable.
MDC/Armor by Location:
Main Body 175
Reinforced Crew Compartment 60
Wheels(4) 55 each
Projector Mounts(2) 40 each
Height: 5 ft at roller bar
Width: 6 ft
Length: 9 ft
Weight: 1.6 tons
Cargo: Glove compartment, plus up to 300 lbs of gear behind seats
Powerplant: Liquid Fuel(300 mile range), Hydrogen-Electric Fuel Cell(360 mile range), Electric Battery(380 mile range), or Nuclear Mini-Pack(w/ 5 year life span)
Speed: 140 MPH
Market Cost: 22,000 credits for the basic vehicle, 36,000 credits for fuel cell, 48,000 credits for electric, and 2.2 million credits for nuclear.
Systems of Note:
*Automatic Transmission
*Four-Wheel Drive
*Variable Suspension---Can raise or lower itself up to 10 inches to clear obstacles
*Dashboard Radio(25 mile range)
*Roller Bar Assembly---Crew takes 1/3 normal damage and the vehicle HALF damage on a roll-over.
*IR/Normal Light Headlights
*Powered Winch and 60 ft of cable
*Towing Mount---Can haul up to 3 tons without problem, 5 tons at 1/4 speed
*Molecular Analyzer. ---Allows for rapid identification of smoke chemical components
*Inertial Compass---Allows firefighters to find their way around and retrace their steps in the thickest smoke.
*Environmentally-Sealed Crew Compartment---Air conditioned and airsealed with its own independent life support, similar to EBA(2 hour air supply, and 12 hour filtration/recycling)

*Thermal Resistant Armor---A combination of special heat reflective and rapid-radiating ceramics(derived from PS’s early work on space shuttle heat shielding) and a more advanced cooling system reduce the effectiveness of heat-based attacks, including plasma weapons, by HALF. Magic fires still do FULL damage, however.

*Thermo-Shelters---Developed from space program ‘rescue balls’, these are sturdy sacks of insulated megadamage(5 MDC) fabric that have an airtight seal and their own self-contained oxygen system(good for about twenty minutes). Folded up, they take up a forearm or shoulder hardpoint. When encountering a smoke inhalation victim or other person in a dangerous fire situation, and if the victim attempting to move out under their own power would be too dangerous, the firefighter rolls them into the sack, zips it up, flushes the inside out of smoke with a quick blast of air, takes hold of the carrying handles, and carries the victim out of the danger zone. The Dayshan typically carries a dozen of these shelters, folded up and ready to use.

Weapons Systems:
1) Mini-Turrets(2)---Located above and behind the crew compartment are two remote-operated gyro-stabilized powered turret-armatures, that can be fitted with a variety of systems. The turrets have 240-degree rotation, allowing them to rotate to cover most arcs of fire. Targeting systems allow for a +2 to strike, and the turrets can be fire-linked to fire in concert, or can operate independently of each other.

a) Water Cannon(2)---Remote-controlled lateral nozzle mounts feeding from a central tank in the main body.
Range: 500 ft
Damage: None usually, but if used to throw water at vampires, does 1d4x10 H.P. per blast. Used against a human-sized being, it has a 50% chance of bowling them over from the water pressure(lose initiative and 1 APM while getting back up)
Payload: Has about 100 blasts worth of water capacity. Includes a mini-pump to allow the Dayshan to tank up from an external source, or hook up to a fire hydrant system.

b)Spray Cannon
Range: 300 ft
Damage: Varies by chemical carried; Some examples:

(Gloop) PS’s sticky goop---This material is used in construction, as well as to firm up the walls of tunnels and damaged structures. It is also used to cocoon valuable and delicate objects for moving. Each half-gallon application of this quick-set plastic covers about 5 cubic feet, and to cover a human sized target completely, the attacker must roll a 12 or better on the Strike roll. Anyone caught in the goo must have a supernatural or robotic P.S. of 30 or better to escape; otherwise, the target is stuck until released by an outside agency. Gloop has 2d4 MDC per application, and breaks down after 1d4 days of exposure, unless treated with a special binder chemical, and allowed to cure for 1d4 hours, in which case it stabilizes and has an MDC of 2d6+1. Gloop costs 70 credits per half gallon(single application)
A variant of this gunk, ‘Boro-Slime’, is a quick-setting slurry of lead-powder and boro-silicate glass suspension, which is sprayed on leaking radiation sources, forming a thick crust to simultaneously trap radioactive materials and seal it inside a crusting shell for later safe removal. Best used to contain small (power armor and vehicle) reactor breaches and water leaks; larger reactor leaks will require more drastic measures. ‘Boro-Slime’ is otherwise identical to standard Gloop, and costs 120 credits per half gallon(single application)

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

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

Rate of Fire: ECHH
Payload: 100 gallon internal tank, or can be attached to a trailer holding up to 200 gallons
Cost: 10,000 credits


c) *0-C CryoLaser(‘Oh-Cee’)---Developed from a shoulder-mounted option for the ‘FireDog’ power armor. The CryoLaser is a derivation of a new technology (Bose-Einstein Condensate ---BEC technology) currently under development by Paladin Steel, based on recovered pre-Rifts files attributed to the eccentric Elliot Group, a secretive think-tank that was working with the US government during the Golden Age. The 0-C is a low-powered model, considerably scaled back from the first giant-scaled ‘atom laser’, intended not as a weapons system, but as a firefighting tool, for putting out chemical fires and exotic material combustion by literally stopping their molecular activity. The ‘Oh-Cee’ has two modes of operation; a narrow-focus ‘Beam Mode’ that stops molecular motion dead, and a shorter-ranged, wide-area ‘spray; typically used for freezing pools of liquids and cooling down hot objects. The current model is fairly bulky and energy-intensive, but is remarkably effective. It is currently considered EXPERIMENTAL, and only an elite few firefighting units have been issued it for testing, under the ‘Inferno Initiative’
(Some of the cold-attack stats courtesy of Aliens Unlimited, pg. 173)
Range:(Beam Mode)1,500 ft
(Spray Mode) 700 ft
Damage: (Beam Mode) This slows down molecular motion in a relatively tight area(1-2 ft wide area), lowering the temperature to almost absolute zero... fabrics like nylon and polyester shatter like glass, electromagnetic superconductivity jumps, and liquids crystallize instantly. Ideal for cold-welding materials, freezing mechanical joints, and snuffing out plasma torches. Does 1d4 MD to structures and 2d4 MD to MDC plastics and organics.
(Spray Mode) Lowers mean temperature by 500 degrees over a 20 ft wide area of effect---This means that it may take several applications to bring a burning pool of jet fuel down to freezing, for example, or cool an glowing hot section of plating. After reaching zero degrees Celsius, it only reduces temperature in increments of 250 degrees, then 100 degrees, then 50, and so on...
Unprotected flesh hit by the beam takes 6d6 SDC in Spray Mode. Must also roll save versus non-lethal poison(12 or better) or temporarily succumb to cold.
A victim who loses all SDC(but NOT Hit Points) to a cold attack lapses into a coma...still alive, but frozen stiff. They can be revived with even heat in 3d4 minutes. Those who lose both SDC and Hit Points are +25% to save versus coma/death, and get 3d4 Hit Points back when revived, but still suffer some cellular damage.
Beings vulnerable to cold-based attacks take DOUBLE damage, while fire elementals and fire-based beings take TRIPLE damage! Water Elementals will lose 2 APMs and cut their speed by HALF for 1d4 melees, while Ice Elementals actually HEAL 1d4 MD of damage.
Rate of Fire: ECHH
Payload: Conditionally Unlimited; the capacitor has enough power for 20 shots, and recharges at 1 shot every ten minutes. A special ‘freon battery’ can be clipped in, for an extra ten shots in an emergency.


d) Cold Gun---After experiments with the Cryo-Lasers led to a high risk of collateral fatalities in urban firefighting situations, PS engaged the services of the think-tank Paragon Progress to come up with a ‘superpower’ alternative. They delivered with the ‘freeze ray’. It is not known what the exact nature of this device is, but it is based on a cyclotron-style generator. Though less effective as a weapon, the Cold Gun has proven effective in icing down situations and cooling down heated environs just as effectively as the Cryo-Lasers.
Range: 200 ft
Damage: Can cover/encase a 20 ft wide area in six inches of ice per shot. Layering ice , the ice has 200 lbs of weight, 100 SDC, and an A.R. of 10, plus 200 lbs, 100 SDC, and +2 A.R. for every additional six inches of ice added on after that. If used as a weapon, encasing somebody in ice does 4d6 points of SDC damage to unprotected flesh per melee of exposure, or 4d6 points per minute for protected skin. Hypothermic or frostbitten beings are -10% to skills, and -2 to strike, parry, and dodge for 2d6 minutes after being freed. Breaking free requires an intense heat source or a P.S. of 25 or higher, or Supernatural P.S. of 16 or better 1 minute per six inches of ice to break free.
(See Heroes Unlimited, page 245, for additional notes on trapping people in ice).
Used against Water Elementals, it can slow down the beings by 25% for 1 melee, or, if the entire being can be frozen, stop them for 1 melee per successful hit.
Rate of Fire: EGCHH
Payload: Conditionally Unlimited; the ‘cold generator’ holds enough capacity to deliver 30 shots, then takes 5 minutes to regenerate one shot.

Options:
You didn’t think we’d shirk the options, did you?
Of course, depending on what options you select, your accessorization may cost you more than the baseline vehicle.

*Crash Control/Safety Restraints/Fire Control System---Reduces the damage that passengers take in a crash by HALF. PS actually offers a 10% discount on other options if this option is taken(hey, auto insurance is sorta ridiculous in monster infested Rifts Earth, but there should be some economic incentives for safety devices...).
Cost: 10,000 credits

*Ejection Seats---Great for last minute bailouts, or, if one decides to take the ‘master control’ option built into a secret control, ejecting unwelcome passengers from the vehicle. Includes auto-deploy restraints and head protector. Typically fire the seat up to 250 ft away; comes standard with zero-altitude capability, so if you leave the kids in the car, folks, while you pick up some groceries, disable the seats first....
Cost: 6,000 credits per chair
(Master Control): 1,000 credits

*Cyberlink Drive System--Allows a driver with a headjack to ‘jack in’ to the vehicle for more responsive control. This allows the driver to drive without their hands on the wheel(“Look, Mom, no hands!”), and/or to respond with greater speed to road situations. Similar to the system presented in Rifts: Russia, but GNE makes them less expensive(the real expense is in the implant end).
Bonuses: For anyone with the CyberVehicle Link, the following bonuses apply: +1 to initiative, +1 to strike using the vehicle or vehicle-mount weapons, +1 to Dodge, +1 Action/Attack per Melee, Base Driving skill of 45%, or +10% to existing driving skill. Driver can also ‘tweak’ the vehicle’s maximum speed by 1% per I.q. point. Note that the operator can only be controling the vehicle while doing this....no other relevant actions(can carry on light conversation, or take a quick bite/drink, but can’t disassemble their weapons or whittle a wooden toy .
To anyone lacking the CVL, there are no bonuses to vehicle operation, but they CAN make minor adjustments to vehicle peripherals’ without using their hands(turning on/off headlights, booting up the stereo, rolling down the electric windows, adjusting the AC, etc...).
Cost: Vehicle installation is 10,000 credits, the cybervehicle link(implant) costs 120,000 credits

*Appliqué Armor---Adds additional protection(and weight) to the main body. Up to 100 additional MDC can be added, at 7 lbs, and 150 credits, per 1 MDC point. Lighter armor can be substituted, at 1 lb per MDC point, but the stronger polycarbonate armor costs 400 credits per MDC point.

