Paladin Steel Storefront

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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Omegasgundam wrote:Check the bottom again, I did some mathhammer for how munchkin it is. The point of PPA is to let the rest of the bonuses stack up in the air, including the PP (which applies to auto dodges).



Yah, the Shemarrians are now jealous of those crazy meatbags. Flesh shouldn't react that fast without rupturing something bad. Hyperion and Phaeton Juicers want detox and their conversion money back.


“There’s a new sound on the Fringe and in the extradimensional Wilds. It sounds like rolling thunder, or troubled atmosphere, but increasingly evil-doers, tyrants, and miscreants have had reason to fear the sound and what it heralds.
It is the hammering rumble of pulse thrusters. It is the predator-scream of an angry aerospace force come to deliver punishment. It is the sound of the cavalry. It is the war-song of Justice. It is the sound of United Systems Alliance ships on approach.
Worse yet is if it comes after a sudden crack of a sonic boom. That’s a telltale that it’s already too late; that justice or vengance has ALREADY arrived. Whether it’s an airstrike or approaching dropships full of Alliance troops. “

***

“It’s not thunder that’s the sound of deliverance out here in the Wild; it’s SILENCE.
It’s the lack of shouted orders to obey! submit! destroy! or die! It’s the lack of screaming, of begging for lives, or sparing of loved ones, or agony at being violated for the amusement of others. It’s the lack of the sounds of the self-satisfied destruction of lives, the gloating over atrocities, the triumphal roar of genocides at work.. Where once the land echoed with suffering, there is instead a peaceful quiet. It is the work of ghosts protecting the living, going in the places the innocent and the helpless should not be, and working a quiet form of justice from the shadows.
Tyrants are learning to fear the sound of silence in their places of power. It means that their domination has come to an end, that the workings of their evil have come to a stop. When issued orders are met with silence, evil beings should start to fear.
Out here, evil is learning to fear ghosts of the Stripes and Spiral variety.”
-------------
"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
------------
Omegasgundam
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Re: Paladin Steel Storefront

Unread post by Omegasgundam »

taalismn wrote:
Omegasgundam wrote:Check the bottom again, I did some mathhammer for how munchkin it is. The point of PPA is to let the rest of the bonuses stack up in the air, including the PP (which applies to auto dodges).

Yah, the Shemarrians are now jealous of those crazy meatbags. Flesh shouldn't react that fast without rupturing something bad. Hyperion and Phaeton Juicers want detox and their conversion money back.

If nothing else, HU says you can BS an excuse for how a super-science cyborg augment can give PPA and the rest. If it helps, the GD's are using cyberlinks to channel their powers, so their not actually touching the physical controls.

Still, the least terrible way to deal with a GREY DANCER is to launch every fragmentation missile you have and hope you do enough splash damage to take it out, which is PROHIBITIVE to put it mildly.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

The munchkin stats also certainly insure that the Cult of the Fighter Pilot is very alive and well in the GNE/USA. They're considered the publicly-known elite in the armed services and the media, with the same WW1 'Knights of Air and Space' vibe going. Hardly any other service is so visible doing daredevil work(SpecOps keeps it quiet, ground pounders are virtually anonymous in their vehicles and armor, navy's either hidden in their ships or underwater).
Of course, that elite rating comes with a cost: without their own big gun ships available for slugging out other capital units, it's common for the aerospace fighter corps to cover many of the same theaters and be called upon to make cruise missile torpedo boat runs on those same capital units, with the fighters running the gauntlet of point defense to deliver shipkiller strikes. That's in addition to taking on the enemy's own fighter squadrons, often with superior numbers stacked against the GNE/USA forces.
It's why the GNE/USA fighter corps lives hard off duty and banks reproductive material against not ever coming back(or being irradiated by somebody using WMDs as flak) from a mission.
-------------
"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
------------
Omegasgundam
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Posts: 444
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Re: Paladin Steel Storefront

Unread post by Omegasgundam »

taalismn wrote:The munchkin stats also certainly insure that the Cult of the Fighter Pilot is very alive and well in the GNE/USA. They're considered the publicly-known elite in the armed services and the media, with the same WW1 'Knights of Air and Space' vibe going. Hardly any other service is so visible doing daredevil work(SpecOps keeps it quiet, ground pounders are virtually anonymous in their vehicles and armor, navy's either hidden in their ships or underwater).
Of course, that elite rating comes with a cost: without their own big gun ships available for slugging out other capital units, it's common for the aerospace fighter corps to cover many of the same theaters and be called upon to make cruise missile torpedo boat runs on those same capital units, with the fighters running the gauntlet of point defense to deliver shipkiller strikes. That's in addition to taking on the enemy's own fighter squadrons, often with superior numbers stacked against the GNE/USA forces.
It's why the GNE/USA fighter corps lives hard off duty and banks reproductive material against not ever coming back(or being irradiated by somebody using WMDs as flak) from a mission.

Pretty much. The ego is as much a defense against the inevitable as anything else.

And I have an 'IDEA' for the Shemarian version and associated primary fighter.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Omegasgundam wrote:If nothing else, HU says you can BS an excuse for how a super-science cyborg augment can give PPA and the rest. If it helps, the GD's are using cyberlinks to channel their powers, so their not actually touching the physical controls.


Just as long as you can sell the idea through good storytelling and build-up. Otherwise, just arbitrarily shoveling bonus on bonus because 'the rules don't say you can't' leads to Legion X trollery(or 'the rules books didn't say we couldn't tip the gaming table over on top of the GM, pin him to the floor with it, and threaten to cut off his air if he didn't give us the best of everything in the games books'). ;) .
-------------
"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
------------
Omegasgundam
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Posts: 444
Joined: Thu May 08, 2008 11:04 pm

Re: Paladin Steel Storefront

Unread post by Omegasgundam »

I have decided that my next work will the the Coalition's impressions on the immediately pre-Minion War PS lineup, which will be hardware analysis with bits of ringside political commentary mixed in. It will be full of half-right data.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Omegasgundam wrote:I have decided that my next work will the the Coalition's impressions on the immediately pre-Minion War PS lineup, which will be hardware analysis with bits of ringside political commentary mixed in. It will be full of half-right data.


Gotta expect that when viewed through the lense of national socialism Prosekism.
-------------
"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
------------
Omegasgundam
Adventurer
Posts: 444
Joined: Thu May 08, 2008 11:04 pm

Re: Paladin Steel Storefront

Unread post by Omegasgundam »

taalismn wrote:
Omegasgundam wrote:I have decided that my next work will the the Coalition's impressions on the immediately pre-Minion War PS lineup, which will be hardware analysis with bits of ringside political commentary mixed in. It will be full of half-right data.


Gotta expect that when viewed through the lense of national socialism Prosekism.

This is at the 'hyper educated elite' level that knows that the Party Truth is mostly projection. They'd believe the core tenants, but in a different way than the grunts.
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taalismn
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Re: Paladin Steel Storefront

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Paladin Steel/Greater New England Slang:

-Allison---A reliable, well-performing engine or powerplant.

-Amerzon---Female Shemarrian.

-Anwap---Advanced enhanced neutron emission particle beam weaponry.

-Aristo---Old money GNE family, typically Elven.

-Atom-smasher---Particle beam weaponry.

-Bait-chanter---Lord of the Deep cultist. Also Bait-singer.

-Banana---Standard measurement unit of how difficult a problem is, supposedly by how many plantains it takes to bribe the ape assigned to fix it; a one-banana problem is fairly simple, a five-banana problem is very difficult.

-Bash-Palace---The Northern Gun Robodome. Gladiatorial arenas in general.

-Bathboy/girl---Native of the New Bath development zone.

-Battleclunker---PS/ASI/USA space battleship, especially the Joshua Norton class of modular ‘coat rack’ design.

-Belter---Long-tour asteroid miner. A space native who eschews planetary life in favor of working smaller celestial bodies.

-BigFolk---Human-sized and larger beings, as seen from the perspective of a Smallkin(see Smallkin). See also Gifolk.

-BigMetal---Heavy vehicles and robots.

-BioBitz---Biosystems

-Blowarp---A victim of particularly disfiguring Splugorth biowizardy, such tat only the most drastic efforts(such as full body transplant) can mitigate the effects. Also Kragger, Worp.

-Blowville---Nickname for the former city of Worcester, Massachussets. Resettled by the Wynaro d-bees, who named their community Panasar.

-Brickhouse---The New Boston Arcology. Also ‘the Anthill’, ‘Wall’, ‘Minas Beantown’, ‘Bosscon’, ‘East-chi’, ‘Mini-chi’.

-Cambrdge Jungle---Region of exceptionally dense and mutated vegetation stretching east of Worcester/Panasar to just west of New Boston, south to New Bedford and the ruins of Providence, and north into New Hampshire. Home of the Miter- tribes. Also known as the MIT Forest.

-Canker, the---Splugorth Atlantis. Also ‘the Boil’.

-Chigger---Chi-Town native, especially arrogant upper-classer.

-Chipped Boff---Chipwell armor suit(also ‘Spam-Suit’).

-Chugrug---Vehicle powered by a TW steam engine(also ‘chugboat’).

-Chunkinator----Automatic Grenade Launcher

-Crazy-Hangers---A Crazy’s knobs. Also Dendruff.

-Cremator---Plasma weapon

-’Crete, to Lay Down---To put down roots, establish oneself more or less permanently in a location, to settle down.

-Crunchie---GNE Infantry. Though the verdict is out on whether they’re being crunched or doing the crunching.

-Cuckoocopper---M.O.M. Crazy in law enforcement.

-Cullskull----Particularly good-looking vampires(the sort you want to kill IMMEDIATELY on just general principles). Also ‘Cully’

-Cybatty----Crazy about cybernetic implants and bionics.

-CyMid---Cybernetically or bionically-augmented person.

-Day of Wrath(aka the ‘Great Smiting’)---The ZOT’s surprise attack on Splugorth Atlantis, that utterly disrupted normal activities for at least a day.

-D-Bone---Obvious d-bee supporting the Coalition States, singing their praises in hopes of gaining citizenship.

- Deathsharpy---Micro-missile. Also Death-Pencil, Screaming Meenie.

-Deathwalker---Zombie or necromancer.

-Dendruff---A Crazie’s cranial knobs.

-Deniler---Negapsychic

-Dethsmokey---CS government-issued tobacco product(also ‘deathsticks’, specifically cigarettes). Also ‘Dethsmogger’.

-Dizzer---Ion weapon, especially tose with a stun mode.

-Downworld---Extradimensional trade/contact/travel to/with less advanced worlds/societies.

-Dumbledork---Old school magic user. Uber-conservative(and elderly) magic user.

-Dumphole---One-way dimensional portal. Typically one that ends up someplace miserable.

-Dundergun---Ridiculously overpowered weaponry trying to imitate a boomgun in power and noise. Impractically heavy weaponry.

-Dundergunner---Weapons fanatic who HAS to have the biggest, loudest firearms out there, no matter how impractical they are to carry and attempt to use.

-Earth-devil---Burrowing monster, aka ‘Death from below’ or ‘boot-eater’..

-Edge, The---A person’s personal advantage or power, vocational, technological, biological, or magic, giving them ‘an edge’ over those who don’t have it.

-Electric Cannon---Rail guns.

-E-Wap---Magnetic vortex weapon.

-FireTeam---A grouping of talents/personnel working together. Originally limited to its military meaning, but expanded to cover other work and social activities. In the GNE, especially on Rifts Earth, being part of a ‘fireteam’ is considered essential to survival and prosperity, an extension and more immediate permutation of the ‘social networking’ of the pre-Rifts era.

-Five Star Alliance---Early form of the Earthside United Systems Alliance; it encompassed Greater New England, Free Canada, Paladin Steel West, the United Connecticut Baronies, and Wooster. However, when the political winds changed, and both the UCB and Wooster became direct states of the GNE, the Five Star Alliance moniker fell out of usage. The term and insignia syill persist and surface with regards to Earhside alliances between the GNE, Lazlo, the Tundra Rangers, and other earthsode kingdoms.

-Fleshhater---Cybernetic or bionic zealot. Perfecty healthy voluntary bionic conversion.

-Flipperboy/girl---Pneumo-biforms.

-Fluffer---Hovercraft

-Frygun---X-ray laser.

-FullCon---Full conversion cyborg.

-Fuzzbutt---Chai-Chuk d-bee.

-Gawker---Golden Age Weaponsmith enthusiast or customer.

-Gawkjob---GAW vehicle rebuild. By extension, any rebuild of a pre-Rifts vehicle into an improbable refit for Rifts Earth.

-Gener---Greater New England citizen. Generally regarded as derogatory, though some make the distinction between it being acceptable pronounced gENer and an insult pronounced gEEner.

-Genie---Genetically augmented or engineered lifeform.

-Genieware---Genetically engineered bio-implants.

-Geriborg---Late-life geriatric full-conversion cyborg. Older people taking ‘second life’ option as fullcon cyborgs, typically in support roles. Also Cybersenior, Geezertech, Gitzer, Rockerbot, grandmekker.

-Gevver---Hovercraft(also ‘gevrevv’ for hovercycles).

-Ghost-silk----Fabrics made from stabilized ectofiber.

-Gifolk---Giant d-bees/sophonts

-Gimmer----GMT(Gravitic-Magnetic Resist) vehicle, Also ‘Floater’, ‘Repulsor’, ‘Magev’.

-Godhammer---Heavy artillery support. Also ‘Smiter’.

-Gothjackets----Coalition States uniforms, and the people wearing them(also ‘Gothjacks’).

-Grand Banks Treaty----Terms of survival forced on Splynncryth by The ZOT after the Day of Wrath, curtailing Splugorth expansion into North America. The Splugorth have since constantly tested the Treaty, especially via the resumption of the Faerie Harvest.

-Grand Exodus---Mass exodus of slaves following the Day of Wrath. Many settle in various corners of Rifts Earth, but many also attempt to use the rifts to escape the Splugorth entirely. The Great Exodus is generally seen as a great boon to Paladin Steel and the GNE, as it brought thousands of talented beings familiar with the magic and technologies of Atlantis into their service, as well as thousands of tons of equipment and assorted loot brought out with the escaping slaves.

-Grassburner---Animal transport.

-Greener---GNE citizen.

-Greenscraper---Multi-level urban farm. Also ‘grass-scraper’.

-Gumper---A dumb or naive d-bee.

-Hammerhand---Steel Gaian EShemarrian. More broadly, cyborg blacksmith or foundry worker.

-Hayver---Madhaven resident.

-Hellworld---Planet with very difficult conditions ranging from violent civil unrest to climatic uninhabitability. Exact definition varies by point of view; Rifts Earth is considered by many to be a hellworld while others consider it a habitable parradise.

-Heroland---Nickname given to Greater New England, inspired by their patronage of adventurer parties, use of superpowered augmentation, and an early PS marketing slogan ‘We build heroes!’. Later used in reference to their espousement of altruistic causes. Used semi-derogatorilly(the same way ‘Boy Scout’ is sometimes used, and akin to ‘holier than thou”).

-Horry---Horune pirate.

-Humzing---Particularly fast/frenetic person or critter, especially d-bee.

-Infernal---Demon or Devyl. Any truly monstrous and EVIL supernatural being preying on people.

-Iniac---Integral (or internal) artificial intelligence. Advanced software incorporated into neuro-cybernetics or full conversion cyborgs, especially if it uses a verbal interface.

-Inkjobber---Tattooed Man/Woman(also ‘Touchyfeeler’, ‘Inkskin’).

-Invizibiz---A company or organization that is involved in covert(or at least not public knowledge) cross-dimensional trade. Sometimes refered to as ‘icebergs’ for most of their operations being unseen. By extension, larger, typically d-bee, companies fronting as small local businesses. Also known as ‘shadowfirms’. Sometimes used as a broad reference to the Black Market in general, especially if a reputable company is carrying on business through the Black Market.

-Jode---Meat product produced by the Stone to Flesh spell from rock(‘geode’). Often used in conjunction with other food names; jode-stew, jode-burgers, jode-jerky, etc.

-Litebrite---Laser target designator.

-LocBlocker----Any PS design heavy on options. Also ‘Lego’ed’.

-Magcaps---Railgun rounds. Also ‘Marbles’.

-’Major Chin’---Nickname for any of a number of generic, officious, authoritarian, square-jawed Coalition officials appearing in CS video pronouncements and propoganda. Suspected of being CGI effects. Said to speak in clipped, terse, statements because he can’t open his bulldog jaws. Zealous, too-good-to-be-real, diehards in CS uniforms are said to be ‘Major Chins’. The post-Rifts American version of the British ‘Colonel Blimp’.

-Maniac-Zone---Magic Zone

-Meatware---Biosystems, cloned transplant organs.

-Mega, The---The Megaverse.

-Metroworlds---The more densely populated/heavily travelled ‘homeworlds’ of the major Galactic polities of the Three Galaxies. Also called ‘coreworlds’, as opposed to the Fringe/Rim/Frontier. Sometimes used to imply a certain cosmopolitan sophistication or haughtiness/cluelessness in contrast to the supposed rustic ‘bumpkinness’ of Fringe-worlders.

-M-Factor----’Megadamage’. Especially tough, durable, or damaging materials, equipment, and weaponry are said to possess this.

-Miter----MIT Forest native. Also ‘Miterite’.

-Mocmeat---Articficial/synthetic meat-product, including that produced by the Stone to Flesh conversion spell. Se also ‘Jode’

-Mod-Bod---Genetically augmented person.

-Modesitt Greens---The green themed uniforms adopted by many organizations in the GNE. Reference to a pre-Rifts sci-fi author who created a fictious society based on meritocracy and scientific advancement.

-Mortwart---Necromancer.

-Nanobopper---Juicer’s IRMSS ‘slap-pad’ incorporated into their harness.

-Narts---Naruni plasma rounds.

-Needleshirt---Juicer Harness(also ‘NeedleJacket’).

-Negjacket---Northern Gun armor or power armor(also ‘Negsuit’).

-Negstick---Northern Gun hand weapon.

-Neuronut---Crazy. Psynetic augment. Anybody who spends an excessive amount of time ‘jacked into a tech-system.

-Nexxy---Nexus Maw. Plural ‘nexxies’. Cutesy name for a deadly dangerous predator.

-Nort---Northern Gun.

-Nug---Northern Gun.

-Odessa Brigade---Unauthorized paramilitary units using PS/GNE equipment and uniforms and acting as aggressive political activist(typically abolitionist) groups. Also ‘Odessa Factories’; unauthorized or off-the-books manufacturing facilities using PS/GNE-made/funded equipment to produce PS-template goods and equipment. Most Odessa groups, when found, are assimilated into the GNE command structure and made accountable to the General Orders, but not all suspected Odessa Brigades have been found.

-Orgo---Genetically-engineered organism, especially those created/bred for combat, or of especially monstrous appearance.

-Outworld---Extradimensional trade/contact/travel to/with other worlds/societies(in general).

-Pathman--Wilderness scout. Explorer.

-Perfessor---Lazlo citizen, owing to the large number of scholars, or well-educated idealists from that city.

-Personac---Persona Clone---A duplicate made of a person’s mental state, memories, and persona. Sometimes shortened to ‘persac’.

-’Phantom Cheese’---Synthetic diary products or calcium supplements.

-Pinbender---Technician, usually a shoddy one.

-Plow Wall---A ridge of debris averaging 80 ft in height(in some areas reaching 150 ft) running across the former states of Connecticut and Rhode Island, some 3-5 miles inland from the former coastline. The ridge was deposited by tidal wave action that swept over(and away) much of Long Island during the Coming of the Rifts and the rise of Atlantis. The Plow Wall has settled for the most part, but areas of it are still prone to avalanching. Access to the new GNE coastal communities has been cut through parts of the Plow Wall.

-Potholer---Giant robots, from the large footprints they leave.

-Presto---Mage.

-Print-Clone---Biosystem body produced using cloned tissues; common in cyborg re-sleeving. So-called because of the use of advanced 3D printing techniques in the gestation-assembly.

-Prosek Pus---CS Army government-issued beer(more derogatively: ‘Emperor’s P----’).

-Pumpy---Triax pump weapon. Also ‘Pumper’.

-Punchcard---Factory worker. Derisively an urban citizen exchanging their freedom for security and a steady job. Also used by mages as a term of derision to describe other mages, especially Technowizards, who have sold out to work for corporations.

-Quickgun---Any of a wide range of inexpensive SDC firearms, usually ‘repliguns’, stamped out, often by autofac, and available on the open market.

-Resleeving----Changing bodies. Originally applied to full conversion cyborgs changing chassis design, but later including bio-pod shifting, and later still to a cyborg becoming full organic again, by transplanting into a biosystem or cloned body. Also ‘rejacketing’, ‘recasing’.

-‘Retroca’---A post-Rifts replica of a pre-Rifts(typically pre-Golden Age) vehicle or piece of hardware, as opposed to a refit of a surviving piece of pre-Rifts hardware, and meant to capitalize on recovered technology or public interest in ‘the golden days’. While some retrocas are faithful to every aspect, nut and bolt of the original design, many retrocas are updated with modern technology or technowizardry, and in some cases have only a general resemblance(and marketing) to the original design in common. Sometimes refered to more specifically as ‘retrocars’, ‘retroplanes’, ‘retroships/boats’, ‘retroguns’, or ‘retrocraft’.
See also ‘Retrofaced’.

-Retrofaced----Any design or technology that claims or appears to be on the outside of pre-rifts origin, but is really a post-Rifts development, is said to be ‘retrofaced’.

-Riftraff---Megaversal bum. Somebody who always believes that ‘things are gonna be better on the other side of the Rift’, and fails to honor obligations in one place to go running through a dimensional rift to another place.

-Rustbutt---Full conversion cyborg.

-Sardine Jockey---Power Armor Pilot.

-Scramble---Another term for the Cambridge Jungle. Also ‘Tangle’.

-Screamfodder---Clueless city dweller or newly arrived d-bee in a danger zone.

-Shadoface---Computer-generated video avatar used to conceal a person’s real identity over visual comms. A CGI fascade, fake, or fraud.

-Shakker---Pump-action energy w eapon, using an adapted form of the NA Laser Bow’s pull-string power system. Derived from the sound of the slide operating.

-Shattertech---Environmental engineer engaged in repairing damaged worlds/environments. A (re)terraformer.

-Shatterworld----A once-habitable/inhabited lifeworld, damaged or destroyed by disaster, be it natural or man-made. Many refugee members of the United Systems Alliance hail from shatterworlds, onlya few of which can be made habitable again. Also Wreckworld.

-Shem---Shemarrian.

-Skull-farm---Fortified Coalition State farmland.

-Sleepeater---Nocturnal monsters.

-Slickback---Hazmat cyborg, so-called because of the chemically-inert ‘no stick’ armor coating on them.

-Slolife----A slang term rarely heard outside the halls of academia on Rifts Earth, but more common in the Three Galaxies, ‘slolife’ refers to alien intelligences, Elemental beings, and exotic/exotic chemistry alien lifeforms that live at a much slower rate than carbon-based organic beings and other ‘mundanes’. Slolife moves at a pace that is so slow that it is almost imperceptible, and the beings might be mistaken as dead, or not even living beings at all. Movement is glacial in pace, and lifespans measured at a geological level of perception. Spacers in the Three Galaxies report encountering exotic cryogenic lifeforms in the spaces between solar systems that live at super-slow low-energy rates. The more verbose Elemental beings speak of certain slolife Greater Elementals as if they were gods, engaged in slowly shaping the cosmos. Some dragons, with their predilection for hibernating for centuries at a time, are said to be skirting the lower edges of definition for slolife, but most xenobiologists discount grouping such dragons with true slolife entities.
Interaction between the everyday and slolife is rare and frustrating; a slolife being might register the existence of everyday beings, but by the time it responded, the individuals it percieved might be long dead, and even their civilizations might have collapsed.
Despite this lack of interaction, ‘slolife’ is entering common slang vocabulary to mean particularly apathetic, slow-acting, and nearly-below-the-level-of-notice individuals and organizations(examples: “Does D’ress ever leave his apartment? Does he ever DO anything, or is he some sort of slolife?” “Don’t bother waiting for a travel visa from the Republik Office of Antiquities. They’re slolife over there.”).
Naturally, there’s also ‘fastlife’, implying lifeforms that live at much higher perceptual speeds.

-Smallkin---Physically very small-statured sophonts.

-Smartware---Particularly-sophisticated computer-run equipment

-Smogsmut---Low quality tobacco product.

-Sno-puff--Klia, especially Klia civilians

-Somac---Somatic Clone--A clone or duplicate made of a person’s body, and not their persona or mental state. Typically used as an organ source or brain transplant vessel.

-Sonic Gnats---Coalition State Flycycles, so-called for their annoying practice of high speed passes and ‘buzzing’ people on the ground.

-Sparker---Ion weapon. Also ‘zapper’.

-Squeezer---Abusive ’Urb business owner or asociated foremen. Sweatshop owner.

-Stomper---Giant robot.

-Stomp-Jockey---Robot pilot.

-Sungun----Plasma weaponry(also ‘Sun Tan Gun’).

-TechApe---Technician. Also Animal-Man Mutant from Madhaven.

-Touchyfeeler---Tattooed Man/Woman.

-TubeFarm---Hydroponics facility. Also ‘tubetower’. See also ‘greenscraper’.

-Tundie-romper---Tundra Ranger(also ‘Tundie-Jumper’, ‘Tundie-hopper’).

-Ubernaut---Anybody addicted to getting technological or biological enhancements simply to improve their performance, and not for medical reasons.

-Uberware---Any implant, technological or biological, meant to augment, rather than restore, a person’s performance.

-Upworld---Extradimensional trade/contact/travel to/with more advanced worlds/societies(such as the Three Galaxies).

-Usan---Citizen of the United Systems Alliance(USA)

-Verm---Derogatory term for native of the Old Vermont region.

-Vittleville---Coalition supply dump(or any supply dump in general).

-Waldo---Dimensional tourist, floater. Extradimensional tramp.

-Wandic---Mage or mage wannabe. Diehard(and annoying) magic fanatic. Also ‘Wizdic’.

-Windbag---Wynaro d-bee(also ‘Windies).

-Windtown---Panasar(formerly Worcester, Massachussets). See also Blowville.

-Windwaver---Air Elemental Warlock.

-Zilla---Large inhuman d-bee. especially if reptillean in nature(also ‘Tin-Zilla’ for large cyborgs, and ‘Steelzilla’ for giant robots). especially if they like throwing their weight around or blunder around with little regard to collateral damage.

-Zombot---Robot drone. Anybody particularly lacking in personality(and thus suspected of being a robot).

-ZOT---An alien pantheon that once clobbered Splugorth Atlantis hard enough to allow millions of slaves to escape. The ZOT also imposed a moritorium on Splynncrythh attacking North America’s eastern seabaord, allowing the escaped slaves a headstart to escape and affording the nascent GNE time to build up its defenss. Nothing has been heard of the ZOT since, though, and there are fears that the Splugorth may begin testing the limits of the ‘line in the Atlantic’ protecting North America. Little is known fo the ZOT save that they were ridiculously powerful, eccentric, and may have consisted of trickster beings.
Last edited by taalismn on Fri May 28, 2021 10:50 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
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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 ‘Cumular’ Multi-Environment GMR Cargo-Liner

“Dimensional Transition complete! Stabilizing at four thousand feet! Position confirmed! Running environmental checks! Clear! Secure running gear, stand down alert stations!”
“Well, now, we still have a few hours before we get to this ‘Halla’, which I understand is quite the trade center on this world, so let’s go over what we already know of our potential customers!”
“Think we can move the briefing up to the sundeck, Senior Merchant Enslo? I’ve been stuck in conference rooms all the way until loading; I’d appreciate some light and space.”
“EXCELLENT idea, Merchant Ida! I’ll ring up the steward and have some appropriate food and drink sent up! To the sundeck, gentlebeings!”

The Cumular-class GMR ships are direct descendants of the original Foss-Fliers, only writ larger(MUCH larger) with an eye towards interdimensional/Rifts trade routes. These giant ships resemble airborne cruise liners more than anything else, and indeed many of their features suggest PS engineers looked at surviving plans of pre-Rifts luxury liners when configuring the GMR vessels, but the Cumulars are true multipurpose mixed-cargo/accommodation craft, fully capable of operating in a variety of environments. Being Rifts Earth-designed, the ships carry a substantial protection of armor and armaments in the event good intentions, friendly attitudes, and signed treaties aren’t enough to insure the ships’ safety. As the Cumulars are not intended as front-line combatants, focus has shifted from a mix of heavy weapons to a variety of defensive weapons systems. The Cumulars have benefitted from a shift from the GMR ships being regarded as wholly separate from the starship-buildig programs to being a beneficiary of them, especially with regards to the adaptation of starship weaponry. Care has been taken to conceal their heavy defensive weaponry behind sliding hatches and hull panels to both allay fears other dimensional cultures might have about the alien craft, and to catch any potential pirates offguard.
Accommodations aboard a Cumular are quite conformable, as befits their cruise liner ancestry. All decks are environmentally enclosed, including the upper sundeck and pool/exercise area, so the crew and passengers are safe against sudden changes in hospitable environment(as sometimes happens around ley lines and nexi). Communications have been improved to keep the ship in contact with the GNE trade network, and the bridge includes provision for a a ‘mercantile command center’ which tracks personnel, inventory, and sales, as well as records relevant information for sales, future negotiations, and placed orders.
At least two of these craft, GNESS Haymarket Square and GNESS Westfarms, are used as ‘embassy ships’, traveling showrooms of PS/GNE goods and services, to far distant lands, including other dimensions. One client was so impressed by the Cumular that trade negotiations were conducted on that she commissioned one as a personal yacht.

Type: PS-HMAT-GMR-FF-04 Cumular
Class: Heavy Multi-Environment Armored Transport
Crew: 20-48 officers, 400 crew + up to 3,600 passengers(if carrying passengers exclusively)
MDC/Armor by Location:
Main Body* 9,000
Bridge 1,000
Forward Observation Deck 1,000
Cranes(2) 50 each
Heavy Laser Cannon(2) 300 each
Mage Pod Mounts(4) 175 each
Medium Range Missile Launchers(2) 180 each
30mm Antiaircraft Cannon(6) 150 each
Point Defense Turrets( 8 ) 80 each
Auxiliary Thrusters(4)** 350 each
Lateral Thrusters(8, 4 per side)*** 500 each
Main Thrusters**** 3,000
*Depleting more than 75% of the Main Body MDC will compromise the GMR system, resulting in the loss of levitation ability. If airborne, the ship will drop like a stone.
**Destroying the Auxiliary Hydro-Thrusters will result in the ship being unable to effectively move in the water. The vessel can still push itself through the water using the lateral jets, but at 5 MPH, and at -20% to maneuver.
***Destroying the Lateral Thrusters will result in severely compromised flight control.
-25% to piloting rolls
****Destroying the Main Thruster will not destroy the ship’s ability to fly(the GMR coils are located in the main hull), but will severely cut the ship’s flight speed. The ship can still fly under power of the Lateral Thrusters, but only at 20% maximum speed.
Height: 110 ft
Width: 105 ft
Length: 970 ft
Weight: 94,000 tons
Cargo: Can carry up to 10,000 tons of cargo
Powerplant: Nuclear Fusion; 20 year energy life.
2x ‘Wizard’-class TW Generators----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
Speed:
(Water) Traveling on the surface, the Cumular can reach a respectable speed of 20 MPH
(Underwater) Can travel underwater at 25 MPH. Max. Depth 1,000 ft
(Flying)Hover to 250 MPH; typically cruises at 150 MPH
Traveling on a Ley-Line, the Cumular can make Mach 1(670 MPH).
Maximum Altitude: 18,000 ft
(Space) Limited; if somehow transposed into space, the ship would still maintain environmental integrity, but would only be able to maneuver at about 100 MPH.

Market Cost: Estimated at 650 million credits, if not more
Systems/Features:
Standard Ship/Aircraft Systems, plus:
*Life Support---Star Cruiser grade
*Radio---200 mile range
*Radar--200 mile range, track and ID 144 targets simultaneously
*Sonar---50 mile range
*Cargo Cranes--The Cumular class cruisers have four side-mounted heavy lift cranes for loading and offloading the vessel even when airborne. Each crane can lift up to 80 tons.
*Lifeboats----The Cumular class cruisers mount several enclosed lifeboats/escape pods patterned on those deployed on the Foss Fliers; to allow them to be used under any circumstances, the lifeboats are fitted with watertight environmentally-sealled hulls(8 hour life support) and flotation bags for underwater escapes, and a combination parasail and Featherfall TW-system for aerial ejections.

Weapons Systems:
1) Medium Range Missile Launchers(2)---The main long range weapons system of the Cumular Cruisers are a pair of MRM launchers, mounted fore and aft behind armored shutters.
Range: Varies By Missile Type
Damage: Varies By Missile Type
Rate of Fire: Volleys of 1, 2, 4, 6, or 12
Payload: 60 per launcher(120 total); additional missiles may be carried as cargo and loaded from stores.

2) Point Defense Turrets( 8)---Originally the Cumulars were to be fitted with separate mini-misisle and laser turrets, but the decision was made to consolidate them, using the CCW-pattern Point Defense Dual Laser/Mini-Missile Launchers that have become standard on PS/ASI spacecraft for close-in defense and are now showing up on naval vessels and larger atmospheric craft/grav/GMR-platforms. These have been modified to be able to fire standard mini-missiles and Black Talon LSAMs, though they cannot fire the “S-Sting” ‘Smart Mini-Missiles typical of the space fleet, and are distinguished from the spaceship PDSLs in having a more obvious covered launch rail cover for the longer LSAMs.
Range: (Lasers) 4,000 ft in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere /200 miles in space)
(Mini-Missiles) 1 mile in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere/ 100 miles in space)
Damage:(Lasers) 1d6x10 MD per blast
(Mini-Missiles) Varies by Missile Type
Rate of Fire:(Lasers) EGCHH, or auto-fire; 6 attacks per melee
(Mini-Missiles) Volleys of 1-8
Payload: (Rail Gun) Effectively Unlimited
(Mini-Missiles) 32 mini-missiles per turret; additional mini-missiles can be carried as cargo(typically takes 2d6 minutes to reload from the holds).
(Option)---The Mini-Missile launcher component of these turrets can be modified to fire the “Black Talon” L-SAM, particularly effective in atmosphere.
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1-4
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)
Cost: 10,000 credits per missile

4) Heavy Laser Cannon (2)---One cannon is mounted in the nose in a retractable turret, and the other in a concealed aft turret.
Range: 2 miles
Damage: 1d4x100 MD per blast
Rate of Fire: Three times per melee
Payload: Effectively unlimited

5) 30mm Antiaircraft Cannon(6)----Mounted in armored turrets two forward, one each side, and two aft, these autocannons are intended for antimissile and antiaircraft/PA defense. This system uses the PS-862, the Paladin Steel copy of the Triax/New Roman Empire TX-862FC AA autocannon, also used in the Meles/Skywatcher, and Rattlesnake AA vehicles. The cannon mounts also have independent tracking and targeting sensors and hardware(reflected in the bonuses to strike). These ‘primitive’ projectile weapons have a respectable bite, especially against opponents normally immune to energy weapons.
Range: 10,000 ft
Damage: 4d6 MD single rd
1d6x10 MD two rd burst
2d6x10 MD six rd burst
Rate of Fire: EGCHH
4 attacks per melee when in autodefense
Payload: 4,800 rds per drum/magazine. Additional ammunition can be stored in cargo and loaded to the weapons stations(takes 2d4 minutes to do so)
Sensor Bonuses: +2 strike when on automatic sentry mode
+3 to strike when operated manually

6) Mage Pod Weapons Mounts(4)----The Cumular has benefitted from the advance of industrialized technowizardry in the GNE, and the ships sport no less than four of these magic projectors. The ones fitted to the Cumulars are typically of the PS-TWMPP-4(Bst) model, meaning each projector has a four-Spellcard ‘carousel’ that allows it to cast four different kinds of spells, while the (Bst) signifies the use of range-boosting barrel elements. Cumulars generally carry a mix of environmental control spells and defensive magic.
Range: Varies by spell , but the (Bst) modification DOUBLES the range of spells, and when the ship is traveling on a ley-line, the range of spells is typically increased by 50%.
Damage/Duration: Varies by spell
Rate of Fire: EGCHH
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, but can also draw upon the Cruiser’s own PPE reserves. In an emergency, the gunner, if they are a mage or psychic, can kick in their own PPE.
Bonuses: As per spell(if any)
Cost: The PS-TWMPP-4(Bst) system costs about 1.9 million credits
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.

Auxiliary Craft:
Provision for 2 light aircraft/transport helicopters/VTOLs
8 ground vehicles/hovercraft
Additional vehicles can be carried as cargo

Options:
Depending on their operations, Cumulars can be fitted with a variety of subsystems, including TW sensors, leyline storm defense mechanisms, forcefield generators, additional(or fewer) weapons stations, special accommodations, luxury features such as swimming pools and shuffleboard courts, extra environmental protection, and the like. Rift generators are common on ships engaged in the extradimensional trade traffic. Some Cumulars are so heavily modified for multi-environment operations that they are virtually indistinguishable from true spacecraft like the Concord-class, examples of which are also heavily employed in the extradimensional trade.

Variants:
Most Cumulars are of a general passenger-and-cargo configuration, but some have been outfitted as luxury passenger/diplomatic vessels, communications auxiliaries, hospital ships and scientific research craft.
-------------
"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
------------
Omegasgundam
Adventurer
Posts: 444
Joined: Thu May 08, 2008 11:04 pm

Re: Paladin Steel Storefront

Unread post by Omegasgundam »

This will be a 2 parter. Things in (italicized brackets) are my personal commentary. Normal italicized in the GNEIS analysis.

GNEIS Report ************-109: Intercepted CS Documents
To: ******
From: ******
Security Header: *******

We've managed to piece together what we can from the fragments we were handed by Asset: ******** last month. It seems to be a high level analysis of Paladin Steel's products and their implications. Large chunks are missing, most notably the introduction and conclusions, but the ground forces are covered well enough. The people doing it are less blowhard douches than the usually elite Chi-Town ********, but they still have notable perception filters/biases. We've attached the readable bits below for your convenience. Personally, I find their salt on the weird numbering is amusing.

Paladin Steel Weapon Numbering Schemes.

One of the many annoying factors to us analysis is that PS seems to jump between numbering and designation systems, leaving a mess to sort through to try to ascertain their developmental history. To the best of our knowledge, this is how their locally developed weapons are arranged in their hierarchy, but there are a substantial number of out of place/duplicate entries. The Grenade Launchers are excluded, due to being numbered after their calibur, and ‘Repliguns’ that keep their original designation are also omitted. The larger energy weapons seem to be going by more normal sequential numbers by type, so they will not be mentioned here.-----Corrections and additions are like this
Pistols
Spoiler:
LP-1B Adder:

IP-2 Smasher:/McLP-02 Rocket Pistol

LP-3 Asp:

LP-4 Bushmaster:

LP-5 Krait:

LP-6 SunFang:

LP-7 Persevet:---IMP-07 MagMaster

LP-8 Rinkhal:

LP-9 Sunsting:---sorta wrong? and the Ratling

USP-10 Skreeker:

McMLP-11 Nolan:

PPH-12 Incendii:

*P-13: Unused---(NovaGaze?)

MP-14 Fhizer:

IP-15 Arc-Pistol/PPH-15 Ringo:

*P-16: Unused---)Semi-auto plasma cartridge?)

IP-17 Kepper:

IP-18 Bergan:

IP-19 Sparkshot:

*P-20:---'Khul' non-metallic Heavy Ion pistol

*P-21:---'Teraon' non-metallic Light Ion pistol and Zazzer

*P-22:---(Noveye?)

Rifles
Spoiler:
PSR-01 Saber Rifle/IMD-01 STARrifle/MTR-01 SeaHammer

PPR-02 Nimro-----(Personal suggestion.)

PPR-3 Serap/IMD-03 Scrapper

PPR-04 Comet Rifle/IMRR-04 Jed

LR-5 Partisan/PSIR-5 Lewiston/McR-05

LR-6 Pointer/PSIR-6 Viper/PPR-06 Genta:/IMD-06 Fletcher /McLR-06

LR-7 Rattler/McLR-07 Blunderbess

IR-8 Rip-Zapper---And the MagHammer

IR-9 Murchion:---And Heatwave Plasma Cartridge Tri-Barrel

LR-10 Maximus/USR-10 Howler

PPR-11 Scorcher/USR-11 Stakker---and the 'DeWatti' Non-metallic Ion rifle

IR-12 Cheven

*R-13 Unused

MR-14 Simarand/IR-14 Vandegrift/McMLR-14 Popper

IR-15 Westing/McLR-15 Hornet:

McR-16 Hornet/PPRCT-16 Hot Henry

LR-17 Priene---and the Zonn

PS-RFL-18 Exel/McMAALR-18 Fire Orchid/----and the 'Spazz' Plasma Cartridge Repeater

TT-M19 Slammer---and the Firestarter Heavy Plasma Cartridge Rifle

HAR-20 Taskin/PPR-20 Supernova

*R-21 Unknown---and the Combi Plasma Cartridge Assault Rifle

PPR-22 Thompson/TT-M22 Missile Rifle

PPR-23 Sunburn:

CT-M24 Torpedo Rifle

HAR-25 Esben

MLR-26 Caffie---(my proposed CAF Repeating clone)

*R-27 Unused

*R-28 Unused

*R-29 Unused

SHRS-30 Shress/McMAALR-30 Fire Rose

*R-31

LR-32 Ulnar

PS-RFL-33 Blazer

18 number gap

LR-51 Kasey


Laser Weapons
The natural main armament of any technological force, Laser weapons have a number of mechanical advantages over other forms of energy weapons that make them the stand out choice. Thus, those maniacs worked on everything else first and left it for last. They have produced notable results however, and are making up for lost time.
Spoiler:
PSLP-1B Adder: Their primary energy side arm, the Adder starts the trend of being frustratingly superior weapons to what is available to our own troops. While having the same mass as the CP-30, it has nearly half again the range, 50% more damage in both firing modes, and nearly as great a gain in energy efficiency/payload. The truly frustrating part is that it is clearly based on the CP-30, which means that they have substantially improved on what is our most advanced field usable technology. This is unacceptable.

PSLP-3 Asp: They essentially took the CP-30 and put it into as small a package as was practical, which resulted in the mass being cut in half for the exact same performance. There are a notable number of maintenance concerns, but those are endemic to such small energy weapons. Beyond the obvious Special Forces role, it's also marketed as a personal defense weapon, and is doing surprisingly well at it.

PSLP-4 Bushmaster: Their equivalent to the NG-LP25, it is naturally superior in essentially all respects. NG has advanced to the point where their current offerings are in the same range as our old Pre-105 PA inventory, but as PS can compete with us it should come as no surprise that they can do better. While weighing slightly more, it has longer range, higher effective damage output in burst mode, and a third greater energy efficiency. There is a niche of this sort of weapon, particularly urban warfare, so it is worthwhile to see if we could make a similarly compact rifle grade pseudo-carbine.

PSLP-5 Krait: While the range is in the low end of Ion Pistol territory, it also has the damage to match. It is only useful in an urban or similarly close quarters environment, but within that zone it is outstanding. I know for a fact that the Special Forces Division has acquired a number of them due to their specific needs, and it is well within their remit to do so. It would be far preferable if we had our own weapon however.

PSLP-6 SunFang: This is likely the single lightest conventional laser pistol in North America, with anything smaller being a ‘gimmick’ weapon of some sort. Damage is minimal, but considering its cost acceptable. Beyond its size, weight, and cost, it's only combat virtue is that it is still an M-Factor weapon, which makes it quite capable of killing S-Factor beings in one shot. Thus, its primary use is as an insurgent weapon, and reaffirms the wisdom of the policy of treating full EBA as acceptable attire for officers in the non-secure locations.

PSLP-7 Persevet: Essentially an Adder in a different shell and without the options. I frankly have no idea why they bothered, so we’re likely missing something.

PSLP-8 Rinkhal: Something of a misstep on their part I think, this is an undersized laser rifle with poor energy efficiency.

PSLR-5 Partisan: Their first forte into long arm energy weapons was a notable disaster, but the Partisan can be regarded as them finding their footing again. Beyond the various ergonomic and maintenance concerns, this is another case of them improving on our technology, cutting the weight of the CP-40 by a third and increasing the energy efficiency by at least as much. All other performance metrics are equivalent at worst. But more than anything else the simple fact that they call it the Partisan is concerning, as it means it is intended to be distributed in vast numbers for insurgent campaigns.

PSLR-6 Pointer: A non-bullpup Partisan for conservative customers. There’s no mechanical point for it, but if the market wants it then PS will try to provide it. We’ve made the CP-40 more compact by replacing the frankly ungainly original stock with a folding arrangement like that on the CP-50, which does just as good a job.

PSLR-7 Rattler: While the range and energy efficiency are well below what they would consider normal, it can inflict a great deal of damage very quickly at short range. The numbers we are seeing in the hands of insurgents tells us that the GNE is propping up a number of the ‘Tolkien Revenge Squads’, although how great a fraction of the overall number is unknown.

PSLR-10 Maximus: While we only have reports from survivors and scant documentation, the claimed capabilities of this weapon are frankly ridiculous, but given what we have seen out of certain alien technologies it is not impossible. The greater problem is that it means they have surpassed NEMA in a number of areas, which poses a very significant problem for us.

PSLR-17 Priene: I would claim that they were frankly lying if it wasn't for the fact that several of them have fallen into our hands and have been thoroughly tested. The shear range on this is simple lunacy, and the rest of its capability are still on par or better than the CP-40. I know that reverse engineering is underway, although I have heard that the focusing array is going to be problematic.

PSLR-32 Ulnar: A numbering outlier, it should be in the 20s if they were being consistent. The weapon itself is nominally an aquatic use version of the Partisan, the heavy grenade launcher option makes it a pear to the CP-50. It naturally makes some sacrifices due to being half the mass and far more compact, but that can be considered worthwhile.

PSLR-51 Kasey: The single most egregious outlier in their numbering scheme, it is equally ridiculous in operation. Technical analysis has managed to track down just where the power source for it came from in the Pre-Rifts archives, so it is not truly powered by simple mechanical motion. Its actual utility is questionable outside of true frontier regions like the Nevadas, but there is a market for that. There are a number of equivalent designs for other weapon forms.

PS-RFL-18 Exel: Information regarding this weapon is as much speculation as fact, but it seems to be a derivative of the South American ATL-7. The damage has been decreased to improve the energy efficiency, and the resulting cascaded effect from being able to use more efficient but less durable components has resulted in it being able to get a full 3 shots from a single E-Clip. Sustained rate of fire is likely still problematic, with the thermal build up almost certain to pass sustainable dissipation before the 4th clip.

PS-RFL-33 Blazer: An improved version of Quebec’s Q2-30, it has further improved range and energy efficiency. Effectively a medium vehicle weapon in a handheld configuration, it is used just as often as a pintle mount. Fortunately, the overall damage output is not quite on par with the JA-12.

Ion Weapons
PS has done quite well in their Ion weapon development, and are naturally ahead of NG’s offerings. Ion weapons are at their best when taking advantage of their shear brute firepower, with range being a secondary concern. There is a reason the laser is the primary infantry weapon however.
Spoiler:
PSIP-2 Smasher: Likely intended as an alternative to the NG-57, the Smasher is a mostly standard heavy ion pistol. However, the construction and layout of the weapon is ideal for after-market modification, and it is likely that PS is working on a number of standardized packages for additional sales.

PSIP-15 Arc-Pistol: One of their many oddities, this ion gun weaponizes the concept of electricity jumping from object to object to inflict damage on secondary targets. The sheer randomness is a notable drawback, making it poorly suited for something to be relied on. There are better option for even a secondary weapon.

PSIP-17 Keeper: This seems to be an improved version of an Atlantis weapon, which can be attributed to no small number of them falling into the GNE’s hands after the ‘Zot Incident’. Even in single shot mode, the damage is equal to that of NG’s new PB-pistol, and its pulse capabilities are distressingly efficient. Analysis of some of the key components shows that they require a zero-gravity environment to be manufactured, which ties into the much larger issue of the GNE’s access to the orbitals.

PSIP-18 Bergan: Essentially a longer ranged and more energy efficient version of the NG-56, this is not a particularly notable weapon.

PSIR-6 Viper: A slightly enlarged and longer range version of the Smasher, it loses its pulse capability. This results in a much poorer damage output, which leads us to believe that this is a dead end technology wise. The use of an RE-Pack in inspired though, and makes sense for long range patrols.

PSIR-8 Rip-Zapper: A very specialized weapon, it is purpose built to deal with tech using opponents. Its other capabilities are mediocre however.

PSIR-9 Murchion: This is an Ion Rifle with the performance profile of a Laser. It is frankly BETTER than the latest NG-L5, but that has been used as the low end benchmark since its release. It's likely that they lucked out with the range, as it is immediately lost should you change anything.

PSIR-12 Cheven: This ought to be listed as a pistol, but you have to expect inane decisions from PS. It is essentially a Smasher in a more compact but less easily modified package.

PSIR-14 Vandegrift: This is a close match to the pre-Rifts Ion Rifle of the American Empire Navy.

PSIR-15 Westing: Using the same power source as the PSLR-51, the Westing is an ion weapon with mediocre capabilities.

PSIC-01 Tesla: A novelty to be sure, this versatile Ion weapon is heavy but surprisingly long ranged for the type.

PSIC-02 Sparker: This is an enlarged version of the Arc Pistol, and has all the same drawbacks. Not suitable for serious military use.

Plasma Weapons
PS has produced an impressive number of different plasma weapons over the last decade, and the amount of overlapping is surprisingly small. Still not suitable as the primary form of weapon, but they have a stronger secondary role than normal.
Spoiler:
PP-89 NovaGaze: They claim this was intended to see how small they could make a Plasma weapon, its only real uses are as a personal defense weapon and as the basis for a mechanic’s tool. For all of its faults, it is competitive with the early NG-33, although that weapon barely passes the bar of usability.

PP-90 Noveye: And even more minimalist version of the above, this is an assassination weapon for use against unarmored targets. There is no other use of it.

PPH-12 Incendii: Analysis of the internals shows a distinctly Atlantian design, but it is again quite likely that they acquired it from escaped slaves. Actual capabilities makes it a valid alternative to their Adder, which makes it superior to our designs even without the different niche it has due to its plasma based damage.

PPH-15 Ringo: Based on what we know of Naruni Enterprises, it is quite likely that PS’s claims of developing an equivalent to their Plasma Cartridges is actually true, if only because they would never be willing to share the profits. Damage is substantial for a single shot pistol, and the price is naturally low to draw in repeat customers.

PSMG-01 Hotspur: While only out for a few months, this plasma cartridge weapon can be considered everything we feared about Naruni on the tactical level. Give them a bit more time and they will develop weapons that use the larger cartridges.

PSR-01 Saber Rifle: This toy is amusing, but not very effective. For its cost it’s not a horrible weapon, but not something a serious soldier would use.

PPR-02 Nimro: This is their primary alternative to the C-29, and it is galling on a number of levels. First, it is more effective as a weapon, being lighter, slightly longer ranged, and having much better energy efficiency. Secondly, they consider it an engineering tool, and this is backed up by their available options. There is clearly something wrong with our Plasma weapon development staff, because this is unacceptable.

PPR-3 Serap: This massive Plasma Cannon has a number of advantages over the C-29, other than its weight which is close to the NG-E4. Beyond range, the energy efficiency is far greater, and the alternative ‘Bolt’ firing mode makes it an alternative to explosives in certain roles.

PPR-04 Comet: Details are extremely sparse on this one, as it has primarily gone to their orbital forces. It seems to be some sort of pulse plasma ejector like the NG-E15, but it likely has a number of additional capabilities if the Nimro and Serap are anything to go by.

PPR-05 Lewiston: The range is simply phenomenal for a plasma weapon, which explains its mediocre energy efficiency. It is readily able to use larger power sources however, and the burst capability gives it a very high damage potential

PPR-06 Genta: Intended as a cheaper alternative to the NG-E4, it has less damage and range, but for its mass and cost this is acceptable. They consider it to be militia grade, which makes sense considering its capabilities.

PPR-11 Scorcher: Ultimately an anti-monster weapon due to its impracticality otherwise. It is not suited for a proper military environment.

PPRCT-16 Hot Henry: A truely old school New West weapon using heavy pistol plasma cartridges. Range is far better as to be expected, but the reloading is naturally problematic. If we are to be generous, it can be assumed that it is marketed solely to ‘Retrogunners’, and is likely their first successful attempt at a rifle form of this technology.

*R-19: We expect this to use full size ‘Standard’ plasma cartridges, although the firing mechanism is up in the air.

PPR-20 Supernova: A much modified version of the NG-E12, the additional fire modes have interesting tactical implications, particularly its shotgun capabilities. I believe R&D has started working on an equivalent.

*R-21: We have received reports of this number being used for a plasma cartridge assault rifle, so we are tentatively placing it here.

PPR-22 Tompson: Retrogun craze aside, the near pistol range is used to increase energy efficiency and provide extended burst capability, which makes the damage output extremely high.

PSPPR-23 Sunburn: Their final pump action energy weapon, it is naturally the plasma version. The power demands of plasma weapons make it problematic in use, particularly with its pistol-like range.

Particle Beam Weapons
A number of particle based weapons have been spotted in GNE hands, but details are currently almost nonexistent. Anything we would write down would be more speculation than fact, but we can only hope they give some lip service to consistency and start in the 20s number range.

(Non-Grenade) Kinetic Weapons
PS has invested heavily into explosive rounds, and the early failure of which was a source of their first major setback in their weapons program. Nevertheless, they persisted, and their current products are at the very least adequate against low end energy weapons, and those capable of accurate bursts of fire and outright competitive with the middle brands if within their effective range. They retain their ability to fire S-Factor ammunition, which gives them additional utility as hunting implements and police weapons. The actual weapons themselves fall within the normal boundaries of such, but are of generally high quality. The most notable are listed below.

As a side note, they have produced a number of vanity piece designs using full size autocannon and grenade shells for use by cyborgs and supernatural monsters, but those are only practical for entertainment or special munition purposes. The latter is more easily done by an under barrel mount.
Spoiler:
Sniper Weapons: Something that must be noted is that single shot chemically propelled projectile weapons have a continued role in assassinations, with the lack of a power signature and far more easily hidden thermal signature making them more practical than most energy weapons against targets with low to no protection.

S-9 Sandman: See Security Threat Report ******-**-*****. Production of our equivalent will stand in less than 2 months for use by law enforcement personnel.

OICW Waybur: An update of a weapon from the very early Golden-Age, this is a burst capable 20mm rifle with a 9mm SMG attached to it. With modern rounds it is a reasonably capable projectile rifle for militias.

BAR2: Their only domestically (GNE) designed electromagnetic mass driver that is not niche in purpose, it very much plays against what we consider the norm. Rather than fire a bust of 20 to 60 rounds, it uses fewer but much larger projectiles. Its overall capabilities are limited due to its small size and weight, but it is an interesting approach. I believe it to be a more effective weapon than the NG-303 in the hands of a normal human, but augmented troops are able to use much less restricted designs.

HAR-20 Taskin: This can be considered their equivalent to the NG-101 and/or NG-202, and its capabilities make for a convincing argument that it is generally superior. Their current explosive rounds are extremely effective in short bursts, and despite the notably higher costs have a notably lower weight than the NG options. It does have a shorter maximum effective range however, but this is usually a meaningless distinction in unaugmented infantry roles.

KTH-65 Ravenclaw: A creation of one of their affiliated FSA companies, the Ravenclaw is a successful emulation of the RG-14 of the Glitterboy. The overall range is lacking in comparison and its most damaging munitions have trouble performing at the upper limits of it, but it remains a potent weapon in the hands of Cyborgs, PA, and light vehicles. To say that this is problematic is an understatement, and the longer we fail to field an equivalent the worse it looks.

Grenade Weapons
The effectiveness of PS’s long range grenade launchers is the cornerstone which the currently raging railguns vs explosives’ debate is about, with burst cost being sacrificed for flexibility and blast capabilities. This reflects their desire to allow a single soldier to neutralize multiple enemy soldiers, holding flesh and blood to be more valuable than metal and ceramics. Free Quebeck has many of the same demands, but has been far more able to resist going into more twisted paths. The cost to this is naturally cost, with their least expensive genade being 100 credits, and is commonly fired in bursts of 10. The cost to the GNE is naturally far lower, but it is still far higher than rail gun projectiles. Historically, we have had far greater access to heavy metals suitable for railgun projectiles, which is why there is a lack of resource investment in explosives.
Spoiler:
HAR-25 Esben: The debate for which category this falls into is a heated one, but it is a competitor to the Taskin. It seems to have fallen out of favor however due to the lack of more modern explosive rounds, so it will not be a major concern.

OCSW-2 Arden: Their equivalent to our C-40R (which they also produce no small number of knockoffs of), the Arden has been a constant concern since it was first introduced. Single target damage is essentially equivalent for their Fragmentation rounds, but the simple fact that they are explosives means that they can cause substantial secondary damage to exposed components. Effective range is half again that of the C-40R, and its blast capabilities allow it to suppress infantry even further out.

AGL-30B Banger: This grenade machine rifle has already become infamous, if only due to the poor quality of the preceding Black Market produced model. Range is poor and the ammunition is expensive, but it can fire several bursts before needing to reload. The GNE does not make notable use of it, so even they accept that it is not a practical military weapon.

TGL-40E China Lake: Their version of the ubiquitous pump action grenade launcher is higher quality and more accurate at its upper limits, which makes it more concerning than normal. It remains a limited format, but still a great deal more dangerous than an NG-L5.

AGL-40D Laggie: A notably improved version of Wellington’s revolving launcher, what it lacks in payload it makes up for in ease of reloading and comically lesser cost. It's frankly ridiculous that both Wellington changes so much for them and that people are willing to pay it, but there is no shortage of fools on this continent.

AGL-40B Hammertime: A substantially more capable alternative to Wellington’s equivalent, the longer range is due to using a far less crude pre-Golden Age design to base off of, both in terms of launcher and munition. CS doctrine does not have a proper place for such a weapon, but this is due to the resource constraints we have been working under. If we had devoted more resources to producing M-Factor explosives, we would have developed an equivalent decades ago, and such a weapon would have been quite useful in the urban combat that was Fall of Tolkien. All too often our Mini Missile launchers were unable to provide the sustained rate of fire or simple endurance than a belt fed weapon could, and this resulted in no small number of avoidable losses.

AGL-50E Sneezer: While having pistol range, this small and inexpensive weapon can inflict a tremendous amount of damage to anything it directly hits, and Tolkien Revenge Squads have gotten their hands on a notable number of them. These will make close quarter engagement much more costly going forward, and we need to find a way to deal with them as soon as possible.

M-811 Gunther: This easily portable mortar has already caused us no end of problems, with the tactical realities of actual combat means that any ground bound force will be vulnerable to tube launcher artillery. The mobility of mechanized forces plummets after initial contact, guided shells are still simpler and cheaper than equivalent missiles.

M-64 Snapdragon: An interesting weapon, it can be used as both a direct fire weapon and a mortar. The novel HEAT rounds are particularly effective against vulnerable targets, although there are a number of simple counters that can be employed. More of a novelty for small bands than a military weapon however.

Missile Weapons
Beyond their ‘creative’ alternative munitions, PS is fully on par with our most modern missile weapons, which is admittedly not a high bar to clear in the current environment. The exact launch platform itself is usually a far lesser concern than the missile and seeker head, and all of the North American powers use ones essentially cloned from Pre-Rifts models.
Spoiler:
Micro Missiles (McM): See Threat File ******-**-***** for full details, but the Tolkien occupation forces have become all too familiar with these small munitions. The S-Factor nature of the casings means that we can likely do something to reduce their impact effectiveness, but that will be a non-trivial engineering task.

MLR-026 Caffie: Their version of the normal Mini Missile launcher has a revolving cylinder payload of 4 missiles. While the launcher itself is nothing special, the missiles they use are surprisingly lightweight, which make it much easier for squadmates to carry reloads.

