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Omegasgundam
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Re: Paladin Steel Storefront

Unread post by Omegasgundam »

And finally the subs. Kitsune has art for all of them except the Argonaught btw. The Tico is the biggest change by far, and it needs it.


And here’s Kitsune’s Line Sub for the New Navy

USN SSN-981 ‘Swordfish’ Fast Attack Submarine
(While Rifts: Underseas indicates that the New Navy operates only the USS Ticonderoga, Trident class Submersible Carriers, and Stingray and Sea Dragon class submarines, this writeup (and other new Navy Submarine designs) is designed to give the New Navy a larger variety of submarine classes.)
Spoiler:
Type: SSN-981.

Class: Ocean, Fast Attack Submarine.

Crew: 78; 6 Officers, 8 Chief Petty Officers, and 64 Enlisted (Has a high degree of automation).

MDC/Armor by Location:
  • BG Pulse Laser Cannons (4, 2 fore, 2 aft)---150 each
    Heavy Torpedo Tubes (8, 4 fore, 4 sides)----150 each
    Vertical CM Batteries (4, 2 each side)---------300 each
    Vertical LRM Batteries (4, 2 each side)-------250 each
    SPX-2S--------------------------------------150
    Main Sail-------------------------------------800
    Bow Planes (2)------------------------------200 each
    Pump Jet Propulsor---------------------------500
    Main Body------------------------------------3,500.

    [1] Destroying the SPX-2S rotating phased array radar panel will destroy 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 submarine does not need to surface in order to use the radar system but only the radar had to be brought above the surface.
    [2] 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.
    [3] 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.
    [4] 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: 40 feet (12.2 meters) not including periscopes and antenna.
    Width: 52 feet (15.8 meters).
    Length: 370 feet (112.8 meters).
    Weight: 8,800 tons surfaced and 9,600 tons submerged.
Cargo: Submarine is very cramped, 20 tons (18.1 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 20 years. Normally refits every 10 years.

Speed
  • Water Surface: 35 knots (40.3 mph/64.8 kph).
    Underwater: 45 knots (51.8 mph/ 83.3 kph).
    Maximum Depth: 2.5 miles (4 km).
Market Cost: Not for sale

Systems of Note:
  • Standard (RE) Submarine Systems, as well as the following;

    Retractable SPX-2S “Submersible” Active Phased Array Radar System:

    BQQ-20X Advanced Hull Sonar System:

    TB-48/49 Advanced Towed Array Sonar System:

    BLQ-24 Advanced E.S.M. Suite:

    Quieted Propulsion and Anechoic Coating:
Weapons Systems:
  • 1) Retractable Blue-Green Pulse Laser Cannon Mount (2): As on the Tico

    2) Heavy Torpedo Tubes (8, 4 forward, 4 Side): Use LRM warheads, and volley 2-6. 96 additional torpedoes.

    3) Vertical Cruise Missile Batteries (4): As on the Trident

    4) Vertical Long Range Missile Batteries (4): As on the Trident

    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.
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.

How to move troops.

USN SSTN-01 ‘Greyback’ Amphibious Transport Submarine.
(While Rifts: Underseas indicates that the New Navy operates only the USS Ticonderoga, Trident class Submersible Carriers, and Stingray and Sea Dragon class submarines, this writeup (and other new Navy Submarine designs) is designed to give the New Navy a larger variety of submarine classes.)
Spoiler:
Type: SSTN-01

Class: Ocean, Amphibious Transport Submarine

Crew: 96; 8 Officers, 12 Chief Petty Officers, and 76 Enlisted (Has a high degree of automation).

Troops: 4 Manta-Ray pilots and 120 Semper Fi power armor pilots or 160 Standard troops in body armor.

MDC/Armor by Location:
  • BG Pulse Laser Cannons (4, 2 fore, 2 aft)---200 each
    Heavy Torpedo Tubes (4, 2 fore, 2 sides)----150 each
    Vertical LRM Batteries (2, forward)----------250 each
    Troop/PA Hatches (8, 4 each side)----------200 each
    Manta-Ray Launch Hatch--------------------500
    SPX-2S--------------------------------------150
    Main Sail-------------------------------------1000
    Bow Planes (2)-------------------------------200 each
    Pump Jet Propulsor--------------------------500
    Main Body-----------------------------------3,800.

    [1] Destroying the SPX-2S rotating phased array radar panel will destroy 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 submarine does not need to surface in order to use the radar system but only the radar had to be brought above the surface.
    [2] 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.
    [3] 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.
    [4] 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: 40 feet (12.2 meters) not including periscopes and antenna.
    Width: 60 feet (18.3 meters).
    Length: 410 feet (115.8 meters).
    Weight: 10,500 tons surfaced and 14,200 tons submerged.
Cargo: Submarine is very cramped, 60 tons (54.4 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 20 years. Normally refits every 10 years.

Speed
  • Water Surface: 35 knots (40.3 mph/64.8 kph).
    Underwater: 35 knots (40.3 mph/64.8 kph).
    Maximum Depth: 1.5 miles (2.4 km). The limit is the troop hatches, which are the reason for its existence, but without them it could match the Trident.
Market Cost: Not for sale

Systems of Note:
  • Standard (RE) Submarine Systems, as well as the following

    Retractable SPX-2S “Submersible” Active Phased Array Radar System:

    BQQ-20X Advanced Hull Sonar System:

    TB-48/49 Advanced Towed Array Sonar System:

    BLQ-24 Advanced E.S.M. Suite:

    Quieted Propulsion and Anechoic Coating:
Weapons Systems:
  • 1) Retractable Blue-Green Pulse Laser Cannon Mount (2): As on the Tico

    2) Heavy Torpedo Tubes (4, 2 forward, 2 Side): Use LRM warheads, and volley 2-4. 60 additional torpedoes.

    4) Vertical Long Range Missile Batteries (2): 32 LRMs each, Volley 2-8 per melee.

    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.
Auxiler Craft:
  • 4 Manta-Ray Submarines / Jet Fighters
    120 APA-15 “Semper Fi” Power Armors

Kitsune’s Trident revision.

USN SSVN-22 ‘Trident’ Submersible Carrier
(The Author suggests using this writeup in the place of the Trident class submarine in Rifts: Underseas. The amount of crew seems far to small compared to the needs of the vessel, carries more reloads of missiles than seem practical, and vessel size seems to be too small to operate fighters effectively.)
Spoiler:
Type: SSVN-22

Class: Ocean, Light Submersible Carrier.

Crew: 144, 14 Officers, 18 Chief Petty Officers, and 112 Enlisted (Has a high degree of automation.)

Troops: 60 total; 20 Manta-Ray pilots and 40 Marines.

MDC/Armor by Location:
  • BG Pulse Laser Cannons (4, 2 fore, 2 aft)---200 each
    Heavy Torpedo Tubes (6, 4 fore, 2 aft)-------150 each
    Vertical CM Batteries (4, 2 each side)--------300 each
    Vertical LRM Batteries (4, aft)----------------250 each
    Manta-Ray Launch Bays (2)-----------------500 each
    SPX-2S-------------------------------------150
    Main Sail-------------------------------------1200
    Bow Planes (2)------------------------------200 each
    Pump Jet Propulsor--------------------------500
    Main Body------------------------------------4,200.

    [1] Destroying the SPX-2S rotating phased array radar panel will destroy 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 submarine does not need to surface in order to use the radar system but only the radar had to be brought above the surface.
    [2] 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.
    [3] 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.
    [4] 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: 50 feet (15.2 meters) not including periscopes and antenna.
    Width: 65 feet (19.8 meters).
    Length: 560 feet (170.7 meters)
    Weight: 17,200 tons surfaced and 19,400 tons submerged.
Cargo: Submarine is very cramped, 60 tons (54.4 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 20 years. Normally refts every 10 years.

Speed
  • Water Surface: 40 knots (73.6 km/46 mph).
    Underwater: 40 knots (73.6 km/46 mph).
    Maximum Depth: 2.5 miles (4 km)
Market Cost: Not for sale

Systems of Note:
  • Standard (RE) Submarine Systems, as well as the following

    Retractable SPX-2S “Submersible” Active Phased Array Radar System:

    BQQ-20X Advanced Hull Sonar System:

    TB-48/49 Advanced Towed Array Sonar System:

    BLQ-24 Advanced E.S.M. Suite:

    Quieted Propulsion and Anechoic Coating:
Weapons Systems:
  • 1) Retractable Dual Heavy Ion Pulse Cannon Turrets (2): As before, but half range underwater.

    2) Retractable Blue-Green Pulse Laser Cannon Mount (4): As before

    3) Heavy Torpedo Tubes (6, 4 forward, 2 aft): Use LRM warheads, and volley 2-4. 72 additional torpedoes

    4) Vertical Cruise Missile Batteries (4): As before

    5) Vertical Long Range Missile Batteries (4): As Before

    6) Advanced Decoy Drones (8): 20 MDC, 30 minute endurance, can launcher 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.

    7) Noisemakers (20): Can launch 2 at a time, 50% of decoying normal torpedoes and 20% of decoying smart torpedoes.
Aircraft:
  • 72 Manta-Ray Submarines / Jet Fighters (can launch 24 every 2 minutes underwater)
    56 FV-45 Sea Hawk VSTOL Jet Fighters
    12 FV-45-SW Sea Hawk VSTOL Jet Stealth Fighters
    6 FV-45-EW Sea Hawk VSTOL Jet Jamming Fighters
    24 AH-75 Striker Attack Helicopters
    8 EV-84A Kingfisher Utility VTOLs - General Cargo / Search and Rescue Model
    8 EVE-84A Kingfisher Utility VTOLs - Electronics Warfare Model
    8 EVS-84A Kingfisher Utility VTOLs - Anti-Submarine Warfare
    10 V-22N Super Osprey Tilt Rotors - Transport / Search and Rescue Model
Ground Forces:
  • 4 LCAC-854 “Crab” Air Cushion Landing Craft
    6 LSS-22 “Guppy” Seal Infiltration Submersibles
    40 USA-G10 “Glitter Boy” Power Armors
    640 APA-15 “Semper Fi” Power Armors (with flight packs)
    72 AMBT-12 Merovingian Amphibious Tanks
    60 MIFV-99 Iwo-Jima Combat Troop Transports
    40 Support Vehicles (Various)

Kitsune’s answer to New Navy logistics. His fluff is mostly regurgitated here.

New Navy SSAN-01 ‘Argonaut’ Supply and Support Submarine
Spoiler:
Like any truly effective navy, the New Navy requires support and supply vessels. Before the coming of the Great Cataclysm, the United States Navy used large surface vessels to keep their submarine forces supplied and supported. Unfortunately, virtually every support vessel of the United States Navy was destroyed during the cataclysm and the ocean surface has become far more dangerous than it had ever been before. This forced the New Navy to develop submarines to fulfill the roles that were previously done by surface vessels.

When the submarine was first being designed, it was suggested by a few advisors that they might develop a single submarine design which could fulfill both roles simultaneously. This was soon rejected because each role would cut too deeply into the requirements for the other role. Instead, the New Navy developed two vessel designs that utilized the same basic hull design but were quite different internally. With the more numerous cargo transport design, it has a large cargo hold which allows it to carry up to ten thousand tons of cargo. It is however divided into sections in order to limit flooding if the hull is breached. There are eight cargo hatches above the main deck. Industrial materials, food supplies, and ordnance are among the more common cargoes carried in order to resupply other vessels or are transported between bases. All cargo transfers are done on the surface of the water unless the vessel is inside of an underwater base and has two retractable cargo cranes for the purpose of cargo transfer.

The tender and support version of the Argonaut class submarines has a greatly reduced cargo carrying capacity and largely replaces the cargo space with machine shops and a medical deck. The submarine carries mostly repair parts in its limited cargo holds, although it also carries a small amount of ordnance and food supplies as well. Each section is designed to far more compact that they would be on a surface submarine tender. In spite of this, the repair sections are capable of most repairs on other submarines, even relatively serious ones. There are numerous times a New Navy submarine would have needed to be abandoned if not for these support submarines. As with the cargo version, the support submarine has two cargo cranes which are largely used to move larger components back and forth. A total of 120 technicians assigned to the repair section of this submarine.

For medical facilities, the medical deck of the support submarine is capable of dealing with most medical emergency and has two small but efficient operating rooms. The medical section is staffed by eight doctors, eight nurses, and forty-four medical personnel, largely corpsmen. With regards to patients’ beds, the support submarine is able to embark up to four hundred patients.

While transfer of equipment and patients is done on the surface, most major work is done while the vessel is underwater whenever possible. This included both equipment repair and major medical procedures. When the submarines is submerged, it is far more stable than while it is operating on the surface. Currently the New Navy operates thirty-eight of these submarines split between eight support versions and thirty cargo / supply versions. Even though the New Navy has little expanded their own forces, mostly concentrating on maintaining their existing forces, they currently have plans to construct ten more of the cargo and supply versions. These will be used to conduct trade between the New Navy and their various allies.
Spoiler:
Type: SSAN-01

Class: Submersible Auxiliary Support Vessel.

Crew: Supply Config (56; 6 Officers, 6 Chief Petty Officers, and 44 Enlisted), Support Config (244; 32 Officers, 20 Chief Petty Officers, and 192 Enlisted)

Troops: None

MDC/Armor by Location:
  • BG Pulse Laser Cannons (1, fore)------------200 each
    Heavy Torpedo Tubes (4, sides)--------------150 each
    Cargo Hatches (8 supply, 4 support)---------400 each
    Cargo Cranes (2)-----------------------------100 each
    SPX-2S---------------------------------------150
    Main Sail--------------------------------------800
    Bow Planes (2)--------------------------------200 each
    Pump Jet Propulsor---------------------------500
    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: 39.4 feet (12 meters) not including periscopes and antenna.
    Width: 82 feet (25 meters).
    Length: 590.5 feet (180 meters).
    Weight: 35,500 tons surfaced and 44,300 submerged.
Cargo: (Supply) 10,000 tons (9,072 metric tons) of cargo. (Support) 2,000 tons (1,814 metric tons) of cargo.

Powerplant: Nuclear fusion; average energy life 20 years. Normally refts every 10 years.

Speed
  • Water Surface: 20 knots (23 mph/ 37.1 kph)
    Underwater: 25 knots (28.8 mph/ 46.3 kph)
    Maximum Depth: 1.5 miles (2.4 km). The limit is the cargo hatches, which are the reason for its existence, but without them it could match the Trident.
Market Cost: Not for sale

Systems of Note:
  • Standard (RE) Submarine Systems, as well as the following

    BQQ-20X Advanced Hull Sonar System:

    BLQ-24 Advanced E.S.M. Suite:

    Quieted Propulsion and Anechoic Coating:
Weapons Systems:
  • 1) Retractable Blue-Green Pulse Laser Cannon Mount (1): As before

    3) Heavy Torpedo Tubes (4 sides): Use LRM warheads, and volley 2-4. 24 additional torpedoes

    3) Noisemakers (20): Can launch 2 at a time, 50% of decoying normal torpedoes and 20% of decoying smart torpedoes.

And finally here’s Kitsune’s saving throw on the Tico, because JFC you can tell that Palladium never talked to anybody that knew things about submarines.

USN SCVN-87 ‘Ticonderoga’ Submersible Carrier
(The Author suggests using this writeup in the place of the U.S.S. Ticonderoga in Rifts: Underseas. There are a number of issues with the writeup of the vessel that simply is completely impractical. This includes the idea of having a starboard superstructure and an angled flight deck on a submersible vessel.)
Spoiler:
Type: SCVN-87

Class: Ocean, Submersible Carrier.

Crew: 2,200 (180 officers, 190 chief petty officers, 1,720 enlisted [Has a high degree of automation]).

Airwing: 1,520 (650 Pilots, 120 flight deck officers, 750 enlisted)

Troops: 800 pilots for “Semper Fi” Power Armors, 60 pilots for “Glitter Boy” power armors, 550 vehicle crew members, and 3,000 soldiers. Can accommodate another 800 people comfortably, more than that causes cramped and stressful conditions.

Flag Staff: 80 personnel (12 officers, 16 senior enlisted, and 52 enlisted.)

MDC/Armor by Location:
  • Heavy Ion Pulse Cannon Barrels (1)--------200 each
    Heavy Ion Pulse Cannon Turrets (2)--------500 each
    Blue-Green Pulse Laser Cannons (6)-------150 each
    Heavy Torpedo Tubes (8, 4 fore, 4 aft)-----400 each
    Vertical CM Batteries (8)--------------------600 each
    Vertical MRM Batteries (4)------------------400 each
    SPX-4S Radar------------------------------280
    SPX-2S------------------------------------150
    Flight Decks (2, sides of hull)---------------500 each
    Elevators (6, behind superstructure)-------400 each
    Main Superstructure / Sail------------------1,800
    Sail Planes (2, main superstructure / sail)---600 each
    Pump Jet Drive Systems (2, sides)----------2,500 each.
    Main Body----------------------------------20,000.

    [1] Destroying both the SPX-4S and SPX-2S rotating phased array radar panels will destroy 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 submarine does not need to surface in order to use the radar system but only the radar had to be brought above the surface.
    [2] If both of the flight decks are destroyed, only VTOL aircraft can be launched or landed. VTOL aircraft are at -15% to piloting rolls when taking off and landing.
    [3] If all six elevators are destroyed, no aircraft can be moved from the hangers to the main flight deck. In addition, Manta-Ray submersible fighters cannot be launched while the submersible is under water.
    [4] 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. The superstructure does have an auxiliary control room however.
    [5] Destroying the submersible carrier’s sail 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.
    [6] Destroying both of the submersible carrier’s pump jet drive systems cause serious problems. The submersible carrier will no longer be able to use forward momentum and the sail 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 drive system reduces the submersible carrier’s top speed by one quarter.
    [7] 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! Even Sea Titans cannot survive at such depths without protection.
Statistics:
  • Height: 220.5 feet (67.21 meters) for superstructure and 323.8 feet (98.69 meters) with main rotating phased array extended.
    Width: 486.5 feet (148.29 meters) including flight decks.
    Length: 2,000 feet (609.6 meters).
    Weight: 480,000 tons surface and 545,000 tons submerged.
Cargo: For a submarine, the U.S.S. Ticonderoga is surprisingly spacious. 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. 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: 35 knots (40.3 mph / 64.8 kph).
    Underwater: 35 knots (40.3 mph / 64.8 kph).
    Maximum Depth: 6,562 feet (2,000 meters). Can be doubled if the flight deck elevators are sealed shut and reinforced in a dry dock, but this takes several days both to do and reverse, so this has only been done a handful of times.
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

    Retractable SPX-4S “Submersible” Active Phased Array Radar System: Large primary radar system that is too large to be mounted on smaller submarines. 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 768 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 192 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: 600 miles (521.4 nautical miles / 966 km), subject to the radar horizon. Bonuses: The system gives +10% to Read Sensory Instrument skill rolls, +2 on initiative, and +1 to strike.

    Retractable SPX-2S “Submersible” Active Phased Array Radar System:

    BQQ-20X Advanced Hull Sonar System:

    TB-48/49 Advanced Towed Array Sonar System:

    BLQ-24 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.

    Quieted Propulsion and Anechoic Coating: The vessel is designed with a very quiet propeller design, the submarine’s reactors make very little noise, and the vessel is coated by a sonar defeating rubber coating. Without these features the submersible carrier would be very easy to detect and most of the special features are designed to prevent bonuses to detecting the vessel. The submarine is -20% to detect when traveling at less than 15 knots (17.3 mph/ 27.8 kph) and is at no penalties to detect when traveling at speeds greater than that. These penalties are increased when the gel coating is used.