*Advanced Radiation Shielding---The vehicle can be heavily insulated against radiation.
Cost: 1.3 million credits

*Morphing Armor---Enfolds the ENTIRE Dayshan in articulated armor plates, ala “Bat Man”, increasing armor protection, but effectively immobilizing the car. Can only be openned from the outside by special electronic passcode(included in cost)
MDC: +200 MDC when deployed
Cost: 300,000 credits; 100,000 credits for four Glitterboy-style laser pylons that drive into the ground and anchor the vehicle to the ground(takes a Robotic PS of 40 or greater to uproot the vehicle)

*Small Sensor Cluster--Small sensor dish on a turntable
MDC: 25
Sensors: Mini-Radar--5 mile range
Motion Detector--200 ft range
Laser Illuminator-----6,000 ft range, Designates targets for laser-guided munnitions/weapons
Laser targeting System(+1 to strike)
Cost: 18,000 credits

*Aura Scanner---For detecting and identifying PPE concentrations
Range: 2000 ft
Cost: 35,000 credits

*Bio-Scanner---Has a molecular analyzer, enhanced radiation detector, high-powered accoustic ‘shotgun mike’(3,000 ft range), and thermo-imager optics(3,000 ft).
Cost: 10,000 credits

*Variable Opacity Windows---Tune the windows from crystal-clear to impenetrable mirror/black.
Cost: 300 credits

*Oversized Mud Tires---These oversized wheels allow the ATV to practically ‘float’ over soft ground, reducing any penalties for traveling over soft mud/bog/snow/marsh by HALF. Cost: 1,800 credits per tire

*MagTread Traction System--A new innovation for conventional wheeled vehicles, this system creates a virtual tread surface under the vehicle’s tires, giving greater control over wet or slippery surfaces, greater speed over soft terrain, and better handling at high speed. This system also allows for shorter braking distances, tighter turns at high speed, and even allow the vehicle to ride up on steep embankments if the surface is smooth enough.
Bonus:+10% to control rolls
Cost: Vehicle installation is 10,000 credits

*Amphibious Operation---Can be fitted for flotation for 4,000 credits. A small outboard motor or hydrojet can be added for an additional 800 credits and can propel the jeep at a leisurely 5 MPH.

*High-Mobility Axel Modification(HMAM Hurricane)----This modifies the suspension system so that all
four wheels can be steered independently and turned in opposite directions to each other...This
allows the vehicle to spin on its own axis for truly amazing turns, and gives a +10% to trick driving
maneuvers. Needless to say, this option is VERY popular with Juicers and Crazies.
Cost: 4,000 credits

*Smoke/Grenade Launcher Clusters--- These mini-multi-tube grenade/smoke launcher clusters can be added to the turret. Up to 2 can be added.
Range: 1,200 ft
Damage: Varies by Grenade Type
Rate of Fire: Volleys of 1-3
Payload: Each launcher has 12 30mm grenades or smoke shells
Cost: 2,000 credits per launcher

*Mini-Radar----8 mile range
Cost: 2,000 credits

*Radar Detector----A dashboard ‘fuzzbuster’ for detecting other folk’s radar sensors.
Cost: 200 credits

*Motion Detector----In addition to alerting the driver of approaching objects, it can also tell them from what direction a projectile attack came from. 50 ft range
Cost: 500 credits

*Stabilization Jacks---Tired of being knocked over by concussion blasts, or being rolled over by mobs of zombies before your flame-throwers can get to work? This interesting little system uses Glitterboy-style pylon technology to las and hydraulically drive four stabilizer jacks up to 5 ft into the ground, even through concrete and metal gratings, within 5 seconds, affixing you like a barnacle, and able to stay upright in even hurricane-force winds. System can disengage in 2 seconds, for that speedy getaway.
Cost: 9,000 credits

*Dozer Blade---This is a mini-bulldozer/payloader blade that can be attached to the front, and raised up to 7 ft high by hydraulics, turning the Jeep into a mini-land clearance vehicle. Very popular in winter for snow removal.
MDC of Blade: 80
Cost: 3,000 credits

*Engine Upgrade----A more powerful engine and more efficient power train can be added, improving overall speed, but at greater expense;
Speed: Can improve top speed by up to 50%
Cost: 5,000 credits per 10% of improvement over base.

*Lance Scanner---Looks like a long lance protruding from the front of the craft. The Lance Scanner contains a magnetometer() and a short-range microwave radar for groundsearching minefields(in theory, the ground radar sound be able to detect even nonmetallic mines, but takes twice as long).
Range: The magnetometer has a range of 4,000 ft and can detect vehicles and other metallic structures with 80% accuracy
The ground radar has a range of 3,000 ft, and has a 90% chance of detecting metal-cased mines, 60% chance of detecting nonmetallic ordinance.
Cost: 40,000 credits

Variants:
*PS/L-FF/ATRV-06TW---Technowizardry version, with a TW PPE Powerstone generator, and twin TW projection systems:
*(‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus (2 million credits)
*Vehicular Enhancements:
-Forcefield---Provides 50 MDC per 10 PPE/20 ISP pumped into the system; lasts 10 minutes per 10 PPE/20 ISP.

-Impervious to Fire---Renders the vehicle immune to heat-based attacks; lasts 10 minutes per 5 PPE/10 ISP.

a)Twin TW Multiplexors -----These are three-card systems, so each TW system can cast three different kinds of spell.
Range: Varies by spell
Damage/Duration: Varies by spell
Rate of Fire: EPCHH
PPE Cost per Use: Varies by spell. However, the use of focusing elements and activator spells effectively reduces spell PPE cost by HALF.
(So you Technowizards aren’t flummoxed by PPE costs in a long-running battle, while the still relatively high PPE costs for the high-end spells keeps someone from using Sphere of Annihilation in every battle).
Payload: Draws from the main PPE Battery. In an emergency, the pilot, if they are a mage or psychic, can kick in their own PPE.
Bonuses: As per spell(if any)
Cost: Spell Cards cost (as per Jason Richards’ guidelines in Rifter #2) 5,000 credits per PPE cost of main spell plus an additional cost (as per following modifiers)
*500 credits per level of the creating caster(Mages’ time and PPE are money, so expect to pay more for the longer duration/higher power spells)
*Warlock spells cost 20% more, in addition to above modifiers, owing to the difficulties of adapting Elemental Magic to ‘conventional” magic systems.

Alternatively, firefighter Dayshans can carry:
b) TW Water Cannons
Range: 300 ft
Damage: 3d6x10 HP to vampires
Rate of Fire: ECHH
Payload: 10 PPE/20 ISP per 20 blasts

*PS-ATRV-06B---PS produces a crowd-control version of the Dayshan. Features a close-proximity motion detection system that alerts the crew to the likely source of incoming fire(especially important to know in built-up urban areas). Loudspeakers and flashing strobe lights(effects equivalent to a Blinding Flash spell) are also standard equipment.
-Chemical Sprayer---Built into the ‘trim lines’, and firing from four small nozzles in the front bumper, as well as two similar sprayers on either side of the main body, are a series of chemical sprayers that can be used to spray tear gas for riot control, or ooze fire retardant foam for damage control
Range: 50 ft
Damage: Varies by the chemical agent used. If using water, does 4d6 HP to vampires
Rate of Fire: ECHH
Payload: 50 blasts of chemical/liquid
Cost: 200,000 credits

-In addition to the regular range of optional weapons to replace the Cold Guns on the lateral mounts, the ATRV-06B can be fitted with the following:
a)PS Rip-Zapper Ion Cannon
Range:(Ion Beam Mode) 1,700 ft
(SDC Beam) 2,000 ft
(Ion Bolt Mode) 3,000 ft
(Lightning Zapper Mode) 500 ft
(Shock-Zap Mode) 1-3 ft
Damage:(Ion Beam Mode) 4d6+2 MD per single shot
(SDC Beam)1d6 SDC shock-burn. Plus, victims must make a save of 14 or better, or be -8 to strike, parry, and dodge for 2d6 melees. A savings throw versus non-lethal poison means the person is unimpaired. 25% chance of knocking out unshielded cybernetics for 1d4 melees, and a 75% chance of permanently frying nanotech devices(like Armor-dissolving nanites or RMK/IRMSS systems).
(Ion Bolt Mode) 2d4 MD to 5 ft radius, 55% chance of knocking out unshielded cybernetics for 1d4 melees.
(Lightning Zapper Mode) Does stun damage similar to SDC beam through metal armor and light power armor.
On an unmodified roll of 18-20, it causes unshielded BIONICS and robots to spasm for 1d4 melees(Cyborg is at HALF bonuses to strike, parry, dodge, roll, and is -3 to initiative. Reduce speed by HALF).
This weapon does 1d4x10 EMP damage(no physical damage) to a 10 ft radius. The resulting percentage of the target location MDC is the chance of shutdown/disablement. All damage is cumulative. Damage in excess of 50% target MDC will require repair to make it functional; 75% or more damage will require replacement of the entire electrical system. Does double damage to non-shielded civilian systems. Bionics are -1 to dodge, roll, and strike for the affected limb/system, lasting 1d4 melees, non-cumulative, before the system resets itself.
(Shock-Zap Mode) Similar to a Shock Rod; 5d6 SDC, plus 55% chance of stunning humans, d-bees, and small animals for 1d4 melees, 15% against large or inhumanly powerful beings. Cumulative effects same as for Electro-Stunner(see pg 50 of Coalition: Lone Star).
Rate of Fire:(Ion Beam Mode)Standard
(SDC Beam) Standard
(Ion Bolt Mode) Four times per melee
(Lightning Zapper Mode) Can fire only one Zap every melee(takes fifteen seconds to power up)
(Shock-Zap Mode) ECHH
Payload:
(Ion Beam Mode) 300 shot battery for conventionally-powered models, Effectively Unlimited if nuclear powered.
(SDC Beam)One MD shot equals 10 SDC shots
(Ion Bolt Mode) Same as for Ion Beam mode
(Lightning Zapper Mode) Same as for Ion Beam mode
(Shock-Zap Mode) 20 zaps equals 1 MD shot
Cost: 36,000 Credits