TT-M19 Slammer: An aircraft rocket pod converted to Cyborg and PA use, this is perhaps the simplest equivalent to the CTT-M20 possible. If simple cheapness is the goal, then this is hard to beat, and its effectiveness remains notable due to the Mini-missiles not particularly caring what they are launched from. We are nowhere near pressured enough to care for it, but Wellington is about to start making their equivalent.

TT-M22 Missile Rifle: A straight up copy of our CTT-M20, the sheer simplicity of the weapon means that it was inevitable that somebody would do so. The complaints against it are much the same with ours, with the laser component being near useless due to low damage and short range.

Sooperzoka: A logical extrapolation of the WI-40M, this is an LRM warhead put on an MRM or SRM casing. It does have a proper launcher system, so it is reusable in the sense that it can be reloaded. Guidance is effectively non-existent due to the short range and high blast area, but when it can take out an infantry squad without directly hitting any of them this is acceptable. A micro-nuke warhead is a known variant, and demands that any of our fixed or semi-fixed positions have a point defense system specifically dedicated to dealing with them.

Harpoon III: A resurrection of a pre-rifts design, this is a MRM that can be launched out of a torpedo tube. Actual damage is mediocre, but it is not particularly expensive as far as missiles go. The shear range adds another dimension to ASW operations, and it is likely that they are programmed to go after searching helicopters and light VTOLs.

Additional Munition Types
Say what you will about their sanity, they are very creative with the tools at their disposal.
Spoiler:
Banger: A copy of the specialist munitions used by the limited production Anaconda SAMAS, it remains a niche weapon.

Biothan Shell: We believe this to be a magic derived munition, but it is possible (but unlikely) that they have uncovered something from the Cambridge Jungle. The ability to produce instant terrain features is not a trivial one.

MMS-4 Switchblade: A resurrection of a variety of small remote explosive drones, it is most useful in a Special Forces environment. The slow projectile speed makes it less effective in the hands of less well trained units such as common infantry.

M-508 Krackler: Another novelty, it has been found the most use as a crowd control weapon when equipped with shock plugs.

Rifleman’s Assault Projectile: As comical looking as it is, this squash head projectile is very effective against ground targets, particularly those that are immobilized.

Monofilament Munitions: A product of their orbital industry, these strands are exceptionally deadly to anything moving fast, such as flying units or missiles. Beyond that, they are best use as terrain control tool, forcing attackers to expend their own ordinance to clear it out.

Body Armor
Not being idiots, they have developed their own lines of distinctive armor to suit their tactical preferences.
Spoiler:
VBA-UC-01 Skinsuit: They effectively invented the Skinsuit as it is known in North America today, and even the older version holds up to the best from other regions. While lacking the covert nature of T-40 Urban, it can be readily used as an under armour thanks to its body hugging profile and low weight. Procurement is quietly working up the production facilities for our own equivalent, and Northern Gun is months away from starting to offer their version (estimated M-Factor between 8 and 15). PS’s more recent formulations use more exotic fabrication techniques which we have little hope of replicating in the near future.

VEBA-01 Bushman: Their older Bushman based standard armor, it is in the final stages of being phased out in favor of the new successor.

VEBA-02A Raptor: Showing their propensity for features and gimmicks over flat out performance, the Raptor is an adequate armor with good mobility. The laser ablative nature of its exterior coatings makes it substantially more resistant to the most common infantry weapon, bringing it up to near parity with the CA-4. It needs an over armor kit to gain true parity, but it still has a number of issues. They are almost certain to be working on a successor given their technical capabilities, but they settled on this for the interregnum.

VUBA-03 Lightning Strike: A straight up clone of our CNA-1 design with stylistic changes to distinguish them. Naturally, they sell it on the open market as a way of poking at us.

VEBA-04: Rumored for almost a decade, but no official information is available.

VUBA-05 Baracuda: A clone of our CNA-2, at least this one isn’t sold commercially.

VEBA-06 Starman: Orbital use armor with very little information available. Said to be quite expensive and loaded with capabilities.

VBA-07 Super-Skin: Recently released, this is a reverse engineered copy of the Splugorth Blind Warrior Woman unitard. We believe it to be notably improved, if only because of the increased coverage and options. Currently expensive, so it is unlikely to see mass adoption.

HVEBA-08 Thermal-Guard: A very niche design, this is an exoskeleton armor ment for use in outright M-Factor temperatures. Its combat usability is normally outright non-existent, with the exceptions being the environments it is designed for. We would be better served by making use of a modified suit of Power Armor.

LVEBA-09 Copslick: While similar in concept to the NG-A12, the actual method is quite different. Overall protection is at least on par, and its other features give it a notable edge. It is also much cheaper. The GNE has begun issuing it to police forces which is a valid use.

HVEBA-10: Currently in field testing, this is a heavier version of the above for use in SWAT situations.

HMEBA-Aug-01 HazMat-K: A derivative of a number of Pre-Rifts HAZMAT designs, it is most notable for its relatively high protection to weight ratio. We still use the models based on the CA-1, which is dated to say the least. The phase in is still several years away, but there have been only a handful of incidences where a CA-4 variant has been warranted, so the current schedule can remain.

DSEBA-Aug-02 SuperNewt: Their primary domestically designed aquatic suit, it is almost exclusively focused on the diving portion, making it extremely cumbersome on land. However, their much more pressing need for naval forces gives reason for substantial use, and we would have produced something similar if we had substantially more coastline to defend.

PPAug-03/04 ‘Muscle Jacket/Pants’: Similar to the NGR’s Enhanced Cyclops, this set of addons has a number of additional features worthy of study. Actual use will depend on how our stocks of molymer hold up with our current rebuilding program.

Smallkin
This entire section has been most thoroughly covered in Threat Files ******-**-***** and ******-**-***** (Security Clearance *********), and to say that they represent ‘problems’ is understating it to a near comical degree. They are why the NTSET has received such an incredible increase in funding the last financial cycle, and the reasoning remains completely valid.

Cyborgs
The GNE is one of the most prolific users of Cyborgs in North America, and is said to be not far behind the Russian Warlords. Their deranged minds have developed no shortage of strang configurations, some of which are even useful.
Spoiler:
PS-Esp/Recon-FC-1 'Wolfman’: An interesting attempt at making a ‘Werewolf’, I can see its capabilities being useful in the special forces role.

PS-Lt-Ut-FC-2 'Flexman': A gimmick civilian novelty of little interest by itself, but there are more notable derivatives.

PS-FC-03 ‘Beetleborg’: An insectoid mining design from D-Bees. No more of a concern than any other mining cyborg.

HB-FC-04 ‘Borgupine’: The first one of Doctor Calvin Howletts’s designs to be featured in their catalog, it is as bizarre as it is militarily irrelevant.

PS-FC-5 ‘Montoya’: The exact wisdom of melee focused light cyborgs is quite questionable, as it focuses on roles that are better suited to Juicers.

PS-Ut-FC-6 ‘Hazard’: A logical combination, assuming you are willing to devote the resources to a non-military role. There are a number of situations where they are quite warranted however, and our equivalent was finalized a few years ago.

PS-HA-FC-07 ‘Aries’: A Cyborg trying to be a SAMAS, it does a remarkably good job at it, and it has a number of alternative ground bound configurations.

PS-RX-FC-8 ‘Schweitzer’: This makes more sense the more you think about it, as it makes the doctor immune to outbreaks and allows them to ignore most physiological factors. The ‘bedside manner’ is a different story though.

PS/VBCA-CB-FC-RD ‘ChefBorg-RD’: Baffling to say the least, but it does show a way to take the edge off of the dehumanization that is endemic among cyborgs.

PS-FC-9 ‘Heizo’: Another novelty, the casualty rates among our own ‘Burbs suppression forces makes a convincing argument for it.

PS-FC-10 ‘Light Dancer’: A distinctly non-sensical design, archives have found a number of pre-Rifts vanity pieces with similar aesthetics. Our forces have enough weapons divercity for it not to be an issue.

FC-11: Judging by how long the number has been unassigned, they have a project that has been stuck in development hell for some reason.

PS-LAOC-FC-12 ‘Angelina’: This would be a vanity piece if it didn’t have actual performance behind it. It remains a very expensive Cyberoid though, and relies on not being hit to a dangerous degree.

PS-FC-13 ‘Tarantula’: For all of its capabilities, its non-conformity makes it unable to use normal cyborg equipment such as over-armor. Outside of its niche, it is of little concern.

PS-FC-14 ‘Halley’: Said to be a design for their orbital assets, it is naturally a non-issue for us in the atmosphere.

PS-FC-15 ‘Maczek’: This crude design is apparently Polish, and it exported as near cost to the various groups over there in Eastern Europe. I’m sure the NGR is delighted.

PS-FC-16 ‘Armadillo’: Suspected by many to be another creation of Doctor Calvin Howletts, this manned wrecking ball is overspecialized in its gimmick. Durable, but its lack of range capabilities make it a lesser threat.

PS-A-FC-17 ‘Midas’: While early reports had it being a knockoff of a TRIAX design, this is not the case. Its laser resistance is due to ablative armor rather than reflective, so VFLs are of no utility. Flight capabilities are provided via their GMR technology, and its integral weapons are appreciable in firepower.

PS-FC-18 ‘Robar’: A cyborg version of one of the crewed robots they sell to Smalkin, the Robar is extremely generic in capabilities, but that also makes it much cheaper.

PS-FC-19 ‘Mirronid’: A cyberoid version of the Midas, it misses the point of having such a small platform.

PS-FC-20 ‘Karyatoid’: A Mirronid that tried to be a stone statue, it again misses the point, but has even less utility.

PS-FC-21 ‘Stalker’: What little we have says that it is a stealth design with relatively limited firepower, but as long as it has more capabilities than the typical commando that it will have a use.

PS-FC-22 ‘Centrus’ We would have come up with something similar if our small drone programs were thought to have notable value. TRIAX has to be working on their own by now.

PS-FC-23 ‘SeaCobra: One of the more inhuman designs, this is a focused aquatic specialist. The GNE has more experience with aquatic foes for obvious reasons, so this is possibly a reflection of that. Outside of the water it is a negligible concern.

PS-FC-24 ‘Helmuth’: Well past the point of what is considered practicality for cyborgs, this walking direct fire weapons platform is best suited for defensive roles. Overall protection is not great for its mass, but for its cost it is more than acceptable.

PS-FC-30 ‘Shield Warrior’: Its one notable trait is the shield generator, which is one of the most capable we have seen fielded by a human force. The regeneration is frankly incredible compared to TRIAX and even Naruni models, and it outshines the various experiments we have in the lower levels of R&D.

PS-FC-31 ‘Kagerou’: A clear cut case of them using alien technology, the known nature of the Gorag means that they likely extracted the knowledge to make it at gunpoint or similar. It naturally attracts more mentally disturbed volunteers, although it is far less dehumanizing than others.

FC-32: Like the FC-11, we believe it is in development hell.

PS-FC-33 ‘Maveli’: Once you get over the inhuman factor, it does look a bit silly and/or wasteful, with the winglets and flesh covering being dubiously useful. Its short range capabilities are substantial however, and it is quite distracting in melee.

PS-FC-34 ‘Minotaur’: Likely another creation of Howletts, it attracts those of a certain mindset such as ex-Juicers.

PS-FC-35 ‘Zhu-Rong’: A walking indirect-fire weapons platform, it is reliant on its ability to stay out of line of sight for protection.

PS- FC-37 ‘Kishu’: Said to be an orbital design, it is of little interest to us.

Power Armor
The overwhelming bulk of their PA development consists of modifications to their mainline Gendarme, which is admittedly not a bad choice. Their focus on projectile and missile weapons is likely linked to their prolonged use of lower endurance power plants in order to produce larger numbers, which has only changed relatively recently. Interestingly, the numbering system seems to be considered a mess even by their own standards.
Spoiler:
PS-PSA-10 ‘Pikeman’ Medium Power Armor: There are now multiple blatant derivatives of the classic SAMAS, but the Pikeman was the first to do so. The number of local stylistic variants they have produced is impressive, and thanks to the option for a battery power source it is sold in massive numbers. It is honestly curious that they have not outright copied the SAMAS and its flight capabilities, but there is a Gendarme mod that does so.

PS-PSA-11 ‘Gendarme’ Medium Power Armor: The single longest entry on the Paladin Steel Catalog, the Gendarme and its options have become a meme among the mercenary and operator communities. If there is a battlefield role that can be filled by PA, the Gendarme can at least attempt to do it, although some are far more difficult than others.

PS-PSA-12 ‘Caliban’ Heavy Power Armor: The development history of the Caliban is said to be a bureaucratic mess, but the end platform is something between the Terror Trooper and the Mauler. Something of a ‘boat’ design, the variants focus on using a specific type of weaponry, which reduces versatility. Its naval configuration serves as their alternative to the Orca-100, and while the depth reinforcement is lacking it is felt to be otherwise superior.

PS-PSA-13: Currently unassigned. We suspect that this was the number that was reserved for the manned version of their SASR-7 Spatori Robot, but they have since decided to call it the SAPA-7 instead.

PS-PAH-14 Nahar Semi-Autonomous Robotic Power Armor Extension System: Less of a PA unit and more of an attachment to one, this equinoid body is based off of stolen Splugorth examples. Arguably better designated as a Robot vehicle, and many list it as such. Nonetheless, it is currently listed under Power Armor in their catalogues.

PS-AAAS-PSA-14 ‘Fury’: The Fury has only been in service for a few months, but we are able to draw some conclusions. As their first dedicated SAMAS equivalent, it is loaded down with bells and whistles that complicate its production and operation, but when functional it is frighteningly capable. While somewhat lacking in raw durability, it makes up for it with agility and the ability to mount a quite powerful forcefield with an exceptionally high regeneration rate. The simplified models are more practical for less elite forces, and the bottom tier Echo model is a bit cheaper than the Flying Titan.

PS-PSA-15: Currently unassigned.---(XPA-15 Drakon Heavy Flying PA? Its been mentioned.)

PS-PSA-16: Currently unassigned.---(T, I’m reserving it for my GB attempt.)

PS-HSA-PSA-17 ‘Raptorex’:---Entry no recoverable

PS-PSA-18 ‘Swashbuckler’: Their version of the Orca-50, the primary model is an urban jumper, and has proven reasonably successful in that role. The naval version returns to its root, and it notable more effective thanks to its torpedo armament.

PS-DSSA-2 ‘Stormalong’: A non-combat armor, the Stormalong is a lower cost alternative to the Orca-100 in exploration and utility work. This has not been met with a great deal of commercial success, and it is known as being particularly cumbersome on land.

Robotic Drones
For all their mad indulgences in magic, the GNE is a very technologically advanced nation, and has begun fielding autonomous combat units like the CS and the NGR. Additionally, PS produces an array of advanced automatic driving systems for their various vehicles, with contrived backronyms for names. The numbering system for them is
(Retconn numbering system in place)
Spoiler:
PS-R-DWB-01 ‘Dweeb’ Domestic Robot: Conceptually similar to the domestic designs TRIAX has begun offering, their small size and lack of actual capability makes them glorified cleaning tools.

PS-R-2 ‘DanBot’ Humanoid Utility Drone: A full fledged human substitute, DanBots are used when a human’s mental capabilities are not needed but their hands are. They are comically cheaper than the NG equivalent due to using a battery, which has recently been mirrored.

PS-Rb-2 ‘Magnus’ Infantry Robot: Arguably their equivalent to the Skelebot, they deliberately made it smaller so that it can use human scale equipment such as body armor and weapons. They are notably more intelligent than either our or TRIAX’s offerings, which makes them more able to make use of their capabilities and stature.

PS-HLUR-03 Atlas: Their alternative to the HG Heavy Labor Bot, it's arguably more capable assuming it doesn’t need to go faster than walking speed.

PS-R-CCX-4 ‘Overboss’ Network Overseer: We have yet to gain access to one, so we cannot judge its actual capabilities, but there are a number of Pre-Rifts architectural programs that were almost completely automated in function, so its not implausible that this mobile server is capable of directing construction efforts.

PS-R-BS5-0 BlueSteel Security Robot: The name is a joke, referring to the traditional name of police vehicles, but it is quite capable at criminal apprehension and riot duty. We have enough manpower to not need such a design however.

PS-R-CILA-6 Cyber Humanoid: It is exceedingly unlikely that the GNE has developed the technology to make such intelligent robots on their own, so many are waiting for the other shoe to drop regarding these cyberoids. There are rumors about ‘brain recycling’, but given what we know of the GNE’s character this is absurd rumor fodder with no basis in reality. Still something to push for cheap points though.

PS-SASR-7 Spartori: Equivalent to a suit of Power Armor, this robot has proven to have exceptional intelligence and programing. Its main problem is its lack of speed, but this can be due to a number of factors. This is being countered by the use of the jet pack from the PSA-11.
Last edited by Omegasgundam on Mon May 24, 2021 12:36 am, edited 8 times in total.
Omegasgundam
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Re: Paladin Steel Storefront

Unread post by Omegasgundam »

(Also featuring a dig at NG 1 and 2)

Natively Developed Robot Vehicles
Paladin Steel has been uncharacteristically slow to develop their own Robotic Vehicles, suffering from a number of disastrous externally caused incidents and very poor market penetration in the face of NG’s offerings. Most of their early models (up to the -11 designation) were derivatives of other people’s designs, with Titan Robotics, NG, and the CS all having knockoffs produced. The still unreleased PS-MPR-11 Patriot is arguably the turning point, with models after that being generally more capable, drawing from more advanced stolen technology or based on recovered NEMA artifacts. This also coincided with the beginning of their importation efforts with the ‘CTRL’, which are described in the next section.

(T, I’m retconning the numbering to have them make sense. I think the overall order is more or less correct.)
Spoiler:
PS-LCR-01 Pathfinder: A knockoff of the Titan Scout, the Pathfinder focuses on exploration capabilities, with armaments being sparse. As it usually operates as part of a team, its limitations are tolerable in the wilderness, but it is not military suitable by any stretch of the imagination.

PS-MCR-02 Molijar I/II: Their first attempt at a military design, the Molijar was a knockoff of the UAR-1. The early ones were slower but heavier armed and armored, while the latter ones were overall superior and started to feature the sort of options list that PS has become infamous for.

PS-TIR-03 Satyr: A crude attempt at a light combat design, it was quietly discontinued sometime in the last few years.

PS-HUR-04 Landmaster II: PS’s version of the Behemoth Explorer, the exact utility of such large robotic vehicles has always been questionable in military use. The Landmaster is the most overall capable however, with the PS modularity being quite useful in prolonged exploration missions.

PS-MPR-05 Acros: A Pathfinder stripped of any mission specific equipment, this general labor robot often lacks a nuclear power plant, using batteries or even fuel oils instead. It can be fitted with a number of weapons for militia use, but actual effectiveness limits it against actually capable foes.

PS-I/ADR-06 Grelac: Their take on the NG Hunter, the Grelac is a second line fire support design that can function as a labor unit at field depots, and its weapons are well suited for air defense. The GNEAF uses them instead of the Acros for obvious reasons.

PS-LCR-7 Jackalope: Their version of the Titan Light Combat Robot, it essentially fits the weapons of the heavy model on the medium chassis at the cost of speed. Quite mobile thanks to its jet boosters, and more capable than anything short of the NG-Gunbot and having far greater utility.

PS-UMLVR-8 Scuttler: It almost certainly started as a knockoff of the classic Spider Skull Walker, but they have turned it into a utility platform with a large number of alternative combat fittings. This is not a bad use for our remaining production lines set up for them, so investigation is encouraged.

PS-IAR-09 Mantis: Their first successful original design, its project history was a mess even by PS’s standards. Our equivalent is the IAR-4 Hellraiser, which is larger and more durable, but slower and frankly not well armed as a general purpose combatant. The Hellraiser is a bit more responsive however, and the secondary systems are notably better.

PS-IR-10 Minotaur: Similar to the Mantis, this was an attempt at a mostly original design. Its numerous failings saw it discontinued after less than 60 were produced, and they were mostly donated to Tolkien in early 107 PA. All of those were accounted for before the Sorcerer’s Revenge Blitz, so it is nearly extinct outside of PS’s keepsakes..

PS-MPR-11 Patriot: The Patriot has been in development hell since before 105 PA, and it shows no sign of changing anytime soon. The most reliable rumors have the problem being that PS let their modularity obsession get away from them, with radically different configurations amounting to at least 3 different designs, including different torsos. In all likelihood, they have unofficially abandoned it but refuse to admit it.

PS-AR-12 Mandril: The alien influences are obvious, but beyond that it is a relatively straightforward artillery platform. It is notably more practical than the old IAR-2 Abolisher, but that is not a very high bar to clear.

PS-IR-13 Torris: And then they made something even more obviously alien. To say that it is impractical is putting it mildly, and it should be relatively easy to deal with when encountered due to its lack of firepower.

PS-IR-14 Carney: Their equivalent to the Hellfire, they simply took the fuselage of one of their attack helicopters and put it on legs. Comparatively, it trades durability for greater firepower. The two designs have been rivals since the moment they first faced off, and the victor is usually the one that gets the first significant hit in.

PS-KVAR-15 Jayhawk: This is said to be a mocking upgrade of what Atlantis considers to be a civilian-sport design, and they claim it to be capable of going toe to toe with Splugorth’s best fielded units. Overall capabilities put it as being substantially ahead of most small attack and transport helicopters, and they are increasingly using it as such. Our own Black Lightning and Demon Locust are intended as low cost patrol platforms above all else, as there is not much need to develop an equivalent.

PS-IRA-16 Zysha: As crude as it looks, the Zysha is an effective swarm buster due to its high rate of fire weapons and chemical weapon capabilities. The latter has rarely been used so far, and with the Fall of Tolkien they have few reasons to ship their hardware out to the Hivelands.

PS-HAR-17(X) Sopdu: A bizarre experimental design focused around its gimmick, which is some sort of Plasma chamber projector using the primary reactor. We honestly can’t make out just why they thought it was worthwhile. Not many have been produced, so it's likely going to be quietly abandoned soon.

PA-A-18 Mongrel: A resurrection of the NEMA Bull Dog, it is of strategic interest how they found enough information about it to do so. Overall capabilities are a close match, with the differences being PS’s modularity focus providing alternative weapons.

PS-CR-19 SuperMutt: Similar to the above, this is a resurrected NEMA Mastiff with additional modularity. Its inherent slowness makes it less than practical on a modern battlefield, but it is naturally capable in an urban environment.

PS-DSCRV-H20A Nemo: We have limited information on this specialist design, other than it being a variant on the Mandril intended for underwater combat. Its lack of large weapons means that it is a shorter ranged combatant, but its close damage potential is almost certainly impressive.

PS-IR-21 Ironfist: Their attempt at breaking into the gladiator robot market, it has been fighting an uphill battle to gain acceptance. We wish them the worst of luck.

Imported (CTRL) Robot Vehicles
To make up for their lagging robot development efforts, in 105 PA the GNE tapped one of their technologically advanced out dimensional contacts for assistance. The ‘CTRL’ is said to be a multi-system policy that is primarily composed of humans, although this must be taken with no end of skepticism. Analysis of acquired samples show that they are designed for and likely by humanoids with physical characteristics within human norms, and a few DNA samples do match Humans of unknown descent, so it is admittedly not impossible that it is true. The models acquired so far are said to be of older vintage, so more capable units could likely be easily acquired if need be. As a rule of thumb, they tend to be slower and less physically strong than a design we would field.

As a personal grievance, the CTRL’s designation system is even worse than PS’s vehicles, frequently including the design’s name into the alpha numeric header and reusing the same number constantly.
Spoiler:
CTRL-MCR-FP04 Firepike: Considered an undersized version of the Fireshriek, the Firepike is built around its extremely powerful long range lasers. The range of said lasers actually exceeds its targeting systems, meaning that it needs external support to be at its greatest effectiveness. Protection is somewhat lacking, but it is substantially faster than normal for a CTRL design so it can try to keep the range open. Close range weapons are on the light side, so it is quite vulnerable if it is unable to do so.

CTRL-LPR-EPHUS05 Emphus: Said to be a flop, I can only presume that the GNE got them for a song. Its drawbacks are extensive, and while PS is fiddling with it most do not expect to see anything reach notable production status.

CTRL-LCRR-MTJY-05 Montjoy: A relatively lightly armed scout/courier robot, its nominally mediocre durability is greatly enhanced by its integral forcefield. Once it gets into range its lasers can do exceptional damage, but it is entirely dependent on them.

CTRL-HCR-RLND05 Roland: A point of designation frustration, the Roland is one of the most modern designs imported despite the low number. The cultural influence that goes into it’s ‘Knight’ design will fascinate anthropologists, but the resulting combination somehow manages to work. Our data is almost nonexistent, as while several have been engaged by CS forces said battles were universally one sided affairs under heavy jamming. Considering it is a successor to the Scimitar, that can be treated as an absolute minimum.

CTRL-BRAP-D07 Bardolph: Said to be quite an old design, dating of samples recovered from several imports show them to be more than 40 years old. Overall capabilities are mediocre, but it is easy to pilot and quite cheap.

CTRL-MIBR-GILH09-Giliath: Intended as a ‘Heavy Scout’, it is considered ‘overly bland’. We would consider it over mass for its capabilities, but concessions do have to be made for non-combat roles. It is notably lacking in versatility, which is a concern due to lacking the same levels of support it would have in the service of a planetary government.

CTRL-CSTL09 Castellan: A relatively straightforward urban combatant, it is slow but exceptionally well armed and armored. I would say that the Skull Smasher is superior, but the limitations of its current weapon suite have become quite apparent over the last few years.

CTRL-GND11 Gondal: A simple chicken walker design, it can be thought of as a scaled down Hellfire. Its low cost and small size have led to many being picked up by affiliated communities.

CTRL-MCR-SCMT12 Scimitar: Said to be over a hundred years old, this was considered a groundbreaking unit at the time, and its flight capabilities do not have an equivalent in our inventory. Overall firepower is limited after its missiles have been expended, but it can close the distance quite rapidly to get into melee.

CTRL-MCR-GvDD014 Grave Digger: The development and production of this robot is said to have devolved into a pork barrel project, but the GNE was able to buy them at an exceptionally low cost. It is primarily a ‘missile boat’ design with some non-trivial energy weaponry, and the analysis team considers it notably better than the -V34 design that NG is currently working on.

CTRL-SMRG017 Simurg: A very old design, it dates back to when the policy was called the CTA, which predates the PA calendar. We have little information on it due to being a space use design, so it is unlikely that we will ever encounter it.

CTRL-HCR17 Fireshriek: Their equivalent to the Skull Smasher, its shear firepower is unprecedented in a human built ground platform. Its primary weapons are said to be a cut down medium weight dual-purpose mounts from starships, and can easily destroy anything short of a Firestorm MCC in less than half a minute. The defensive weapons are reasonably potent, and they have barely started to work on modifications. Fortunately for us, they are mostly committed to coastal defense, and the sheer expense makes it unlikely that anyone but the GNE will acquire them.

CTRL-HRV-AZTC17 Aztec: A quite capable anti-armor specialist, its high speed and long range make it difficult to deal with by other ground based units. The best counter we have so far is either fast hover units or airpower, and the GNE has a notable advantage in both if recent skirmishes are anything to go by.


Conventional Vehicles
PS’s vehicle numbering system is an absolute mess for several reasons. First off, there are several different sub-systems in use, each with their own sequence. Secondly, the large numbers of resurrected designs usually keep their original designation, which is completely unrelated to the modern ones. This is particularly notable with their aircraft listings, with PS Aeronautics having a near-fetish for it. And then there is the almost default jumping forward and backwards they do, which makes things even worse. The least terrible way to list them that we have found is to take their catalogue order and break them apart by type, which are at least half of our own invention.

Due to the different mindsets and tactical understanding needed, the aircraft and naval platforms will be covered by intelligence personal from the relevant branches. ----Not part of what was handed over, so we'll have to wait to see if we can get our hands on them.

As an amusing side note, NG’s official sales brochures were gone over again for comparative analysis, and their claimed weights, speeds, and cargo capabilities remains as comical as ever. They’re still trying to give the Mountaineer a 40 ton carrying capacity on a 6 ton vehicle that can do 120 mph for goodness sake. If it can make independent fools waste their money, more power to them.

Wheeled Non-Combat Vehicles
Civilization relies on cost effective transport of all kinds to stay functional, and wheeled vehicles are as cheap and simple as it gets. They are also easier to keep operational in the field, which makes them attractive to the usual bands of armed misfits that infest North America. PS tries to cater to every market possible, so they naturally make no small number of notable ones.
Spoiler:
PS-GAAB-01 Bus: Apparently derived from a Pre-Rifts tourist transport, it can carry a large number of people long distances and survive a few hits from meaningfully heavy weapons. The GNE has used Rift teleportation to donate a large number to the refugee efforts by the Cyber Knights, which is resulting in lower casualties than early estimates projected.

PS-ATV-VE-04 Super-Gug: The story as to just WHY they decided to resurrect a more than 400 year old design is subject to no amount of inane speculation, but in this care the most strange is likely the truth. Due to explicit demands from the Crazy market, a vast array of outright lunatic modifications have been developed for it, causing the Super-Bug to become the iconic vehicle for M.O.M augments. For people that are not insane, it still serves as a surprisingly capable alternative to the NG Big Boss.

PS-TT-14 ‘Katir’ Variable Wheelbase Truck/Transporter: Essentially their alternative to the Mountaineer, the Katir is closer to the Cagonaut in overall use.

PS-LAFV-17 ‘Daniel Boone’ Light Scout Vehicle: A strange combination of wheeled and hovercraft, the Boone is comparable to the NG Ermine, only far better equipped and able to move far faster when need be. It is primarily of concern to out patrol groups and special forces, with the former encountering no small number of them and the latter contending with it as a patrol vehicle.

HT-Series Heavy Trucks: Amusing legal battles aside, the HT-series are exceptionally capable extremely heavy haulers, and they are dramatically undercutting every equivalent vehicle on the open market. Beyond serving as a logistical vehicle, it can easily be used as mobile artillery, and its protection can be trivially increased with its sheer payload capacity.

PS-DL-500 ‘Arabian’ All Terrain Multi-Purpose Vehicle: Their formal equivalent to the NG Big Boss and/or Road King, it is more expensive but far more capable in general.

Wheeled Combat Vehicles
While their terrain handling abilities are poor and they are often easier to immobilize, wheeled vehicles are still capable of filling a number of combat roles and have less technical demands than tracked or (traditional) hovercraft.
Spoiler:
PS-LADV-1 ‘SkyWatcher’ Air Defense Vehicle: A TRIAX flak battery mounted on an available ATV chassis, the SkyWatcher is said to be a collaborative effort with the New Roman Republic, which is said to consist of ‘Wolven’ D-Bees. The electronics are said to come from a Pre-Rift’s Italian design, which would explain its development. It is commonly also equipped with a number of SRMs and MMs, and has been aggressively marketed to communities since the Juicer Rebelion. While not being particularly capable, the SkyWatcher arguably defines the low end of the ADV market, with NG’s equivalent still being held back to bolster their own defense networks. PS is working to phase it out of production in favor of a variant of their Rattlesnake APC.

PS-CAC-01 ‘Greyhound’ Light Armored Car: The joint oldest military vehicle design in PS’s inventory (alongside the Jeb Stuart tank), the Greyhound is a simple armored car intended for militias. The company itself no longer produces them, but the license has been distributed to a large number of small local firms across the continent, making it almost as common as NG’s exploration vehicles.

PS-CAC-02 ‘Wolfhound’ Light Armored Car: One of the oldest designs still in production, the Wolfhound is an improved version of the Greyhound. While small, the Wolfhound is surprisingly durable and has a surprisingly potent gun. Most if not all of its systems were taken from something else, and it also has the normal pages of PS options. It is generally superior to a single suit of Ground Power Armor in general patrol and security duty, and it is the basis for most low tier militias in GNE affiliated territory.

PS-APC-03 ‘Rattlesnake’ Armored Personnel Carrier: The basis for a number of similar APCs of different motive types, the Rattlesnake is a true minimalist design that focuses on moving a platoon of soldiers from point A to point B in a degree of safety. Like all such vehicles, the simple and empty nature of its interior has prompted no end of support variants, with at least 13 alternative models using the same chassis and drive system.

PS-MBT-05C ’Lynx’ Medium Tank: Despite its odd ascetics, the Lynx has proven to be extremely maneuverable, and has notable protection and firepower to back it up. They have recently put it on the open market for mass distribution, and it is a common sight in GNE militias.

PS-AFV-25 ‘Sand Demon’ Heavy Armored Fighting Vehicle: A dedicated plains and desert specialist, it was commissioned for the ‘Four Horsemen’ incident. As far as the North Americas are concerned, it is quite popular in the New West and in the deserts of Mexico, and there have been no small number of engagements with our long range patrol forces. The victor is generally whoever manages to inflict notable mobility damage fist.

PS-APC-117 ‘Dancat’ Armored Car: Likely Paladin Steel’s take on an ideal post-Rifts budget police vehicle, and it must be said that it makes a good deal of sense in that context. The options list has a large number of items that are useful in law enforcement and crowd control capabilities, and its poor cross-country ability is near irrelevant on city streets. As police are often near synonymous with militia, it also has appreciable heavy weapon choices.

PS-DL-600 ‘Clysdale’ Heavy 8x8 Multi-Purpose Vehicle: A blatant clone of the Mark V APC, they stripped it of all its weapons and then threw as much of the add-on catalogue at it as they could. The one saving grace is that it has greatly reduced the demand for Mark Vs 'acquired’ by the Black Market, which has resulted in a decrease in losses among patrol forces.

Tracked Non-Combat Vehicles
While PS makes no small number of tracked construction vehicles to fuel the GNE’s industry, it's unlikely that they will be encountered in the field.
Spoiler:
PS-UT-ST-04 ‘Mauler’ Salvage and Demolition Tank: Tracked vehicles have a number of operational advantages over Robotic ones in several engineering situations, and its low cost means that it does not detract from combat vehicle production.

PS-HUC-08 ‘Atenus’ Super Heavy Utility Crawler: Mining platforms of this type are nothing new, but PS is the only notable producer of them since the Coming of the Rifts. Even we only use those that have been recovered on site due to the transport limitations. NG has announced that they are constructing a pair for their own use however, and Procurement should look into their potential usability with our Sky Lifters.

PS-M9T Tunneler Subterranean Mining Vehicle: Our planet has no shortage of burrowing monsters, which makes a tunneling vehicle surprisingly useful. We honestly need to be able to field an equivalent, if only for mining and construction purposes.

PS-CEV-U/T-18 ‘Roebling’ Combat Engineering Vehicle: A typical light tracked bulldozer with a small computer room so that the Combat Engineer can ply their trade without having to use an abacus. Equivalent to the NG Rhino.

PS-APC-T-118 ‘Linden’ Armored Personnel Carrier: Curiously, they list this APC in the non-combat section, which says something about their priorities. Like the Rattlesnake, it has produced a substantial number of alternative configurations that replace the troop bay with something else.

Tracked Combat Vehicles
For all of their vulnerabilities, tracked AFVs are much cheaper and faster to produce than Robotic ones, and have a much broader range of tolerances in regards to power plant and modification. With so much of North America having returned to wilderness, cross terrain capabilities are in high demand, and tracks are the most reliable way of providing it that is not legs. M-Factor material also deals with most of the associated maintenance concerns, which is the historical drawback to the type. They are still tactically inferior to hovercraft, but they are not irrelevant.
Spoiler:
PS-LBT-01 ‘Jeb Stuard’ Light Tank: Notable for being their first combat vehicle, it has since been discontinued due to being too primitive. It is still found in many communities across the East Coast however. The most obvious sign of its old nature is the lack of options, predating PS’s obsession with such by at least two generations.

PS-LBT-03 ‘Mongol’ Light Tank: The replacement for the Jeb, it was rapidly overtaken by more advanced vehicles, but it remains extremely popular among militias due to its relative simplicity. It does have the extensive options list that we can come to expect, though none of them are particularly worthy of note.

UET-CCMBT-03 ‘Unish’ Main Battle Tank: An outdimensional design created by the ChaiChuk D-Bees, their peculiarities allowed them to work around many of the issues present in pre-M-Factor multi turreted tanks. This version is an early upgrade using technologies provided by the GNE, but it's almost certain that the Unish will be abandoned for a more fundamentally sound design.

PS-M4A3 ‘Sherman’ Medium Tank: Yes, they really did resurrect a pre-Atomic tank design and mass produce it. It may as well be a semi-mobile medium bunker in terms of capabilities. It's apparently sold to lower tech out dimensional concerns, so it is unlikely to be terribly common here on Earth.

PS-MBT-07 ‘Black Bear’ Medium Tank: The most common tracked tank that can be found in formal GNE service, the Black Bear has some novel features that address the most common problems of the type. Firepower is meaningful, particularly for its cost, but it needs a reactor for extended battles. It is still inferior to our heavy IAR designs, but the GNE would be fighting at a substantial numbers advantage.

PS-ASV-07 ‘Cactus’ Air Defense Vehicle: Simply a Black Bear with the turret replaced by a battery of their specialized AA missiles. Our own efforts into this field have stalled due to lack of committed resources, but the number of aircraft that the GNE can field means that we should finish it sooner than later.

PS-AT-LABT-07 ‘Damthing’ AutoTank: Technically their first automated combat platform, what it lacks in overall capabilities it makes up for in cost and ease of maintenance. Overall programming is mediocre, but for half million credits you can work around it by getting two. Far more disposable than any Skelebot, they are used to free up actual soldiers from interior security duties, allowing them to stretch manpower that much further. Many of the technologically competent kingdoms are staping them up for much the same reasons.

PS-HMBT-17 ‘Kerkat’ Heavy Tank: It frankly doesn’t make much sense to make such a slow direct fire combat vehicle, but it can do work as escorts to low speed convoys and coastal defense of important locations. Considering its limitations, we will only face it if we directly attack their key facilities, which is cost prohibitive at this juncture.

PS-HMBT-25 ‘Von Stuben’ Heavy Tank: Essentially a semi-mobile bunker, the Von Stuben is only of interest to garrison units. The sheer size of its primary weapon is a cause for concern should we go up against it, but like the Kerkat this is exceedingly unlikely. If they want to waste their resources on this sort of white elephant, they are free to do so.

PS-LAFV-27 ‘Winsor’ Light Armored Vehicle: Essentially a small weapons platform intended for airborne units, its primary virtues are being able to be crammed into the back of many air transports and dropped without notable difficulty. If you view it as the alternative to a heavy weapons team it makes tactical sense, and the actual vehicle is often less expensive than the weapon it carries. But it sees the most use as a robotic drone, being able to fit through much more confined spaces than the Damthing.

PS-AA/AP-AFV-32 'Gun-Ripper': An IH tank hull with as many NG railguns shoehorned into it as possible. The power demands necessitate a reactor, but it is an excellent swarm shredder. NG has started offering an equivalent for use in the Hivelands.

PS-T-34 ‘Kodiak’ Medium Tank: Their first notable combat ‘Replivehicle’, this WWII icon is dirt cheap by anybody’s standards and is still capable when defending a fixed position. As a nod to practicality, the interior is almost completely different from that of the original, which solves a great many ergonomic problems that plagued it in Soviet service. The GNE hands them out as party favors as an incentive for independent townships to join them, and hundreds are being bought by local concerns across the continent. Quality is several steps above Chipwell, and it is a superior alternative to the same sorts of customers.

PS-LT-47 ‘Ontos II’ Light Tank: While production was short lived, the impact of this ‘missile boat’ would be profound on PS’s light vehicle lines, with many of their smaller AFVs having an equivalent configuration.

PS-LUMC-48 ‘Quickload’ Resupply Vehicle: A specialized reloading vehicle, similar in concept to Quebec's, its purpose is to reload the Missile Rifles that they stole from us. Considering just how many of those they use across all of their platforms it makes logistical sense, and it's only a matter of time before they adapt it to service other common weapons.

Conventional Hover Vehicles
PS’s hovercraft are most easily split into normal air blowers and GMR designs, with the former being substantially smaller than the latter. Those that have a notable chance of being encountered in a combat situation are listed bellow.
Spoiler:
PS-LRV-ACV-03 ‘Asateague’ Light Hovercraft: A minimalist attack hovercraft of the sort that crops up everywhere, it would not be entirely inaccurate to call it an inflated and overweight hoverbike with delusions of grandeur. Its mass and volume are used to dumb down its systems and construction, making it easy to keep operational by even rural mechanics. That being said, actual firepower can be quite substantial, with mounts for up to 3 heavy infantry weapons, 1 of them turreted. Due to its low cost, production numbers have reached 5 digits, and it has proliferated across the continent.

PS-HRv-03 ‘Tizon’ Robo-Hovercycle: Similar to the Jayhawk, the Tizon is an upgrade of a civilian sport design from Atlantis. The resulting craft is said to be flat out superior to the original, and it infuriates the Apemen that encounter it. The GNE itself does not buy them to prevent friendly fire accidents, but it has proven ludicrously popular among independent operators. We’ve made the usual claims of being a nation of tech pirates and/or AI corruption, but that line has realistically been exhausted with how often it has been used. That is not our responsibility however.

PS-HACU-05 ‘Alpaca’ Heavy Hover Carrier: The heavier of the two blower cargo platforms, the Alpaca is a cheaper and lower tech hovertrain. It has been pushed out of GNE service in favor of even simpler GMR designs, but this means it has been put onto the open market for nearly anyone to buy. This has pulled the rug out of NG’s own, and has started a price war. The shear number than has been sold over the past few years makes it effectively impossible to fully vet all that cross our territory, which has naturally led to an increase in smuggling capabilities for the Black Market.

PS-GEV-MBT-15 'Firedrake': Essentially a Lynx turned into a hovercraft, its capabilities against the Linebacker are concerning, particularly with it being pushed back to second line roles. The formal post-war review of the Linebacker is still underway, but that has been passed on has not been notable with its praise.

PS-GEV-MMBT-20 'Chamdar': We have not yet encountered these, but the stated capabilities are also a cause for alarm. Analysis is working on figuring out its actual parameters, but we believe that it is at least partially a bluff due to the simple fact that it is not a GMR vehicle. GMR offers a large number of advantages, and it is unlikely that the GNE would accept anything into service that was crippled before it was even built.

PS-HBT-36 'Nasicorn’ High Speed Hovercraft: They claim that this bizarre craft ws derived from systems taken from the Phoenix Empire in Africa, which was then put on the hull of a Clysdale, which is a clone of the Mark V APC. They then put the upper body of one of their old robots on top of it for some reason. And finally they threw the addon book at it. The conclusion is that they are insane as we think they are.

PS-LT-48 ‘Zerkat’ Light Armored Vehicle Family: The designated successor to the ONTOS, the Zerkat is nominally a tracked vehicle, but PS has devoted time and resources to allow it to use wheels, hover jets, and even walker legs as well. We rarely encounter it in anything but its hover configuration, so that is what we have labeled it as. There are a large number of weapon options, but the quad Missile Rifles are the most popular by far. It is above all else a light skirmish vehicle that is best from ambush, so it is a minor concern in larger scale battles. Patrol groups have reason to be concerned however.

PS-DL-100 ‘Drom’ Heavy Duty Hover Utility Platform: While older and lighter than the Alpaca, the Drom has a number of structural differences that provide substantially more open space, which makes it popular as a mobile building. In particular, jetbike gangs have begun using them as mobile garages, and its speed is usually boosted to allow it to escape anything short of aircraft. This has led to a notable increase in bandit activity in the usual hot spots, which is serving as a further drain on our resources.

PS-GEV-APC-113 ‘Grenser’ Hover-APC: Their basic Linden chassis with hover jets attached, it's honestly slow for a hovercraft but its price point is almost comically low. Weight concerns have prevented it from spawning many variants, but there are some. Naturally, it is being bought up in job lots by low and mid tier mercenary companies to provide cheap mechanization.

GMR Hover Vehicles
The reverberations of GMR materials and their application have been the subject to no end of high level analysis, and I will not repeat them here. Anyone that has high enough clearance to read this document can go over them at their leisure (Archive Branch Link: ***-****-**). With that out of the way, the mechanical simplicity and greatly reduced vulnerability makes GMR craft far more able to withstand damage and operational abuse.
Spoiler:
GMR Hoverplate: The most obvious display of its capabilities, an 18 ton platform is able to carry over 65 tons of material at a reasonable speed for less than half a million credits. Militarizing it is literally as simple as sticking the upper part of a tank chassis on top of it, which is exactly what they did. Twice.

PS-GMR-RS-TV-01 ‘Megabago’ Medium Utility Hover Vehicle: The world’s first look into the potential of GMR technology back in 104 PA, the Megabago has become the bane of NG’s exploration vehicle lines and the preferred ‘battle bus’ of every adventuring group that can get their hands on it. Beyond the RV capabilities, it instantly became infamous for its ludicrous primary weapon, which would be a superior choice for a full main battle tank. On numerous occasions they have gone up against isolated Death Bringer APCs, and they usually won. Needless to say, its popularity is unmatched in North America, and the chassis has been used for a large number of much cheaper support vehicles.

PS-GMR-HBT-4A3 ‘Shaw’ Medium Hovertank/PS-GMR-HBT-34 ‘Cossack’ Medium Hovertank: The Shaw and the later Cossack are quite likely the single most cost effective hover tanks that can possibly be produced. While their capabilities are limited by their tracked based predecessors, they can still outmaneuver nearly all ground bound platforms. To lose in a tank battle is one thing, but to have a company of Linebackers be taken out by an equal number of machines that are the technological equivalent of a ‘Saturday Night Special’ blunderbuss is humiliating.

PS-GMR-LHUV-05 ‘Merlin’ Hoverjeep: Likely based off of the Quebec Cougar, the Merlin uses GMR technology and is thus far less vulnerable to disabling hits. PS’s options list greatly expands its capabilities and versatility. The GNE has adopted it for just about every relevant role imaginable.

PS-GMR-LBT-07 ‘Zephyr’ Light Hovertank: By their accounts, the Zephyr is their first attempt at a GMR using ground combat vehicle. Considering its effectiveness, this is somewhat dubious. Firepower and protection are good for its mass, and the variants are both logical and well developed. Given its crew of 2, the lack of smaller defensive turrets is acceptable.

PS-GMR-H/MBT-16 ‘Bandersnatch’ Hover Tank: We have only encountered the Bandersnatch on a few occasions that we know of, but the number of skirmish groups that have not reported back has notably increased over the last 4 months, which coincides with the vehicle’s release. The primary weapon appears to be a form of pulse plasma cannon with exceptional range, and we are currently at a loss to explain its capabilities. We suspect it has a crew of five 5 to its weapon count. The overall hull form does not look particularly well suited towards radical variants, but a fixed assault gun and an ADV configurations are plausible. EWAR capabilities are likely not terribly more than the Zypher due to the volume constraints.
(Btw T, I’m going to have a whack at revisiting)

PS-GMR-LAH-17 ‘Xaos’ Light Attack Vehicle: The intended frontline replacement for the Asateague, it is both far faster and has greater firepower. It has not yet proliferated beyond the GNE and its direct affiliates, but it is almost certainly only a matter of time before it is offered to the public.

PS-GMR-HV-355 ‘Vader’ Hovercraft: While many claim it is derived from the Splugorth Slaver Barge, the number gives it away as a resurrection of the NEMA Hover Platform. The weapon mounts have been replaced with modular ones, the center spotlight has been replaced with an anti-vehicle hard point, and there are modest gains in speed and durability despite the less advanced and heavier armor materials used. While slower and less durable than the Merlin, its other capabilities have it in direct competition for popularity.
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taalismn
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Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

You hit the nail right on the head on a number of points...
Yes, the Drakon and the Patriot are in development hell..but I keep hoping that I'll make a mental breakthgugh that will open the creative floodgates on their streams of thought once again...
The designation system is all over the place, yes...ironic given my library training(but then again, cataloguing was not my strong point, especially after everybody began buying and importing MARC records), and there's plenty of real life examples of disorganized systems(the US Air Force, for example, with the changeover from the Army Air Force system of P for pursuit, A for attack, then F for Fighter, and the numbers resetting such that we had the 'Century Fighters' like the F-100 being superseded by the F-4, F-14, F-15, F-16, F/A-18, the F-111 being quietly rebranded the FB-111, etc.. But I'm glad to see somebody having fun with it and the CS milintel having headaches over 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
------------
Omegasgundam
Adventurer
Posts: 444
Joined: Thu May 08, 2008 11:04 pm

Re: Paladin Steel Storefront

Unread post by Omegasgundam »

taalismn wrote:You hit the nail right on the head on a number of points...
Yes, the Drakon and the Patriot are in development hell..but I keep hoping that I'll make a mental breakthgugh that will open the creative floodgates on their streams of thought once again...
The designation system is all over the place, yes...ironic given my library training(but then again, cataloguing was not my strong point, especially after everybody began buying and importing MARC records), and there's plenty of real life examples of disorganized systems(the US Air Force, for example, with the changeover from the Army Air Force system of P for pursuit, A for attack, then F for Fighter, and the numbers resetting such that we had the 'Century Fighters' like the F-100 being superseded by the F-4, F-14, F-15, F-16, F/A-18, the F-111 being quietly rebranded the FB-111, etc.. But I'm glad to see somebody having fun with it and the CS milintel having headaches over it.

Glad you liked it.

Anyway, here's a new bio-mod to go with the Minuteman Glitter Boy, although its used far beyond that. As a size note, I'm working on nerfing the Autododge capabilities of the super powered pilots, if only to make them a bit more possible to hit when they're level 1. The current idea is that bonuses from other powers only count as half, with the ur-combo of Lightning Reflexes and Extraordinary PP only providing a +3 rather than +6, which is basically what everybody used. Also working in how to use relative vehicle responsiveness.

IRON GUARD Power Armor Augmentation Package
(PU2 budget of 3.2+ million credits per operative)

A side project of the NEXT SWORD initiative, IRON GUARD is meant for Power Armor and light vehicle pilots. As those platforms are generally far less valuable than full ASFs, the base package was reduced to what was considered the minimum. However, it was hoped from the beginning that it would be used in conjunction with other small augment packages, so it is easily combined with many of them. For quality of life purposes, a new feature was developed that minimised the problems of being stuck in a cockpit for days or even weeks, which was hoped would improve operational readiness rates. In an agile PA or responsive hovercraft, the initial volunteers could keep up with Juicers, but Paragon Progress wasn’t done yet.

The primary feature of IRON GUARD is its Incredible Personal Craft Operation BINAS implant, bringing the volunteer’s abilities in vehicle piloting to the next level. Essentially a cut down and simplified version of the then experimental Preternatural Piloting Ability BINAS, the Incredible Personal Craft Operation implant was both much easier to implant and had less physical neurological requirements, allowing it to be distributed in large numbers. It is practical to distribute IRON GUARD augmentations by the battalion, making the GNE’s PA formations that much more capable. When more time and/or resources are available, additional capabilities can be added, with MODEST REBAR being so common that many think it comes with it by default.

Early test examples had a number of frustrating flaws, particularly debilitating migraines after prolonged use, but these were solved during development. The Minion War accelerated development, and IRON GUARD would be finalized and distributed right before Rifts Earth entered lockdown. It would rapidly proliferate across the AJC’s most elite PA units, particularly those that operated expensive imported designs like the Glitter Boy, Silverhawk, or even the Ground Pounder. Effort continues for a version that works with heavier robot vehicles.
Spoiler:
Super Powers and Abilities
    Minor Power: Lightning Reflexes (700K)
      +1 APM
      +2D4 to Speed attribute
      +3 on Initiative
      +3 to Automatic Dodge
      +1 to Disarm
      +3 to Pull Punch
      +2 to Roll with Punch, Fall, or Impact
      W. P. Paired Weapons.

    Minor Power: Extraordinary Physical Prowess (550K)
      20+2D4 PP, or +2D4+4 if 20 or higher already (because it should have been this the whole damn time, and you can’t tell me otherwise.)
      +3D4 Spd
      +1 APM
      +3 to Automatic Dodge
      +10% to physical skills requiring dexterity and prowess

    Eugenic Modification (Minor/Trivial Power): Ambidextrous (300K)(half a Minor)
      +1 APM
      +1 to Parry
      +5% to dexterity skills

    Eugenic Modification (Minor/Trivial Power): Heightened Sense of Awareness (200K)(half a Minor)
      +2 on Initiative
      +1 to Roll with Punch, Fall, and Impact
      +2 vs Horror Factor

    NEW Eugenic Modification (Trivial Power): Sustained Confinement Assistance (100K)
      Does not cramp, chafe, or suffer any degradation from limited movement
      Reduces body odor and skin shedding to 10% normal
      Is not mentally affected by being in a confined space for extended periods of time.

    Eugenic Modification (Trivial Power): Circadian Rhythms (50K)
      Needs 3 hours of sleep
      Stay up for 4 days without ill effects

    Super Soldier Enhancement (Minor Power): Hypnotic Conditioning (300K?)
      +5 vs Mind Control
      +4 vs Horror Factor
      +4 vs Illusions
      +2 vs Psionic
      Immune to possession

    (NEW) Major Power: Incredible Personal Craft Operation (1 M)
    A less powerful version of Preternatural Piloting Ability, Incredible Personal Craft Operation effects suits of Power Armor and/or extremely light craft like hoverbikes and small airplanes. The exact limits are that the vehicle must not weigh more than 3 tons (without external weapons and ammunition) and that it must have room for no more than a single operator and a potential passenger. This power supersedes the Super Psionic Power of ‘Telemechanics’ and similar. Needless to say, these bonuses are only active when in a qualified Power Armor or Hovercraft.
      Effects
        Gains 1 RPA: Elite Combat skill every level (must be a Power Armor or light hovercraft they know of.)
        +1 APM at levels 1, 4, 8, and 12
        +1 non-attack APM at levels 3, 6, 9, 12, and 15
        +1 on initiative at levels 1, 4, 8, and 12
        +2 to Strike
        +1 to Dodge and Automatic Dodge at level 1, 4, 8, and 12
        Bonuses to Automatic Dodge from other sources are also added to normal Dodge actions.
        +2 to Pull Punch (if possible)
        Critical Strike on 18+
        Paired Weapons (no penalty to mounted weapons)
        +1 to roll with impact, punch, or fall at levels 1, 3, 6, 9, 12, and 15.
        +1 to save vs Horror Factor at levels 1, 3, 6, 9, 12, and 15
        +1 to save vs possession and mind control at levels 3, 6, 9, 12, and 15
        +20% to relevant Pilot skill
        +20% to relevant Pilot Related skills
        +10% maximum speed and altitude/jumping height
        Goose survival (10% MDC)
      Automatic Dodge Limitations:
        Only half the Automatic Dodge bonuses from Powers affect the platform.
        If the platform already has an Automatic Dodge, it gains the full P.P. Bonus disregarding any of the below, unless it is immobilised.
        If the platform is less than 1.5 tons (without external weapons and ammunition) and is considered highly responsive, it gains the full P.P. Bonus. If it is not considered responsive, it gains half the P.P. Bonus (rounding down).
        Platforms heavier than that get half the P.P. Bonus (rounding down) if they are highly responsive. Otherwise, they gain no P.P. Bonus
        If the platform is immobilized, it cannot dodge or auto dodge

Options: As the package is extremely light, it is designed to be able to be combined with others, with up to 6.8 million credits worth being practical without needing more extreme measures.

    MODEST REBAR (Extraordinary Physical Endurance and Physical Transformation)
      +1D6 PS (Extraordinary)
      20+1D6+1D4 PE, or +1D6+5+1D4 if higher
      +1D6 PB
      +1D6 Spd
      +4D4x10+4D6 SDC
      +4D6 HP, +1D4 per level of experience
      Turns into an MDC being (combine total SDC and HP)
      10% normal fatigue rate
      2 million

    Brain: Psionics (Super Combat)
      2D6x10+ ME ISP
      Electrokinesis
      Telemechanics
      2 Super of choice
      1D4+1 Sensitive of choice
      2,100,000 credits

    Bio-Regeneration: Healing Factor
      As Minor Power Healing Factor but without the stat or save bonuses.
      500,000 credits

    Attribute Enhancement (per point)
      IQ: 100K
      ME: 100K
      MA: 100K
      PS: 150K
      PP: 150K
      PB: 175K
      SPD: 150K

Total (Constant) Bonuses
    Attributes
      20+2D4 PP (or +2D4+4 if already 20 or more)
      +5D4 Spd
    Combat Stats
      +3 APM
      +5 on Initiative
      +1 to Parry
      +6 to Automatic Dodge
      +1 to Disarm
      +3 to Pull Punch
      +3 to Roll with Punch, Fall, and Impact
    Saves
      +6 vs Horror Factor
      +5 vs Mind Control
      +4 vs Illusions
      +2 vs Psionic
      Immune to possession
    Other Constant Bonuses
      +15% to physical skills requiring dexterity and prowess
      Needs 3 hours of sleep
      Stay up for 4 days without ill effects


And here's the Minuteman in all its glory. I'm working on just who my stuper speshul OC Wilson Clark is, along with a usable character sheet, but he's one of those gems that the GNE trips over due to their karma of being good guys.

Derived from Kitsune’s Phoenix Armory Glitter Boy. taalismaan is working on his own art though.
PSA-16TW ‘Minuteman’ Enchanted Glitter Boy
(aka Glitter Green, Raptor Boy, Glitter Slayer, Super Glitter)

    “Sir, the skull just spat out a new one that seems pretty clear. Prophesy states ‘The shining companies led by the time lost teacher shall travel to the heart of the galaxies and be met with a cold reception. But the legions of unholy fire, led by the Master of Devouring Worlds, the Haze of Ages, shall make them welcomed in haste, and they shall choke the army at its source.’”
    “You’re right. That’s outright childsplay compared to what we usually deal with. The second company of Minutemen GBs is finishing their training under Clark, and if he isn’t time lost I don’t know who is. And galaxies plural means the 3G, and that means the heart is Center. Unholy is supernatural of some kind, and ‘at the source’ likely means Rifts.”
    “The dimensional grapevine says that the eternal pissing match between Hades and Dyvel has gone serious, and they’re playing for advantages.”
    “The ‘Master of Devouring Worlds’ is worrying though. And the Haze of Ages? The true name?”
    “Maybe. I’ll have the 3G section see if they can dredge some legend up that fits. They say some of the activity they’ve been seeing over the past half year has twigged their suspicions, so they might already be working on it.”
    “Clark is scheduled to take the Minutemen out on field trials on New Year’s Day, so we have time to try to set up the travel arrangements. Going to have to pull in the State Department due to the political aspects. See if any of the other tea leaves back this up.”
    “Yes sir.”

    ---- Conversation in GNEIS Procognitive Analysis Division, late December 109 PA.

    “The Minuteman has just about every pie-in-the-sky feature those nuts could shoehorn in, but they actually work and don’t get in the way. They managed to finish the improved Molecular Chrome alloy that KLS kept banging their heads against with only a semi-detailed description and a few months of tweeking, and damn if it isn’t crazy how they did it. The CG systems are about what I expected given my experience with 3G tech, but the additional weapons were surprising for how in depth they were. The massive pauldrons make sense with the added AD mini-turrets, and they are great at taking out bigger missiles before they can mess you up. The arm changes are simply great, the micros are a great emergency swarm shredder, and the shield is still something else, being head and shoulders above anything short of an ASF variable model. And let's not even go into the electronics improvements and TW systems. They would have made loads of difference in Chicago.”
    ----Lt Colonel Wilson Clark, GNEAF, formerly of NEMA Midwest Command

    “Is it expensive to the point of being cost prohibitive? Yes. Is it worth it? Oh yes. The Minuteman has the capabilities of a larger robotic vehicle, and a good one at that, shrunk into something not much larger than an Ogre and with a good ground speed. It requires bleeding edge pilots to get the most out of it, but PS has some bio-mods that can bring merely good ones up to that level. They made a nuclear level spash when they were thrust into the Center stage while undergoing field trials, and having Wilson (*&@&*(@ Clark in charge of them only helped. Who better to lead massed Glitter Boys against the forces of Hades than the honest to god Neeman test pilot who literally wrote the half the damn book on how to use the original -G10 back in the day? Him being a damn good tactical officer was the cherry on top.”
    ---- General -----, GNEAS PA Corps, February 110 PA.