    Gel Coating: The submarine was designed to form a gel coating around itself by running a low powered electric current through its hull and releasing a set of chemicals into the water surrounding it. Under the influence of the electric current the chemicals bonded with the seawater, forming a thick gel that clung evenly to the hull. This coating absorbed both incoming and outgoing noise, which made the submarine virtually impossible to detect by both passive and active sonar. The drawback was that the gel would slough off if the sub exceeds fifteen knots of speed, and that the sub only had a limited supply of the gelating chemicals aboard. In order to listen past the coating the sub reeled out a towed sonar array through the gel layer.
    • There is enough gel for 6 applications, and it takes 2 minutes (8 melees) to form. The ship must be going less than 5.8 mph (5 knots / 9.3 kph).
      The gel layer absorbs, deadens and distorts all sounds from and to the submarine. The sub is -30% to detect [comes in addition to other penalties so is -50% to detect at below 15 knots (17.3 mph/ 27.8 kph)
      In addition to that, if detected there is a 20% chance that the sub will be mistaken for a large school of fish or a whale due to the gel layer having a density much like flesh or whale blubber.
      Gel layer has a duration of four (4) days at speeds below 15 knots (17.3 mph/ 27.8 kph). Above 15 knots (17.3 mph/ 27.8 kph) the layer peels off in three (3) melee rounds, negating its effects.
[/list]

Weapons Systems:
  • 1) Retractable Heavy Ion Pulse Cannon Turrets (2): As before, but 16 miles above the surface and 4 miles below it.

    2) Retractable Blue-Green Pulse Laser Cannon Mount (6): As before

    3) Heavy Torpedo Tubes (8, 4 forward, 4 aft): Use LRM warheads, and volley 2-4. Forward bay has 128 additional torpedoes, and the rear has 96

    4) Vertical Cruise Missile Batteries (4): Up to 8 per melee, and use Kitsune’s tables.

    5) Vertical Medium Range Counter-Missile Batteries (4): 8+56 MRMs, Volley 2-8 each, reloads at end of melee.

    6) Advanced Decoy Drones (24):

    7) Noisemakers (20): Can launch 2 at a time, 50% of decoying normal torpedoes and 20% of decoying smart torpedoes.
Aircraft:
  • 72 Manta-Ray Submarines / Jet Fighters (can launch 24 every 2 minutes underwater)
    56 FV-45 Sea Hawk VSTOL Jet Fighters
    12 FV-45-SW Sea Hawk VSTOL Jet Stealth Fighters
    6 FV-45-EW Sea Hawk VSTOL Jet Jamming Fighters
    24 AH-75 Striker Attack Helicopters
    18 EV-84A Kingfisher Utility VTOLs - General Cargo / Search and Rescue Model
    8 EVE-84A Kingfisher Utility VTOLs - Electronics Warfare Model
    8 EVS-84A Kingfisher Utility VTOLs - Anti-Submarine Warfare
Ground Forces:
  • 4 LCAC-854 “Crab” Air Cushion Landing Craft
    6 LSS-22 “Guppy” Seal Infiltration Submersibles
    40 USA-G10 “Glitter Boy” Power Armors
    640 APA-15 “Semper Fi” Power Armors (with flight packs)
    72 AMBT-12 Merovingian Amphibious Tanks
    60 MIFV-99 Iwo-Jima Combat Troop Transports
    40 Support Vehicles (Various)
Last edited by Omegasgundam on Fri Sep 29, 2023 6:56 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:
New Navy
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.



Yep...hope he's sitting down when he learns of the next generation of PS/GNE subfighters...on top of which the GNEN is bringing in WZT Manta subfighters, and having them reworked to spec by PS/ASI. Naval tech in the Three Galaxies may get the short end of the stick, but it still advances, borrowing where it can from the aerospace industries.
-------------
"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 part 4. I'm currently pondering if I should bring Kitsune's Soviet subs into play.


Because the New Navy armory is a bit bare for infantry

Pre-Rifts USN/Post-Rifts New Navy Infantry Weapons
Spoiler:
New Navy M-2011A3 Energy Pistol (Kitsune):
A recent modification of the New Navy pistol, it has been modified to be able to fire two blast bursts. The appearance of the weapon is little changed other than the addition of a second selector switch and a modular rail system for various equipment including laser targeting, a flashlight, or camera systems.
  • Weight: 5 lbs (2.25 kg).
    Damage: Two settings: 3D6 M.D. or 1D4x10 S.D.C. (6D6 M.D. or 2D4x10 S.D.C. for a double blast).
    Range: 800 feet (243.8 meters).
    Rate of Fire: Single blast or double blast.
    Payload: 20 Blasts each short E-Clip, 30 Blasts standard E-Clip, 40 per long
    Cost: 28,000 Credits.
US M230A1 Energy Pulse Pistol (James Laursen):
Said to be created mere weeks before the Cataclysm on the behalf of SOCOM, the M230A1 sacrifices range and endurance for firepower. It is visually identical to an M2011, with the minor exception of having a built-in laser targeting system and an accessory rail for addition of combat lights and other add-ons. The New Navy was lucky to recover a few examples and properly identify them, allowing them to be reproduced for their own special forces. The lack of endurance is quite problematic for a standard side arm, so it has always been a niche weapon.
  • Weight: 5 lbs (2.25 kg)
    Damage: Two settings: 6D6 MD or 2D4x10 S.D.C.
    Range: 600 feet (183 m)
    Rate of Fire: Standard
    Payload: 8 shots with short E-Clip, 12 shots standard, 16 long
    Cost: 24,000 credits if recognized
    Bonus: +3 to strike on aimed shots only.
US M-160-LT Combat Pulse Ion Assault Carbine (Kitsune):
A smaller but shorter ranged version of the M-160, it is commonly issued to shipboard personnel.
  • Weight: 5.5 lbs (2.5 kg)
    Damage: 3D6 for Single Shot and 1D6x10 for 3 simultaneous blasts.
    Range: 1,200 feet (366 meters)
    Rate of Fire: Single shot or three round burst.
    Payload: 30 shots short E-Clip, 45 standard, 60 long
    Cost: 40,000 Credits
US M-260 Squad Automatic Pulse Ion Rifle (Kitsune):
A heavier support version of the M-160, the M-260 has increased damage and burst capabilities. It is unusual in that it is designed to be able to use 2 E-Clips at a time, which was quite novel at the time. For most situations, the New Navy does not find its increased damage to be worth the payload drop, and its weight makes it compete with the LAWS-3 for damage and squad suppression ability. If desired, one is issued to each squad.
  • Weight: 14.5 lbs (6.6 kg)
    Damage: 4D6 per single shot, 1D6x10+10 for a rapid fire three shot burst, or use machine gun burst rules for higher burst setting.
    Range: 2000 feet (610 meters)
    Rate of Fire: Single Shot, Three Round Burst, and Extended Bursts
    Payload: 20 shots short E-Clip, 30 shots standard, 40 long, and can use 2 E-Clips at the same time
    Cost: 65,000 Credits (Very Rare)
US M-2100 Under Rifle Grenade Launcher (Kitsune):
Essentially just the Grenade Launcher component of the M-20, it can be mounted on other rifles to provide the same capabilities. Its only problem is the smaller than normal size of the grenades, which results in lower damage potential compared to the 40mm rounds used by Wellington and Paladin Steel.
  • Weight: 3.5 lbs (1.6 kg)
    Cost: The launcher costs 15,000 credits, grenades cost extra.
US-R-4 Multiple Rocket Launcher (LAWS-4) (Kitsune):
An upscaled version of the LAWS-3, this weapon fires full size mini-missiles for their increased range. The New Navy generally prefers the LAWS-3 due to it being better suited to most circumstances they deploy infantry in. Still, it has uses for garrison troops, and it is far more effective than a single tube launcher.
  • Weight: 22 lbs (10.0 kg) without missiles or 30 lbs (13.6 kg) with missiles. Each extra missile weighs approximately an additional 2 lbs (0.91 kg)
    Damage: Varies by mini-missile type
    Range: Varies by mini-missile type
    Rate of Fire: Single Shot only
    Payload: 4, takes 15 seconds (one melee) to reload launcher
    Cost: The launcher costs 25,000 credits, missiles cost extra

The one in WB:7 is frankly pathetic, so Kitsune’s version is something worth having. Just assume the New Navy uses the II while it exports the I to trusted allies such as Tritonia.

USMC AMBT-12A1 Merovingian II Amphibious Tank
The original Merovingian was acquired due to expediency, and did not fit the USMC’s preferences in a number of ways. The improved version replaces most of the older weapons with those common in other US armored vehicles of the time, and improves overall protection values. The New Navy is looking into developing a model that uses more (smaller) tires, which would reduce the problem of tire loss and reduce the profile.
Spoiler:
Type: USMC AMBT-12A1

Class: Amphibious Main Battle Tank

Crew: Three: One driver, one gunner, and one commander.

Troops: No room for passengers, although two extra human sized passengers could probably be squeezed in an emergency.

MDC/Armor by Location:
  • Weapon Turret-----------------300
    100 mm Rail Gun--------------240
    Heavy Ion Gun-----------------100
    Heavy Missile Launchers (2)----100 each +25
    *Light Ion Guns (2)------------50
    MM Launchers (2, sides)--------50 +20
    Main Body----------------------575 +200
    Wheels (6)---------------------75 each

    [1] If one tire on a side is destroyed, the vehicle is reduced in top speed by 20% and has a -25% to piloting rolls when being operated off-road. If two tires on a side are destroyed, the vehicle will be immobilized. The vehicle does not float due to the tires but the tank itself is water tight.
Speed:
  • Driving on the ground: Main vehicle: Cruising speed on land is 70 mph (112 kph) on roads and 65 mph (104 kph) off road maximum. With External Armor Package: Reduce Cruising speed to on land of 65 mph (104 kph) on roads and 60 mph (96.6 kph) off road maximum.
    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%
Statistics:
  • Height: 12.8 feet (3.9 meters) Original AMBT-12x height was 13.8 feet (4.22 meters)
    Width: 14 feet (4.3 meters)
    Length: 32 feet (9.7 meters)
    Weight: 67 tons (60.7 metric tons) fully loaded. Add 10 tons (9.1 metric tons) for external armor package.
    Cargo: Minimal storage space; about four feet (1.2 m) for extra clothing, weapons, and personal items. Three Laser Rifles and two hand-held Missile Launchers with 4 loads each are stored in a compartment behind the driver's seat.
    Power System: Nuclear; average energy life is 15 years.
Market Cost: 65 Million credits for a new or fully operational AMBT-12A1 Merovingian II Amphibious Tank if the new navy will sell any (very rare). Add 2.5 million for the external armor package. Original AMBT-12x are more available and cost 40 million. The external armor is available for them as well at 2.5 million but reduces top speed by the same amount

Systems of Note:
  • Standard (RE) Robot Vehicle Systems
Weapons Systems:
  • 1. Hyper Velocity 100 mm Heavy Rail Gun:
    • Range: Direct fire range is 5 miles (8 km) and can fire indirectly out to 15 miles (24.1 km)
      Damage: (AP) 5D6x10+20 M.D.C. (critical on a natural 18, 19, or 20)
      • (HE) 1D4x10 with a blast radius of 16 ft (4.9 m).
        (HEAP) 2D4x10 with a blast radius of 8 ft (2.4 m)
      Rate of Fire: 4 per melee
      Payload: 60 rounds. Normally 30 rounds are of standard anti-tank slugs
    2. Heavy Ion Pulse Gun: From the Iwo Jima

    3. Light Ion Pulse Guns (2): From the Iwo Jima, replaces the lasers

    4. MRM Launchers (2): 4 each (8 total), Volley 2-4

    5. Mini-Missile Launchers (2): As previous

    6. Smoke Dischargers (2): 10 charges each, 20 total, usually 10 smoke, 5 prismatic aerosol, and 5 tear gas

USMC MIFV-99A1 Iwo-Jima II Troop Transport
The early Iwo-Jimas were little more than prototype, which is the reason for their thin armor. The finalized version had barely entered production before the Cataclysm, but remained in production by the New Navy. Most of them are of the more lightly armed APC version, which replaces the turret with more troop capacity. If additional protection is needed, external armor packs can be added at the cost of speed. Said speed is the primary weakness of the design, being a third less than even contemporary designs. The New Navy is working on an upgrade that increases it up to 120 mph, but this is still a stop gap for a proper replacement.
Spoiler:
Type: MIFV-99A1-APC/MIFV-99A1-AT

Class: Troop Carrier / Infantry Fighting Vehicle

Crew: Two (Driver & Gunner/Commander)/Three (Driver, Gunner, & Gunner/Commander)

Troops: 10 (6 in power armor)/6 (4 in power armor)

MDC/Armor by Location:
  • Weapon Turret-----------------150
    Heavy Ion Gun-----------------100 +25
    Heavy Missile Launchers (2)----100 each +50
    *Light Ion Gun-----------------50
    Light Missile Launcher----------80 +20
    Side Troop Doors (2)----------120 each
    Rein Crew Comp---------------150
    Rein Troop Comp--------------150
    Main Body---------------------380 +150
Speed:
  • Driving on the ground: Main vehicle: Can hover at ground level up to 100 mph (160.1 kph) over both land and water. Minimum hover height is 2 feet (0.6 meters) and a maximum altitude is 20 feet (6.1 meters).
    With External Armor Package: Can hover at ground level up to 90 mph (144.8 kph) over both land and water. Minimum hover height is 2 feet (0.6 meters) and a maximum altitude is 16 feet (4.9 meters).
    Can hover over water and most other relatively flat terrain.
Statistics:
  • Height: MIFV-99A1-APC: 9.8 feet (3.0 meters) and MIFV-99A1-AT: 12 feet (3.65 meters)
    Width: Both: 10 feet (3.05 meters)
    Length: Both: 25 feet (7.62 meters)
    Weight: MIFV-99A1-APC: 36 tons (32.7 metric tons) empty and 44 tons (39.9 metric tons) fully loaded and MIFV-99A1-AT: 39.5 tons (35.4 metric tons) empty and 45 tons (40.8 metric tons) fully loaded. Add 8 tons (7.2 metric tons) for external armor package.
    Cargo: MIFV-99A1-APC: Can carry 5 tons of cargo instead of troops. MIFV-99A1-AT: Can carry 3 tons of cargo instead of troops.
    The transport also has a small storage space for crew. This includes weapons, armors, and emergency supplies.
    Power System: Nuclear; average energy life is 15 years.
Market Cost: MIFV-99A1-APC: 24.5 million credits. MIFV-99A1-AT: 45.8 million credits. Both models are rarely sold. Add 2 million for the external armor package. Original Iwo-Jima class transports can be purchased for 40 million credits and are more easily available. The external armor is available for them as well at 2 million but reduces top speed by the same amount and is not laser and plasma resistant.

Systems of Note:
  • Standard (RE) Robot Vehicle Systems
Weapons Systems: Unchanged, but the turret is absent on the APC version

Kitsune’s answer for the lack of SAMAS in the New Navy.

USMC APA-15-FP ‘Semper Fi’ Flight Pack
In many ways, the flight pack is physically similar to the flight pack used on the much later Coalition Super SAMAS and like that one can be detached when needed. One difference between the light pack is that it has a small nuclear fusion power system of its own. In flight speed, the Semper fi, when equipped with the flight pack, is slightly slower than the SAMAS produced at the same time. The flight pack replaces the armors standard underwater pack with a giant jet pack. The Jet pack has two larger intakes that fit over the should mounted missile launchers and two wings are attacked to the flight pack. The flight pack can be quickly detached as needed. Originally, the flight pack did not carry any weapons but some have been adapted to carry several missiles on the wings on hard points. These hard points are slightly recessed so that the missiles cause little reduction in the power armors fligh characteristics. The hard points can carry both short range missiles and mini-missiles.
Spoiler:
Model: APA-15-FP

Class: Flight Pack

MDC:
  • *Shoulder Wings (2)-------50 each
    *Lowers Jets (2)-----------20 each
    Main Rear Jets (2)---------50 each
    Air-Intake Jets (2; top)-----60 each
    Main Body------------------120
Speed
  • Running: Reduce running speed to 50 mph (80.5 km) maximum with the flight pack attached, 60 mph (96.5 km) without it. Note that the act of running does tire out its operator, but at 10% of the usual fatigue rate.
    Leaping: The flight Pack is heavy and bulky, reducing leaps when not assisted by the jet pack. With the flight pack. The powerful robot legs can leap up to 8 feet (2.43 m) high or lengthwise. A jet thruster assisted leap can propel the unit 100 feet (30.5 meters) high and 200 feet (61 meters) across without actually attaining flight.
    Flying: 300 mph (482.8 kph) but cruising speed is considered to be 150 mph (240 km)
    Maximum Altitude: 5,000 feet (1524 meters). Higher than this, high winds and rough weather make flight both erratic and dangerous.
    Underwater Capabilities: 25 mph (40.2 km/21.7 knots) or fly above the water's surface at normal speeds.
    Maximum Depth: 1,000 feet (305 meters). Note: Maximum Depth for Semper Fi power armor is one mile (1.6 km).
Statistics
  • Height: 5 feet (1.5 meters) for just flight pack. Increase height of power armor by 1 foot (0.3 meters) to a height of 9 feet (2.74 meters) with flight pack carried
    Wingspan: 3 feet (0.9 meters) for just flight pack. Flight pack does not increase the power armors width.
    Length: 2 feet (0.6 meters) for just flight pack Increase length of power armor to a length of 4.5 feet (1.37 kg)
    Weight: 200 lbs (90.7 kg) for flight pack. Semper Fi power armor weight 550 lbs (249.5 kg) with flight pack and 350 lbs (158.8 kg) without flight pack. Underwater pack weights 100 lbs (35.8 kg)
Statistics
  • Power Source: Nuclear, with an average energy life of 5 years.

    Cost: 1.2 million credits for a new, undamaged fligh pack for Semper Fi power armor. Never traded or sold to outsiders (Tritonia is not considered an outsider).
Weapons:
  • 1. Wing Missiles (2): Each may carry up to 8 Mini-missiles or 4 SRMs, and combined can fire volleys of up to 4

More Kitsune fixing Palladium silliness.

Revised USMC AH-75H Striker Attack Helicopter
(Kitsune fluffed the canon version as an early model of an early MDC design, so it's a lot cruder than just about anything else in the New Navy inventory.)
Spoiler:
Type: AH-75H

Class: Helicopter Gun ship & Combat Transport

Crew: Four (Pilot, co-pilot/gunner, flight engineer / communications technician and a secondary gunner) Two additional crew-members are often carried to man door-guns

Troops: Six troops in body armor or four light power armor units (Two additional troops or one additional light power armor can be carried if door-gunners are not carried)

MDC:
  • *Nose Lasers (2)-------------------35 each
    *Belly Gun--------------------------65
    Stub Wings for Ordnance (2)-------80 each
    Mini-Missile Launchers (2; wings)---50 each
    Pontoon Runners (2)---------------90 each
    Cargo Bay Doors-------------------60
    Side Doors (2)---------------------40 each
    Reinforced Pilot’s Compartment----110
    Four-Blade Top Rotor---------------92 (23 each blade)
    Rear Pusher Rotor------------------75
    Main Body--------------------------275

    [1] Destroying the rear rotor or one of the main blades will cause the helicopter to fly at half speed, wobble and is -6 to parry, -3 to strike, and -40% on piloting skill/maneuvers. Smart pilots will land as soon as possible. Destroying the main top rotor will knock the helicopter out of the sky! Roll under the piloting skill -30% for a successful crash landing (due to the reinforced nature of the Striker, crew takes only half damage from an impact.
    [2] Destroying the main body knocks the helicopter out of the sky and renders it completely useless.
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.
    Water Surface: Can Float on the surface or can travel on the surface of the water like a boat with a top speed of 69.1 mph (111.2 kph / 60 knots)
    Flying: 300 mph (480 kph / 260.5 knots) maximum
    Maximum Altitude: 20,000 feet (6,096 meters.)
Statistics
  • Height: 15 feet (4.6 meters)
    Wingspan: Body: 10 feet (3.0 in) wide; wingspan: 17 feet. 2 inches (5.23 m); main rotors have a diameter of 50 feet (15.2 m). Rotors can be folded up and wings can be removed to reduce storage requirements.
    Length: 55 feet (16.8 meters)
    Weight: 10 tons (9.1 metric tons) fully loaded
Powerplant: Nuclear fusion; average energy life of 10 years.