b) Stun Gun---An electrical zap-arc that works similar to a taser, but based on a design acquired from Japan, via PS’s limited trade with that island-nation. (Stats from Rifts: japan, pg. 124)
Range: 800 ft
Damage: Setting One: (Weak Stun--Children, elderly, pregnant women, disabled)1d6 SDC
Setting Two: (Light Stun--elderly, teenagers, weak adults, small to medium animals)2d5 SDC
Setting Three: (Moderate Stun---Adults)3d6 SDC
Setting Four: (Heavy Stun---Adults in superior condition, drug-addicts, PR-Borgs, augmented humans, large animals)6d6 SDC
Setting Five:(Super-Shock---superhumans, augments, partial conversion Borgs, monsters) 1d6 MD
Stun Damage: On _correct_ setting, adults must save at 14 or higher(children and animals save at 18 or higher) or be -9 on initiative, -7 to strike/parry/dodge/roll, reduce speed/melee actions/and skill performance by HALF for 2d4 melee rounds. Additional strikes are cumulative. A successful save means the target takes damage, and loses 1 APM, but is otherwise fine.
Cumulative 15% chance per subsequent stun blast that the target will be knocked unconscious for 1d4 minutes.
Penalties: If setting is too low, the target can more easily shrug off the effects. Targets are +4 to save per each level that the blast is too low.
If setting is too high, target is +15% to lose consciousness .
Ineffective against EBA, robots, full conversion Borgs, vampires, androids, and the more powerful creatures of magic.
PR Borgs, Juicers , and Crazies are only really susceptible to Settings 4 and 5, and are +1 to save
FC Borgs are only affected by Setting 5, and are +4 to save, penalties and duration are HALF.
Young supernatural beings and lesser demons can be affected by Setting 5, but are +3 to save.
Rate of Fire: ECHH
Payload: 400 shot battery conventionally powered models(Recharges 20 shots per hour). Effectively unlimited w/ Nuclear Powerplant
Cost: 29,000 credits



*PS-AFV/ATRV-06--As can be expected, PS also produces a fully militarized version of the Dayshan, replacing the thermal-resistant materials with regular armor(but increase overall MDC by 25%), and fitting the twin spray cannons with weapons turrets.
a)OCSW 25mm Heavy Machine Gun
Range: (Effective Range)2,000 meters (6,000 ft)
(Maximum Range)(-3 to strike)3,600 meters
Damage:(SDC)* (Fragmentation) 2d6x10 SDC to 10 ft radius**
4d6x10 SDC per 5 rd burst, 8 ft blast radius
1d4 MD per 10 rd burst, 14 ft blast radius
4d6 MD per 60 rd burst! 25 ft blast radius(takes ALL attacks that melee and is -2 to strike)
(High Explosive) 6d6x10 SDC to 4 ft radius
1d4 MD per 5 rd burst, 8 ft blast radius
2d4 MD per 10 rd burst, 12 ft blast radius
6d6 MD per 60 rd burst! 20 ft blast radius(takes ALL attacks that melee and is -2 to strike)
(Armor Piercing) 1d4x100 SDC, no blast radius
1d6 MD per 5 rd burst, 1 ft blast radius
2d6 MD per 10 rd burst, 2 ft blast radius
1d6x10 MD per 60 rd burst! 4 ft blast radius(takes ALL attacks that melee and is -2 to strike)
*Note that beyond the accurate range of 6,000 ft, AP rounds lose some of their effective penetrating power due to diminishing velocity; reduce damage by 20%

*(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
2d4 x10 per 10 rd burst, 14 ft blast radius
4d6x10 per 60 rd burst! 22 ft blast radius(takes ALL attacks that melee and is -2 to strike)
(High Explosive) 3d6 MD single shot, 5 ft blast radius
1d4x10 per 5 rd burst, 8 ft blast radius
2d4 x10 per 10 rd burst, 12 ft blast radius
5d6x10 per 60 rd burst! 20 ft blast radius(takes ALL attacks that melee and is -2 to strike)
(Armor Piercing)4d6 MD single shot, no blast radius
2d4x10 per 5 rd burst, 1 ft blast radius
3d4 x10 per 10 rd burst, 2 ft blast radius
6d6x10 per 60 rd burst!, 3 ft blast radius(takes ALL attacks that melee and is -2 to strike)
*Note that beyond the accurate range of 6,000 ft, AP rounds lose some of their effective penetrating power due to diminishing velocity; reduce damage by 20%

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
2d4 x10 per 10 rd burst, 6 ft blast radius----plus 5d6 SDC to the person(s) inside the object
5d6x10 per 60 rd burst! 10 ft blast radius----plus 1d4x10 SDC to the person(s) inside the object(takes ALL attacks that melee and is -2 to strike)

(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
6d6 MD per 10 rd burst (3d6x10+10 HP to vampires), 3 ft blast radius

Rate of Fire: Rated at 260 Rounds per minute...Can fire single shot, or in bursts of 3-60 rounds per melee
Payload: The OCSW typically comes with two 37 round box-magazines(total of 74 rounds) or can be belt- or drum-fed.
Bonuses: From any sensor package fitted
Bonuses from Sensor Package:
*Laser Range-finding and Targeting(6,000 ft range)
*Thermographic Imaging----5,000 ft
*Passive Nightvision---5,000 ft
*Ultrasonic Scanning----1,500 ft range
*Microwave Radar Motion Tracking--160 degree arc, out to 1,000 ft
*Remote Video Feed Capability
*Combat Algorithms----Correct for weapon bouncing and target movement. Give bonuses of +3 to strike on normal shots, +4 to strike with called shots. +2 initiative thanks to target prioritizing
Cost: 8,000 credits for the basic weapon, plus 32,000 credits for the sensor package.(yep!) Shells cost 10(SDC Fragmentation) 20(High Explosive) 28 (SDC Armor Piercing)- 100 (MD Fragmentation) 200 ( MD High Explosive) 350(MD Armor Piercing) credits each

b)PSAGL-40B 40mm Automatic Grenade Launcher
Range: 7,000 ft
Damage: Identical to the WI-GL20;
Frag rounds do 4d6 MD to a 12-foot radius.
AP rounds do 1d4x10 to a 3-foot blast radius,
and Plasma rounds do 1d4x10+10 to a 5-foot radius.
A 3 round burst of frag shells does 1d4x10 to a 15 foot radius,
a burst of 3 AP shells does 2d4x10 to a 5 foot radius,
and a burst of 3 plasma shells does 3d4x10 to an 8 foot blast radius
A 5 round burst of frag shells does 1d6x10 to a 20 foot radius,
a burst of 5 AP shells does 2d6x10 to a 6 foot area,
and a burst of 5 plasma shells does 3d6x10 to a 10 foot radius.
A 10 round burst of frag shells does 2d6x10 to a 40-foot radius.
A 10 round AP burst does 3d6x10 to an 8-foot area,
and a 10 round plasma burst does 4d6x10+10 to a 15-foot radius!!
Rate of Fire: Standard
Payload: Belt or box magazine
Cost: 50,000 credits

c) PS-100 Rail Gun
Range: 4,000 ft
Damage: 1d4 MD single rd, 1d6x10 MD 60 rd burst
Rate of Fire: EPCHH
Payload: 12,000 rd drum(200 bursts)
Cost: 100,000 credits

d) Mini-Missile Launcher---PS PTT-M20 Missile Rifle
Range:(Mini-Missiles) Varies by Missile Type(usually about 1 mile)
(Laser) 2,000 ft
Damage:(Mini-Missiles)Varies by Missile Type
(Laser) 2d6 MD per blast
Rate of Fire:(Mini-Missiles) Volleys of 1, 2, or 4
(Laser) ECHH
Payload:(Mini-Missiles)20 per launcher(10 per launch tube)
(Laser) Effectively Unlimited attached to an external generator, or 20 shots per standard E-clip/30 per long E-clip as backup.
Cost: 36,000 credits per launcher

e)Pulse Laser----Adapted ‘Blazer’ Laser MG.
Range: 4,000 ft
Damage: 3d6 MD single shot. 1d4x10+6 MD per triple-shot burst
Rate of Fire: EGCHH
Payload: 300 shot battery per gun for conventionally powered models, Effectively Unlimited w/ nuclear powerplant
Cost: 30,000 credits

f) Ion Cannon---1,600 ft, 3d6 MD per shot, ECHH,160 shot battery, Effectively unlimited if nuclear powered. 22,000 credits

g) Light Plasma Cannon--1600 ft, 5d6 MD per shot, ECHH, Payload: 120 shot battery, Effectively unlimited if nuclear powered. 25,000 credits

h) Light Particle Beam Cannon-----1200 ft, 6d6 MD per shot, ECHH, 100 shot battery, Effectively unlimited if nuclear powered. 35,000 credits

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

j) Sonic Cannon
Range: 700 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 crewmembers, 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:(Sonic Blast) 250 shot battery. Effectively unlimited linked to a powerplant
Cost: 70,000 credits

*PS-UGVATRV-06R ----(Robotic Conversion)---This incorporates an adapted form of the software from the AT-LABT-07 ‘Damnthing’ AutoTank. The drone IFV is typically used to patrol high-risk areas, work as a ‘moving roadblock’, draw fire from invaders and bandits, and bolster urban defenses in seige situations.
Systems of Note:
Basic Robot Optical and Audio
Short Range Radar---10 mile range
External Audio/Video Surveillance System
Passive Nightvision
Thermo-Imager
Motion Detector---200 ft
Actions/Attacks per Melee: 4
+2 strike to w/ all ranged attacks
+3 to strike w/ main cannon/direct fire weapon
Cost: 200,000 credits
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
89er
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Re: Paladin Steel Storefront

Unread post by 89er »

Nice ride, with freeze rays and all.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

89er wrote:Nice ride, with freeze rays and all.