    “The EHMCA we use to coat the things is expensive and time consuming to make, but it's worth the effort. Conceptually, it's close to the ‘Magic Quartz’ that some Techno Wizard armors use, but it uses Earth Elemental magic to perfectly align the otherwise mundane molecules into just the right connections using an Ectofibre framework. It has to be painstakingly grown into the final shape gram by gram, and getting it to do curves takes even longer than normal, which is why things made from it are so boxy. If repairing it was that hard we wouldn’t use it, but the magical/psionic imprint of the material remembers its original shape, which lets somebody with a ‘Mend Metal’ spell card merge simple blanks to it and fill in gaps. Wastage is also near negligible, with the remaining blank stumps being just as usable as when they were fresh. They’re still more expensive than conventional armor patches, but they’re in a dead heat with normal Moly-Chrome and the labor savings are massive.”
    ---- Anonymous, PS Plate

    “The Minuteman gets compared a lot to the TI Crystal Star version, but there’s some details that often get overlooked. To start with, the one TI sells on the market is the monkey model, with the one bought by the Warlock Marines having better systems that are at least on par with what ASI puts in theirs. Thus, it's not particularly surprising that the Minuteman is a better performer, if only because it's actually complete. The Star still has the advantage of being permanently energy immune and has the constant camouflage system, as well as having a bit more raw durability. Repairs are also cheap if you have a Wiz and the PPE to burn, and that’s a renewable resource. Physical strength is a bit tricky, but if you know how to use the forearm blades the Minuteman has the advantage in melee. The rest of the weapons suite is distinctly in the Minuteman’s favor, but TI has announced that they’re upgrading the Star’s layout to ‘better suit battlefield demands’, which means they’re likely going to duplicate it.”
    ---- Excerpt from Three Galaxies Soldier’s Review Magazine

The culmination of arguably decades of work by Paladin Steel’s infamous group of deranged developers, the Minuteman is their long awaited Glitter Boy variant. As a multi century cultural icon of Rift’s Earth North America, it was mandatory that the company’s first model of such be as capable as possible. Thus, Paladin Steel used technologies gained from Aegis Stellar Industries to bring the design up to the true cutting edge of the Three Galaxies, adding their own flourishes to make it identifiably theirs. Finished no less than 3 months before the *th Siege of Center, they would make their combat debut in that mess due to either luck or providence, becoming synonymous with the courageous resistance against the Demonic Invaders. The changes Paladin Steel did to their new icon were as effective as they were extensive.

The most important change is the armor material. While still having the high durability and laser reflective properties of the original Molecularly-bonded Chrome, PS scientists were able to combine it with more thermally resistant materials, making it just as resistant to plasma and other heat based weapons. This also makes the laser resistance no longer tied to the reflective properties, removing the ability of VFL weapons to bypass it. The formation process uses dense ectofibre frameworks as the focus for overcharged Earth elemental spells to perfectly align the lattice formation, and is notably time consuming to produce in complex shapes. Another drawback is that material has great difficulties being shaped into large curved objects, resulting in the Minuteman’s very blocky appearance. This fit in with Paladin Steel’s general ascetics however, so it was considered a good start.

The second change is to the primary weapon, with the old RG-14 being converted to use CG technology to both solve the recoil issue and increase projectile speed. It is now mounted on a much more flexible mount, allowing the shoulder it is mounted over to be changed according to pilot preferences given a good 10 minutes. The ammunition drum has been replaced with a larger one with two different internal magazines for different ammunition types, and it can be readily switched if desired. The opposite shoulder holds one of the first uses of the PS-RFL-41 Slasher-B, and can be detached for use as an oversized rifle powered by induction through the hands.

Secondary weapons were naturally included, with modular mounts on the underarms and pauldrons allowing many of Paladin Steel’s pistols and rifles to be installed. The chest and legs now feature large Micro-Missile batteries, which can be tied into an automated point defense system if desired along with the pauldron turrets. Melee capability is provided by a pair of large retractable Power Blades in the forearms, and combined with the underarm mounts explain the particularly bulky appearance of that part of the limb. If need be, the Minuteman can use alternative hand weapons, but this is usually due to lack of spares for destroyed mounts or unusual circumstances that require alternative damage methods.

With the GRG-14X having contragravity dampening, the need for the recoil system is completely removed, allowing it to be replaced with a CG-flight unit. This allows the Minuteman limited flight capability, but it is most commonly used to ‘hoverskate’ across the ground at high speeds. The larger main body allows for a powerful Paladin Steel designed shield generator to be installed, further increasing its durability. A multitude of other systems have been added, such as ECCM gear, an EM Magshield, an automated PD system, and more. Naturally, all of these weapons and systems require an immense amount of power to operate, resulting in the installation of a Lucerin-enhanced Fusion Reactor, the first to be used in Power Armor.

As a final improvement, the company’s magical resources were thrown at it, resulting in a potent set of Technowizard enchantments. With the projected maximum construction numbers already being low, the additional burden was considered negligible, and they greatly increased the effectiveness of the armor. Taking a cue from the ‘Crystal Star’ pattern from Thoth Industries, the enchantments focused on the classics, with Impervious to Energy, Invisibility Superior, and Shadow Meld being automatic inclusions. The final slot was filled by Apparition, with the effects of having a more than double the number of Minuteman being felt to have a dramatic effect on battlefield effectiveness. Additionally, the ammunition drum was upgraded to a Pocket Dimension to be far more capable, and UWW grade sensors and internal protections were added.

Due to its sheer expense and lengthy production time, the Minuteman is reserved for the GNE’s own use. None of the other USA members have substantial interest in the Minuteman due to their lack of shared cultural heritage and far lesser need for planetary forces, but the GNE is more than happy to buy any that are produced. It is given first and foremost to Heritage pilots that are willing to undergo augmentation to further boost their abilities, followed by naturally talented PA specialists that are willing to commit to it for an extended time. Training for them is handled by no less than Lt Colonel Wilson Clark, the time lost test pilot who was at the spearpoint of NEMA’s entire RPA development program and was responsible for a majority of the Pre and Post-Cataclysm tactical manuals for General Sawyer’s Midwest Command.

As stated before, the Minuteman was first blooded in the Battle of Center. While the GNE would normally have sent their forces using their own dimensional transit methods, they chose to take the Phase World route this time instead, and loaded them down with large quantities of additional ammunition. As the armor was still in the field trial stage, only 2 companies of suits had been completed, and they were hastily given to the best PA pilots available. Their presence would greatly displease Gateland Security, who would send much of their heavy vehicles to serve as a deterrent, but the Demonic attack would commence a mere 7 minutes later. With a Gate Hub refusing to be locked down and demonic invaders flooding in, the head of Gateland Security decided to let the GNE forces assist in the defense. He would not be disappointed.

Over the next 6 hours the Minutemen would rack up an estimated kill count of over 300,000 Demons, with the ammo bins filled by flash fabricated ammunition from Gateland Security’s phase assemblers. Within the first 30 minutes they were able to blockade the Gate Hub and set up a kill zone that none could get through without magic assistance, and derailed Star General Halthhag’s plans. Tens of Thousands of Baal-Rogs and Gallu would be banished back to Hades under a storm of Boom Gun fire, and thanks to their efforts Gateland Control was able to shut the Hub down. They would then lead the attack on the demonically controlled portions of Skyline Starport and take out the Rift generating transports, ending the possibility of further reinforcements. Halthhag would then be forced to retreat by the forces of Thraxis and Cosmoknights, effectively ending the battle.
Spoiler:
Type: PS-AIPAU-PSA-16TW ‘Minuteman’

Class: Armored Infantry Personnel Assault Unit.

Crew: One, and are almost always given a top of the line Skinsuit.

MDC/Armor by Location:
    GRG-14X Boom Gun----------200
    Rear Ammo Drum-------------180
    Slayer-B-----------------------150
    Pauldrons (2)------------------150 each
    Arms (2)----------------------300 each
    *Hands (2)--------------------100 each
    Legs (2)-----------------------500 each
    *Chest McMLs (2)-------------90 each
    *Lower Leg McMLs (4)---------60 each
    *Head-------------------------300
    Main Body---------------------800
    Reinforced Cockpit------------150
    CG-Flight System-------------250
    Fixed Force Field--------------300

    The armor takes half damage from Lasers, Plasma, and any and all heat based attacks.
    The forcefield regenerates at a rate of 5% per melee (15 MDC)

Speed:
    (Ground Speed): 120 mph (193.1 kph) maximum. 10% fatigue rate with the CG system, 20% without. It more commonly uses its CG systems to hoverskate.
    (Leaping): 60 feet (18.3 meters) high or across, or 20 feet (6 meters) without the thrusters. Add 12 feet (3.6 meters) with a running start.
    (Flight): 200 mph (320 kph) in an atmosphere and Earth-type gravity, and trans-atmospheric. 1/5 G of acceleration in space.
    (Underwater) 40 mph (64 kph) to a maximum depth of 1,000 feet (310 meters).

Statistical Data:
    Height: 11 feet (3.35 meters).
    Width: 4.4 feet (1.34 meters).
    Length: 4.2 feet (1.28 meters) with contra-grav pack / rail gun magazine.
    Weight: 2 tons (1.81 metric tons), fully loaded.
    Physical Strength: 40 (Robotic), and is treated as a giant robot for carrying limits, meaning that it can carry another fully loaded Minuteman.
    Cargo: GNE standard survival kit stored in the cockpit, and the shin plates are designed to be used as mounting hooks for additional supply containers of up to a quarter ton in weight each.

Power System: Advanced Lucerin-enhanced Fusion, 25 year life span.

Market Cost: 35 million credits for the AJC, and is rarely offered to anyone else.

Bonuses: Beyond those of the USA-G10 (including its special RPA: Elite), it has an additional +2 to strike with all ranged weapons (total of +4 to strike for the Boom Gun and Slayer-B), +2 to disarm, and has a total of +4 to roll with punch, fall, and impact.
If the CG flight system is destroyed or disabled, power armor will have only +1 to initiative, +2 to strike with the primary weapons, -1 to dodge, and +2 to roll with punch, fall, and impact.

Systems of Note:
    Standard (PW) Power Armor Features, as well as the following;

    *Magic Sensors: Globe of Daylight, Presence Sense, See the Invisible, Sense Magic, Sense Evil, Sense Good, and See Aura. Permanently active.

    *Amulets of Protection: +3 to save against magic (including anti-magic cloud and other forms of dispelling magic), +1 save against psychic attacks and a bonus of +2 to save vs Horror Factor. Permanently active.

    *Integral First Aid System: Integrated RMK and IRMSS with drug dispenser.

    *Multi-Spectrum Target Designator: 10 miles (atmosphere) range, +1 to strike.

    *ECCM system: 25% chance of negating radar or communications jamming (non-magical) on its own, or a +5% if the pilot has a Read Sensory Instruments or Radio: Scramblers skill and devotes a full melee to operating the system. Having an Electronic Warfare Skill gains a +15% bonus to operating this system. Note that this only applies to received communications.

    *Automatic Point Defense Computer: +4 to strike with McMs, +2 with mini-turrets, 4 APM, targets incoming missile salvoes based on criteria set by the pilot.

    *EM Magshield: Particle and Ion weapons do HALF damage when this system is up. This is effective against Energy Pulse technology.

    *Ectofibre Mesh: Magical attacks are reduced in damage by 1/3, and the wearer gets to save +1 versus magic, and TW modifications cost 1/3 less. When combined with the EHMCA, Heat based magic attacks are reduced by 80% and TW modifications are reduced by 2/3rds the normal price.

    *Elemental Forged Molecular Chrome Armor: The armor is nearly impossible to repair with normal tools, but it can be quickly restored by merging armor blanks into the damaged sections with the use of a Multiplexor with the Earth Warlock spell of Mend Metal, although the mystically produced plates refuse to be beyond what they were created as. Each cast can merge up to 200 MDC of material to the armor.

Magical Systems: 5th Level equivalent
    *P.P.E Battery: 400 P.P.E capacity, regenerates 14 per hour (14 on a LL and 100 on a Nexus), and may be directly charged by the operator at a 1-to-1 ratio.

    *Shadow Meld: 10 P.P.E to activate, 2 minutes/level per activation.

    *Apparition: 20 P.P.E to activate, 1 minute/level per activation. Takes the form of an additional Minuteman, and several can be projected at additional cost.

    *Impervious to Energy: 20 P.P.E to activate, 2 minutes/level per activation.

    *Invisibility Superior: 20 PPE to activate, 3 minutes/level per activation.

Weapons Systems:
    1) GRG-14X Rapid Acceleration Gravitic Rail Gun: Fires at higher velocities than the original RG-14. It can be mounted over the pilot’s choice of shoulder, and it does not need an arm to operate. The attached ammunition drum is capable of quick field replacement.
      Weight: 865 lbs (392.4 kg).
      Range: 24,000 feet (7.2 km) in an atmosphere. 2x in space.
      MD: Flechette: 3D6x10+20 and +2 to strike against fast moving targets
        Solid Slug: 4D4x10+60 (critical strike on a natural 18+)
      Rate of Fire: ECHH
      Payload: 400 rounds stored in two 200 round permanent dimensional pockets. While rarely loaded by hand due to extra magazine spaces, the Glitter Boy’s Boom Gun can still be reloaded by hand, one round at a time. It will take 15 minutes to load 40 rounds

    2) Slayer-B Quad Cannon: Mounted on the opposite shoulder, or can be detached to use as a rifle.
      Range: 4,000 ft in atmosphere, 8,000 ft in space
        (Kitsune: 4K ft in atmosphere, 400,K ft/80 miles in space)
      Damage: 4d6 MD single shot
        2d4x10+16 MD short burst (four shots, one from each barrel)
        4d4x10+36 MD medium burst (eight shots, two from each barrel in sequence)
        4d6x10+48 MD long burst (twelve shots, three from each barrel in sequence)
      Rate of Fire: EGCHH
      Payload: Effectively unlimited, but no more than 60 (7.5 medium/5 long) shots per melee due to the massive drain and heat generation.

    3) Lower Underarm Hardpoints (2): Can hold any of the Fury-G’s non-missile wing options, and does not have energy generation concerns. These are usually some form of blast weapon.

    4) Pauldron Mini-Turrets (2): Similar to option b11 on the PSA-12 and the shoulder turrets of the VEBA-14EX, the pauldrons mount automated mini-turrets for anti-missile capabilities. The most common mount is an equivalent to the PSLP-4 Bushmaster for its relatively high range and low energy requirements, which can become an issue when all systems are at full power.

    4) Chest Micro-Missile Launchers (2): 32 McMs each (4 tall X 4 wide X2 deep), volley 2-8 each. Individual McM cassettes are 2x2x2 for ease of reloading.

    5) Leg Micro-Missile Launchers (4, 2 on each lower leg): 16 McMs each (4 tall X 2 wide X2 deep), volley 2-4 each. Individual McM cassettes are 2x2x2 for ease of reloading.

    7) Forearm Power Blades (2): Based on the Power Halberd. 1D6x10+25 MD per hit.

    8) Alternative Hand Weapons: As Robot PS 40, and there are UEL cables in the upper arms, but they are generally redundant.

    9) Hand to Hand: As Robotic P.S. 40

Variants:
    Paladin Steel has a number of vehicle scale weapons that can replace the Boom Gun and/or Slayer-B, such as the PS-HPBC-21B Heavy Particle Beam Cannon and its needed capacitor set. It is quite plausible that a command variant with improved communications and EWAR capability will be developed for use by squad leaders.

    A fully conventional version would replace the armor with the original Chrome and remove the TW features, reducing the acquisition cost for the AJC to 25 million. This would not have a notable effect on production numbers for a number of reasons, so this is of limited interest at this time.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Omegasgundam wrote:Anyway, here's a new bio-mod to go with the Minuteman Glitter Boy, although its used far beyond that. As a size note, I'm working on nerfing the Autododge capabilities of the super powered pilots, if only to make them a bit more possible to hit when they're level 1. The current idea is that bonuses from other powers only count as half, with the ur-combo of Lightning Reflexes and Extraordinary PP only providing a +3 rather than +6, which is basically what everybody used. Also working in how to use relative vehicle responsiveness.

IRON GUARD Power Armor Augmentation Package
(PU2 budget of 3.2+ million credits per operative)

A side project of the NEXT SWORD initiative, IRON GUARD is meant for Power Armor and light vehicle pilots. As those platforms are generally far less valuable than full ASFs, the base package was reduced to what was considered the minimum. However, it was hoped from the beginning that it would be used in conjunction with other small augment packages, so it is easily combined with many of them. For quality of life purposes, a new feature was developed that minimised the problems of being stuck in a cockpit for days or even weeks, which was hoped would improve operational readiness rates. In an agile PA or responsive hovercraft, the initial volunteers could keep up with Juicers, but Paragon Progress wasn’t done yet.

The primary feature of IRON GUARD is its Incredible Personal Craft Operation BINAS implant, bringing the volunteer’s abilities in vehicle piloting to the next level. Essentially a cut down and simplified version of the then experimental Preternatural Piloting Ability BINAS, the Incredible Personal Craft Operation implant was both much easier to implant and had less physical neurological requirements, allowing it to be distributed in large numbers. It is practical to distribute IRON GUARD augmentations by the battalion, making the GNE’s PA formations that much more capable. When more time and/or resources are available, additional capabilities can be added, with MODEST REBAR being so common that many think it comes with it by default.

Early test examples had a number of frustrating flaws, particularly debilitating migraines after prolonged use, but these were solved during development. The Minion War accelerated development, and IRON GUARD would be finalized and distributed right before Rifts Earth entered lockdown. It would rapidly proliferate across the AJC’s most elite PA units, particularly those that operated expensive imported designs like the Glitter Boy, Silverhawk, or even the Ground Pounder. Effort continues for a version that works with heavier robot vehicles.]



"I appreciate your taking out that Kittani armored platoon, but did you have to follow it up by dribbling the Kittani commander in his cripped exarmor down the roadway and making a basket shot with him through that old street sign overhead?"
"Yep, the faeries were watching us. You know how they hate the Harvest slavers and how much they love a good spectacle. Kittani power armor getting beaten, then toyed with, by an 'inferior technology' would definitely qualify as spectacle. And it's still kinder than what the fae would do to him if we left him staked out for them to play with."
-------------
"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
------------
Omegasgundam
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Posts: 444
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Re: Paladin Steel Storefront

Unread post by Omegasgundam »

And here's something I've been kicking around awhile and finally got off my ass and wrote the fluff for. After this I'm working of refreshing some older PS designs and coming up with an explanation for the f-ed up introduction timeline. And doing the character sheet for my stuper spesul NPC.


Based on Kitsune’s creations.

PSA-19 ‘Bec de Corbin’ Combat Strike Exoskeleton
“The Corbin is the best version of the Warhammer yet, and it's not surprising that PS are the ones responsible. Armor is upped, a good forcefield comes standard along with improved sensors, and you gain a pair of good backup energy guns for when you’ve dumped your load. Micros may not be very good against fast airborne units, but considering it's a low level ground support unit they’re more than good enough. The EM gun is replaced with a Flamma, and while it's no ‘Hawk Multi-Rifle is still one of the better contenders. It even has a clamp where you can store a Power Blade for when you get dragged into melee or just need to cut a hole. The mass gain doesn’t affect performance, so it’s as mobile as ever.”
----Major Philip Fredette, CAF

“SpecFor is basically the CAF’s spearpoint in fixing up Thundercloud, and that means we cross paths with the USA constantly for one reason or another. Our relatively closeness and number of personal connections allows us to get access to the ‘pretty good’ sections of the PS catalogue, and there are a lot of gems covering niches that Procurement has only just started noticing. If you ask nicely, you can get a version of the Corbin with a more normal appearance, and it has a higher baseline than any of the other variants of the Warhammer I can find. It's still close enough that it's near impossible to cleanly ID it, so we’ve been cycling out our older suits in the pool for it. The launchers are modular enough that you can pack quite a few different loads, which comes in handy at least once a month. The Whammy is still the second most common PA around, so the deniability is as good as ever.”
----General Vlar Reltish, CAF Ground Forces

“Overly complicated name aside, the Bec de Corbin is a good ground attack flyer. It's really more of the classic Warhammer formula, but as said formula still works that makes it better. Armor values are damn high for its mass and price, which makes it that much more likely to come back after you send it out. The price is naturally higher than all the others, but when you add in the stock forcefield (which is a good one) and the better reactor it's a slight bargain. It doesn’t have quite the same options list as other ASI products, but there’s more than enough slack in the frame to bring its mass up to a full ton without affecting performance. Give them six months and we’ll be seeing hardpoint and limb replacement options.”
---- Excerpt from Three Galaxies Soldier’s Review Magazine

“The GNE’s new ‘Bec de Corbin’ is their take on the Striker SAMAS, built with their alien technology and inflated to Super SAMAS proportions. This gain in volume and mass translates to increased capabilities, and the overall list of known factors is grim reading. The ordinance payload is at least twice that of the Striker, and it has been recorded as going super sonic for sustained periods. Melee capabilities are unknown at this time, but a large externally powered blade seems to be standard issue. Durability is at least on par with the Super SAMAS even without its forcefield, although they have not yet been spotted with any of PS’s alternative armor types. As far as we have been able to determine, they are being offered to trusted forces for between 5 and 6 million credits, so there is hope that we can get our hands on one for more in depth analysis.”
---- Excerpt from CS Intelligence reports.

“Thanks to the database that was brought back, we have been able to identify the GNE’s new flying armor as an upgrade of an open source design called the Warhammer. A relatively simple PA, it is still considered very effective in ground support operations. Assuming they are working from the ‘Ironmonger’ standard, which was the previous best available, we believe we have a good grasp of its overall capabilities. It's only fault is that the leg speed is merely mediocre for its tech base, but this is a near complete non-issue due to its CG flight system. Other than that, it is a more capable platform than any other terrestrial design that does not also come from the GNE, and it is effectively impossible for us to match them until we have achieved our orbital breakout. That being said, we can do a great deal of work ahead of time, so it should not take long to field the Predator III once we do so.”
---- Excerpt from NGR Intelligence reports.

One of Paladin Steel’s new products during the post-Minion War reconstruction, the Bec de Corbin is their version of the Three Galaxy’s open source Warhammer. Due to using the same fundamental tech base, the overall performance is equal to that of Ironmonger Forge’s equivalent, but uses notably more capable materials and auxiliary systems. The Corbin also comes standard with a Paladin Steel designed forcefield, removing the need to pay Naruni, and also comes with a very useful ECCM system. As the suit’s weapons are overwhelmingly missile based, this is a major help against the increasing numbers of ECM platforms that are being fielded. An additional improvement is the addition of internal secondary weapons in the form of a pair of underarm mounts, and the reactor has been upgraded to compensate.

In the Three Galaxies, the Bec de Corbin is on the semi-restricted list, being offered to USA affiliates at a reasonable price. On Rifts Earth, the GNE is seeding it into their PA formations as one of their preferred organically attached group support platforms. Paladin Steel is continuing to work on additional options.
Spoiler:
Type: PS-SCSE-PSA-16 ‘Bec de Corbin’

Class: Space Combat Strike Exoskeleton

Crew: One, and are almost always given a top of the line Skinsuit.

MDC/Armor by Location:
  • Wing/McML (2)-------------150 Each
    Shoulder/McML (2)---------150 each
    Upper Arms (2)-------------150 each
    Forearms/McML (2)---------100 each
    Hands (2)------------------50 each
    Legs (2)--------------------200 each
    Head-----------------------120
    Main Body------------------500
    CG Propulsion System------250
    VEFFG02RR Forcefield-------150

    The forcefield regenerates at a rate of 1.5 MDC per melee.
Statistics:
  • Height: 10.01 feet (3.05 meters).
    Width: 5.09 feet (1.55 meters) Wings down, 14.60 feet (4.45 meters) wings extended.
    Length: 5.91 feet (1.80 meters) including Contra-Grav flight pack.
    Weight: 1,800 pounds (--- kg).
Speed:
  • (Normal Ground Speed): 49.7 mph (80 kph) maximum. Note that the act of running does tire out the operator, but at 5% normal fatigue rate. If the contra-grav flight system is not engaged or damaged, increase fatigue rate to 10% of normal.
    (Atmosphere) Hover to Mach 1.1, transatmospheric
    (Sublight) Mach 7.5
    • (Kitsune: 20% of light speed; Accel/decel at .75% of light speed per melee)
Physical Strength: Equal to Robotic P.S. 40. Can lift and carry up to 1000 lbs (450 kg).

Power System: Advanced Fusion; average energy life of 15 years.

Market Cost: 3.5 million credits, and less than 2.5 million for the AJC.

Systems of Note:
  • Standard (PW) Power Armor Features

    *Multi-Spectrum Target Designator: 10 miles (atmosphere) range, +1 to strike.

    *ECCM system: 25% chance of negating radar or communications jamming (non-magical) on its own, or a +5% if the pilot has a Read Sensory Instruments or Radio: Scramblers skill and devotes a full melee to operating the system. Having an Electronic Warfare Skill gains a +15% bonus to operating this system. Note that this only applies to received communications.

    *Integral First Aid System: Integrated RMK and IRMSS with drug dispenser.
Weapons Systems:
  • 1) Underarm Mounts: Can use any of Paladin Steel’s energy pistols with unlimited payloads, 2x the normal cost. They do not need WP Paired Weapons to fire-link.

    2) Wing Micro-Missile Launchers (2): 24 per wing, volley 2-8

    3) Shoulder Micro-Missile Launchers (2): 48 MMs each, volley 2-8

    4) Forearm Micro-Missile Launchers (2): 24 MMs each, volley 2-8

    5) Hand to Hand: As Robotic PS 40.

    6) Alternative Hand Weapon: Usually issued with a Flamma and an ammo drum, and many have some form of Power Blade for melee combat.
Variants:
The launchers can be replaced with MM variants, dividing the payloads by 4 and salvo size by 2. Alternative payloads such as options from the PSA-14 are also being explored, and the AJC commonly equips their with additional sensors.
Last edited by Omegasgundam on Fri Sep 29, 2023 7:07 pm, edited 1 time in total.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Variant:
PSA-19 ‘Bec de Corbin’ Combat Strike Exoskeleton(omegasgundam)
*PSA-19EW ‘Nightflyer’
---Electronic Warfare variant
(aka ‘Fuzzer’, ‘Becem’, ‘Blue Ghost’)

“The true measure of a power armor isn’t how much of a beating it can TAKE, but how much of a beating it can GIVE...and I’m not bowing to the gun-bunny crowd here...what I mean is that ideally a power armor amplifies what a soldier has, and giving him the means to use it to best advantage...that includes a trooper’s natural inclination to hit the dirt or dodge like crazy when enemy fire comes calling...a good power armor will give the trooper the mobility to escape, regroup, flank, attack, and run like hell again....systems like stealth, or cloaking, are just there to improve the chances of getting away with that...as well as saving the asses of your squadmates in the bargain.
So it doesn’t matter if the suit’s a lightweight, or it’s got a peashooter or a Boom Gun...if the suit can get you or a comrade into position to deliver that kill-shot, either that splinter in the eye, or that Hammer of God strike, it’s a good suit....Give it to good troops who know how to use it, and there’s no reason why a well-trained squad can’t take out a dragon, a DHT, or a Dark Mage!”
---Major Duke Hammerstein, Greater New England Regular army, Fort Thang Training Centre.

“These things remind me of the Struggle Suits my people used to wear in space combat before our final big dust-up...and our getting swallowed up by the rifts we tore in the space-time continuum. The Greater New Englanders who found us and our armor at first wanted to copy our gear, but decided against it in favor of their own designs. I’m glad of it, and I’m glad, in retrospect, that they went with different color schemes as well. One comment I constantly heard was that the color we made our power suits was an absolutely GHASTLY shade of red, like dried blood,....Oh, I think the justification was to make them easier to spot for rescue ships in space, but given the sort of war we were fighting, SAR operations were increasingly impossible.....No, the GNE went with a decent aerospace camouflage color for their suits...and the first came out a pale airborne blue and gray.....looked absolutely beautiful...After a few run-ins on the proving grounds, everybody started calling ‘Blue Ghosts’...”
---Lt. Aza Datri 387, Paladin Steel/Aegis Stellar Industries Tech Advisor, Warehouse 13 Liaison.

“Once had the occasion to take an early test model PSA-19EW up against a trio of Bandito ‘Wild Weasels’ just outside Los Alamos....their electronics are pretty much even with what I was packing on the test runs, seeing as we pretty much cloned the Black Market hardware....so you’d think it would be real battle of titans...instead we had four hours of cat-and-mouse in the badlands, each side trying to spook the other into making a mistake and showing themselves...I got rid of two of them, ditching them in the wastes, but the last guy had to be a natural ace, because he kept coming after me...Finally got so bad that the Los Alamosies sent out a patrol of Juicers to go chase off the two idiots who were scaring the local ranchers’ cattle....I guess both of us got lost after that, because I never saw the other guy again...Didn’t resolve anything really, because we really weren’t trying to kill each other, but it sure was fun!”
---’Phantom Menace’, Night Flyer Pilot.

The ‘Nightflyer’ is a variant of the PSA-19 ‘Bec de Corbin’ Combat Strike Exoskeleton optimized for electronic warfare, much like the Bandito Arms ‘Wild Weasel’ variant of the SAMAS. The PSA-19EW sacrifices the shoulder micro-missile launchers to make room for a jamming system suite, and the wings now feature bulbous antenna housings on the ends. The PSA-19EW typically carries a self-contained weapon such as a clip-fed energy rifle or projectile weapon to reduce extraneous draw on the power systems(and allocate more power to the jammers), while the wing missile racks will carry a mix of decoy and countermeasure missiles mixed in with more conventional combat missiles.
PSA-19EWs rarely sortie alone; they are most commonly deployed as part of a power armor squad in a supporting role, hanging back from direct combat and protecting their comrades from detection and targeting systems.

Changes/Modifications:
Systems of Note:

*Enhanced Electromagnetic Radiation Shielding---Both passive insulation and an active Magtech field protect the ‘armor from radiation. Incidentally, particle and ion beam weapons do HALF damage when this system is up. However, due to the EM field this system sets up, electronic cloaking and stealthing CANNOT be used simultaneously.

*Improved ECCM system: A semiautomatic system that uses electronic encryption and frequency jumping to (attempt to) negate jamming systems. The ‘Nightflyer’ has an improved version with more sophisticated software that has a 35% chance of negating radar or communications jamming (non-magical) on its own, or a +8% if the pilot has a Read Sensory Instruments or Radio: Scramblers skill and devotes a full melee to operating the system(no other attacks/actions are possible).
Having an Electronic Warfare Skill gains a +20% bonus to operating this system.
Note that this only applies to received communications (the system filters them out from the jamming clutter) and sensory data received by that unit alone (other units cannot make use of it, unless they have an unaffected datalink/info-share with the ECCM equipped unit. Magic/psychic jamming is NOT affected by this system.

*EW Jamming System---A more sophisticated version of the ‘black box’ system used on the Bandito Arms ‘Wild Weasel’ SAMAS, similar to that mounted on the ‘Fury’, but with an extended range, allowing the ‘Nightflyer’ to cover other units.. This system has a 01-80% chance of jamming all civilian band communications, and a 01-70% chance of jamming military bands within its 6 mile radius of effect
The target jamming aspect of this system means that in automatic mode missiles and sensor-guided weapons systems are normally -2 to strike the power armor. If the pilot chooses to devote an APM to defense per attack, he or she, using their Electronic Countermeasures skill, can raise that to -6 for a volley, or -9 if they elect to focus their efforts on one missile/weapon for that action. The radar jamming effect covers a 3 mile radius.

* False Sensor Projection---The Nightflyer can generate a series of sensor ‘ghosts’ that are offset from the actual physical power armor by as much as 2 miles. Up to five ‘ghosts’ can be generated, further confusing the issue. Enemy sensors are at -20% to Sensory Equipment rolls to see through the deception. Mark One Eyeball works just fine against it, though.

*Electronic Cloak:
In the alternative, the system can be used as an electronic cloak, to mask the armor from detection, by creating enough backscatter and sensor ‘fuzz’ to mask the exact location and nature of the intruder. A sharp enemy EW officer will know that something is out there, but he just won’t be able to tell the WHAT and the WHERE. This system is essentially a scaled-up version of the Juicer ‘Scrambler’ electronic cloakers, powered up and improved to shield the larger and more complicated(in terms of sensor signature) power armor.
Under the protection of the Cloak, the power armor has only a 20% chance of being detected by standard thermal optics, motion detectors, and radar. Laser targeting systems have NO bonuses(lose lock-on), and missiles are -2 to strike(Conventional jamming CANNOT be activated simultaneously with this...the increased EM ‘noise’ will blow the cloak).

*Radar/EM Locator---The Nightflyer’s EW suite can backtrack radar and EM emissions, allowing it to determine the source(direction and distance) of the emissions, 30% chance of success with automatics, or with a successful Electronic Warfare roll(remember the bonuses for operating the systems).

Weapons Systems:
3) Removes the Shoulder Micro-Missile Launchers(makes way for the jamming systems)

7) Flare/Chaff Launchers(2)--Leg mounted racks.
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: 4 per launcher, 8 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
------------
Omegasgundam
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Posts: 444
Joined: Thu May 08, 2008 11:04 pm

Re: Paladin Steel Storefront

Unread post by Omegasgundam »

Makes perfect sense. The suit has enough mass to play with and the room to put it in. It being fundamentally tough and reasonably fast (for a CG PA) makes it all the more able to fulfill its role. Combined their shear utility makes them essentially mandatory for any GNE Flying PA unit, and many ground formations would like them as well.

EDIT: Oh, I have an idea for a custom Minuteman for when PS wants to make a point to NG. A gladiator build.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Omegasgundam wrote:Makes perfect sense. The suit has enough mass to play with and the room to put it in. It being fundamentally tough and reasonably fast (for a CG PA) makes it all the more able to fulfill its role. Combined their shear utility makes them essentially mandatory for any GNE Flying PA unit, and many ground formations would like them as well.

EDIT: Oh, I have an idea for a custom Minuteman for when PS wants to make a point to NG. A gladiator build.


Yah, the Bee de Corbin was the perfect platform for some gear and concepts I had backburnered. Rather justifies 'don't throw that away, its time will come'.

Go for NG-baiting. PS ain't the Cubs, nor (that I'm aware of) have we been cursed by the Bambino when it comes to Trash-Palace games.
-------------
"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
------------
Omegasgundam
Adventurer
Posts: 444
Joined: Thu May 08, 2008 11:04 pm

Re: Paladin Steel Storefront

Unread post by Omegasgundam »

And here's my stuper spesul OC, Lt Colonel Wilson Clark, a beat stick that also justifies PS getting their hands on a lot of NEMA tech. Spoiled because JFC did I sperg on my poorly disguised datadump. 15 or so pages in GDocs.

The Time Lost Neeman
Spoiler:
Phase World, Center, Skyline Starport, Sector 4, +6:03 hours since beginning of Demonic offensive.

A group of 39 figures sped across the air at a decent clip. They were on a direct course to the sections of the Skyline Starport that had been acquired by the Demonic fronts, and now hosted ships carrying Rift generators. The incoming soldiers were clad in gleaming chrome, with the sharp angles and distinctive helmets identifying them as members of the GNEAF. They were here due to a combination of luck and prophecy, and they were eager to see through the last parts of it. The rents on all of them showed evidence of the day’s fighting, and a look at their metaphysical aura would show that they had felled more than a 1000 demons each during it. At the front was a man that his fellows considered to be a living legend, Lt Colonel Wilson Clark, a legitimate Neeman and a true master of Power Armor and Robotic Vehicles. This is his story.

‘After a good 5 and change hours of manning a gun line, it was good to go on the offensive’ he thought, as data streams raced across his HUD. The mission was a scratch job, but CAIN had more than enough spare processing power to take over the C3 portions. Right on cue, the AI chimed in, giving him the 60 second warning before contact. His final checklist ran through his head; ‘All armor above 70, ammo at 80, secondaries full, shield full. Alpha Lead is Ready Op. 50 seconds to contact’ It was then that a warning came from an off angle side of his mind, giving him a premonition that he had expected. ‘Of course it happens now’ he thought as he gave a grunt of annoyance and stated into the comms “Hi-MI, cover me”.

His squad diligently shifted formation to shield him as he fell to the back, his mental augments once again in their failure state. ‘High Migraine’ they called it, but that was the wrong term. From what the doctors said, they drove his thoughts into a state of hyper-acceleration, thinking too fast for his body to react in a functional manner. It was triggered while waiting between two significant fights in a short period, and he had just led a pair of PA companies as they stonewalled 6 digits of demons for hours. Paragon Progress said they had a solution ready for implementation, but he had decided to wait until the rest of the IRON GUARD package was finished. That was a good half a year away, so he had to deal with this problem for the meantime. It had been a daily presence for the last 6 months due to the training program he was running, so he was well familiar with its effects.

On the plus side, his psionic abilities gave him enough warning to trigger an autopilot macro he had set up, and it wasn’t life threatening by itself. It caused him to mentally ramble like he was right now, following related trains of thought until the surge died out. It was never more than 30 seconds, and he’d gotten used to it enough to not need a recovery period, so he had more than enough time to let it finish. His command squad were well familiar with the problem, and he had trained them well. Not as well as some of the previous Chromium Guardsmen pilots, but he didn’t have the luxury of a year of peacetime in a pre-Cataclysm environment. They were better than many of his later groups, with the standards falling as General Sawyer needed every PA jock she could get her hands on, but at least he was able to draw from the rest of NEMA’s branches of the decade he helped hold the line. He was going over his life story now, but he’d only done it a few times so it wasn’t done to death yet.

A full decade of his life trying to keep civilization alive. And they essentially failed. 3 centuries later, all people remember from the early days were the ‘Neemans’ with half remembered details becoming mythology. But they remembered the Chromium Guardsmen, although the name had devolved into the Glitter Boy. He had to admit, he that thought something along those lines himself when he first laid eyes on the prototypes back in 2090, having been on the short list of test pilots due to being part of the Aberdeen Proving Ground test staff since the first combat ready exoskeletons showed up in 2071. Since then he had pushed every single test unit and concept armor that had crossed its fields, breaking many of them in ways that had the eggheads swear wasn’t possible. He’d even worked over most of the robots, with the Mastiff and Bulldog not being considered ready until he gave his say-so. He’d had nothing to do with the Super-Mastiff, but that slug would never have met his standards. Its limitations had been readily apparent when he’d worked with them in Chicago, and he was glad that the GNE didn’t have much interest in it.

In the distance, he heard CAIN state 45 seconds to contact.

Chicago. A decade there. He’d been assigned to Midwestern Command to serve as an instructor right before the Cataclysm, and Sawyer knew his reputation. She had him cracking the whip at every group of prospects he could, and he was the most effective by a large margin. A good deal of that was due to his emergent psionics, which gave him a bunch of sensitive powers that helped deal with people. They also helped him measure up the various hordes of supernatural monsters the Rifts spewed out, and he’d been the one responsible for writing the majority of tactical guidelines for the RPA units. He'd been part of no small number of pitched fights himself, with his old prototype -G9 being just as capable as the mass production -G10. The differences were that it was loaded down with test sensors and recorders, able to write down every moment of operation for more than a month straight. He hadn’t needed that anymore, so he used it to store the notes and documents that he’d gathered over his career, with some of his best work being written when he was out in the field.

And then came that day in 2108 when it seemed like it was all over, with legions of Chaos Demons swarming out the Blue Zone by the hundreds of thousands. NEMA could gun them down easily, but there were simply too many of them to stop, and casualties mounted. He’d replayed that battle countless times since then, and he still hadn’t come up with a better option but to call in the strat nuke strike. The PBI’s had fallen back to get some pretense of cover, and almost all of them were able to get their APCs into the river before the hammer fell. That meant it was up to the RPA to hold the monsters off, and basically everybody but the Guardsmen were spent by that point. But they held.

He didn’t know just how much of the horde the blast took out, but considering that Sawyer managed to hold out another decade it must have been enough. Only a dozen or so Guardsmen were still alive when it hit, and it was as much luck as skill that he survived it. Most of his suit didn’t, being reduced to a barely functional wreck, and he would have certainly been butchered by the survivors, but the death surge flared up the nexus enough to cause a massive disjunction. It flung him across the megaverse like a leaf in the wind, and he crash landed here at Center in Spacer Town. Center Security swarmed him in seconds, and he was in no condition to try to even stand at that point. It was then that somebody intervened, with the Humming Elder taking over and explaining his situation.

40 seconds

He wasn’t just a few universes away, he was also 295 years forward. His psionics told him that the Elder was both a big power and not an *******, so he was inclined to believe him. He’d arguably spent the last decade seeing his world die by inches, so it didn’t hit him as hard as it could have, but it still hit. Thus, when the Elder said there were parties from home active on Center he was near frantic, and so he was led to the ASI outlet. Wonder of wonders, the manager that the GNE had assigned was as much there for intelligence gathering as actual sales, so his uniform was recognized on sight. The interrogation/debriefing that followed was long and thorough, but he was given the all clear. His return to Earth gave him mixed feelings, with everything he had known being washed away by time, but at least something good had survived.

The state of Earth was almost as bleak as he thought it was though. The midwest was dominated by honest to god Illinois Nazis that had built their empire off of the remaining bones of Sawyer's efforts, but at least there was civilization. Atlantis was a painful surprise, and there was no way that the rest of the world could resist if Splynn decided to play for keeps, but thankfully that eyeball was there for his own amusement above all else. The Atlantis Wave explained why everything had gone to **** like it did though, as well as the state of the coasts. Greater New England wasn’t even a decade old, with Paladin Steel only managing to get back on their feet within the last 30 years. They had grown like a band of munchkin Mary Sues, but that was just what the doctor ordered as far as he was concerned. Their tech was still behind NEMA, but they were catching up fast with 3G imports and they had a substantial cache of stores and salvage from Smugglers’ Notch. And the terabytes of data on his intact hard drives could fill in the gaps, and petabytes from the APG backups. They’d even started producing their EBA-130 clone, and it had some actual improvements.

He’d spent 3 years as a consultant regarding NEMA technology and their developments, and it was time well spent. The PSA-14 Fury was heavily influenced by his testimony regarding the Silver Eagle, and its agility and responsiveness were due to his focus on ironing out the real world kinks in the programming. It wasn’t Moly-Crome plated, but that was being worked on for the next model. He’d seen both wonders and horrors in the labs, and helped to quietly smother some of the worst. If he had to see another Super-Mastiff, it would have been too soon, and he’d found no small number of allies in his efforts. And then they brought him on board with the Minuteman program in 108 PA, and he saw fresh Chromium for the first time in almost 5 years.

35 seconds

He was in love with the new armor the moment he saw it. The sharp edges and flat surfaces immediately told him they managed to complete the formula improvements that the best of KLS had spent almost 4 years working on in vain, and the weapon ports were obvious to his experienced eye. The use of Contra Gravity technology solved the recoil problem and allowed for no end of improvements, and he’d learned enough about it to identify the emitter arrays distributed around the body. He’d been mostly right with his guesses over the armaments, with the arm weapons and shoulder turrets being obvious, but he wasn't familiar enough with Micro Missiles to call them when they were behind their covers. The forcefield had been exactly what he’d hoped for, with PS being able to shoehorn in a full ship mount rather than the slow recharging PoS that Naruni pushed. But it was the Techno Wizard systems that surprised him.

As a psionic, he was able to get them to work without any assistance, and they were incredible once he tried them out. The stealth features effectively solved the visibility problems, and allowed the Minuteman to actually infiltrate worth a damn. The energy resistance made it effectively invulnerable to anything but kinetic weapons, and while most of the belligerents of Earth kept large numbers of slug throwers for that exact purpose it was still a massive tactical benefit. And then there was the Apparition. Oh, the Apparition. He spent almost a year fiddling with its settings and decision trees getting it to work just right, and it was worth every second. The ability to force the enemy to act as though a single armor was an entire squad is priceless, as while one Minuteman is a problem a full squad is a nightmare. He’d made a point of hammering its utility into the skulls of every one of the students they’d given him for the field trials.

And then came today, when the planned trials were derailed when Intel’s professional (and almost certainly literal) tea leaf readers came crashing in with a hot prophecy that had him as the centerpiece. ‘The shining companies led by the time lost teacher shall travel to the heart of the galaxies and be met with a cold reception. But the legions of unholy fire, led by the master of devouring worlds, the Haze of Ages, shall make them welcomed in haste, and they shall choke the army at its source.’ To him, it was obvious. The 120 Guardsmen he had trained up constituted a pair of companies, he was a man out of time, knew enough about the 3G to know how important Center was, and immediately thought of Infernals when he heard unholy legions. 120 Guardsmen could do a lot of good if they had a choke-point, and 120 Minutemen could do far more. That just led to the matter of actually getting them there, and while the Protheans weren’t happy with so much heavy metal in Gateland they were willing to allow it for a pre-arranged short stop over.

30 seconds. The autopilot activated the Invisibility system alongside the rest of the unit.

The original wait time for their next connection had been 2 hours, but not even 7 minutes into it Hades made its play. It took the GateSec commander 20 seconds to deputize them and throw them into the fray, and it was glorious. The only problem they had was firing the Boom Guns too close to fleeing civilians, and that only lasted 10 minutes before all but the dumbest found a hole to hide in or were dead. It took another 20 minutes to barricade the exits of the seized Gate Hub, and then it was mostly a matter of keeping the shooting gallery going. He’d lost count of the number of Greater Demons he’d popped over the next 5 and half hours, and he’d spent all 3 ammo drums he’d brought with him. GateSec was able to get him fresh ones thanks to their magic Phase tech, and that kept the Minutemen going strong. There had been losses, with 2 platoons worth being out of action and another 2 being forced to resort to basically melee due to damage to their shoulder mounts, but they bought enough time for Gate Control to force the Rifts closed.

And that led to now, with him leading the remaining 2 platoons to Skyline Starport and take out the Rift generating transports before they can dump another wave of Demons. The attached Pathfinder said they have a 6 hour cool-down after their sets of uses, so he only had a 5 minute window to pull it off. A full 5 minutes. Christ, talk about overkill. He had 38 Minutemen with full ammo loads and less than 100 targets on non-sequential pads to use them on. If it took him longer than 3 and a half he’d be disappointed, although Cluster 6 was a good 30 seconds away from the rest, so that might push it up to a full 4.

25 sec-

With a snap, he felt himself in control again. 25 seconds exactly. “Though” he announced, resuming his place at the front. ‘I should get that patched before I have to fight a campaign’ he thought, with a few flashes of battles past finishing their race through his mind. The first landing pad was coming into view as they turned a corner, just about 2.2 kilometers outside of their maximum effective firing range. He checked the few security feeds available; no sign of new activity. They likely had tactical surprise.

Cluster 1 and 2 slowly came into view over the next 15 seconds, and his optics showed only moderate signs of defensive posture. The rest of the unit spread out to maximize the number of targets they could hit in the opening seconds. The kinetics were targeting Cluster 2, with their invisibility allowing them to get into their energy range for Cluster 1. It was a pit risky, but if the squads split their fire they could destroy both groups within 15 seconds, which would allow them to take a better path to Clusters 3, 4, and 5, shaving a good 20 seconds off the op time. If those MM turrets were as small as he thought they were, the company had more than enough PD to eat the incoming volleys, and IE would neuter the HI-Lasers of both the ships and the mobile turrets they had set up to deal with incoming missiles from the PD Turrets. The only issue was the squad of PA that were moving around, but they were both on the ground and looking the wrong way. 5 seconds to contact.

5 seconds

The tacnet assigned their targets as the red line approached. The plan is good. Time to pull it off. Execute.

Execute

His mind pulled the mental triggers, the invisibility spell failing, and sending an AP slug at the target on his left while his rifle pod and underarm mounts sprayed energy at the one in front of him. Beta Platoon was firing off a few of their leg launchers at the enemy PA, which would be enough to suppress them long enough to deal with the ships. They were off to a good start.

Lt Colonel William Clark
“Of all the mostly sad details that I was confronted with, the most bizarre was that William Clark was there to greet us. More than 300 years after the end, and that Juicer in an exoskeleton was still alive. His explanation for just HOW it happened took a bit of convincing to believe, but he had the recordings to prove it. That he had hooked up with the ‘Greater New England’ was one of the few bright spots out of the rain of disappointment that was NEMA’s descendants. He’s become even more ridiculous since then thanks to his Bio-Augment, and he’s doing the same job as ever; breaking the latest toys to come from R&D or purloined by Intel. By all rights he deserves to be promoted to full Colonel, but it's debatable if NEMA still exists, so that can wait a year or two. He’s happy enough as it is, and he gets more respect than I do. And in all honesty, he deserves it.”
--- General Anthony Emmel, NEMA East Coast Command, 110 PA

“Clark’s influence on PS’s RPA development is significant, but not dominating. He has a noted preference for higher mobility designs, if only to get them where they’re needed faster, and thinks more in terms of monster slaying than combat against peers due to his experiences. He also despises designs that are built around a single novel gimmick like the Sopdu, and to be fair that one is a bit of a flop, and considers anything slower than 50 mph a disaster waiting to happen. That happens to line up perfectly with the GNEAF’s general preferences, so he’s just a louder voice in the choir in that regard. He is the guy that calls the shots in terms of cockpit ergonomics though, and considering how much sway he had back in the day combined how much the CS and NG have slavishly copied NEMA standards for such that’s always been the case. Be glad he’s not as hard on machines as he used to be though; before he was augmented he didn’t consider his testing done until he managed to break the frame.”
--- PS Robotics Internal Memorandum, 110 PA

“Clark? I’ve worked with him. He’s part of the GNE contingent and is responsible for their Glitter Boys, or Minutemen as they call their new model. Truth be told, he is simply ridiculous in a PA, and can make them move faster than any Juicer I’ve ever seen. And considering that I’m currently riding herd on almost a quarter million of them? That’s a lot of Juicers. He’s a lot older and experienced than he looks, and when the more sensitive Knights look at them they swear they see the cataclysm first hand. The rumor mill has it that he’s a true Neeman, and he’s been particularly conspicuous in not addressing it. It wouldn’t be the most unlikely thing I’ve seen, and I get the same vibes off of him, so it's more likely than not in my opinion.”
--- Grandmaster Segeya Kross, Cyber-Knight Brotherhood, 112 PA
Spoiler:
William Clark is a man out of time. A legitimate Pre-Rifts member of NEMA, Clark was the most veteran RPA test pilot in North America, having been part of the military efforts in the field since the beginnings in the late 2070s. Every NEMA Power Armor, Robot, and hovercraft that saw widespread adoption passed through his hands before anyone else’s. He was renowned for his mental flexibility and cross spectrum piloting prowess, and was able to understand the realities of RPA combat far earlier than most. Large chunks of the instructions given to NEMA’s RPA pilots were drawn from his observations along with those of his fellow coworkers at Aberdeen Proving Grounds. As a result, he has also influenced the derived doctrines and training programs of the Coalition States and Greater New England, although he is quick to state that it was mostly due to him being the first to put the ideas to paper. He knew at least a dozen different people with the right skills, mindset, and position to do the same, although most of them would have had to be in conjunction with another, if only because of his ‘unusual’ skill set.

To say that Clark is ‘highly skilled’ is putting it mildly. As one of the very first NEMA RPA Test Pilots, he was trained in every related field they could find the time to cram into him, including the use of experimental memory implanting technology. His strong will and latent psionics allowed the process to both see notable success and have only minor downsides, the latter of which was slowly worked off over 2 decades. He was one of the few success stories with that part of the program though, but fortunately the failures only suffered from frequent migraines. Clark would acquire most of the documentation relating to it before his transfer to the Midwest Command, and they would prove extremely useful in the GNE’s own efforts once they got their hands on them. With their much greater knowledge of psionics and metaphysics, their version has been perfected, almost doubling the number of skills that can be instilled into a prospective recruit and with the downsides being easily countered during the course of training.

Clark’s adolescent interests and continued pursuit of them would prove to be extremely useful after the Cataclysm, with much of his school year social life revolving around classic RPGs and the mythology that went into them. This made him surprisingly knowledgeable about the the monsters that would come from the Rifts, leading him to be responsible for turning what intel could be gained on them to battlefield tactics. He had also started looking into the works of Victor Lazlo, and his emergence as a Major level Psionic and subsequent experimentation were greatly aided by it. Over the next decade, he would pick up a general familiarity with what knowledge of magic had been gained, if only to understand what the few worthwhile specialists were saying, and was arguably the best at parsing it for the rest of the command echelons due to it. There were several that were close however, and he does not believe that the lack of his presence substantially affected the long term outcome.

Once he linked up to General Sawyer’s command, he would be given overall responsibility of training up new RPA pilots and developing doctrine against supernatural foes. His newly emerged Psionics helped him analyze and survive no small number of different monsters, and would allow him to connect with his trainees more than he previously had. However, NEMA was still dyeing by inches, and slowly the material losses were outpacing the ever diminishing rate of replacements. By the 10th year, most of the remaining factories were down to producing lesser numbers of inferior versions of the infantry equipment and SAMAS, and nearly all of the various drones and larger Robots could no longer be produced. He had fewer and fewer trainees to teach, which resulted in him being at the front lines more and more. His overall command abilities would be appreciable, and he naturally shined in commanding the remaining RPA. NEMA’s surviving records show that he met his fate in 2108, calling down one of their few strategic scale nukes to stop an enormous swarm of Chaos Demons that was estimated to be in the middle 6 digit range. Clark and his remaining command had already been trapped by that point, so it was regarded as the least bad choice available.

Much to his own surprise, Clark managed to survive the nuke, with the resulting death surge sending him across space and time. For whatever reason, he materialized in Spacer Town in Center around 105 PA, and was promptly brought to the Humming Promethean Elder. The ancient entity had been thought of for millennia as being one of the leading hatchet men for the secretive species’ space time maintenance efforts, and had been linked to countless bizarre and highly dangerous quests given to galactic champions. He would calmly inform Clark of his status and point him in the direction of the ASI outlet, sending him on a course that would see him return to Rifts Earth less than a week later.

It took some time for GNE Intelligence to be adequately certain as to his identity, but the data drives he brought back did much to soothe suspicions. With the Coalition State’s rearmament being public, the GNE was frantic for any leg up they could get, and having access to more NEMA technology sounded like a great idea. Additionally, thanks to his years at Aberdeen, Clark knew the general location of a number of deep shaft storage rooms, where several copies of the Proving Ground’s archives were kept. They held few manufacturing details, but they greatly expanded the GNE’s institutional knowledge of the ins and outs of advanced military ground vehicle design and operation. The long records of ergonomic and maintenance concerns in prototypes heavily influenced Paladin Steel’s thinking of how they laid out their platforms, resulting in much rejoicing among the technicians that were responsible for keeping them running and the crews that actually used them.

Beyond recuperating from his years on the front line against the apocalypse, Clark then spent the next 3 years bouncing around the Paladin Steel development offices, serving as a consultant on numerous subjects. In late 108 PA, we would formally be introduced to the long suffering Minuteman program, which had been brought on track thanks to his donations. Clark would then once again become the chief test pilot for the latest Chromium Guardsman, and his exacting standards would push the project forward. At the same time, he was also subject to scrutiny by the Cambridge Jungle Tribes, with the Librarians being quite interested in how he was affected by the Cataclysm, resulting in him receiving some of the first Bio-Wizard treatments granted to outsiders.

The decade he spent under Sawyer gives him mixed feelings, as while he knows it ultimately resulted in very little being remembered, civilization managed to spring back faster in the Midwest than anywhere else on the continent. He is naturally disappointed with how it has developed however, and would view the Republican’s efforts as flawed and at least partially self defeating. The Republicans, prior to the Minion War, were of extremely mixed feelings on him, as he essentially handed over most of their relevant military technological secrets to outsiders. The Coalition States would be able to identify him if they knew he existed, with the Chi-Town Library having most of his work at Aberdeen, but as the GNE has not made him a propaganda piece it will take some time before they care to look.

Beyond the Minuteman, Clark was also involved in the development of the IRON GUARD bio-augment, and was one of the first test subjects for the prototypes. While having more than a few bugs, they were not life threatening so he was cleared for additional duty. This would lead to him training up the first groups of GNE RPA Specialists who would pilot the Minuteman after it was finished, and he was as exacting with them as he was with everything else. GNE Intelligence would alter the originally planned field trials with an emergency dispatch to Center, where he and the 2 completed Minuteman companies would hold the line at Gateland and later storm Skyline Starport. The exact reward for this is likely still being debated, but there are persistent rumors that ASI has been granted the lease to the entirety of Level 8, which would be regarded as something of a booby prize for anyone else.

When the Minion War reached Rifts Earth, Clark was training the next few batches of Minuteman pilots, and would lead them into the fray against the forces of Hell Lord Fury.

Spoiler:
Alignment: Scrupulous

Attributes:
    IQ: 30 (19+2 from child gene-mods, then bio-modded)
    ME: 23 (20+3 from child gene-mods)
    MA: 10
    PS: 28 (Supernatural) (was 12+6 originally, then brought up to 24 SN by Bio-Druids)
    PP: 34 (was 22+1 originally, then brought up to 24 by Bio-Druids)
    PE: 36 (was 12+2 originally, then brought up to 24 by Bio-Druids)
    PB: 16 (was 12 originally)
    Spd: 48 (33 MPH) (was 12+16 originally)

Size: 6’

Weight: 200 lbs (notably dense due to his bio-mods)

HP/SDC: 142/201 in SDC settings

MDC: 343 in MDC settings.

Age: Mentally 55 as of 110 PA, but his body has been returned to his mid 20s. He has at times used magic potions to appear older if need be.

PPE: 10

Species: Human with extensive biological augmentations

Level of Experience: 15th level NEMA/GNE Test Pilot (Even more elite RPA pilot), and is thinking about traveling to Psyscape to further his psionic abilities.
    (Was 10th before the Cataclysm, 14th a decade later, and is 15th now)

Natural/Special Abilities:
    Immune to mundane diseases
    Reduce Penalties for dealing with alien flying technology/vehicles by 15%.
    Does not cramp, chafe, or suffer any degradation from limited movement
    Reduces body odor and skin shedding to 10% normal
    Is not mentally affected by being in a confined space for extended periods of time.
    Only needs 3 hours of sleep
    Stay up for 4 days without ill effects
    10% normal fatigue rate
    +10% maximum speed and altitude/jumping height in IPCO craft
    Goose survival (10% MDC) in IPCO craft

Deposition: Dating back to his early years, Clark has been described as ‘Yeager Professional’ by everyone that’s known him, with a focus and dedication to his work that can be considered obsessive. His interpersonal relations were on the cold side until the Cataclysm and the awakening of his psionics, gaining the power of Empathy which greatly improved his ability to interact with others, particularly those he was responsible for training. Spending a decade fighting a near hopeless battle wore at him greatly, adding notable streaks of melancholy and related, but he has been steadily recovering thanks to extensive assistance.

Insanities: None, but gained a hatred for Infernals and Chaos Demons that nearly became such.