Cargo: Limited, 1,200 lbs (544 kg) instead of passengers. Can carry 1,600 lbs (726 kg) if the helicopter does not carry door gunners. The helicopter can sling up to 700 pounds (315 kg) underneath. Cargo loads do not include external hard points

Systems of Note:
  • Standard (RE) Aircraft Systems, as well as the following;

    AN/ALQ-344 Advanced Integrated Electronic Warfare Suite:
Market Cost: . Currently only available to the New Navy and Republic of Japan. If the Striker was sold, it would cost around 30 million credits for an early model and 32 million for an upgraded model.

Weapons Systems:
  • 1) Forward Nose Lasers (2): As on the Sea Hawk

    2) Belly Turret: US M-260 Automatic Pulse Ion Weapon

    3) Side Door Gunner Mounts (2): USA-M31 Rail Gun with a 2000 round drum. Or M-260 Squad Automatic Pulse Ion Rifle

    4) MM Launchers: 24 MMs each, Volley 2-8

    5) Ordnance Hard Points (4): 4 MRMs, 8 SRMs, or 16 MMs or equivalents.

    6) Chaff Dispenser: TRIAX style, 8 charges

Kitsune’s answer of how to get a few platoons to their destination quietly.

USN LSS-22 ‘Guppy’ Seal Infiltration Submersible
(While Rifts: Underseas indicates that the New Navy operates only the USS Ticonderoga, Trident class Submersible Carriers, and Stingray and Sea Dragon class submarines, this writeup (and other new Navy Submarine designs) is designed to give the New Navy a larger variety of submarine classes.)
Spoiler:
Type: LSS-22

Class: Landing Craft, Submersible

Crew: 8 (Pilot, Communications, 2 Engineers, Commander, and 3 Gunners)

Troops/Vehicles: Possible configurations include
  • 80 Infantry with standard equipment
    50 Soldiers in light ground power armor
    20 Heavy Power Armors
    4 Light Trucks
    1 APC
MDC/Armor by Location:
  • Light Ion Cannon Mounts (3, top):-----------45 each
    MRM / Torpedo Launchers (2, Sides):--------80 each
    Cargo Bay Doors (1, Front):-----------------120
    Pilots Compartment (Rear Middle):-----------120
    Retractable Bow Planes (2)-------------------60 each
    Pump Jet Thrusters (2)----------------------100 each
    Main Body-----------------------------------400

    [1] Destroying the submarines 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] Destruction of one of the submersible's thruster units drops top speed by half. Destroying both of the Guppy's Pump Jet Thrusters 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 submersible's structural integrity, causing it to sink. If the submersible 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: 25 feet (7.62 meters)
    Width: 45 feet (13.7 meters)
    Length: 86 feet (26.2 meters)
    Weight: 210 tons (190.5 metric tons) empty, 240 tons (217.7 metric tons) fully loaded.
Cargo: The cargo compartment can carry up to 40 tons (72.6 metric tons) fully loaded.

Powerplant: Nuclear fusion; average energy life of 20 years.

Speed
  • Water Surface: 35 knots (40.3 mph/64.8 kph).
    Underwater: 45 knots (51.8 mph/ 83.3 kph).
    Maximum Depth: 2.5 miles (4 km).
Market Cost: Pre-Rifts examples go for around 150 million credits on the Black Market.

Systems of Note:
  • Standard (RE) Submarine Systems, as well as the following

    Radio/ Video Communications: Long range, directional, has a range of 500 miles with short range directional radio of 5 miles.

    Advanced Hull Sonar System: Sonar system has a range of around 16 nautical miles (18.4 miles / 29.7 km). This hull sonar system has both a passive and active system built in. Sonar system can track up to 16 targets at one time.

    Full Life Support: This submarine has an enhanced like support system when compared to most other vehicles because it is designed to operate underwater for extended periods of time. The submarine has an incredible air recycling system that allows the crew to recycle air for five weeks before the atmosphere is too stale to breath. The submarine also has a 72 hour supply of oxygen to support the recycling system.

    Spotlight: Range: 600 feet (182.9 meters)

    Thermo-Imager: Range: 2,000 ft (609 m). Finds the infrared radiations of things that are warm. Also enables pilot to see in smoke, shadows and darkness.

    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.

    ESM: This system is mounted in the sail and is extended in a similar manner to a periscope. The antenna is very hard to detect both visually and by radar. Can detect another radar system at 125% of the range of the transmitting radar and is usually subject to radar horizon.
Weapons Systems:
  • 1) Pulse Ion Cannon Mounts (3): As on the Manta Ray, 1 forward, 2 sides.

    2) Medium Missile/Torpedo Tubes (2): 16 MRMs/Torps each, Volley 2-8

Because those tanks need to get from the Tico to the beach somehow.

USN LCAC-854 ‘Crab’ Landing Craft
(While Rifts: Underseas indicates that the New Navy operates only the USS Ticonderoga, Trident class Submersible Carriers, and Stingray and Sea Dragon class submarines, this writeup (and other new Navy Submarine designs) is designed to give the New Navy a larger variety of submarine classes.)
Spoiler:
Type: LCAC-854

Class: Landing Craft, Air Cushion

Crew: 5 (Pilot, Communications, Engineer, Commander, and Gunner)

Troops/Vehicles: Possible configurations include
  • 200 Infantry with standard equipment
    120 Soldiers in light ground power armor
    50 Heavy Power Armors
    10 Light Trucks
    2 APCs
    1 Tank
MDC/Armor by Location:
  • Heavy Cannon Mount (Left Side)-----------100
    Light Cannon Mounts (Over Cockpit):------45 each
    Heavy Missile Launchers (2, Sides)---------100 each
    Light Missile Launcher (forward of cockpit)--70
    Cargo Doors (2, Front and back):----------100 each
    Troop / Vehicle Compartment:--------------200
    Pilot's Compartment (Right side):----------200
    Side Thrusters (2)-------------------------100 each
    Hover Thruster Units-----------------------200
    Main Body---------------------------------450

    [1] Destruction of one of the thruster units drops top speed by half and all piloting rolls are at -30%. Destruction of the hover unit will cause the vehicle to be no longer under the pilots control.
    [2] Destruction of the main body will cause the vehicle to crash. All systems will not function. Damage to the main body will also reduce the hovercraft's stealth, for every 10% of damage to the main body, reduce the hovercraft's stealth by 10% of its total.
Statistics:
  • Height: 22 feet (6.7 meters)
    Width: 47 feet (14.3 meters)
    Length: 88 feet (26.8 meters)
    Weight: 120 tons (108.9 metric tons) empty, 200 tons (181.4 metric tons) normal load, and 220 tons (199.6 metric tons) overloaded
Cargo: The cargo compartment can carry up to 80 tons (72.6 metric tons) as a normal load or up to 100 tons (90.7 metric tons) overloaded.

Powerplant: Nuclear; average energy life of 20 years.

Speed
  • Hovering: Can hover at ground level at from a hover to up to 100 mph (160.9 kph) unloaded over both water and flat terrain. High terrain will block movement. When loaded normally, the craft can travel up to 80 mph (128.7 kph) and when overloaded (-20% to piloting), craft is limited to 60 mph (96.6 kph)
Market Cost: Pre-Rifts examples go for around 80 million credits on the Black Market.

Systems of Note:
  • Standard (RE) Submarine Systems, as well as the following

    Radio/ Video Communications: Long range, directional, has a range of 500 miles with short range directional radio of 5 miles.

    Laser Targeting System: Range is 2 miles and gives +1 to strike with long range weapons.

    Radar: 50 miles, can identify 96 targets and track 48 as low as 500 ft. Same as robot's Maxi-Radar.

    Full Life Support: Protects pilots and hovercraft from heat and radiation and gives a breathable atmosphere inside the transport for up 48 hours in vacuum and three weeks with scrubbers.

    Spotlight: Range: 600 feet (182.9 meters)

    Thermo-Imager: Range: 2,000 ft (609 m). Finds the infrared radiations of things that are warm. Also enables pilot to see in smoke, shadows and darkness.

    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.

    Radar Defeating Profile & Radar Absorbing Materials: The vehicle is designed so that the radar profile of the transport is reduced and the vehicle is covered with radar absorbing materials. Because of this, attempts to detect the transport using radar are made with a -30% penalty to read sensor rolls when attempting to detect it.
Weapons Systems:
  • 1) Heavy Cannon Mount: As the Iwo Jima’s Ion Pulse Cannon.

    2) Light Cannon Mount: As the Manta Ray’s Ion Guns or the USA SAMAS’s railgun

    3) Heavy Missile Launchers (2): 8 MRMs or 4 LRMs each, Volley 2-8

    4) Light Missile Launcher: 12 SRMs, Volley 2-4
Last edited by Omegasgundam on Fri Sep 29, 2023 6:57 pm, edited 1 time in total.
Omegasgundam
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Re: Paladin Steel Storefront

Unread post by Omegasgundam »

Speaking of GNE Sub-Fighters, here's an upgrade to their knock-off TRIAX design.

PS-VFURV-03 ‘Sea Fury II’ Transformable Robot

“Don’t know why they didn’t stick to the Iruka name, but the new model is a major improvement. It solves the deployability problems, and in a pinch it can serve as a decent CAP platform. For pure underwater use, the upgraded WZT Manta is better, but flexibility does matter in this case.”
----Colonel Philip Fredette, CAF

A post-Minion War development of the original Iruka, the Sea Fury II has seen notable mechanical changes, most importantly replacing the propulsion system with a CG drive from the Three Galaxies. Atmospheric and space performance is frankly poor, but these are secondary concerns to its underwater capabilities, in which it excels. Protection was considered generally adequate for its mass, even after its increase, but it has been furthered by the addition of an internal Paladin Steel Force Field Pod. Its speed and sensors make it a better patrol unit than the later Kappa, but its smaller size naturally makes it a less powerful combatant. While slightly more expensive than the upgraded WZT Manta, most operator prefer it due to its substantial multi-role capabilities.
Spoiler:
Type: PS-VFURV-03 ‘Sea Fury II’

Class: Transformable Frame Underwater Robot Vehicle

Crew: 1

MDC/Armor by Location: Has gained an VEFFGM04RR Forcefield (360 MDC, 15 MDC per minute regen)

Statistics: Has increased its mass to 5 tons, but other improvements compensate for it.

Speed: Has the following changes.
  • Atmospheric Flight: Mach 3, transatmospheric
    Space Flight: Mach 11
    Underwater: 60.8 knots (75 mph/ 112.6 kph). Must slow down to 260.5 knots (300 mph/482.8 kph) before entering water.
Market Cost: 35 million (PW) credits, and less than 25 million for the AJC. Not publicly offered on Rifts Earth.

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

    *Bonuses: +1 to initiative, +2 to strike with guns and MMs, +3 to dodge, +5 to dodge while traveling over 300 mph

    *Sonar: 30 mile range

    *Periscopes: Unchanged

    *Cyberlink Drive System

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

    *ORACLE MK V-C

    *Stealth Systems: -80% to be detected by radar, -30% to be detected by sonar at speeds less than 10 knots, and -10% at speeds up to 40 knots

    *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) Nose Cannons (2): The laser option has been upgraded to the more effective -33D based version, and can mount SonaScream Cannons from the WZT Manta.

    2) Wing Cannons (2): As above, but it has also gained a rapid fire Micro-Missile /Torpedo launcher based on the McMLR-17, which is a PS produced copy of the E-Shem-McLR17.
    • Range: Adds 1000 ft (305m) to the Micro-Missile used.
      Damage: As munition
      Rate of Fire: Single Shot, 3 and 5 round burst, or extended bursts.
      Payload: 300 round drum (.50 BMG is quite large)
    3) Shoulder Torpedoes (2): Can now hold a double stack 24-McT pod.

    4) Arm Mounted Powerblades (2): Do 6D6+25 (PS mod) MD per hit.

    5) Screamer/Decoy Launch Racks(2): As on the PS-MAR-26D ‘Kappa’.

    6) (Optional) Back Torpedo Racks (2): Unchanged

    7) (Optional) Hand Weapons: Unchanged

    8) (Optional) Body Blades: Unchanged

    9) Hand to Hand: As Robotic PS 40
Options:
  • A Gravity Wave Sensor can be installed for whatever price is available.
Variants:
  • The Techno-Wizard versions have few changes, although getting the water blasts to work with the arm CG units was a prolonged process.
Last edited by Omegasgundam on Fri Sep 29, 2023 6:52 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:Speaking of GNE Sub-Fighters, here's an upgrade to their knock-off TRIAX design.
PS-VFURV-03 ‘Sea Fury II’ Transformable Robot. While slightly more expensive than the upgraded WZT Manta, most operator prefer it due to its substantial multi-role capabilities.


Ah yes, and one of the subtle advantages of the WZT design is offworld mass production ...this is also possible with the Sea Fury II, though it will take some time to ramp up the lines... New Navy would plotz if they could see the expected production figures, with the implication that the GNEN can more easily make up equipment losses through mass production than the New Navy can.
Plus the simpler non-transformable design, modified or unmodified(likely the latter, to keep down costs on what would be considered a disposable unit) can be modded into a semi-autonomous drone.

(Though the GNE considers it likely that any Splugorth invasion of the NorthEast would involve mass teleportations, they fully intend to make the littoral shelf off New England a graveyard of Splugorth naval assets if they take a more conventional approach....and the use of various force multiplier drone systems will allow the GNEAS to hopefully handle any distraction attacks while keeping personnel in reserve to deal with unconventional attacks...like the aforementioned teleport beachheads.)
-------------
"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:
Omegasgundam wrote:Speaking of GNE Sub-Fighters, here's an upgrade to their knock-off TRIAX design.
PS-VFURV-03 ‘Sea Fury II’ Transformable Robot. While slightly more expensive than the upgraded WZT Manta, most operator prefer it due to its substantial multi-role capabilities.


Ah yes, and one of the subtle advantages of the WZT design is offworld mass production ...this is also possible with the Sea Fury II, though it will take some time to ramp up the lines... New Navy would plotz if they could see the expected production figures, with the implication that the GNEN can more easily make up equipment losses through mass production than the New Navy can.

My current plate is pondering about the Sovietski Subs, the post-Northern War NGE fleet use, their orbital break out attempt, and diplomacy stuff among the sane powers. The way the continuity has shaped up, RE is going to be relatively quite after 115 until at least the early 130s, barring the Archons and Atlantis. The various other remaining belligerents would be building up away from prying eyes, with the Naut'Yll for one not intending to push past the Capes until they have something big enough to seriously threaten the Tico. They're going to be a roadblock for sea trade in the South Atlantic though, and they'll be making minor attempts into the Gulf of Mexico, which the Darkwaters are going to stomp.

I think the best way to add a new antagonist faction is to drop them in Africa. Other than the Phoenix Empire, its basically empty. Maybe a displaced and crashed Mechanoid Battlecruiser or two?
Omegasgundam
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Re: Paladin Steel Storefront

Unread post by Omegasgundam »

And now for a super powered freak that doesn't hail from the GNE. This time it Mexico's super trooper.


What happens when you put the Minor Powers of Extraordinary Physical Strength, Extraordinary Physical Prowess, Extraordinary Physical Endurance, Extraordinary Speed, Healing Factor, Heightened Sense of Awareness, Increased Durability, Iron Will, Lightning Reflexes (9 minor powers total), into a Juicer sized package? This!

Itza Juicer OCC
A total of around 250,000 Juicers from the Coalition States marched south of the Rio Grande, and 5,000 of them survived the Crusade, a 2% survival rate. A surprisingly high 20% of the starting number (50,000) were Mega-Juicers, and a full 4,000 of them were left standing, giving them a far higher 8% survival rate. The ‘normal’ Juicers thus had only a .5% survival rate, which is a number simply unfathomable to any other human military force in history. Such losses would have broken even the Imperial Japanese Army of WWII, but they kept pressing on despite this. Most of them occurred in the Yucatan expedition, forcing their way across every supernatural horror that had been drawn in by the previous death surge, and it is estimated that millions of monsters were extinguished during the course of the campaign. It is thought that this acted as a grand blood sacrifice, surpassing any ritual that ancient Maya ever dreamed of. While the Mayans slew more over their centuries of existence, the 2-3 month window came appreciably close, and the far more recent and focused nature meant that it washed away the older imprints. This would have profound effects on the Yucatan’s nature and blessings, which would be discovered a year later.

The remaining Coalition Juicers stayed in the dimensional anomaly after the Crusade, with the jungle hell providing them with no end of supernatural evil to fight. Thus, it was inevitable that they would experiment with the various magic fountains and wells that were available in the dimensional anomaly. Starting with a company sized party finding the Fountain of Youth and obviously losing the traces of age, all of the Juicers would gain the benefit of eternal youth, which not-so-coincidentally eliminated the physiological burnout that the Juicer process causes. This would lead to them adding the things such as the Waters of Youth and Itza to their Bio-Comp Harness feed, and would have substantial effects. They could feel themselves becoming more, even stronger and faster, and taking hits that would have killed them previously. Even the relatively few normal Juicers saw improvements, eventually catching up to their Mega-brethren. But they all felt a final barrier, something that could be broken through and a higher calling to be gained.

None of those left were stupid, and the thought of looking into Mayan temples and rituals was soon brought up, if only to serve as inspiration. The Shemarian Wayfinders had already set up their research facility in Coba, and had acquired no small amount of archaeological research regarding the Yucatan from out-dimensional efforts, so they had a good place to start. After several months of experimentation (and developing a new form of ritualistic Juicer Deathball for the Great Ball Court) with the assistance of numerous metaphysical experts from the GNE and Wayfinders, they concocted a coherent ritual that invoked the deified Hero Twins at the Temple of Kukulcán to empower them as protectors of humanity and the Yucatan, or failing that just let them beat the ever living ichor out of the deities and monsters the Mayans had sacrificed mortals to along with anything nasty that got their attention in the peninsula. And judging from the results, it worked.

Now truly imbued with supernatural might, the Itza Juicers tore across the Yucatan jungle at an incredible pace, slaughtering the various monsters that had come since the Crusade swept by. They moved as if they had every branch of every tree memorized, and deftly evaded or outright ignored every natural obstacle in their path. Obstacles that were not natural were usually targets to be slain, and they had the silver edged tools to do so. It is said that the Yucatan was showered in as much blood as it had been during the Crusade, although the Wayfinders believe it to be the result of the residual psychonomic echo being amplified. Those that worship the Mayan pantheon would have found significance, but the Juicers themselves couldn’t have cared less.