Yep. :D
To come: more fun and innuendo with MAD SCIENCE.
More Smallkin gear.
More Smallkin, so you know what's scuttling around your garage at night, borrowing your tools.
More ways to get places, sell things, get more stuff, and fight your way out if somebody tries to get YOUR stuff.
More social stuff on the GNE.
Posted as I can(though I've been getting oodles of extra work this week...it's almost like being employed full time! Which sort of compensates for the lousy interest rates I've been getting on my Certificates of Deposit).
-------------
"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
Champion
Posts: 2294
Joined: Sat Jan 04, 2003 2:01 am
Location: Heart in Texas

Re: Paladin Steel Storefront

Unread post by abtex »

Waiting while you think about things to do. But you must be dog tired sometimes. :)
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:Waiting while you think about things to do. But you must be dog tired sometimes. :)


My new crutch is iced tea.... caffeine and sugar can be wonderful stuff...but it's no substitute for exercise and sleep... :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
------------
User avatar
taalismn
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Posts: 48686
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Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel AAST-6 ‘Gannet’ Heavy Aerospace Plane
(aka ‘Cinderblock’, ‘Blowtorch’, ‘Rammer’, ‘AirGoat’)
http://i408.photobucket.com/albums/pp164/taalismn/img223.jpg

“’Can you do it?’ You’re kidding me, right? You didn’t read the full brochure that our field agent gave you, did you? Mister, I can drop from orbit and deploy a heavy TANK SQUAD in that compound’s front yard before their security dogwalkers can get their noses out of their porno magazines! Gimme five minutes to coordinate a plan with the rest of the dropship squadron before we go, and I can give you a COMPANY of armor on that place’s grounds, off the ramps, combat-go and guns all pointing in the right directions. I could land ‘em on the ROOF if it was sturdy enough! As is, I can still do a hover-insert for the jump-infantry if that’s what you want! The only question is whether the army boys are going to leave anything for your cops to arrest afterwards!”

The AAST-6 is a heavier aerospace transport shuttle meant to address some of the problems in load capacity with the AAST-4 Condor, particularly the ability to accommodate heavy vehicles. The ability to carry such vehicles as Paladin Steel’s ‘ShadowFist’ Heavy MBT was a major consideration in the specifications of the design.
Heavily armored, if not particularly well armed, the Gannet sees combat duty primarily as a landing craft in already secured areas, where other more specialized craft have already suppressed major opposition. However, the Gannet has proven that it can land in ‘hot’ LZs and still reliably function, even after taking damage from ground fire and air defenses.
Larger than some Three Galaxies starships, the Gannet is an imposing vehicle; many starships cannot even accommodate the giant spaceplane inside their hangars, and the ship must be carried externally and loaded via airlock connections(though the placement and shape of the main rear cargo lock means that for many smaller ships, loading of large payloads is not possible; anything that cannot be maneuvered through the two smaller secondary locks/hatches must be preloaded aboard the Gannet). With its broad, stubby appearance, the Gannet has been described as looking like a ‘flying brick’. The broad, almost flying wing, configuration rounds up at the nose towards the cockpit, and flares out at the rear, where the three large plasma-drive engines protrude. The spacious lower cargo bay can accommodate four heavy MBTs, or nearly a dozen smaller and lighter vehicles, a company of infantry, or over two hundred tons of palletized cargo, with access via the large cargo hatch and ramp at the rear, and two smaller hatches along the sides. Basic point defense armament turrets and a standard EW jamming suite provide a measure of protection against enemy fighters and missiles. Several variants exist, taking advantage of the ship’s size and cargo capacity to beef up endurance and armaments.
AAST-6s are becoming nearly as common as their smaller cousins throughout PS- and GNE-held space, servicing the various facilities and stations of the corporate network and Alliance territories.

Type: PS-AAST-6 ‘Gannet’
Class: Heavy Aerospace Shuttle Transport
Crew: 7
MDC/Armor by Location:
Main Body 1,300
Reinforced Crew Compartment 400
Laser Turrets(6) 60 each
Engines(3) 400 each
Wings(2) 400 each
Height: 37 ft
Width: 150 ft
Length: 220 ft
Weight: 400 tons
Cargo: Can carry up to 100 troops/passengers OR 4 heavy tanks/AFVs, OR 8 smaller vehicles , OR 250 tons of palletized cargo.
Powerplant: Nuclear Fusion w/ 15 year energy life
Speed:(Atmosphere) Hover to Mach 7; transatmospheric
(Space) Mach 8/ .04 LS
Cost: 130 million credits on Rifts Earth
Systems of Note:
Standard Aerospace Craft Systems, plus:

*Life Support---Spacecraft standard

*Sensor Turret(s)---Include long range optics, thermo-imaging, low-lite, image enhance capabilities

*Long Range Radio and Laser Communications---Radio range: 100,000 miles, Laser range; 200,000 miles, Scrambler/Signal Decryption standard

*Long Range Radar---Includes EM detectors, terrain-following, IFF, low-altitude discrimination. Range: 120 miles(12,000 miles in space)

*Laser Rangefinding/Targeting: +2 to strike

*EW Suite---Basic frequency jumping and radar/IR jamming. Radar-guided weapons are -2 to strike the craft

*Thermal Resistant Heat-Refractory Tile Armor---Special heat-resistant materials designed for reentry vehicle shielding. Heat and plasma-based attacks do 1/4 damage. Note that this applies only to the underside and leading edges of the airframe.

Weapons Systems:
1)Laser Turrets(6)---The Gannet sports six laser turrets for self-defense; one nose, one each side, one dorsal, and two rear, either side of the tail. Each turret has 120-degree arc of fire.
Range: 6,000 ft in atmosphere, 12,000 ft in space
(Kitsune Values) 12,000 ft/2.4 miles in atmosphere, 1,200,000 ft/240 miles in space
Damage: 6d6 MD per shot
Rate of Fire: EGCHH
Payload: Effectively Unlimited

2)Chaff/Flare Countermeasures Launchers(2)
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: 12 per launcher, 24 total.

Variants:
*AAST-6 EWACS---This variant is immediately distinguishable by the large dish radome atop the main fuselage. The AAST-6 EWACS is meant to provide tactical EW/ECM coverage for ground forces when conditions prohibit the effective use of orbital surveillance platforms and overwatch.
The Radome sensors have a 700 mile radar range( 700,000 miles in space), and can track over 400 separate targets. Onboard computers give a +15% to operators’ ECM skills when attempting to jam enemy radar/communications, or counter enemy jamming. Effective jamming range is 300 miles(300,000 miles in space).
MDC:(Radome) 250

*AAST-6D---This model is an upgunned ‘gunship’ variant meant to help in the suppression of landing zone defenses, carrying additional weaponry alongside the point defense guns.
1) Mini-Missile Launchers(2)---Volleys of 1-10, 60 missiles per launcher
2) Short Range Missile Launchers(2)---Volleys of 1-6, 60 missiles per launcher
3) Rapid Fire 30mm Guns(4)
Range:10,000 ft
Damage:4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD six-round burst, 6d6x10 MD per twelve-round burst
Rate of Fire:EPCHH
Payload:1,000 rds per cannon
Bonuses:Independent laser and radar tracking system(range: 11,000 ft). +1 strike set on automatic against aerial attack, +2 strike fired by gunner


*AAST-6G---Optimized as a ‘space cutter’ with extended deep space endurance. It is immediately distinguishable by the hunchback pod of an extra thruster attached to its back, a longer and more conical nose, and the protruding barrels of several heavy guns. The cargo capacity has been reduced to allow for the installation of a rotary missile bay, magazine storage for the main guns, and a forcefield generator.
MDC:
Space Thruster 450
Forcefield 500
Speed:(Atmosphere) Hover to Mach 7
(Space) Mach 10
(Kitsune Values: 25% of light speed; Accelerates/decelerates at 1% of light speed per melee)
Size: Increase Length by 10 ft.
Systems of Note:
*Enhanced Long Range Radar/Sensors:----240,000 mile normal space range, and can pick up FTL drives as far out as 3 light years.
Weapons Systems:
1) 80mm Massdriver Cannons(4)
Range: 25,000 ft (6 miles) in atmosphere, 12 miles in space
(Kitsune Values: 25,000 ft (6 miles) in atmosphere, 600 miles in space)
Damage: High Explosive(HE)----1d4x10 MD to 15 ft radius
High Explosive Anti-Tank(HEAT)---- 3d4x10 MD to 5 ft radius
Fragmentation--- 5d6 MD to 30 ft radius
Plasma----- 1d6x10 MD to 20 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 3d6x10 MD out to 6,600 ft, 2d4x10 MD out to maximum range
Rate of Fire: 5 shots per melee
Payload: 80mm AP shell weighs 12 lbs( 166 shots per ton)

2) Heavy Laser Cannons(2)
Range:25,000 ft (6 miles) in atmosphere, 12 miles in space
(Kitsune Values: 25,000 ft (6 miles) in atmosphere, 600 miles in space)
Damage: 6d6x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited

3) Rotary Missile Bay---Can hold/fire 192 mini-missiles OR 96 SRMs, OR 48 MRMs, OR 24 LRMs

*ASI-ALAST-6FTL---Aegis Stellar Industries’ FTL-pinnace variant, fitted with a larger fusion powerplant and a short-range FTL drive capable of 1.2 light years per hour.
Last edited by taalismn on Wed Mar 28, 2012 3:32 pm, edited 2 times in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
Aramanthus
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Location: Racine, WI

Re: Paladin Steel Storefront

Unread post by Aramanthus »

Very awesome pieces of new equipment. I think we will be buying several of them to add to our equipment rosters here in the Federated States.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

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

"As you will it, your Grace."

HH....FIE
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Aramanthus wrote:Very awesome pieces of new equipment. I think we will be buying several of them to add to our equipment rosters here in the Federated States.



Hey, we deliver. :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
Aramanthus
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Joined: Tue Feb 21, 2006 5:18 am
Location: Racine, WI

Re: Paladin Steel Storefront

Unread post by Aramanthus »

And we can pick up. Good to be able to carry out both ways. That way no middle men.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

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

"As you will it, your Grace."

HH....FIE
User avatar
taalismn
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Joined: Tue Sep 02, 2003 8:19 pm
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Re: Paladin Steel Storefront

Unread post by taalismn »

Aramanthus wrote:And we can pick up. Good to be able to carry out both ways. That way no middle men.



And if pirates interfere...well, no squabbling with the delivery guys over who gets to loot the bodies...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Re: Paladin Steel Storefront

Unread post by Aramanthus »

LOL Let them try. We usually escort all shipments with heavy forces.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

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

"As you will it, your Grace."

HH....FIE
User avatar
taalismn
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Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Aramanthus wrote:LOL Let them try. We usually escort all shipments with heavy forces.