Psionic Powers: Major Psionic. Alter Aura, Impervious to Fire, Telekinetic Leap, Telekinetic Lift, Clairvoyance, Empathy, Meditation, Presence Sense, See Aura, See the Invisible, Sense Evil, Sixth Sense, Boi Regeneration (Super), Electrokinesis, Mind Block Autodefense, Telemechanics

I.S.P: 154 due to augments and being a natural Major Psionic

Super Powers: IRON GUARD with extensive additions
    Minor Power: Extraordinary Intelligence: Secondaries waved to increase ones already gained.
    Minor Power: Extraordinary Physical Prowess
    Minor Power: Extraordinary Physical Endurance
    Minor Power: Lightning Reflexes
    Eugenic Modification (Minor Power): Brain: Psionics (Super Combat)
    Eugenic Modification (Minor/Trivial Power): Ambidextrous
    Eugenic Modification (Minor/Trivial Power): Heightened Sense of Awareness
    Eugenic Modification (Trivial Power): Sustained Confinement Assistance
    Eugenic Modification (Trivial Power): Circadian Rhythms
    Super Soldier Enhancement (Minor/Trivial Power): Physical Transformation
    Super Soldier Enhancement (Minor/Trivial Power): Hypnotic Conditioning
    Major Power: Incredible Personal Craft Operation

Combat: HtH: Martial Arts

Attacks per Melee: 11 APM on foot, 15+5 in a PA or light hovercraft

Damage: As Supernatural PS 28

Total Non-Equipment Bonuses (including Attributes, OCCs, and HtH):
    +13 on Initiative, +17 in a PA or light hovercraft
    +10 to Strike (HtH), +15 with Blunt/Knife/Sword, +12 in a PA or light hovercraft
    +8 to Strike (Ranged), +15 with Energy Pistols and Rifles, +13 with Heavy Weapons, +12 with Handguns and Rifles, +10 in a PA or light hovercraft
    +17 to Parry, +20 with Blunt, +21 with Knife and Sword
    +16 to Dodge, +23 in a PA or light hovercraft
    +14 to Automatic Dodge, +14 in a PA or light hovercraft, +10 if heavy/non responsive
    +10 to Roll w Impact, +16 in a PA or light hovercraft
    +7 to Roll w Punch, +13 in a PA or light hovercraft
    +6 to Roll w Fall, +12 in a PA or light hovercraft
    +3 to Pull Punch, +5 in a PA or light hovercraft
    +4 to Disarm
    Can perform holds
    Knockout/stun on natural 17+
    Crit on natural 18+
    Death blow on 20
    +8 vs Horror Factor, +14 in a PA or light hovercraft
    +6 vs Psionic
    +7 vs Mind Control, +13 in a PA or light hovercraft
    +6 vs Illusions
    +6 vs Insanity
    +8 save vs Magic
    Immune to possession
    +30% charm/impress
    +36% vs Coma and Death
    +15% to physical skills requiring dexterity and prowess
    Sense of Balance: 130%
    Walk tightrope or high wire: 110%
    Climb Rope: 120%
    Back Flip: 130%

Vulnerabilities: None of note. His early IRON GUARD augments used to give him trouble, but they were resolved immediately after the Battle of Center.

Skills of Note: His refreshed neuro-plasticity and dedicated training is advancing later skills at a rate of 1 level per 6 months starting in 108 PA. This is his status as of the start of the Minion War on Rifts Earth (110 PA).
*Skills were picked up as OCC related, and ^Skills are Secondary
    Laguage (English): Yes
    Language (Spanish): 158
    Literacy (English): Yes
    Literacy (Spanish): 156
    Radio Basic: 141
    *Electronic Countermeasures: 91 (6th+4)
    *Electrical Engineering: 131 (10th+4)
    *Intelligence: 88 (12th+3)
    *Sniper (1st)
    *Mechanical Engineering: 121 (10th+4)
    *Robot Mechanics: 96 (6th+4)
    *Find Contraband: 88 (6th+4)
    Military Etiquette: 141
    *Acrobatics (12th+3)
    General Athletics
    Bodybuilding
    Boxing
    Climbing: 164/154
    Parachuting
    *Basic Prowl: 131% (12th+3)(From Acrobatics)
    Running
    Swimming: 141
    Pilot Hovercraft: 161 (+20 if IPCO viable)
    Pilot Hovercycle: 153 (+20 if IPCO viable)
    Pilot Jet/Grav Pack: 129
    Pilot RPA: 159 (+20 if IPCO viable)
    Pilot Combat Driving
    RPA Combat Basic
    RPA Combat Elite (USA-G10 Chromium Guardman/Glitter Boy)
    RPA Combat Elite (USA-106 Silver Eagle/SAMAS)
    *RPA Combat Elite (USA-G20 Gunbuster/PSA-22 Xebenn)
    *RPA Combat Elite (Bulldog/PA-A-18 Mongrel)
    *RPA Combat Elite (Mastiff/PS-CR-19 SuperMutt)
    *RPA Combat Elite (APA-15 Semper-Fi)
    *RPA Combat Elite (PSA-11 Gendarme)
    *RPA Combat Elite (PSA-12 Caliban)
    *RPA Combat Elite (PSA-14/14G Fury)
    *RPA Combat Elite (PSA-17 Raptorex/Troll)
    *RPA Combat Elite (PSA-18 Swashbuckler/Orca-50)
    *RPA Combat Elite (PSA-19 Bec De Corbin/Warhammer)
    *RPA Combat Elite (NG-X9 Sampson)
    *RPA Combat Elite (Something PA)
    *RPA Combat Elite (PS-I/ADR-06 Grelac/NG-V7 Hunter)
    *RPA Combat Elite (PS-LCR-7 Jackalope/Titan Light Combat)
    *RPA Combat Elite (PS-IAR-9 Mantis)
    *RPA Combat Elite (PS-IR-14 Carney)
    *RPA Combat Elite (PS-KVAR-15 Jayhawk)
    *RPA Combat Elite (PS-IR-RBD-22 Robard)
    *RPA Combat Elite (PS-A-23S Kimat)
    Navigation: 146 (+20 if IPCO viable)
    Sensor Equipment: 131 (+20 if IPCO viable)
    Weapon Systems: 141 (+20 if IPCO viable)
    Math (Basic): 161
    ^Math (Advanced): 161
    Computer Operation: 136
    Computer Programing: 116
    ^History (Pre-Rifts North America): 114/106
    Law General: 141
    ^Lore (Demons & Monsters): 131
    ^Lore (Magic): 81 (4th+4)
    ^Lore (Psychics & Psionics): 101 (8th+4)
    ^Mythology: 116
    ^WP: Blunt (12th+3)
    WP: Knife
    WP: Sword
    WP: Energy Pistol
    WP: Energy Rifle
    WP: Handguns (4+4th)
    WP: Rifles (4+4th)
    WP: Heavy Energy Weapons
    WP: Paired Weapons
    HtH Martial Arts
    Land Navigation: 133
    *Wilderness Survival: 74 (6th+4)

Alliances and Allies: Beyond the pilots he has trained over the last few years, he has the trust of much of the GNEAF’s high command and Paladin Steel’s overall leadership. The released NEMA soldiers of HQ-ECC consider them one of their own, although he has naturally shifted away from them due to his far greater experience dealing with the aftermath of the Cataclysm. Most of the younger members of the Republicans also look up to him as an icon, if for no other reason than actually accomplishing something without it amounting to nothing in the end.

Enemies: Other than the Demons he helped banish at the Battle of Center, the only parties that had reason to cause him harm were ARCHIE 3 and the Republicans, who respectively feared that he knew about him and the NEMA HQ-ECC or considered him a defecto traitor for handing over so much of their secrets. This would be rendered a null point when its status vaults were emptied in 110 PA and the inhabitants were released to the GNE. The older leadership of the Republicans have received hammer blows of the GNE’s success, Minion War, and the Shemarian Civil War has made them effectively irrelevant even among themselves. General Emmel whole heartedly endorsing him was effectively the death knell of their ambitions.

Home: He has VIP rights to any GNE or USA facility, and owns a very nice suite in the Boston Arcology.

Transportation: He can request damn near anything the GNE operates on Rifts Earth, but he has little interest in traveling. His personal vehicle is a heavily modified Pergine Angron II (from the first 5 produced) with every option with practical use, is armed with Particle Beam Rifles in the front and back and has a light autocannon on the roof min-turret, and has TW features. He also owns the first PS-HW(P-L)-3 Pergine to roll off the assembly line.

Items of Note: His data drives are locked in one of the most secure vaults the GNE can provide, and would be a strategic priority to any other technological power on the planet. His PLP-20 has been donated to a museum alongside his restored USA-G9 Test-Type Chromium Guardman. In addition to his Minuteman, he has a PSA-14G Furry that’s being extensively modified and several PSA-11s from special batches. He has picked up an notable array of protective and/or highly useful magic items as well. Thraxis also gave him a few gifts of undisclosed nature for his part in the Battle of Center.

Weapons: If he is on foot, he arms himself with a PSIP-17/2098 Kepper and a PSLR-52 Chintiss, with 4 short and 6 long E-clips. For his survival kit in his PA, he has a PSPBW-7 Kurang with all of the addons in a Pocket Dimension expanded survival kit. For a kinetic weapons he has a NEMA Automag with 4 clips of silver ammunition and a silver coated vibro-knife on him at all times, which are the few remaining keepsakes from NEMA Midwest Command.

Armor: As a psionic, his field uniform is a VBA-UC-7(Pz) with Shock Resistance, Thermal Stealth, and Kinetic Gel Padding, and has his old NEMA Armored Long Coat to go over it. Outside of his PA, he uses one of the few intact EBA-130s from Smugglers Notch, which has been modified with TW systems (Immune to Energy, Invincible Armor, Invisibility Superior, and Shadow Meld, all 8th level proficiency). His current PA is one of the PSA-16TW Minuteman test-models with enhanced spells (8th level proficiency). Thanks to his augments, he is proficient with every PA fielded by the GNE, and can request any of them for his training program.

Money: Hard to estimate. The value of the contents of the data drives he brought was considered priceless to the GNE as a whole, and the amount of ‘credit’ with Paladin Steel he has received is likely in the low billions. He has little interest in starting up his own company (business or military), and the appreciation on it means that he doesn’t need to work a day in his life to live at the highest level of opulence that Rift’s Earth can provide. His income from his training efforts is more around 15K credits a month due to his status and experience.
Last edited by Omegasgundam on Thu May 27, 2021 1:42 am, edited 3 times in total.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Fun guy, upon fast read-through.

Who do you see as playing him(or rather, what does he look like, with regards to general appearance)?
-------------
"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
------------
Omegasgundam
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Posts: 444
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Re: Paladin Steel Storefront

Unread post by Omegasgundam »

taalismn wrote:Fun guy, upon fast read-through.

Who do you see as playing him(or rather, what does he look like, with regards to general appearance)?

Good question. Hadn't thought of it. Just pretend he's a faceless Ace Combat protagonist.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Omegasgundam wrote:
taalismn wrote:Fun guy, upon fast read-through.

Who do you see as playing him(or rather, what does he look like, with regards to general appearance)?

Good question. Hadn't thought of it. Just pretend he's a faceless Ace Combat protagonist.



For some reason I kinda got an image of MIckey Rourkehttps://en.wikipedia.org/wiki/Mickey_Rourke. (The Wiki photo with him wearing aviator glasses, sells it better IMHO).

It also helps that he has the high forehead and crewcut look with Chesty Pullerhttps://en.wikipedia.org/wiki/Chesty_Puller, who really WAS badass in real life.

Or, an alternate would be https://en.wikipedia.org/wiki/Temuera_Morrison, especially his appearance on The Mandalorian. You can claim his baldness makes it easier to slide on a power armor helmet, and his credentials include playing one damn mean battle armor wearer....
-------------
"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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Omegasgundam
Adventurer
Posts: 444
Joined: Thu May 08, 2008 11:04 pm

Re: Paladin Steel Storefront

Unread post by Omegasgundam »

So here's my BS Gladiator GB. Followed by some optionally cannon fluff.

PSA-16RG ‘Curtain Call’ Gladiator Glitter Boy
    (Aka Glitter Stomp, Glitter Juicer, Greener Nightmare)

Fed up with Northern Gun’s continuous mocking them in the Robodome, and after some particularly nasty hot takes about the quality of their pilots from both Ishpeming officials and the current Champions, Paladin Steel decided to take the gloves off and make an abject lesson into where exactly the industrial giant of the Midwest stood up to the Yankees. Deciding that this demanded an extremely dramatic approach, they turned to their Minuteman Glittery Boy and developed a one-off custom variant for this explicit purpose. William Clark, by far the most experienced and capable RPA pilot available, and personally incensed over several Robodome incidents, volunteered to do the deed, and so the PS Robotics went to work.

Dedicated that it would be far more potent if they stayed within the Robodome rules, the Minuteman design was stripped of the TW features and most of its high energy systems. This saw the shoulder mounts and forcefield also removed, allowing the power plant to be downgraded. A normal Solid Oxide system would still not produce enough energy to keep it running, but PS had acquired a number of (cost-prohibitive) exotic power boosters that could be added without being a rule violation. This resulted in having substantially more power than they first thought they would have, prompting revisions of a few other key systems.

The first alteration was the CG-Flight System, which was optimized to work with the intended mass and be far more responsive. Secondly, the exoskeleton was replaced with one that was more responsive and stronger. This required a notable amount of armor material be omitted, but given Clack’s capabilities this was not seen as an issue. The modular mounts were then replaced with fixed ones of some of PS’s showier infantry weapons, the Genna Light Pulse Particle Beam Rifle and the Ionic Arc-Pistol. NG’s attempts into the field of vehicle mounted particle beams were rightfully regarded as comedic by every other technological power aware of them, so a Pulse version (which is something not even TRIAX had attempted) was thought to make a big splash, and the ‘leaping lighting’ of the Arc-Pistol was simply perfect for the role. This left the matter of Kayfabe.

William Clark was not a natural showman, but he had decades of experience doing demonstration routines in every form of RPA imaginable, and many of them to make an explicit point to viewers. Thus, PS Robotics outsourced the fine detailing to a brain trust of GNE citizens who were experienced in gladiatorial matters, with several empowered ex-Spluggorth Slaves and former Juicers having keen insights. This was combined with the efforts of a number of skilled cinematographers and stadium show runners to create a working routine that had enough flexibility for Clark to not be notably hindered. Special effects personnel were then brought in to add details and gimmicks to make the newly named Curtain Call look much more impressive than normal. Clark then spent 6 months practicing with both the armor and the presentation, while PS set up the event. Neither of them would be disappointed by the results.
Spoiler:
Type: PS-AIPAU-PSA-16RG ‘Curtain Call’

Class: Armored Infantry Personnel Assault Unit.

Crew: One, and it has only been used by William Clark

MDC/Armor by Location:
    Pauldrons (2)-------------------150 each
    Arms (2)-----------------------300 each
    *Hands (2)---------------------100 each
    Legs (2)------------------------450 each
    *Chest McMLs (2)--------------90 each
    *Lower Leg McMLs (4)----------60 each
    *Head--------------------------250
    Main Body----------------------700
    Reinforced Cockpit--------------50
    CG-Flight System---------------250

    The armor takes half damage from Lasers and Plasma weapons.

Speed:
    (Ground Speed): 120 mph (193.1 kph) maximum. 10% fatigue rate with the CG system, 20% without. It more commonly uses its CG systems to hoverskate.
    (Leaping): 90 feet (27.5 meters) high or across, or 30 feet (9.1 meters) without the thrusters. Add 18 feet (5.4 meters) with a running start.
    (Flight): 300 mph (480 kph) in an atmosphere and Earth-type gravity, and trans-atmospheric. 2/5 G of acceleration in space.
    (Underwater) 40 mph (64 kph) to a maximum depth of 1,000 feet (310 meters).

Statistical Data:
    Height: 11 feet (3.35 meters).
    Width: 4.4 feet (1.34 meters).
    Length: 4.2 feet (1.28 meters) with contra-grav pack
    Weight: 1.5 tons (1.36 metric tons), fully loaded.
    Physical Strength: 50 (Robotic). Counts as a larger robot, so it can lift 2.5 tons.
    Cargo: None, not even a survival kit.

Power System: Solid Oxide with exotic (non magic) power boosters

Market Cost: One off custom job. It currently stands in the lobby of Paladin Steel Robotics to great onlookers.

Bonuses: (RPA Combat Elite: Flying Power Armor) +1 on initiative, +1 to strike in melee, +2 to parry, +2 to dodge, +2 to automatic dodge, +1 to Disarm, +1 to Pull Punch, +4 to roll with punch and fall. It is by far the most responsive Power Armor yet built on Rifts Earth.

Systems of Note:
    Standard (PW) Power Armor Features, as well as the following;

    *Dramatic Short Setup Sequence: With practice, it takes less than 4 seconds to jump backwards into the armor, close the hatches, and fully activate it. This is accompanied by a light and steam show to make it much more interesting. Among other things, this includes special hooks to pull up Clark’s NEMA Long Coat so that it doesn’t catch.

    *Dummy Shoulder Mounts: The shoulder weapons and ammo drum are replaced with realistic looking mockups, designed to be dramatically cast aside to ‘make things fair’.

    *Cosmetic Flourishes, Visual Manipulation Features, Atmospheric Backlights, and Light Deflectors: Makes the armor appear much more detailed in an attractive yet disturbing manner, and enhances high-speed blur effects.

    *Afterimage Trace Dispensers: Certain leading edges disperse a very short lived illuminative chemical that creates a dramatic blur tail that follows the armor after it pulls high-G maneuvers.

    *Preset Performance Macros: A large number of automatic actions (such as standing up and opening for the pilot or faking walking down invisible steps with the CG system) are programmed into the armor. Combined with the other features, the Curtain Call has a Horror/Awe Factor of 18 when used within a Gladiatorial setting.

    *Extreme Pilot Customization: The armor was made to be used by William Clark and no one else, making it extremely uncomfortable for others to use even if they can fit. VERY large penalties.

    *Automatic Point Defense Computer: +6 to strike, 6 APM, targets incoming missile salvoes based on criteria set by the pilot.

    *EM Magshield: Particle and Ion weapons do HALF damage when this system is up. This is effective against Energy Pulse technology.

    *Elemental Forged Molecular Chrome Armor: The armor is nearly impossible to repair with normal tools, but it can be quickly restored by merging armor blanks into the damaged sections with the use of a Multiplexor with the Earth Warlock spell of Mend Metal, although the mystically produced plates refuse to be beyond what they were created as. Each cast can merge up to 200 MDC of material to the armor.

Weapons Systems:
    1) Underarm PSPBW-12 Genna Light Pulse Particle Beams(2): Dramatic looking, shows off PS’s capabilities in the field, and still stays within the bounds of regulation. Modified to be particularly bright and loud in use.
      Range: 1500 ft
      MD: 5D6 per shot, 1D6x10+20 per triple burst
      Rate of Fire: Single shot or triple burst
      Payload: Effectively unlimited

    2) Pauldron Mini-Turrets (2): A pair of PSIP-15 Arc-Pistols tied to the APD system. Both useful at anti-missile defense and a novel spectacle.

    3) Chest Micro-Missile Launchers: 32 McMs each, volley 2-8 each. Only used with -Ds, with -Es not being thought of as appropriately dramatic.

    4) Leg Micro-Missile Launchers (4, 2 on each lower leg): 16 McMs each, volley 2-4 each. As above.

    5) Forearm Power Blades (2): Based on the Power Halberd. 1D6x10+35 MD per hit. They have been modified to look particularly showy in both energized appearance and the effect once they hit.

    6) Alternative Hand Weapons: As Robot PS 50, but is not intended to use them for its displays.

    7) Hand to Hand: As Robotic P.S. 50, but has a flying continuous kick routine that has leap kicks as only 1 APM with set up.

And the optionally cannon fluff. Feel free to discard the 3rd and 4th sections. Its just my take on how to reconcile some of the stated introduction dates for PS gear and having all the latter stuff still be available for the Minion War.
Spoiler:
While he couldn’t admit it on camera, Verlan ‘Omega’ Jones, Heavyweight Champion of the Ishpeming Robodome was nervous as hell. It looked like all the trash talking the producers had shoved in about Paladin Steel was coming home to roost, and the Yankees were playing hard ball. Normally, taking on the reigning champions of all three weight classes sequentially without any repairs would be madness, but if they sent one of their bio-aug pilots it was possible. They said they were sending a rules legal version of their new Glittery Boy with some showy gimmicks, and while that meant the main weapons would be removed it was still a powerhouse of an armor.

He’d been briefed about the introduction spectacle, and he’d been a bit surprised that NG permitted it. The Yankee was going to be teleported onto the victor podium and do a pretty normal ‘You think you know how to fight young blood?’ scrip, and his PA would then be teleported in right behind him. Magic was generally a no-no, and the CS definitely wasn’t going to be happy, but he’d heard some odd things about the upper levels of Chi-Town recently so who knew? The guy was apparently an old timer, but considering their bio-tech that meant nothing, and that combination of age and experience and youth and vigor was the stuff nightmares were made out of. That was why Truman was respected so much despite being 24, she’d qualified when she was still 16 and had only gotten better since then.

One of the things in his favor was that NG wasn’t stupid and their pride was on the line, so they opened up the warehouse to trick his Super Max out. Him, Church, and Fulcon all had the fancy multi-arm arrays of the Juicer Killer with bigger guns, so the guy couldn’t just dance between shots without a care. That still left the matter of doing enough damage to put him out, and Glitter Boys were still tanks. Church had recently replaced his old plasma gun with a plasma cartridge tri-barrel that was ‘purloined’ from the GNE, but Jones had his doubts about the story. Falcon was in a new Ultra-Max that the NGR had specially shipped over, and the TRIAX techs were swarming all over it. And his Super-Max had an awful lot of what he suspected of being CS gear, and it was being run over by what he was sure were active CS techs. So why did he have this feeling in his stomach?

The 5 minute warning sounded. Only Falcon was- no, he was done too. Time to move out to the pre-stage.

--------------

Jones didn’t know it, but his opponent, William Clark, was currently more than 1100 miles away, nursing a bottle of specially brewed Krartree from a grand master brewer on Silkra. The TW Teleporter had a range of more than 3000 miles sitting on a planetary surface, so he could go to Point Arena on the West Coast from West Quoddy Head in Maine in one go. The GNE had a live feed of the arena and a Pathfinder providing a beacon, so he wasn’t concerned with something going wrong. The reason he was drinking was that he wasn’t the most charismatic of people normally, so he needed a boost for the intro that he’d been practicing for months. The bottle in his hand had its effects in that regard maximized, along with its duration, so combined with the overcharged ‘Aura of Power’ the attached wizard was gonna put on him he’d have more people affinity (ME 24) than even that anarchist Gomez.

Gomez had been a massive help, having been bought off with a custom built version of PS’s Moljinar II to quietly replace his old Enforcer, and he provided the GNE with a lot of the behind the scenes politics and such that was the Robodome’s Kayfabe. That had been the leverage needed to get NG to play ball, and with the Prosek Jr making moves that made it look like he remembered the great temporal **** up in detail, the State Department was pretty certain that he would force the rest of his dad’s cronies to let it stand. Gomez also led them to Church and his dirty little Naruni secret, and buying him off gave them a much more detailed look into a number of things, particularly how NG was preparing. None of it was particularly surprising, but it still cut down the number of variables that needed to be juggled tremendously. The only other notable that might have something to use as a hook was Seymor, and that was tied to the larger problem that was Titan Robotics.

2 minute warning. Time to finish his drink and stand by.

----(OPTIONALLY CANNON)----

To say that the mood in the CS High Command Conference Room was gloomy was putting it mildly. Joseph Prosek the Second would have called it outright depressed, with their fundamental diplomatic weakness being exposed to those that had reason to suspect it. The documentation in the Psi-imprint that was given to him by the BACKFLASH were entirely technical, but his father could read between the lines and knew that the GNE was getting farther and farther out of reach. Joseph had made sure to keep their West Coast holdings and the extent of their outdimensional assets to himself though; it would have prompted extremely unwise and rash actions from the rest, and the Coalition could not afford to give off the impression that they were interested in squaring off It was likely that they never would, with the GNE’s resources already surpassing that of the old American Empire at its peak, and they were only getting stronger from there.

Naturally, he’d gotten his hands on the script of this latest fiasco ahead of time, and he had to say that it wasn’t bad. Cliche, but cliche that played into the mystique of the Robodome, and didn’t by itself poke at the Coalition. It was still going to be glorified execution, with William Clark’s record being available to reference in the Chi-Town Library, and if the bio-mod package he had received was anything like the GREY DANCER then he likely wasn’t even going to be hit during it. The multi-arms on the defending champions was a good idea, but it wasn’t going to be enough to counter the sheer speed that the Neeman would be moving. All it would do would be to prolong the inevitable, but odds are Clark was going to do that anyway to prove his point.

Joseph took the time to pour himself a particularly strong drink. He would need the fortification to handle the mess.

----(OPTIONALLY CANNON)----

Karl Prosek looked at his son with guarded eyes, wondering about what could have been. When his son had given a BLACKFLASH code he almost had a heart attack, and Joseph’s smooth recovery likely prevented him from having one later. The psionic data cache that the uptime Psi-Battalion (or rather Psi-Division due to its expansion) was enormous and had only been half decompressed after 3 years, but the index and instructions were available from the start so they could prioritize. But there was a dark cloud to it in the form of what hadn’t been included. Judging from the time stamps, it would have been from Joseph’s reign as Emperor, and the fact that the strategic and diplomatic outlook files he had expected were absent sent a chill down his spine. Joseph was obviously keeping critical secrets, and he has a fair idea as to the general crux of the matter.

He, Baxter, and Cabot were likely the only ones alive that knew it, and he was the only one with access to the right cypher key, but the BACKFLASH authentication codes that Joseph Prosek the First had drawn up also embedded a descriptor of the general state of affairs that the CS was undergoing. And a key segment indicated that the uptime CS had for all intents and purposes lost to a regional rival, and all that was left was for the other party to do the deed and finish them off. If Joseph thought that it was too dangerous to even hint to the rest of the Executive Council the extent of the situation, that meant it was likely already too late to matter. As this sort of analysis was Joseph's strong suit, then he was undoubtedly correct, and there was only one party left on the continent that could even dream of opposing the Coalition; Greater New England.

Of all of his regrets, the fact that he hadn't cared to crush the upstarts back in the early 90s was only rivaled by the loss of his second son, and was honestly far more important. Judging from what Intel had managed to pick up, there was no small amount of temporal confusion going on among their general population, which meant that they had likely retained most if not all of their uptime advances. This undoubtedly helped during the Minion War, but now placed them in a dominant position if they cared to push. With so much of the Coalition’s power being derived from the perception of its power, a full clash of arms would be catastrophic in revealing their weakness, which would cascade until the Coalition was no more. This had to be what his son feared, and Karl didn’t know if he could survive knowing the whole truth.

Meanwhile, this sad show was about to start.

--------------

Marshal Cabot knew that he was out of his depth regarding the politics behind this latest unpleasant surprise from the Yankees, but he could pick up that Joseph considered the result a foregone conclusion. The Robodome Gladiators weren’t real soldiers, but they still knew how to fight and had decent rides, so this would be more unpleasant than usual. Not as bad as them bringing down those spaceships, but still bad. The talking heads at Ishpeming were doing their usual drivel, but the commentators they had for the actual event were the least bad in his opinion. He’d gone over the script too, and he knew enough about show biz that things were going to go off the rails at some point. The question was where.

After the champs all strutted in and did their stupid flashy routines, it was time for the challenger. William Clark appeared in a particularly fancy looking long range teleport spell, and Joseph had started a running commentary on the presentation. The name William Clark had rung some bells in Cabot’s head, and a quick glance at Joseph's recent queries to the archive explained it. The file had been over 3 centuries old, but it was still intact and the picture perfectly matched. He would like to claim that it was a Greener trick, but compared to some of the other BS they’d pulled this was minor, and Joseph seemed to really believe it. An honest to god Neeman, and the father of RPA piloting at that, was working with them. The worst thing was that he wasn’t even surprised at this point; the Greeners seemed to trip over lost artifacts wherever they went.

And now they were at the trash talking phase. Cabot always thought it was disrespectful to actual soldiers at best, and has never tolerated such antics in any unit he’d commanded. Clark seems to generally agree, and Jones had clearly been intimidated by the man and gone off script due to it. Now that glorified actor is……. What?

“****, he took it personally.”

Joseph wasn’t one to swear, which made his outburst particularly powerful. The semi-panicked tone was likely a bit more than he intended, but that just made it more clear. Clark was going to do something rash, and it's not going to be pretty.

--------------

“You don’t have the right to talk about sacrifice. Try dropping a nuke, not one of those sub-crit firecrackers you use, an actual strategic warhead, a legit 20 megaton city killer, on your own damn head because it’s the only way that might kill enough demons in a swarm, not all, ENOUGH, that the rest of your battalion can draw out a Pyrrhic victory with a bit of luck. And then you can try doing it when everybody you have with you has either spent the last decade being worn down one inch at a time or literal militia. THEN you can talk about sacrifice.”

--------------

An accurate description of the words and emotions going through Jones’s head at that moment would be a long string of panicked profanity, and the two men beside him were of similar minds. They weren’t just up against a Greener Old Timer. They were up against a legit Neeman Glittery Boy pilot. And he was pissed. The crowd’s roar had become a stunned silence as the realization spread, and the show runners were no better. This was going to be brutal, and everybody knew it.

Before them, the legend-made-flesh raised his right arm, and with a snap of his fingers called his armor to him. It arrived in a hail of thunder and lightning, almost blinding, and in a first down landing crouch. Then, it rose of deliberate purpose and opened up for its master, who kept glaring at the champions the whole time. With a telekinetic backwards leap, Clark mounted his armor and it closed around him in a dramatic flourish, with ominous lights and puffs of steam making it all the more eerie. It then began to walk off the podium…..

And onto an invisible step. And then another. And another.

“Just to make things a little bit more fair, I’m going to drop these toys, if only because you won’t learn your lesson otherwise.” The challenger stated, slowly and deliberately taking his massive shoulder weapons off and casting them aside and he made his way down. The ammo drum made an enormous cloud of dust and a clunking sound that ringed across the arena, serving as a punctuation mark for him finally reaching the ground.

With an angry swagger, the Neeman walked forwards into the hot zone with not even a hint of concern, extending and activating his forearm blades as he crossed the line. Falcon was the first up, and few thought well of his chances. The buzzer sounded, and the German nervously walked in.

He would not be the last.

--------------

The resulting event was the sole case in Robodome history where a contestant managed to get a perfect score not once, not twice, but three times. And they did it without returning to the garage even once. Paladin Steel hadn’t even bothered to send a pit team. People had thought this was over confidence. They were corrected in the most pointed way possible. The number of Black Market Bookies that committed suicide has never been tallied.

With deliberate slowness Clark tore apart the defender’s machines, starting with the least important systems and moving his way up, and wasn’t hit by the defending champions once. Not even by the short range blast weaponry. All that could be seen of the aptly named ‘Curtain Call’ was a continuous stream of blurs, likened to trying to watch a Juicer hopped up on even more magic potions. The roar of the crowd was ominous in its absence, as the Ishpeming Robodome bore witness to its greatest stars turned into sad mockeries. The commentator booth, which had always been a riot of noise regardless of what was going on in the field, was silent. And in Chi-Town, an important man started to drink from the bottle.

William Clark would only participate in one gladiatorial event, but he cemented himself as the all time champion in the eyes of the North American RPA community. Lazlo would release Clarks true past in the late 110s, and he would be elevated to being a near deity. The Black Market’s theft of the Robodome’s master copies before they could be wiped would lead to them being the leading revenue generator of its media products for years, and the footage would be obsessively analyzed for decades by fanatics of all types. And through all of it the Coalition States would be conspicuously silent on the matter.

As for the result? Well, with RPA Elite: Flying PA, Clark has 20+5 APM, +20 on Initiative, +15 to Strike (HtH), +12 to Strike (Ranged), +26 to Parry with his blades, +30 to Dodge when hover skimming or jumping, and +16 to Automatic Dodge. He spent all but 5 APM dodging and clowning around to draw it out.

Now I have some earlier PS tanks to look at.
Omegasgundam
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Re: Paladin Steel Storefront

Unread post by Omegasgundam »

An update to taalismn’s original design. Think I recognize the art btw. Quote to be filled sooner or later.


PS-GMR-MBT-16A ‘Bandersnatch II’ Medium Hovertank

While the Bandersnatch performed well on Rifts Earth, it had fallen well behind in the Three Galaxies. Many in the USA preferred the Zephyr due to its lack of vulnerable wings and recently improved firepower, and its number of formal variants only made it more attractive. Clearly something needed to be done to bring the heavier vehicle up to parity, and Paladin Steel had the tools to do so.

The most important change was replacing the old fission plant with a 3G grade fusion reactor, greatly increasing power while also reducing weight and production cost. Beyond providing far more power for the weapons, it allowed the older thrusters to be replaced with far more powerful and faster cooling ones. This resulted in the Bandersnatch’s sustained speed tripling, surpassing its old normal maximum while flying, and allowing it to outrun the Zephyr in a straight line even without using the overcharge option. As a secondary feature, it allowed for the removal of the problematic wing foils, with few operators liking to use it at altitudes above 20 ft, which was not easily manageable by modern GMR designs. Auxiliary systems such as sensors and EWAR features were replaced with equally modern ones, and the nominal passenger space was removed to fit a shield generator tied directly to the power plant. The largest overall change was to the weapons, which had been greatly revised.

Noting that the CAF was having success in mounting ASF weapons in tank turrets, Paladin Steel decided to do them one better and use their modular mounts to increase versatility. While the turret was simply too small to adequately use a Superheavy mount, it could hold a Heavy and a coaxial Light, matching the original armaments. Secondary weapons were replaced with more modern options, and a number of defensive weapons of the larger Cestus were also mounted.

The upgraded model would be seen as a vast improvement, and would stir considerable interest in those that wanted something heavier than the Zephyr but did not want to jump all the way to the Cestus. ASI is not quite ready to offer it to the public, but intends to do so once orders from the USA have been fulfilled.
Spoiler:
Type: PS-GMR-MBT-16A ‘Bandersnatch II’

Class: Medium Hovertank

Crew: 4; (Commander, Driver, Main Gunner, Secondary Gunner/EWAR Operator)

MDC/Armor by Location: As previous, but the wing foils have been removed and it commonly mounts a forcefield of some type.

Statistics: Mostly unchanged, but the wings are no longer present. The saved mass was used on other systems.

Speed:
  • (Ground): 300 MPH, 2-30 ft off the ground
    (Flying) Not possible, though the GMR drive can be ‘supercharged’ to propel the tank at speeds of up to 450 MPH up to 500 ft off the ground, for brief spurts (no more than 5 minutes and allow for a 15 minute cool-down period between ramp-ups), and the GMR system can be used to allow the tank to ‘glide’ safely from altitudes of up to 3,000 ft
    (Underwater) Fully buttoned up, the Bandersnatch can operate quite comfortably underwater, moving at 20 MPH along the bottom, and can survive depths down to 1000 ft
Power System: Advanced Fusion; average energy life of 20 years.

Bonuses: +1 on Initiative, +2 to Strike (from systems), +2 to Dodge, 50% Prowl in daytime, 80% in darkness

Market Cost: A bit less than half that of the Cestus III

Systems of Note:
  • Standard (PW) Robot Vehicle Features, as well as the following;

    *Typical PS Vehicle Acruments (including the MAD): As previous, but the Targeting Illuminator has a range of 10 miles.

    *External Stanchion Points: Can transport up to 6 PSA-11s (or similar), or up to 8 lighter armors. This usually reduces the maximum speed by between 10 and 20%

    *3G Grade Stealth/ECM Systems: -15% to enemy RSI rolls, and enemy guided ordnance is -3 to strike the tank. RE grade missile sensors are -7 to strike, and RE radios are jammed out to 5 miles (65%) without risk of detection. It can also actively jam 3G grade sensors out to 20 miles, but it does alert others to its presence (if not exact location).

    *3G Grade ECCM System: Onboard EW suite for dealing with intercepted enemy transmissions and cutting through hostile ECM, and has a 25% chance of negating radar or communications jamming (non-magical) on its own, or a +15% chance if an operator with RSI or Cryptography devotes a full melee. The operator has an additional +15% with the Electronic Warfare Skill
Weapons Systems:
  • 1) WZT/ASI Heavy Fighter Mount: May use any option, but usually a Plasma-Laser Cannon in AJC service.
    • Range:(Laser) 3 miles in atmosphere, 6 miles in space
        • (Kitsune Values: 6 miles in atmosphere, 600 miles in space)
      • (Plasma) 2 miles in atmosphere, 4 miles in space
        • (Kitsune Values: 4 miles in atmosphere, 400 miles in space)
      Damage:(Laser) 3d6x10 MD per shot
      • (Plasma) 1d4x10 MD per blast, affects a 50 ft-wide blast area.
      Rate of Fire: (Laser) ECHH
      • (Plasma) 4 times per melee
      Payload: Effectively unlimited
      • (Plasma)Has enough deuterium for 100 bursts per gun.
    2) Coaxial WZT/ASI Light Fighter Mount: Most commonly a Light Grav Gun in AJC service due to its range, but can be replaced with a heavy infantry weapon (or the original 20mm gatling option) if more damage is desired.
    • Range: 2.5 miles in atmosphere, 5 miles in space
      • (Kitsune Values: 5 miles in atmosphere, 500 miles in space)
      Damage: 1d6x10 MD per burst
      Payload: 200-500 bursts per cannon
    3) Cupola Mount: May mount any PS produced heavy infantry/light PA weapon, and up to 4 drums can be carried

    4) Hull Mounted Grav Guns (2): As the PS-GrHW-01B ‘Flamma’ with 2000 rounds each, and may be firelinked. Can be substituted with the previous options if desired.

    5) Secondary ‘Eyeball’ Mini Turrets: As previous.

    6) MRM Launchers (2): As previous.

    7) MM Launchers (4): As previous, but can be replaced with McM launchers with 4x the payload and 2x the volley size.

    8) Smoke/Chaff Mortars (2x6): As on the Cestus III

    9) External Antipersonnel Flechette Packs (25): As on the Cestus III

    10) Drop Racks (2): As previous, but PS has expanded options to put on them.
Options:
  • It is generally equipped with an internally mounted VEFFG-M04-RR Forcefield Generator (360 MDC, regen 15 MDC per minute), but it can mount a low power commercial ‘fixed’ aerospace model with up to 600 MDC.

    Other features are being developed.
Variants:
  • None at this time, but the removal of the wings has made no small number possible.
Last edited by Omegasgundam on Sat Sep 30, 2023 2:19 am, edited 2 times in total.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Arzhur Bludeth Mini-Submarine
(aka ‘Shark-minnow’, ‘Sneakboat’)

“Small subs mean they can operate these things in fairly shallow water...means even shipping that hugs the shore ain’t safe. And those iceberg mines of theirs? Can’t tell you how many deckhands have been caught trying to pole away scum-ice chunks, only to have the stuff siddenly explode in their faces, rip open their exposure suits, and blast them off the deck into death-cold water. Small subs, but they’re arguably as deadly as the bigger boomers, and more likely to appear in your neighborhood and in your face.”
---Anonymous NGR Kreigsmarine officer

This is an Arzhur-produced underwater attack vehicle that has thus far been seen only in their forces, and never with Neo-Viking units. It was first encountered as an underwater defense system for the Arzhur Iceships, but it has since been encountered in raids on coastal communities and ambushes of marine convoys.
The Bludeth seems to combine various design aspects of the readily available UB-300 and NG AQUA-212 designs, examples of both of which are known to have vanished in northern waters.
The Bludeth’s most distinctive weapon is its ability to instantly generate masses of megadamage ice, either to shield itself against attack, or to create nearly indestructable obstacles in the path of enemy vessels. Even if a vessel’s hull is able to withstand impact with the ice, the ‘berg may push the vessel off course, or smaller ice chunks may foul water intakes, cooling systems, propellors and waterjets.
The main shortcoming of the Bludeth is its relatively slow speed and light throwweight of weaponry. Range isn’t a problem, as the Arzhur and Klia are not negatively affected by close quarters or a need to eat, so long travel times to parol stations or target zones doesn’t pose a hardship to them. Lurking Bludeths are a particularly worrisome problem in the rugged coastline of the Norway/Northern Finland sectors, where the many fjords and coastal inlets afford the mini-subs many hiding places.

Type: Arz-UV02 Bludeth
Class: Attack Mini-Submarine
Crew: 3, plus 1-4 additional passengers(typically frogmen-commandos)
MDC/Armor by Location:
Main Body 350
Height: 8 ft
Width: 7 ft
Length: 60 ft
Weight: 40 tons
Cargo: 1 ton
Powerplant: Cold Fusion
Speed:(Water-Surface) 30 MPH
(Submerged) 45 MPH, maximum depth 3 miles
Market Cost: Unknown: none have been known to have been captured in a usable condition to be sold.
Systems of Note:
Standard Submarine/Robot Systems, plus:

*Sonar---60 mile range

*Stealth---Use of a waterjet system, in combination with a hull covering of anechoic material ( ‘synthetic blubber’) reduces the submarine’s sonar signature, making it harder to detect and track; -50% to Read Sensory Instruments using sonar. Doing more than 100 MD worth of damage the hull shreds the anechoic material and its effectiveness.

*Wetlock---The mini-sub can deploy/recover divers while fully submerged

*Periscopes---Two periscopes, one for wide angle surface scan, and the other for high angle air search, can be extended from the upper hull.

*Netcutters---These are extendable frames holding molecularly-sharp(1d6 MD) blades for cutting though torpedo nets and harbor/anchor chains.

Weapons Systems:
1) Blue-Green Lasers(2)------Mounted on the hull are two blue-green laser turrets
Range: 4,000 ft underwater, 6,000 ft in air
Damage: 1d4x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited

2) Torpedo Launchers(2)---Can carry two heavy torpedoes OR 4 medium OR 8 light torpedoes in side launch canisters.

3) Freeze Projector---This device generates a modified Wall of Ice spell to produce a superdense form of ice. It can be used to generate an icy layer of ablative armor (or ice flow disguise) around the submarine itself, or it can be used as a ranged attack, producing a floating hazard that can damage a ship’s hull
Used as armor, it provides an additional 600 MDC of protection, but the added mass of ice reduces the submarine’s speed and handling; reduce top speed by 30%, and -15% to Pilot: Submarine rolls.

Used as a weapon, the Freeze Projector can produce 1d4 small icebergs in the path of vessels. The icebergs mass about 50 tons each, but have 200 MDC each. However, though megadamage hulls tend to be quite resistant to floating object collsions(Still does 1d6 MD per 10 MPH of speed, though) , the icebergs generated by the Bludeth are more like ice MINES. The ice is dynamically unstable, and contact with the ‘berg results(75% chance) in an explosive pressure release that drives super-dense shards of ice into the offending contact. 2d6x10 MD to a 120 ft radius.

In the alternative, if the Bludeth can maneuver into position and target a vessel’s propulsion system, the Freeze Projector can damage the motive systems. Encased propellor screws wind up getting stuck, while water jet systems become clogged and sealed by ice, reducing speed by 1d10x10%, and requiring 4d6 minues to clear. There’s still the 75% chance of violent action triggering an ice explosion, and damaging proopulsion such that it will require 3d6 hours to repair, provided the appropriate equipment is at hand.

Range: Can be cast up to 1,000 ft away underwater(cannot be used in air)
Size: Covers a 150 ft area
MDC: 600
Duration: Lasts 180 minutes, after which it becomes normal SDC snow/ice(1,000 SDC)
Rate of Fire: Once per 5 minutes/20 melees
-------------
"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
------------
Omegasgundam
Adventurer
Posts: 444
Joined: Thu May 08, 2008 11:04 pm

Re: Paladin Steel Storefront

Unread post by Omegasgundam »

And here's my first go at a Robot Vehicle. I decided to use my Mary Sue OC to upgrade the Bombard and take a dump on the Super-Mastiff.

PS-MAR-26 ‘Rottweiler’ Modular Assault Robot
(aka ‘Cuphead’ (due to the distinctive empty cavity when not using a weapon pod), ‘Bomba-2’, ‘Domski Jr’, ‘Raiser Roster’, ‘Hunter Buster’)

“Let's face it, we all expected them to try their hand at the Bombard eventually. I didn’t expect them to go THIS far though, and the Rottweiler handles like a dream once you get used to it. Something half again the mass shouldn’t be more responsive, but those crazy bastards pulled it off. Overall firepower is impressive even for its mass, with the only failing is lack of a G-Cannon option for the shoulders and arms, but they’ll get around to it eventually. The Chest GL is a major improvement over the Accordion if you’re willing to tolerate the expense, and the melee capabilities have gone WAY up. The Bombard was actually a bit wimpy in that regard, but the Rottweiler both catches up and adds a pair of Power Blades to cut holes with, and they are BRUTAL when you get a punch-stab in and can fire off the arm mount at the same time. And then they gave us some presents in the form of the light weapon pods for our own use.”
----Colonel Philip Fredette, CAF

“The one failure to the Rottweiler, such that it is, is the relative lack of pure brute strength compared to the Super Mastiff. Realistically, this is only a concern in non-combat situations, as the Power Blades more than compensate thanks to the grunt that it does have. It’s still stronger than literally any Robot design produced on this planet short of the Skull Smasher, and that has more than twice the mass budget. Do we have a use for something stronger? Sure, but it's going to be primarily civilian, and it would be more effective if it was built around it like the NG Ogre. The Rottweiler is a COMBAT robot; it being able to be used as a crane or forklift will always be a secondary role.”
----Scandar Zin, Director of Paladin Still Robotics

“The biggest issue for the Rottweiler is frankly cost, and even that’s somewhat limited. Its competing with the CTRL mediums like the Firepike, Giliath, and GraveDigger along with a PS’s own Carney, Grelac, Hekkitonkiaries, Mantis, and SuperMutt, and the Rottweiler has decisive advantages against all of them. The Firepike and Carney have their niches, but the Rottweiler is faster, more heavily armed, and FAR better protected than all of them. It costs as much as two of them, but it's WORTH at least two of them in return. It's even competitive with similar cost hover tanks. What more can you ask for?”

“One of the minor issues with the Rottweiler is that the power plant still runs really hot when it's being pushed. This only really happens when it keeps spraying an all energy loadout, and the light and energy show that it puts out is a far larger problem on the stealth front. It can be an issue if you're in a very high heat environment, but you get plenty of warning from the alarms before it results in damage. When it happens though, you have to cut something, and that can be a real tough choice. It's a niche scenario, but it's something you have to keep in mind when it crops up. The system will almost always remind you ahead of time though.”

“Intel just got news on Clark.”
“****, what did he do?”
“Made a new Robot, and it looks like their take on a Super-Hunter. They call it the Rottweiler, which is an obvious continuation of the NEMA naming.”
“Just great. So how is he clowning on us this time?”
“It can hover, has stupid amounts of armor, and has more firepower any thing the Coalition makes that’s less than a kiloton. And the nominal price is less than 70 mil.”
“Christ. Please tell me they’re not selling them”
“Not on planet, but we’re pretty sure that what we see in New England is less than the tip of the iceberg. The board is being mum on this, but Intel is starting to think that North America is a sideshow to what they’re doing out in the cosmos. And not a big sideshow either.”
“Do we know what the CS thinks?”
“On the Rottweiler, not yet, but the outdimension issue is a lot more interesting. If you work from the assumption that he’s doing so, Jr has been putting a lot of time into squashing any thought of it, and that includes among the higher ups. The GNE alone is a close rival to the CS, and if they can pull in multiple planet’s worth of resources then the CS is just plain screwed in the long run.”
“And if the flat out loose in the long run that makes them want to act in the short run. That means they would have to rush it, and use the big toys to try to do it. And that’s a recipe for disaster one way or another.”
“Yup. The GNE is a bunch of bleeding hearts when you get down to it, so they’re far more likely to hold back than not unless they’re forced. They also don’t want to make a big mess, and dealing with the CS would be a huge one.”
“I’m just hoping we’ll never find out’
“Same”

----Overheard in the Isheming Northern Gun HQ.

After the Minion War and the Mexico Crusade, William Clark found himself between jobs. The Minuteman training program was well enough developed to not need his direct oversight, and that left him with no end of free time. Deciding to once again take a stroll through the PS Robotics development studios, he had a conversation with Director Scandar Zin about the overall future of the division. The long suffering Patriot project had started making actual progress, which was a massive relief for a great many people, but other than that they were primarily focused on upgrades of older designs. Their current pool of ready inspiration was down to ripping off Northern Gun’s designs, looking at the remaining good ideas of TRIAX, the CAF Bombard, and poking at the recovered files of the NEMA Super-Mastiff. Clark, having despised the Super-Mastiff and seeing an excuse to keep it buried, volunteered to spearhead the development project for covering the latter two. Zin, who had always been at least partially awe-struck by the man he considered the father of North American RPA piloting, instantly agreed. This was not the first time a major Paladin Steel project was led by an outsider, but Clark’s credentials were unquestionable, and he was a well known figure in the division.

This was Clark’s first time as a project lead, but he had more overall experience in RPA development than anyone in PS Robotics, and he had a clear vision of what he wanted. The Bombard was an exceptional design, particularly after its latest upgrade, but it could be taken further with some effort. Bringing back together the team he worked with on the Minuteman, they started going over the Bombard schematics to see where changes could be or needed to be made. Stripped all the way back to the frame and articulators, they were upgraded to be able to move a full 30 tons while improving performance. Continuous tweaking would actually see a notable increase in responsiveness, bringing what was already considered an exceptionally agile design by most standards to a whole new level. Clark would do most of the test piloting himself, but others were brought in to provide a comparative performance mark, and they were astonished by the heavy design performing like one far lighter.

Other improvements were also significant. As the technology that had gone into the original Bombard was far behind the cutting edge of the CCW, the design team was able to find a number of weight savings and system optimizations in the process, increasing their overall mass budget to a full 12 tons. GMR coils were installed in the legs and torso to offset the mass enough to make it hover capable, and they were joined by reasonably powerful thrusters to propel the robot at up to 200 mph. The power plant was replaced by one derived from the Tanto-Shinden 200 of the original WZT Tanto, with a number of advances in available cooling technology bringing the surface requirements down enough to be used in a smaller design. Overall output has been decreased to 1.5 times that of normal designs, but this was still a substantial improvement.

A good 4 tons were invested into improving defensive capabilities, with the armor being greatly increased and a reasonably powerful commercial aerospace forcefield installed. Auxiliary systems such as the sensors and EWAR were taken from other modern Paladin Steel designs, and while stealth capabilities would have been preferred, they were considered secondary to weapon functionality. Taking a cue from the Minuteman and similarly sized TRIAX Dyna-Max, a pair of retractable 5ft Power Blades were added to the forearms, providing substantial melee capability and general cutting utility. This left 7.5 tons to spend on the ranged weapon suite, and the Rottweiler did not disappoint.

While the Bombard’s Accordion system was interesting, it was considered inferior to an automatic grenade launcher in anti-infantry roles, so the team decided to add a pair of them in a traversing ball mount with good firing arcs. The leg launchers were replaced with a larger modular system, and would prove to be able to hold MRMs in an unusual diagonal configuration. The shoulder and arm hardpoints were then converted to use light ASF and vehicle weapons, amounting to no less than 22 options right from the start. And then it came for the head weapon pods.

While the maximum pod weight had been increased to 5 tons, Clark decided to split them into two categories; light and heavy. The light pods would be (mostly) compatible with the original Bombard, and have a normal weight limit of 2 tons, while the heavy pods would have the full 5 tons. This would prove mildly farsighted, as the pods imposed a notable impact on agility, with the heavy pods having enough of an effect to pose a problem. They were still considered major benefits however, and the team managed to develop no less than 26 light pods and 12 heavy pods using the systems that were just readily available. It was believed that the heavy pods would be of somewhat limited popularity due to their downsides, but they consisted of relatively low cost or widely available weapons, so niche circumstances could be covered for.

The final design would cost as much as a high end medium ASF, the Rottweiler fills a very different military niche. While capable of inflicting damage, ASFs cannot hold territory by themselves, and have their own logistical requirements that limit their numbers. Additionally, the USA’s multi-dimensional nature means that they regularly run into situations where aerospace forces are simply unavailable, forcing them to conduct extended ground campaigns over vast distances. And on Rifts Earth the Rottweiler simply dominates the competition, literally running circles around the CS Hellraiser, NG Hunter, and TRIAX Dyna-Max. The fact that it was made by William Clark is just the icing on the cake.
Spoiler:
Type: PS-MAR-26 ‘Rottweiler’

Class: Modular Assault Robot

Crew: 2-3; Pilot, Gunner, Secondary Gunner/EWAR

MDC/Armor by Location:
  • (Opt) Weapon Pod--------------------350
    *Sensor Arrays (6)---------------------80 each
    Shoulder Weapons--------------------200 each
    Arms (2)--------------------------------300 each
    *Hands (2)-----------------------------100 each
    Underarm Weapons (2)--------------150 each
    *Retractable Power Blades (2)-----100 each
    Legs (2)--------------------------------500 each
    Leg Ordinance Launchers (2)-------125 each
    Main Body-----------------------------800
    Chest Dual PSAGL-40B--------------200
    Rear Thrusters (2)--------------------150 each
    Reinforced Crew Compartment----250
    Fixed Forcefield----------------------600

    The forcefield regenerates at a rate of 5% (30 MDC) per melee.
Statistics:
  • Height: 25 feet (7.6m meters) without a head pod, 30 ft (9.1m meters) with.
    Width: 12 feet (3.6 meters) shoulder to shoulder
    Length: 7 feet (2.1 meters)
    Weight: 25 tons without a weapon pod (22.7), up to 30 tons (27.2) with.
    Cargo: Small area for the crew’s personal items
Speed:
  • (Running): 90 mph (193.121 km)
    (Leaping): 20 ft (6.1m) high or across, double with a running start, 100 ft (30.5m) with a thruster jump
    (Hoverskimming): 200 mph (320 km), 2-3 ft off the ground
    (Flying): Not Possible, but can safely land from planetary reentry with a piloting check
    (Swimming): 17.5 mph running on the bottom, 6000 ft depth limit.
Physical Strength: Equal to Robotic P.S. 50.

Power System: Advanced Fusion; average energy life of 25 years.

RPA Combat Elite: Rottweiler: By itself, the Rottweiler is more responsive than the Bombard, which was already a near Light Robot in performance. The specialist training for both are fully compatible, requiring only a few days of familiarization to adjust to the differences.
  • +2 APM
    +1 APM at levels 4, 6, 9, and 12
    +2 to Initiative
    +3 to Strike (Melee)
    +2 to Strike (Ranged)
    +4 to Parry
    +2 to Dodge while stationary
    +3 to Dodge while in motion
    +3 to Disarm giant sized opponent
    +4 to Pull Punch
    +4 to Roll with Impact
Penalties: Depends on the Weapon Pod equipped.
  • Light Weapon Pods
    • -1 to Initiative
      -1 to Strike (melee)
      -1 to Parry
      -1 to Dodge
      -2 to Roll with Impact
      -5% to hoverskimming speed
    Heavy Weapon Pods
    • -2 to Initiative
      -2 to Strike (melee)
      -2 to Parry
      -2 to Dodge
      -4 to Roll with Impact
      -15% to hoverskimming speed
Market Cost: 65 million (PW) credits, and less than 45 million for the AJC. Not publicly offered on Rifts Earth.

Systems of Note:
  • Standard (PW) Robot Vehicle Features

    *300 Degree Torso Twist: Full rotation capability is exceptionally rare and almost always imposes substantial design constraints, but the Rottweiler can turn as far as is considered practical. This is more than enough to get limited traverse weapon pods onto targets behind it.

    *Multi-Spectrum Target Designator: 10 miles (atmosphere) range, +1 to strike.

    *ORACLE MK V-C

    *3G Grade ECM Systems: -15% to enemy RSI rolls, and enemy guided ordnance is -3 to strike the tank. RE grade missile sensors are -7 to strike, and RE radios are jammed out to 5 miles (65%) without risk of detection. It can also actively jam 3G grade sensors out to 20 miles, but it does alert others to its presence (if not exact location).

    *3G Grade ECCM System: Onboard EW suite for dealing with intercepted enemy transmissions and cutting through hostile ECM, and has a 25% chance of negating radar or communications jamming (non-magical) on its own, or a +15% chance if an operator with RSI or Cryptography devotes a full melee. The operator has an additional +15% with the Electronic Warfare Skil
Weapons Systems:
  • 1) Shoulder Weapon Mounts (2): Usually controlled by the Gunner. They have +/- 45 degrees of traverse in both axis. Only one Slasher or Partistorm can be mounted on the robot due to power generation issues, and their extended use prevents the forcefield from regenerating and hoverskimming capabilities. Up to two Slayer-Bs may be mounted, but more than one imposes the same limitations.
    • a) WZT/ASI Light Fighter Mounts: Long range, but lacking damage.

      b) PS-RFL-41 ‘Slayer-B’ Quad Cannon:

      c) PS-RFL-42 ‘Slasher’ Quad Cannon

      d) Dual PS-IC-02 ‘Sparker’ Infantry Ion Cannon:

      e) Dua PS-IC-03 ‘Scheffer’ Infantry Ion Cannon:

      f) PS-PPR-4B ‘Comet Rifle’ Plasma Cannon

      g) Dual PS-PBW-8 ‘Bluebolt’ Particle Beam Rifle

      h) Dual PS-PBW-10 ‘Fanblaster’ Particle Beam Rifle

      i) PS-PHHC-08 ‘Partistorm’ Particle Beam Gatling

      j) PS-EMVC-07 ‘MagStorm’ ElectroMagnetic Vortex Cannon

      k) PS-GrHW-01B ‘Flamma’ Heavy Gravitonic Rail Gun: 2400 rounds

      l) Dual PS-HAR-20 ‘Taskin’ 20mm Rapid Fire Autocannon: 800 rounds

      m) Single PS-862AC 30mm Anti-Aircraft Flak Cannon: 400 rounds

      n) PSAGL-40B Automatic Grenade Launcher: 400 grenades

      o) M-64 60mm ‘Snapdragon’ Gun-Mortar: 100 rounds

      p) McM Launcher: 125 McMs, volley 2-8

      q) MM Launcher: 12 MM, volley 2-4

      r) SRM Launcher: 4 SRM, volley 2

      s) MRM Launcher: 2 MRM, volley 2
    2) Underarm Weapon Mounts (2): As 1), and may be firelinked with them, but are usually operated by the Pilot. Their mounting provides no traverse, meaning that they shoot straight ahead from where the arm is pointing.

    3) Chest Dual PSAGL-40B Automatic Grenade Launchers: 1500 grenades total. Usually controlled by the Gunner. Traverse is +/- 60 degrees side to side, and +/- 45 degrees up and down.