Other than the supernatural bodies, the transformation ritual also imbued them with a very large assortment of useful skills. Beyond the typical ‘adventurer’s toolbox’ knowledge, they also gained a shocking amount of understanding of the ancient Mayans. Under normal circumstances, each of them would qualify as a world leading expert on essentially everything about them, but they care surprisingly little. If anything, they are outright contemptuous of Mayan culture as a whole outside of mathematics and architecture, and have a deep and unending loathing of nearly all of its religious and mythological figures. As far as they care, the majority of the Mayan pantheon may as well have been part of the Aztec, and they have few stronger condemnations.

Later conversions of non-Juicers have shown that the process is repeatable with a failure rate no greater than that of a normal Mega-Juicer, but there is speculation that the various initiation rituals that the first have come up with to sort prospects heavily affects the process and outcome. There are no shortage of similarities to other mystic induction procedures, many of which have critical metaphysical effects behind the symbolism. On average, they only accept 200 asperiants every year, with 80 of them managing to succeed the trails. This intake is more than enough to offset what attrition they suffer, so the numbers are slowly growing over time. Their current infrastructure set up can sustain up to 10,000, and it is unlikely that this will become a constraint for the foreseeable future.
Spoiler:
Itza Juicer O.C.C Abilities
  • 1. Supernatural Endurance: PE is either 24+2D6 -OR- +3D6+12 if it is already 20 or higher. MDC is 495+PE, +2D4 per level of experience. They do not fatigue, can stay up for 5 days (120 hours) without sleep, and only need 3 hours of sleep a day.
    (In SDC settings, SDC is 440, HP is PE+55, additional +1D4 HP per level of experience.)

    2. Supernatural Strength: PS is either 24+3D6 -OR- +3D6+5 if already higher than 20, and is considered Supernatural

    3. Supernatural Speed: Can run at 220 mph (353 km), +20 mph (32 km) per level of experience, +3 Attacks per Melee, +6 on Initiative, and gains an additional +1 on Initiative at levels 3, 5, 7, 9, 11, 13, and 15.

    4. Supernatural Agility and Reflexes: PP is either 24+2D6 -OR- +3D6+2 if already higher than 20, +2 to Strike, +3 to Parry, +6 to Dodge by moving, +2 to Disarm, +5 to Pull Punch, +7 to Roll with Punch and Fall, +3 to Roll with Impact, +2 to Perception Rolls, Negates most surprise, is +10% to physical skills requiring dexterity and prowess, and has W. P. Paired Weapons. Additionally, they also get an Automatic Dodge with a starting bonus of +8(!), which increases by +1 at levels 3, 6, 9, 12, and 15

    5. Saving Throw Bonuses: Needs a 12 or higher to save vs psionic attack, +7 vs Horror Factor, +7 to save vs possession, +6 vs Magic, +5 to save vs illusions , +4 vs Psionics, +6 vs Mind Control, +3 to save vs disease, +3 to save vs insanity, +9 vs toxic gases, poisons, and other drugs, Skill penalties for being confused, dazed or drugged are half

    6. Enhanced Healing: Bio-Regenerates 1 MDC every 2 minutes, is immune to debilitating pain, does not scar, and is +55% vs coma and death.

    7. Link to the Yucatan: Can move at full speed in the Yucatan without fear of running into a natural hazard, is completely unaffected by the environment, and can use Detect Ambush regardless of the circumstances. They also intuitively know the location of every magic cave, cenote, well, and fountain other than the Fountain of Youth. They know when the Fountain of Youth relocates, when somebody has found it, and if it was one of their fellow Itza Juicers. They are also aware of any active dimensional portal involving the Yucatan within 20 miles of their position, where it leads, how long it will last, and what has come through it.

    8. Other Yucatan Benefits: While in the Yucatan, they are +1 on Initiative, +2 to Strike, +2 to damage, +1 to Perception, +5% on skill checks, +3 vs Horor Factor, +2 vs poisons and toxins, Impervious to Mind Control and Vampire bites, recognizes all shapeshifters, know who drinks blood, is affected by the Tongues spell, and is ignored by animated undead.

    9. Lifespan Complications: Unaging in the Yucatan, Central America, and Southern Mexico as well as having an additional +10% vs coma and death. They begin suffering the usual Juicer life expectancy if they go farther northwest than Tula or equivalent, and would have the Mega-Juicer ‘Burn Out’ if they get to that stage. The aging ceases if they return to the Yucatan, and the Juicer Lifespan is reset should they track down and drink from the Fountain of Youth once again.

    10. Dependency: The greatest drawback is that IJ’s need to use a particular form of Juicer cocktail that can only be made at Chichen Itza. The production center uses water from the Healing Well and local PPE sources as key parts of the process, which means that it is essentially impossible to replicate elsewhere. If need be, IJs can survive on the normal Juicer cocktail, but they lose two thirds of their MDC, regenerate only 1D6 MDC per hour, have a -3 to their physical stats, their speed is reduced to 100 mph, have their combat and saving throw bonuses reduced by -1, and they become obsessed with returning to the Yucatan as soon as practical.

    11. Mental Compulsions: The one exception to their resistance to Mind Control, the transformation changes the character’s deposition in the following ways; loathing of Supernatural Evil, hatred of the Mayan and Aztec Dark Gods, obsessed with fighting supernatural forces, obsessed with the Yucatan being defended, and completely disinterested in pursuing mystic knowledge beyond what is necessary to perform their duties.
Itza Mega-Juicer O.C.C Stats
Alignment: Any non-evil

Racial Requirement: Must be human and native to Rifts Earth. Native Mexicans are preferred, but they have too much ground to cover and not enough bodies to be that picky.

Attribute Requirements: Must have some form of Psionics or a PPE of 30 or more. The transformation deals with any physical disability short of limb loss (which is still easily treatable nowadays), so high mental stats are prioritized. Alternatively, they can be another form of Juicer with substantial feats to their name, but non-psionics will need some specialist assistance for the procedure.

Other Requirements: Manage to get to Chichen Itza on foot without an experienced guide (being part of a small expedition is acceptable) and complete a number of mystically important trails. Most notably, they must complete at least one vision quest from a Cave of Visions, but those that seek to become an IJ almost always get something related. Finally, while not a prerequisite to becoming IJ, they are not considered fully trained until they find the Fountain of Youth.

Imbued Skills: These skills are gained as part of the transformation, and are not part of the formal training. Just how these are gained and where they come from is a question that plagues Wayfinder researchers, but IJs just accept it. If there are physical stat bonuses to gain, they are included in the above powers.
  • Laguage (Mayan): 98
    Literacy (Mayan): 98
    Detect Ambush: +10
    Recognize Weapon Quality: +10
    Acrobatics: +10
    Boxing
    Climbing: +20
    Prowl: +15
    Swimming: +10
    Lore (All things Mayan): +15
    Land Navigation: +5
    Spelunking +10
    WP Knife
    WP Paired Weapons
    Wilderness Survival: +10
    HtH Comando
O.C.C Skills: 19+12+4
  • Laguage (Native): 98
    Literacy (Native): 95
    Radio (Basic): +10
    Intelligence: +10
    Pilot Flight System/Death Wing: +15
    Sensory Equipment +10
    Math (Basic): +15
    Computer Operation
    WP Energy Pistol
    WP Energy Rifle
    WP Heavy Energy Weapons (or whatever lets or you rocket launchers)
    WP Ancient of choice
O.C.C Related Skills: Pick 4 at level 1, and +1 at levels 2, 5, 7, 9, and 12
  • Communications: Any
    Domestic: Any
    Electrical: Basic only
    Espionage: Detect Concealment and Escape Artist only
    Horsemanship: General and Exotic only
    Mechanical: Basic only
    Medical: First Aid only.
    Military: Any (+10)
    Physical: Any (+10), but does not gain stat further bonuses as a supernatural creature
    Pilot: Any (+5 with military)
    Pilot Related: Any (+5)
    Rogue: Any (+2)
    Science: Advanced Math only
    Technical: Any
    WP: Any
    Wilderness: Any +10
Secondary Skills: Select 2 at level 1, 3, 6, 8, 10, and 12

Standard Equipment: Suit of Itza Juicer Armor, an Itza Weapon Arm, a fresh ‘Falcon’ or ‘Eagle’ Deathwing (depending if in the Yucatan or out), a McMLR-16, a PSIR-15 ‘Westing’ with all attachments available, a PSLP-5 ‘Krait’ with all attachments, 2 Power Packs, 6 long E-Clips, 4 McM Pods, 2 Vibroblades (1 silver coated),

Equipment Available Upon Assignment:

Money:

Cybernetics: None, supernatural biology rejects and expels them. The Mega-Juicer implants and bio-comp harness are changed into ‘something else’ by the process, and are considered part of them from a metaphysical perspective, and just as hard to damage.
Itza Juicer Armor
Initially developed by the local Shemarians, the Chichen Itza complex would gain manufacturing capability for these armors in 117 PA thanks to donations from Paladin Steel.
  • Weight: 60 lbs (- kg)
    MDC by Location
    • Helmet------100
      Arms-------90 each
      Legs--------100 each
      Body--------145
      Rear Pack---40
    Mobility: -5% to climb, -10% to prowl with supernatural strength 20+
    Cost: Not available, Itza Juicers only
    Systems: Standard (RE) EBA, has hook ups to integrate a Power Pack for arm mounted weapons, and the non-environmental systems do not cease functioning until both the body and rear pack are destroyed.
Itza Weapon Arm
Based on the CAJ-5A, the Ion and/or Plasma weapon has been replaced with a modular mount able to fit the internals of Paladin Steel produced Energy Pistols. When fitted to a properly wired armor, it can draw from attached Power Packs.

Upgraded J3-W ‘Falcon’ Deathwing
The changes the CS has done to theirs are replicated, with the lasers replaced with those from the JA-12 and the missile launchers can be fitted with a 24-shot McM pod from the McMLR-15 or its CS and Wellington clones. The Itza Juicers retained around 20,000 of them from the Crusade, and all of them have varying degrees of use. Consolidation efforts by a number of Operators will result in a total 12,000 full 5-year generators in usable state, but only 2000 of them are going to be installed for operations outside of the Yucatan. A full 5000 have been converted to a TW-power source to take advantage of the peninsula’s energy swamped nature, which will also save on needed maintenance. The rest will be used as potential spares and parts donors.

‘Eagle’ TW-Deathwing
Essentially a CS Falcon with an alternative power source, it is essentially an extremely high performance Ley Line Flyer that can operate across all of the PPE saturated Yucatan. It should be noted that the Itza Juicers are strong enough to carry them if need be, which solves a number of operational issues in the jungle.
Last edited by Omegasgundam on Fri Sep 29, 2023 6:53 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:And now for a super powered freak that doesn't hail from the GNE. This time it Mexico's super trooper.

What happens when you put the Minor Powers of Extraordinary Physical Strength, Extraordinary Physical Prowess, Extraordinary Physical Endurance, Extraordinary Speed, Healing Factor, Heightened Sense of Awareness, Increased Durability, Iron Will, Lightning Reflexes (9 minor powers total), into a Juicer sized package? This!
Itza Juicer OCC.



..and their state soccer team is INCREDIBLE....
-------------
"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 »

Here’s another secret weapon to assist the Crusade...FINALLY out of the hangar.


The following is based on an artist’s depiction of a Robert McPhee (“The Deltoid Pumpkin Seed”) for a giant airship called the Aeleron that graced the cover of a publication associated with NOAA....To this day, I have been unable to find that magazine again and probably never will, until a MAJOR archaeological expedition is mounted to dig into sections of my home that haven’t seen the light of day in a quarter century or more...)

Paladin Steel Pegasus-class Task-Cruiser
(aka ‘Megasteel Overcast’, ‘Peggy’, ‘Triangulator’, ‘Skyfort’, ‘UltraFortress’)

“Original design work on the Pegasus began before we had a real understanding of the advanced technologies available to us from our outdimension contacts. At the time we were thinking with what we had, bur with time and a greater perspective, we can now realize we were thinking too small. In the the time that has passed since we first started this project, our state of the art has advanced, and our capabilities have grown. We now build capital STARSHIPS, with technologies that we now and should know can be applied to projects such as the Pegasus. We have to look with new eyes at the Pegasus as the capital ship it truly is, albeit it one without spacedrives, and redesign it accordingly.”

“Our orders, gentlemen? This vessel and its complement are to secure a foothold on that island, seize and develop it into a new forward outpost for the Alliance. Failing that, we are to raze it below sea level so our enemies cannot continue to use it as a forward outpost against the Alliance. Both tasks are well within our capability.”
-Commodore Eskus J’mo, GNEASS Diraquay, Greater New England Armed Services Pacific Fleet.

“Look alive, people!!! We’re going to war in the name of peace!!! Load for air to air and roll these birds to the catapults! Interdictors off the center lanes, jammers and fuzzlers off the port, SAR craft off the starboard pads!!! We’re on the clock here! Let’s not be late!!”
-Commander Adisdron Pakhurst, CAG, GNEASS Aragorn, Greater New England Armed Services Extradimensional Fleet Three.

Alert klaxxons sounded in counterpoint to the wails of sirens as the deck crews hurried to clear the flight decks, either hurriedly finishing up re-arming combat aircraft and getting them launched to join the CAP or hastily pushing just-landed SAR aircraft to the retrieval elevators. A gurney team rushed by on the way to one of the personnel lifts, a bloodied hysterical and screaming d-bee (local, his mind corrected; here WE are the d-bees) mecha-pilot strapped to the stretcher while the corpsmen attempted to apply diagnostic and medication patches. Around him several other teams pushed or trotted POWs to be secured below, nobody wanting to be caught on the open exposed deck when trouble arrived.
Somebody out there had awakened to the interlopers interfering with their little war and had decided to send out a punishment detail. Sensors were painting several hundred combat drones heading on intercept courses. All around the hull of the Peggy, defense turrets were turning to bring their business ends to bear on the approaching weapons. As the last of the on-deck CAP lifted off from the flight deck, laden for air-to-air, he saw the flicker of the battlescreens coming up. The big meglaser turrets were already snapping, engaging targets dozens of miles away.
Blessed are the peacemakers, a part of his mind recited as the air tightened around him with the electrostatic of a full forcefield going up.

The Pegasus-class is Paladin Steel’s most ambitious aircraft to date; a permanent-state anti-gravity platform/vessel that can be used as a multipurpose transport, aerial facility, and flying warship much like a McCall Platform, only much more mobile. The equivalent of flying aircraft carriers, these giant and stately vessels are a major investment of resources for Paladin Steel and the GNE, and are counted as strategic assets.
The Pegasus uses a large fat, thick, triangular hull design with an observation deck/weapons gallery at each rounded corner point, and multiple maneuvering/engine modules adjacent to them. The sides, top, and bottom of the craft are studded with avionics, sensory, observation, and weapons blisters, the top sports several landing and launch pads, and the underside has several large drop bays with skyhook equipment. The large interior cargo bays and external modules can be quickly refitted to accommodate a wide variety of tasks and equipment, allowing the ships to fill a variety of roles, from aerial cargo carrier to flying observation platform to military assault carrier, and more. As a ‘task cruiser’, the Pegasus-class can carry a combined arms force of aircraft, troops, and land/water vehicles, and offer them communications, logistical, and fire support.
Because of the sheer size and value of the Pegasus carriers, the ships are fitted with extensive air defense systems to fend off the inevitable attempts to bring them down. Multiple batteries of long range energy cannon, rapid-fire autocannon, and missile launchers provide all-around coverage. In addition, most Pegasi carry a complement of combat aircraft to provide early warning, threat interception, and missile interdiction. As a further layer of defense, the ships carry contingents of security troops and power armor.
The first of the class, the GNESS Pegasus, constructed at Paladin Steel West, got its deployment off to a hair-raising start, after vampire infiltrators attempted to hijack the vessel and turn its armaments on New Seattle and other communities along the American West Coast. The attack ended in failure for the DeathStrike soldiers used in the attack and alerted the Alliance to the threat of organized advanced capability vampiric activity to the south. After the damage done in the failed hijack attempt was repaired, and the vessel fully outfitted, the vessel went on to exemplary service in GNE/Alliance service, its first missions being in support of the retaking of several SouthWest communities taken over, or threatened, by organized vampire hordes. The Pegasus and her second sister ship, Diraquay,, would also play a major role in supporting GNE forces during the Mexico Crusade, providing secure basing for aerial recon units and affecting battlefield weather control.
Since then, Pegasus GMR-SS/CVs have begun appearing in a number of important GNE territories and theatres of operation, acting as mobile command bases, military stations, and overwatch units. Five are known to serve on Rifts Earth, three based in New Seattle and the other two based out of the CHEvER-plex in central Canada. Offworld, Pegasus GMR-SS/CVs have been used as mobile basecamps and science platforms for exploring new worlds.
The importation of more advanced technologies from the Three Galaxies has seen the Rifts Earth Pegasus fleet rotated in for refits, adding more advanced weaponry and forceshielding.

(@ denotes refit stats)

Type: PS-GMR-SS/CVSS08 Pegasus
Class: Superheavy GraviMagnetic Resist AeroCruiser/Carrier
Crew: 700+ 700 troops/Marines, 500 air crew
MDC/Armor by Location:
Main Body* 50,000(@) 90,000
Bridge 2,000(@) 10,000
Forward Observation Deck 700(@) 900
Cranes(6) 150 each
Mega-Lasers(3) 500 each
Heavy Laser Turrets(6) 300 each
30mm Quad Cannon Turrets (6) 80 each(@) 160 each
Mage Pod Mounts(9) 200 each
Long Range Missile Launchers(3) 250 each
Medium Range Missile Launchers(6) 200 each
Point Defense Turrets(12) 100 each
Auxiliary Thrusters(12)** 250 each(@) 500 each
Lateral Thrusters(12, 4 per side)*** 250 each(@) 500 each
Main Thrusters(3)**** 2,000 each(@) 3,000 each
(@)Variable Forcefield 8,000 per side, 48,000 total

*Depleting more than 80% of the Main Body MDC will compromise the GMR system, resulting in the loss of levitation ability. If airborne, the ship will begin sinking to the ground. TOTAL depletion of the main body MDC, and the ship will drop like a rock, and likely in pieces too.
**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 all three of the Main Thrusters 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: 80 ft
Width: 980 ft
Length: 985 ft
Weight: 98,000 tons
Cargo: 9,500 tons
Powerplant: Nuclear Fusion w/ 30 year energy life
Solar Cell /Wind Turbine Backups
@ TW Powerstone PPE Generators(3) (in addition to the 9 powering the weather control mage pods)(‘Sorcerer’)--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus.
Speed: (Atmosphere) Hover to 500 MPH, maximum altitude of 80,000 ft
(Water) Can land and take off from the water, and move through the water at about 10 MPH, but cannot operate underwater.
Market Cost: 4 billion credits; EXCLUSIVE to PS/GNE
Systems of Note:
Standard Aircraft Systems, plus:
*Life Support
*Radio---200 mile range
*Radar--200 mile range, track and ID 250 targets simultaneously
*Lifeboats----The Pegasus class cruisers mount multiple enclosed lifeboats/escape pods with a difference; 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.

*ECM/EW---Electronic Warfare Center, complete with independent power supply, and accommodations for 1-16 technicians/communications officers.
*Sensor Jamming--- Guided missiles are -4 to strike. 50% chance of evading long range radar detection to begin with.
*Communications jamming---With its antennae deployed, can jam civilian radio bands/systems with 90% profficiency, and military communications systems with 70% effectiveness; range of 90 miles.
*ECCM---This acts to COUNTERACT jamming, with a +15% to rolls to counter sensor and communications jamming
*Signal Decryption----Onboard facilities give a +12% to rolls to decrypt enemy communications and determine their protocols.