There are upsides and downsides to that; large escorts are expensive, and are also good tip-offs that there's something VALUABLE being escorted. And if you hire mercs, especially if your regular housetroops or contract security isn't available to cover a big rush shipment, you run the risk that your hired help might realize how valuable that cargo is and take it themselves...or that they might have a plant in their numbers that will rat out the shipment/convoy to somebody else.
Of course, if you're actively hunting pirates, running a few 'high value' convoys with escorts that are really escorting nothing is a common tactic, in hopes that the better armed pirates will rise to the bait. Of course, the SMART pirates will quickly learn to avoid such an obvious provocation because they really don't like getting shot up for their money, so such tactics tend to quickly go through the DUMB pirates. And when the remainder DO strike, it will be at the time of THEIR chosing, swinging the initaive back to the pirates.
But such is the to-and-fro of anti-piracy operations.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

McPA04 SpiderMite MicroRobot
(aka ‘Chigger’)
“Yeah, it’s great that the SpiderMite can climb like a fighter and run upside down on ceilings. Looks really cool. But unless you have a cast iron stomach and can handle hanging upside down without getting dizzy and losing your lunch, I’d advise against it. Throwing up inside your ‘bot is NOT cool.”

“They may not be much on their own, but a horde of them little chigger ‘bots can bleed a platoon dead, sniping and picking at every opportunity. Worse yet if they follow you home; those little bastards can cling to the underside of an APC or a ‘bot. Once inside a base camp’s defenses there’s no end to the mischief they can get up to!”

The McPA04 was developed out of the McPA01 ‘Bounder’ prototypes and the PS/NEMA Spider Drone. The ‘SpiderMite’ has also benefitted immensely from studies of the Kittani Spider Gun System. The McPA04 is slightly smaller than the ‘Bounder’/Pup Scout, but has the general configuration of the eight-legged Spider Drone, albeit slightly larger.
The SpiderMite is actually more of a small robot vehicle than a power armor; the pilot’s arms and legs are completely within the main hull/cockpit and the ‘suit lacks arms, but weight class-wise, it is considered a power armor. The SpiderMite has a roughly football-sized and -shaped main body, carried on eight insect-jointed spider-legs attached to the underside of the main hull. The cockpit canopy is covered by two large eyeshields with multiple smaller optical bulbs, giving it a distinctive ‘bugeye’ look. Mounted above and behind the cockpit are two small powered remote control weapons turrets, each of which can carry a micro-scale weapons package.
Though it lacks hands, the SpiderMite is very agile and maneuverable as a vehicle, and it can carry heavier firepower than either the Scamper or the Darter. It can also get into places that the larger Pinscher and Robar cannot get into.
The SpiderMite typically serves as a fire support backup for Smallkin infantry and for other micro-scale power armor types. It is also used as a recon vehicle and micro-raider. A common strategy is to send squads of SpiderMites and other Smallkin scouts into enemy territory to lay doggo, hiding and reporting on enemy movements, then laser-painting targets fro long range artillery and smart bombs, and sabotaging targets of opportunity.
Type:PS-McPA04 SpiderMite
Class: MicroScale Power Armor
Crew: One, Size Level 1-2(Small Build) sentient
MDC/Armor by Location:
Main Body 30
Sensor Bulbs(6) 2 each
Legs(8) 8 each
Mini-Turrets(2) 10+ weapons package, each
Height: 12 inches
Width: 10 inches; legs can extend out 2 ft
Length: 1.2 ft
Weight: 15 lbs
Physical Strength: Equal to a Robotic P.S. of 15; can carry up to lbs and pull up to lbs.
Cargo: The pilot is limited to a small survival kit and whatever can be strapped to the outside of his robot/power armor, as long as it doesn’t interfere with the operation of the turrets or legs.
Powerplant: Micro-Nuclear Power Cell w/ 2 year energy life
Speed:(Running) 25 MPH
(Leaping) 3 ft up and 5 ft across; increase distance by 50% with a runnng start.
(Climbing) Excellent; molecular adhesion pads in the feet allow the SpiderMite to effortlessly climb sheer surfaces, cling to walls and ceilings, and scale cliffs and trees with ease.
(Stealth) Can prowl equal to a skill of 70%
(Flying) Not possible
(Underwater) Can run along the bottom at 10 MPH, maximum depth 800 ft.
Market Cost: 320,000 credits
Systems of Note:
Standard(albeit miniaturized) Power Armor Features, plus:
-Multi-Optics(2,000 ft range)
-Telescoping Zoom Lens(2,000 ft range)
-Micro-Magnifying Lens(x2, x10, x50 magnification)
-Thermal Optics( 1,000 ft range)
-Camera/Video w/ live transmission capability)( 15 miles range)
-Electronic Ear and Audio Transmitter w/ scrambler capabilities( 1.5 miles range)
-Laser Distancer( 1,000 ft range)
-Radiation Detector(100 ft diameter area)
-Air Thermometer(20 ft diameter area)
-Molecular Analyzer(20 ft diameter area)
-Laser Designator- (50,000 ft range)---Used for ‘painting’ targets for laser-guided weaponry. A squad of micro-power armors with laser designators and long range heavy ordnance support can be a real nightmare for opposition forces.

*Grapnel-line Launcher and Winch---A reusable pneumatic grapple-launcher with 80 ft of monofilament line and a winch, able to haul the ‘bot up.

Weapons Systems:
1) Weapons Hardpints(2)---These are two rotary powered weapons mounts above and behind the crew compartment. They are typically fire-linked to fire in synch. Though the SpiderMite’s weapons mounts can carry a larger payload than those of the Scamper and Darter, the payload of projectile ammunition is still quite limited, and thus pilots must use their shots wisely.
a) Laser/MicroMissile Pod---The most common weapons fit out, this combines a SunFang Laser Rifle with a three-shot micro-missile launch rack.
Weight: 9 ounces
MDC: 10
Range: (Laser) 1,500 ft
(Micromissiles)(15mm Format)
Pattern-1A 5,700 ft
Pattern-1B 6,000 ft
Pattern-1C 6,000 ft
Pattern-1D 7,000 ft
Pattern-1E 7,500 ft

(20mm Format) 8,000 ft for all types
Damage: (Laser) 2d6 MD per shot
(Micromissiles)Varies by Micro-Missile Type;(15mm Format)
Pattern-1A---1d4 MD to 2 ft blast radius
Pattern-1B---1d6 MD to 5 ft blast radius
Pattern-1C---4d6 MD to 4 ft blast radius, or 1d4 MD to a 10 ft blast radius in fragmentation mode
Pattern-1D----6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
Pattern-1E---1d4x10 MD to 3 ft blast radius

(20mm Format)
(Pattern-2a) 4d4 MD to 2 ft blast radius
(Pattern-2b)6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
(Pattern-2c)(Incendiary)2d4 MD to 5 ft blast radius, does an additional 1d4 burn damage for 2d4 melees

Rate of Fire: (Laser) ECHH
(Micromissiles)Volleys of 1-3
Payload: (Laser) 10 shot rechargeable/replaceable power cell, effectively unlimited linked to the power armor’s nuclear powerplant
(Micromissiles)3 per hardpoint
Bonuses:
(15mm Format)
Pattern-1A (None) Spin-Stabilized
Pattern-1B (None) Gyro-Compass Chip
Pattern-1C (+1 to strike, in addition to W.P. Heavy bonuses. The Pattern-1C can also be set to be a ‘beam rider’, following a laser illuminator ‘painted’ on the target for an extra +2 to strike. However, this requires expediture of an extra attack per melee on the part of the gunner to keep the laser illuminator on target) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip.
Pattern-1D (+2 to strike, in addition to W.P. Heavy bonuses. Like the Pattern-1C, the Pattern-1D can ‘beam-ride’...again, this requires the gunner to maintain target-lock at the cost of an additional APM, but the -1D is better able to remain on target if the lock is broken. Furthermore, the missile can be keyed to lock on to the laser illuminator of other gunners...done with a pre-determined key-chip...allowing squadmates to ‘paint’ targets for fellow soldiers with micro-missile launchers). Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip.
Pattern-1E(+4 to strike, in addition to W.P. Heavy bonuses, Same ‘beamrider’ capability as with Pattern-1D. ) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.

(20mm Format)(All Patterns)(+3 to strike airborne targets, +1 to strike ground targets) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.

Special Features:
*Mini-Laser Spot-Sight---Gives a +1 to strike
Cost: 25,000 credits
(Micromissiles)(15mm Format)
Pattern-1A 25 credits per McM
Pattern-1B 32 credits per McM
Pattern-1C 60 credits per McM
Pattern-1D 95 credits per McM
Pattern-1E 220 credits per McM
(20mm Format)
(Pattern-2a) 90 credits each
(Pattern-2b)130 credits each
(Pattern-2c)150 credits each
Options:
(Laser)*Power Step-Down---Allows the laser power to be stepped down, allowing for a less lethal mode that does only 2d6 SD per shot, without any diminishment in range. One MD shot equals 100 SD shots.
Cost: 7,000 credits

*Scatter-fire---Beam-splitter muzzle modification that generates several less powerful beams, doing 1d6 MD to a 30-degree wide wide arc. Reduce range to 800 ft. Cost: 4,000 credits

*Power Booster---Additional focusing elements ramp the power of a shot up to 4d4 MD, but reduce effective range to 1,000 ft. Cost: 5,000 credits

*Blue-Green Frequency Kit---This modifies the ‘SunSting’ to fire more effectively underwater, down to 1,000 ft. Comes with a slip-on casing for the laser that gives the weapon neutral bouyancy if dropped in the water. Cost: 6,000 credits

*Flash-Blinder---This adds a special power-stepdown chip to the weapon’s power regulation/draw system, and a scattering optic to the barrel. allowing the weapon to produce blinding flashes of light that can temporarily blind those with unprotected optics/eyes. Effects are roughly equal to a Blinding Flash spell. One MD shot equals 200 ‘flash’ shots.
Cost: 4,000 credits

b)McGPMG07 .22 Machine Gun
Weight: 2.8 lbs
MDC: 9
Range: 500 ft
Damage: (.22LR) 1d6 SDCor 3d6 SD per 3-rd burst, 6d6 SDC for a six-round burst, a ten-round burst does 1d6x10 SDC, and a full twenty-round burst does 2d4x10 SDC.
(Wellington/PS Exploders) 3d6 SD per rd or 9d6 SD per 3-rd burst, 1d4x10 SDC for a six-round burst, a ten-round burst does 1d6x10 SDC, and a full twenty-round burst does 2d6x10 SDC.
(PSX-2) 1d4 MD per rd, a three round burst does 2d4 MD, a six-round burst does 4d4 MD, a ten-round burst does 1d4x10 MD, and a full twenty-round burst does 2d4x10 MD!!
Rate of Fire: Standard
Payload: 360-round box magazine
Cost: 2,500 credits

c) PSMcAGL-04 23mm Automatic MicroGrenade Launcher
Weight: 1 lb.
MDC: 9
Range: 250 ft
Damage: (High Explosive)2d4 MD to a 10 ft area
(Incendiary)---A slug of thermal gel that does 1d6 MD to a 12 ft splash, and an additional 1d4 MD per melee for 1d6 melees
(Flare) Burns with blinding incandesence for 1d6 melees, each round brightly illuminating an area roughly 100 ft in radius. These are NOT parachute flares, but fall normally.
Rate of Fire: ECHH; bursts of 1-5
Payload: 20 shots
Cost: 1,600 credits. HE Shells cost 400 each, incendiary 450 each, and flare rounds 30 each.