    4) Leg Ordinance Launchers (2): Each may be equipped with one of the following. Controlled by the Gunner or Second Gunner.
    • a) 40mm ‘Chewer’ Launcher System: 10 tubes (2x5), 50 grenades each

      b) McM Launcher: 96 McMs each, Volley 2-12

      c) MM Launcher: 24 MMs each, Volley 2-6

      d) SRM Launcher: 12 SRMs each, Volley 2-4

      e) MRM Launcher: 4 MRMs each, Volley 2
    5) Smoke Mortars (2): Leg mounted gas grenade launchers for providing smoke or antipersonnel cover. Controlled by the Pilot.
    • Range: 500 ft
      Damage: None, smoke (chemical agents such as tear gas can be substituted) in 10 ft radius.
      Rate of Fire: Volleys of 1,2,3, 4, or 6
      Payload: 6 smoke grenades per launcher, 12 total
    6) (Optional) ‘Light’ Head Weapons Pod: Usually controlled by the Gunner, but the turrets can be set to auto defense with +4 to strike and 6 APM. Full turrets have 360 by 90 degrees of rotation, limited mounts have 120 by 90, and missiles are fixed forwards.
    • a) WZT/ASI Heavy Fighter Mount Turret: 6 options.

      b) PS-RFL-42 ‘Slasher’ Quad Cannon AA Turret: Has an independent power source that provides 64 shots per melee (8 medium bursts total).

      c) PS-HIW-04 Ion Calliope Projector Limited Mount: Full 48 barrels, has an independent power source that provides 144 shots per melee (3 full salvoes)

      d) Single HPC-03 ‘Vesuvius’ Heavy Rapid-Fire Plasma Gatling Turret: 1800 rounds

      e) Dual HPC-03 ‘Vesuvius’ Heavy Rapid-Fire Plasma Gatling Limited Mount: 2400 rounds

      f) PS-PHHC-08 ‘Partistorm’ Turret: Has an independent power source that provides 48 shots per melee (8 medium bursts total).

      g) PS-HPBC-20 Particle Beam Cannon Turret: Slightly better range than the ASF heavy version.

      h) PS-HPBC-21B Heavy Particle Beam Cannon Turret

      i) Dual EMVC-07 ‘MagStorm’ ElectroMagnetic Vortex Cannon Turret: As on the Robard. +25% to fling chances. Very effective against missiles.

      j) Dual 20mm Gatling Autocannon Turret: As on the Bandersnatch, 3000 rounds

      k) Dual 30mm Anti-Aircraft Flak Turret (Triax TX-862FC): 1200 rounds, 600 per cannon.

      l) Dual Rapid-Fire 35 mm Cannons Limited Mount:
      • Range: 2.5 miles
        Damage: Depends on type, and may dual bust.
        • (Proximity Fuzed Fragmentation) 3d6 MD to a 10 ft blast radius.
          • 2d6x10 MD to a 30 ft blast radius per 10 rd burst.
            3d6x10 MD to a 50 ft blast radius per dual burst
          (Armor Piercing Tracer) 4d6 MD single shot
          • 3d6x10+10 MD per 10 rd burst.
            5d6x10+30 md per dual burst
        Rate of Fire: EGCHH
        Payload: 1200 rounds (600 each)
      m) Dual 40mm Autocannon Anti-Aircraft Turret: As on the Bandersnatch, 400 rounds each. Not popular due to the low rate of fire.

      n) 40mm ‘Chewer’ Mortar-Launcher System: 72 tubes (12x6), or 360 rounds

      o) Dual M-61 60mm ‘Snapfire’ Mass Driver Cannon Limited Mount: 240 rounds, 120 each.

      p) 81mm Breech-Loading Auto-Mortar Turret: As on the Robard, 100 rounds

      q) 80mm MB Gauss Cannon(PS-MDJ80M) Limited Mount: From the Robard
      • Weight: 5,800 lbs (2.9 tons)
        Payload: 80 rds
      r) MM pod: 72 MMs, volley 2-10

      s) SRM Pod: 36 SRMs, volley 2-8

      t) MRM Pod: 12 MRMs, volley 2-6

      u) LRM pod: 6 LRMs, volley 2-6
    6) (Optional) ‘Heavy’ Head Weapons Pod: Only have lateral traverse unless they are noted to have a turret. Generally used to provide artillery support, and manned by whoever is available. Several of them also require that the Rottweiler not be hovering due to the recoil.
    • a) Dual HPC-03 ‘Vesuvius’ Heavy Rapid-Fire Plasma Gatling Turret: 2400 rounds

      b) AC4-30 30mm Anti-Aircraft Flak Turret: 1600 rounds, 400 each barrel. Fire more than 4 full 6-shot bursts per melee requires being on the ground.

      c) Dual Rapid-Fire 35 mm Cannons Turret: 1200 rounds (600 each). Must be on the ground to use.

      d) 40mm ‘Chewer’ Mortar-Launcher System: 144 tubes (12x12), or 720 rounds. Specifically designed for quick detachment, and is considered disposable.

      e) Dual 81mm Breech-Loading Auto-Mortar Turret: As on the Robard, 180 rounds, 90 each

      f) 80mm MB Gauss Cannon (PS-MDJ80M) Turret: From the Robard, 120 rounds.

      g) 100mm MB Grav Driver Cannon (PS-MDJ100M): 80 rounds. Must be on the ground to use.

      h) 120mm Ballistic Mortar (Flings MRM warheads?): 60 rounds. Must be on the ground to use.

      i) 155 mm Ballistic Mortar: Taken from the Patriot program. Must be firmly on the ground (and stationary) to use, and just barely fits the mass and volume restrictions with some chicanery.
      • Range: 72,000 ft indirect fire
        Damage: (Fragmentation) 2d4x10 MD to a 70ft radius
        • (High Explosive) 4d6 x10 MD to 30 ft radius
          (Armor-Piercing Self-Forging Skeet) 5d6x10 MD to a 3 ft area.
          (Plasma)1d6x*50* MD to a 50ft radius
          (Smoke/Chemical) 100 ft radius
          (Illumination) Illuminates a 1 mile area bright as day, and burns for 2d6 melees
          Can also chamber other specialized ordnance, such as TW shells, EMP bombs, and other types currently in development
        Rate of Fire: 2 per melee
        Payload: 40 rounds
      j) SRM Launcher: 72 SRMs, volley 2-16

      k) MRM launcher: 24 MRMs, volley 2-6

      l) LRM Launcher: 12 LRMs, Volley 2-4
    8) Retractable Forearm 5ft Power Blades: 1D6x10+35 MD per Hit. Underarm weapons can be synced to fire with each punch. Primarily meant for stabbing attacks. Controlled by the Pilot.

    9) Hand Weapon: As Robotic PS 50.

    10) Hand to Hand: As Robotic PS 50.
Options:
  • A Gravity Wave Sensor can be installed for whatever price is available.

    *Bombard Pods: Other than the 80mm Gauss Cannon, all of the Light Pods can be used on the CAF Bombard, and vice versa. This has led to MANY Sector Fleets placing orders with ASI, and leaving the Bombard’s producer (Goldilox Industrial Motors) scrambling to catch up.
Variants:
  • None so far, but PS Robotics is working on aquatic and void use models, and a TW conversion is only a matter of time. Consistent rumors also have Clark having a version clad in Moly-Chrome, but this is considered unlikely to those that know him.
Last edited by Omegasgundam on Fri Sep 29, 2023 7:10 pm, edited 3 times in total.
Omegasgundam
Adventurer
Posts: 444
Joined: Thu May 08, 2008 11:04 pm

Re: Paladin Steel Storefront

Unread post by Omegasgundam »

Based on talisman’s original. My next project is what happens when PS offers to remanufacture older Glitter Boys and give them some versatility.

PSA-13 ‘Steel Mack’ Light Power Armor
“Yes, you're a small walking tank. Don’t let it go to your head. The Jump Pack is a lot more fragile than anything else, and if it goes you’re stuck walking. That means that the other guy can probably run rings around you, and good luck being able to fire back after your missiles are spent. And a foot slogging dwarf isn’t worth spending a million credits on, so use that damn rock you call a brain and keep your rear away from things that can shoot at it. Playing battering ram is for when your in a building or a tunnel, not in an open field.”

“The Steel Mack is more or less the Dwarf equivalent to the PSA-11. It's actually tougher and faster in the air than the old standard, and the price is lower too. It lacks the secondary features though like the electronics and modular swap outs, but the size factor means most of them just wouldn’t fit either. They also use it as their equivalent to the Ramza, but they make their own power plants so they can afford to. There has to be a project to add the Ramza weapon options underway though, it’s too obvious an idea to miss.”

“After we released the Steel Mack on the 3G market, we got a huge amount of orders from the Dwarven Guildmasters. They hadn’t bothered working on an equivalent since the founding of the UWW, and they had noticed that there wasn’t anything out there that was suited for their physiology. Us releasing something that was more or less solely for them raised some eyebrows. One thing led to another and they’re now in contact with the West Enclaves, and there’s some high level talks happening. Gods know what they’re talking about, but they PROBABLY won’t end in something bad. Probably.”

The growing problems of the Minion War and its aftermath meant that the old ‘Iron Mack’ was beginning to be inadequate from a military perspective. While it was just as good at mining, the Dwarves of the Western Enclaves were finding themselves having to fight on the surface more and more. Reaching out to Paladin Steel West, they decided to take the Iron Mack and create a dedicated military variant, growing to be a full scale Power Armor rather than a greatly enhanced exoskeleton equipped EBA. Their timing was fortunate, as the upgraded Pikeman was in the middle of development and shared many of the same demands, saving a great deal of time and effort. The new armor would be named the Steel Mack, and was given the designation number -13, which had been unclaimed since the collapse of a Terror Trooper duplication effort from the redundancy.

The first and most significant change is that the mass has been increased by 2/3rds, making it just shy of the upgraded Pikeman. As the Steel Mack was a much shorter platform, that meant that relative armor strength was much greater, increasing by 50% from that of the Iron Mack. Speed would naturally be lower, but 40 mph was considered to be at the upper end what an unaugmented dwarf could easily tolerate regardless. Jumping and/or hovering capabilities were considered as an alternative, with the ever popular Terrain Hopper staying close enough to the ground for the normal dwarf to not get queasy after sustained use. PS West decided to combine a moderately powerful high endurance jump pack with a GMR coil, resulting in both higher sustained speed and jumping capability.

The Steel Mack would prove to be anything the Dwarven Enclaves wanted out of a suit of mass production power armor, and turned their industrious Holds to the task of making them. While too expensive to give to every Dwarven infantryman, they have been able to make a very good attempt at it, having one of the highest PA-to-infantry ratios on Rifts Earth.
Spoiler:
Type: PS-AIAS-PSA-13 ‘Steel Mack’

Class: Armored Infantry Assault Suit, Light

Crew: 1 Dwarf (or similar stature humanoid), can use a skinsuit.

MDC/Armor by Location:
  • Main Body----------------------300
    Head-----------------------------150
    Jump Pack---------------------80
    Legs (2)-------------------------180 each
    Shoulder Plates (2)-----------120 each
    Arms (2)------------------------150 each
    Hands (2)-----------------------40 each
Statistics:
  • Height: 5 feet (- meters).
    Width: 3 feet (- meters)
    Length: 2.5 feet (- meters)
    Weight: 200 pounds (--- kg).
Speed:
  • Normal Ground Speed: 40 MPH, 20% normal fatigue
    Leaping: 20 ft up/across, 35 ft up/across with a running start, 10x with thruster/GMR assist. 3x with just the GMR coil.
    Power Jumping: 170 mph (272 km), distance as the Terrain Hopper, and substantially less hindered by light foliage. Essentially impossible without the GMR coil.
    Flying: 100 mph (160 km) and up to 200 ft. Half that without the GMR coil.
    Underwater: 7 MPH running underwater, maximum depth of 800 ft
Cargo: The backpack slot is taken up by the jump pack, but it has space for an ammo drum below it. Otherwise it is limited to EBA strap harnesses.

Physical Strength: Either Base PS +10 or 30 (whichever is higher), and is Robotic.

Power System: Micro Fusion Battery; 5/year energy life.

Market Cost: 750K credits due to the Micro Fusion Battery, 350K without it.

Systems of Note:
  • Standard (RE) Power Armor Features, as well as the following;

    *Sonar: 800 ft

    *Motion Detector: 200 ft

    *Thermal/Acoustic Stealth: -20% to detect with heat and sound based methods.

    *Integral First Aid System: Integrated RMK and IRMSS with drug dispenser.

    *GMR Coil: Reduces the effective mass of the armor to 50 lbs, much less than that of the normal dwarven operator.
Weapons Systems:
  • 1) Forearm Mounts: Each forearm is fitted with a hardpoint capable of accommodating any of the commercially-available cyborg forearm options.

    2) Shoulder Mounts: As 1), but are on mini-turrets that track the head. Can also hold up to 3 Mini-Missiles or 12 Micro-Missiles.

    3) Lower Leg Mounts: Each can hold either 4 Mini-Missiles or 16 Micro-Missiles.

    4) Pistol Holsters: The shins include quick draw holsters for various pistol sized items, most often projectile weapons for use against energy immune foes.

    5) Hand Weapons: As Robotic PS 30.

    6) Hand to Hand: As Robotic PS 30.
Options:
  • *Naruni-style Forcefield: Equivalents to any of Naruni’s infantry scale models can be mounted.

    *EM Magshield System: The armor takes half damage from particle and ion weapons. This is effective against TGE Energy Pulse technology. 20,000 Credits

    *Armor Resistances: The armor may be fitted with one of the following.
    • *Laser Resistance: The armor takes half damage from laser weapons. 75,000 Credits

      *Heat Resistance: The armor takes half damage from plasma weapons. 75,000 Credits

      *Impact Resistance: The armor takes half damage from kinetic impacts, like falls, punches, kicks, concussion explosives, slug bullets, and rail guns. 75,000 Credits

      *Thermo-Kinetic Resistance: As in DB:8. This is not openly offered. 200,000 Credits
    *Undermesh: The armor may be fitted with one of the following
    • *Electric Dissipation Mesh: The armor takes half damage from infantry scale electrical (ie Ion) weapons. 50,000 Credits

      *Ectofibre Mesh: Magical energy attacks are reduced in damage by 1/3, and the wearer gets to save +1 versus magic, and TW modifications cost 1/3 less. 75,000 Credits

      *Psycoactive Mesh: As VBA-UC-1/7 (Pz). 66,000 Credits.
    *Model 2 ZapTaps: As in the PS catalogue. 30,000 credits each as most of the guts are effectively already installed. They can be added to the fists and legs.

    *Wrist and Boot Blades: 500 credits in addition to the cost of whatever blade weapon you wish to install. It must fit within the dimensions of the forearm or boot heel.

    *Other Modifications: If you can find an armor mod or feature somewhere else, odds are PS has an equivalent available at a reasonable cost.

    *Techno-Wizard Features: As normal Paladin Steel pricing.
Last edited by Omegasgundam on Fri Sep 29, 2023 7:06 pm, edited 1 time in total.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Omegasgundam wrote:Based on talisman’s original. My next project is what happens when PS offers to remanufacture older Glitter Boys and give them some versatility.
PSA-13 ‘Steel Mack’ Light Power Armor


Yeah, the GNE's enemies out west really came to hate these stinkers because the Dwarves had tunnels all over their domains, and would cut shafts up to the surface that they'd fly their Steel Macks up to surprise opponents. THey'd pop them up like missiles out of silos, or deadly giant metal gophers right in somebody's face.
Worse yet would be if you had both Dwarves AND Smallkin with respectively scaled power armors infesting a region. Those few enemies who tried to follow them back down their tunnels discovered the hard way that it's safer to stick a limb into a running woodchipper than to try to corner power-armored Dwarves or Smallkin in their own tunnels.
-------------
"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
------------
Omegasgundam
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Posts: 444
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Re: Paladin Steel Storefront

Unread post by Omegasgundam »

Paladin Steel USA-G-10 Modification Options
Over the years, Paladin Steel has produced a number of modifications offered to the Glittery Boys that come through their shops, helping with its various issues. These are the most common, and are often offered for free to those that take medium term assignments with PS or the GNE. Many have an equivalent offered by Northern Gun or the Black market as well, and a competent Operator can conduct the procedures given the schematics, tools, and components to do so.
Spoiler:
RG-14-A Upgrade: The original Boom Gun has some issues with the positioning of its subcomponents, which made them a bit more vulnerable than necessary. The upgrade moves the Sight Array and Laser Targeter to a more ideal location, and gets the smaller operational bits behind the Moly-Chrome shell in a manner that does not hinder operation. Perhaps more importantly, it adds an under barrel mount for a laser rifle, originally a PSLR-5 Partisan and later a PSLR-17 Priene. 150,000 credits to install, taking 1-2 weeks in a qualified Machine Shop.

Quick Detach Multi-Feed Ammunition Drum: Separates the old hard mounted 100 round unit with an 80 round that can be hot swapped in less than 30 seconds (150 MDC, is Reflective). The drum is also set for multi-feed operation, with two chambers of 40 rounds being available at will. 250,000 credits to install, taking 1-2 weeks in a qualified Machine Shop.

External Mini-Drum: Add a small auxiliary ammo drum of 6 rounds to the side of the Boom Gun, able to switch from the main feed at will. This is used for specialty rounds such as smoke and TW projectiles. 25,000 credits to add, and has negligible time requirements.

PS-PPR-9 ‘HeatWave’ Replacement (108 PA): Alternatively, the Boom Gun can be replaced with a Plasma Cartridge machine gun with a quick detach 600 round drum (150 MDC, is Reflective), with an underbarrel PSLR-17 Priene. This post dates PS’s production of their own moly-chrome, so the sell it for 500,000 credits for a fresh weapon, or 200,000 credits to install one in an old Boom Gun housing. It does not require being anchored to use.

Recoil Thruster Upgrade: The regional system was meant solely to deal with the recoil, but has since developed a number of additional uses. This replaces the old thruster pack (200 MDC) with one with greater endurance (200 MDC), allowing it to match the flying and later hoverskimming of the PSA-11. 250,000 credits to install, and needs to recycle the old unit to provide the armored shell, taking 1-2 months in a qualified Machine Shop if one is not available.

Retractable Forearm Vibro-Sword: Creates a cavity in the arm that holds a fully retractable Vibro-Sword that is 2D6+2 MD (+PS bonus) and +1 to Parry. 25,000 credits to install per arm, taking 1 week in a qualified Machine Shop.

Underarm Internal Pistol Mount: Provides room for a chosen PS produced energy pistol. Power generation is equal to half an E-Clip per melee, or a full E-Clip if more expensive components are used. 15,000 credits to per arm for normal pistols (which are bought seperately), double both for more efficient models, taking 1 week in a qualified Machine Shop.

Hand Induction Systems (Post-SCW): The arms can be substantially rebuilt to be able to power appropriately equipped weapons simply by holding them, providing half an E-Clip per melee. 150,000 credits, taking 1-2 week in a qualified Machine Shop. Only offered to trusted and/or reparated NEMA forces.

External Mini-Missile Launchers: These 4-tube launchers (20 MDC, non-Reflective) can be attached to the shoulders and both sides of the legs. Their use requires the FCS to be modified, but this is far cheaper than using ones with their own targeting systems. 45,000 to upgrade the FCS, 5,000 per launcher.

External Micro-Missile Launchers: Similar to the above, these hold 16 McMs each (4 tall X 2 wide X2 deep), and can fire volleys up to 8 each.

Electro-Stimulation Equipment: More of a modification to the piloting suit, this quadruples the amount of time the pilot can stay inside the armor before needing exercise. It also adds a number of features to help deal with the smell, as well as sweat and skin flaking/irritation. Adds 15K credits to the suit, but considered to be worth every penny by those that use it for long periods.

Alternative 60mm Boom Gun Rounds
Based on the math of Kitsune, the Boom Gun fires 60mm casings, which is a good size to do things with. These are the alternative ammo types he came up with, along with an expansion in the AS rounds. NEMA would have had access to all of them, including the anti-supernatural shells after the first month.

Laser guided shells have a +3 to strike, and add 200 credits to the cost.
Spoiler:
Standard Flechette Rounds: +2 additional bonus to strike fast moving flying targets. Easiest to fabricate/reuse, so historically more common.
    Maximum Effective Range: Direct Fire Range of 11,000 feet (3,352.8 meters)
    Damage: 3D6x10 MD
    Cost: 200, unguided only.
Solid Slug Rounds:
    Maximum Effective Range: Direct Fire Range of 12,500 feet (3,810 meters). With the help of the rangefinder, radar, and the computer, can fire rounds indirectly to 22,000 feet (6,705.6 meters).
    Damage: 3D6x10+30 MD (optional rule is that cannon gets a critical on a natural 18, 19, or 20 due to its high penetration)
    Cost: 200
High Explosive Round:
    Maximum Effective Range: Direct Fire Range of 11,000 feet (3,352.8 meters). With the help of the rangefinder, radar, and the computer, can fire rounds indirectly to 22,000 feet (6,705.6 meters).
    Damage: 1D6x10 MD with a blast radius of 16 feet (4.9 meters)
    Cost: 400 normal
Plasma Rounds:
    Maximum Effective Range: Direct Fire Range of 11,000 feet (3,352.8 meters). With the help of the rangefinder, radar, and the computer, can fire rounds indirectly to 22,000 feet (6,705.6 meters).
    Damage: 1D6x10 with a blast radius of 16 feet (4.9 meters)
    Cost: 400
ER Solid Rounds: Lighter "round' and a rocket booster for increased range.
    Maximum Effective Range: Direct Fire Range of 15,000 feet (4,572 meters). With the help of the rangefinder, radar, and the computer, can fire rounds indirectly to 28,000 feet (8,534.4 meters).
    Damage: 3D4x10+20 MD (optional rule is that cannon gets a critical on a natural 18, 19, or 20 due to its high penetration
    Cost: 500
ER High Explosive Rounds
    Maximum Effective Range: Direct Fire Range of 15,000 feet (4,572 meters). With the help of the rangefinder, radar, and the computer, can fire rounds indirectly to 28,000 feet (8,534.4 meters).
    Damage: 4D6 with a blast radius of 8 feet (2.4 meters).
    Cost: 550
ER Plasma Rounds
    Maximum Effective Range: Direct Fire Range of 15,000 feet (4,572 meters). With the help of the rangefinder, radar, and the computer, can fire rounds indirectly to 28,000 feet (8,534.4 meters).
    Damage: 1D4x10 with a blast radius of 12 feet (3.7 meters).
    Cost: 600
Smoke Rounds: Also available as Gas rounds.
    Maximum Effective Range: Direct Fire Range of 11,000 feet (3,352.8 meters). With the help of the rangefinder, radar, and the computer, can fire rounds indirectly to 22,000 feet (6,705.6 meters).
    Damage: None, has an effect radius 20 feet (6.1 meters)
    Cost: 150
Anti-Supernatural Flechette Rounds:
    Maximum Effective Range: Direct Fire Range of 11,000 feet (3,352.8 meters). Round cannot be fired indirectly.
    Damage: 3D6 MD per round to normal targets and 6D8x10 MDC to those vulnerable to the chosen round.
    Anti-Vampire: Silver inflicts 6D6x10 Hit Points to vampires and vampire intelligences, while wood does half that. A flechette from the round will penetrate the heart of a vampire on a 18 through 20 on a normal shot and on a 15 through 20 for a called shot.
    Cost: 90 for wood/bone, 105 for iron, 120 for silver
Anti-Supernatural Explosive Rounds:
    Maximum Effective Range: Direct Fire Range of 11,000 feet (3,352.8 meters). With the help of the rangefinder, radar, and the computer, can fire rounds indirectly to 22,000 feet (6,705.6 meters).
    Damage: 2D6 M.D.C. to Normal Targets and 3D6x10 MD to those vulnerable to the chosen round. Blast radius: 12 feet (3.7 meters).
    Anti-Vampire: Silver 2D6x10 HP against vampires and other targets vulnerable, while wood does half that. Any strike of a natural 18 to 20 means that a shard travels into the heart of the vampire.
    Cost: 180 for wood/bone, 210 for iron, 240 for silver
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Re: Paladin Steel Storefront

Unread post by taalismn »

Omegasgundam wrote:Paladin Steel USA-G-10 Modification Options
Over the years, Paladin Steel has produced a number of modifications offered to the Glittery Boys that come through their shops, helping with its various issues. These are the most common, and are often offered for free to those that take medium term assignments with PS or the GNE. Many have an equivalent offered by Northern Gun or the Black market as well, and a competent Operator can conduct the procedures given the schematics, tools, and components to do so.


Given the ultimate subversion of many, if not most, of the Republican-aligned Chromium Guardsmen Families to being supporters of the GNE vision, post-Minion War/Shemarrian Civil War, this makes perfect sense as another incentive.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

Variants:
PS-MAR-26 Rottweiler Modular Assault Robot(Omegasgundam)

*PS-MAR-26D ‘Kappa’ Amphibious Assault Robot
“Some places the sea life’s so hostile piloting heavy armor is the only way you’ll get to walk along the beach without being eaten alive by something slithering out of the surf, and I’m not just talking about the animal life.”

“Yes, Captain Bel!ch’k!, in your case landing offshore wasn’t a smart move on your part. Not all of us land-dwellers have a blind eye when it comes to deep water...as your little invasion force discovered to its great regret.”

The ‘Kappa-D’ is the aquatic variant of the PS-MAR-26 Rottweiler. The -26D has a slightly more streamlined look, extra environmental sealing, underwater mobility aides, and has had its weapons systems modified for underwater combat. It gets its nickname from its unoccupied head cavity bearing a resemblance to the head water-bowl of the Far Eastern kappa species.
The ‘Kappa’ is proving popular on worlds with extensive surface water coverage, for controlling both the local bandits and wildlife.

Changes/Modifications
Speed:
(Hoverskimming) Unchanged, due to the use of heavy-duty dual air-water propulsion turbines.
(Underwater) 30 knots w/ thrusters, walking along the bottom of shallow lakes and rivers at 19 MPH, maximum depth 1.5 miles

Market Cost: 67 million (PW) credits, and less than 46 million for the AJC.
Systems of Note:
*Sonar---80 mile range
*Blue-Green Communications Laser----100 mile range
*Magnetometer----The magnetometer has a range of 5,000 ft and can detect vehicles and other metallic structures with 80% accuracy. The active magnetic containment fields of nuclear fusion reactors and the EM spikes of active rail guns can be detected at TWICE that range.

*Hull Degausser---This system can be used to periodically demagnetize the hull, loosening the grip of magnetic-attachment limpet mines, and reducing the effectiveness of magnetically-triggered ocean mines in detecting the vehicle and detonating.

*Retracting Sensor Mast(1)---A periscope mast that can fully retract into the torso, or extend out up to 10 ft. It carries a backup set of sensors identical to those in the head, as well as wide-angle panoramic cameras. The mast has 50 MDC.

*Ejectable Cockpit Pod---The pilot’s compartment is specially designed to facilitate the crew’s survival in event of deep-water bailout. The entire cockpit can be ejected and has flotation systems to carry the crew to safety. This affords the escaping crew extra protection when ascending from the depths, as well as protects them from the dangers of decompression.

* Variable Buoyancy---Special flotation cells allow the crew to adjust the buoyancy of the ‘bot in water.

Weapons Systems:
1-2) Shoulder/Forearm Weapon Mounts----Laser weapons are now attuned t blue-green frequencies for maximum underwater penetration, projectile weapons are supplied with supercavitating ammunition, and missile launchers can be replaced with their torpedo equivalents
s) MRMs can also be swapped for Harpoon III or SeaFire Missile/Torpedoes
Harpoon III---
Range: 40 miles
Damage: 2d6x10 MD to 40 ft blast radius
Bonuses: +5 to strike
SeaFire Missile/Torpedoes----
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.

3) Chest AGLs(2)----The torso-mounted AGLs now have the option of firing mini-depth charges similar to those utilized by the PSMAGL-40DMs ‘Dhunker’ 40mm Marine Grenade Launcher.

(Sonic)3d6 MD per blast to an 16 ft blast radius, 1d6x10 SDC to another 20 ft beyond that, Does only 1d6 MD to a 6 ft radius in air
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor(such as wetsuits).

(ElectroShock)--Unleashes a powerful electrical surge that stuns against a saving roll of 17 or less. Does 3d6 SDC to a 25 ft radius, and stuns for 1d4 minutes. Also has a 60% chance of temporarily knocking out unshielded bionics and cybernetics for 1d6 melees.

(Chemical) Varies by specific chemical used. Generally covers a 20 ft area, and persists for about 1d4 minutes before being broken up by water currents.
(Dye Pack) Dyes the water a bright color. Generally covers a 30 ft area, and persists for about 1d4 minutes before being broken up by water currents. May last longer if it coats solid objects passing through it.
(Floating Flare) Burns for 50 seconds floating on the water
(Screamer) 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 40mm screamers is aproximately 2,500 ft

(MicroTorp)---Drops two micro-torpedoes into the water. Typically homing variety.

(TW TangleBomb)----Explodes into a twitching, twining, expanding mass of green-black unearthly vegetation with 25 MDC per 20 ft area(covers a 40 ft area). Has an effective Horror Factor of 14, and victims have to Dodge at 16 or better to avoid getting tangled up in its fronds/tentacles. Victims trapped in the weed are -1 to initiative, -2 to strike, -4 to parry, and -6 to dodge, and will have to inflict 25 MDC or more to move more than 10 ft. Unprotected beings take 3d6 SDC per melee of thrashing against the weed, from its thorns and whipping around; those in MDC armor(or who remain calm and don’t fight it) take no damage. Duration: Lasts up to 50 minutes

(TW Blackwater Bomb)---Covers a 50 ft area in ominous darkness, Effects identical to the Ocean Magic spell Black Water. Effects last 8 minutes.

4) Smoke/Chemical Mortars(2)---The smoke launchers can also fire off underwater special chemical rounds such as ‘ink shots’ that foul visibility and sonar systems, and repel local wildlife.

5-6) Head Weapons Pods---Weapons can be modified similarly to 1-2), plus the following:
(Light)
v) Light Sonic Cannon
Range:(Sonic Blast) 1,800 ft underwater, 600 ft in air
Damage:: Wide Beam: 4d6 MD to a 30 ft area
Concentrated Beam: 1d4x10 MD per blast
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor.
Unprotected personnel must save versus non-lethal poison (16 or higher) or be stunned for 1d4 melee rds. People in sealed power armor save at an 8 or higher for the wide area blast, but make a standard save for the concentrated blast.
Sonar Blast----This is an enormous ‘belch’ of sonic cacophony that can blind sonar systems within range with a mass of ‘white noise’, knocking them out for 1d4 melees. Sonar and acoustic homing systems will lose target lock, and sonar-using creatures will be stunned and ‘blind’ for 1d4 minutes.
Vibration Blast---This takes up ALL attacks per melee to initiate and maintain, and consists of focusing a low powered beam on a sealed ship(submarines are ideal), and gradually inducing an ultra-low frequency vibration throughout its structure. While this doesn’t do any damage per say, 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: ECHH
Payload: Effectively Unlimited
(Heavy).
m) Heavy Sonic Cannon
Range: 2,500 ft
Damage: 2d4x10 MD per blast, plus 4d6 MD to a 15 ft diameter area around the blast area(double damage and range underwater)
Rate of Fire: ECHH
Payload: Effectively Unlimited

11) Screamer/Decoy Launch Racks(2)----Added launch tubes in the shoulders can fire off countermeasure pods to decoy torpedoes and distract enemies.
*Sonic Scramblers(“Screamers”)----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 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, plus accoustic-homing weapons will break target lock to attack the decoy.
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 anywhere up to a minute(4 melees) after deployment.
Note: Screamers will affect the user’s own sonar systems.
Range: 6,000 ft
Damage: None
Rate of Fire: Can fire off Screamers in salvos of 1 or 2
Payload: Pod holds 6 Screamers

*Deep Flares---Deep Flares are fast-burning underwater illumination sources used as distractions in deep sea operations. Though fairly useless as weapons, Deep Flares are effective at night and against deep-sea creatures sensitive to bright light.
Deep Flares will blind surprised targets for 1d4 melees(half all combat bonuses and skill rolls while trying to overcome temporary blindness). Useless against targets using sonar, or without eyes.
Range: 100 ft
Damage: 1d4 MD if it scores a direct hit on a target; Otherwise, no damage, aside from possible flash disorientation. : Area of effect: 100 ft area in diameter(suspended silt/debris in the water may limit this).
Rate of Fire: Volleys of 1 or 2
Payload: Each pod can hold up to 6 Deep Flares

Options:

*Hull Electrification System(i.e. “Hull Zapper”, “Saint Elmo’s Hotfoot”))
An exotic close-in defense system that uses special coils and contact points to run a high-power electrical current across the hull, electrocuting anyone in contact with the hull.
Range: Contact+ 1-2 ft from the hull in the water.
Damage: 1d4 MD per contact with the hull
Cost: 2.2 million 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
------------
Omegasgundam
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Posts: 444
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Re: Paladin Steel Storefront

Unread post by Omegasgundam »

So, its time for me to throw Norther Gun a bone and urinate all over Clements' vision for what useful combat robots/vehicles are.

I may or may not add more fluff and quotes later, but the general gist of the IHA vehicles is that NG noticed that PS is selling a lot of tanks in the Domain of Man to the point where they're loosing sales of their Robots. This cannot stand, so they picked up the IHA tooling for such from the CS for some reasonably low price and brought them over to Isheming to make their own and upgrade. The CS would rather money not go to PS, so they have to let NG catch up to the lower end of Main Book Coalition so that they can compete. CS has managed to move another step forward, so its there's still a non-trivial gap.


Northern Gun NG-44L Vulcan Laser Cannon Replacements
Due to the massive pressure from Paladin Steel, and the Coalition wanting to reduce how much penetration the East Coast has on the markets of the Domain of Man, Northern Gun has been given a substantially freer hand in equipping legitimately powerful weapons on its products. By far the most common is the NG-44L Vulcan Laser Cannon, which is a variant of those formerly used by Iron Heart Armaments, which has been altered to be able to shoot single shot (4D6 MD) and triple bursts (1D6x10) if desired, or the full six shot (3D4x10). Northern Gun sells the weapon and the needed support systems for 250,000 credits each, with many of the smaller designs unable to provide enough power to run it at its full rate of fire. If the original housing has less than 75 MD, increase it to that.
Spoiler:
Ground Vehicles
  • Sentinel Patrol Hovercar: Replaces both guns and uses the upper turret point. 24 shots per melee

    Badger ATV: May replace the Ion Cannon, full RoF.

    Mammoth Armored Transport: May swap the Railgun Turret and forward turret, full RoF.

    Pathmaker AEW: May be used as the Main Weapon, full RoF.

    Centipede Robot Recovery Vehicle: May swap the Plasma Cannon, full RoF.
Amphibious Vehicles
  • Crocodile: Replace both energy guns with one in the laser turret. 24 shots per melee for nuke and SO, 500 shot battery for electric

    Bluestorm Submarine: Replace both Laser turrets at twice the cost (BG conversion), full RoF.
Hover/Aircraft
  • Wildfire: Replace all the weapons with a fixed forward mount. 200 shot battery, generates 12 shots per melee.

    Sky King: Replace all the weapons with a fixed forward mount, 24 shots per melee

    Dragonfly: Replace both energy guns with one in the nose turret, 48 shots per melee

    Skybunker: Replace all the turrets with a pair forward and rear centerline, full RoF.
Power Armor
  • Midas: Replace all the energy weapons and use the Laser mounting, and cannot be hand carried. 200 shot battery, generates 12 shots per melee.

    Storm Hammer: Replaces both the PBC and Rail Gun, and is mounted over the former ammo drum location. 200 shot battery, generates 24 shots per melee.
Robot Vehicles
  • EX-9 Super-Explorer: May swap the weapon turrets, full RoF.

    EX-20 Bulldog: Replace the Main Gun Mount, 48 shots per melee.

    NG-EX-V50 Scorpion Battler: Replace the tail guns

    AX-44 Bison Battler: Swap the Plasma Cannon, 48 shots per melee.

    NG-8000 Super Max: Replace the rifle. 48 shots per melee

    NG-V7 Hunter: Replace the Howitzer, full RoF.

    NG-V19 Blocker: Replace the energy weapons with one in the Laser mount, full RoF.

    NG-V39 Buffalo: Replace the energy weapons with a pair in the PBC mounts, 120 shots per melee. (Possible but very unlikely to need that much generation)

    NG-V47 Gunbot: Replace the Nose Guns with one, full RoF.

    BG-V50 Bigfoot: Replace the energy weapons with a pair in the Plasma Cannon mounts, full RoF.

    NG-V67 Grizzly: Swap the Top and Shoulder mounts, 150 shots per melee. (More possible, but needs 9 attacks each)
NG-EX9A Gladius Upgrade
A simple mid-Minion War upgrade to the Gladius, the limbs and associated exo-skeleton were strengthened, resulting in a notable increase in effectiveness, particularly when forced into melee. Thanks to the use of more modern materials, protection has gone up without an increase in weight or cost.
Spoiler:
As the original Gladius (WB34, pg 100), but with the following changes.

MDC/Armor by Location:
  • *Shoulders (2)------------50 each
    Arms (2)--------------------80 each
    Legs (2)---------------------100 each
    *Head-----------------------90
    Main Body-------------------180
Physical Strength: 22 Robotic.

Weapons:
  • 1) Hand Weapons:

    2) Pistol Holsters: The shins include quick draw holsters for various pistol sized items, most often projectile weapons for use against energy immune foes.

    3) Hand to Hand: As Robotic PS 22
Northern Gun X-200 ‘Super Troll’ Heavy Power Armor
Just use Kitsune’s version and put its introduction date somewhere plausible, with the Solid Oxide version at 5.5 million. Many people, including the Coalition, treat it as a very light robot.

(Urge to cut cost of Raptorrex by 2 mill rising)

Northern Gun 'Echelon’ Hover Tank Upgrade
The Echelon would be finalised during the Minion War, and would receive a major change to weaponry. Now equipped with a full 360 degree rotating turret, the primary weapon is a NG-44L Vulcan Laser, which has equivalent range but notably greater damage than the original mount. It is now supported by a pair of MM and MRM launchers, the former on the sides of the turret and the latter on the sides of the hull. It faces extremely fierce competition in the form of Paladin Steel’s Crossak and Shaw however.
Spoiler:
As previous (WB: 34, pg 230-231), but with the following changes

Type: NG-HT-28

M.D.C By Location:
  • Main Turret---------------------------------120
    NG-44L Vulcan Laser Cannon---------75
    *MM Launchers (2, sides of turret)----24 each
    MRM Launchers (2, beside turret)-----40 each
Weapons Systems:
  • 1) NG-44L Vulcan Laser: Full RoF

    2) MM Launchers: 8 each, volley 2-6

    3) MRM Launchers (2): 2 MRMs each, Volley 2

Credits to Kitsune and all of his ‘IHA-equivilent’ designs, which is everything below.

Northern Gun 'Lightning Fist’ Light Scout Tank
(Essentially a clone of the IHA Iron Fist with the following changes)
Spoiler:
Type: NG-205A ‘Lightning Fist’

M.D.C By Location:
  • Turret MRM Launchers (2)------80 each
    Turret MM Launchers (2)--------40 each
    Forward Weapon Point----------75
Speed:
  • Ground: Maximum cruise is 75 mph (120.7 kph) which can be sustained indefinitely and can travel at a maximum of 110 mph (177 kph) for 2 hours before the engine overheats. The vehicle is designed to traverse virtually all terrain and can climb at up to a 60% grade although at a much slower speed (About 10% of maximum road speed). It can also climb barriers and ford trenches. The vehicle can also handle side slopes of up to 30%.
    Underwater Buttoned up, it can travel under water at 30 mph (48.3 km).
Statistical Data:
  • Height: 10.5 feet (3.2 meters)
    Weight: 33 tons (29.9 metric tons) fully loaded
    Power Source: Nuclear with a 10 year lifespan or Solid Oxide.
Cost: 28 million credits in Isheming, 23 million for Solid Oxide.

Weapons Systems: Replaces the entire weapon suite (except the Smoke Launchers)
  • 1) 90 mm Electro Thermal Cannon:
    • Range: 3.5 miles (5.6 km) for direct fire and 8 miles (12.9 km) for indirect fire.
      Damage: (Armor Piercing) 3D6x10 (optional rule is that cannon gets a critical on a natural 18, 19, or 20 due to its high penetration).
      • (High Explosive): 2D4x10 M.D. with a blast radius of 20 ft (6.1 m).
        (High Explosive Anti Tank): 2D6x10 M.D. with a blast radius of 10 ft (3.0 m).
      Rate of Fire: 4 per melee
      Payload: 80 rounds (smaller and require less propellent). Normally 40 rounds are of standard anti-tank slugs. The payload of the original Iron Fist was actually 50 rounds not 80 rounds.
      Bonus: Gives +2 to strike with the cannon and vehicle does not have minuses to fire when the tank is moving.
    2) Forward Support Turret: NG-202 with 200 bursts or an equivalent.

    3) MM Launchers: 12 each, volley 2-6

    4) MRM Launchers (2): 3 MRMs each, Volley 2-3

    5) Smoke Launchers (2): Unchanged
Northern Gun 'Sledgehammer’ Main Battle Tank
(Essentially a clone of the IHA Iron Hammer with the following changes)
Spoiler:
Type: NG-105A ‘Sledgehammer’

Speed:
  • Ground: 60 mph (96 km) on land. The vehicle is designed to traverse virtually all terrain and can climb at up to a 60% grade although at a much slower speed (About 10% of maximum road speed). It can also climb barriers and ford trenches. The vehicle can also handle side slopes of up to 30%.
    Buttoned up, it can travel under water at 20 mph (32 km)
Statistical Data:
  • Height: 14 feet (4.9 meters)
    Weight: 62 tons (56.2 metric tons) fully loaded
    Power Source: Nuclear with a 10 year lifespan or Solid Oxide.
Cost: 38 million credits in Isheming, 30 million for Solid Oxide.

Weapons Systems: Replaces the entire weapon suite (except the Smoke Launchers)
  • 1) 150 mm Electro Thermal Cannon:
    • Range: Direct fire range is 4 miles (6.4 km) and can fire indirectly out to 7.8 miles (12.5 km).
      Damage: (Armor Piercing) 4D6x10+40 (optional rule is that cannon gets a critical on a natural 18, 19, or 20 due to its high penetration)
      • (High Explosive): 2D6x10 M.D. with a blast radius of 30 feet (9 meters)
        (High Explosive Anti Tank): 3D6x10 M.D. with a blast radius of 12 feet (3.6 meters).
      Rate of Fire: 3 per melee
      Payload: 80 rounds (smaller and require less propellant). Normally 40 rounds are standard anti-tank slugs. The payload of the original Iron Hammer was actually 50 rounds not 80 rounds.
      Bonus: Gives +2 to strike with the cannon and vehicle does not have minuses to fire when the tank is moving.
    2) NG-44L Vulcan Laser: Full RoF

    3) Copula Turret: NG-202 with 200 bursts or an equivalent.

    4) MRM Launchers (2): 6 MRMs each, Volley 2-6

    5) Smoke Launchers (2): Unchanged
Northern Gun 'Lightning Bolt’ Fast Missile Vehicle
(Essentially a clone of the IHA Iron Bolt with the following changes)
Spoiler:
Type: NG-205B Missile Vehicle

M.D.C By Location:
  • MLRS--------------------------------175
    Forward Weapon Point----------75
    Smoke Launchers (2)------------15
Speed:
  • Ground: Maximum cruise is 75 mph (120.7 kph) which can be sustained indefinitely and can travel at a maximum of 110 mph (177 kph) for 2 hours before the engine overheats. The vehicle is designed to traverse virtually all terrain and can climb at up to a 60% grade although at a much slower speed (About 10% of maximum road speed). It can also climb barriers and ford trenches. The vehicle can also handle side slopes of up to 30%.
    Underwater Buttoned up, it can travel under water at 30 mph (48.3 km).
Statistical Data:
  • Height: 14.5 feet (4.4 meters)
    Weight: 36 tons (32.7 metric tons) fully loaded
    Power Source: Nuclear with a 10 year lifespan or Solid Oxide.
Cost: 28 million credits in Isheming, 23 million for Solid Oxide.

Weapons Systems: Replaces the entire weapon suite
  • 1) MLRS: 10 LRMs, Volley 2-5

    2) SRM Launcher: 48 SRMs, Volley 2-8

    3) Forward Support Turret: NG-202 with 200 bursts or an equivalent.

    4) Smoke Launchers (2): As on the Lighting Fist.
Northern Gun 'Battle Maiden’ Infantry Fighting Vehicle
(Essentially a clone of the IHA Iron maiden with the following changes)
Spoiler:
Type: NG-APC-10

M.D.C By Location:
  • Howitzer Rail Gun Barrel------80 each
    Forward Weapon Point--------75
Speed:
  • Ground: 70 mph (112.6 kph), on land; The vehicle is designed to traverse virtually all terrain and can climb at up to a 60% grade although at a much slower speed (About 10% of maximum road speed). It can also climb barriers and ford trenches. The vehicle can also handle side slopes of up to 30%.
Statistical Data:
  • Height: 9.75 feet (3 meters)
    Weight: 22 tons (19.95 metric tons) fully loaded
    Power Source: Nuclear with a 10 year lifespan or Solid Oxide.
Cost: 18 million credits in Isheming, 15 million for Solid Oxide.

Weapons Systems:
  • 1) Rapid Fire Howitzer Rail Gun: As on the Hunter, with 8000 rounds. Turret has 90 degrees up and 30 degrees down and has 360 degree rotation.

    2) Forward Support Turret: NG-202 with 200 bursts or an equivalent.

    3) MM Launchers: 24 each, volley 2-6

    4) Smoke Launchers (2): Unchanged
Northern Gun DF-2000 Rapier Light Fighter
Around the later half of the Tolkien War, Northern Gun noticed that Paladin Steel was making substantial sales of their low end combat aircraft across North America, and that Isheming had literally no domestically produced equivalents. This was not only a failure to meet market demands, but also a strategic liability, and the board scrambled to produce their own craft. The end result was the Rapier, which is an unapologetic equivalent to the Grey Falcon.

The Rapier is a very auster design, with focusing on the basics having no real gimmicks. Historians liken its appearance to the Pre-Rifts F-16XL Super Scamp, Eurofighter 2000, Saab Gripen, and French Rafale. Unlike those ancient designs, the Rapier has a number of thrust diverters to allow full VTOL capability, greatly easing operational requirements. The engine is a straight up clone of the Grey Falcon’s, and has been modified for full thrust vectoring capability, making it exceptionally agile The overall lighter mass also makes it faster. Protection values are notably higher despite the smaller dimensions, buying it a bit more room for mistakes against other low end opponents.

Armaments are overall less than the Grey Falcon, with the MRM box launchers having no equivalent. The others have seen improvements however, with the forward railgun being replaced with an NG-202, the Mini-Missiles now spread across the wings and salvo capable, and the LRM bay replaced with recessed hardpoints. Additionally, the craft can mount a reasonably capable ECM suite, granting it increased survivability against enemy missiles. Other than that however, it has very little room for additional systems, but this is considered acceptable for its market niche.

The great rival of the Rapier is the Paladin Steel F102 Fang, with no small number of vicious back and forth actions being done between minor kingdoms. Considering the Rapier has twice the mass, it is not particularly surprising that it usually does better, but the availability of the PS produced ‘Grey Phoenix’ fighter bombers changes the equation. A side benefit to the Rapier is that it is far less likely to be intercepted by Coalition air defenses immediately upon detection, which can be worth far more than mere coin.
Spoiler:
Type: DF-2000 ‘Rapier’

Class: Single Engine Fighter and Attack Craft

Crew: 1

M.D.C By Location:
  • Forward NG-202----------------------50
    MM Launchers (2)--------------------60 each
    Rudder----------------------------------80 each
    Wings (2)-------------------------------150 each
    Engine-----------------------------------150
    Main Body-------------------------------280
    Reinforced Pilot's Compartment---100
    Landing Gear (3)----------------------40 each

    Destroying a wing will cause the plane to crash
    Destruction of the fighter’s rudder or one elevator will still allow the fighter to be controlled by the varying of power levels of the engines and vectoring thrusters but the fighter has a penalty of -10 to dodge, and a -30% penalty to all piloting rolls. Destruction of both of the elevators will leave the plane uncontrollable and the pilot must eject to survive.
    Destruction of the engine will cause the aircraft to crash. Pilot may attempt an emergency landing or the pilot can choose to eject.
    Depleting the M.D.C. of the main body will shut the aircraft down completely, rendering it useless and causing it to crash if in flight.
Speed:
  • Taxiing: 0 mph (64 kph) when traveling and not on take off or landing.
    Flying: Mach 2.4 (1,779.5 mph /2,863.8 kph) on full output. The fighter’s normal cruise speed is about 600 mph (965.6 kph) but varies depending on the situation. Because the aircraft ordnance is carried in recessed hard points, performance reduction is less than might be expected. With a full load of external ordnance, Maximum speed is reduced to Mach 2.0 (1,482.9 mph /2,386.5 kph) on full output
    Altitude: 40,000 feet (12,192 meters)
    Range: Engines overheat after 10 hours of use from 200 mph (321.9 kph) to 600 mph (965.6 kph), and 4 hours of use over 600 mph (965.6 kph).
Statistical Data:
  • Height: 22 feet (6.7 meters)
    Width: 35 feet 6 inches (10.8 meters)
    Length: 51 feet (15.5 meters)
    Weight: 14 tons (12.7 metric tons) empty and 18 tons (16.3 metric tons) fully loaded.
    Power Source: Nuclear with a 10 year lifespan
    Cargo: Minimal (Storage for small equipment), does not include hard points.
Cost: 18.6 million credits in Isheming, but rarely available for less than a third again the price due to the lack of combat jets in the Domain of Man. Special internal Active Radar Jamming system costs 500,000 credits additional to the cost of the aircraft

Bonuses: +2 to strike, +2 to dodge, +5 to dodge while traveling over 300 mph.

Systems of Note:
  • Standard (RE) Combat Aircraft Systems, as well as the following;

    Radar: 100 miles (160.9 km), can identify and track up to 48 targets simultaneously, It is also capable of Terrain Following for low altitude flight. With Combat & Targeting Computer, the Rapier can fire missiles at up to twelve targets at the same time.

    Internal Active Jamming Gear (Optional): Causes -25% to detection but when it is active, other vehicles/ bases can detect that it is jamming, and some missiles will home in on jamming signals. Jamming also causes a -4 penalty to all radar guided weapons.
Weapons Systems:
  • 1) NG-202 Railgun: Nose mounted, 6000 rounds (100 bursts), +50% burst size and damage.

    2) MM Launchers: 24 each, volley 2-24

    3) External Hardpoints (8): May cary 1 LRM or smaller equivalent.

    4) Countermeasure Launcher (2, either side of the tail): TRIAX style, 12 each.
Northern Gun Black Wolf Attack VTOL
Derived from the Sky King and originally intended as NG’s alternative to the Iron Eagle, the Black Wolf has grown in scope to be something similar to the Russian Hind-D. While NG’s Dragonfly remains the alternative to flying Power Armor, the Black Wolf is an actual aircraft, and has a multitude of operational advantages, with simple speed and altitude allowing it to deal with situations where the Dragonfly would be helpless. The Skybunker fills a completely different niche, but many still consider it to be heavily flawed in its current state.
Spoiler:
Type: NG-VT-01-B ‘Black Wolf’

Class: Military VTOL ground attack fighter & Transport

Crew: Four (4): One pilot, one co-pilot / gunner, and two gunners.

Troops: up to 8

M.D.C By Location:
  • Vulcan Laser----------------------------75
    *Ball Turrets-----------------------------75 each
    MM Launchers (2)---------------------60 each
    MRM Launchers (2)-------------------100 each
    Engines (2)-----------------------------200 each
    Main Body-------------------------------550
    Reinforced Pilot's Compartment---200
    Rear Cargo Door----------------------100
    Landing Gear (3)----------------------40 each

    The destruction of one of the engines will cause the aircraft to crash.
    Depleting the M.D.C. of the main body will shut the aircraft down completely, rendering it useless and causing it to crash if in flight.
Speed:
  • Taxiing: 40 mph (64 kph) when traveling and not on take off or landing.
    Flying: 570 mph (912 kph), cruising speed is 200 mph (320 kph)
    Altitude: 10,000 feet (3,048 meters), 1000 feet (305 meters) while hovering
    Range: 20 hours of use above 200 mph (321.9 kph) and 48 hours at speeds of cruising or below.
Statistical Data:
  • Height: 18 feet (5.5 meters)
    Width: 21.3 feet (6.5 meters)
    Length: 47.6 feet (14.5 meters)
    Weight: 16.5 tons (15 metric tons) fully loaded.
    Power Source: Nuclear with a 10 year lifespan or Solid Oxide
    Cargo: In place of troops, the Black Wolf can carry 4 tons in cargo hold. The Black Wolf also has a compartment in the cockpit for small equipment, weapons, and survival gear for the crew.
Cost: 32 million credits for nuclear, 29 million for Solid Oxide.

Systems of Note:
  • Standard (RE) Combat Aircraft Systems, as well as the following;
Weapons Systems:
  • 1) NG-44L Vulcan Laser: Full RoF. 60 degrees to either side and 30 degrees up and down.

    2) Side NG-202 Turrets (2): 200 bursts each, +50% burst size and damage.

    3) MM Launchers: 24 each, volley 2-24

    4) MRM Launchers (2): 4 MRMs each, Volley 2-4

    5) Countermeasure Launcher (2, either side of the tail): TRIAX style, 12 each.
Last edited by Omegasgundam on Fri Sep 29, 2023 7:05 pm, edited 2 times in total.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Added 'Heroland' to the GNE slang list:

-Heroland---Nickname given to Greater New England, inspired by their patronage of adventurer parties, use of superpowered augmentation, and an early PS marketing slogan ‘We build heroes!’. Later used in reference to their espousement of altruistic causes. Used semi-derogatorilly(the same way ‘Boy Scout’ is sometimes used, and akin to ‘holier than thou”).
-------------
"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
------------
Omegasgundam
Adventurer
Posts: 444
Joined: Thu May 08, 2008 11:04 pm

Re: Paladin Steel Storefront

Unread post by Omegasgundam »

While taalismn is working on how to explain what the Shemarians were doing in Mexico, here's some coverage (and revision) of Wellington Industries.

Wellington has some ‘issues’, particularly with the most of their Merc Ops offerings being stupid. 13mm, particularly if it is meant to be equivalent to .50 HMG, is simply impossible to use in anything short of an HMG if it is to have burst capabilities. The only thing worth saving as it is (ie give a price cut) from that book is the Pulse Rifle. And then there’s the simply Palladium prices of the older weapons in Mercenaries, and there is a reason their stated capabilities have been mocked since they first came out.


Wellington Industries: 114 PA
If Northern Gun has been feeling the pressure on its vehicle and robot sales, then Wellington is just as bad off in its arms manufacturing. While the Coalition is not a fan of such easily usable and concealable M-Factor weapons, they are even more displeased by credits leaving the Domain of Man and going to New England. Thus, Chi-Town has subtly encouraged Wellington’s spread, actively ignoring or in a few cases helping their distribution. The company’s expansion into Mexico is a direct result of the Coalition’s assistance, with the region sufficiently far away that there is little risk of their products flowing back to CS Lone Star in any meaningful numbers and giving a source of local competition for Paladin Steel.

Their relationship with Northern Gun is a bit different than in canon, with Paladin Steel being seen as a far greater threat to NG’s market share than the low end Wellington. Thus, there is an agreement that so long as Wellington sticks to chemically propelled small arms and ammunition launchers in the American market NG will avoid those fields, saving their efforts for the ever increasingly problematic competitor from the east. Wellington has stuck to this, with their first energy weapons and armors being so far exclusively produced in Mexico for local forces.

Price Cuts
Competition from Paladin Steel has forced Wellington to substantially reduce the prices on their pre-existing inventory to stay competitive, but this is more a matter of reduced profit than outright loss. The relative expense of M-Factor weaponry had been taken for granite for so long that Wellington had been able to sell their budget items for double or more what they had honestly expected, but now that bonanza has come to an end. A subtle injection of improved automated manufacturing technology has made it less expensive to produce their ammunition as well, and the repeated sales of such has always been the most profitable part of their business regardless.
Spoiler:
WI-2E Explosive Rounds: 1 for pistol, 2 for rifle, 3 for heavy.
WI-10 Ramjet Rounds (Pistol/Assault Rifle): 2.5 per round
WI-20 Heavy Ramjet Rounds (Heavy): 5 per cround

MP-10 Caseless Pistol: (Just use the range and damage from the PS M-120 Automag)
MP-23A Caseless SMG: (Use the damage, range, and cost from the PS M-950 Nu Calico)
WI-R12 Heavy SMG: (RETCONNED OUT. Caliber too big for human sized SMG)
WI-SP15 Heavy Sniper Rifle: (Use the stats of the PS TAC-500. An assault rifle is not a sniping weapon.)
WI-MG15 ‘Viper’ Heavy Machine Gun: (Use the stats and cost of the PS .50 cal M806)

WI-23 Missile Launcher: 15,000 +1,000 per empty clip + Mini Missiles
WI-GL4 Revolving Grenade Launcher: 15,000 +Grenades (4 APM to replace drum)
WI-GL8 Automatic Shotgun/Grenade Launcher: (RETCONNED OUT. Look, you're imitating Cobray at this point. Never imitate Cobray.)
WI-GL20 Automatic Grenade Launcher: 30,000 +Grenades
WI-GL80 ‘Predator’ Super Heavy Grenade Launcher: (RETCONNED OUT. You're far better served by an McM launcher.)
WI-40M Super Heavy Missile Launcher: 3,000 +MRM
WI-23AI: (RETCONNED OUT. Just give the improvements to the base models.)

WI-LP24: (RETCONNED OUT)
WI-SL13: (RETCONNED OUT)
WI-AL18 Assault Laser Rifle: 16,000
New Products
To stay in competition with Paladin Steel, Wellington needs to offer products of at least similar capabilities and keep pace with developments. Among other things, Wellington was the first to successfully knock off PS’s Micro-Missiles, and while they are limited to the Pattern-C it still represents a substantial improvement from their older Ramjet rounds. They have also started venturing into the realms of M-Factor SLAP rounds, but the needed quality control has proven to be problematic, resulting in notably higher prices.
Spoiler:
WI-2S Anti-Supernatural Explosive Rounds: (Silver) 2 for pistol, 4 for rifle, 6 for heavy.

WI-30 Saboted Light Armor Piercing Rounds: 5 per round for rifles, 10 per heavy, not available for pistols.

WI-40E 15mm Micro-Missiles: As PS 15mm Pattern-C

WI-40S Anti-Supernatural 15mm Micro-Missiles: As normal

WI-26 Micro-Missile Launcher: As the PS McML-08 ‘Boombox’

WI-27 Micro-Missile Launcher: As the PS McMLR-15 but 2 lbs heavier and 18,000 Credits

WI-15 Caseless Assault Rifle
Competing with Paladin Steel’s PS-MR-14B, the WI-15 uses a more familiar detachable magazine and lacks the integrated Vibro-Bayonet. The list price is 1500 credits, but mass orders can easily get it down to 1300.

WI-25 Four Tube Mini-Missile Launchers (Kitsune):
Similar to the NG-ML7, the difference is that it is far easier to reload (15 seconds) and sells for 2,000 credits less.
(And Kitsune came up with it more than a decade before Palladium got off its ass.)

WI-50S Anti Aircraft Missile Launcher (Kitsune)
This is essentially a version of the WI-40M that uses SRMs and is reusable. The launcher is heavy and must be operated from a platform or the user must have a strength of 18 or higher.
  • Weight: 20 lbs (9.1 kg) without missile or ~60 lbs (27.2 kg) with missile.
    Damage: As SRM
    Range: As SRM
    Rate of Fire: Single
    Payload: Single, 30 seconds to reload
    Cost: 20,000 credits for the launcher
WI-CL3 “Super Claymore” Mine (Kitsune)
Derived from the pre-Rifts Claymore Mine, it is slightly larger and houses 1000 super dense alloy spheres backed by two pounds (0.9 kg) of M-Factor explosive. The ‘Super Claymore’ operates in a similar fashion to the original mine and creates a fan of projectiles for a 328 foot (100 meter) cone with a 60 degree arc of danger. Unlike the original Claymore, the Wellington product can be detonated by remote control. The front of the mine is labeled "FRONT" with "TOWARDS ENEMY" like the original Claymore mine.
  • Weight: 5.5 pounds (2.5 kg)
    Damage:
    • (Front 60-degree horizontal Cone:) 2D6x10 MD for a 164 foot (50 meter) range
      • 1D4x10 MD for a 328 foot (100 meter) range
        2D6 MD for a 820 foot (250 meter) range.
      (Rear and Sides:) 4D6 MD for a 66 foot (20 meter) range
      • 2D6 MD for a 328 foot (100 meter) range.
    Range: 820 feet (250 meters) at maximum range
    Rate of Fire: Single use only
    Payload: Single use
    Cost: 5000 Credits
WI-GL5 Lightweight Revolving Grenade Launcher (Kitsune):
Essentially a competitor for Paladin Steel’s PSLAGL-40D, the -GL5 is heavier and a bit more expensive, but shoots slightly farther and has an additional pair of rounds. It is also slightly faster to reload with a speed loader (2 APM).
  • Weight: 12.5 lbs (5.7 kg)
    Damage:
    Range: 1,321 feet (400 meters)
    Rate of Fire: Single Shot only
    Payload: 8, Reloads in two attacks using a speed loader
    Cost: The launcher costs 10,000 credits, grenades cost extra
WI-GL403 Under Rifle Grenade Launcher (Kitsune):
Another competitor with Paladin Steel products, the -GL403 is a large underbarrel mount with no less than 4 grenades. While not quite truly universal, any competent armorer can fiddle with the fittings to correctly mount it to a long arm. Its nominal rival is the PS-TGL40E, which fills a completely different role, but it is both cheaper and slightly lighter.
  • Weight: 7.7 lbs (3.5 kg)
    Damage: As grenade
    Range: 1000 feet (305 meters)
    Rate of Fire: Single Shot only
    Payload: 4, takes 15 seconds (one melee) to reload launcher
    Cost: 6500 Credits
WI-EBA-3EX Lazarus: Essentially a less low quality version of the Chipwell Challenger (Rifts Mercenaries, pg 144), the M-Factor on all locations has been increased by 20, and the strength is equal to Augmented 22. Additionally, the weight has been reduced to 100 lbs, the life of the (replaceable) batteries is now 48 hours. The price in Mexico is 120,000 credits, and is considered quite fair for its capabilities.