*Advanced Fire Control Computer---This advanced fire control system is designed to allow the Atar to make maximum effective use of its weaponry, while retaining its high mobility. Among other functions, this system watches available power to various systems, compensates for sensor-snow generated by buffetting at high speed, and uses inertial sensors to keep weapons lock even as the ship jumps and slews across the water.
All ranged weapons(except missiles) get a +2 to strike from this system.
Furthermore, it can be tied in with the systems aboard other nearby ships(as in a convoy) allowing them to share targeting information, and an additional +1 to strike. Up to 25 ships can be tied into this system, using the Pegasus as the command hub. Commlink is by radio or direct laser link.

*Desalination Gear---The cruisers, in addition to having their own onboard freshwater supply, have a desalinator for producing fresh water from salt water, or condensed from the atmosphere.

*Cranes(6)---Mounted in the lower cargo holds and operating through ventral hatches, these heavy-duty lift cranes each have 300 tons lift capacity, allowing them to handle large payloads including heavy vehicles, patrol boats, and cargo pallets.

Magic Systems:

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

*Impervious to Energy ----160 PPE to activate for 5 minutes per activation

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

*Ley Line Booster---The Pegasus can travel faster on ley lines, increasing its maximum speed by 50%.

*Ley Line Storm Defense System---This shields the ship from the effects of ley line storms, especially important given the many TW systems aboard. 360 PPE to activate. 100 minute duration, x10 at a ly line nexus, x100 if at a triangular nexus.

Weapons Systems:
1) Mega-Lasers(3)---Though some rifles and infantry heavy weapons do more damage, few mobile weapons systems have the range of the HLC’s laser. This weapon is designed to start burning through a missile’s or aircraft’s shielding well out beyond the range of standard laser systems. Even so, the range is piddling compared to what some pre-Rifts Golden Age systems were supposedly capable of; hitting ICBMs and IRBMs in their terminal boost phase from hundreds of miles away....
Range: 90 miles
Damage: 3d6x10 MD at ranges under 5 miles, 2d4x10 MD out to 20 miles, 6d6 MD out to 40 miles, and 4d6 MD out to 80 miles.
Rate of Fire: Once per melee
Payload: Effectively Unlimited

b) (@)(Alternative) Some later-model Pegasus GMR-SS/CVs were refitted with Three Galaxies-standard starship-grade High Intensity Lasers.
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 2d6x100 MD per blast
Rate of Fire: 4 shots per melee
Payload: Effectively Unlimited


2) Heavy Laser Turrets----(6x3)--- PS-HPL3 lasers based on studies of Orbital laser systems. These weapons can be used for anti-ship/surface assault, but their great range also makes them ideal weapons for anti-aircraft and anti-missile defense. especially when slaved to the advanced fire control systems.
Range: 7 miles
Damage:(Each cannon can fire at three fire power levels: 1d4x10 MD, 1d6x10 MD, or 2d6x10 MD per blast.
A simultaneous blast from both cannon in one turret, at maximum power, thus does 6d6x10 MD(counts as one attack)
Both Turrets firing on the same target in concert(2 attacks) do 1d6x100 MD on a single volley!
Rate of Fire: EGCHH
Bonuses: +2 to Strike
Payload: Effectively Unlimited

3) 30mm Autocannons(6x4)----Straight off the design for the B-139 ‘Covenant’ bomber/turret strafer. These quad-turrets can tear an incoming fighter or bomber apart with a single burst, and even seriously wound an adult dragon.
Range: 10,000 ft
Damage:4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD six-round burst per single cannon...so a full burst of six rounds each from all four cannons firing simultaneously....12d6x10 MD!
Rate of Fire: EGCHH
Payload: 800 rds, 400 rds per cannon
Bonuses:Independent laser and radar tracking system(range: 11,000 ft). +1 strike set on automatic against aerial attack, +2 strike fired by gunner

4) Heavy Launch Silos(16)---These are vertical launch silos similar to a ballistic missile submarine’s, set flush in the flight deck. They were originally meant to fire sounding rockets for studies of Earth’s upper atmosphere, but have been adapted to fire IRBMs and high altitude interceptor ABM missiles. They cam also deploy suborbital recon probes and wide area radio broadcast ‘squealer’ rockets.
a) IRBM ‘Hellstrike’ missiles
These are large missiles more akin to the ICBMs of pre-Rifts times, and are housed in vertial launch cells inside the Pegasuses’ main hulls. PS categorically denies that they have been deployed with strategic nuclear warheads. Instead, PS has released limited information on Hellstrikes being fitted with multiple warhead tac-nukes or deep-penetrator ‘bunker busters’. Hellstrikes have also been fitted to loft second-stage hypervelocity interceptor missiles, for high-atmosphere ABM defense, sounding rockets for studying the upper atmosphere and Interface, and orbital insertion lifters for deploying small satellites.
Range: 8,000 miles
Damage:(ONE of the following)
*Light Kinetic Penetrator---Works similar to a WWII ‘Earthquake Bomb’. Kinetic weapons have the advantage of leaving little or no radiation to contaminate a battlefield or potential post-war acquisition.The Hellstriker actually carries three separate RVs on a maneuverable ‘bus’ stage. Each RV does 5d6x10 MD to a 40 ft radius

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

*ElectroMagnetic Pulse Weapon---Designed to knockout unprotected electronics and power distribution networks, exploding at high altitude for maximum effect.
Damage: 5d6x10 MD to 80 ft blast radius
EM effects: Used against unshielded power grids(such as cities and towns), the particle blast has a 99% chance of knocking down electrical systems, including vehicles, in an 50-mile radius of the point of detonation. Unprotected computers and other hardware not protected by surge protectors, and hooked into the common power grid, may still be affected up to a hundred miles or more away by power surges through the power lines.
The EMP is less effective against shielded systems such as those on space structures(25%) and military systems(10% for surface military vehicles), which are hardened against radiation.


b)PS-ALABM /SSpM-07 ‘Dragon Slayer’ Air-Launched Surface-to-Space Interceptor Missile(Aka ‘Alablama’)----The ALABM07 is a heavy hypersonic long range missile developed to intercept intercontinental missiles and re-entry vehicles in the upper atmosphere, but it also be deployed against low altitude spacecraft. After getting a target fix from its parent craft(or other sensor source) the missile drops off, lights off its booster jets, accelerates to boost velocity, while its own active sensors acquire the target and it makes final course corrections. It then sheds its boosters, lights off its own engine, and ramps up to final terminal velocity and (hopefully successful) intercept of the target.
Range: 300 miles
Damage: 2d4x100 MD to a 200 ft blast radius
(Neutron Flux) The warhead also creates an intense blast of neutrons in a 900 ft radius. On a Natural 16-20, the neutron flux will cause inadequately shielded fission powerplants to overheat, causing a partial meltdown or force an emergency shutdown by the safety systems, disrupting their power. Fission warheads will be rendered inert(and on a Natural 20 will prematurely go critical, suffering an additional 2d10x10 MD, destroying their casing, and likely spreading radioactive materials around).
Bonuses:+7 to strike flying targets only

5) Long Range Missile Launchers(3)
Range: Varies by Missile Type (Long Range)
Damage: Varies by Missile Type (Long Range)
Rate of Fire: Volleys of 1-6
Payload: Each deck launcher holds 12 missiles(total of 48 missiles ready to go), and can be reloaded from below deck stores().

6) Medium Range Missile Launchers(6)
Range:Varies by missile type
Damage:Varies by missile type
Rate of Fire:From 1-4 missiles can be fired in one volley
Payload: 24 MRMs per launcher

7) Point Defense Turrets(12)---These combined laser-and-mini-misslle launchers were adapted from the space warship program, and modified to fire the Black Talon LSAM.
Range: (Lasers) 2 miles in atmosphere
(Mini-Missiles) 1 mile in atmosphere
Damage:(Lasers) 1d6x10 MD per blast
(Mini-Missiles) Varies by Missile Type
Rate of Fire:(Lasers) EGCHH, or auto-fire; 6 attacks per melee
(Mini-Missiles) Volleys of 1-8
Payload: (Lasers) Effectively Unlimited
(Mini-Missiles) 32 mini-missiles per turret; additional mini-missiles can be carried as cargo(typically takes 2d6 minutes to reload from the holds).
(Option)---The Mini-Missile launcher component of these turrets can be modified to fire the “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


8 ) Heavy Mage Pod Weather Control Mounts(9)---If any vessel qualifies for carrying ‘Sorcerer’-rating Powerstones, it’s the Pegasus-class. The Pegs mount no less than nine heavy-duty multiplexors, wired for atmospheric alteration spells. During the Mexico Crusade, these became very useful in combating the vampires’ own weather control efforts.
Spells:
* Summon & Control Rain---100 mile range, 10 mile area. 10 hour duration. 100 PPE per activation
* Summon & Control Storm---10 mile range, 10 hour duration. 150 PPE per activation
* Summon Ley Line Storms---10 mile range, 50 minute duration. 250 PPE per activation
* Calm Storms---10 mile area, 10 hour duration. 100 PPE per activation
Payload: Each has its own powerstone: (‘Sorcerer’)--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus.
Bonuses: As per spell(if any)

9) Foo-Fighter Defense Drone System---A variant combination of the Magic Warrior and Ball Lightning spells, this TW-projector creates an attendant ‘parasite’ fighter to protect the aircraft and harass pursuers or intercept missiles. The Foo-Fighters are semi-autonomous and can be released/directed at specified targets then sent on their way to do their damage, or they can be remotely directed by a gunner/weapons officer on the generating aircraft. The Magic Warrior ‘drone’ can be chosen to appear to appear as a robot aircraft, smaller version of the aircraft, winged animal, flying knight, or a miniature whirlwind/air elemental accompanying the aircraft. Foo-Fighters attack by ramming or by firing short range bolts of eldritch lightning at their targets. Foo Fighters can be targeted and destroyed by conventional means, but Dispel Magic and Anti-Magic Cloud spells stop them dead. Multiple Foo-Fighters are also possible, though each materialized ‘escort’ costs an additional 60 PPE
Range: Typically the Foo-Fighter will stray no more than 6,000 ft from the creating aircraft.
MDC of Foo Fighter: 110
Speed: 400 MPH
Damage: Does 3d6+10MD per electrical bolt(1,500 ft range)
Duration: 10 melees (roughly 5 minutes) per activation
PPE Activation Cost: Costs 60 PPE per fighter per activation
Bonuses: Each Foo-Fighter has 5 actions/attacks per melee, +5 to strike, roll, and dodge, and +4 on initiative

10) Heavy Countermeasure Launchers(14)---Initially these were simple flare/chaff launchers(albeit heavier than those used in standard aircraft launchers), but later refits used more sophisticated decoys.
Range: 6,000 ft mortar range
Damage: (Flares/Chaff) None; creates a 300 ft cloud, +10 ft per each additional chaff/flare launched in the volley. Cloud lasts 2 melees before dissipating(or less in a very strong wind).
(Triax Style)
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
(Northern Gun Style)
10% chance per chaff cloud deployed of decoying missiles, up to maximum of 60%
Aircraft, power armor, and beings flying through the chaff will be -6 on perception, -3 on initiative, -5 to strike, -2 to parry, -2 dodge, and lose 1 melee attack that round(or the next). Sensory and Piloting rolls are at -20% for as long as the characters are caught in the cloud, and the next as they recover.

(Smoke) None, but the thick smoke negates the bonuses of laser-targeting systems and optical sights. Thermal sensors are HALF as effective at seeing through the smoke. Creates a 600 ft cloud, +50 ft per each additional shell launched in the volley. Cloud lasts 5 melees before dissipating(or less in a very strong wind).

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

(Grav-Pack Decoy) ---This system uses modified grav-pack drives and signal projectors to create a moving pattern of sensor signatures. The grav-pack mini-missile drives can go for 10 minutes before self-destructing, and can either be remotely directed or run a preset pattern.
Effective Speed: Up to Mach 3 in atmosphere
Duration: 10 minutes per pod
Effects: The decoys have a 70% chance of fooling enemy sensor operators and expert systems. They are are also +2 to enemy sensor-guided munitions to strike, increasing the chance that the missiles will elect to pursue the ‘louder’ sensor signature(the missile rolls to strike for both the original ship and each decoy deployed....highest to strike roll determines which target the missile(s) go after).
Payload: 15 decoys are carried, and can be deployed singly, or in ‘packs’ of 1-3.

Payload: (Flares/Chaff) 25 shots per launcher array
(Smoke) 30 shots per launcher array



Auxiliary Craft:
*90 Aircraft
*40 tanks/vehicles
*4 200-ton Maritime Patrol Craft or 21 60-ton boats.
-------------
"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 »

So what’s the NGR going to do with their boats?

Post-Northern War NGR Fleet Distribution
After the collapse of the Azhur war effort, the NGR found itself with much less need for a major warfleet. Patrols to deter Splugorth activity in the North Atlantic only required two of the six Poseidon Submersible Carriers, and their older surface ships were now surplus to their requirements. The latter was solved by selling the remaining older Helgolands to Free Quebec (6), the New Roman Empire (4), and the Republic of Japan (8), as the remaining Iroquois class (30) were more than sufficient. The older surface carriers continue to be kept relatively close to home, providing local air cover for efforts in France, Scandinavia, and the British Isles. The attack submarine fleet (25 Type 1100 and 30 Type 1200) remained in high demand to fend off Kittani and Naut’Yll probes, and while production has been notably slowed it still continues at a rate of one ship every 6 months. This still left them with the matter of the Poseidons.

It was ultimately decided to turn half of them into mobile embassy enclaves, with one being sent to New Boston, another to Collumbia, and the last to the Republic of Japan. The upper Dragonwing hanger has been replaced with the needed facilities and accommodations for a full diplomatic mission. Additionally, as their role would be primarily non-combative, most of the many menial maintenance tasks are done by TRIAX’s domestic robots, replacing almost 800 ratings and vastly increasing the amount of space each of the remaining crew has. The various weapons were too much effort to try to remove, and the gains would have been minimal regardless, so it remains fully functional as a warship. Their remaining parasite complement consists of 20 Dragonflies (for cargo transport), 15 Mosquitos of various types, 120 Predator IIs, and the full aquatic contingent. This would have still been overkill for a diplomatic mission in Pre-Rifts times, but in the current day many consider it to be a bit light.

The ship stationed at New Boston is the NGS Mackensen, holding position a good 5 miles from shore and has extensive shuttle services with the formal NGR embassy building. Naturally, it is the nexus of the NGR’s espionage efforts, and has developed a vast number of conspiracy theories attached to it. NGS Deutschland serves double duty as the representative to Columbia and the Coalition States in the Gulf of Mexico, spending substantially more of its time in the former due to the pre-existing relationship with Chi-Town. There are thoughts about ‘renting out’ its flight deck to the Columbians for their next campaign against the Vampires, which would likely consist of supplying several wings of Dragonflies to help them with mobile logistics. NGS Konig is moored in Kure Harbor, with the Pre-Rifts port facilities still far in excess of what actually passes through it in the modern day.

The other three ships are still in active service, although the NGS Poseidon is kept in reserve due to its slightly more problematic prototype systems. This leaves NGS Derfflinger and NGS Goeben, the two newest hulls, to patrol the North Atlantic. Generally, one covers the British Isles and Spain, while the other deals with Ireland to Iceland. The Poseidon covers when one is in for refit and resupply. The GNE can be relied upon to handle anything closer to their home territory, and are far more likely to be the target of any serious Splugorth animosity, so this is considered sufficient.


And now something I’ve been blatantly leading too. I’ve also almost tripled the mass of the original Undertow in the background.

NGR ‘Von Braun’ Orbital Station
“While it might seem like they’re overcompensating, the reason it's so big is because they had the shell just waiting to be used, and very little reason not to fill it. The Undertow was the largest human made mobile object our Earth has yet seen, bigger than even Tritonia, and even if it could only make 14 knots it was still an accomplishment. With GMR, they could just lift the entire thing into orbit, and the sheer size of the dome meant that it could just run over whatever ASAT defenses were in its flight path. It's a lot less impressive up here in the void, but it can more than hold its own against anything is Cis-Lunar space. Its arrival also convinced even the last diehard holdouts of the CAN that the ‘orbital containment’ policy is basically a dead letter, as anybody down there with the technology to do so can find a way to brute force any defense line that can actually be maintained. I hear the Republic of Japan is working on their own breakout platform, and while it's probably going to be smaller I’m betting it's going to be a pure resource gathering/processing plant.”

As you might be able to infer by the name, Operation Overchuck was the NGR converting the Undertow platform into a GMR propelled space station and staging their orbital breakout. At over 3 million tons and able to hold 41 thousand people before it’s alterations, the original Undertow would have fit right in with the major stations, if lacking in long term support capability. After the Northern War it would be reconstructed to displace a full 5 megatons and fitted with the most advanced technologies producible by TRIAX, which had become different than what was available. Now christened the Von Braun, it was meant above all else to solve than newfound gap, with its foundries purpose built to produce Contra-Gravity technologies and components that were near impossible to manage in a planetary gravity well.

The datafiles brought by the Returnie Team had a good deal of information about the current state of the Solar System, so the Von Braun was modified to have far heavier defenses, along with the most powerful forcefield TRIAX could create. While still relatively lighter than what the GNE equipped to Mayflower-1, the Von Braun makes up for it by having a far larger aerospace wing, composed of space adapted Dragonwings, Grey Deaths, and Predator IIs. Additionally, the station has thrust capability beyond station keeping, with a number of mounts for CG propulsion systems granting it strategic mobility. They would initially be filled with chemical rockets for the boost phase, but they were replaced as soon as possible. If need be, it can also host a moderate GNE Flotilla, although this is only to be done if they are desperate.

The Von Braun would lift off on June 10, 116 PA, and break through the dimensional interface 4 hours later. Running the gauntlet of the orbital defenses would strain the shield to its limit, but it managed to endure without any penetrations. The next 3 weeks would test its defenders, but after 20 days the engineers managed to successfully cast CG engine coils of sufficient quality to be usable, prompting the hoped for refit of its parasites. With its aerospace compliment now easily capable of reaching any location in Cis-Lunar orbit, the locals begrugingly accepted their existence. The Arkhons would make several probing attacks, but the light forces they sent were dispatched easily enough. The chemical rockets were replaced with CG units 6 months after it reached orbit, and it was then relocated to a less politically charged location.
Spoiler:
Type: TX-SH-01

Class: Mobile Atmospheric Capable Space Station.

Crew: 4,000 station personnel, 4320 troops (1080 Dragonwing crew, 360 XML cyborgs, 720 Predator pilots, 1080 Space Use Cyborgs, 1080 various support personnel), 6,480 civilian workers/engineers, and 10,000 V-Series Robots. If need be, it can temporarily host up to double this for a few months, but it would need extensive resupply afterwards.

MDC/Armor by Location:
  • Combined Main Body--------------------210,000
    • Main Body------------------------------110,000
      Top Hanger (Upper Dish)----------------50,000
      Lower Dock (Bottom Section)-----------50,000
    Systems and Components
    • Engine Ports (12)-----------------------2,000 each
      Top Sensor/Comms Array---------------10,000
      Bottom Sensor/Comms Array-----------6,000
      PA/Personnel Ports (15)-----------------1,000 each
      Hanger Doors (15)----------------------1,000 each
      Large Docking Ports (6)-----------------2,500 each
      Small Docking Ports (4)-----------------1,200 each
    Weapons
    • Super-PBC Turrets (6)------------------600 each
      Quadruple Laser CIWS (30)-------------200 each
      TX-862-FC Flak Cannon Turrets (30)----200 each
      Missile Launch Tubes (30)---------------150 each
    Fix Forcefield----------------------------30,000

    Forcefield regenerates at a rate of 5% (1500) per melee
Statistics:
  • Weight: 5 megatons with the various bits of industrial machinery
    Cargo: .5 megatons of whatever supplies it might plausibly need
Powerplant: Nuclear fusion; average energy life 25 years. It can construct its own replacement reactors, and has at least one spare at any given time.