d)PSIP-19D ‘Sparkshot’ Ion Blaster
Weight: 8 ounces
MDC: 10
Range: 300 ft
Damage: 2d4 MD single shot
(Ion Scatter-Shot Mode) A twist of the barrel converts the ion derringer into a short range shotgun with an area of effect blast. Reduce range to 150 ft, but does 3d6 MD to a 12 ft wide area
Rate of Fire: Standard
Payload: 3 shots standard e-clip, effectively unlimited linked to the power armor’s nuclear powerplant
Cost: 9,000 credits

e)Mini-Shot Gun---Quad-barrel ‘metalstorm’-loaded weapon.
Range: Varies(see below)
Damage:(12 Gauge)
*Standard Shotgun shell--100 ft range, 5d6 SDC
*Standard Buckshot shell---100 ft range, 4d6 SDC to 5 ft area
*Teargas shell---100 ft range, 25 ft radius---victims are -10 to strike, parry, and dodge, -3 initiative, lose 1 melee attack/action, for the next 1d6+1 melees
*Baton shell---100 ft range, 2d6 SDC, plus humans and human-sized D-Bees must roll a D20 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174).
*S-9Dex Incapacitation Munition ---100 ft range, Essentially a paper-shelled shotgun shell-sized gas-propelled 'cold rocket', packed full of taser beads. Beads powder on impact, reducing the chance of bystanders or ingoing police stepping on undischarged beads. Great for crowd control and dealing with closed-space situations(alleyways, rooms, vehicle interiors, etc...)
Effective Range: 100 feet, w/ 20 ft radius
Damage: Nil. Humanoids struck with this weapon must save vs. coma or be shocked unconscious for 1D6 minutes.
Cyborgs have a 60% chance of having their cybernetics disrupted for 1D10 minutes, and a 30% chance of a non-vital system being permanently shorted out.
*High Explosive Armor Piercing Shell---400 ft range, 6d6 MD(no blast radius)
*Mini-Grenade(plasma)--- 400 ft range, 5d6 MD to 5 ft blast radius
*Mini-Grenade II(Fragmentation)---400 ft range, 2d4 MD to 10 ft blast radius
*Standard HESH Shell---400 ft range, 2D4 M.D. plus 4D4 S.D.C. to the person(s) inside of EBA power/body armour & roll versus knockdown (14)
Rate of Fire: Single shot, or double-shot for the twin-barrel model
Payload: 12
Cost: 12,000 credits
A box of 100 shotgun slug rds costs 60 credits
A box of 100 baton rds costs 45 credits
A box of 100 tear gas rds costs 80 credits
A box of 100 S-9Dex Incapacitation Munition rds costs 360 credits
A box of 100 Mini-Grenade rds costs 2,000 credits
Options:
*Mini-Silencer---An aerogel jacket wrapping in and around the barrel. Reduces the effective range by half, but reduces the accoustic report to a light cough. Good for ten shots before needing replacement. Cost: 400 credits

f) MicroMissile Launcher----15 micromissiles per lauch box
Weight: 1.8 lbs
MDC: 10
Rate of Fire: Volleys of 1-5
Payload: 15 micromissiles per lauch box
Cost: 60,000 credits

2)Spider Shock System---Copied from the Kittani Spider Gun. The SpiderMite can deliver an electrical shock through its legs. This system is used both defensively to drive off (normal) predators seeking to eat the SpiderMite, and offensively to stun or kill targets the ‘bot has leapt on.
Range: Melee, contact
Damage: 3d6 SDC per jolt

Hand to Hand Combat:
Use standard Power Armor combat training, with the following changes:
+3 Roll
Crush/Pinch W/ Clawed Feet 1d6 SDC
Restrained Pounce Attack 2d6 SDC
Full Strength Pounce Attack 4d6 SDC
Leap Attack/Drop From Ceiling 1d8 SDC

Options:
-Blurr Armor ---Bonuses: The faster the SpiderMite moves, the greater the distortion; at speeds of 3 or less, no bonus, 4-10; -1 to strike the wearer, 10-16; -2 to strike, 16-22; -3 to strike, 23 or greater, -4 to strike Cost: 12,000 credits

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

-Scorpion Tail---Actually a mini-robot tentacle with a vibroblade on the end. The tail is roughly 3 ft long, has 15 MDC, and a P.S. of 10. +1 Parry, Disarm, +3 Entangle. Does on a slash/stab. Mounting a vibroknife on the end does 1d6 MD(1d6+1 MD for a vibrobayonet) Cost: 32,000 credits+7,000 for a vibroknife, 7,500 credits for a vibrobayonet.

Variants:
*McPA04M---Marine variant, with shorter legs, a fluked tail, streamlined body, flotation chambers, and the following changes:
Speed: (Running) 18 MPH
(Leaping) 2 ft up and 3 ft across; increase distance by 50% with a runnng start.
(Swimming) Can run along the bottom at 9 MPH, swim at 18 MPH, maximum depth 800 ft.
Systems of Note:
-Mini-Sonar---2 mile range
-Claw Arms(2) ---8 MDC each, and can deliver a 3d6 SD or 1 MD nip
Weapons Systems:
-Lasers modified to fire in the blue-green spectrum.
-Substitute MicroTorpedoes for MicroMissiles:
Range:(Pattern-MT1A)2,500 ft underwater, 500 ft in air
(Pattern-MT1B)2,500 ft underwater, 500 ft in air
(Pattern-MT1C)3,200 ft underwater, 700 ft in air
(Pattern-MT1D) 4,000 ft underwater, 900 ft in air
Damage:(Pattern-MT1A)6d6 MD to 3 ft radius
(Pattern-MT1B) Screamer Round;Screamers are specialized one-use munitions that when fired, broadcast a massive burst of noise across all audio/sonic frequencies, with the intended effect of destroying acoustic target(sonar) locks, and allowing the sub/diver to escape opponents using sonar to detect or track them. -60% to track the sub via sonar while the Screamer is in effect, while sonar-guided weapons are -10 to strike .
Screamers also have the effect of stunning dolphins, whales, and other creatures using natural sonar and echo location. These creatures are disoriented/stunned for 1d4 melees.
A typical screamer will last 1d4 melees until it burns out or is destroyed.
Screamers can also be fused to ignite/activate anywhen up to a minute(4 melees) after deployment.
Effective radius of effect of the 18mm screamers is aproximately 1,000 ft
(Pattern-MT1C) Sonic Warhead---2d4 MD per blast to an 8 ft blast radius, 1d6x10 SDC to another 10 ft beyond that, Does only 1d4 MD to a 4 ft radius in air
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor(such as wetsuits).
(Pattern-MT1D) 1d4x10 MD to 3 ft blast radius
Bonuses:(Pattern-MT1A) None; unguided
(Pattern-MT1B) None; unguided
(Pattern-MT1C) (+1 to strike in water. Micro-Homing Sonar Chip) Can also home in on a tracer beacon, and can track moving targets.
(Pattern-MT1D) (+3 to strike in water. Micro-Homing Sonar Chip)Can also home in on a tracer beacon, and can track moving targets.
Cost: (Pattern-MT1A)250 credits
(Pattern-MT1B) 220 credits
(Pattern-MT1C) 360 credits
(Pattern-MT1D) 400 credits
-APP-1C Underwater Needle Gun---’Pepperbox’ version of the APP-1 with a larger payload.
Weight: 1 lb unloaded, 3 lbs fully loaded
MDC: 9
Range: 240 ft in air.
120 ft at depths of about 16 ft
70 ft at depths of about 66 ft
30 ft at depths of about 130 ft
Damage: 3d6 SDC single round
Rate of Fire: Single shot, two-shot simultaneous ‘burst’, or all eight rounds at once
Payload: 8 shots; can be reloaded with a speedloader.
Cost: 700 Credits. Ammunition costs 36 credits per 100 rounds
Options:
*Bubble Trap Muzzle Silencer Attachment--This traps any undissolved propellant gases and muffles any sound from firing projectiles, but reduces range by 20%. Cost: 500 credits
*Poison Darts---These have a small internal reservoir for holding drugs or toxins, to be dispersed inside a living target. PS itself doesn’t sell any poisons, but a variety are available on the open market(and it’s said the Cambridge Jungle tribes have a number of nifty drugs and poisons available). Cost: 40 credits per 100 basic, unfilled, venom rounds.
*MDC Penetrators---These use a more powerful propellant to fire the projectile that much harder, to the point that they each do 1 MD(range is unchanged). Cost: 300 credits per 100 rds

*McPA04 TW---TechnoWizardry Variant, powered by a PPE Power Crystal. Incorporates the following spells(Equiv. to 6th level):
*Cloud of Smoke (1)
*Escape (4)
*Shadow Meld(5)
*Invisbility: Simple (3)
*Superhuman Speed(5)---Applied for the extra dodge bonuses
*Superhuman Strength(5)

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

-Additional spells can be added at extra cost. Favorites include:
*Multiple Image (4)
*Impervious to Energy(10)
*Energy Disruption (6)
*Life Drain(16)
*Paralysis: Lesser(3)
*Repel Animals(4)
*Shockwave(26)
*Dispel Magic Barriers(10)
*Armor Bizarre(8)

The McPA04TW is powered by two Ghanam Powerstone matrices (a cylinder or hexagonal rod of crystal 3-5 inches long and 3-4 inches in diameter), one powering the armor and the other associated spells.
PPE Capacity:(Light)----100 PPE battery capacity; recharges at 5 PPE per hour, 10 PPE/hour at a leyline, 20 PPE/hour on a nexus or in a dimensional pyramid
Note: The user can pump his or her own PPE or ISP into the weapon to recharge it an emergency, but at DOUBLE the above listed PPE cost(x4 if ISP; so 10 PPE battery shot takes 20 PPE/40 ISP to manually recharge)
-------------
"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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Joined: Tue Sep 02, 2003 8:19 pm
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Re: Paladin Steel Storefront

Unread post by taalismn »

Surgio Voltente Combat Watch
(based on a watch I really have...)