WI-JP-1 Carlotta: An enlarged equivalent of the Falcon 300 with moderately sized wings attached for additional stability and heat dissipation, it is intended for use on the heavy Lazarus Exo Armor. The resulting changes make it heavier (60 lbs) and more expensive (70,000 credits, electric only), but it is also more durable (40 MDC main body, 30 for the wings) and just as capable. Additionally, heat dissipation elements in the wings increase its operational time at full speed to just under 6 hours, which is exactly how long the pack’s battery would last. If powered by external sources, it would then need 2 hours to cool before being safe to use. As a final feature, it can mount a pair of disposable 12-shot McM pods on the wings, although they must rely entirely on their internal sensors.
Wellington of Mexico
One of the many strange twists of fate is that the largest arms manufacturer in the Mexico Confederation is Wellington Industries. Wellington saw the newly liberated but extremely underdeveloped Mexico as the ideal place to expand their markets, with their low tech and low cost projectile weapons being ideally suited to the impoverished region. Additionally, their products also didn’t need nearly as much industrial automation or skill to manufacture as energy weapons, allowing the employment of the local population and taking advantage of the extremely low cost of labor. After a bit of deliberation, the Coalition states decided that they would much rather see a lesser firm from the Domain of Man dominate distant Mexico rather than Paladin Steel, and provided the oversea shipping capability needed to get the manufacturing equipment from Marquette to Mexico City. As Greater New England didn’t actually care who was locally producing weapons as long as the Confederation’s needs were met, this would be unopposed, and Wellington’s factory complex is steadily growing.

In addition to their full line or projectile and explosive weapons and ammunition, Wellington of Mexico also produces the WI-AL18 Assault Laser Rifle, the WI-EBA-3EX Lazarus and its jet pack option, and a local variant of the Bushman and Bushman Trooper (the WI-EBA-1 and -2). The civilian vehicle and equipment manufacturing parts of their Marquette operations are absent, being left to the local Mexico Motors in an effort to focus their efforts and appease locals disgruntled by the presence of a northern firm.
Last edited by Omegasgundam on Fri Sep 29, 2023 7:04 pm, edited 1 time in total.
Omegasgundam
Adventurer
Posts: 444
Joined: Thu May 08, 2008 11:04 pm

Re: Paladin Steel Storefront

Unread post by Omegasgundam »

And here's something that Mexico can call its own. I've repurposed Kitsune's Alamo Armory as Mexico Armory, as it fits the sort of equipment they would desire. As a side note, I'm reasonably certain at this point that Kitsune was a COVID casualty, so if you care you should archive his site before the domain runs into an issue and shuts down.

Mexico Armory T-113 Armored Personnel Carrier
One of the first acts of the new Mexico Confederation was to create the Mexico Armory, providing a domestic source of war material for the still impoverished region. Most of Mexico’s manufacturing ability went to the civilian Mexico Motors, if only to provide the agricultural equipment needed to keep the land livable, but Mexico Armory received the most advanced facilities (or rather least primitive to be more accurate) along with the cream of the crop of the region’s limited pool of Operators and foreign volunteers. The lion’s share of their production consists of the replacement components needed to keep the combat vehicles and equipment of the liberated territories functional, with the post-Crusade chaos and banditry resulting in constant attrition, but there is enough left over to do new construction. This would entirely consist of the newly created T-113 series of vehicles, which are purpose built to provide as much utility as possible for the given resource investment.

Inspired by the Paladin Steel Linden, which was provided in massive numbers to mobilize the Crusade across the deserts and plains, the leading staff of Mexico Armory decided to base their creation on the classic M-113, one of the earliest practical ‘Empty Metal Box’ APCs and ultimately the last to leave service. Many would argue that it never actually did leave service, with a number of the poorer developing nations of the Golden Age producing outright clones for their own militaries. Mexico Armory would improve the drive system and make it compatible with the most common chassis of Mexico Motors, simplifying logistics and reducing the number of replacements they had to make themselves. Overall construction is of M-Factor materials, resulting in it being immune to corrosion and removing the need for most basic maintenance tasks. This left the matter of the engine and auxiliary systems.

The latter was the simpler of the two, with Mexico Armor deciding to go with the true minimalist approach of a Radio, NBC protection, Night Vision Optics, and Thermal Imaging. Other than the engine, rear door hinge, and possible weapon control wiring, there are no other electrical systems in the vehicle. The engine was a trickier matter, with the decision coming down to a choice between gasoline and diesel hybrid systems. More capable fuel cells and full electric batteries were both too expensive and would require additional industrial investment, and the Vampire Kingdoms did have a substantial oil industry to support the agriculture for their sapient cattle. The decision was made to go with diesel after Paladin Steel contributed a very high capability processing facility with extensive sulfur extraction features, along with a substantial number of smaller village scale biodiesel set ups. This meant that there would be semi-reliable access to it across the region, even if in limited quantities, and saved gasoline for civilian use. Then came times for the weapons.

The primary weapon of the T-113 APC and equipped on most of its variants is an WI-GL21 Automatic Grenade Launcher. While lacking in range compared to Paladin Steel’s equivalent, Wellington Industries was produced domestically, now sells theirs for a mere 30,000 credits, and was willing to provide it at a lower cost as part of an extended supply contract. As the other desired variants all required their own weapons, Mexico Armory accepted, resulting in the T-113 series being almost exclusively armed with Wellington weapons.
Spoiler:
Type: Mexico Armory T-113

Class: Armored Personnel Carrier

Crew: 2 (Driver and Gunner)

Troops: 11 in Full Gear.

M.D.C By Location:
    WI-GL21 AGL-------------------------40
    *WI-25 4-Tube MML-----------------30 each
    *WI-CL3 “Super Claymore” (6)------20 each
    *Smoke Dispensers (2, sides)--------20 each
    Rear Hatch---------------------------80
    Reinforced Crew Compartment-------80
    Reinforced Personnel Bay-------------80
    Tracks (2)----------------------------60 each
    Main Body-----------------------------280

    Depleting the M.D.C. of a tread will immobilize the platform until it is replaced. Replacing a tread will take 1D6x10 minutes by a trained crew (2 replacements are carried on board) or three times as long by the inexperienced. Changing the tread is only advisable when the vehicle is not under attack.

Statistical Data:
    Height: 6.06 feet (1.85 meters) to hull top and 8.27 feet (2.52 meters) overall
    Width: 8.81 feet (2.866 meter)
    Length: 15.95 feet (4.863 meters)
    Weight: 22,046.2 pounds (10,000 kg) empty, 26,455.5 pounds (12,000 kg) combat loaded, and 31,305.6 pounds (14,200 kg) maximum load.
    Power Source: Conventional, Diesel / Electric Hybrid developing 300 hp
    Cargo: Without troops, can carry up to 3.0 tons (2.72 metric tons)

Speed:
    Ground Speed: Maximum speed on land is 45 mph (72.4 kph.) The vehicle is designed to traverse virtually all terrain and can climb at up to a 60% grade although at a much slower speed (About 10% of maximum road speed). It can also climb barriers and ford trenches. The vehicle can also handle side slopes of up to 40%.
    Water Capabilities:The T-113 Armored Personnel Carrier is designed to be amphibious and can cross small bodies of water. It is not designed for deep water use. The T-113 can travel in this manner at 4.0 mph (6.4 kph/3.5 knots).
    Range 620 miles (997.8 km)

Cost: 230,000 Credits for standard model. Unarmed versions cost 200,000 Credits.
Mini-Missile Batteries cost 65,000 Credits and Super Claymore Mines cost 5,000 Credits each. Firing ports are available at no cost.

Systems of Note:
    Only has the following;

    Power Armor grade Radio System

    NBC Protection: While not full life support, the Armored vehicle is equipped with protection for the crew from most gas, radiation, and biological attacks. If fitted with firing slits, the slips have plates which can be closed and sealed. This includes basic air conditioning, which is considered an essential capability.

    Nightvision Optics: Range: 2,000 ft (609 m). Uses light amplification to make a picture. Emits no light but will not work in absolute darkness. System can be dazzled by sudden bright lights but does not physically blind the pilot.

    Thermo-Imager: Range: 2,000 feet (609 meters). Finds the infra-red radiations of things that are warm. Also enables pilot to see in smoke, shadows and darkness.

Weapons Systems:
    1) WI-GL21 Automatic Grenade Launcher: 400 rounds

    2) MM Launchers (2, sides, Optional): 4 each, single or dump, may not combine

    3) WI-CL3 “Super Claymore” Mine (6, 2x front and sides, optional):

    4) Firing Ports (6, 2x sides and rear, optional):

    5) Smoke Launchers (2): As IHA models, 12 uses each

Mexico Armory T-113-MOR Mortar Carrier
While the expected enemies of Mexico primarily consist of fast raiders, it was felt that there was a need for a low cost artillery vehicle among the T-113 variants. The simple mortar is very flexible and has a wide range of specialist munitions for unusual situations, so it was felt to be more practical than a howitzer or artillery cannon. Its small size and low cost also helped, and with a 120mm launcher and its turntable platform able to fit comfortably in the troop compartment along with its operating crew and ammunition. During travel, the bay is covered by a pair of hatches, which are removed for operation.
Spoiler:
Crew: 6 (Driver, Automatic Grenade Launcher Gunner, and Four Mortar Crew)

Troops: None

M.D.C By Location:
    WI-M120 120 mm Heavy Mortar------60
    Upper Hatches (2)-----------------------60 each

Statistical Data:
    Weight: 22,487.2 pounds (10,200 kg) empty, 24,691.8 pound pounds (11,200 kg) combat loaded, and 27,557.8 pounds (12,500 kg) maximum load.
    Cargo: Minimal, enough for equipment with crew (basic weapons)

Cost: 330,000 Credits for standard model. Additional weapons as normal.

Weapons Systems:
    1) WI-M120 120 mm Heavy Mortar: 69 rounds
      Range: 3,280 feet (1,000 meters) to 23,620 feet (7,200 meters) depending on the number of charges used. Minimum range is 660 feet (200 meters) to 5,250 feet (1,600 meters) depending on charges used.
      Damage: Use Kitsune’s Artillery rules, but they include the following
        (Fragmentation): 2D6x10 (50 feet/15.2 meters)
        (Armor Piercing) 3D6x10 (20 feet/6.1 meters)
        (High Explosive): 3D6x10 (30 feet/9.1 meters)
        (Plasma): 4D6x10 (40 feet/12.2 meters)
      Rate of Fire: 12 to 16 rounds per minute depending on number of charges (3 to 4 per melee) for one minute, 4 rounds per minute after one minute of fire depending on number of charges (one per melee.)
      Payload: 69 rounds

Mexico Armory T-113-ADV Air Defense Vehicle
With the Vampire menace expelled from North America (for now anyway), Mexico was both free of its oppressors and its nominal protectors. The Spluggorth, Horune, and Naut’Yll were all likely to raid the coast lines for easy plunder, the tools of the Vampire Slayer are ill suited for anything else. Thus, a method for dealing with their vehicles and power armor) was needed, resulting in the Air Defense Variant.

The primary weapon of the ADV is a pair of Wellington Box Launchers on a retractable rotating platform that is combined with a short range radar, with the system having an impressively short reload time of 5 seconds. When the radar is functional, the ADV can also intercept multiple incoming missiles simultaneously, which are the primary long range threat from the expected sea borne raiders. At closer ranges, its payload can do substantial damage to even moderately sized ships, and is devastating to smaller platforms such as Slaver Barges and Deathbringer Robots, strongly discouraging casual attacks.
Spoiler:
Crew: Three (Driver and two Missile / Fire Control Operators)

Troops: None

M.D.C By Location:
    WI WI-54S SRM Box Launchers (2, retractable)----40 each
    Short Range Radar Array (Retractable)---------------60, retractable

Statistical Data:
    Height: 6.06 feet (1.85 meters) to hull top and 9.35 feet (2.85 meters) when retractable radar system is extended
    Weight: 22,487.2 pounds (10,200 kg) empty, 24,691.8 pound pounds (11,200 kg) combat loaded, and 27,557.8 pounds (12,500 kg) maximum load.
    Cargo: Without missiles, can carry up to 2.0 tons (1.81 metric tons)

Cost: 650,000 Credits for standard model. Additional weapons as normal.

Systems of Note:
    Combat Computer/ Targeting Computer: Assist in the tracking of targets.

    Radar (Standard): 50 miles (80.5 km), can identify 96 targets and track 48 as low as 500 feet (152.4 meters.). Same as s robots Maxi-Radar. Retracts when not in use.

Weapons Systems:
    1) WI-54S Short Range Missile Box Launchers: 4+24 (Reserve) each, Volley 2-4, reloads in 5 seconds

Mexico Armory T-113-MSV Missile Support Vehicle
The companion to the ADV, the MSV uses MRMs for many of the same roles. Large scale LRMs are both expensive and wistful against most targets, so these smaller missiles can be used much more freely. Beyond intercepting incoming missiles and flying platforms, they are also used for ground bombardment. The launch rails are on a fully rotating platform along with the Radar, but they are not fully retractable like on the ASV due to their sheer size.
Spoiler:
Crew: Three (Driver and two Missile / Fire Control Operators)

Troops: None

M.D.C By Location:
    WI WI-65M MRM Launch Rails (4)-----------20 each
    Medium Range Radar Array-------------------80, retractable

Statistical Data:
    Height: 8.05 feet (2.455 meters) with radar and missile systems folded down and 9.58 feet (2.92 meters) when radar and missile system fully extended
    Weight: 24,691.8 pounds (11,200 kg) empty, 27,557.8 pounds (12,500 kg) combat loaded, and 30,423.8 pounds (13,800 kg) maximum load.
    Cargo: Without missiles, can carry up to 2.0 tons (1.81 metric tons)

Cost: 475,000 Credits for standard model without radar system. 575,000 Credits with radar system. Additional weapons as normal.

Systems of Note:
    Combat Computer/ Targeting Computer: Assist in the tracking of targets.

    Medium Range Radar (Optional): 100 miles (161.0 km), can identify 96 targets and track 48 as low as 500 feet (152.4 meters.) Folds up when not in use.

Weapons Systems:
    1) WI-65M Medium Range Missile Rail Launchers (4): 1+6 (Reserve) each, reloads in 5 seconds

Mexico Armory T-113-IFV Infantry Fighting Vehicle
The IFV version sports a modest turret like that of the Iron Maiden, but has almost twice the range due to using a much more accurate recreation of the Bushmaster Chaingun. The vehicle also mounts an energy weapon in the form of a coaxial PSLR-5 Partisan with an extended battery system. Troop capacity has been reduced to 7 men, but this is enough for the standard squad of the fledgling Mexican Army. The greatest problem with the design is production, with the Bushmaster currently available in much smaller numbers than the chassis, resulting in the continued use of the basic APC configuration. The APC would be used regardless due to its cargo capabilities, but the Mexican Army has a higher proportion of them they would like.
Spoiler:
Crew: 3 (Driver, Gunner, and Commander)

Troops: 7 in Full Gear.

M.D.C By Location:
    Weapon Turret---------------------------150
    Bushmaster II 30 mm Chain Gun----50
    *Coaxial Mount---------------------------30
Statistical Data:
    Height: 6.57 feet (2.005 meters) to hull top and 9.15 feet (2.788 meters) to top of periscopes
    Length: 17.21 feet (5.248 meters)
    Weight: 25,353.2 pounds (11,500 kg) empty, 30423.8 pounds (13,800 kg) combat loaded, and 31,967.0 pounds (14,500 kg) maximum load.
    Cargo: Without troops, can carry up to 2.0 tons (1.81 metric tons)

Cost: 540,000 Credits for standard model. Additional weapons as normal.

Systems of Note:
    Periscopes: Enables the crew to see over most terrain

Weapons Systems:
    1) Wellington Bushmaster II 30 mm Ramjet Chain Gun (Turret): Replaces the Grenade Launcher. Positive 40 degrees of elevation.
      Range: 6,000 feet (1,830 meters).
      Damage: 2D6x10 for a burst of 20 rounds, 3D6 for each round.
      Rate of Fire: ECHH
      Payload: 800 round drum magazine (40 bursts.) Reloading is done inside the vehicle and takes two melee rounds (30 seconds) for two crewmen or passengers and six melees (90 seconds) if only one person is involved or the people aren't trained in the reload procedure.

    2) Coaxial Mount: Choice of energy rifle, with 4 long e-clip batteries. Comes with a WI-AL18 Pulse Laser Rifle

    3) MM Launchers (2, Optional): Now on the sides of the turret.
Omegasgundam
Adventurer
Posts: 444
Joined: Thu May 08, 2008 11:04 pm

Re: Paladin Steel Storefront

Unread post by Omegasgundam »

And finally just how the Vampire Kingdoms made themselves such a nuance that the Crusade got called.


Least Vampire (Semi-Sapient Monster)
(aka ‘The Scythes')

The shock of the Minion War made the Mexican Vampire Intelligences panic, and in their desperation to buff their numbers against what they thought to be an inevitable attack resorted to something they rarely do; creating Least Vampires before the end stages of their invasion. Normally made to smash the last few strong points of resistance to their planetary conquest, Least Vampires are essentially Wild Vampires that are solely optimized for combat against non-Vampire forces. Leaving any pretense of humanity behind, Least Vampire are pure killing machines meant for open warfare against hardened mortal foes, meant for situations where opportunities for subterfuge are long past and all that remains is a clash of arms.

Least Vampires are the infection at its most primal, where its malignance is direct and hunger unrestrained. Master and Secondary Vampires consider Least Vampires to be little more than a useful animal, and are usually at least somewhat disgusted that they come from the same source. They are seen as completely disposable, with even mortal lackeys having more value due to their blood. Not even Vampire Intelligences care for them, having a shadow of the normal anchoring effect of any other Vampire (1/100th), just as pitiful for creating Masters, and being useless against their kin. The optimization that makes them so capable also leaves them exceptionally vulnerable to beings of similar nature, resulting in the attacks and abilities of other Vampires being twice as effective as normal. And to top it off, they can’t even turn others, making them true dead ends.

But in return for these problems, they are exceptional natural combatants, superior to even a fresh Secondary Vampire in hand to hand. They can be guided from a distance by a Secondary Vampire of the same lineage, and require only half the blood of others. Additionally, they are well disciplined and are perfectly controlled so long as they are being supervised, and are absolutely fearless even in the face of their certain destruction. They are closer to Necromantic Zombies and Skeletons than normal Vampires, and they are treated as disposable undead robots. The relative pittance of blood, particularly when combined with the ghoulish ‘Blood Bags’, make them easy to field in mass, and provide a utility for the more useless cattle the Vampire Kingdoms possess.

Once unlocked by a Vampire Intelligence, any Vampire can create a Least Vampire as a deliberate choice. During the Minion War, most of the Vampire Kingdom’s D-Bee populations were converted, being far less filling than humans and thus less valuable. The end result of the specific Slow Kill results in the same outcome, so the relatively few elderly or infirm humans were converted as well. This resulted in no less than a million Least Vampires being spawned, along with the Blood Bags being mutated from their livestock to keep them fed. They would promptly be thrown against the various points of resistance in Mexico and lower New West, and would overrun most of them to create a buffer zone against the expected Infernal attacks after the pathetic mortals collapsed. That this did not happen was a major shock, and the resulting Crusade would see them expelled from the planet, or more often outright exterminated.

(Why don’t the Intelligences build up a staked stockpile from the elderly cattle during their Blood Wars? They just really don’t like it and don’t enjoy the kinds of suffering they cause. Ultimately, these are parasitical forces, and Least Vampires don’t prolong the experience to allow them to extract continued suffering.)
Spoiler:
Alignments: Technically Diabolic, but are little better than extremely well trained animals.

Appearance: A smaller (5ft) version of a Master Vampire

Physical Attributes:
  • IQ: 1D6+1
    ME: 2D6+6
    MA: 1D6
    PS: 2D6+14
    PP: 2D6+14
    PB: 1D6
    PE: 2D6+14
    SPD: 4D6+15
ISP: 1D4x10+10

PPE: 2D6+18

Hit Points: 120

Horror Factor: 13, +3 for a pack of 9 or more.

Level of Experience: Do not progress. They are as they are made the remainder of their existence.

Natural Abilities: As a Wild Vampire, with the following changes
  • Appearance: Not Available, always in their true form

    Attraction and Sensuality: Not Available

    Create Vampires: Not Available

    Hunger for Blood: Only needs 1 pint (half a liter) every 72 hours, and

    Limited Invulnerability: As normal, but also takes double damage and are more vulnerable to abilities from other Vampires, making them useless in Blood Wars.

    Metamorphosis: Myst only

    Mind Control: Not Available

    Shadow of a Past Life: Not Available

    Summon Canines: Not Available

    Summon Fog: Not Available

    Summon Vermin: Not Available

    Telepathic Link with Master: 10 mile range to the creating secondary, 100 miles to the Master, and 1000 miles to the Intelligence
Attacks per Melee: 6, Bite Attack does 2D6+4, with Power Bite doing double.

Bonuses: As Secondary Vampire, but is Immune to Horror Factor. This does not protect against Globe of Daylight however, and they are automatically held at bay by it.

Psionics: Counts as a Major Psionic, and has the power of Death Trance, Deaden Pain, Mind Block, Presence Sense, and Sense Evil

Magic: None

RCC Skills: As Wild Vampire.
'Blood Bag’ Human Mutation
(aka ‘The Wretches')

Rarer than even Least Vampires, Blood Bags are only produced when a Vampire Intelligence must conduct open war with non-Vampire Intelligences. Taking a particularly healthy teenage human (PE 15+), the Vampire Intelligence or a Master Vampire it has instructed turns them into a bio-wizard abomination specifically made for the sole purpose of generating blood while suffering. The resulting creature is generally referred to as ‘the Wretch’, wutg their sapience has been burned out of them by the torture they recieve ever moment of their continued existence, and the suffering being fet the the Vampire Intelligence. The energy gained from this is in turn used to keep the Blood Bag functional, but as this is against the nature of the Intelligence it is a temporary measure.

The reason they are so rarely used is because Vampire Intelligences simply hate having to support them, as sharing the harvested life force is against their core being. They are able to reign in their instincts enough when there are far larger stakes on the table, such as finishing off the conquest of a planet or to prevent it from being expelled, but they will think of ways to do without them whenever possible. One of the few courtesies between Vampire Intelligences is to not use them in Blood Wars, with breakers of this taboo being immediately jumped on by all of their peers. As the required feedback is easily noticeable during communication, it is never missed, and 2 of the 12 vanquished Vampire Kingdoms were destroyed because of this.

Just short of 50,000 were created during the Minion War to keep the desired ‘Buffer Zone’ against the Infernals, and half of them were lost as the Crusade swept down to the Vampire Kingdoms. The rest would drop dead when the Vampire Intelligences either fled or were destroyed. None of them were able to be rescued or resurrected.
Spoiler:
Alignments: They have been reduced to a near mindless animal that exists in perpetual torment. They will obey any order given to them by a vampire of the same lineage as their creator as long as it is a Secondary or higher.

Appearance: A grotesque hunchbacked humanoid with large flaps of skin and a massive hump, close to a particularly bad Bio-Wizard mutation. The hump has 6 roughly mouth sized protrusions.

Physical Attributes:
  • IQ: 1D4
    ME: 1D6
    MA: 1D6
    PS: 2D4
    PP: 2D4
    PE: 2D6+14
    PB: 1D6
    SPD: 2D6
ISP: None

PPE: 2D6

Hit Points: 2D4x10+PE

Horror Factor: 11 due to their grotesque nature, 12 when being fed upon by a pack of Vampires.

Natural Abilities:
  • Excessive Blood Production: Produce 1 liter of blood per day for every PE point provided they have sufficient food, water, and iron supplements, and do not suffer penalties until reduced below normal human levels. If not fed from, their skin bursts 2D6 places as the blood leaks out.

    Leach Feeder: Up to 6 Vampires can feed off of a Blood Bag at a time, and will never inflict more than 1 HP of damage. The blood is described as being bland but filling, less appetizing than human blood but better than D-Bee blood. Master and Secondary Vampires would rather have another source, but Wild and Least Vampires don’t care.

    Bio-Regeneration: Recover 2D6 HP or SDC per hour. Additionally, anything related to their ability to suffer will remain in perfect working order.

    Supernatural Digestion: Can eat and digest any SDC organic matter for sustenance, and drink any kind of water without problem. They are immune to any negative effects this would cause for normal mortals.

    Limited Lifespan: Their body will break down in 1D4+3 years due to the abuse.

    Link to the Vampire Intelligence: The VI’s intervention is what keeps the Blood Bag alive at all, and it can end its existence at any time. Due to their distaste, VI’s look for excuses to do so, and have enough awareness to kill any that have been liberated. The malignant energies also prevent resurrection from all but the most powerful sources.
Attacks per Melee: None, it is completely helpless and merely shambles around.
Pre-Minion War Vampire Kingdoms
To make this situation plausible, and to make Mexico at least as populated as it was when the Aztecs were around, numbers have been increased from where they were in the WB:1R. Vampire numbers have been multiplied by 5, and the mortal population by 10. Around 30% of the mortals were D-Bees. Camotzotz is excluded from this total, as he is playing from a very different book.
Spoiler:
Mexico Empire
  • 15,500 Vampires
    782,000 Humans
    338,000 D-Bee
Mulac Kingdom
  • 29,000 Vampires
    468,000 Humans
    312,000 D-Bee
Milta Kingdom
  • 20,000 Vampires
    414,000 Humans
    276,000 D-Bee
Ixzots Kingdom
  • 29,000 Vampires
    572,000 Humans
    246,000 D-Bees
Total (Non-Camazotz)
  • 93,500 Vampires
    2,236,000 Humans
    1,172,000 D-Bees
Minion War Vampire Kingdoms
All but the Mexican Empire nearly exterminated their D-Bees (barring collaborators and such) to produce Least Vampires, and would convert Blood Bags accordingly. A notable number of Secondary conversions also happened, increasing the numbers of the more intelligent tiers. There was notable attrition though, so the overall population went down. The numbers would be greatly culled by the first part of the Crusade.
Spoiler:
Mexico Empire
  • 17,000 Non-Least Vampires
    185,000 Least Vampires
    ~9,250 Blood Bags
    770,000 Humans
    153,000 D-Bee
Mulac Kingdom
  • 33,000 Non-Least Vampires
    300,000 Least Vampires
    15,000 Blood Bags
    450,000 Humans
    12,000 D-Bee
Milta Kingdom
  • 25,000 Non-Least Vampires
    275,000 Least Vampires
    ~13,750 Blood Bags
    390,000 Humans
    1,000 D-Bee
Ixzots Kingdom
  • 34,000 Non-Least Vampires
    240,000 Least Vampires
    12,000 Blood Bags
    550,000 Humans
    6,000 D-Bees
Total (Non-Camazotz)
  • 109,000 Non-Least Vampires
    1,000,000 Least Vampires
    50,000 Blood Bags
    2,236,000 Humans
    172,000 D-Bees
Pre-Rio Grande Crossing Vampire Kingdoms
The Mexico Empire would come off the least bad due to being the least aggressive, mostly focusing on the territory up to the Rio Grande, and openly claiming Ciudad Jaurez. Mulac was the overall most aggressive in pushing up the New West towards the Domain of Man, and their forces would be gutted by the CS because of it, becoming the overall weakest by a considerable margin. Milta was only a few steps behind them, and would be hammered by the western mortals including Cyber-Knights and Lumarians. Ixzots was between the two, as was thus able to extract more of their contingent than the others before the gaws closed.
Spoiler:
Mexico Empire
  • 15,000 Non-Least Vampires
    135,000 Least Vampires
    ~6,750 Blood Bags
    770,000 Humans
    153,000 D-Bee
Mulac Kingdom
  • 10,000 Non-Least Vampires
    112,000 Least Vampires (Finished off their D-Bees to try to bump it up)
    5,000 Blood Bags
    450,000 Humans
Milta Kingdom
  • 15,000 Non-Least Vampires
    125,000 Least Vampires
    ~6,250 Blood Bags
    390,000 Humans
    1,000 D-Bee
Ixzots Kingdom
  • 27,000 Non-Least Vampires
    140,000 Least Vampires
    7,000 Blood Bags
    550,000 Humans
    6,000 D-Bees
Total (Non-Camazotz)
  • 69,000 Non-Least Vampires
    500,000 Least Vampires
    25,000 Blood Bags
    2,236,000 Humans
    160,000 D-Bees
Last edited by Omegasgundam on Fri Sep 29, 2023 7:00 pm, edited 2 times in total.
Omegasgundam
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Re: Paladin Steel Storefront

Unread post by Omegasgundam »

The Mexican Crusade
“Of all the things to come out of Mexico, the simple fact that the Juicers kept pressing on to the end is the most gobsmacking. They literally had a 2% survival rate. Not casualty rate, survival rate. For every 50 of them, only one lived. And they never stopped for a moment. If they had called it quits after Mexico City, they would have had an 80% survival rate, but all of them went into the Yucatan not caring if they came back out. There were none better suited for that Jungle Hell and they knew it, and they pushed all the way to Chichen Itza. According to the experts, that hell hole is the second or third strongest Nexus point on the planet, and the horrors they found there were all too fitting for it

The only military force in human history I can think of that even came close to that level of suicidal dedication was Imperial Japan of the Second World War. They had a cultural background tailor suited to producing such individuals, and a fundamentally fatalistic leadership to use them as such. The Juicers were almost exclusively ‘Burb spawn of mostly indifferent loyalty that we have never paid much attention to, and they reached the same heights. It is both awe inspiring and horrifying at the same time, with the human spirit rising to the challenge of facing evil no matter the cost, and then paying that ruinous cost without even blinking. Every single last one of them is in my eyes a certified Hero of Humanity, and I will brook no argument.”

--- Emperor Prosak to the Executive Council, late 103 PA.

"Reid wasn't happy about his own war plan being lit on fire, but at the same time he got the vindication from the rest of North America that he had always thought he deserved. None of us had ever heard of Least Vampires before they were marching across the desert, but we fixed that in short order. If it wasn't for the Shemarians, we wouldn't have had enough warning to sufficiently prep our defenses, and that would have been the end of that. We still lost a good third of our forces, but it was Lazarus and Carlotta that really hurt Doc. We had two years to move past it though, and there were enough Shemarians around to keep us updated about the rest of the world, and when the grencoes arrived they were willing to listen. It still hurts thinking about Kly, but he brought down the shields of the pyramid and I saw the Intelligence die with my own eyes. It also hurts a bit thinking about Doc leaving me behind, but I think I can live with it. Grizzly says that I was the only politically acceptable choice as Mexico's first General, and being a cultural hero has been critical in passing things through more often than I'm comfortable with. I shutter to think what anyone else would have had to deal with."
--- Supreme Commander Meetal, Head of the Mexican Confederation Army, 115 PA

"Now that the Crusade down south is mostly over, its time to start thinking about what are we going to do with the locals in the long run. We can't outright invite them to join, considering that Chi-Town will **** themselves from the thought of us flanking them and so such, and they're going to be only a bit less paranoid of us creating a puppet. Our reports on the ground is that some sort of government is shaping up down there, and out people are working on setting up relations. The big news is we think Reid, lunatic with a barely hidden godhood complex as he is, seems to going for a 'martyr founding father' play, so we'll only have to deal with his legacy rather than him in person. The people that have talked with him say he would be a massive problem for everybody if he sticks around, and even the Coalition people think him going out in a blaze of glory is for the best. One or two of our really high level Irregulars says he's keeping a really powerful divine artifact on him at all times, and from what they can tell its both Sun related and roughly the size of a fusion block. Three guesses as to what he plans on using on anyone?"
---Excerpt from a GNE State Department meeting.

To understand the Mexican Crusade, you must understand why it happened. The simplest explanation is that during the Minion War, the 4 Vampire Intelligences in Mexico panicked and threw away the deception to create a buffer zone against the expected Infernal victors. The actual result was just as big a shock, as they had given the game away and now had the full attention of the major North American powers. Beyond the normal Forces of Light, the Coalition States were also heavily involved, with the massive attack on Lone Star City demanding as strong a rebuke as possible, and the CS finding it to be a cheap way of continuing to project an image of power to mask the reality.

The first part of the Crusade was to push the Vampires out of the former USA. The western forces led by the Cyber-Knights and stiffened by the GNE had the harder time, as while the forces at the Grand Canyon managed to stop the attacking Milta Kingdom, there was no end of cave systems in Arizona for the invaders to hide. It would take months of grueling work to dig the last of them out, and gave more than enough time for Ixzots to withdraw their assets in New Mexico and southern Colorado. The CS had to deal with the cave systems of the Bend, but the majority of the Mulac forces were in the Grange plains, which provided a large enough target for the Coalition hammer to hit. It his heavily suspected that the Shemarian tribes were working in the shadows, and cult support for the parasites was far less than normal.

The conclusion to this stage would be the liberation of Ciudad Juarez by the CS, where the far more capable forces of the Mexican Empire blooded the attackers severely. This was nowhere near enough however, and the sheer number of Juicers the CS had made the outcome a forgone conclusion. Most of the CS forces would then return to Lone Star, but the Juicers did not. In a sign of solidarity with those that would protect humanity (and possibly others), they were joined by General Haldin and the Fire Storm MCC Flame of Humanity, who would provide what leadership they would accept. High Command was not officially pleased by the technical theft of a billion credit asset, but the vessel was in poor mechanical shape with the exception of the communication arrays, and Haldin and most of those that volunteered to go with him were either nearing mandatory retirement age or too new to know anything of interest. Haldin could also be trusted to keep his mouth shut regarding what he knew, and so long as he kept providing detailed reports and got a foot in the door for Post-Vampire Mexico they were willing to pretend he had their blessing. He and his Juicers matched past the Rio-Grande on December 28th of 112 PA, and were formally listed as honorably killed in action.

Over the next month, the Crusade forces would then south, breaking the sieges of the various hold outs and briefly stopping near Fort Reid to finalize their plans. The CS would deal with Mulac, the GNE and allies with Ixzots, and the newly arrived Shemarian Silverwings announced their plan to drop on the Milta at the same time. While normally such a complex operation would be inadvisable, none of the forces present had much experience working together, or even desire to do so, so focusing on one target would have led to an absolute mess.

The CS Juicers would be absolutely savage against the poorly managed Mulac Kingdom, with the atrocities there enraging them to a degree they had not experienced since the early days of the Minion War, and would actively call in magical assistance to help the liberated slaves recover. The Mulac Intelligence fled his hideaway in the Yucatan after the CS Juicers stormed Eltajin, but a higher power took the opportunity to track it down and finish it off. The GNE had a much harder time of it due to Ixzots’ functional army and leadership, culminating with them leveling the pyramid the Intelligence was held up in and then filling it with more than a metric ton of super sonic silver, ending the lineage in one fell swoop. Finally, the Silvermoon took advantage of their EAnimals to rapidly take out key portions of Milta’s defenders before rolling them up at astonishing speed. The Milta Intelligence knew the battle was lost and withdrew to one of its other holdings, only to be met by a higher power waiting for it.

With 3 of the 4 Vampire Kingdoms taken out in one fell swoop, it was time to deal with the Mexican Empire. Arguably the least damaged by the counter attacks, they could also rely on additional mortal defenders to take care of the daylight hours. The chosen plan was one of detraction and assassination, with the armies keeping the attention of the leadership while a strike team armed with tools and weapons donated by several friendly Sun Gods that the GNE had contact with. Ultimately successful despite the high price, the death of the Mexican Intelligence at Tulac saw the end of notable fighting in Mexico. That left the Yucatan, with the god Camazotz and the Soulcraft abominations acknowledged as needing to be purged. The Crusade then spent several months preparing for the expedition and gaining intelligence, with the GNE Dimensional Pathfinders and EShemarian Wayfinders spearheading the effort. During this time the beginnings of the Mexicant Confederation would form, with Doc Reid having a very large hand to play.

During this time Doc Reid was obsessed with shaping post-Crusade Mexico, and his ever growing Martyrdom complex had resulted in him wishing to be remembered as a fallen founding hero. A good death against his final foe would cause people to overlook what they could normally consider vile behavior, and he was well aware that many outsiders considered his vampiric research to be deranged. He had been fortunate enough to not need to risk using the Tolkien weapon he had acquired, so it was available for him to hand deliver to either Camazotz or his pet Intelligence. He would also take the unexpected step of disbanding the Rangers and having its members dedicate their efforts to setting up new local leadership and institutions. Grizzly Carter and Meetal were explicitly charged with setting up the justice system and military forces respectively, and Planktal-Nakton was heavily involved with setting up the future political field. Reid himself borrowed the fastest form of personal transport available and went on PR Blitz to ensure that the idea of the Mexican Confederation solidified and germinated. His last and most powerful speech before the Crusade left would end by him raising the Pre-Rifts Mexican Flag at Mexico City, dedicated to Hope, Unity, and the Blood of Heroes.

The Crusade would cross the dimensional gap and enter the Yucatan on April 5th, and it would take until mid June to fight their way across the extradimensional jungle hell. Vast numbers of supernatural predators had been brought through the many Nexus points due to the mass dieoff of Vampires in Mexico, resulting in a continuous slog against both them and the minions of Camazotz. Said minions were heavily armed and armored with soulcraft equipment, with the Craftsman choosing to delay his usurpation after realizing the sheer size of the incursion. The Battle of Chichen Itza would occur on June 14th, and saw the most vicious fighting of the entire Crusade. Camazotz had drawn large numbers of his divine minions from his home realm, and was determined to not be expelled from this most perfect playground. He would fall at the suicidal attack of Doc Reid, and thus the Crusade was completed. Now began the rebuilding.
Omegasgundam
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Re: Paladin Steel Storefront

Unread post by Omegasgundam »

Mortal Settlements and Their Fate
As a side effect of their efforts to create a buffer zone, the Vampire Army swung by the various points of human independence. The handful of true resistance forces were able to survive due being able to extend their normal siege counters with assistance from outside sources, but the rest would be overrun and enslaved. In the West and North, they would be stopped by defenders at the Colorado and Arkansas Rivers, and in the East they were stopped by the wrath of the Coalition States.
Spoiler:
Camp Belize
This small Vampire Hunter outpost in the Yucatan was seen as essentially irrelevant, and was sufficiently tied up by the pitiful Intelligence at Rio Bec. Even if that poor excuse for their kind was dispatched, it was certain that Camazotz would deal with them shortly, if only for sport. In truth, Camazotz liked that the pitiful mortals kept sending out small groups to play with, so he allowed it to not only continue to exist but be constantly resupplied. This would change once the Crusade entered the Yucatan, but by the time he had decided to do something about it the GNE’s contingent had already raced ahead and made contact.

Ocotlain
In the rush to get forces north, Ixzotz would put off dealing with this anomaly, resulting in them being left alone. The GNE has a team analyzing the location, but beyond that it is of little interest.

Chatarra
Used as a temporary base for the Iron Heart Avengers, they would ultimately leave for the GNE in mid 107 PA. The site remained abandoned until salvaging efforts by the newly formed Mexico Motors started in 114 PA.

Tampico
General Gamblin had long broused the Paladin Steel catalogue for good buys, starting with buying the components to make the Platform and set up their offshore refinery in 103 PA, and the Technowizard Food generators immediately drew his undivided attention when he read their listing. They would make The Platform able to hold out indefinitely against another Vampire Siege, and his increasing discontent caused him to believe it was imminent without any actual basis. He was ecstatic to be proven right in mid 110 PA, and would spend the duration of the Minion War harassing the Mulac contingent that was placed there to keep them in check. While the community was forced to evacuate to The Platform for the duration, they would be able to continue operations.

Durango
By all rights, the mighty Vampire army should have wiped it off the map, but the Silver City had enough warning from scattered Shemarians to flee to the mines with everything they could gather. Paladin Steel had helped them develop an emergency ‘get out’ plan, and provided them with Technowizard systems that would allow them to keep the population alive in the confines of the silver mine for the duration. While unable to fight their way out due to the 40,000 Least Vampires stationed there by the Mexican Empire, they were liberated in early 113 PA by western forces.

Ciudad Victoria
Its extensive water based defenses allowed them to be rescued by Western Enclave airlift. Since the end of the crusade, the population has returned to Mexico, but as its anti-vampire purpose is no longer necessary the location has been abandoned.

Monterrey
Wiped off the map and its population enslaved during the first wave, it has remained abandoned ever since.

Fort Reid
Similar to Durango, Fort Reid should have been obliterated due to sheer weight of numbers, and had no secure fallback position. Reid was able to immediately tell that the army of Lessers was due to a panic reaction of the Vampire Intelligences, and threw every expendable asset such as the Necromantic Army and least reliable of the gathered forces to buy time to call for help. It would arrive from the GNE in the form of the first complete Dawnbringer Array. Fort Reid would then be perpetually at a state of high noon for the next two years, surrounded by the majority (~100,000) of the Mexican Empire Least contingent. With the Mexican Empire’s human forces preventing them from breaking out during the day, the Rangers would be stuck there until the Vampires retreated in early 113 PA ahead of the Crusade.

Loredo
In a rare show of unity, what passed as leadership in the gang ridded hell hole unanimously agreed to destroy the bridge after the first trustworthy reports of the oncoming army reached them. They would also unanimously abandon it when the vampires of Mulac turned east after Ciudad Juarez. It would be reestablished in 114 PA, once again facilitating trade between Mexico and the Pecos Empire.

The Cave of Crystals
Similar to Durango, the Cave of Crystal had acquired Paladin Steel produced Technowizard items to provide their needed sustenance, and the Selenite Crystals prevented attempts at gassing them out from working. The outside would be garrisoned by 10,000 Least Vampires of the Mexican Empire. They would be liberated in early 113 PA by western forces.

Ciudad Juarez
Ciudad Juarez never stood a chance in the face of the opposition, but its collapse was almost comical in how fast it was. Those with any sense fled to El Paso well ahead of time, but almost half the population failed to meet that standard. It is estimated that around 40,000 people were still in the city when it fell, and by the time the CS contingent arrived in late 112 PA there would be less than 8,000. Due to the nature of anti-vampire warfare, the collateral damage would be surprisingly light, and afterwards it would be repopulated. As of 115 PA, it has become something other than an embarrassment to the concept of civilization, and remains the largest settlement in northern Mexico.

El Paso
After the initial panic from the reports from Fort Reid, the city managed to come together and frantically dug a moat around the city with the help of the many preemptive evacuees from Ciudad Juarez (and a surprising number of warmount riding Shemarians), feeding from and back into the Rio Grande. The Western Enclaves and Shemarians provided both Technowizard food generators and evacuation assistance to MercTown, resulting in the population dropping to a bit less than 20,000 by the time the Crusade reached it. The CS contingent decided to avoid contact on the way to Ciudad Juarez, preventing ‘accidents’ from occurring.

New Del Rio
On the ‘good’ side of the Rio Grande, it had time to react to oncoming armies, and thus all that were able to had fled before it was overrun in mid 110 PA. Thus, the population was ‘only’ 45,000 (out of 50,000), and it would be reduced to 15,000 by the time the CS contingent reached it.

Pecos Empire
The Forces of Mulac would sweep across the Bend and the Grange, but the number of river crossings (and Shemarian harassment and assassination) delayed them enough that they were unable to reach Hustown. The Crossing had more than enough time to evacuate, but the less organized settlements were far less lucky.

CS Lonestar
The Coalition did not take the reports of Vampire Armies seriously, and Mulac avoided crossing into their portions of the state until much of the Pecos had been overrun. The overall heightened state of alert due to the Minion War made the CS become much more concerned when the commander of Odessa evacuated after confirming more than 100,000 Vampires were heading towards it, and then things became quite messy. The Lone Star Complex was sufficiently secure against anything the attackers had, but the burgeoning Lone Star City was a different story. It would be Colonel Murphy that came up with the idea of weaponizing the underground tap to the Red River, and the next few days were full of frantic assembly of pumping and spraying equipment. General Kalpov would draw criticism for holding off the sprayers until much of the outer sections of the incomplete arcology were overrun, but it did result in nearly all of the attackers being obliterated in short order. Mop up efforts would be bloody, with the CS’s lack of experience with Vampires costing them far more than they expected, but sufficient wooden ammunition was available to see it through.

New Mexico
Nominally the responsibility of Ixzots, the sheer emptiness of the region meant that there wasn’t much to overrun (with one exception). Townships, Hamlets, and Homesteads were overrun, but in the eyes of many there wasn’t anything worth remembering to begin with. Small bands of adventurers and the occasional Shemarian spread the word and encouraged those who could to evacuate to Colorado. There has been no major effort to resettle since, but there wasn’t one beforehand either. The CS would sweep through the south east portions on their way to Ciudad Juarez, but took little interest.

Fort Apache
The one settlement of any meaningful note, the extreme isolationist stance of Fort Apache would see them taken by near complete surprise. For all of their paranoia, they never seriously considered a massed attack by Vampires, and suffered terribly. The defenders were pushed all the way down to level 8 before they were able to close all of the air circulation points and use the fire suppression systems to take out most of the Vampires that had entered the complex, and were only able to force them back to level 3. Nearly all of their military equipment was either destroyed or heavily damaged in the fighting, and more than a third of the population had been lost. Ixzots stationed 50,000 Least Vampires on top of them, and only withdrew them after the GNE forces were half way across Arizona and marching towards them. Their relationship with the outside world would be much different afterwards.

Arizona
With the exception of Arzeno and Tryth-Sal, the population simply fled in advance of the invasion.

Tryth-Sal
The attack by Milta on this enclave of cloud mages was as great a debacle as you would expect, and saw more than 80,000 Least Vampires washed away by the rain. The only reason it lasted for any notable time was that so much of the population had left elsewhere to provide assistance. This did prevent them from sending assistance to Arzeno however, which came under heavy attack.

Arzeno
A joint force of Lumarians and EShemarians (who had no shortage of tension between them) would reinforce the City State just in time to blunt the attack by the Milta Kingdom. While pushed back to the final defensive lines, they bought the time needed for the local Technowizards to finish their mass Globe of Daylight generator, forcing most of the 50,000 attacking Vampires indoors if possible or out of the city if not. The clean up would take months, and their reinforcements would be needed elsewhere to deal with other hotspots.

Colorado
The Ixzots Kingdom had their advance stopped at the Arkansas River by GNE forces with copious amounts of silver fragmentation explosives. Reasoning that they would be unable to bridge it while such heavy enemies were nearby, Ixzots decided to wait for a better opportunity, and found that none presented themselves before word of the Crusade came. Preparations for a hasty retreat had been taken, so Ixzots was able to extract the vast majority of their remaining forces.

The Crusade Aftermath
The fledgling Mexican Confederation has a population of around 2.36 million, with the mass slaughter and conversion of D-Bees into Least Vampires responsible for the population drop. The D-Bees that survived were those that were thought to have useful skills, but only the Mexico Empire restrained itself from converting the rest wholesale. Average life expectancy has dramatically increased for obvious reasons, and technology in the locations still inhabited are steadily progressing towards the late 20th century in terms of overall technology. Mexico City itself is catching up to the Marquette Imperium, providing a domestic source of M-Factor technologies. Should Atlantis or Naut’Yll make a serious push, they will fall easily enough, but this would warrant immediate support from the Coalition, Greater New England, and the Shemarians.
Spoiler:
Reid’s Rangers
Unsurprisingly, much of Reid’s Rangers perished during the war. Lazarus and Carlotta died during the defense of Fort Reid, buying time along with Wilding. Vyurr Kly met his end at Ixzots, staking the First Master with his dying breaths, while Pequita vanished during the mission against the Mexico Intelligence, her death confirmed by Seers. The Rangers were formally disbanded after that to help set up the liberated territories, with Grizzly and Meetal specifically told to stay behind and look over them. Mii-Tar’s supernatural transformation ability would prove to be constantly active in the PPE charged Yucatan, making him the single most durable individual of the entire Crusade, and despite several close calls would survive. Both Planktal-Nakton and Reid would die in the Battle of Chichen Itza, the former sacrificing himself to end the Craftsman, his reformed nature cause him to be truly appalled by the depravity of Soulcrafting. And Reid himself would achieve the Martyrdom he craved against Camazotz, forcing the Sun Bomb he had held onto for more than two years against the deity in his primal darkness form. The explosion of light and dark that followed left just enough of him to be identified by the GNE, and the area around the Well of Itza remains in perpetual sunlight to this day.

Grizzly currently serves as the Chief Constable of the Mexican Confederation Police, and he is actively looking for a competent local replacement so that the position can be filled by a true native. Meetal is the overall commander of the Mexican Confederation Army, and Mii-Tar is her most trusted agent. The other Rangers formed much of the initial pool of both organizations. The remains of the others would be entombed near the new Capital Building in Mexico City, and the flag Reid raised now prominently hangs in the Assembly Chamber behind the Speaker's chair. Just as he hoped, Reids methods are glossed over by most, and many of Mexico’s new artists try to depict him in the most heroic fashion.

Fort Reid, Durango, and the Cave of Crystals
These strongholds have become stops on the Southern Trade Loop, providing reliable access from El Paso all the way to the Yucatan. They don’t hold a candle to the notable trade posts of the Domain of Man, but for Mexico they are titans.

Tampico
Tampico has been left to its own devices for the most part, and continues to make money from its oil. They have returned to the coast and are beginning to develop into a true city state, and have effectively become the primary trading link between Mexico and Greater New England. General Gamblin himself would join the Yucatan Expedition and survive, and was the one that planted the demolition charges that destroyed the Soul Forge.

Ixzotz and Muluc
Both of these territories would be mostly abandoned, with those from Ixzotz going to Milta and those from Mulac going to the Mexico City region. The former are considered more functional, helping build up the youngest city of the region and the latter need no end of help that only Mexico City can even hope to provide.

Milta
The City of Milta is developing at a decent pace, and its powerful Nexus Point is considered one of the more critical locations of the Mexico Confederation. Minatitlan remains the largest industrial center in Mexico, if not the most advanced, and is the home of the civilian Mexico Motors. The region claims to have around 960,000 souls, although less than 7,000 of them are D-Bees.

Mexico City
Regarded as the only ‘decent’ city by outsiders, Mexico City is the heart of the Mexican Confederation, and the Ley Line between it and Minatitlan is the most frequently traveled. It and the regions around it claim just over 1.4 million souls, along with the vast majority of the remaining D-Bees. Being higher end than what is available at Minatitlan, it is the home of the moderately sized Mexico Armory, producing a small but steady stream of war material for the Confederation. Wellington Industries of Marquette has also set up production here, trying to get their foot in the door before anyone else from the Domain of Man or Greater New England can entrench themselves.

The Coalition Juicers
Of the quarter million Juicers that traveled south of the Rio Grande, less than 5000 would see the end. Due to their greater capabilities, the majority of them (82%) were Mega-Juicers, who had willingly doomed themselves to ultimately die in fire regardless. The Healing Well of Itza would have something to say about that, and their transformation after imbibing it and using it and later using it as the basis for their next batches of chemicals would be dramatic. They have remained in the Yucatan, dealing with the various horrors that crop up alongside the Werejaguars and Shemarians. Their home is Chichen Itza, which is slowly being reclaimed by more adventurous members of the Confederation and hold the various pharmaceutical production equipment the Juicers need to survive.
(Itza Mega-Juicer OCC in progress)

The Coalition
General Haldin took part in the expedition, and would slay Camazotz’s pet Vampire Intelligence with a precision barrage of fragmenting silver shells from the Flame of Humanity’s rail cannons. The Fire Storm would barely make it back to Mexico City before its engines finally failed, and now serves as the centerpiece of the CS Embassy. Haldin himself has become the official ambassador, but his age means that essentially everything is left to his State Department assistant. Chi-Town’s overriding priority is to prevent the GNE from securing Mexico as part of its sphere of influence, and as such cares little about the local use of magic or acceptance of D-Bees. It's too far away and too primitive for them to be seriously interested about otherwise.

The Western Forces
The GNEAF’s work is never done, and they promptly redeployed their forces against the Azhur. The other Champions of Light also dispersed to their next hot spot, although they have begun making use of the Yucatan as a transit point. Many of the older members would stay behind for a time as instructors. Developmental assistance would be the priority of other branches of the GNE.

The GNE
The GNE’s primary priority for the region is to prevent it from being overrun by Atlantis, believing that the Naut’Yll will not be in a position to even try to attack for years after the latest war, and there is very little within convenient raiding distance of the Confederation’s Pacific coast. They have also picked up on the Coalition’s interest, and have made it official policy to use Mexico to distract as much of its attention from elsewhere in North America. Their Embassy Enclave is at the Tula Nexus Point, and they are working on a new Stone Pyramid type to properly tap and exploit it. The various magic fountains and wells are also of substantial interest, attracting a steady stream of adventurers to the Yucatan.

The EShemarians
Several tribes (the most prominent being the Wayfinders) would be involved from the beginning, and were essential in allowing the surviving hold outs to remain in one piece, but the largest single contribution would be in providing a third spear in the counterattack. Since then, they have had quite different priorities than the rest, with individual tribes having their own interest. The Wayfinders have set up a research facility at Coba, while the Horrorwoods have established a colony at the Becan Cluster. The Darkwaters on the other hand have established underwater ports along the coast of former Guatemala and Costa Rica, and plan on scouting out Columbia. Thanks to the dimensional anomaly, the Yucatan does not matter for patrolling the coast, and their larger assets are better serviced at their more established Cuban facilities.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

The Shemarrian POV on the Mexico Crusade is posted in the Shemarrian fan creations thread.
-------------
"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
------------
Omegasgundam
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Posts: 444
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Re: Paladin Steel Storefront

Unread post by Omegasgundam »

I have stuff for the Yucatan swirling in my mind, and I feel like giving the Naut'Yll a buff. They seriously need it to remain a threat, and they haven't really been touched since WB:7.

EDIT: And visit the New Navy while I'm at it. Yay projects.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Omegasgundam wrote:I have stuff for the Yucatan swirling in my mind, and I feel like giving the Naut'Yll a buff. They seriously need it to remain a threat, and they haven't really been touched since WB:7.

EDIT: And visit the New Navy while I'm at it. Yay projects.


Ah, the burdens of having a creative imagination! :P
-------------
"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
------------
Omegasgundam
Adventurer
Posts: 444
Joined: Thu May 08, 2008 11:04 pm

Re: Paladin Steel Storefront

Unread post by Omegasgundam »

And here's a lazy buff for the forgotten squid-heads of the Atlantic. They only got a long paragraph in WH:32 saying they were basically hosed, and that's disappointing to say the least. I'm assuming that its yet another half-cocked attempt at getting rid of stuff Cerella did.

Post Minion War Naut’Yll
The fortunes of the Naut’Yll have been mixed since 105 PA, with the Pacific War seeing massive losses among their standing forces and their expansion into the Pacific proper becoming effectively impossible for the next 20 years or so. Additionally, the Milu have essentially usurped their control over the Indian Ocean, forcing which also effectively cuts them off from the Mediterianian. However, their South Atlantic heartland remains relatively strong, and the Milu have drawn much of the Lemurian’s attention away from them for the time being, and they are making the most of it.

On the positive side, colony numbers have doubled over the past 7 years, and the resulting improvements in their industrial capacity is leading to more capable designs. Additionally, a new generation of Naut’Yll are about to reach maturity, meaning that there will be a large pool of manpower to draw upon. The consensus among the Governor Generals is that the best intermediate term plan is to build up their area of control up to Atlantis territorial waters and down to Antarctica, increasing their resource intake and enabling further developments. After that, the most plausible idea is to work around the west side of South America, with the land dwelling Inca Empire having little interest in oceanic affairs and extremely unlikely to call for assistance. It is also thought that the New Navy has a lesser presence there then elsewhere in the Pacific, which will delay their response.

Naut’Yll Particle Wave Cannon
Developed to provide more punch to their supernaturally strong infantry and Power Armor, the Particle Wave Cannon trades weight and payload for damage and range. There is a good deal of contention about the latter, as it is difficult at best for Power Armor to successfully acquire targets at extreme ranges while underwater, and the Naut’Yll are on a primarily defensive stance at the moment while they build up their forces. However, as it reuses components from the PWGs of the Leaper it is easy to add to their pre-existing logistics train.
    M.D.C of the Weapon: 90
    Weight: 21 lbs (9.6 kg)
    Range: 4000 ft (1220 m)
    Mega-Damage: 1D6x10 MD
    Payload: 10 per E-Clip equivalent.
    Market Cost: Recovered examples are valued at around 80,000

Naut’Yll APAL-15 ‘Improved Torpedo’ Power Armor
It had become quite obvious that the venerable Torpedo was falling well behind what was fielded by others, which posed a major problem for the Naut’Yll. Beyond the increased difficulty of profitable raids against surface dwellers, it also meant they were starting to be at a disadvantage under the waves as well. This was unacceptable, so a major revision was implemented. The resulting model would be designated the ‘Improved Torpedo’, but would be a large enough change that older suits were not economically upgradable, but still shared a great many components. Techn-Wizard APTW-25 shares all the changes.

The resulting design is half again the mass, and while thruster strength has increased the less sleek profile means that it is notably slower. However, it remains faster than any of the Naut’Yll’s Robots or ships, so this is still acceptable. In return, armor and firepower have been greatly increased. Inspiration was taken from the New Navy Semper-Fi, adding a pair of dual purpose Mini-Missile/Torpedo banks and wrist mounted energy weapons, with the optimum position of the former thought to be the lower legs. Unfortunately for the Naut’Yll, it would prove to be merely enough to keep up with the latest round of upgrades of the GNE and New Navy, but it did prevent the difference from becoming worse.
Spoiler:
MDC:
    Thruster----------------50/80
    Arms (2)----------------70/110 each
    Legs (2)----------------100/130 each
    *Head-------------------90/130
    Main Body--------------250/400

Speed
    Underwater 52 knots (59.8 mph/ - km)

Statistics
    Weight: 450 lbs (- kg)

Weapons:
    1. Leg Missiles/Torpedoes (2): Each may carry up to 3 Mini-missiles or Mini-Torpedoes.

    2. Wrist Particle Wave Pistols (2): As normal, and may be fire linked with W.P. Paired Weapons.

    3. Hand Weapons: The Naut’Yll have developed an equivalent to UEL links, which they use to power a Particle Wave Cannon, and can power up to 10 shots per melee.

    4. Hand to Hand: As Supernatural PS 30.

Naut’Yll L-53 ‘Darter’ Fighter Submarine
For all of the Leaper’s problems in flight, it remains a very effective craft underwater. In 107 PA the Governor Generals decided to focus on this capability while waiting for a more capable replacement design, resulting in the Darter configuration. The flight capabilities have been removed, with the mass of the wings and tail (now 6 ft x10 ft x17 ft) going into strengthening the fuselage (250 MD) and doubling the number of launch tubes. While the available munition space has only seen a modest increase, the use of smaller single-role underwater models means that a full 12 are carried, enough for 3 salvoes. An unexpected but welcome improvement is the depth tolerances increasing to 2.5 miles, allowing it to stay with their carrier platforms. There was also an effort to increase the number and/or power of the Particle Wave Guns, but it was found to be uneconomical due to power draw. Due to its low resource cost and relative effectiveness, there are no plans to phase it out for an alternative, with pilots being available in numbers due to mass training programs.

Naut’Yll L-54 ‘Leaper II’ Submersible Fighter
Hard times call for practical but unpopular measures, and when pressed to the wall the Naut’Yll have decided to copy and adapt from their enemies. The new Leaper II is essentially a knock off of the New Navy Manta Ray Mark I, albeit with different systems and a substantially different profile. The outer parts of the wing body (75 MDC each, -25% to Pilot skill in air for each of destroyed, reduces width to 12 ft when folded.) are now foldable, allowing them to more easily fit in Naut’Yll ships and improving the acoustic profile underwater, compensating for the less capable damping measures. It also lacks the anti-radar measures and laser targeting system entirely, which notably impacts its effectiveness. The New Navy has recently started fielding an improved model however, and is close to finishing development of a new design that premises to blow it out of the water.