Speed
  • Sub-Ozone: Limited to 400 mph
    Above the Ozone Layer: Up to Mach 1 with the assistance from the GMR
    Orbit: The bottom end CG engines can push it up to .5 Mach, which is more than enough to make it strategically mobile.
Cost: The Undertow was arguably scrapped to provide the basis and the shell, but the theoretical construction cost for a new station would be around 200 billion (Rifts Earth) credits due to the industrial machinery.

Systems of Note:
  • Standard (RE) Space Station Systems, as well as the following

    Redundant GMR Lift Panels: As an understandable precaution, the Von Braun has twice the amount of GMR lift capacity that it needs to break Earth orbit.

    Limited Pseudo Gravity: The inhabited sections have 1/3rd gravity, which is enough to prevent medical complications with some slight drug assistance.

    Hanger Atmospheric Containment Fields The launch bays have 3G grade containment fields, greatly simplifying parasite operation. They are usually depressurised during combat situations anyway, but its effects on civilian traffic are pronounced.

    EM Anti-Radiation Shield Generators: While not truly necessary given the amount of material in the hull, it dramatically reduces the amount of maintenance various exposed systems need.

    Life Pods: Essentially identical to those that the GNE uses in its stations.

    Extensive Life Support: While nowhere near as good as Paladin Steel’s, the 3G documents included several forms of volume efficient oxygen purification and hydroponics, which are enough to keep the Von Braun going for up to 3 years without outside supply given modest rationing. Considering that much of the crew consists of cyborgs, they would be able to expand the facilities well before it became an issue.

    Crew Recreational Facilities: While having far less people than previously, these have actually been expanded.

    High End Civilian 3G Sensors and Communications: This was sufficiently critical to use the limited supplies of exotic materials the NGR had gathered, and it grants the Von Braun awareness second only to Valiant Station.

    Capital Class Docking Ports The six Poseidon docking ports have been expanded to be much more versatile, but only the GNE has large enough craft to warrant it at the moment.

    Industrial Refining and Production Systems: The Von Braun’s reason for existence, a megaton is devoted to the creation of CG technology, and another megaton for more general purpose flex manufacturing.

    Ship Construction Slips: While it is hoped that the larger transports can be produced on Earth, the Von Braun is equipped to assemble its own space vessels if need be. These will mostly consist of cost-effective transports and payload haulers, but it can handle something the size of the Poseidon given time.
Weapons Systems:
  • 1) Super-PBC Turrets (6): As on the TX-MISB, but do not need to cool down.

    2) Quadruple Laser CIWS (30): From NGR Navy vessels
    • Range: 12,000 feet (3,600 meters) in atmosphere, 4.5 miles in space.
      Damage: Burst does 4D4x10, fires bursts only
      Rate of Fire: 6 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) TX-862-FC Flak Cannons (30): 3000 rounds each

    4) LRM Launchers (15): 1500 LRMs, Volley 2-15

    5) MRM Launchers (15): 1500 MRMs, Volley 2-15
Compliment:
  • 0-1 Heavy Industrial Reentry Craft (big enough to carry a month’s worth of production down to the Earth’s surface safely, which will be used to construct the first follow up supply ships)
    360 X-2720 Space Dragonwing Robot.
    360 XML-287 Space Ghosts
    720 X-11S Space Predators
    1420 space use heavy industrial exo-skeletons (effectively Light PA)
    40 Medium Space Shuttles
    120 Work Pods (clones of the WZT Scarab)
    Up to 6 Large Capital vessels
    Up to 4 Escort vessels
Variants:
  • When launched, the engines were fusion rockets that were just powerful enough to get it into a stable orbit before they needed to cool down, and the Forcefield was only 15,000 MDC and regenerated 300 MDC per minute.

    Given a few more years, the PBCs will be replaced with 3G standard Dual Medium Hi-Laser Cannons and the forcefield with a much more powerful Variable model. Priority is given to more mobile assets first, such as its defensive fleet and armed transports.

Turning a flight PA into a space unit is an old tradition, but it works and doesn’t require nearly as much effort as starting from scratch.

NGR X-11S Space Predator Power Armor
“The current Space-Pred is more or less their equivalent to the Starguard, and even the basic Fury runs circles around it. Considering they more or less use it as their low level law enforcement/customs inspection platform that’s more than enough, and not even Yuro’s augments want to go up against a full PA in the open. TRIAX could easily do better if they tried, but it's pretty far down the list compared to a lot of other things they’re doing.”

Adapting the still new Predator II for void use was relatively straightforward. As it was intended for as a close range defensive interceptor and/or physical security guard, overall speed and endurance were not tremendous concerns. While they would eventually be fitted with CG propulsion methods, they were firmly at the bottom of the cue, so the fusion rockets they were equipped with were notably higher quality than those that went into the Dragonwing and Grey Death. The detachable nature of the flight system made it quite straightforward in practice, with the wing reaction mass tanks giving it 4 hours endurance at 1 Gravity acceleration, but attention was paid to the suit itself. The chassis was modified with a number of spaced survival features (equivalent to construction features A to N on the PSA-11B Starguard). For longer range capabilities, an equivalent to the Coalition States Missile Rifle was developed to compensate for the lack of wing mounts, and TRIAX’s seeker heads and thrust based maneuvering systems would make their Mini-Missiles fully effective in the orbital environment.

Fully loaded up, a Space Predator masses a full ton without external weapons, but this is an irrelevant distinction in zero-gravity. Without the thrust pack it's a half ton, and most of the Von Braun’s internal spaces are large enough for it to operate. Being short ranged units, they are kept near the NGR’s holdings, be it the Von Braun, the resource extraction facilities that they have acquired, or the small number of transports that they use. Other than fending off Arkhons, the NGR would prefer to be as uninvolved as possible with Orbital politics, but accepts that they will be dragged into them. This has caused a number of incidents where Space Predators have gone up against their nominal peers, and they generally come out well.

NGR X-2720 ‘Space Dragonwing’ Flying Robot
  • (aka ‘SDW’)
“The old ‘wings were usually kept behind us as a second line, but it suited them well enough. Being humans, they didn’t have as easy a time with what the locals sent, and fixing the damage would have been time consuming. They also did a lot of work as salvage platforms, at least once some external lights were strapped back on them, and they were basically the default crane when something not not worth calling a shuttle needed to be moved around the station. They weren’t used for patrol work while we were still on chem jets, but they did a few big demonstration tours when the CG engines were ready.”
---Col. Anna "Grey" Mauser, NGR Luftwaffe

One of the three platforms chosen by the NGR to serve as their first generation aerospace craft, the Dragonwing would be relatively easy to adapt due to its brute force operation method. The still new X-2710 model needed only to swap out its engines to become fully suited for Zero-Gravity operation, and its improved armor and weapons would serve it in good stead against everyone but the Arkhons. High Command envisioned a primarily short range defensive use, but once equipped with CG engines it would be a fully capable design even by Three Galaxy standards. If there were offensive actions to be taken, it was far more likely that the Space Ghosts would be the ones tasked with it.

Much to no-one’s surprise, the Space Dragonwing pilots would form an immediate and near obsessive rivalry with the CAN Mikado that would be fully reciprocated. While similar in concept, the SDW was far faster and had slightly greater range on its primary weapons, allowing it to simply intercept incoming units and ‘kite’ them at leisure. The CAN Republic simply did not have enough manned units to even dream of matching the Von Braun’s defensive complement, and the station's sensors could pick them up the moment they left the lunar surface. Freedom Station’s Glitty Boys would have fared no better, but by then the NAU’s heart wasn’t in it due to their changing viewpoint. Arkhons would have done the best, but they had long since given up contesting Cis-Lunar space and merely sent expendable harassment drones on ballistic courses.
Spoiler:
Type: X-2720

Class: Ground and Aero-Space Assault Robot with Multi-Weapon Systems

MDC/Armor by Location: Unless noted, previous MDC has increased by 15% from the original. The Directional Thrusters, Feet Thrusters, Ankle Spotlights, and Chest Searchlights have been eliminated, but the lights can be returned as external mounts.
  • Legs (2)-----------------------550
    Tail TX-222 Laser--------------100
    *Forward TX-51s (2)----------50 each
    Fixed Forcefield----------------600

    Forcefield regenerates 5% (30 MDC) per melee
Speed
  • Atmosphere: Mach 3
    Space: Mach 12
Statistics Unchanged, although the production cost is constantly fluctuating as the price of the CG engines comes down.

Systems of Note: Gains the various features common in MiO Spacecraft that it does not already have, as well as a magnetic shield, but otherwise identical.

Weapons Systems:
  • 1. Weapon Arms (2): XM-4501s from the improved Gunman
    • Range: 8000 ft in atmosphere, 4.5 miles in space
      • (Kitsune Values: 3 miles in atmosphere, 300 miles in space)
      Damage: 2D6x10 MD, 4D6x10 fire linked
      Rate of Fire: Single Shot
      Payload: Effectively Unlimited
    2. Forward TX-51s (2): Replacing the machine-guns
    • Range: 4000 ft (1220 m) in atmosphere, 1.5 miles in space
      • (Kitsune Values: 1.5 miles in atmosphere, 150 miles in space)
      Damage: 1D4+1 SS, 4D6+7 per 10, 1D4x10+12 per 20
      Rate of Fire: Single Shot, 10 and 20 round burst.
      Payload: 6000 rounds
    3. Chest Missiles: Unchanged

    4. Rear TX-222 Laser: Replacing the tail lasers
    • Range: 4000 ft (1220 m) in atmosphere, 1.5 miles in space
      • (Kitsune Values: 1.5 miles in atmosphere, 150 miles in space)
      Damage: 2D4x10 per 4
      Rate of Fire: Single Shot
      Payload: Effectively Unlimited
    5) Forearm Vibro-Blades: 6D6 MD +PD mod per hit

    6) Hand to Hand Combat: As Robotic PS 50
Variants:
  • Those that went up with the Overchuck mission used reaction drives as a stop gap measure, filling the missile bay with the needed reaction mass, retained the directional thrusters, and had the forcefield from the Grey Death. The 5 ton load was sufficient for 5 hours of under constant acceleration of 7 gravities, and it was primarily used as a defensive interceptor for the station to buy time.
NGR XML-287 ‘Space Ghost’ Multi-Role Cyborg Space Fighter
“We spend a good 6 months training in simulators about what to expect up here, and for once Intel was more or less on the money. Other than the GNE, the other locals don’t really have anything close to us, and they are naturally far less willing to take losses considering their low populations. Those first few weeks were hairy until they learned their lesson, but they at least gave us the courtesy of a respite whenever the cats made a push. Command still had us assist to buy good will, and our kinetics were a massive blessing against their drones. The GNE had the best craft of all, and they were mostly what they considered obsolete designs to boot. Considering they basically all had their good bio-augs by that point, I’m glad we didn’t have to go up against them.”
---Col. Anna "Grey" Mauser, NGR Luftwaffe

As many suspected, the Grey Death air-frame was reasonably well suited for use as a space fighter. The derived Space Ghosts that were part of the Overchuck Breakout were initially fitted with reaction drives and RCS systems, which effectively nullified their sensor defeating capabilities, but within three weeks Von Braun Station had managed to cast the needed CG coils to finish their intended drives, freeing them of their previous endurance limitations. As the NGR is more concerned with CG manufacturing and convenient resource extraction, the Grey Death’s rarely venture far from their holdings.

Among the Orbitals, the only party that can even contest their capabilities are the GNE and Valiant Station, who still primarily use older designs such as the Hesperia, Chimbane, Almar, and Jal’Wan. But even what the Yankies considered to be borderline militia grade was still competitive, and the few squadrons of modern Startiger, Starfox, and Mammatan IIs were more than enough to hammer home who was on the top of the local food chain. The Arkhons had primarily shifted to using low cost expendable drones to conserve pilots, and were easy enough to slaughter in job lots with the Space Ghost’s long range 30mm autocannons.
Spoiler:
Type: XML-286U

Class: Multi-Role Space Fighter

MDC/Armor by Location: As before, but the forcefield is replaced by a 3G Fixed model with 600 MDC.

Speed
  • Atmosphere: Mach 7
    Space: Mach 12
Statistics Unchanged, although the production cost is constantly fluctuating as the price of the CG engines comes down.

Systems of Note: Gains the various features common in MiO Spacecraft that it does not already have, as well as a magnetic shield, but otherwise identical.

Weapons Systems: Unchanged, but the range on the lasers is tripled in space. The 30mm cannons were explicitly retained for use against raiding Archons, who would predictably make several attacks at the newcomers.

Variants:
  • Those that went up with the Overchuck mission used reaction drives as a stop gap measure, filling the secondary ordinance bays with the needed reaction mass, and had the original forcefield. The 5 ton load was sufficient for 5 hours of under constant acceleration of 7 gravities, and it was primarily used as a defensive interceptor for the station to buy time.
Last edited by Omegasgundam on Fri Sep 29, 2023 6:53 pm, edited 3 times in total.
Omegasgundam
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Re: Paladin Steel Storefront

Unread post by Omegasgundam »

Post-Minion War Atlantis Splugorth Minions
(Because they’re not that scary these days beyond raw numbers. Lets up that a tad.)

A Smattering of Kryygorth’s Toys
A small cache of Kryygorth unique methods has been discovered by forces loyal to Lord Splynncryth, and they both allow greater enhancement and can be done on a substantially larger scale. While still a far cry from changing entire species, it is a notable step forward. The most useful are being handed out to experienced minions, which will result in a notable increase in effectiveness when the time comes.
  • Physical Strength: Can be made Supernatural in the same treatment as the attribute number is enhanced.
    Physical Prowess: Up to 24
    Physical Endurance: Up to 24
    MDC Transformation: Former SDC mortals gain +1D6 MDC per additional level of experience. The base MDC can be increased to its maximum of 200 in the same treatment.
Improved Powerlords
The normal Kydian Powerlord was still far from the effective peak of what Bio-Wizardry could do, and Lord Splynncryth had recently managed to get his tentacles on of few of the more utilitarian of Kryygorth’s long lost secrets, so he decided to push the boundaries. This has resulted in their strength (PS), prowess (PP), endurance (PE), Speed (Spd), and durability (MDC) being increased to new heights (50/24/24/44/200 respectively). Additionally, with the inclusion of a second Eye of Eylor the cost to lifespan was removed entirely as well as increasing the PPE reserves even further. Thanks to Splynncryth having enviable access to Eyelor even by Splugorth standards, many of his Kydian are being augmented, which will result in a substantially more capable army when he decides to teach mortals a lesson.

Powerlord Armor
To equip his more powerful minions, Lord Splynncryth ordered the development of an enlarged suit of the classic Overlord Armor, and preferably with improved durability and magic enchantments. Taking advantage of the fact that a number of the enchantments were now redundant with the Powerlord’s capabilities, the resulting armor is surprisingly low cost due to its mostly conventional nature, with a well articulated suit of fully environmental armor, a forcefield, and a CG flight pack. The magic is provided by a mid-sized Eye of Eylor that is installed in the chest, which is both more powerful and less expensive than the older spell suite.
Spoiler:
Weight: 80 lbs (- kg)

MDC by Location
  • Helmet-----------------200
    Arms-------------------150 each
    Legs--------------------200 each
    Body--------------------300
    Medium EoE----------60 +80 from Armor of Ithan
    CG Pack---------------80
    K-FF-2 Forcefield----160
Mobility: -5% to prowl

Cost: Not available, Splugorth only

Technology Systems: Standard (PW) EBA, a CG Flight Pack, and a mount for two CAF power packs underneath it.

Chest Mounted Medium Eye of Eyelor: 250 PPE, recharges 10 per hour, 8th level casting.
  • Swim as the Fish (12 PPE)
    Breathe Without Air (5 PPE)
    Superhuman Speed (10 PPE)
    Escape (8 PPE)
    Shadow Meld (10 PPE)
    Invisibility Superior (20 PPE)
    Charismatic Aura (10 PPE)
    Impervious to Energy (20 PPE)
    Tongues (12 PPE)
    Heal Wounds (10 PPE)
    Negade Poison (5 PPE)
Metztla
The most notable change is that the various Electro-cannons have tripled the damage output, which makes them much more competitive with vehicles of their own mass. The Kreelong are considered little better than living battering rams, but they are almost completely expendable. The larger Kreewarr have some value, but are still considered an attrition asset. In any hypothetical offensive against the GNE, the Carapace drones would be the expendable meat shield in front of the advance, finding and clearing minefields and the like the hard way and forcing attention to be given to them. The hives are looking at a major surplus of drones in 10 or so years, and are looking for an excuse to get rid of the least capable, so there will be no shortage.


And something for the brain apes

Post-Minion War Kittani of Atlantis
Lord Splynncryth understandably has ‘something’ of a grudge against Greater New England, and would very much like to squash the upstart mortals. Among other things, this has led to him loosening the limitations placed on the Kittani’s arsenal, some of which they had imposed on themselves. Among other things, they have begun using HI-Lasers equal to those fielded by the CAF and shield generators cloned from Naruni. Considering the relations between the Splugorth and Naruni, the IP infringement is considered a substantial bonus. Additionally, they have been outright ordered to field the Kittani Starfighter in significant numbers, and more than 60 Dragon Dreadnoughts have been added to the cue. And at the upper end, a number of full fledged Kittan starships are being constructed. Just how this force will be used is still being debated, but odds are Lord Splynncryth will start making moves in the mid 130s.

As an aside, both the Kittani and the more intelligent Metztlains have been given a relative rise in perceived value. They’re not quite in the Elite with the Kydian and Slavers, but they are notably better off than before. Most of the Dragons that called Atlantis home have either left Rifts Earth or moved to Largo to answer the call of Dragonwrought. This makes the gap between the Kittani and the increased number of lesser minions all the more evident, which does much to soothe egoes.