“Looks like somebody mounted a porthole or a manhole cover on a wristband, and attached it with a dozen anti-wheel road spikes!....a Dwarf could probably hide behind that thing!”

Another in Paladin Steel’s line of handy ‘espionage wear’ accessories, the Surgio Voltente is a fashion accessory must for the consummate brawler. This heavy precision timepiece was modeled after an ancient pre-Rifts wristwatch that was described by its discoverer as ‘the ugliest knuckleduster he’d ever seen”. Indeed, this half-pound heavy megadamage non-magnetic metal and ceramic wristwatch with its studded face and wide metal link wristband looks like it was assembled from a ship’s porthole and surrounding armor plate, and a tank tread. Twelve large protruding bolt-studs promise major hurt if and when this monster is rubbed across somebody’s gums. Adding to the pain is the fact that the studs are actually PS Blast Studs that can be electrically charged to deliver a shocking taser-jolt, or a battery-draining ‘all or nothing’ megadamage pulse! A small replaceable power button-cell powers the blast-studs. The time works are powered by their own separate ‘perpetual’ battery and thermo-converter thermocouple(converts ambient heat, as from the wearer, or available sunlight, into electrical current, further extending the battery life), rated as good for 25 years or more!
Built with the same care and to the same standards(and with many of the same materials) as PS’s heavy combat tanks, the Surgio Voltente has been thoroughly abuse-tested for combat conditions and alien environments, including deep ocean pressures, corrosive atmospheres, and intense electromagnetic fields. Its highly polished surface is plated with the same inert no-stick materials used on PS’s Hazmat cyborgs and newer hostile environment gear, so blood and hair doesn’t stick, insuring that the wearer can always clearly see what time it is. In fact, the Surgio Voltente is the only fashion watch in North America that’s certified for wear OUTSIDE an EBA suit.
Date of Introduction: 110 PA
MDC: 15
Weight: 6 ounces
Range: Melee
Damage:(Uncharged)+1d4 SDC to a punch
(Charged)+3d6 SDC to a punch
(Blast-Charged)1d4 MD
(‘Kamikaze’ Blast) 3d4 MD
Rate of Fire: ECHH
Payload: Small powercell is good for 60 stun-zaps, or 3 blast-zaps, or 1 ‘super’ blast. The battery can charge off the thermocouple system, but doing so takes 30 minutes in bright sunlight to charge 1 SDC jolt, or roughly two days(or more) to charge the entire jolt-battery.
Special Features:
*Adjustable Solid-Link Wristband
*Pressure-Rated down to 3 miles!
*Chrome or Matte Finishes available
*Acid-Resistant
Cost: 12,000 credits
Last edited by taalismn on Thu Apr 12, 2012 7:11 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
------------
User avatar
taalismn
Priest
Posts: 48686
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel ‘Ashaton’ High Speed Multi-Purpose Vessel
http://upload.wikimedia.org/wikipedia/commons/thumb/e/ec/HSV-X1_Joint_Venture.jpg/800px-HSV-X1_Joint_Venture.jpg
http://accessscience.com/loadBinary.aspx?aID=7264&filename=YB051920FG0040.gif

https://forum.ioh.pl/graficzki/hsv-2_040710-n-6551h-092.jpg

http://www.murdoconline.net/pics/swiftramp1-thumb.jpg

http://upload.wikimedia.org/wikipedia/commons/d/df/HSV-2_Swift232.png

http://www.globalsecurity.org/military/systems/ship/images/hsv-2_040710-n-6551h-236.jpg

http://www.globalsecurity.org/military/systems/ship/images/hsv-x1-001.gif

http://www.globalsecurity.org/jhtml/jframe.html#http://www.globalsecurity.org/military/systems/ship/images/hsv-x1-004.gif|||

“Looks like the Germans have swallowed their pride and decided to ask us for help...One of their expeditions to Greenland’s found itself cut off and in deep trouble, with supplies running low...The NGR can’t readily re-supply them what with the bad weather over the North Atlantic and those Neo-Vikings in force off Scandanavia, but they know we’re close and got all-weather transport capability. Since we haven’t been shooting anything more than dirty looks at each other these past years, Naval HQ’s decided to give the Germans the benefit of the doubt and comply with their request. So the Zeb, the , and the have been called to pull off this stunt.
Captains, you’ll be getting aerial top-off on a few necessities the Germans will be needing and then you’ll be running up the coast; you’ll pick upescort with two destroyers and then cross the channel over to Greenland....The FreeQues are likely not to interfere; they’re just as eager to please the Germans as we are, but they MIGHT be miffed that they weren’t asked....and of course, we got the usual list of known and unknown threats...so drive hard and fast, but be careful...The North Atlantic’s real unforgiving this time of year...”

Encouraged by the sales of its Liberty- and Freedom-class general purpose merchant ships, Paladin Steel decided to expand its large commercial ship production with a new multi-purpose multiple configuration vessel design that combined speed and versatility, and that could be used for both commercial and military duties.
The ‘new’ HSV is actually based on a pre-Rifts joint American/Australian design program that produced a series of mid-sized Marine logistical ships. The design was also in competition as a next-generation coastal defense craft, but lost out to the sleeker, faster, Baker-class coast guard cutters fielded by Vosper-Thornycroft and their American co-contractors. However, enough information on the ships deployed by the U.S. Navy and Australian Navy survived, that Paladin Steel was able to produce their own version, dubbed the ‘Ashaton’ HSV.
Unlike PS’s previous catamaran warship, the SeaShadow, the Ashaton is intended as primarily as a logistical support vessel, troop carrier, and merchant vessel. Although it can be configured to serve as a dedicated warship, it lacks the SeaShadow’s stealth features, or the heavy weapons turrets of other vessels, like the Farragut or Miami-class vessels already in service.
The Ashaton is a large, double-hulled high catamaran design, with twin ‘pontoon’ hulls configured for both high speed and shallow draft(the SWATH design---for Small Waterplane-Area Twin-Hull). The rear third of the upper deck is dominated by a large heliplatform for operating VTOL aircraft, with a elevator platform serving the flight deck from the larger cargo deck below. The Ashaton lacks upper deck hangar facilities(especially if the cargo deck is otherwise occupied), but fabric hangar ‘tents’ can be deployed to protect decked vehicles. Forward of the heliplatform is the ship’s forecastle, armored bridge, and forward armaments.
Internally, the forecastle contains four internal decks. Below this is the main cargo deck, which can fitted to serve as a vehicle garage, hangar deck, general cargo deck, or can be outfitted with modular ‘deck pallets’ providing living accommodations for passengers and troops. A smaller deck gallery runs along the upper sides of the cavernous main cargo deck, holding additional crew services and machinery. The main cargo deck is accessible through the upper deck elevator and two roll-on-roll-off ramps at the rear corners of the ship. Between these two ramps is an extended fantail platform, permitting launch and recovery of small craft with the aid of a winch on the overhanging flight deck above. A special ‘moon pool’ hatch set in the floor of the main cargo deck can be used to access the protected open water between the twin hulls, allowing for the servicing of small boats or submersible vehicles, depending on the mission and ship’s configuration. Below the main cargo deck are the two engineering decks in the twin hulls, holding the main engines, additional supply storage, water tanks, and extendable sonar sensors.
Paladin Steel Naval Engineering is wagering that speed is the key to survival in the danger-fraught seas of Rifts Earth, but it hasn’t shirked firepower, either. The Ashaton is lightly armed, primarily with numerous point defense weapons, and carries a fair amount of armor over all areas of its hull. It relies primarily on speed and any embarked vehicles to defend itself with, however.
Since its introduction in 111 P.A., Paladin Steel has built over twenty HSVs so far, plus an additional fifteen at the New Seattle shipyards. The VFSN has bought twelve of the vessels for fleet support and other duties.
Type: PS-N-HSV03 Ashaton
Class: Multi-Configuration High Speed Vessel
Date of Introduction: 111 PA
Crew: Minimum operating crew of 20; standard provision for 50 passengers
MDC/Armor by Location:
Main Body 4,000
Armored Bridge 600
Forward Phalanx Gun Turret 120
Short Range Missile Launchers(2) 100 each
Medium Range Missile Launcher(rear deck) 150
Light Laser Turrets(6, 3 each side) 100 each
Helideck 300
Fabric Hangars(optional)(2-3) 60 each
Height: 60-80 ft, 12 ft draft
Width/Beam: 100 ft
Length: 370 ft(waterline length 348 ft)
Weight: 5,600 tons
Cargo: 28,750 sq ft of available space. (41,440 sq ft including mezzanine storage)
Cargo Configurations: 100-700 tons

Powerplant: Nuclear Fusion w/ 20 year energy life
Speed: (Water) 110 MPH maximum
Market Cost: 22 million credits
Systems of Note:
*Long Range Radar---200 miles
*Long Range Radio--- 100 mile range
*Sonar-------80 miles
*Limited Life Support---The main crew compartments can be sealed airtight and supplied with air conditioned tanked air for up to 48 hours, or filtered external air for 4 days.
*Folding Rear Ramp---To facilitate loading/unloading from the module deck, the HSV03s sport a folding vehicular ramp on the fantail.

Weapons Systems:
The standard shipyard-fit weapons systems are, but not limited to, the following;
1)Forward Phalanx Gun(1)---PS-HSGC-AAM-11C 20mm Six-Barrel Super Vulcan Cannon---A proven system with good range and damage. The ‘C’ model corrects the problems of overheating and jamming that plagued earlier versions of this weapon.
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)
Rate of Fire: EPCHH
Payload: 4,000 rd drum
Radar Targeting Bonus: +3 to strike

Alternately, the modular turret can be swapped out for one of the following weapons:

a) 80mm Massdriver Cannon
Range: (Direct Fire)25,000 ft (5 miles)
(Indirect Fire) 62,500 ft (12.5 miles)
Damage: High Explosive(HE)----1d4x10 MD to 15 ft radius
High Explosive Anti-Tank(HEAT)---- 3d4x10 MD to 5 ft radius
Fragmentation--- 5d6 MD to 30 ft radius
Plasma----- 1d6x10 MD to 20 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 3d6x10 MD out to 6,600 ft, 2d4x10 MD out to maximum range
Rate of Fire: 5 shots per melee each gun
Payload: 240 rounds

b)5-Inch(127mm) Gun---A holdover from the classic armed merchantman, improved by PS same as with the 3-inch weapon. Too slow to be effective as an anti-aircraft defense against modern jets and particularly fast moving monsters, it is effective against surface targets. Even Splugorth Slaver-craft have learned to respect old tube-artillery firing micro-tacnuke shells. Originally, these weapons were serviced by a 10-man crew; modern automation has reduced that to a 5 man crew(gunner, gun captain, layer, and three loaders).
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: 3 rds per melee
Payload: Ready Magazine holds 180 rds.