Naut’Yll BS-I ‘Blue Spear’ class Attack Submarine
While the primary warship of the Naut’Yll, the Red Trident was more transport than combatant, and this limitation became painfully obvious against the technologically sophisticated enemies they faced on Rifts Earth. In order to meet the military demands placed on them, a more powerful craft was needed, one dedicated to engaging other vessels. Use against non-naval surface targets was considered a non-factor, which simplified a number of design issues. Raiding capability and loot hauling was also considered redundant, as there would be no shortage of Red Tridents to pick up the slack, and the new design was intended as a supplement rather than a replacement. After a great deal of work, the design was completed, designated the Blue Spear.

The Blue Spear is obviously a decedent design, but there are many changes. The most obvious are the overall smoothing of the hull, causing less work for the low level TW stealth systems, and the ‘filling in’ of the space between the trident prongs, providing much more internal volume to mount systems in. Mass has more than doubled (5K tons), with the gains going into a proportional propulsion increase, vastly improved armor protection (2x Main Body and PWCs), and doubling the number of ordinance launchers and defensive laser mounts. The Particle Wave Cannons have had their output increased with improved technology (1D4x100 MD), matching the sustained capabilities of the GNEN’s own large scale submersibles, and a number of defensive countermeasures copied off of the locals have been installed around the hull. The original troop complement has been reduced to a single PA Wartribe, having been found to be extremely useful in many situations, and has been joined by a Wartribe of Darter Fighter Subs.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Well, if you can't innovate, imitate.
Take it until you make it.
And the squidees still have koralyte shenanigans to mess around with, especially if they looked at(or acquired) land mages for inspiration(could you imagine a Koraltye golem?).
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

The Mexico Crusade: The View from Outside.
“Don’t ignore Mexico’s spiritual side; the land is steeped in the power of belief. Ignore it at your own peril.”

The Aztec Pantheon
On the deity level the Mexico Crusade came as a shock. Despite their powers, including clairvoyance, Tezcatlipoca, God of Darkness, and his confederate Tlaloc, God of Rain, were unable to move fast enough to stop the Crusade from exploding against their vampire allies. The fact that two of the Mexican vampire intelligences were subsequently dispatched by unknown parties waiting in the wings for them has the two Aztec gods very worried. Their best efforts to intervene on the side of the vampires have run into virtual brick walls time and again, and Tlaloc’s efforts to control the rains resulted in frustration when the Crusade began pulling out their own tactical weather control. the Dawnbringer Array was another source of frustration for the Aztec Rain God; when he dried up the skies, the Array ahd free play, and when he put up clouds to block it, the Crusade seeded the clouds and made it rain, much to the detriment of the vampires.
Tezcatlipoca now suspects that his efforts to aid his vampire allies are being blocked by a coalition of deities of the Light, and that has put him in a state of sputtering rage.

For a while it was hoped that Huitzilopochtli, Sun God of the Aztec pantheon, and loyal party member, could save the situation through his generalship, but while initially all for the first victories for the vampires, Huitzilopochtli somehow got distracted by the sheer glorious nature of the war being fought. The War God has become a fan of the Juicers un particular, following their actions as the purest form of self-sacrifice. Meanwhile, when he arguably should have been aiding the vampires at Tezcatlipoca’s request, Huitzilopochtli has been seen in the company of several other non-Aztec deities, who apparently been persuading him that Tezcatlipoca has NOT been acting in the pantheon’s best interests. This has kept Huitzilopochtli off his game enough that he has had little influence on events, and more inclined to accept Quetzalcoatl’s return.

Xipe Totec, God of Flaying, was n a drunken high of death-mana after the vampire slaughter of the infirm and the nonhuman, and was unexpectedly incapacitated. By the time he sobered up, the Crusade was already in full swing and had built up too great a momentum to be negatively affected by his efforts. While he anticipated helping in starving out some of the holdout communities by denying their cropland fertility, he didn’t factor in the scientific factory-farming of both the CS and GNE, and the use of magic food generation that has kept the resistance well-fed. Like Tezcatlipoca, the continued failure of Xipe Totec’s gambits has spun the Flaying God into a foaming fit of frustrated rage; it’s debatable(at a far and safe distance from him) who throws the worse temper tantrums; Tezcatlipoca or Xipe Totec.

Tlazolreol, Goddess of Sin, has made a few halfhearted attempts to infiltrate and seduce the high ranks of both the GNE and the CS, but found her efforts stymied by the experienced and paranoid operational security of both organizations. She suspects in the case of the Coalition States, that the CS’s DogBoy sentinels may have been tipped off by Xolotl. Persuaded by Cihuacoatl the Earth Mother, Tlazolreol is increasingly considering a long vacation amidst the fleshpots of Atlantis more and more attractive.

Despite her power, which might have turned the tide against the Crusade, Cihuacoatl sees the entire affair as proof positive that the Splugorth are better allies. The fearsome Earth Goddess has thus been curiously absent from her dark sons’ plotting and efforts. She has begun to contemplate the idea of letting her children fail in their Mexico endeavors, and instead work with the Splugorth. Perhaps retreat and exile to Atlantis will teach the kids a thing or two about how REAL power works.

Tezcatlipoca’s wife, Xochoqueztzal, though nominally supportive of her husband, is secretly overjoyed at the humiliation being heaped on him and his allies. That fact that areas that were once places of her own personal power before she became a hostage bride to Tezcatlipoca, have been overrun, liberated, and purged of Tezcatlipoca’s and Xipe Totec’s bloodstained influence by the Crusaders, overjoys her. And there’s been whispers of identification between her name and the statuesque Shemarrian warriors now prowling the land, and the handsome/beautiful(augment-optimized) yankee soldiery. Tezcatlipoca’s growing rage, when not being taken out on her, has allowed Xochoqueztzal opportunities to slip away and just be herself, and even think of small ways of sabotaging her husband’s efforts. This has arguably slowed her alignment down-spiral. If the Aztec pantheon is forced into an Atlantean exile, Xochoqueztzal might be tempted to use the chaos and confusion accompanying such a move to attempt her escape.

Quetzalcoatl, needless to say, is very pleased with the way the Crusade has unfolded, and has been giving backing to a number of active anti-vampire groups, including the Sons of Quetzalcoatl. Thoth has also been feeding him information and introducing him to other allies of the Light, including the SoQ.

Xolotl has also been very active in the field, and has been often impersonating a Dog Boy to both assist the war against Tezcatlipoca’s vampire allies and start a whispering campaign among the CS’s Dog Boys. The dog-headed god hopes to use the din and confusion of the war to establish a refuge for free Dog Boys

Other Gods
A number of other gods, especially sun gods and goddesses, have been being contacted as late as refugees in the Vampire Kingdoms look to protectors. This has resulted in an odd grab bag of deities picking up small followings in the new ‘Lands of Eternal Light’. Even the Egyptian god Ra was surprised to get prayers to him from the war zone, and he’s considered lightheartedly having a proper Egyptian pyramid built to complement the American ones. The arguably ‘faux’ goddesses of the EShemarrians have also been garnering attention as groups like the Sapphire Cobras establish presences amongst the local population and new waves of immigrants to the liberated and cleansed regions.
Quetzalcoatl is not entirely happy with foreign gods camping out in ‘his’ territory, but as the three main powers involved in the Crusade have not attempted to impose their own religious stamp on the liberated lands(the Coalition States are largely atheist, the GNE is atheist-agnostic religiously tolerant, and the Shemarrians, though religiously zealous, do not appear to have any real and detectable deity backing them, despite their claims), the other godheads have only small presences. Quetzalcoatl is confident that with time and wise rule on his own part, he can sway the hearts and souls of the people of Mexico once more to his worship.

Splugorth Atlantis
The Splugorth Splynncryth, watching from far Atlantis and through the reports of the scouts he has dispatched to the Americas, is incredibly amused by the downfall of his vampire intelligence rivals. Though Cihuacoatl has hinted several times that the Splugorth might intercede to help the Aztec Pantheon, Splynncryth has happily strung her along while persuading her that it might do her sons some good to lose, and learn some humility eating the bitter bread of exile in some corner of his own domain while he finds some use for them.
Splynncryth is not overly concerned about three mortal powers overthrowing a major monster kingdom; he’s certain that if they were to try moving against him, he could easily overpower them and defeat them in detail. In fact, the fall of the Vampire Kingdoms has made moving into the region even easier, should he choose to do so, and the powers of the Crusade will be too preoccupied with other problems, like the Lord of the Deep, that they will conveniently blunt for him.

Vampire Kingdom of Haktla
Haktla, Hak-Talon and their ally Enumu Lord of Drought have stoically, but nervously, watched events up north unfold. Though they would never admit it, Haktla breathed a sigh of relief when the armies of the Crusade stopped advancing in the Yucatan and Guatemala.
Enumu, having watched the War of Weather for Mexico, has rather verbosely proclaimed that if it came to it, he could beat the Crusaders at his game. Hak-Talon has impetuously held to the belief that his invincible undead followers are ready to fight and conquer. Haktal is less sure of these bravado declarations, sensing some of the powers at work in the Crusade. Haktal is pretty sure that Enumu is trying more to convince himself through his proclamations, and that, the vampire intelligence is privately admitting to itself, Hak-Talon is a spoiled little brat nattering on about matters he knows little of. For his part, Hak-Talon sees the vampire refugees fleeing into the Kingdom of Haktla as a possible source of information on elder vampire lore and sequestered treasures that, if he’s bold enough, the Master Vampire can get his hands on in his quest for more power.
Though they’ve gained some in numbers thanks to vampire refugees fleeing to them for sanctuary, the tales of the Crusade slaughtering the Undead by the tens of thousands are hardly inspiring for Haktla who acknowledges that, despite his ambitions, he is not the most powerful of vampire intelligences. He has been studying what the Mexican intelligences did, and has concluded that if he were to currently try reinforcing his defenses with a campaign of expansion, he will draw unwelcome attention to himself and the scenario gets even worse if he were to create his own Least Vampires to bolster his forces. Such would be a red flag to the forces farther north. Worse yet, he fears, the defeat(or rather annihilation) of the Mexican Vampire KIngdoms may be giving others ideas, like neighboring Colombia....

Republic of Colombia
The Republic of Colombia has also watched the Mexico Crusade with great interest. Nominally allied with the Coalition States, the Republic has been sharing its won anti-vampire expertise with the CS military(though the latter didn;’t really think they’d need it), so they’ve been both critical and proud about how the CS has handled the situation and adapted their industry to produce a vampire-slaying war machine.
The CS, again eager to block the GNE from gaining a foothold elsewhere in the Americas, has been quick to downplay the role of the GNE and other forces in the Crusade, and has promoted the courage and expertise(not entirely unjustified in the veterans of the conflict) of the forces of the Domain of Man. The CS is taking Colombian reports of the vampires of Haktla far more seriously, and has assured the Colombians that the blooded and hardened CS military is ready to back and defend the Republic, should the Haktlans become a more pressing matter.
To sweeten their relationship, the CS has been transferring some technological know-how and new anti-vampire weapons to the Colombians, They've also been encouraging trade between Colombia and the newly-formed Mexican Confederation. If the CS can play midwife to a military-economic union between the two, and if together they could destroy the vampire kingdom between them without enlisting the assistance of others, the CS would be well on its way to creating its own Alliance of the Americas to counter the GNE.

Empire of the Sun
The Inca pantheon has been watching events up north with equal interest, Though not entirely pleased that it was North American yankees(and here the Inca make no distinction between the Coalition States and Greater New England) that were responsible, they’re quietly pleased that the Crusade has removed possible allies for Haktla. Now it’s only a matter of time before Haktla is crushed, and with the yankees also fighting the Arkhons and weakening them, the Empire can finish off the other invaders and expand into their territory.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

The Dawnbringer Array

“Sunshine..so innocuous, yet so POWERFUL. Bring the Dawn to those monsters of the night.”

The Dawnbringer Array is a series of large solar-reflective orbital sollete mirrors that the GNE constructed in Earth orbit, supposedly to provide natural nighttime illumination to targeted regions on Earth. Given the nature of the post-Rifts environment, however, it is now clear that the Dawnbringer Array was meant from the beginning as a weapons system. This was confirmed when it was discovered that the satellites’ reflective surfaces were doped with ectoplasm-derived materials, making the mirrors into massive TechnoWizardry devices capable of reflecting TRUE sunlight injurious to supernatural creatures of Darkness(whereas sunlight reflected from bodies like the Moon has no effect on most such beings). Their first operational use was in the relief of Fort Reid, illuminating the area around the besieged community and disrupting the vampires’ efforts to put an end to their mortal enemy’s organization.
Though such a ‘solar power’ project was seen with derision and suspicion by the Orbital powers(many of who saw the GNE as a dangerous faction unleashed from the Damned Earth), once its true nature became known, the Dawnbringer Array has been greeted with great enthusiasm by the Containment parties, who saw anything that helped control ‘the craziness down there’ as a GOOD thing. This has also stopped the vandalization of the satellites by diehard anti-Earth extremists in the Orbital community, who have gotten the word that the satellite constellations can be considered part of the old Containment line long maintained by the Orbitals.
It is now suspected that the EShemarrian Wayfinders may have had a hand in influencing the Dawnbringer Array’s design and construction, as they had long had premonition evidence that such a thing would be needed. The Wayfinders may have been dropping hints and suggestions through their connections to the GNE in Lazlo, or through the Tribe-in-residence the Steel Gaians.
The first Dawnbringer mirrors were test-mounted on Valiant Station, where they were manufactured. Once these mirrors had proven themselves in the relief of Fort Reid, construction of free-flying mirror-sats went full-tilt, and by the end of the Mexico Crusade well over thirty mirror-sats had been deployed. Construction continues with the goal of providing every major city in the Mexican Confederation with a dedicated array , plus a reserve for other missions, as well as replacements and substitutions during regular satellite maintenance.
A typical Dawnbringer Array satellite is a thin disk of silica aerogel stiffened with fire conduits from a control core, and surfaced with stabilized ectofilm-doped mirror material. Attitude control is by small electric ion jets powered by a small fraction of absorbed sunlight. Each is roughly three miles in diameter(but is only about four inches deep) For all their size, Dawnbringer Array satellites are very fragile, with roughly 100 MDC per half-mile area, and require constant watching and adjustment to keep them from being damaged(and repaired when they do hit orbital debris). Each ‘constellation’ of ten satellites is controlled from an accompanying command/control monitoring ship, usually a modified Masakari -class Heavy Space Destroyer or ‘Brunel’ Spaceborne Fleet Tender that doubles as a maintenance vessel. Depending on circumstances the individual Arrays may have more ships assigned to protect them and sweep debris out of their orbital path.
For all the constant care and protection the fragile constructs require, each Dawnbringer can cast, from orbit, an area of Earth’s surface roughly a mile wide in reflected sunlight. This sunlight is both REAL in its effects, and can penetrate the Dimensional Interface barrier surrounding Earth. Because of the required orbital paths needed to avoid collisions in the debris belts, a single satellite cannot maintain focus on the same area all night, so a ‘relay’ system is required to keep up area bombardment. The more satellites available, the more constant and seamless is the transition in illumination, thus the ongoing construction of new mirrors. While the light pollution has raised some hell with Earth-surface astrologers and triggered navigational problems for star-navigators and premature moon-related mating cycles in some species, surface astronomy on Rifts Earth is generally considered dead as the (pre-Lone Star) dodo, and the GNE has graciously offered offended astrologers and astronomers the opportunity to buy passage to orbit where they can make their star-sightings direct.

Sidenote: Safety in Lighting
The regular ‘patrolling’ of the Dawnbringer Array over Mexico, and the proliferation of Globe of Daylight spell-using TW appliances has earned post-Crusade Mexico a new nickname; ‘the Land of Eternal Light’. Though not entirely true, it has been noted that Mexican Confederation communities have some of the best public lighting on the North American continent, and there’s even talk of setting up fully-lit ‘highway’ lanes across the countryside.
There has also been a resurgence in the interest in sun deities, and several different sun(and even some moon, with association with the Shemarrians) gods and goddesses have gained small, but growing, followings in the aftermath.


Sidenote: The Mexican TW Market.
“Much as we’d like to discourage the proliferation of magic in the newly liberated territories, we cannot rightly do much in that direction. We just cannot convincingly demonize the sale of magic squirtguns, fast-gro garlic pots, globe of daylight lamps, and liquid sunshine makers on virtually every block. We’d be met with strained laughter at best, run out of town at worst, if we tried.“
---Anonymous diplomatic attaché, Coalition States Embassy, Mexico City

Although Wellington Industries may think they stole a march and shut out Paladin Steel and the Coalition States feel they’ve blocked the GNE from a larger presence in the new emerging Mexican nation, the truth is that Mexico is still a very open market. Despite Stormspire making some moves, the market for TechnoWizardry products in Mexico is dominated by Paladin Steel, followed by a growing number of local TW artisans.
Magic anti-vampire weaponry and detection gear continues to be manufactured, distributed and stockpiled against any remaining or further vampire attacks. Many surviving Mexico residents have gotten so used to the idea of sleeping in broad daylight, natural or conjured, to the point that light-based circadian rhythms seem to have become arbitrary. The TW ‘night light’ has become as much a fixture of the new Mexican culture as the siesta, and manufacture of TW Daylight spell lighting appliances has ramped up to the point that some analysts believe they will become Mexico’s main export in the next decade.
TW water condensers and food generators, especially the Hot Cross Bun Bakery, established the PS brand in saving many communities who otherwise would have starved to death under siege by the vampires. Although many survivors of these communities would attest to becoming sick and tired of a steady diet of conjured bread-buns, it has become tradition to regularly serve them, much as the crescent roll would become a Viennese symbol of their salvation from Ottoman conquest.
The GNE made a massive killing, even with massive giveaways and giant discounts on the product, selling TW Sundew Makers in Mexico and the Southern Territories, with most households and apartment buildings having at least one. TW-liquified sunlight is fast becoming a regular part of the Mexican diet, and ‘Reid Cocktails’, drinks made with liquid sunshine, are becoming the national drink of choice. Ectoglass jugs for holding liquified sunshine products have also become very common throughout Mexico, to the point that they’ve become known as ‘sun jugs’. Once they were supplied with sufficient raw ectoglass stock, the Mexican art community began experimenting with the material, with many very interesting forms already emerging. It is believed that post-Crusade Mexican artisans had an influence on the development of the Ecto-Glass Golem.
-------------
"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
------------
Omegasgundam
Adventurer
Posts: 444
Joined: Thu May 08, 2008 11:04 pm

Re: Paladin Steel Storefront

Unread post by Omegasgundam »

I've finally gotten off my ass and converted Kitsune's NGR Navy, with the exception of the BC (which I've decided to cut out). Onto finishing the New Navy then.

Common Kitsune NGR Ship Systems
Saving word count is it that might actually matter.
Spoiler:
Triax APAR 12 Three Dimensional Active Phase Array Radar System: An incredibly advanced radar and computer system first developed before the coming of the Rifts and is the equal of the Aegis system on Coalition Navy vessels. Powerful and flexible active phased array radar system that is comprised of four panels that each emit radar waves. System can simultaneously track and identify up to 1,152 targets. As well, the system controls missiles launched from the missile launchers and the system can track and guide each individual missile to an individual target for up to 288 targets. If a target is eliminated, missiles are automatically guided to a new target. The system can also control missiles launched from other linked vessels as well and can also act as fire control for gun mounts. Active phased array radar systems are harder to detect and jam due to being able to rapidly jump across frequencies. Range: 800 miles (695.2 nautical miles / 1,280 km), subject to the radar horizon. Bonuses: The system gives +10% to Read Sensory Instrument skill rolls, +2 on initiative, and +1 to strike

Triax TX-#AS-12# Advanced Hull Sonar System: This hull sonar system has both a passive and active system built in. Sonar system can track up to 24 targets at one time. Sonar also has built in communication system and sound pulse system to detect obstacles, objects, vessels and fish (schools and large animals), as well as measure distances and depth. Range: 65 miles (56.4 nautical miles / 104.6 km). Bonuses: Sonar gives +10% bonus to Read Sensory Instruments and Weapon Systems skill rolls.

Triax TX-#AS-### Advanced Towed Array Sonar: Towed array is mounted in the sail of the submarine instead of the hull. The system is basically a long and very sensitive sonar system carried behind the submarine on a long cable. System is comparable to the special purpose United States pre-rifts SURTASS system. This towed array sonar system has both a passive and active system built in. Sonar system can track up to 48 targets at one time. a passive and active system built in. Range: 200 miles (173.7 nautical miles / 321.9 km).

Triax TX-ES#-## Advanced E.S.M. Suite: Combination of radar / radio detection system (ESM) and an active jamming (ECM) system. The system can detect another radar system at around 125% of the range of the transmitting radar and is usually subject to radar horizon. This includes the ability to detect radar guided weapons. Can be used for limited targeting. In jamming mode, causes -25% to detection but when it is active, other vehicles/ bases can detect that it is jamming, and some missiles will home in on jamming signals. Some missiles also have AESA type radars themselves and/or have backup infra-red sensors. Jamming also causes a -4 penalty to all radar guided weapons. Can be used to jam a wide area or for focused jamming against several targets

Quieted Propulsion and Anechoic Coating: The boat is designed with a very quiet pump jet propulsor design, the submarine’s reactors make very little noise, and the boat is coated by a sonar defeating rubber coating. The submarine is -50% to detect when traveling at less than 17.3 mph (15 knots / 27.8 kph) and is at -30% to detect when traveling at greater than that speed.

Sonar Masking System: The hull and propulsion are designed to minimize noise from the vessel and uses air bubbles to form a barrier against sonar as well. Bubble masker protects both the hull and propellers against detection. Gives a -20% penalty to any Read Sensory Instrument skill rolls to detect this ship using sonar and bubble masker reduces ability to classify vessel

Radar Defeating Profile & Radar Absorbing Materials: The ship’s superstructure and hull are designed so that the radar profile of the ship is reduced and the ship is covered with radar absorbing materials. Because of this, attempts to detect the ship using radar are made with a -30% penalty to any Read Sensory Instrument skill rolls when attempting to detect this ship and vessel will appear to be smaller on radar than it would otherwise.

Advanced Decoy Drones (#): The submarine carries # advanced decoys drones. They are small automated vehicles that create a false sonar image designed to mimic the submarine’s sonar signature. It has a small propulsion system that can simulate movement [has a maximum speed of 23.0 mph (20 knots / 37.0 kph)] and maneuvers. In addition to being able to be used to decoy torpedoes, they can sometimes be used to trick another vessel while the submarine moves into position. If decoys are not destroyed, they can usually be recovered and repaired if they can be retrieved. Rifts Earth decoys systems are assumed to not be effective against Phase World / Three Galaxies guidance and targeting systems due to technological differences.

20 MDC, 30 minute endurance, and can launch 1 per melee. The decoy has an 80% chance of fooling ordinary non military sonars and non smart guided torpedoes, the decoy has a 50% chance of fooling military level sonars (like those of the Coalition) and non “smart” torpedoes, and the decoy has a 25% chance of fooling advanced military sonars (Like those of the New Navy and Triax) and “smart” torpedoes.

Type 708 Falke class Surface Effect Patrol Boat:
The larger cousin of the Interceptor, the Falke is openly used to patrol coastal waters and deal with sea monsters.
Spoiler:
Type: Falke class Surface Effect Patrol Boat (Type 708)

Class: Ocean, Surface Effect Ship Light Corvette

Crew: 8 (2 officers and 6 enlisted)

Troops: 8 or 12 (Depending on power armors carried)

MDC/Armor by Location:
    Flak Cannon Mount (Bow)--------------------200
    *TX-43 CIWS (2, superstructure)------------50 each
    LRM Tubes (8, fantail)------------------------100 each
    SRM Launcher-------------------------------190 each
    Bridge / Superstructure----------------------250
    Mini-Radar Systems (4, Superstructure)------80 each
    Propulsion Water Jets (2, aft)----------------120 each
    Skirts (2, forward and aft)-------------------100 each
    Main Body------------------------------------650

    [1] Destroying Phase Array radar panels will destroy the ship’s main fire control systems but guns have backup systems and panels can compensate for each other.
    [2] Destruction of a Water-Jets will reduce top speed by one half by each water-jet destroyed. Destruction of a Skirt will reduce top speed to 20 knots (23.0 mph / 37.1 kph)
    [3] Destroying the main body destroys propulsion and power systems, disabling the ship. The ship is fitted with an advanced polymer armors that allow the ship to withstand up to -100 M.D.C. before losing structural integrity and sinking. There are enough life preservers and inflatable life boats to accommodate everyone on the ship.

Statistics:
    Height: Hull Borne: 8.86 feet (2.7 meters), On Air Cushion: 3.94 feet (1.2 meters)
    Width: 41.99 feet (12.80 meters)
    Length: 155.84 feet (47.50 meters)
    Weight: 278 tons fully loaded

Cargo: Can carry 5 tons (4.53 metric tons) of extraneous cargo. Each enlisted crew member has a small locker for personal items and uniforms. Ships officers have some more space for personal items. Most of the ship’s spaces are taken up by extra ammo, armor, troops, weapons, and engines.

Powerplant: Nuclear fusion; average energy life of 20 years. Normally refits every 10 years.

Speed
    Water Surface (Hull Borne): 12 knots (13.8 mph/22.2 kph)
    Water Surface (Hull Borne): Calm Seas: 80 knots (92.12 mph/ 148.26 kph) Rough Seas: 60 knots (69.09 mph/ 111.19 kph)

Market Cost: Costs about 150 million to construct without power armors. Presently not available but likely will cost 300 to 450 million each if sold.

Systems of Note:
    Standard (RE) Ship Systems, as well as the following;

    APAR 15-SR Three Dimensional Search Radar System: Short ranged version of the powerful array carried on most New German Republic Warships. Incredibly advanced radar and computer system and is the equal of the Aegis system on Coalition Navy vessels. Powerful and flexible radar system that is comprised of four panels that each emit radar waves. If allowed by the horizon, the system can track out to 460 miles (400 nautical miles / 741 km) and can simultaneously track and identify up to 512 targets at one time. Theoretically, the system can track and guide individual missile to a individual target for up to 124 targets. If a target is eliminated, missiles are automatically guided to a new target. The system can also control missiles launched from other linked vessels as well and can also act as fire control for gun mounts. The system gives a +10% to read sensory rolls, +2 on initiative, and +1 to strike.

    Towed Array Sonar System: Mounted on the fantail of the boat. Sonar system has a range of around 24 nautical miles (18.4 miles / 29.6 km). This towed array sonar system has both a passive and active system built in. Sonar system can track up to 16 targets at one time. Sonar system has a penalty of -20% when the vessel is operating on air cushion and is traveling faster than 23.0 mph (20 knots / 37.0 kph)

    Radar Defeating Profile & Radar Absorbing Materials: -40%

Weapons Systems:
    [1) TX-862-FC Flack Cannon Mounts (2, superstructure): As on the Jaeger, 600 rounds each mount

    2) TX-43 Laser Pulse Rifle CIWS Turrets (2, superstructure): 4 attacks each when on automatic, +2 to strike when manually controlled, or +3 when on computer control

    3) LRM Launch Tubes (8): 1 LRM each

    4) SRM Launcher: 74 SRMs, Volley 2-24

    5) Chaff / Decoy Launchers (2): 12 charges each, 24 total.

Compliment:
    8 Predator Power Armors

NGR FFG Type 512 Helgoland Guided Missile Frigate
A venerable design, the Helograd has been in service since the first few decades of the NGR. While out of production, a full 32 remain in operational condition. The pressures from the new sea-born threats means that it is being replaced by the new DDG-612 however.
Spoiler:
Type: FFG-512 class Trimaran Frigate.

Class: Ocean, Guided Missile Frigate (Trimaran).

Crew: 105; 7 officers, 15 chief petty officers, and 83 enlisted (Has a high degree of automation).

Troops: 15 Mosquito crew members, 20 X-10 Predator power armor pilots.

MDC/Armor by Location:
    Hyper Velocity Rail Gun Barrel----------------160
    Hyper Velocity Rail Gun Mount (forward)------350
    Flack Cannon Mounts (2, superstructure)----200 each
    LRM Launch Systems (2, forward & aft)------350 each
    MRM Box Launchers (2, forward & aft)--------225 each
    SRM Launchers (8, 4 each side)----------------150 each
    Dual Medium Torpedo Tubes (2, sides)--------50 each
    Hanger (aft)-----------------------------------400
    VTOL Pad (aft)--------------------------------250
    Bridge-----------------------------------------500
    APAR-12 Radar (4, superstructure)------------150 each.
    Main Body-------------------------------------1,500
    Secondary Hulls (2)----------------------------500 each

    [1] Destroying the APAR phased array air search system radar system will eliminate the ship’s long range air search ability but weapon systems have backup fire control systems and panels can partially compensate for each other.
    [2] Destroying the main body causes the ship to lose structural integrity, causing the ship to sink. If the secondary hulls are still intact, the ship will sink very slowly and will take up to twenty four hours to sink. This may give the ships crew time to patch the damage to an extent that the ship will float but all propulsion will be destroyed but the ship may be repairable. There are enough life preservers and inflatable life boats to accommodate everyone on the ship.
    [3] Destruction of one secondary hull will reduce stability and negate bonuses due to quiet design and for piloting. Destruction of both secondary hulls will give the ship a -20% penalty to piloting and give a bonus of +20% to be detected. Ship’s speed is also reduced to 34.5 mph (30 knots / 55.6 kph).

Statistics:
    Height: 45.3 feet (13.8 meters).
    Width: 85.0 feet (25.9 meters).
    Length: 480.6 feet (146.5 meters) waterline and 509.2 feet (155.2 meters) overall.
    Weight: 5,800 tons standard and 7,500 tons fully loaded.

Cargo: Can carry 400 tons (369.9 metric tons) of nonessential equipment and supplies. Each enlisted crew member has a small locker for personal items and uniforms. Ship’s officers have more space for personal items. Most of the ship’s spaces are taken up by extra ammo, armor, troops, weapons, and engines.

Powerplant: Nuclear fusion; average energy life of 20 years. Normally refits every 10 years.

Speed
    Water Surface: 60 knots (69 mph / 111.1 kph).

Market Cost: Not for sale

Systems of Note:
    Standard (RE) Ship Systems, as well as the following;

    +20% to piloting rolls

    Triax APAR 12 Three Dimensional Active Phase Array Radar System:

    Triax TX-MAS-8A Advanced Hull Sonar System:

    Triax TX-TAS-8A Advanced Towed Array Sonar:

    Triax TX-ESW-6A Advanced E.S.M. Suite:

    Sonar Masking System:

    Radar Defeating Profile & Radar Absorbing Materials:

Weapons Systems:
    1) TX-HW-120 120 mm Hyper Velocity Rail Gun(forward):
      Range: Direct Fire: 20 miles (17.4 nautical miles / 32.2 km). Indirect Fire: 60 miles (52.1 nautical miles / 96.6 km.)
      Damage:
        Armor Piercing: 5D6x10+60 (optional rule is that cannon gets a critical on a natural 18, 19, or 20 due to its high penetration)
        High Explosive: 1D6x10 with a blast radius of 20 feet (6.1 meters).
        High Explosive Armor Piercing: 2D6x10 with a blast radius of 10 feet (3.05 meters)
      Rate of Fire: 4 per melee
      Payload: 800 rounds. Ship normally carries 600 solid dart rounds, 100 high explosive rounds, and 100 high explosive armor piercing rounds.
      Bonus/Penalties: +2 to strike against ground / surface targets. Solid dart rounds have -2 to strike against aircraft, missiles, and flying power armors. No penalties for explosive rounds against fast moving targets.

    2) TX-862-FC Flack Cannon Mounts (2, superstructure): As on the Jaeger, 600 rounds each mount

    3) TX-STL-50-LR LRM Vertical Launch Systems (2, forward & aft): 50+50 LRM per launcher, Volley 2-25, 100 LRMs in reload

    4) TX-SVS-18-MR Medium Range Box Launchers (2, forward & aft): 54 MRM per launcher, Volley 2-9

    5) TX-NVS-4-SR Short Range Missile Launchers (8, 4 each side of superstructure): 64 SRM per launcher (512 total), Volley 2-8,

    6) Dual Medium Torpedo Launchers (2, sides): 84 Medium Torps total, Volley 2 2x melee per side

    7) Chaff / Decoy Launchers (2): 24 charges each, 48 total.

    8) TK-4 Advanced Towed Torpedo Decoys (4):

Compliment:
    20 Predator Power Armors
    2 XM-270F “Mosquito” VTOL Aircraft - ASW variant.

NGR DDG Type 612 Iroquois Guided Missile Destroyer
The NGR’s equivalent to the Advanced Hudson, the Neo-Vikings have forced it into sustained production, with 27 currently in service.
Spoiler:
Type: DDG-612 Class Destroyer

Class: Ocean, Guided Missile Destroyer

Crew: 115; 7 officers, 16 Chief Petty officers, and 92 enlisted (Has a high degree of automation)

Troops: 15 Mosquito crew members, 20 X-10 Predator power armor pilots.

MDC/Armor by Location:
    Hyper Velocity Rail Gun Mount Turret---------350
    Quadruple Laser CIWS (3, superstructure)--250 each
    LRM Launch Systems (2, forward & aft)------400 each
    MRM Box Launchers (2, forward & aft)--------300 each
    SRM Launchers (6, 3 each side)--------------220 each
    Dual Medium Torpedo Tubes (2, sides)--------50 each
    Towed Sonar Array (Aft)----------------------100
    Hanger (aft)----------------------------------440
    Bridge----------------------------------------500
    APAR-12 Radar (4, superstructure)-----------150 each.
    Observation Bubble (Between Hangars)-------150
    Main Body------------------------------------2,200
    Secondary Hulls (2)---------------------------800 each

    [1] Destroying Phase Array radar panels will destroy the ship’s fire control systems but guns have backup systems and panels can compensate for each other.
    [2] The Observation Bubble gives the pilot of a landing aircraft a +10% bonus on piloting rolls because of guidance provided from the ship. Destroying the Observation Bubble negates this bonus, but does not incur penalties.
    [3] Destroying the main body causes the ship to loose structural integrity, causing the ship to sink. If the Secondary Hulls are still intact, the ship will sink very slowly and will take a full twenty four hours to sink. This may give the ships crew time to patch the damage to an extent that the ship will float but all propulsion will be destroyed but the ship may be repairable. There are enough life preservers and inflatable life boats to accommodate everyone on the ship.
    [4] Destruction of one secondary hull will reduce stability and negate bonuses due to quiet design and for piloting. Destruction of both secondary hulls will give the ship a -20% penalty to piloting and give a bonus of +20% to be detected. Ship’s speed is also reduced to 30 knots (34.5 mph / 55.6 kph)

Statistics:
    Height: 104 feet (31.2 meters)
    Width: 126 feet (37.8 meters)
    Length: 587 feet (176.1 meters)
    Weight: 8,700 tons

Cargo: Can carry 500 tons of nonessential equipment and supplies. Each enlisted crew member has a small locker for personal items and uniforms. Ship’s officers have more space for personal items. Most of the ship’s spaces are taken up by extra ammo, armor, troops, weapons, and engines.

Powerplant: Nuclear fusion; average energy life of 20 years. Normally refits every 10 years.

Speed
    Water Surface: 60 knots (69 mph / 111.1 kph).

Market Cost: Not for sale

Systems of Note:
    Standard (RE) Ship Systems, as well as the following;

    +20% to piloting rolls

    Triax APAR 12 Three Dimensional Active Phase Array Radar System:

    Triax TX-MAS-8A Advanced Hull Sonar System:

    Triax TX-TAS-8A Advanced Towed Array Sonar:

    Triax TX-ESW-6A Advanced E.S.M. Suite:

    Infra-Red Masking System: From all over the hull and Superstructure a fine mist of cool waterdroplets is sprayed. This lowers and distorts the ship’s heat signature. Give a -10% penalty to any Read Sensory Instrument rolls to detect the ship using Infra Red systems. This system is not effective at speeds over 40 knots (46 mph / 74 kph), as the spray is then blown away by the speed of the ship (Ditto for windspeeds at or over 40 knots).

    Sonar Masking System:

    Radar Defeating Profile & Radar Absorbing Materials:

Weapons Systems:
    1) TX-HW-120 120 mm Hyper Velocity Rail Gun(forward): As on the Type 512

    2) Quadruple Laser CIWS (3, superstructure):
      Range: 12,000 feet (3,600 meters).
      Damage: Burst does 4D4x10, fires bursts only
      Rate of Fire: 8 Attacks per melee (+5 to strike) on automatic or by gunners hand to hand if on manual.
      Payload: Effectively Unlimited
      Bonus/Penalties: The system has a +5 bonus to strike when on automatic and gives a bonus of +2 to strike if used by a gunner.

    3) LRM Vertical Launch Systems (2, forward & aft): 74+74 LRM per launcher, Volley 2-36

    4) MRM Vertical Launch Systems (2, forward & aft): 32+32 MRM per launcher, Volley 2-32

    5) SRM Launchers (6, 4 each side of superstructure): 144 SRM per launcher (864 total), Volley 2-4, 8x melee

    6) Dual Medium Torpedo Launchers (2, sides): 90 Medium Torps total, Volley 2 2x melee per side

    7) Chaff / Decoy Launchers (2): 24 charges each, 48 total.

    8) TK-4 Advanced Towed Torpedo Decoys (4):

Compliment:
    20 Predator Power Armors
    2 XM-270F “Mosquito” VTOL Aircraft - ASW variant.

Valkyrie Class Sea Control Ship
Pre-Rifts hold overs, this trio of ships had long been the only carrier designs in NGR service. Primarily used to escort convoys and assist minor amphibious landings, the new sea-born threats means that they have been pulled back to coastal waters.
Spoiler:
Type: Valkyrie class Sea Control Ship

Class: Ocean, Sea Control Ship (Aircraft Carrier / Cruiser)

Crew: 380 (45 Officers and 335 Enlisted [Has a high degree of automation])

Airwing: 240 (120 Pilots & Crew, 10 flight deck officers, 110 enlisted)

Troops: 400 (200 pilots for Flying Power Armor, 200 soldiers in body armor)

MDC/Armor by Location:
    Weapons (Stuff)
    APAR-12 Radar (4, superstructure)------------150 each.
    Inboard Elevators (2)--------------------------200 each
    Main Flight Deck--------------------------------2,250
    Main Bridge / Superstructure------------------1,250
    Main Body--------------------------------------6,000

    [1] Destroying the APAR phased array air search system radar system will eliminate the ship’s long range air search ability but weapon systems have backup fire control systems and panels can partially compensate for each other.
    [2] If both elevators are destroyed, no aircraft can be moved from the hangers to the flight deck, meaning that they cannot be launched unless already on the flight deck.
    [3] If the flight decks are destroyed, only helicopters and other VTOL aircraft can be launched or land. VTOL aircraft are at -15% to piloting.
    [4] If bridge/ control tower is destroyed, the ship can still be piloted from engineering but with a -15% to piloting rolls. Communication and sensor equipment are not concentrated on the bridge to reduce the effectiveness of bridge hits.
    [5] Destroying the main body destroys propulsion and power systems, disabling the ship. The ship is fitted with advanced polymer armors that allow the ship to withstand up to -2,000 M.D.C. before losing structural integrity and sinking. There are enough life preservers and inflatable life boats to accommodate everyone on the ship.

Statistics:
    Height: 33.1 feet (10.1 meters) including sonar dome
    Width: 100.4 feet (30.7 meters) including flight deck
    Length: 791.3 feet (241.2 meters)
    Weight: 16,100 tons standard and 21,200 tons fully loaded

Cargo: 1,000 tons of nonessential equipment and supplies. Each enlisted crew member has a small locker for personal items and uniforms. Ships officers have more space for personal items. Most of the ship’s spaces are taken up by extra ammo, armor, troops, weapons, and engines.

Powerplant: Nuclear fusion; average energy life of 20 years. Normally refits every 10 years.

Speed
    Water Surface: 32.5 knots (37.4 mph/ 60.2 kph

Market Cost: Not for sale

Systems of Note:
    Standard (RE) Ship Systems, as well as the following;

    Triax APAR 12 Three Dimensional Active Phase Array Radar System:

    Triax TX-MAS-8A Advanced Hull Sonar System:

    Triax TX-TAS-8A Advanced Towed Array Sonar:

    Triax TX-ESW-6A Advanced E.S.M. Suite:

    Sonar Masking System:

    Radar Defeating Profile & Radar Absorbing Materials:

Weapons Systems:
    Stuff. Not a lot by Rifts standards

Compliment:
    200 Predator Power Armors
    12 XML-Series Jets
    4 XM-270E “Mosquito” VTOL Aircraft - Airborne Radar variant
    8 XM-270F “Mosquito” VTOL Aircraft - ASW variant.

NGR CVN Type 604 Seydlitz Class Carrier:
First constructed as a pair in the late 90s PA, they were originally intended to allow for increased air pressure on the Gargoyle Empire. During the late 100s they were the only secure airbase near the northern conflict zone, and were often the first to respond to Neo-Viking incursions.
Spoiler:
Type: CVN-604 Class Aircraft Carrier.

Class: Ocean, Nuclear Aircraft Carrier.

Crew: 600 personnel (50 officers, 55 chief petty officers, and 490 enlisted [Has a high degree of automation]).

Airwing: 550 personnel (160 pilots / air crews, 40 flight deck officers, and 350 enlisted.)

Troops: 360 Marines (280 pilots for power armors and 80 soldiers in body armor and cyborg troops.) Can accommodate another 200 people reasonably comfortably, more than that causes cramped and stressful conditions.

Flag Staff: 40 personnel (6 officers, 6 senior enlisted, and 28 enlisted.)

MDC/Armor by Location:
    Quadruple Laser CIWS (7)--------------------250 each
    MRM Box Launchers (2)-----------------------300 each
    SRM Launchers (8)----------------------------150 each
    Hanger Doors (2)------------------------------400 each
    APAR-12 Radar (4, superstructure)------------150 each.
    Electromagnetic Catapults (3)------------------100 each
    Inboard Elevators (3)---------------------------400 each
    Main Flight Deck--------------------------------3,000
    Main Bridge / Superstructure-------------------2,000
    Main Body--------------------------------------10,000

    [1] Destroying the APAR phased array air search system radar system will eliminate the ship’s long range air search ability but weapon systems have backup fire control systems and panels can partially compensate for each other.
    [2] If the catapults are destroyed, non VTOL or STOL aircraft cannot be launched.
    [3] If all three elevators are destroyed, no aircraft can be moved from the hangers to the flight deck, meaning that they cannot be launched unless already on the flight deck.
    [4] If the flight decks are destroyed, only helicopters and other VTOL aircraft can be launched or land. VTOL aircraft are at -15% to piloting.
    [5] If bridge/ control tower is destroyed, the ship can still be piloted from engineering but with a -15% to piloting rolls. Communication and sensor equipment are not concentrated on the bridge to reduce the effectiveness of bridge hits.
    [6] Destroying the main body destroys propulsion and power systems, disabling the ship. The ship is fitted with advanced polymer armors that allow the ship to withstand up to -2,000 M.D.C. before losing structural integrity and sinking. There are enough life preservers and inflatable life boats to accommodate everyone on the ship.

Statistics:
    Height: 36 feet (11.0 meters).
    Width: 122.7 feet (36.8 meters) waterline and 223.1 feet (68 meters) overall.
    Length: 951.4 feet (290 meters) waterline and 1,017.1 feet (310 meters) overall.
    Weight: 52,000 tons standard and 62,500 tons fully loaded.

Cargo: Can carry 5,000 tons (4,536 metric tons) of nonessential equipment and supplies. Each enlisted crew member has a small locker for personal items and uniforms. Ship’s officers have more space for personal items. Most of the ship’s spaces are taken up by extra ammo, armor, troops, weapons, and engines.

Powerplant: Nuclear fusion; average energy life of 20 years. Normally refits every 10 years.

Speed
    Water Surface: 36 knots (41.5 mph / 66.7 kph).

Market Cost: Not for sale

Systems of Note:
    Standard (RE) Ship Systems, as well as the following;

    Triax APAR 12 Three Dimensional Active Phase Array Radar System:

    Triax TX-MAS-8A Advanced Hull Sonar System:

    Triax TX-TAS-8A Advanced Towed Array Sonar:

    Triax TX-ESW-6A Advanced E.S.M. Suite:

    Command and Control Facilities: The carrier carries extra communications equipment and command facilities, to enable the ship to operate as the flagship for a flotilla. When operating in a flotilla, all ships get an additional +5% on Read Sensory Instrument skill rolls, +5% on Weapon Systems skill rolls, +1 to strike with all weapon systems, and +10% on communication skill rolls.

    Radar Defeating Profile & Radar Absorbing Materials: -10% only

Weapons Systems:
    1) Quadruple Laser CIWS (4, sides):
      Range: 12,000 feet (3,600 meters).
      Damage: Burst does 4D4x10, fires bursts only
      Rate of Fire: 8 Attacks per melee (+5 to strike) on automatic or by gunners hand to hand if on manual.
      Payload: Effectively Unlimited
      Bonus/Penalties: The system has a +5 bonus to strike when on automatic and gives a bonus of +2 to strike if used by a gunner.

    2) MRM Vertical Launch Systems (2, aft starboard): 32+32 MRM per launcher, Volley 2-32

    3) SRM Launchers (8, 4 each side): 128 SRM per launcher (1028 total), Volley 2-4, 8x melee

    4) Chaff / Decoy Launchers (4): 24 charges each, 96 total.

    5) TK-4 Advanced Towed Torpedo Decoys (4):

Compliment:
    200 X-10A or X-10B Predator Power Armors
    20 TXD-100 Ultra Deep Sea Power Armors
    30 X-2700 Dragonwing Ground / Air Robot.
    22 XML-Series Jets
    4 XM-270E “Mosquito” VTOL Aircraft - Airborne Radar variant
    4 XM-270F “Mosquito” VTOL Aircraft - ASW variant.
    4 XM-270G “Mosquito” VTOL Aircraft - Jamming variant.

NGR Type 1100 Fast Attack Submarine
Almost a century old at this point, more than 40 of these submarines remain in service. It is only recently that the NGR has felt a need for a more capable design, resulting in the Type 1200.
Spoiler:
Type: Type 1100 class Submarine.

Class: Ocean, Fast Attack Submarine.

Crew: 54; 8 Officers, 8 chief petty officers, and 38 enlisted (Has a high degree of automation.)

Troops: 12 (With light underwater power armors or light cyborg troops) or 18 (Without power armor.)

MDC/Armor by Location:
    BG Pulse Laser Cannons (1, aft)--------------120
    Heavy Torpedo Tubes (6 sides)----------------150 each
    Vertical LRM Batteries (8, sides)---------------250 each
    Main Sail--------------------------------------600
    Bow Planes (2)-------------------------------160 each
    Pump Jet Propulsor---------------------------400
    Main Body------------------------------------2,800.

    [1] Destroying the submarine’s bow planes will reduce the submarine’s ability to change depths but will not eliminate it. It also makes it difficult for the submarine’s crew to control the submarine giving a penalty of -25% to all underwater piloting rolls.
    [2] Destroying the submarine’s pump jet propulsor causes serious problems. The submarine will no longer be able to use forward momentum and the bow planes to keep the submarine level. It is recommended that ballast tanks are immediately blown so submarine comes to the surface.
    [3] Depleting the M.D.C. of the main body destroys the submarine’s structural integrity, causing it to sink. If the submarine is underwater, the entire crew will die unless protected by environmental armors that can withstand the pressure that the submarine is under. If on the surface, there are enough flotation devices and inflatable life rafts to accommodate everyone aboard.

Statistics:
    Height: 23.13 feet (7.05 meters).
    Width: 32.32 feet (9.85 meters).
    Length: 359.58 feet (109.60 meters)
    Weight: 6,450 tons surfaced and 6,880 tons submerged.

Cargo: Submarine is very cramped, 30 tons (27.2 metric tons) of nonessential equipment and supplies. Each enlisted crew member has a small locker for personal items and uniforms. Boat’s officers have a bit more space for personal items although still extremely cramped. Most of the boat’s spaces are taken up by extra torpedoes, weapons, and engines.

Powerplant: Nuclear fusion; average energy life of 25 years. Normally refits every 15 years.

Speed
    Water Surface: 16 knots (18.4 mph/ 29.6 kph).
    Underwater: 38 knots (43.7 mph /70.4 kph).
    Maximum Depth: 9,843 feet (3,000 meters).

Market Cost: Not for sale

Systems of Note:
    Standard (RE) Submarine Systems, as well as the following;

    Triax TX-FAS-12A Advanced Hull Sonar System: This hull sonar system has both a passive and active system built in. Sonar system can track up to 24 targets at one time. Sonar also has built in communication system and sound pulse system to detect obstacles, objects, vessels and fish (schools and large animals), as well as measure distances and depth. Range: 65 miles (56.4 nautical miles / 104.6 km). Bonuses: Sonar gives +10% bonus to Read Sensory Instruments and Weapon Systems skill rolls.

    Triax TX-TAS-12A Advanced Towed Array Sonar: Towed array is mounted in the sail of the submarine instead of the hull. The system is basically a long and very sensitive sonar system carried behind the submarine on a long cable. System is comparable to the special purpose United States pre-rifts SURTASS system. This towed array sonar system has both a passive and active system built in. Sonar system can track up to 48 targets at one time. a passive and active system built in. Range: 200 miles (173.7 nautical miles / 321.9 km).

    Triax TX-ESW-4U Advanced E.S.M. Suite: Radar and radio detection suite. This includes the ability to detect radar guided weapons. Can be used for limited targeting. The system uses an antenna mounted in the sail which is extended in a similar manner to a periscope. The antenna is both very hard to detect visually and is designed with a reduced radar signature. The system can detect another radar system at around 125% of the range of the transmitting radar and is usually subject to radar horizon.

    Quieted Propulsion and Anechoic Coating: The boat is designed with a very quiet pump jet propulsor design, the submarine’s reactors make very little noise, and the boat is coated by a sonar defeating rubber coating. The submarine is -50% to detect when traveling at less than 17.3 mph (15 knots / 27.8 kph) and is at -30% to detect when traveling at greater than that speed.

Weapons Systems:
    1) Retractable Blue-Green Pulse Laser Cannon Mount (1): As on the Tico

    2) Heavy Torpedo Tubes (6, Sides): Use LRM warheads, and volley 2-6. 42 additional torpedoes.

    3) Vertical Long Range Missile Batteries (8): 8 LRMs per launcher, 64 total, Volley 2-8

    4) Advanced Decoy Drones (8):

    5) Noisemakers (20): Can launch 2 at a time, 50% of decoying normal torpedoes and 20% of decoying smart torpedoes.

NGR Type 1200 Fast Attack Submarine
Intended as an escort for the Type 2000 Submersible Carriers, they have since proven to be badly needed in the war against the Neo-Vikings and their extensive fleet assets.
Spoiler:
Type: Type 1200 class Submarine.

Class: Ocean, Fast Attack Submarine.

Crew: 85; 8 Officers, 10 chief petty officers, and 67 enlisted (Has a high degree of automation.)

Troops: 24 (With light underwater armors or light cyborg troops) or 36 (Without power armor.)

MDC/Armor by Location:
    BG Pulse Laser Cannons (2, Fore/Aft)-------150 each
    Heavy Torpedo Tubes (6 sides)--------------180 each
    Vertical LRM Batteries (8, sides)-------------350 each
    Main Sail-------------------------------------800
    Bow Planes (2)------------------------------200 each
    Pump Jet Propulsor--------------------------450
    Main Body------------------------------------3,200.

    [1] Destroying the submarine’s bow planes will reduce the submarine’s ability to change depths but will not eliminate it. It also makes it difficult for the submarine’s crew to control the submarine giving a penalty of -25% to all underwater piloting rolls.
    [2] Destroying the submarine’s pump jet propulsor causes serious problems. The submarine will no longer be able to use forward momentum and the bow planes to keep the submarine level. It is recommended that ballast tanks are immediately blown so submarine comes to the surface.
    [3] Depleting the M.D.C. of the main body destroys the submarine’s structural integrity, causing it to sink. If the submarine is underwater, the entire crew will die unless protected by environmental armors that can withstand the pressure that the submarine is under. If on the surface, there are enough flotation devices and inflatable life rafts to accommodate everyone aboard.

Statistics:
    Height: 41.99 feet (12.8 meters) not including periscopes and antenna
    Width: 34.12 feet (10.4 meters).
    Length: 373.36 feet (113.8 meters).
    Weight: 8,200 tons surfaced and 8,900 tons submerged.

Cargo: Submarine is very cramped, 60 tons (54.43 metric tons) of nonessential equipment and supplies (normally used for equipment for marines). Each enlisted crew member has a small locker for personal items and uniforms. Boat’s officers have a bit more space for personal items although still extremely cramped. Most of the boat’s spaces are taken up by extra torpedoes, weapons, and engines.

Powerplant: Nuclear fusion; average energy life of 25 years. Normally refits every 15 years.

Speed
    Water Surface: 32 knots (36.83 mph/ 59.26 kph).
    Underwater: 42 knots(48.33 mph / 77.78 kph).
    Maximum Depth: 11,480 feet (3,500 meters).

Market Cost: Not for sale

Systems of Note:
    Standard (RE) Submarine Systems, as well as the following;

    Triax TX-FAS-12B Advanced Hull Sonar System: Effectively identical to the 1100’s

    Triax TX-TAS-12A Advanced Towed Array Sonar: Almost identical to the 1100’s, but can track 64 targets.

    Triax TX-ESW-4U Advanced E.S.M. Suite: Identical to the 1100’s

    Quieted Propulsion and Anechoic Coating: -50% to detect when traveling at less than 17.3 mph (15 knots / 27.8 kph) and is at -30% to detect when traveling at greater than that speed.

Weapons Systems:
    1) Retractable Blue-Green Pulse Laser Cannon Mount (2, Fore and Aft): As on the Tico

    2) Heavy Torpedo Tubes (6, Sides): Use LRM warheads, and volley 2-6. 120 additional torpedoes.

    3) Vertical Long Range Missile Batteries (8): 16 LRMs per launcher, 128 total, Volley 2-8

    4) Advanced Decoy Drones (8):

    5) Noisemakers (20): Can launch 2 at a time, 50% of decoying normal torpedoes and 20% of decoying smart torpedoes.

Weapons Systems:
    The only variant is the Sea Spear configuration, which replaces the missiles with additional torpedoes. This doubles the tube count (up to 16) and increases the supply of reserve Heavy Torpedoes to 224, giving 14 full reloads. A bit less than a third of the Attack Sub fleet consists of this model, but this is enough for the New Navy’s purposes.

Variants:
    Those that are made as escorts for the NGR’s submersible carriers have a retractable radar array (150 MDC) to serve as expendable remote sensors for the far more valuable ship. It has a shorter effective range but higher target tracking ability compared to the New Navy’s, which is a mixed trade off.

    SMART-8U “Submersible” Active Phased Array Radar System: Special system designed to be carried on a submarine and can be extended while the main part of the submarine is still underwater. Unlike systems carried by most larger naval vessels, the radar system consists of a single rotating array on top of the main mast. This system is smaller, lighter, and requires less power than a system of fixed panels. Can simultaneously track and identify up to 128 targets. As well, the system controls missiles launched from the missile launchers and the system can track and guide each individual missile to an individual target for up to 48 targets. If a target is eliminated, missiles are automatically guided to a new target. The system can also control missiles launched from other linked vessels as well and can also act as fire control for gun mounts. Active phased array radar systems are harder to detect and jam due to being able to rapidly jump across frequencies. Range: 287.7 miles (250 nautical miles / 463 km), subject to the radar horizon.

Again, Kitsune turning a Palladium huh??? ship into something plausible. I’ve cut the grown troops massively, because that’s what the Undertow is for.
NGR Type 2000 ‘Poseidon’ Submersible Carrier
The largest sea vessel constructed by human hands since the Cataclysm, the Poseidon is justifiably the pride of the NGR Navy. 4 took part in operation Sea Storm, and an additional pair have been completed since then. They have been a key part of warding off the Neo-Viking Iceberg-Carriers, and now that the Gargoyle Empire is effectively defunct the NGR hopes to focus its naval and aerial efforts on their northern enemies.
Spoiler:
Type: Type 2000 class Submersible Carrier.

Class: Ocean, Submersible Carrier.

Crew: 1,850 (160 officers, 170 chief petty officers, and 1,520 enlisted [Has a high degree of automation]).

Airwing: 1,350 (580 pilots / air crews - Includes X-200 Dragonwing pilots, 120 flight deck officers, and 650 enlisted flight deck crew.)

Troops: 300 PA pilots, 80 Transforming Sub pilots, 40 submersible crew members. Can accommodate another 600 people reasonably comfortably, more than that causes cramped and stressful conditions.

Flag Staff: 60 personnel (8 officers, 10 senior enlisted, and 42 enlisted.)

MDC/Armor by Location:
    Heavy Laser Cannon Barrels (2)-----------250 each
    Heavy Laser Cannon Turret----------------800
    Blue-Green Pulse Laser Cannons (8)-------200 each
    Heavy Torpedo Tubes (8, bow)-------------240 each
    Vertical LRM Batteries (8, front)------------350 each
    Forward Hanger Doors (2)-----------------2,600 each
    After Hanger Doors (2)--------------------2,400 each
    Power Armor Hatches (8, forward)--------450 each
    APAR-14U Radar (4)-----------------------225 each
    SMART-8U Radar--------------------------150
    Aft Flight Deck (rear)----------------------5000
    Retractable Command Tower--------------2800
    Bow Planes (2)---------------------------1200 each
    Pump Jet Drive Systems (2, sides)--------1,500 each.
    Main Body--------------------------------20,000.

    [1] The Poseidon class submarine mounts both a retractable rotating active phased array radar system as well as a four panel active phased array radar on the superstructure. Destroying both will eliminate the vessel’s main fire control systems against air target but the vessel has backup systems with a shorter range (Equal to robot vehicle sensors.) Note that the submersible carrier does not need to surface in order to use the SMART-8U radar system but only the rotating radar array had to be brought above the surface.
    [2] Destroying the superstructure will not reduce vessel’s performance due to main bridge / control room being inside of the main hull of the vessel. However, destroying the superstructure will reduce flight operations.
    [3] If the aft flight deck is destroyed, non VTOL aircraft can be launched but are unable to land. In addition, VTOL aircraft will be at -15% to piloting when attempting to land.
    [4] Destroying the submersible carrier’s bow planes will reduce the submersible carrier’s ability to change depths but will not eliminate it. It also makes it difficult for the submersible carrier’s crew to control the submarine giving a penalty of -25% to all underwater piloting rolls.
    [5] Destroying both of the submersible carrier’s pump jet propulsors cause serious problems. The submersible carrier will no longer be able to use forward momentum and the bow planes to keep the submersible carrier level. It is recommended that ballast tanks are immediately blown so submersible carrier comes to the surface. Destruction of one pump jet propulsor reduces the submersible carrier’s top speed by one quarter.
    [6] Depleting the M.D.C. of the main body destroys the submersible carrier’s structural integrity, causing it to sink. There are enough life preservers and inflatable life boats to accommodate everyone on the ship. If the vessel sinks below 13,125 feet (4,000 meters), the pressure will crush it, killing everyone inside - no survivors!

Statistics:
    Height: 150 feet (45.7 meters) with rotating phased array extended.
    Width: 320 feet (97.5 meters).
    Length: 1,600 feet (487.6 meters).
    Weight: 324,000 tons surface and 379,000 tons submerged.

Cargo: While less cramped than most smaller submarines, the Poseidon is still quite cramped compared to most surface ships. Can carry an additional 18,000 tons (16,330 metric tons) of nonessential equipment and supplies. Enlisted crew members and passengers have lockers (4x4x4 feet/1.2x1.2x1.2 meters) for personal effects. Boat’s officers have a bit more space for personal items although still cramped. Most of the boat’s spaces are taken up by embarked craft, extra torpedoes, weapons, and engines.