New Mass Market Items
The following have become available for purchase at the Splynn Dimensional Market, with the prices listed being what they go for on the Black Market when available elsewhere. Actual retail price is generally half that to those that aren’t mortals to be extorted, and Largo and the Phoenix Empire pay a forth in return for accepting that they continue to exist so that Lord Splynncryth’s tentacles can give their intestines a very thorough inspection.
Spoiler:
KLP-02 Kittani Pulse Laser Pistol (Kitsune)
This pistol is an improved knock off from the Wilk’s 237 ‘Backup’ pistol which sacrifices range for impressive firepower. The Kittani version retains the sleek black styling of the original weapon along with being extremely durable and rugged. The Kittani version is actually slightly lighter than the original which was already quite lightweight.
  • Weight: 2 lbs (0.9 kg)
    Damage: 3D6+3 per single blast and 6D6+6 per double blast.
    Range: 800 feet (244 meters).
    Rate of Fire: Single blast or two blast burst.
    Payload: 8 double blasts per short E-Clip or 16 double blasts per long E-Clips.
    Bonus: +2 bonus to strike on an aimed blast because of the light weight and superior balance.
    Cost: 36,000 credits
KPP-03 Kittani Particle Beam Pistol (Kitsune)
This weapon is a knock off from the extremely popular Northern Gun NG-45LP ‘Long Pistol’ and virtually combines the long range and firepower of a rifle in a pistol. The Kittani pistol is both lighter in weight and is slightly more powerful than the original model. The weapon is quite popular with individuals who want a lightweight yet both long ranged and powerful weapon.
  • Weight: 3.2 lbs (1.45 kg).
    Damage: 5D6+3.
    Range: 1,600 feet (488 meters).
    Rate of Fire: Single blast.
    Payload: 8 blasts short E-Clip, 16 blasts long E-Clip.
    Cost: 32,000 credits.
K-5 Combination Laser Pulse Rifle / Grenade Launcher (Kitsune)
The weapon is essentially a K-4 Laser Pulse Rifle with the addition of the grenade launcher from the K-1 Sniper Laser Rifle. The grenades are self guided and heat seeking which makes them extremely accurate. The K-SAR rifle is of limited availability and is heavier than the K-5 (a bit less than twice the mass), and because of this the K-5 is quite popular with adventurers from Atlantis. Like the original K-4, the weapon retains the sleek black styling of most Wilk’s products and is extremely rugged, reliable, lightweight, and extremely accurate.
  • Weight: 6.5 lbs (2.95 kg).
    Damage: Laser, 3D6+6 for single blast and 1D6x10+6 for 3 simultaneous blasts. Grenade, 6D6 to 10 foot (3 meter) radius.
    Range: Laser, 3,000 feet (910 meters). Grenade, 1,000 feet (305 meters).
    Rate of Fire: Laser, Single blast or three blast burst. Grenade: Single shot.
    Payload: Laser, 10 blasts short E-Clip or 30 blasts long E-Clip. Grenade, Has a 2 shot internal magazine for grenade launcher.
    Bonus: +1 on aimed blasts with laser and +1 with self guided grenades.
    Cost: 100,000 credits.
K-E5 Kittani Heavy Plasma Cannon (Kitsune):
This weapon is a knock-off from the Coalition C-29 “Hellfire” Heavy Plasma Cannon and has greatly improved damage compared to the Kittani K-E4 Plasma Ejector. The weapon is lighter as well although it has a slightly reduced range. Even with the reduced range, most greatly prefer the E5 over the E4 Plasma weapon. The weapon has an improved targeting system which improves accuracy when fired. Like the original, the weapon uses an energy canister and does not use normal E-Clips.
  • Weight: 10 lbs (4.5 kg).
    Damage: 1D6x10.
    Range: 1,600 feet (488 meters).
    Rate of Fire: Single blast.
    Payload: 8 blasts per energy canister; mounted on the top-side of the weapon. In addition, the K-E5 can be connected with an energy cable to a portable hip or backpack carried energy canister. This gives the weapon a total initial payload of 16 blasts. The dual backpack is commonly carried with this weapon
    Bonus: +1 to strike on an aimed blast.
    Cost: 50,000 credits
K-SAR Sunaj Assassin Rifle (Kitsune):
New weapon design built by the Kittani that is primarily used by Sunaj Assassins, although can be found on the dimensional market as well. It is a knock off of the design of the JA-12 Juicer assault rifle with the grenade launcher replaced with a longer range version of that used with the K-1 sniper rifle. The Grenades are self propelled heat seeking and are extremely accurate.
  • Weight: 12 lbs (5.4 kg).
    Damage: Laser, 4D6+4 for single blast and 1D6x10+20 for 3 simultaneous blasts. Grenade, 6D6 to 10 ft (3 m) radius.
    Range: Laser, 5,000 feet (1,524 meters). Grenade, 2,000 feet (610 meters)
    Rate of Fire: Laser, Single blast or three blast urst. Grenade: Single shot.
    Payload: Laser, 10 blasts short E-Clip, 30 blasts long E-Clip, has built in energy canister (Cannot be removed but can be recharged) that holds an additional 45 energy blasts. Grenade, Has a 4 shot internal magazine for grenade launcher.
    Bonus: +1 on aimed blasts with laser and +1 with self guided grenades
    Cost: 150,000 credits.
K-ATL-10 Anti-Tank Laser Rifle (Kitsune)
Improved version of the ATL-7 developed after it fell into the hands of the Kittani, and has become very popular among tech-using forces that browse the dimensional markets. A number of these weapons found their way into the hands of the Gargoyles of Europe where they were considered terrifying by New German Republic military units. Luckily, the weapon still has the disadvantage of consuming a whole energy magazine each time it is fired.
  • Weight: 22 lbs (9.97 kg).
    Damage: 3D6x10+40.
    Range: 4000 feet (1200 meters).
    Rate of Fire: Single blast.
    Payload: Single blast per long E-Clip
    Cost: 250,000 to 300,000, Uncommon on Atlantis and other Splugorth controlled areas, Very rarely available elsewhere.
[/list]

Kittani 15mm Micro Missiles: +50% cost for -D and -E patterns, and are where they really make the money.

K-McML-1/2: McMLR-15/16 in Kittani styling. 30,000/35,000 credits respectively.

K-McM-3: Clone of the McMLR-17 in Kittani styling. 60,000 credits

Kittani Gravity Munitions: Full range of options at 2x the PS cost. Considered absolutely hilarious by most Minions when used against mortals that aren’t worth the effort of trying to capture or are simply too annoying to let live.

K-AGL-1: PSAGL-40B in Kittani styling. 100,000 credits if they think they can get it, but the money is in the ammo.

K-GL-2:PS-LAGL-40D in Kittani styling and with all the options. 20,000 credits

K-SP-1: PS-S-9 ‘Sandman’ in Kittani styling. 4,000 credits. Extremely popular among Slavers, being more convenient and effective than many other methods, and damn near given away to those that have reputations for bringing quality stock. Related shock grenades are also available.

K-FG-1 Fungun: 80mm ‘Pulverizer’ Shotgun in Kittani styling. 75,000 credits. Completely impractical, but an endless barrel of laughs that makes nearly any being that can use it crack a smile.

K-FG-2: PS-HM-40 ‘Crusher’ Automatic Pistol in Kittani styling. 13,000 credits. Similar to the above, but has some actual use with S-9Dex rounds for Slavers.
New Minion Use Equipment
The following items have been added to the Kittani use armory. They may or may not be offered once they have enough to flush out all of the older equipment. Prices would be the normal surcharge.
Spoiler:
K-HIP-1: Simply a HI-10B in Kittani styling and has 20 short from a short E-Clip.

K-HIR-2: HI-80 in Kittani styling

K-HIH-3: HI-300 in Kittani styling

K-GP-1: PS-GrP-02 ‘Astra-Omega’ in Kittani styling. The Kittani don’t like CG railguns in vehicles, but it's legitimately the best option for something this small.

K-GR-2: PS-GrAR-05B ‘Long Thumpa’ in Kittani styling

K-GH-3: PS-GrHW-01B ‘Flamma’ in Kittani styling. Above this EM weapons can be just as effective with enough effort.

K-FF-1: Clone of the N-20 with CC field alterations. For anybody that can’t constantly wear a full suit of proper Power Armor, which means vehicle crews really.

K-FF-2: Clone of the N-50 with CC field alterations. For the actual warriors and smallish sized robots and vehicles.

K-FF-3: Fixed Forcefield with 600 MDC. For robots and vehicles with some mass and value to them.

Kittani Footman Armor: EBA-130 equivalent with Kittani styling. For vehicle crews and support personnel that can’t use a K-Universal or K-Standard for whatever reason.
Augmented Kittani
The sheer number of augmented mortals the GNE is fielding is disconcerting on multiple levels, and now it extends to their pilots. To be even somewhat competitive, the Kittani pilots need to have similar capabilities, and that is some ways to go to say the least. The easiest and thus most common is to use newly discovered Bio-Wizardry methods to increase the PP to 24, but this still falls short of imbuing the outright superpowers that IRON GUARD and GREY PHANTOM pilots demonstrate. Work is ongoing, but the High Lords are just a few steps from fumbling in the dark. To help study power imbuement, they have placed a substantial bounty on such individuals from across the Megaverse, leading to a number of beings to look into the dimension of Heroes Unlimited to make a quick buck. More direct powers would be given to the Kydian or Conservators, which would also tweak the nose of the TGE.

Upgraded Transformable Robot Fighter
The TRF was honestly a very dated design, but for its mass and capabilities it was quite cheap. It has recently been upgraded with improved space-use engines (Mach 12) and an integral forcefield (Naruni-style 320), which required the conversion to a fusion power plant. The effective price has naturally doubled, but at only 16 million (PW) credits it remains a bargain.

Revised Dragon Dreadnought
(Let's assume it was always like this, because the old one just isn’t scary these days.)
Double the weapon damage and add a 400/side VFF (2,400 total)
Last edited by Omegasgundam on Fri Sep 29, 2023 6:52 pm, edited 2 times in total.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Omegasgundam wrote:NGR ‘Von Braun’ Orbital Station


"Great. More mouths to feed. More competition for metal, water, and carbon."
"To be honest, their starships and d-ships are trading us more than they're taking fro us>"
"And that's dangerous in its way too! We're supposed to be harvesting the High Frontier for our daily bread nd building a spacefaring civilization. We should be farming the Solar System, living off the asteroids and comets! Instead we're buying computer chips from someplace called Amberjin, apples and oranges from Earth, Moho fruit from ...someplace else! We've become dependent on planets again! It isn't supposed to be like this!"
"I for one appreciate not having rationing because of a breakdown in negotiations with the Loonies or ice shipment delays."
-------------
"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 I go taking something most people have forgotten about and turning it into something paradigm shaking. And for my next project; WORMHOLES!

The GNE and Diabolism/Circle Magic
“I’ll admit, I am perplexed as to just where this methodology came from, but the benefits are obvious. To us at least, you mundanes wouldn’t have the faintest idea, but there are many. I could go on for hours about how the passive draw of the Circles from the local environment and how that upends a half dozen fields, but I’m afraid it would get quite technical and even the initiates have trouble following me when I get deep into it. The ‘Wards’ have just as much into them, if only because of the Runic Language and how it relates to what we know as Rune Magic, but I’m still working out the details myself. I would dearly love to have a long talk with whoever is teaching them, but with these sorts of things it's a coin toss as to whether or not we’d end up killing each other. Wizard affairs and all that. Nothing to concern yourself with.
--- Senior Lord Magus ******, 112 PA.

“You’re apparently cleared to know this, so I may as well tell you. It took almost a year to appease that Rune Book, and it was hair raising at many points. The Lizard was a Rune Smith himself, which made him immune to everybody’s attempts to force him to open up, but none of them ever tried asking nicely. We spent about a year on that planet tracking down Lizard Mage ruins and either whacking the sleeper or desecrating the remains. In the process we learned a lot of how to use Wards and Circles just from being on the receiving end, and the Book was a damn motor mouth when it was dissecting other people’s work. We had to resurrect a few people due to some really nasty F-U presents, but the damage was most mental. A good third of the team went into ‘almost-actually’ retirement, and only half of them have come back.”
--- Captain *&$@#, GNE SpecOps, 108 PA

*Prolonged sounds of a scaly head repeatedly hitting an exquisitely detailed stone wall with great force*
--- Overheard in Stormspire, 112 PA.

The GNE started experimenting with Diabolism and the related school of Circle Magic in late 103 PA, but it would be years for outsiders to realize it. Much of the details of Paladin Steel’s earlier forays into mystic artifice are drowned out by the aftermath of ‘The Zot Smackdown’, and getting details has proven near impossible. What is known is that the Spell Card system is heavily related to Diabolist Wardings, and that GNE Techno-Wizards had begun incorporating Circles into their craft around the start of the Tolkien War. The conflict in the Minnesotas drew the vast majority of attention, and few took the time to realize the significance of PS West’s developments. It being PS West had no small part to do with it, as the existence Western Enclaves continues to be thought of as conspiracy rambling in the Domain of Man. Outsiders would begin to recognize the implications after the Minion War, with large amounts of PS produced Techno Wizard items being available for study.

Just how the GNE got their hands on so much Diabolist and Circle Magic lore is a state secret, but those that have been able to look at the original material believe that there were at least two primary sources, and judging from the quantity both were Lizard Mages. Should the most learned experts on the Tristine Chronicles look them over, they would find a distressingly known name from one of the most infamous figures of the Time of Chaos, the venerable Lizard Mage Lis’Harga, and those sections are both less than a decade old and hand written. Circle Mages from the Time of a Thousand Magics would identify several areas that were the near sole domain of the only somewhat less feared Ha’wasi, the majority of which destroyed themselves after he was murdered by a number of his peers. That such material still exists is history changing, and that both are in the hands of what many people have taken to derogatorily calling ‘Heroland’ is strangely predictable in its absurdity.

Wards
While the traditional applications of them are of only moderate utility, the mechanics have proven critical in developing easily manufacturable Spell Cards and other similar TW items, making them extremely important in Paladin Steel’s mass production efforts. This methodology removes most of the time requirements related to imbuing the specific spell, but still leaves the matter of channeling it into a useful form or to the rest of an object. Given training in the Runic language and application techniques any Technowizard can make Wards, and it can easily be expanded to include precast spells. The mounting and energizing requirements remain the same however.
(Uses the Create TW Item skill if not a Diabolist)

Circles of Protection
When relevant they are extremely useful, and the anti-scrying effects of the Superior Circle of Protection from Magic have made it mandatory in any location where anything remotely sensitive is conducted. All of them are sufficiently similar to the spells of Protection Circle that any that can cast them can also craft proper Circles of Protection given some practice. They can also serve as the basis for similar (but less powerful) Techno Wizard enchantments on ships, be they ocean or space.

Circles of Summoning
The high PPE environment of Rifts Earth removes most of the need for sacrifices, but the moral implications of Summoning itself remain. The only one that sees any non-regulated use is Summon Animal, which does have some interesting niches. Summon Pawn has proven to only work in the world of Palladium, and while the GNEIS may lament the lost opportunity it is also one less critical security threat. The field is of most interest to Shifters due to the effects on their profession, and of almost no interest to Techno Wizards.

Shifters find that these Circles give some advantages in their normal Summoning abilities. To start with, it allows them to add more qualifiers to their calls, such as being from a specific region or having a specific skill set. Beings that are knowledgeable of the powerful magic arts are almost always immune to this however, and Rune Smiths have methods of retaliating. Beyond that, it adds a notable advantage to the Battle of Wills (+3 to ME roll difficulty), and counts as negotiating from a position of established strength. There has been some debate amongst the GNE Dimensional Pathfinders about using the Circle of Summon Undead to forcibly drag Vampire Intelligences to a predetermined location to be brutally murdered with several tons of Silver ammunition, but outside consultation is desired.

Canon Circles of Power
Circles of Power have been found to have a notable degree of overlap with how Techno Wizards create their items, meaning that they can be made with some additional training, which many do because of their tremendous utility. Many are kept secret due to their potential for abuse however. The maximum range on the non-dimensional ones has proven to be the same planet, but this still makes them extremely useful, particularly with a number of Auxiliary Circles that modify the effects.
Spoiler:
All Seeing
The boon and bane of all intelligence agencies, and is the primary reason every single GNE and PS facility has a Superior Circle of Protection from Magic or equivalent. Most of the major figures on Rifts Earth are under constant observation, although the more ‘interesting’ ones often break the connection by accident. A side variant has been developed to project the interior of rooms, and a perfect replica of CS High Command along with other important locations feature prominently in the GNEIS HQ building in New Seattle.

Animate and Control Dead
Beyond the moral implications, minor undead are not considered useful due to their lack of intelligence and normally SDC nature. Those that know it only do so for reference purposes.

Command
Tightly regulated, it is primarily used in high level legal proceedings and by the GNEIS.

Death
GNEIS only, and even they use it sparingly.

Dimensional Rift
This has proven to be extremely useful in providing reliable interdimensional contact without relying on Shifters. When incorporated into a TW array, the PPE cost is 100, but it does not require a blood sacrifice or inscribing a true name.

Domination/Control
Needless to say, this is one of the most restricted Circles. The GNE makes it official policy to only allow it to be learned by those that would rather have nothing to do with it, making it available if truly needed but with a greatly reduced risk of illicit use.

Force
While the overall protection is not considered overly high on Rifts Earth (200 MDC per melee), it serves as a perfect basis for fixed position TW systems, removing the need to create the emitter system needed to make a force field protect an area. As this is the primary constraint of such set ups, this makes it almost trivial for the GNE to provide emergency defenses for its facilities.

Healing
This is ubiquitous across the GNE’s hospitals, saving time and effort dealing with flesh wounds and uncomplicated injuries. There is no shortage of more complex problems that require a doctor’s attention though.

Invisibility
The GNE has better methods of concealing items, but the near periment duration has some niche uses in long term storage methods.

Insanity
Has little to no uses, but it has to be kept as a reference.

Knowledge
The basis of the various Trade Skill circles, and cloned organs have proven to work as well as natural ones, although they dissipate in half the time after leaving the circle.

Pain
Other than sadism, it has little use. The GNE’s interrogation methods are far superior to simple physical sensations. It is only taught to morally upstanding folk to serve as a reference if need be, with no intention of actually using it.

Pashion
Similar to the above, but has some uses in certain sexual kinks.

Power
It was quickly discovered that this also affects Technowizard item crafting, resulting in more powerful features being much more easily added by less experienced practitioners.

Power Leech
Several less problematic versions (i.e. ones that don’t involve actual leeches) are available, and they are used in relevant prisoner containment systems. It also has use as an emergency containment system in the event of accidents.

Power Matrix
As always, the Power Matrix is a critical tool in making use of Circle Magic. More developed forms allow for multiple Power Matrices to be linked together, increasing the number of Circles that can be used.

Teleport
While it had some problems due to requiring fairy wings, an alternative was found in the form of butterfly wings combined with ectofibre. A more developed version can lock down the accepted circles it can receive from, adding some badly needed security, and it is a very convenient method of transportation across the planet. And before you ask, teleporting entire buildings as part of an Array is a much more complex and demanding Circle that only Lizard Mages or Gods of Knowledge could hope to know.

Wonder
While powerful, it is problematic due to its need for a true Unicorn horn. Work is ongoing to find a more easily sourced alternative, or simply duplicating a living Unicorn’s horn with a magic spell.

Soul Transference
(PF:WB 2, Pg 220)
Beyond the more ‘problematic’ uses, it neatly solves the problem of transplanting minds into new clone bodies. The exact mechanics of it are naturally kept secret however.

Circle of Youth
(PF:WB 2, Pg 221)
The GNE is being quiet about this one, as it poses a number of social issues. There are no end of excuses for its use however.

Circle of Immortality
(PF:WB 3, Pg 80)
The GNE has a number of flawed versions, and could probably develop a perfected version given a few decades, but with the Circle of Youth and Bio-Augments its mostly redundant.
Auxiliary Circles
Additionally, there were a no small number of Auxiliary Circles that modify the effect and limitations of others. They are inscribed on the Outer Circles of the Primary one, allowing them to be easily added without requiring a major redesign. Among their other benefits, these allow Circle Magic to be used in conjunction with Techno Wizardry, serving as the underlying ‘infrastructure’ for how the spell propagates. All Auxiliary Circles are activated for free when the Primary Circle is, and deactivate when it does.
Spoiler:
Additional Users
  • Components: Blood of the crafter.
    PPE Cost: 50
While Sealed Circles would normally be problematic to use, this Auxiliary Circle allows others to activate them. It itself can be limited to only a specific chosen few by being Sealed itself. This must be added to the 4th outer Circle, which is created when a Circle is Sealed, and a specific activation location can be stated as well. This must be included in all relevant Circles in an Array for it to be effective.