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: 100 shot battery. Effectively unlimited if attached to a nuclear powerplant.

d)Heavy Naval Laser Cannon
Range: 2 miles
Damage:1d6x10+7 MD per blast
Rate of Fire: ECHH
Payload: 120 shot battery. Effectively unlimited if attached to a nuclear powerplant.


e)PS/FA-A9 2-pounder (40mm)Autocannon(1-8 barrel mountings)---Typically operated by a three-man gun crew(gunner and two loaders responsible for swapping out the ammo drums). Single gun mounts can be emplaced just anywhere, but the larger 2-8 gun mounts require heavier mountings.
Range:(High Velocity Round)5,000 yards(15,000 ft)
Maximum AA altitude w/ HV shells: 13,300 ft
(Low Velocity Round) 3,800 yards(11,400 ft)
Damage:(Fragmentation) 4d6 MD to 6 ft blast radius
(High Explosive) (HV) 1d4x10+3 MD to 1.5 ft blast radius
(LV)1d4x10 MD to 1.5 ft blast radius
Rate of Fire: 120 rounds per minute(or up to 30 rds per melee)
Payload: box magazine of 200 rounds
Cost: 150,000 credits
High Velocity(Fragmentation) shells cost 200 credits apiece, 245 credits for HE
Low Velocity(Fragmentation) shells cost 180 credits apiece, 200 credits for HE

f)40mm Autocannon----A popular anti-aircraft weapon, available in both single and two-gun mounts.
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
Payload: 444 rounds
Cost: 300,000 credits(ammunition costs extra)

g) 3-Inch(76mm) Gun---A holdover from the classic armed merchantman. PS has updated the design with more modern MD alloys and ceramics for lighter construction, longer life, and easier maintenance, added more advanced fire control(and in some cases and auto-loader), and supplied the weapons with more advanced MD munitions and safer gun propellants. Originally, these weapons were serviced by a 10-man crew; modern automation has reduced that to a 4 man crew(Gunner, Layer, and 2 Loaders).
Range:14,600 yards in a surface role, 29,800 feet in anti-aircraft mode
Damage:
(Fragmentation) 4d6 MD to 20 ft blast radius
(High Explosive-Armor-Piercing)2d4x10 MD to 8 ft blast radius
(Flare)Burns for 1d4 minutes, illuminating a 2,000 ft area
Rate of Fire: 20 rds per minute(5 shots per melee)
Payload: Single shot feed
Cost: 200,000 credits

2) Medium Range Missile Launcher(1)---Located in the bow is a trainable box launcher for MRMs. These are typically used for long range air defense, but are also used for launching ASROC munitions. In later vessels, this is replaced with a Vertical Launch System.
Range: Varies by missile type
Damage: Varies by missile type
Rate of Fire: Volleys of 1, 2, 3, 6, 8, 12, 16, or 32
Payload: 128 per launcher(32 pre-loaded, 96 in ready reserve)
Additional missiles can be carried in the cargo hold and reloaded in 10 minutes.(1 ton of cargo per 24 missiles)

3)Short Range Missile Launchers(2)---Located on the sides of the hull are two SRM launchers, mainly dedicated to air defense, though they can also be used in the surface-to-surface role.
Range: Varies by missile type
Damage: Varies by missile type
Rate of Fire: Volleys of 1,2, 4, 8, or 16
Payload: 48 per launcher(16 preloaded, 24 in ready reserve), 96 total
Additional missiles can be carried in the cargo hold and reloaded in 10 minutes(1 ton of cargo per 48 missiles).

As an alternative, these launchers can be replaced by Phalanx-style Point Defense Cannons.

4) Light Gun Positions(6)---Has reinforced gun positions for mounting a set of light weapons(up to 20-30mm projectile weapons, manually reloaded short range missile launchers, or light energy cannon) for self defense. Each gun position has a reinforced ‘pulpit’(90 MDC) and a gunshield(60 MDC) that affords some protection, but is otherwise open(consider gunners to be -4 to strike by enemy fire). Gun crews are advised to wear body armor.

5)ASW Projectors(4)---Two forward and two aft. Rocket-propelled light depth charge launchers.
Range: 4,000 ft, 1,000 ft maximum depth
Damage: 7d6x5 MD to 50 ft radius
Rate of Fire: Volleys of 1,2,4, 5, 8, or 16
Payload: LASRW-5: 5 rounds
LASRW-8: 8 rounds
LASRW-16: 16 rounds
Cost: 80,000 credits for the launcher(81,000 credits for the LASRW-8 , 84,000 credits for the LASRW-16; price covers installation) 3,000 credits per shell

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 targeted vessel.
A variant on this system includes attaching active sonar decoys or “Screamers” to attract or confuse acoustic sensors and homing torpedoes.
The Ashaton has 2 RBOC mortar banks(2 rear), and 2 Replica System launchers on the forward deck(so it can launch decoys without endangering embarking/evacuating troops)
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 neutralized
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 launchers typically have 10 shells each. A Replica launcher will have 2 decoys per launcher.


Configurations:
Rather than OPTIONS, the HSV has several standard configurations that vary only in the sort of personnel carried, and the fitting of the helideck complement and main cargo deck.

Mine Warfare/ASW Carrier:
* 60 specialist staff
*4 SeaSprite II Helos
*2 Mini-Subs
*10-25 Undersea Drones
*2 hotel services trailers(toilet/shower) for specialists

Medical Support Ship:
*100 specialist staff
*3 Medevac VTOLs(upper deck serviced)
*34 Support Trailers or Buses(can hold support or medical modules)
*6 jeeps/light trucks
-Can accommodate up to 60 patients(or 100 walking wounded).

Light Marine Interdiction(Coast Guard Support):
*80 specialist staff(small craft pilots and boarding party Marines)
*3 VTOLs
*15 Aerial Drones
*2 Mini-Subs
*4 Light Hydrofoil Patrol Boats(8-man) (The ‘Marion’-class GEV is a favorite)
*12 Armed Jet-Skis

SeaPlane Support Tender:
*80 technical staff
*Topside Cranes(2)
*8 Fighter-scale Sea Planes OR 1-3 heavier Sea Planes(such as the Cormorant)

Variants:
*HSV03M Minelayer---Can carry up to 200 naval mines, deploying them off racks on the fantail.

*HSV03G Missile Carrier---Replaces the VTOL deck with a vertical launch system for medium range or long range missiles; can deploy 400 medium range missiles(Volleys of 1-20) OR 200 long range missiles(Volleys of 1-10).

*HSV03R---Radar Picket Vessel, supporting either a large radar array on the rear helideck, or provision for an aerostat-lofted airborne radar system. Typically the carrier radar will have a 100-200 mile range.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Re: Paladin Steel Storefront

Unread post by ZINO »

wow Ashaton’ High Speed Multi-Purpose Vessel
N1
let your YES be YES and your NO be NO but plz no maybe
User avatar
taalismn
Priest
Posts: 48686
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel VEBA-McAEBA-04 ‘Locust’ MicroArmor
(aka ‘Hopsuit’)

“When I give the word, we JUMP them! On the count of three! One....two....THREE!”
“BANZAIIIIII!!!!”
“EEEEEEEEKKKKKKKKKK!!!!”
“SPARKLY WAVE PUR*-GHERK-*!”
“YARRRGGHHHH!!!”
...Thus proving that no matter how well you may brainwash your juvie magic-girl soldiers, there’s just no preparing them for being mob-hopped from ambush by a platoon of megadamage- armed and armored chinchillas.

VEBA McAEBA-04 is a suit of hardshell body armor designed for Smallkin, size levels 1-3.
McAEBA-04 is simply a refined suit of VEBA-Mc02cAug with all the trimmings. The real innovation is the incorporation of a set of jumpjets, copied from Juicer jump-boots, into the suit. The jumpjet assembly resembles a stiff, heavy cloak or triangular backpack that interferes somewhat with the Smallkin’s movement abilities, but allows for a jet-propelled leap of over 100 ft(thanks to the lesser weight of the Smallkin). The stouter Smallkin constitution, plus special kinetic gel padding in the armor, allows the Smallkin to safely land with a greatly diminished chance of injury on landing.
Weight: 6 lbs
MDC: 28
Bonuses:+2 to P.S.
Penalties: -5% to normal speed, prowl, and climbing skills.
Special Features:
-2 hour air supply
-Sustained Action Lock---The tensor network effectively DOUBLES P.E.(or HALVES the fatigue rate) for sustained actions like carrying heavy objects in the hands, or pushing/bracing against a door, as the tensors effectively ‘lock’ in place...the downside is that if an action lasts more than a minute, the network will be slow to ‘unlock’; -1 to initiative for the first melee(such as being suddenly attacked while carrying a heavy box).

-Damage Resistance---The tensor network of the suit actually helps redistribute the force of blunt force damage(both SDC and MDC, though the damage applies first to any armor worn over it), reducing it by HALF.

-Shock Absorption----The armor ‘muscles’ soak up kinetic shock, so wearers can actually jump down twice as far as they might otherwise without taking damage from the fall.

-Increased Balance---The muscle augmentation and shock absorption also help with keeping the person stable and braced upright in the event of something attempting to push them over. +2 to Maintain Balance.

-Spring-Boots---- In game terms, this actually reduces fatigue by 10% for running and marching and, combined with the myomer action, increases the leaping range of extra-light characters by 30%. Combined with the jumpjets, they soak up the impact of landing more effectively.

*Jumpjets--- The lesser weight of the Smallkin allows for more efficient use of e-clip energy; 25 jumps can be squeezed out of a standard battery e-clip. Many Smallkin go for Regenerating E-Clips to power their Locust Suits.
Range: Because of the lighter weight of the jumper, the effective range on the jets is 120 ft, rather than 60!
Jumping Penalties---To successfully leap, the Smallkin must roll a d20(bonuses to Dodge or Roll, whichever are higher, apply). On a five or less, the jump is fumbled, and the jumper takes 1d4 SDC and lose initiative that melee.

Cost: 29,000 Credits
Last edited by taalismn on Thu Apr 26, 2012 2:03 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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