Powerplant: Nuclear fusion; average energy life 25 years. Normally refits every 15 years (Reactors have been replaced no less than 10 times.)

Speed
    Water Surface: 32 knots (36.8.4 mph/ 59.3 kph)
    Underwater: 36 knots (41.4 mph/66.7 mph).
    Maximum Depth: 6,562 feet (2,000 meters).

Market Cost: Production cost is placed at around 13.5 billion (RE) credits.

Systems of Note:
    Standard (RE) Submarine Systems, as well as the following

    Triax APAR 14U Three Dimensional Active Phase Array Radar System:: Mounted on the retractable superstructure. An incredibly advanced radar and computer system first developed before the coming of the Rifts and is the equal of the Aegis system on Coalition Navy vessels. Powerful and flexible active phased array radar system that is composed of four panels that each emit radar waves. System can simultaneously track and identify up to 1,152 targets. As well, the system controls missiles launched from the missile launchers and the system can track and guide each individual missile to an individual target for up to 288 targets. If a target is eliminated, missiles are automatically guided to a new target. The system can also control missiles launched from other linked vessels as well and can also act as fire control for gun mounts. Active phased array radar systems are harder to detect and jam due to being able to rapidly jump across frequencies. Range: 800 miles (695.2 nautical miles / 1,280 km), subject to the radar horizon. Bonuses: The system gives +10% to Read Sensory Instrument skill rolls, +2 on initiative, and +1 to strike.

    SMART-8U “Submersible” Active Phased Array Radar System: As on the Type 1100

    Triax TX-FAS-12B Advanced Hull Sonar System: Effectively identical to the 1100’s

    Triax TX-TAS-12A Advanced Towed Array Sonar: Almost identical to the 1100’s, but can track 64 targets.

    Triax TX-ESW-4U Advanced E.S.M. Suite: Identical to the 1100’s

    Command and Control Facilities: The carrier carries extra communications equipment and command facilities, to enable the ship to operate as the flagship for a flotilla. When operating in a flotilla, all ships get an additional +5% on Read Sensory Instrument skill rolls, +5% on Weapon Systems skill rolls, +1 to strike with all weapon systems, and +10% on communication skill rolls.

    Quieted Propulsion and Anechoic Coating: The boat is designed with a very quiet pump jet propulsor design, the submarine’s reactors make very little noise, and the boat is coated by a sonar defeating rubber coating. Even so, the large size means that it has a relatively large sonar signature. The submarine is -20% to detect when traveling at less than 17.3 mph (15 knots / 27.8 kph) and is at no penalties to detect when traveling at speeds greater than that.

Weapons Systems:
    1) Retractable Dual Heavy Laser Cannon Turret: Does 3D6x10 per barrel, 12 miles above the surface, and 3 miles below it.

    2) Retractable Blue-Green Pulse Laser Cannon Mount (8): Single barrel, but otherwise as before.

    3) Heavy Torpedo Tubes (8, bow): Use LRM warheads, and volley 2-8. 160

    4) Vertical LRM Batteries (8): 32 LRMs per launcher, 256 total, Volley 2-16

    5) Advanced Decoy Drones (8):

    6) Noisemakers (20): Can launch 2 at a time, 50% of decoying normal torpedoes and 20% of decoying smart torpedoes.

Aircraft:
    120 X-2700 Dragonwing Ground / Air Robot.
    30 XML-Series Jets
    16 XM-270 “Mosquito” VTOL Aircraft - Transport variant.
    8 XM-270E “Mosquito” VTOL Aircraft - Airborne Radar variant
    12 XM-270F “Mosquito” VTOL Aircraft - ASW variant.
    4 XM-270G “Mosquito” VTOL Aircraft - Jamming variant.

Ground Forces:
    20 T-21 Super Trooper Power Armors
    120 X-10A or X-10B Predator Power Armors
    40 X-535 Jager / Hunter Power Armors

Water Forces:
    120 TXD-100 Ultra Deep Sea Power Armors
    40 X-6000 Transformable Submarines
    20 XS-10 Sea Mite Mini-Submarine
    20 XS-24 Sea Bat Mini-Submarines
Last edited by Omegasgundam on Sun Jun 06, 2021 10:39 pm, edited 2 times in total.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

(Because our heros gotta have enemies worthy of them...)

Arzhur/Sukhoi T-4MS ‘Frostbite’ Supersonic Strike Bomber
(aka ‘WHITE POISON’)
“My first impression of the specs on this thing is that it’s a giant manned rocket-powered ley line-riding MIRV bus aimed at our hearts.”

“Our air defense net that’s served us so well against Coalition State cruise missiles and five-o’clock-charlie probes may be sorely pressed against these new Arzhur strike bombers...they even show up cold against open sky, and our optics are mainly geared towards spotting hot engine exhausts and homing on infrared emissions. Our magic sensors may be of marginally better use in spotting these things, since the Arzhur seem to have used magic as a substitute for technological system like EM jamming, but there’s so much para-magic crap floating around in the Earth’s atmosphere, shifting through all the possible hits on our screens is going to present problems. I suppose the small saving grace in this is that FreeQuebec’s in as much danger from these things as us, so giving the the heads up about them will have another air defense net looking for them. And we’re monitoring any ley lines that the Arzhur might try using to speed down to the lower latitudes. They’re still probing the ley-web, so we might be able to spot their scouts and get some warning on where they might try to come in from.”
---Excerpt from a transcript of a Greater New England Armed Services defense briefing on the WHITE POISON file.

“It is our fervent hope that we can stop, or at least curb, the Arzhurs’ current trend in weapons development before they create the equivalent of a city-buster and marry it to a ICBM equivalent. Given that they have to work within the constraints of the low orbital dimensional interface barrier, this is uncomfortably close as it is.”

While it hasn’t yet been encountered in the field, revelations of the existence of the ‘Frostbite’ represent an unwelcome fast progression in the technological capabilities and combat strategies of the Arzhur IceLords. Rather than using existing old pre-Rifts designs as the basis of their aircraft, the Arzhur appear to have made the jump to emulating theoretical designs. The ‘Frostbite’ resembles, at least superficially, the Sukhoi T-4MS, an unrealized pre-Rifts Russian Soviet design for a supersonic strike bomber. The T-4MS has a flattened delta lifting body design, with two small swing wings near the rear end of the fuselage. Two small vertical rudder fins stick above the extremely smooth and aerodynamic fuselage. This resemblance has led to its current designation by the powers of Rifts Earth, though, as with virtually all Arzhir equipment, it is unkown what they themselves call it(at best Klia defectors have managed to reveal is that each piece of gear has a long numerical sequence, like the Klia themselves, rather than anything like a name).
internally, the ArzT-4MS is pure Arzhur cryo-mystech. Two ventral engine bays hold captive Air Elementals able to push the aircraft well into the supersonic range. The body is skinned in friction-resistant thermal tile cooled by TW refrigeration systems. Stealth is provided by mystech invisibility, and a magic levitation system gives the giant aircraft the ability to operate in VTOL mode, making any Iceship deck a potential launch point for these bombers.
Perhaps more alarming than the airframe itself is the payload it is expected to carry. The ArzT-4MS in its primary configuration carries a complement of ‘Kry-15’ missiles, each armed with a cryogenic warhead, a refined and miniaturized version of the Freezone Bomb first seen carried by the ‘Frost Bat’ heavy bomber.
The ArzT-4MS’s mission profile seems obvious; fast supersonic dashes to strike at strategic targets , most likely urban centers, in northern Europe, Asia, and North America, penetrating the scant aerial defenses there and launching WMD missile attacks against them.
Despite an incredibly rapid development, the actual production and deployment of both the Frostbite bomber and its Kry-15 missiles seem to have stalled, according to what scant information has been acquired. The anti-Arzhur forces of Rifts Earth have only recently learned of the weapons system thanks to defectors.

(The ArzT-4MS was an Arzhur military project that uncharacteristically Grand Duchess Tilaus ‘s infiltration network could NOT get inside in time to nip it in the bud before it reached the hardware stage. The IceLord in charge of the program is one of the Grand Duchess’s more astute and bitter would-be rivals/opponents in the political arena, and has displayed a very paranoid attitude towards project security, though it doesn’t appear that he is aware of, or even suspects, Tilaus’s network or her true long-term agenda. Without revealing their hand, Tilaus’s fifth-columnists have tried to slow down further development and deployment of the Frostbite by bottlenecking resources fed to the program, but their greatest move has been to leak information on it to the powers of Rifts Earth)


Type: Arz/T-4MS ‘Frostbite’
Class: Supersonic Strategic Strike Bomber
Crew: 4(Pilot. copilot,weapons officer, flight engineer)
MDC/Armor by Location:
Main Body 700
Cockpit 200
Swing Wings(2) 200 each
Height: 24 ft
Width: 82 ft, 132 ft w/ wings at maximum extension
Length: 135 ft
Weight: 375,000 lbs
Cargo: Small space in crew compartment for survival packs and sidearms
Powerplant: Presumed to be multiple captive Air Elementals
Speed:
(Cruise) Mach 1.2(930 MPH)
(Maximum) Mach 2.45(1,980 MPH)(w/ the Ley Line Booster engaged, can hit speeds up to Mach 4.5! Only on ley lines though)
Maximum Altitude: 62,600 ft
Bonuses: The use of the Air Elemental powerplant means that the aircraft has NO foul weather penalties for flying in windy conditions, nor does it suffer icing.
Also note that the jet-exhaust is NOT hot, and does not register with heat-seeker targeting systems, rendering these systems ineffective in acquiring and tracking the aircraft(no bonus to strike). Radar- and laser-guided weapons are unaffected.
Bonuses:
*Advanced Control---The use of the Elementals gives the Frostbite remarkable agility for a bomber---+4% to acrobatic maneuvering, +1 to Dodge, and +1 to roll with impact, but only at speeds lower than Mach 1.2.
Market Cost: UNAVAILABLE FOR SALE! Much as any of the anti-Arzhur factions would love to acquire an example for study, current protocols call for destroying these aircraft if they are encountered before they can unleash their lethal payloads.
Systems of Note:
Standard Aircraft Systems, plus:
*EM Warning/Radar Detection---The Frostbite supposedly has passive EM radiation detection to alert its crew to the threat of targeting radars.

*Radio Signal Detection/Location(?) ---It is unclear whether or not the Arz/T-4MS possesses the ability to detect and track radio transmission sources, but the fear is that if the Frosbite is really intended to strike at the major communities of the Arzhurs’ enemies, this would make sense.

Weapons Systems:
1) Ordnance Bay---The Frostbite has several large bays running nearly the length of the bomber, along the centerline. Though it would appear to be capable of carrying conventional bombs, its main armament would appear to be strike missiles.
99,000 lbs of offensive stores.
OR
24 Kry-15 Strike Missiles
OR
2 Kry-45 Strike Missiles

2) Point Defense Lasers(2)---A feature missing on the original T-4MS, which relied entirely on speed for its own defense, is a pair of small laser cannon turrets meant for antimissile protection.
Range: 6,000 ft
Damage: 1d4x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited

3) Flare/Chaff Launchers(2)
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

Magic Systems:
*Protective Energy Field---Fairly standard TW protection mechanism, providing 50 MDC per 10 PPE/20 ISP pumped into the system; 10 minute duration per 10 PPE. Or can be engaged 4 times per day(50 MDC, 10 minutes duration)
*Invisibility(Superior)---Renders the aircraft invisible to radar, sensors, and optical detection, but cannot engage radar, radio, or other high tech communications/sensors while in this mode. 3 minutes per activation. Can use it up to 6 times per day(or per 20 PPE pumped into the system).
*Cold Exhaust---The aircraft can also produce a supercold jet of exhaust that appears as a particularly large and bright contrail....The contrail is roughly 50 ft wide, and can stretch as long as 2,000 ft. Any aircraft flying into it will find itself hit by superdense hail, doing 1d4 MD per melee within the contrail. The aircraft will also find itself icing up badly; -20% to piloting skill rolls unless/until deicing measures are activated. Living fliers will find their speed cut by 1/3 and strike/dodge bonuses cut by -2 until the overburden of ice is shaken loose. The jet can activate this feature up to 6 times per day.
*Levitation---This allows the aircraft to perform like a VTOL fighter, slowing down to hover at 100 ft, and lower itself to a landing, or loft itself off the ground and accelerate into flight.


* Kry-15 Strike Missile---Even less is known about this new weapon, beyond a superficial resemblance to the Soviet-era Kh-15 ASM. Its intended use would suggest some form of EM-homing guidance. It has an effective range of 120 miles. The Arz/T-4MS can carry twenty-four of the weapons.
The Kry-15 carries a very compact Freezone warhead. The weapon ‘only’ does 1d4x100 MD to a 200 ft radius, plus an additional 2d4 MD to the 200 ft radius outside the central blast area, and 6d6 SDC in concussion damage outside that as the liquified atmosphere at the center flash-evaporates and surges out in a massive pressure wave, shattering structures and bowling over anything still standing, in a sort of ‘reverse fire storm’. The cold will dissipate, but slowly, the cloud of freezing vapor doing only 2d4 MD per melee in the central core, and 1d6 MD per melee in the next area out, and 2d4 SDC per melee outside that, for 1d4 melees as the affected region fills with blinding cold fog, then HALF that damage for another 1d6 melees as the affected area heats up again.
Furthermore it creates a freezing cloud that can drift as far as an additional 1d4 miles with the wind, covering a roughly 2d4x100 ft wide area, doing 1d4 MD cold damage per melee of exposure to anybody caught in its path before it dissipates after 2d4 minutes. This unnatural cold front can freeze animals in their tracks, and shatter trees where they stand.
Though doing slightly less damage than the Freezone Bomb carried by the NV-B132 ‘Frost Bat’, the fact that the Kry-15 weapon core is virtually identical in damage characteristics to the much larger 10,000 lb device , yet is small enough to tip a tactical missile is cause for alarm. It suggests a far more extensive and fast-learning weapons research and development capability than previously exhibited by the Arzhur. As one GNE milintel analyst said without humor or irony; “We may have only seen the tip of the iceberg when dealing with the Arzhur threat’.


* Kry-45 Strike Missile--- Another new Arzhur weapon that seems to imitate a pre-Rifts Soviet missile, the Kry-45 is an anti-shipping missile capable of skimming just above the water surface at Mach 2 and delivering either a warload of metallic hydrogen explosive(2d6x100 MD to a 55 ft blast radius) or a KryW-15 freezone warhead, at a range of 120 miles. The weapon is +5 to strike, and +2 to dodge/evade; it’s rumored that the guidance system incorporates a disembodied and pruned Klia brain.
The revelations of the existence of this weapon has both the NGR and GNE navies worried about the safety of their fleets and commercial shipping. Fortunately, the Arz/T-4MS can only carry two of the weapons.
-------------
"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
------------
Omegasgundam
Adventurer
Posts: 444
Joined: Thu May 08, 2008 11:04 pm

Re: Paladin Steel Storefront

Unread post by Omegasgundam »

Youch. That's going to be a constant head ache.

EDIT: Anyway, part 1 of the New Navy, an overview of the Pacific after the Minion War. Built from notes from taalismn.

Post-Minion War Pacific Powers
For reasons that only the most learned Lemarian mages can even begin to understand, the ‘good’ mortal powers that live in and under the waves of the Pacific remembered the Great Temporal Screw Up of 108 PA. This resulted in the Lemarians, New Navy, and Tritonia having an additional decade worth of development under their belt, and while overall assets remained static the knowledge did not. After spending a few months sorting things out, they decided to make the best of the situation, and got the ball rolling on several efforts well ahead of time.

Efforts to stamp out the final remnants of the would-be Hawaiian Splugorth Kingdom continue, and the GNE has continued to investigate just what happened to the Intelligence behind it. The efforts to clean up the remains of the Naut’Yll holdings are going much smoother, with the invaders deliberately withdrawing all that they can to the South Atlantic to rethink their strategy. The largest change has been that the New Navy has opened relations with the Republic of Japan. After the initial drama, which was not unexpected, the Republic was happy to have fellow survivors of the old world as allies, and was even more happy to have intelligence on the actual state of the world. There are now regular trade missions between Kure and Tritonia, allowing the island nation to get resources that they had been cut off from.

New Navy
”What &$@( took you so long you gaijin?!”
----Said to be the opening sentence of the New Navy’s contact with the Republic of Japan.

The New Navy has accepted that the land dwellers will have an increasingly large part to play, and that the GNE is the most functional power on the North American continent. Beyond their new Japanese relations, Nemo-2 is also in unofficial negotiation with the highest levels of the NGR, and is serving as an intermediary for the European nation and Japan. The NGR is working on setting up a chain of aero-sats to have a constant communications link, but it’s a middling priority project compared to dealing with the Azhur and the still developing Over Chuck orbital breakout attempt. They have shared the Human Alliance documentation regarding GMR materials however, and both the New Navy and Republic of Japan have developed their own unique blends of the material. Nemo-2 is holding onto the existence of the GNE’s transformable subfighter as a potential negotiation tool, but sees the GNE is too significant a force to burn without due cause.

Nemo-2’s current priority is to upgrade his forces with better technology, with the GNE displaying capabilities that were too close to the New Navy’s for comfort, and the Kittani being outright superior in several fields. The specter of obsolescence has begun rearing its ugly head, and Nemo does not like it the least. Japan is seen as being unlikely to try to forcefully incorporate his people, and has a close enough technology base that they can be treated as equal peers without reservation. The GNE’s casual and wide scale use of magic and acceptance of D-Bees does not sit well with most of the New Navy’s leadership, but the vigor in which they have gone after monstrous invaders of all kinds gives them the benefit of the doubt. Trust will remain some ways away however.

Other than the constant problems of the Lord of the Deep, the Milu, and the Naut’Yll, the largest specter on Nemo-2’s mind is Atlantis. One of the many bits of intelligence that had been gathered from the captured Splugorth base at Hawaii was an accurate depiction of Lord Splynncryth’s holdings, and the sheer numbers are enough to keep anyone up at night. Perhaps this more than anything else is the cause of the New Navy’s increased tolerance of the GNE, as any serious war against Atlantis would demand every single possible ally they could get and then some. Judging from their reactions, the GNE had always known about the true scale of the monster at their door, which proves that at the very least they do not lack courage or strength of will. It shouldn’t take much work to bring the Lemarians onboard after the Milu are dealt with, and if nothing else the Naut’Yll will serve as a good punching bag to train the New Navy’s expanding forces.

Tritonia
“Tritonia: The Last Good Bar in More Than 1600 Nautical Miles”
---Common advertisement to GNE and RoJ merchant ships crossing the Pacific

Tritonia has been benefiting from the cross Pacific trade, with the massive mobile platform serving as the primary way station between Japan, the Hawaiian islands, and the American West Coast Enclaves. It is a good 4500 nautical miles between New Seattle and Kure, and that is far too great a distance to not have a stopover port to make repairs and replenish ammo on Rifts Each. Traffic has been high enough that Tritonia has purchased several dock extensions from Paladin Steel West, tripling the horizontal size of the platform.

The Republic of Japan was ecstatic to learn that the platform had survived, and dispatched a formal ambassador. The now sapient nature of Dolphins and Whales was a substantial surprise, but the seas had been dangerous enough that sea food diets had mostly ended outside of vat grown substitutes. Since then, a large chunk of the Republic of Japan’s impoverished legacy shipyards have also started moving portions of their facilities and workers, although it is unlikely that more than a third will relocate in this manner. This will still result in Tritonia’s construction ability being vastly expanded, and there is serious thought about producing a few Trident submarine carriers for their own use. So long as Japan doesn’t expect Tritonia to come any closer geographically, there will be few problems between them.

Of the Pacific powers, Tritonia has the best relations with the GNE. While they all see the GNE as interlopers to some degree, the cultural acceptance the GNE gives to more exotic beings removes the largest stumbling block that Tritonia constantly faces. Additionally, the GNE has been quite willing to sell useful technologies of all sorts, and has led the platform’s Free Thinking Naut’Yll to begin a Techno Wizard workshop to make use of the more useful ideas. Tritonia’s salvage fleets were the ones responsible for the majority of clean up work regarding the Splugorth wrecks and facilities after the Pacific War, which has resulted in them having a large store of both Kittani technology and mystic artifacts.

Republic of Japan
“At last we have an explanation. If only it wasn’t so grim. At least we are no longer alone.”
---Common sentiment among the Republic of Japan

The Republic and the New Navy are conducting a number of high level military development projects, resulting in improvements in the various fighter craft of both. Japan simply has far more scientific brain power than the New Navy and Tritonia combined, and have been an enormous help in catching up in various fields that they had been lacking in. On Japan’s part, they are fascinated with the various technological artifacts that have ended up in their labs, with the pieces of Kittani tech salvaged from the forces of the would-be Lord of the Pacific having a level of sophistication that not even they can easily match. The other primary point of interest has been the Naut’Yll Particle Wave weapons, which have proven to have impressive efficiency.

Relations with the GNE are more mixed, but the simple fact that the Americans have managed their orbital breakout, have astonishing technologies at their disposal, and blasted flying asteroid tells them where the true power balance lies. The GNE not pushing it has built up a degree of tolerance and/or good will, and they are a far better potential North American hegemon than what they have heard of the Coalition States. But a much more important subject of ‘capping’ the Republic’s Ley Lines and Nexus Points is of vital strategic necessity, dramatically reducing their interior defense requirements and allowing them to focus on their borders. There being a true science behind the mysticism does much to help the Republic’s approach to magic, although it will be years before a coherent plan comes together.

The Republic and the Lemarians know that the other exists, but have relatively little reason to contact each other. They simply operate in different circles, and that is fine by both of them.

West Coast Enclaves
(taalismn’s department if he ever gets around to detailing them, but the gist is that they’ve been doing good and picking up huge numbers of Tolkien refugees. Marik Savant managed to reach it and has effectively taken charge of the TW industry. The Minion War almost broke through their defensive lines several times, but the Cyberknights were already mustered in the area so they held on long enough to be reinforced by the Cambridge Jungle Tribes.)

Lemaria
“What a fresh and intoxicating innocence. It is almost a pity I must bring this naivety to an end.”
---Great Sage Lu-Wu

Lemaria did not take the revelations of the Minion War well. The existence of the two Infernal races and their effectively obligatory evil nature greatly shook their faith in their understanding of the universe. It would be outright shattered by the Great Sage Lu-Wu, who’s history lessons and casual display of transcendent mystic understanding showed that many of their fundamental beliefs were quite simply wrong, with the point hammered home by several True Altantian Clan Heads visiting and confirming it. They have so far responded to their cultural crisis by throwing themselves into their pre-existing efforts to protect the world from the forces of the Lord of the Deap and Milu, of at least that is an unquestionable good. Their hopes are buoyed by word that one of their Atlantean contacts has gotten their hands on a divine weapon similar to that used by Doc Ried, and there are few better targets than the City of Bones.

Milu
“Those vampire crabs have been building up for almost a century, and the part of Madagascar Basin that they base themselves out of is a bit more than 11K feet under the waves. We are quite limited in what options we have that far down. Realistically, the most we can do is provide torpedo barrages for the Lemarians, which does cover one of their big holes, and serve as recovery platforms. Disappointing to say the least, but we are also lacking in the specialist weapons needed to be effective against vampires.”
---Captain Nemo-2

The Milu were essentially unaffected by both the Pacific War and the Minion War, being well away from any meaningful surface resource that the Infernals could covet. The pressure from the Lemarians and New Navy did not abate either however, it remains a struggle to expand past their current territory. The renewed frantic efforts on the Lemarian’s part has pushed them back to their last ring of outposts before the City of Bones, and while they were made to be easily replaceable the decrease in incoming resources has hurt. After the pressure dies off, likely after another futile attack on his Locker, Davy Jones is planning on building up his forces before he expands from his historical domain of influence. It took 2 centuries to finally finish his Locker, and it's only been around for 1, so he is accustomed to being forced to be patient.

Lord of the Deep
“The band and circle are easy enough; just swing a dead cat and you'll find one. The only problem with the Eye is swiping it without them noticing, which is 1-2 months of set up and gives a 2-3 day window before it needs to be returned. Then I just need to ask Forge for a ‘blade’ and a few big embers next week. Tico only fits as long as the Arkon’s ships are broken, so it's time to give the Legion a major contract. We’re spoiled for Unbelievers, so just round a bunch up that would be interested. And the war bit is covered by Davy and his locker. That leaves the actual killing which……..”
*sigh*
“I seems like I will have to deal with this particular nuisance myself”


The Lord of the Deep has continued much as he always has over the last century or so, although he is facing far greater resistance from the dirt dwellers. The Cult of the Deep has been greatly curtailed in the Americas, with the GNE and the Shemarians hunting them down in the north and the Inca no longer tolerating the interloper. The Great Sage Lu-Wu has taken charge of the effort to cull its numbers in East Asia, and has been making shocking progress in rolling up cult branches faster than they are being formed. The Lemarians have also been responding with even greater vigor, but this merely presents more chances for the Alien Intelligence to kill them. The sheer difficulty of actually reaching him and inflicting enough damage to actually matter makes it just as unlikely that any mortal power will be able to deal with him for the foreseeable future, which leaves the immortal ones.

"Not that I'm against mortals doing the deed, but wasn't the plan to have them be a distraction rather than whatever this is?"
"Yes, but then I found this latest trump card contingency in the Locker."
"A Rift Shunt defense system? Classic ‘return to sender’ set up and…. what's with that control system?"
"Yes. Odd security isn't it."
"I'd say. It's basically immune to mystic methods, but one Psi-Nulifier and..."
"More than that, look at the other counter targeting options."
"The trench is even the first alt preset. Only problem is picking the right spot to actually hit the squid with it rather than cause a tectonic disaster.”
"Correct. That's what I've been working on the past week. It's perfectly doable, it just needs to be organized."
“This would also mean that the City of Bones counts as the Largest Warmachine, which has to be good for a laugh or two. Tweaking the Sword Array for it has the focus for a kill shot and enough scatter to trash the city defenses shouldn’t be difficult, we still have it in parts for its reconstruction after all, and it’ll be trivial to have it cause a geomantic overload.”
“It won’t wipe all the defenders and facilities out, but it’ll get most of them, which in turn makes a general assault possible with the assets that have been lined up. Still won’t be easy, but there will be a massive moral effect and the Locker’s command facilities will likely be down.”
“Let's have Wu see who else he can wrangle. LoD popping means that there won’t need to be as many defenders reserved for it, and that would be a significant bump in combat power. And get the infiltration team assembled for that matter.”


Naut’Yll
“Who?”
---Common mocking reply in the Pacific to the discussion of the Naut’Yll.

The position of the Naut’Yll remains unchanged since the Pacific War; completely expelled. To suffer multiple crushing defeats is one thing, but for it to be done by what amounts to collateral damage between the local powers and the intruding minor Splugorth was a humiliation that they are culturally unable to handle. They have withdrawn to their core South Atlantic territories and are frantically working to improve their capabilities before thinking of venturing further out, and it will likely be a decade before they make a notable effort to break past the Capes of Horn or Good Hope. The Council on Yllera has become officially concerned over the ability of their forces to actually conquer the planet, which is something they have rarely had to do over the last few centuries. Withdraw is simply out of the question, so a great deal of thought is being put into how to reinforce their beachhead.
Omegasgundam
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Re: Paladin Steel Storefront

Unread post by Omegasgundam »

And here's part 2, the New Navy aircraft. Part 3 will be the subs. Part 4 will be the Marines and their landing craft, which will happen tomorrow probably.

Common Kitsune New Navy Systems
To save me the word count, which might actually be an issue, here’s the systems Kitsune reused on damn near everything. The Ticondoraga has some different values though due to being huge.
Spoiler:
AN/APG-96 Active Electronically Scanned Array (AESA) Radar: Medium/long range active electronically scanned array radar capable of tracking both air targets and ground targets. Quite capable and frequency agile, the radar system is resistant to being jammed and can actually be used to jam other radar systems. System is also harder to detect than conventional radar systems. In addition, has terrain following capacity for low altitude flight. The fighter can track up to 48 targets simultaneously as well as being able to target and fire on up to 16 targets simultaneously. Range: 320 miles (278.1 nautical miles / 515 km)

J/APG-12 Active Electronically Scanned Array (AESA) Radar: Range 500 miles (805 km). The radar system can identify and track up to 94 targets simultaneously and is also capable of Terrain Following for low altitude flight. With Combat & Targeting Computer, the fighter can fire missiles at up to sixteen targets at the same time. The weapon officer frees the pilot from controlling the missiles so he can retain his full attacks.

AN/ALQ-344 Advanced Integrated Electronic Warfare Suite: Combination of radar / radio detection system (ESM) and an active jamming (ECM) system. The system can detect another radar system at around 125% of the range of the transmitting radar and is usually subject to radar horizon. This includes the ability to detect radar guided weapons. Can be used for limited targeting. In jamming mode, causes -25% to detection but when it is active, other vehicles/ bases can detect that it is jamming although it can be focused to reduce this problem, and some missiles will home in on jamming signals. Jamming also causes a -4 penalty to all radar guided weapons. In addition, active electronically scanned array radar systems can often find unjammed frequencies. Some missiles also have AESA type radars themselves and/or have backup infra-red sensors. Can be used to jam a wide area or for focused jamming against several targets.

AN/AAQ-68 Advanced Electro-Optical IRST: IRST stands for infrared search and track and uses multiple thermographic cameras that sense infrared radiation. Advanced 360 degree system which can be used both during the night and during the day to get visuals on target.

Retractable SPX-2S “Submersible” Active Phased Array Radar System: Special system designed to be carried on a submarine and can be extended while the main part of the submarine is still underwater. Unlike systems carried by most larger naval vessels, the radar system consists of a single rotating array on top of the main mast. This system is smaller, lighter, and requires less power than a system of fixed panels. Can simultaneously track and identify up to 288 targets. As well, the system controls missiles launched from the missile launchers and the system can track and guide each individual missile to an individual target for up to 96 targets. If a target is eliminated, missiles are automatically guided to a new target. The system can also control missiles launched from other linked vessels as well and can also act as fire control for gun mounts. Active phased array radar systems are harder to detect and jam due to being able to rapidly jump across frequencies. Range: 400 miles (347.6 nautical miles / 644 km), subject to the radar horizon. Bonuses: The system gives +10% to Read Sensory Instrument skill rolls, +2 on initiative, and +1 to strike.

BQQ-20X Advanced Hull Sonar System: This hull sonar system has both a passive and active system built in. Sonar system can track up to 32 targets at one time. Sonar also has a built in communication system and sound pulse system to detect obstacles, objects, vessels and fish (schools and large animals), as well as measure distances and depth. Range: 80 miles (69.5 nautical miles / 128.7 km). Bonuses: Sonar gives +10% bonus to Read Sensory Instruments and Weapon Systems skill rolls

TB-48/49 Advanced Towed Array Sonar System: The system is basically a long and very sensitive sonar system carried behind the submarine on a long cable. This is an incredibly sensitive and is as powerful as the special purpose pre-Rifts SURTASS system. This towed array sonar system has both a passive and active system built in. Sonar system can track up to 64 targets at one time. Range: 250 miles (217.2 nautical miles / 402.3 km).

BLQ-24 Advanced E.S.M. Suite: Radar and radio detection suite. This includes the ability to detect radar guided weapons. Can be used for limited targeting. The system uses an antenna mounted in the sail which is extended in a similar manner to a periscope. The antenna is both very hard to detect visually and is designed with a reduced radar signature. The system can detect another radar system at around 125% of the range of the transmitting radar and is usually subject to radar horizon.
Quieted Propulsion and Anechoic Coating: The boat is designed with a very quiet propeller design, the submarines reactors make very little noise, and the boat is coated by a sonar defeating rubber coating. The submarine is -50% to detect when traveling at less than 17.3 mph (15 knots / 27.8 kph) and is at -30% to detect when traveling at speeds greater than that.

Advanced Decoy Drones (#): The submarine carries # advanced decoys drones. They are small automated vehicles that create a false sonar image designed to mimic the submarine’s sonar signature. It has a small propulsion system that can simulate movement [has a maximum speed of 23.0 mph (20 knots / 37.0 kph)] and maneuvers. In addition to being able to be used to decoy torpedoes, they can sometimes be used to trick another vessel while the submarine moves into position. If decoys are not destroyed, they can usually be recovered and repaired if they can be retrieved. Rifts Earth decoys systems are assumed to not be effective against Phase World / Three Galaxies guidance and targeting systems due to technological differences.

20 MDC, 30 minute endurance, and can launch 1 per melee. The decoy has an 80% chance of fooling ordinary non military sonars and non smart guided torpedoes, the decoy has a 50% chance of fooling military level sonars (like those of the Coalition) and non “smart” torpedoes, and the decoy has a 25% chance of fooling advanced military sonars (Like those of the New Navy and Triax) and “smart” torpedoes.

Quieted Propulsion and Anechoic Coating: The boat is designed with a very quiet pump jet propulsor design, the submarine’s reactors make very little noise, and the boat is coated by a sonar defeating rubber coating. The submarine is -50% to detect when traveling at less than 17.3 mph (15 knots / 27.8 kph) and is at -30% to detect when traveling at greater than that speed.

The S-14 just didn’t make much sense ok?

USN FV-45 Sea Hawk Multi-Role VTOL Fighter
(Fluff about this being the case all along)
Spoiler:
Type: FV-45
  • FV-45-EW
    FV-45-SW
Class: Twin Engine Multi-Role VTOL Fighter and Attack Craft
  • Electronic Warfare (Jamming)
    Stealth Warfare
Crew: Two (Pilot / Sensor & Electronic System operator)

MDC/Armor by Location:
  • Nose Guns (2)-----------------------40 each
    Wing MML Pods (Optional)-----------60 each
    Belly Gun----------------------------60
    Ordinance Bay Hatch----------------60
    Reinforced Crew Compartment------90
    Wings (2)--------------------------125 each
    Forwards Stabilizers (2)-------------90 each
    Forward Lift Turbofan---------------40
    Turbofan Doors (2)-----------------50 each
    Rudders (2)-------------------------90 each
    Engines (2)-------------------------100 each
    Main Body---------------------------210

    [1] Destroying a Main Wing will cause the plane to crash. Pilot and Radar Officer must eject to survive. Destroying one or both Forward Stabilizers Wings will result in reducing bonuses to dodge by 2 and removing the 5% bonus to piloting the aircraft.
    [2] Destruction of one rudder will result in the fighter having a penalty of -3 to strike and dodge and removes the 5% bonus to piloting aircraft. Destruction of both rudders will still allow the fighter to be controlled by the varying of power levels and direction of thrust of the engines but the fighter has a penalty of -5 to strike, -10 to dodge, and a -30% penalty to all piloting rolls.
    [3] Destruction of doors protecting front lift engine will increase drag. Reduce top speed by half and the fighter has a -4 to dodge and piloting is at -20% at high speeds (Above 400 mph / 644 kph). To damage the forward lift engine, a called shot at -3 is required and the shielding doors either must be open or destroyed. If forward lift fan is destroyed, the fighter cannot hover.
    [4] Destruction of one engine will reduce the fighter’s top speed by half and give the fighter a -3 penalty to dodge as well as removing the 5% bonus to piloting. Destroying both engines will cause the aircraft to crash. Pilot may attempt an emergency landing or pilot and weapon officer can choose to eject.
    [5] Depleting the M.D.C. of the main body will shut the aircraft down completely, rendering it useless and causing it to crash if in flight. Pilot and Radar Officer must eject to survive. Damage to the main body will also reduce the aircraft's stealth, for every 10% of damage to the main body, reduce the aircraft's stealth by 10% of its total.
Speed: As S-14, with one exception.
  • Taxi: Speed is 40 mph (64 kph)
Statistics
  • Height: 12 feet (3.65 m) landing gear down and 9 feet (2.7 m) retracted.
    Width: 45 feet (13.7 meters)
    Length: 65 feet (19.8 meters)
    Weight: 16 tons (14.5 metric tons) empty, 24 tons (21.8 metric tons) fully loaded
    Power System: Nuclear, 20 years before refurbishment.
    Cargo: Minimal (Storage for small equipment). Does not include hard points and ordnance bay. Emptied of ordnance can carry up to 8,000 lbs (3,628.7 kg) of cargo
    Cost: Not Available.
Systems of Note:
  • Standard (RE) Aircraft Equipment, as well as the following;

    *Bonuses: +2 to strike with guns and MMs, +3 to dodge, +5 to dodge while traveling over 300 mph

    *Stealth Features: Normal and EW models are -50% to be detected by Radar, degrades by 10% for each external hardpoint used.

    AN/ALQ-344 Advanced Integrated Electronic Warfare Suite:

    AN/APG-94 Active Electronically Scanned Array (AESA) Radar

    AN/AAQ-52 Advanced Electro-Optical IRST
FV-45-EW Electronics Warfare Systems
  • Special Sensor Cluster
    • ALIR: Around Looking Infrared. Range 40 miles (64.4 km). A set of IR sensors set to cover the entire hemisphere, including aft of the plane. Allows the Sea Hawk`s sensor operator to get visuals on targets at night, and also allows the pilot to target an enemy plane by detecting the heat from its engines.

      V. A. S.: Visual magnification that multiplies all images by about 300 times which allows visual identification and tracking of fighter sized objects out to 30 to 40 miles (48.3 km to 64.4 km). System has low light amplifications to allow for the systems use during night time conditions.

      Radio Communications: Wide band and directional radio and video telecast capabilities. Range is 1000 miles (1609.3 km) and can communicate with up to 48 vehicles simultaneously.

      Laser Communications: Long range directional communication system that was designed to be able to communicate with satellites. Range is 20,000 miles (32,186.8 km) and can communicate with 20 vehicles simultaneously.
    Jamming Suite (Electronics Warfare Version): Replaces all ordnance in the ordnance bay. The system creates a jamming field in a 60 mile (96.5 km) radius in all directions around the aircraft. It jams all radars, radios, and all equipment that uses RF waves. This also includes jamming all friendly forces and all equipment in aircraft that is mounting the system and operating it. The system cause all radar system to have a 85% reduction in range. In addition, radar systems will have a -25% penalty to detect all targets within their reduced range. Laser communications and light-based sensors are unaffected by the jamming system. Jamming also causes a -6 penalty to strike with all radar guided weapons within the area but some radar guided missiles can home on jamming signals.
FV-45-SW Stealth Warfare Systems
  • Special Sensor Cluster As FV-45-EW

    *Stealth Features: -90% to be detected by Radar, degrades by 10% for each external hardpoint used. -40% to detect using IR sensors. All IR guided missiles are -3 to strike. The engine is also much quieter than it is on the standard version of the fighter.
Weapons Systems:
  • 1) Forward Nose Lasers: As previous

    2) Retractable Belly Gun: As previous, normal version only

    3) MM Launchers: 24 MMs each, Volley 2-8

    4) Ordinance Bay: 8 LRMs, 16 MRMs, 32 SRMs or equivalents.

    5) Wing Hardpoints (6): 1 LRM, 2 MRMs, 4 SRMs, or 16 MMs

    6) Flare/Chaff Launcher: Triax style chaff, 8 charges
An a newly upgraded version that was developed with the help of the Japanese Republic
USN FV-45J Super Hawk Multi-Role VTOL Fighter


(Post Pacific War project between the NN and RoJ)
Spoiler:
Type: FV-45J

Class: Twin Engine Multi-Role VTOL Fighter and Attack Craft

Crew: Two (Pilot / Sensor & Electronic System operator)

MDC/Armor by Location:
  • Nose Guns (2)---------------------50 each
    Wing MML Pods (Optional)---------60 each
    Ordinance Bay Hatch---------------80
    Secondary Ordinance (2)-----------50 each
    Reinforced Crew Compartment-----110
    Wings (2)-------------------------175 each
    Forwards Stabilizers (2)-----------100 each
    Forward Lift Turbofan--------------60
    Turbofan Doors (2)----------------75 each
    Rudders (2)-----------------------100 each
    Engines (2)------------------------135 each
    Main Body-------------------------425

    [1] Destroying a Main Wing will cause the plane to crash. Pilot and Radar Officer must eject to survive. Destroying one or both Forward Stabilizers Wings will result in reducing bonuses to dodge by 2 and removing the 5% bonus to piloting the aircraft.
    [2] Destruction of one rudder will result in the fighter having a penalty of -3 to strike and dodge and removes the 5% bonus to piloting aircraft. Destruction of both rudders will still allow the fighter to be controlled by the varying of power levels and direction of thrust of the engines but the fighter has a penalty of -5 to strike, -10 to dodge, and a -30% penalty to all piloting rolls.
    [3] Destruction of doors protecting front lift engine will increase drag. Reduce top speed by half and the fighter has a -4 to dodge and piloting is at -20% at high speeds (Above 400 mph / 644 kph). To damage the forward lift engine, a called shot at -3 is required and the shielding doors either must be open or destroyed. If forward lift fan is destroyed, the fighter cannot hover.
    [4] Destruction of one engine will reduce the fighter’s top speed by half and give the fighter a -3 penalty to dodge as well as removing the 5% bonus to piloting. Destroying both engines will cause the aircraft to crash. Pilot may attempt an emergency landing or pilot and weapon officer can choose to eject.
    [5] Depleting the M.D.C. of the main body will shut the aircraft down completely, rendering it useless and causing it to crash if in flight. Pilot and Radar Officer must eject to survive. Damage to the main body will also reduce the aircraft's stealth, for every 10% of damage to the main body, reduce the aircraft's stealth by 10% of its total.
Speed:
  • Taxi: Speed is 40 mph (64 kph)
    Cruise: Between 250 mph (400 kph) and Mach 1.0 (741.4 mph/ 1193.3 kph). Minimum glide speed is 120 mph (192 kph)
    Maximum: Mach 3.05 (2,261.4 mph / 3,639.4 kph), Mach 2.7 (2,001.9 mph / 3,221.8 kph) with external hard points
    Maximum Altitude: 63,000 feet (19,200 meters)
    Range: Effectively Unlimited. Thrusters do not overheat.
Statistics
  • Height: 12 feet (3.65 m) landing gear down and 9 feet (2.7 m) retracted.
    Width: 45.5 feet (13.9 meters)
    Length: 68.5 feet (20.9 meters)
    Weight: 16 tons (14.5 metric tons) empty, 24 tons (21.8 metric tons) fully loaded
    Power System: Nuclear, 20 years before refurbishment.
    Cargo: Minimal (Storage for small equipment). Emptied of ordnance can carry up to 8,000 lbs (3,628.7 kg) of cargo in the main and 2,000 lbs (908 kg) in each secondary
    Cost: Not Available.
Systems of Note:
  • Standard (RE) Aircraft Equipment, as well as the following;

    *Bonuses: +1 to initiative, +2 to strike with guns and MMs, +3 to dodge, +5 to dodge while traveling over 300 mph

    *Stealth Features: -80% to be detected by Radar, degrades by 5% for each external hardpoint used. -20% to detect using IR sensors. All IR guided missiles are -1 to strike.

    AN/ALQ-344 Advanced Integrated Electronic Warfare Suite:

    J/APG-12 Active Electronically Scanned Array (AESA) Radar:

    AN/AAQ-52 Advanced Electro-Optical IRST
Weapons Systems:
  • 1) Forward Nose Lasers (2): Similar to the AT-5000 Multi-Barrel Laser Rifle on the ‘Hawkeye’ Glitter Boy
    • Range: 6,000 feet (1,830 meters)
      MD: 1D6x10+10 per five barrel pulse blast from one, 2D6x10+20 for both.
      Rate of Fire: ECHH
      Payload: Unlimited
    2) MM Launchers: 24 MMs each, Volley 2-8

    3) Main Ordinance Bay: 8 LRMs, 16 MRMs, 32 SRMs or equivalents.

    4) Secondary Ordinance Bay: 2 MRM, 4 SRMs, or the sensors, comms, and jamming equipment of the FV-45-EW (uses both)

    5) Wing Hardpoints (8): 1 LRM, 2 MRMs, 4 SRMs, or 16 MMs

    6) Flare/Chaff Launcher: Triax style chaff, 8 charges

Kitsune’s Manta Ray revision.

Revised USN MEAS-1 ‘Manta Ray’ Submersible Fighter
(The Author suggests using this writeup in the place of the Manta-Ray in Rifts: Underseas. The craft itself appears to be too small for the ordnance it carries and also wanted to do a better writeup of the stealth features of the submersible fighter. Also added additional hit locations for the craft.)
Spoiler:
MDC:
  • Ion Pulse Guns (2)------30 each
    Ordnance Bay----------120
    Cockpit-----------------100
    Engines (2)------------100 each
    Lift Nozzles (4, sides)--40 each
    Main Body--------------250

    [1] These are small and difficult targets to strike, requiring the attacker to make a “called shot.” Even then the attacker is at -4 to strike.
    [2] The destruction of one engine will reduce the fighter’s top speed (both in flight and under water) by half and give the pilot a -2 penalty to dodge as well as giving a -15% penalty to piloting. Destroying both engines will cause the aircraft to crash while flying and will be immobile underwater. Pilot may attempt an emergency landing or pilot can choose to eject.
    [3] Destruction of a single lift nozzle will prevent the aircraft from hovering. Destruction of a pair of lift nozzles will prevent the aircraft from making short take off and landings. These are small and difficult targets to strike, requiring the attacker to make a “called shot.” Even then the attacker is at -4 to strike.
    [4] Depleting the M.D.C. of the main body will shut the aircraft down completely, rendering it useless and causing it to crash if in flight. Damage to the main body will also reduce the aircraft’s stealth. For every 10% of damage to the main body, reduce the aircraft’s stealth by 10% of its total
Speed
  • Taixing: Only possible for take offs and landings as well as for parking and storage. Speed is 40 mph (64 kph) when traveling on the runway / air field and not on take off or landing. The aircraft can make both short take off and landings as well as true vertical take off and landings.
    Flying: Can hover and go up to a maximum speed of Mach 1.6 (1,141.9 mph / 992.3 knots/ 1,837.6 kph).
    Maximum Altitude: 60,000 feet (18,288 meters).
    Maximum Depth: 9,515 feet (2,900 meters).
Statistics
  • Height: 9.8 feet (2.99 meters) with landing gear down and 6.8 feet (2.07 meters) with landing gear retracted
    Wingspan: 38.8 feet (11.82 meters).
    Length: 28.4 feet (8.66 meters).
    Weight: 8.2 tons (7.44 metric) empty, 10.6 tons (9.62 metric) fully loaded.
    Powerplant: Nuclear fusion; average energy life of 10 years.
Systems of Note:
  • Standard (RE) Submarine and Aircraft Systems, as well as the following

    Reduced Radar Cross Signature / Stealth: -80% penalty to be detected at long range. As the aircraft gets closer, more target return will allow for easier detection. Opening the main ordnance bay greatly increases the aircraft’s radar signature from the underside of the aircraft and aircraft creates no penalties to be detected in those conditions. The special shape of its exhaust also means that the plane is -20% to detect using IR sensors. All IR guided missiles are -2 to strike.

    Quieted Propulsion / Low Underwater Signature: In addition to being hard to detect using radar, the submersible fighter is designed to be difficult to detect underwater. The craft is -30% to be detected at speeds less than 17.3 mph (15 knots / 27.8 kph) and -15% at speeds up to 46.0 mph (40 knots / 74.1 kph)

    AN/APG-94 Active Electronically Scanned Array (AESA) Radar

    AN/ALQ-344 Advanced Integrated Electronic Warfare Suite

    AN/AQS-64 Integrated Sonar System: Relatively short range sonar system fitted to the flanks of the submersible fighter for underwater detection and tracking. Can identify and track up to 24 targets simultaneously and an active sonar system has a terrain mapping system for use underwater. Range: Passive Sonar: 12 miles (10.4 nautical miles / 19.3 km) Active Sonar: 16 miles (13.9 nautical miles / 25.7 km).

    AN/AAQ-52 Advanced Electro-Optical IRST

    Laser Navigational System: Allow flight at low altitude without use of radar. Gives a map of the terrain with a range of 10 miles (8.66 nautical miles / 16.1 km) in the atmosphere. The system is usable underwater with a range of 2 miles (1.74 nautical miles / 3.22 km) underwater. Uses a special blue-green laser beam to increase range underwater.
Weapons:
  • 1. Ion Pulse Guns (2): Half range underwater

    2. Ordinance Bay: 16 SRMs, 8 MRMs, 4 LRMs, or 1 CM +2 LRM equivalent. Volley 2-4

    3. Chaff/Noisemaker Dispenser: 6 TRIAX style pods and 6 noisemakers
    New Navy MEAS-2 ‘Super Manta Ray’ Submersible Fighter
    An intermediary step before moving to the Sea Phantom, the Super Manta Ray is simply an improved model with better materials and electronics. The primary advantage is that older craft can be (relatively) easily upgraded, although deck crew will always argue about replacing the entire outer surface as ‘easy’.
    Spoiler:
    MDC:
    • Ion Pulse Guns (2)-----50 each
      Ordnance Bay----------150
      Cockpit----------------120
      Engines (2)------------120 each
      Lift Nozzles (4, sides)--50 each
      Main Body-------------300

    And now the new wonder bird. Kitsune has art of it too, but it's an ‘intermediary’ grade 3D model.

    New Navy SF-80 Sea Phantom Sea-Air Fighter
    (Collaborative work with the Japanese Republic, along with one particular bit of assistance from the NGR. It can only operate off the Tico right now, but there’s a project to replace the Trident with a new design.)
    Spoiler:
    Type: SF-80 Sea Phantom

    Class: Twin Engine VTOL Sea-Air Fighter

    Crew: Two (Pilot / Sensor & Electronic System operator)

    MDC:
    • Main Ordnance Bays (2)-------------60 each
      Secondary Ordnance Bays (2)-------40 each
      Cockpit------------------------------160
      Ion Pulse Guns (2)------------------50 each
      Main Wings-------------------------160 each
      Forwards Stabilizers (2)-------------80 each
      Rudders (2)-------------------------100 each
      Engines (2)-------------------------110 each
      Main Body---------------------------400

      [1] indicated hit locations are small and/or difficult targets to hit. An attacker must make a called shot and has a -3 penalty as well.
      [2] Destroying a Main Wing will cause the plane to crash while in the air. Pilot and Radar Officer must eject to survive. Underwater, the fighter will be virtually uncontrollable with -10 to strike, parry, and dodge due to being completely unstable. Destroying one or both Forward Stabilizers Wings will result in reducing bonuses to dodge by 2 both underwater and while flying and removing the 5% bonus to piloting the aircraft.
      [3] Destruction of one rudder will result in the fighter having a penalty of -3 to strike and dodge both underwater and while flying and removes the 5% bonus to piloting aircraft. Destruction of both rudders will still allow the fighter to be controlled by the varying power levels and direction of thrust of the engines but the fighter has a penalty of -5 to strike, -10 to dodge, and a -30% penalty to all piloting rolls.
      [4] Destruction of one engine will reduce the fighter’s top speed by half and give the fighter a -3 penalty to dodge as well as removing the 5% bonus to piloting. Destroying both engines will cause the aircraft to crash while flying and will be immobile underwater. The pilot may attempt an emergency landing if flying or pilot and weapons officer can choose to eject.
      [5] Depleting the M.D.C. of the main body will shut the aircraft down completely, rendering it useless and causing it to crash if in flight. Pilot and Radar Officer must eject to survive. Damage to the main body will also reduce the aircrafts stealth, for every 10% of damage to the main body, reduce the aircrafts stealth by 10% of its total.
    Speed
    • Taixing: 40 mph (64 kph)
      Surface Travel: 400 mph (643.7 kph / 347.4 knots.)
      Cruise: up to Mach 1.5 (1,112.1 mph/ 1,789.8 kph/ 965.8 knots)
      Maximum Flight: Mach 3.6 (2,669.2 mph/ 4,295.7 kph/ 2,317.9 knots)
      Maximum Altitude: 30 Miles (158,400 feet/ 48,280 m)
      Underwater: 50 knots (57.8 mph/ 92.7 kph) under normal propulsion. Can reach speeds of up to 205 knots (236.1 mph/ 379.9 kph) using a special hyper-cavitation propulsion system. Must slow down to 260.5 knots (300 mph/482.8 kph) before entering water.
      Maximum Depth: 1.8 miles (2.9 km)
    Statistics
    • Height: 11.5 feet (3.5 meters) with landing gear down and 8.5 feet (2.6 meters) with landing gear retracted.
      Wingspan: 48.2 feet (14.7 meters)
      Length: 72.5 feet (22.1 meters)
      Weight: 20 tons (18.1 metric tons) empty, 28.5 tons (25.8 metric tons) fully loaded
      Cargo: Minimal (Storage for small equipment). Does not include ordnance bays. Main ordnance bays, if emptied of ordnance can carry up to 3,000 lbs (1,360.8 kg) of cargo each and secondary ordnance bays can carry up to 1000 lbs (454 kg) each
      Cost: Not available, but the relative production price is currently twice that of the Super Manta-Ray or Super Hawk.
    [/list][/list]

    Powerplant: Nuclear fusion; average energy life of 20 years.

    Systems of Note:
    • Standard (RE) Submarine and Aircraft Systems, as well as the following

      *Bonuses: +1 to initiative, +2 to strike with guns and MMs, +3 to dodge, +5 to dodge while traveling over 300 mph

      *GMR Lift Plates: Allow hovering up to 100 ft, and makes the craft VTOL.

      Stealth Features: -90% penalty to be detected at long range. The special shape of its exhaust also means that the plane is -40% to detect using IR sensors. All IR guided missiles are -3 to strike. The vehicle is also is designed for extremely quiet underwater operation at slow speeds with -30% to be detected at speeds less than 10 knots and -10% at speeds up to 40 knots. While using the hyper-cavitation propulsion, the craft is at +50% to be detected.

      J/APG-12 Active Electronically Scanned Array (AESA) Radar:

      AN/ALQ-344 Advanced Integrated Electronic Warfare Suite

      AN/AQS-65 Integrated Sonar System: As on the Manta Ray, but can track up to 32 targets.

      AN/AAQ-52 Advanced Electro-Optical IRST

      Laser Navigational System: As on the Manta Ray, bonuses included in the above.
    Weapons:
    • 1. Ion Pulse Guns (2): As on the Semper Fi Power Armor

      2. Main Ordinance Bays (2): 12 SRMs, 6 MRMs, or 3 LRM equivalent. Volley 2-12

      3. Secondary Ordinance Bays: 2 MRM, 4 SRMs, or the sensors, comms, and jamming equipment of the FV-45-EW (uses both)

      4. Chaff/Noisemaker Dispenser: 6 TRIAX style pods and 6 noisemakers

    Kitsune’s answer to the need for a utility craft/AWACs

    USN EV-84 ‘Kingfisher’ VTOL Family
    (Fluff)
    Spoiler:
    Type: EV-84A
    • EVS-84A
      EVE-84A
    Class: General Cargo / Search and Rescue
    • Anti-Submarine Warfare
      Electronics Warfare
    Crew:
    • EV-84A: 2 (Pilot and Co-Pilot) but has stations for 2 door-gunners
      EVS-84A: 4 (Pilot, Co-Pilot, 2 Sensor Operators)
      EVE-84A: 6 (Pilot, Co-Pilot, Commander, and 4 Sensor Operators)
    Troops: (EV-84A) 25 Normal and 16 in Light or Medium Power Armor

    MDC:
    • Cargo Bay Doors--------100
      Side Doors (2)----------60 each
      Cockpit------------------150
      Wings (2)---------------250 each
      Elevators (2)------------80 each
      Rudders (2)-------------80 each
      Engines (2)-------------250 each
      Main Body--------------500
      Radar Pods (EVS-84A)--400 each

      [1] Destroying a wing will cause the plane to crash.
      [2] Destruction of rudders or one elevator will still allow the aircraft to be controlled by the varying of power levels of the engines but aircraft has a penalty of -10 to dodge, and a -30% penalty to all piloting rolls. Destruction of both of the elevators will leave the plane uncontrollable and pilot must eject to survive. The destruction of one of the engines will cause the aircraft to crash.
      [3] Depleting the M.D.C. of the main body will shut the aircraft down completely, rendering it useless and causing it to crash if in flight
    Speed
    • Taixing: Only possible for take offs and landings as well as for parking and storage. Speed is 40 mph (64 kph) when traveling and not on take off or landing.
      Flying: 704.5 mph (1,133.6 kph) maximum, but only 200 mph (321.9 kph) with an underslung cargo load.
      Maximum Altitude: 50,000 feet (15,240 m)
    Statistics
    • Height: 16 feet (4.88 meters)
      Wingspan: 48 feet (14.63 meters)
      Length: 68 feet (20.73 meters)
      Weight: 28 tons (25.4 metric tons) fully loaded.
    Cargo: (EV-84A) In place of troops, it can carry 12 tons in cargo hold or 6 tons slung underneath. (EVS-84A) Normally has little cargo space due to carrying sonar buoys. If they are not carried, a maximum of 6 tons may be carried or 6 tons may slung underneath.

    Systems of Note:
    • Standard (RE) Aircraft Systems, as well as the following;

      AN/ALQ-344 Advanced Integrated Electronic Warfare Suite:
    EVE-84A Electronics Warfare Systems
    • APY-28 Airborne Three Dimensional Search Radar System: Powerful airborne phased array radar. The incredibly advanced radar and computer system first developed before the coming of the Rifts. Powerful and flexible radar system that is comprised of side panels that each emit radar waves. The system gives 360 degree coverage. If allowed by the horizon, the system can track out to 600 miles (966 km) and can simultaneously track and identify up to 768 targets at one time. The system controls missile launched from other linked vehicles and the system can track and guide each individual missile to a individual target for up to 192 targets. If a target is eliminated, missiles are automatically guided to a new target. The system gives a +10% to read sensory rolls, +2 on initiative, and +1 to strike.

      Advanced Communication Package: Give the aircraft the ability of multi-direction communication of 800 miles (1290 km) as well as direction communication out to 500 miles (800 km) to up to 20 individual targets. The system also has 20 laser/microwave communication systems that are only limited by line of sight (Range of about 100,000 miles / 161,000 km)
    EVS-4A Anti-Submarine Warfare
    • Enhanced M.A.D. Gear: This is special equipment that has the ability to detect metal objects. M.A.D. stands for Magnetic Anomaly Detector. This is very effective at detecting submarines. Range: 2 miles (3.2 km) to either side of aircraft.

      Dipping Sonar: The sensor includes a passive sonar, active sonar, and an underwater communication unit. The active sonar and communication system can be detected by any vehicle using passive sonar if within their detection range. Sonar can track up to 60 simultaneously and identify up to 30 of them. The sonar equipment has a unit that can be lower into water while hovering or flying up to 30 mph (26 knots/ 48 km) per hour. Range: Passive Sonar: 8 mile (12.8 km) Active Sonar: 12 miles (19.3 km). Underwater Communication: 4 miles (6.4 km)

      AQS-44 Sonar Buoys Dispensers: The sensor includes a passive sonar, active sonar, and an underwater communication unit. The active sonar and communication system can be detected by any vehicle using passive sonar if within their detection range. Sonar can track up to 60 simultaneously and identify up to 30 of them. The sonar equipment has a unit that can be lower into water while hovering or flying up to 30 mph (26 knots/ 48 km) per hour. Range: Passive Sonar: 8 mile (12.8 km) Active Sonar: 12 miles (19.3 km). Underwater Communication: 4 miles (6.4 km)
    Market Cost: If available, the General purpose model would be worth around 25 million, the Submarine Warfare Model would be worth around 60 million credits, and the electronics warfare version would be worth about 100 million credits due to advanced sensor systems.

    Weapons Systems:
    • 1) Side Door Gunner Mounts (2)r: USA-M31 Rail Gun with a 2000 round drum.

      2) Ordnance Hard Points (6): 1 LRM, 2 MRMs, 4 SRMs, or an 16 MM pod or equivalents.

      3) Chaff Dispenser: TRIAX style, 8 charges
    Last edited by Omegasgundam on Fri Sep 29, 2023 6:55 pm, edited 3 times in total.
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