Area Defining
  • Components: Any substance
    PPE Cost: 25
This Auxiliary Circle changes how the vertical area of the primary Circle is defined, such as changing it into a double, cylinder, or confined to a room, floor, or entire building. For non-physical boundaries, the maximum height and/or depth is the diameter of the circle. This only needs to be included once if part of a Circle Array.

Barrier Removal
  • Components: Blood of the crafter.
    PPE Cost: 25
Removes the invisible magic barrier effect of Sealed Circles, unless they are subject to an active Circle of Protection, and can be placed in the 4th Outer Circle. This needs only be included once if part of a Circle Array, and does not need to be attached to a Sealed Circle itself.

Channel
  • Components: Conductive material
    PPE Cost: 10
A particularly important Auxiliary Circle, it serves as a lesser form of the Power Matrix, allowing two different circles to be linked at a distance, and can also allow for channeling of spells. The reactivation cost for them must be paid in full if relevant however. This has been found to be incredibly useful in Techno Wizardry, as it is much more consistent and easily done than normal conduction methods, particularly when using embedded ectofiber as the drawing material. Overall costs are the same due to the needed material, but it greatly reduces the skill level needed to install the baseline ‘infrastructure’ to apply enchantments to larger items, let alone multiple enchantments.

Conditional Activation
  • Components: Any substance
    PPE Cost: 25
This addition allows for Circle Arrays to only be partially activated, allowing for otherwise inconvenient Circles to only be used when needed. It must be placed on the Circle in question.

External Power Links
  • Components: Conductive material
    PPE Cost: 25
Allows for the Circle (or array) to be powered by any number of sources that are not person activating it.

Non-Circle Interface
  • Components: Conductive material
    PPE Cost: 10*Spell Level, or 50 if none is stated.
This allows items that are not Circles to work with them, which among other things allows Techno Wizard creations to be made using them as components.
Discovered/Developed Circles of Power
The sheer loss of so many forms of Circle magic means that there is no end of configurations that were no longer known about. Almost half the tomes acquired revolved around the underlying mechanics, which made reverse engineering the system much easier and without most of the pitfalls normally associated with such work.
Spoiler:
Circle of Aging
  • Components: As Circle of Youth
    Duration: Instant
    PPE Cost: Unstated in source
The inverse of the Circle of Youth, this has use in fast growing clone bodies with greatly reduced side effects.

Communication
  • Components: Blood of the creator
    Duration: 1 hour per level of the creator
    PPE Cost: 300 to create, 25 to reactivate
And offshoot of the Circle of Dimensional Rift, this allows for real time communication across dimensions. Other than the molecules passing through the ‘pinhole’ that it makes, nothing physical is transferred in the process, and a number of setups for digital data transfer have been developed. Its primary limitation is that it can only be used in environments that have a ley line network, so no putting it on spaceships.

Fabrication Consistency/Control
  • Components: Conductive material for the circle and blood of someone skilled in the act in question for the symbols.
    Duration: Until activity ceases in the area of effect.
    PPE Cost: 400 to create, 100 to reactivate
This increases the reliability and consistency of fabrication processes by 5%. This may not sound like much at first glance, but modern manufacturing has such extreme precision requirements that this cuts the needed time and effort to make hi-tech components by half, as well as allowing for an equally extreme reduction in error checking and quality control requirements.

Greater Power Matrix
  • Components: As Power Matrix
    PPE Cost: 2000 to create, 100 to reactivate for every 4 Circles
Looking much like a normal Circle in form, the difference is that the internal lines are composed of additional Circles that are already linked together. Up to 4 different Circles can be added on each quadrant, but their Outer Circles on the non-Sealing line are filled as part of the configuration. This is the basis from which the GNE protects and enchants its buildings.

Reconstruction
  • Components:
    Duration: Instant
    PPE Cost: 500 to create, use cost is viable
This takes the remains of a destroyed non-magical inanimate object and additional material (equal to that missing) to create a new example. If the materials are insufficient, the person activating it knows what is missing. The PPE cost is related to the size and complexity of the item, with simple household items being low (sub-50), while Starfighters and large Robot vehicles are quite expensive (20K+). The more of the object is left, the less expensive it is, which is further helped by having complete components as part of the added material. Being activated by someone knowledgeable about how to produce said object also helps.

Remote Spell Projection
  • Components: Conductive material
    Duration: Until the user leaves the Array.
    PPE Cost: 100 to create, 10 to reactive or change Circle being projected from.
The single most important Circle of Power as far as Techno Wizards are concerned, this Circle allows spells cast in one circle to be emitted from a connected Circle. When used in Techno Wizardry, it functions as the perfect interface from the spell generator to the object being effected, and it can be used on mobile items such as tools, weapons, armor, and vehicles. Smaller objects require the use of Ectofiber for both the Circle and the Connections, but this is considered to be the default material by GNE Techno Wizards.

Reverse Entropy
  • Components: Any substance
    Duration: Instant
    PPE Cost: 500 to create, cost variable
Spending PPE to reverse the ravages of time, this has allowed the GNE to recover many lost works and artifacts. The cost is dependent on the time passed and the complexity of the item, but a Ley Line Nexus has no shortage of PPE to spend on it.

Trade Skill
  • Components: Conductive material for the circle and blood of someone skilled in the act in question for the symbols.
    Duration: 30 minutes per level of the creator.
    PPE Cost: 250 to create, 50 to reactivate
A branch of Circle magic affects the results of certain tasks or skills (+25% to skill percentiles), and the tomes acquired had the methodology to develop new ones. Needless to say, this has been abused to all hells, with every important GNE building having SOMETHING related to its purpose inscribed in the utility spaces below it.

Transmutation: Living
  • Components: Conductive material for the circle and blood of someone skilled in the act in question for the symbols.
    Duration: Until the task is complete.
    PPE Cost: 1200 to create, 75 to reactivate
Used by Xy and the other Old Ones to create new species for their sick games, such extreme arrays are simply far too complex and time consuming to even consider developing and inscribing when the Cambridge Jungle Tribes are available for consultation. However, it has been found that a ‘generic’ circle set up functions as a pseudo-temporal accelerator for other methods of biological alteration, increasing the speed by which Bio-Augments can be distributed. Gene Pools and Gene Cauldrons have been found to already have this effect, and take mere minutes to do most Bio-Augs regardless, so the Tribes do not make use of it, but it does allow them to focus on what only they can do.

Transmutation: Non-Living
  • Components: Conductive material for the circle and blood of someone skilled in the act in question for the symbols.
    Duration: Until the task is complete.
    PPE Cost: 600 to create, 50 to reactivate
Similar to the above, making its actual use amounts to it being an accelerator of a workman's task, such as repairing/modifying an object or crafting something from materials gathered. Still, that is quite significant, so it is reasonably common in workshops. As non-living objects have much less ‘weight’ to them, their effect is more easily increased, with the multiplication effect equal to the Caster Level of the inscriber.
Still Developmental
There are also several quite promising avenues of study being worked on. They are not distributed out of the development team, and
Spoiler:
Contain Antimatter
A potential alternative to Phase Fields, Pocket Dimensions, and far less reliable magnetic fields, this Circle has been successfully used on a mobile ship, but extracting the stored material is proving to be challenging. The primary issue is maintaining a steady flow in useful quantities, with failures resulting in either the reactor being quenched or an uncontrolled M/AM annihilation event, which easily damages the Circle and leads to further failures. Additional complications exist in dealing with anti-magic effects, but this is more of a contingency problem and can be handled by an external EM field if need be.

Convert Matter to Antimatter
Similarly, the possibility of using Circle Magic to easily generate Antimatter is also of strategic utility. Several prototype setups have been successfully tested, with the primary issue being how to store it after the conversion, which is a different field entirely. When the USA decides to start setting up its AM infrastructure, this will be what they use to fuel it.

Create Pocket Dimension
They have managed to create moderately sized rooms, but a number of finicky factors means that it is considered unready for use.

Greater All Seeing
Work is being done to help it penetrate less powerful wards and work at greater than planetary distances, and progress is slow but existent. A side branch has resulted in an amplifier of Seer abilities, granting increased awareness of significant events occurring in the local Megaverse. This has so far been minutely post-cognitive in effect, but it is appreciated by intelligence agencies regardless.

Greater Force
The M-Factor of the Circle of Force is not very high, making it simple to temporarily overload. Something with a more ‘upfront’ level of protection would be much more useful in large scale use, and developers have managed to find a working avenue at the cost of regeneration.

Spell Imbuement
Several circles to permanently add the effect of lesser augment spells such as Eyes of the Wolf and Swim like the Fish have been discovered, but these are not tremendously useful. Work is being done to make it more worthwhile.
Note on Techno Wizard Circle Use
A GNE Techno Wizard only makes common use of four different Circles, and three of them are Auxiliaries. These Circles are Remote Spell Casting (Circle of Power), Connections (Auxiliary Circle), External Power Links (Auxiliary Circle), and Non-Circle Interface (Auxiliary Circle). These Circles are used as an alternative to the normal mystic wiring process, with the end results being effectively interchangeable. Compared to the old method, this is less cumbersome, has a lower skill floor, requires less time and focus, and is easily combined with others. In effect, it breaks down the various components and TW features into their own separate devices and allows them to be seamlessly merged together. This is as close to ‘interchangeable parts’ as GNE Mystic Lore can get, and allows for a division of labor between low skilled ‘grind work’ and high skill centerpieces.

The only Circles that need to remain intact are the ones connecting to the sources of the actual features, which often have them engraved to make it more difficult to damage. In the event of damage, be it to the Circle or the feature, the feature can be replaced with a similar device, and only needs the Circle to be energized to sync up with the rest of the object. The Circles used to create the wiring are mostly redundant after they are linked up, with the exception of the actual conductive material that serves as the wiring. That material serves the same purpose as it does on traditional TW creations, and can be repaired the same way if need be.

Default GNE Techno Wizard Circle Knowledge
Diabolism and Circle Magic has been part of the GNE’s established curriculum from the moment it became formalized, and dealing with established arrays is more a matter of memorization than anything else. Many still take elective courses to have a deeper understanding, because Circle Magic’s duration has few peers in modern mysticism.
Spoiler:
All Auxiliary Circles
All Circles of Protection
Circle of Fabrication Consistency/Control
Circle of Power
Circle of Power Matrix
Circle of Reconstruction
Circle of Remote Spell Casting
Circle of Trade Skill (Electronics, Mechanics, and Techno Wizardry)
Circle of Transmutation (Non-Living)
Last edited by Omegasgundam on Fri Sep 29, 2023 6:50 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:And here I go taking something most people have forgotten about and turning it into something paradigm shaking. And for my next project; WORMHOLES!
The GNE and Diabolism/Circle Magic
Pashion
Similar to the above, but has some uses in certain sexual kinks.


"Marson, just because you discovered your wife was having an affair doesn't give you permission to use a Circle of Passion to kill the guy's libido. I admit that's kinder than some of the alternatives, but really, see a marriage counselor."
-------------
"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:And here I go taking something most people have forgotten about and turning it into something paradigm shaking. And for my next project; WORMHOLES!
The GNE and Diabolism/Circle Magic
Pashion
Similar to the above, but has some uses in certain sexual kinks.


"Marson, just because you discovered your wife was having an affair doesn't give you permission to use a Circle of Passion to kill the guy's libido. I admit that's kinder than some of the alternatives, but really, see a marriage counselor."

Ok, sure, lets go with that too.
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taalismn
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Posts: 48666
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Hey, you have access to powerful magics, people are going to bring their issues to work...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Posts: 48666
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Variants:
*WZ-USF-023-ST Manta Sub-Fighter
*PS/WZ-USF-023-GNEN ‘Lionfish’ Sub-Fighter
(aka “Green Manta’, ‘Barndoor Stingray’)

“Re-nicknaming it the ‘Lionfish’ avoids a lot of confusion with all the other ‘Mantas’ out there. And it’s appropriate; the lionfish was nonnative to the Atlantic Ocean before it was accidentally introduced there pre-Rifts, it was tenacious, aggressive, possessed fanlike fins, and poisonous spikes on its body. The Lionfish may be an import, but it’s adapted surprisingly well to our waters.”

“The Greater New England Navy Sub-fighter Corps is really coming along; the new ships are nothing like the putt-putt opies we started out with, the light Taon pods, or the shallow-dipper Sea Cougars that see more use with the Fleet Air Arm. These things FLY underwater. Lest anybody compare us to the Air Force jocks, let me tell you something else; the cloud-chasers got NOTHING on us. Our medium’s a lot more dense than air, a lot more opaque, and a lot more heavily populated. Bird strike against the canopy? Pah, try sucking bonefish into your hydrojets every other mission. You’re a lot more likely to almost drive into a sea-mount than your ate a mountain top, and the tactics are a lot more diverse underwater. Little of this speed in a straight line or orbit around for another pass; we’re just as likely to sit doggo on the bottom for hours or lurk under a thermocline waiting for a perfect shot. And you have your choice of crushing to death in the depths or getting picked off on the surface if things go bad. Aerojocks got nerves of steel? Well, subfighters got bowels of TITANIUM.”

“Most pilots despise the sonic ram prongs as useless and suicidal...until they encounter anything big, tentacled, and hungry in the Deep. Then having those slicers is REAL handy.”

The intensifying naval situation on Rifts Earth, as well as the ever-present danger of an breakdown of the Grand Banks Accords restraining the monster off their East Coast, has the GNE ever looking to bolster their naval defenses. While Paladin Steel has been developing its own designs to flesh out the GNEN, the GNE has also used its contacts with WZTechyards in the Three Galaxies to acquire a number of WZ-USF-023-ST Manta Sub-Fighters and had PS modify them to the GNEN’s requirements.
The ‘Lionfish’ variant has a stronger reinforced body frame, maxs out on weapons hardpoints, and the main direct-fire sonic cannon mounts have been made modular. A starfighter-grade TW sensor suit has been added to help in operations in Rifts Earth. A wider range of accessory weapons systems have been made available, including technowizardry.
The GNEN has also introduced a two-seater version for training and recon purposes, and a semiautonomous combat drone variant, intended as an expendable force-multiplier unit.

Type: PS/WZ-USF-023G-GNEN
Class: Sub-Fighter
Crew: One
MDC/Armor by Location:
Main Body 490
Reinforced Crew Compartment 100
Cilia Propulsion Fans(2) 120 each
Main Cannons(4) 80 each
Height: 45 ft(15 m) (8 ft with cilia fans folded up)
Width: 15 ft (5 m) (10 ft with cilia fans folded up)
Length: 48 ft (16 m)
Weight: 7 tons
Cargo: Small space in cockpit for a survival pack and sidearm.
Powerplant: Advanced Nuclear-Fusion w/ 15 year energy life
Speed:
(Underwater) 110 MPH, maximum depth of 7 miles
Bonuses: The fighter-like controls and advanced propulsion system give the Manta incredible maneuverability underwater; +2 to dodge.
Market Cost: 32 million credits
Systems of Note:
Standard Robot Systems, plus;

*Cyberlink----The Lionfish is considered high performance enough to merit being fitted wih this; an advanced cybernetic control system that allows the pilot 'jack in', if so equipped, to the ship, linking him with the subfighter as if by telemechanics. The pilot is so in tune with the sub and their environment that he instantly knows everything involving their sub and its operations. A series of tiny external cameras normally used for Virtual Environment Cockpits is tied into the cyberlink, giving them an uncanny 360 degree view around the craft. providing them a +1 to init and dodge, in addition to the normal cyberlink bonuses.

*Escape Pod---The cockpit can eject from the rest of the ship to serve as a lifepod, especially when at deep depths.

*Sonar---50 mile range

*Stealth Running---With the ‘cilia fans’ engaged, the Manta/Lionfish is extremely quiet; -25% to detect via sonar, but cannot exceed 25 MPH in speed.

*ORACLE Mrk IVF---Scaled down fighter-portable TW magic sensors---Given that the sort of ‘special missions’ Star Foxes often fly involve paranormal targets, it was considered worth the cost of outfitting the fighters with the appropriate detection systems:
• See Aura: Slightly different than the spell in that it can scan an entire target such as a ship or station. The enchantment can be used to target a single individual but only have one tenth normal range when being used in that matter. Costs 60 P.P.E. per activation due to extended range. Range: 1 mile (1.6 kilometers) in an atmosphere. Effects / Abilities: Gives an approximate count of the number of life forms onboard. Gives the average level of experience, highest level of experience, and lowest level of experience [Given in these terms: Low (1-3), medium (4-7), high (8th and up).] Tells if there is any magic onboard. Gives if there are any psychics onboard (Mind Block will prevent detection), Gives a general count on the amount of P.P.E. the target has (basically the P.P.E. of the crew and any devices which store P.P.E.). Detects if there is any kind of possession. Finally sees if the crew or ship has any unusual aberrations.
• See the Invisible Sensors: The ships has several special optical and other sensor systems with see the invisible on them. Same as spell and used at will (requires no P.P.E. to activate). Range: 2 miles (3.2 km) in an atmosphere. Effects / Abilities: Can see forces, objects, and creatures which can turn invisible, or are invisible. Can also see vaporous beings and astral bodies.
• Sense Magic: The ship has sensors which the give the ability to detect active magic. Similar to spell and used at will (requires no P.P.E. to activate). Range: 200 miles (320 km) in an atmosphere.
• Sense Rifts: Ship has sensors which effectively allow Rifts to be detected. The system can be (requires no P.P.E. to activate). Range: Fighter Mount: 500 miles (805 km) in an atmosphere.

Weapons Systems:
1) SonaScream Cannons(4)---The Manta mounts four high-power sonic cannons in the spine-like protrudances at the front of the ship.
The cannon barrels have the added property of being able to be vibrated like giant vibroblades, allowing them to be used in close-quarters ramming and cutting attack.
Range:(Sonic Beam) 6,000 ft underwater, 3,000 ft in air.
(VibroSlicers) Contact
Damage:(Sonic Beam) 1d4x10 MD per single pulse; 4d4x10 MD for all four cannon firing simultaneously
(VibroSlicers) 6d6 per blade strike, 2d6x10 MD for a ram with all four spines
Rate of Fire: EPCHH
Payload: Effectively Unlimited

In the alternative, the following weapons can replace the sonascreams on a one-for-one basis:
b) Blue-Green Lasers(PSMBL-5000B)
Range: 4,000 ft underwater, 6,000 ft in air.
Damage: 4d6 MD double blast, 1d4x10+8 MD quad blast, 1d6x10 MD full 5-shot blast
Rate of Fire: EPCHH
Payload: Effectively Unlimited

c) M-Ion Cannon
Range: 5,000 ft underwater, 7,000 ft in air.
Damage: 1d4x10 MD per blast
Rate of Fire: EPCHH
Payload: Effectively Unlimited

d) EM Bolt Cannon
Range: 6,000 ft in air and underwater
Damage: 1d4x10 MD at point of impact
Within a 60 ft radius, people, animals, and objects weighing less than 500 lbs are 90% likely to be knocked off their feet and hurled 3d4 yards/meters(lose 1 APM and Initiative), 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees).
Characters/objects of 500-1,000 lbs weight are 50% likely to be knocked aside 1d4 yards/meters.
Objects of a ton or more are only 25% likely to be knocked over.
Flying characters/objects get knocked away twice the normal distance.
Rate of Fire: EPCHH
Payload: Effectively Unlimited
Bonus: EM bolts are -6 to dodge.

2) Short Range Torpedo Launchers(2)---Two conventional supercavitating torpedo launchers are mounted on the sides of the sub-fighter.
Range: Varies by Type; typically 8 miles
Damage: Varies by Type; typically 2d6x10 MD (high explosive)
Rate of Fire: Volleys of 1-6
Payload: 18 per launcher(32 total)

3) Screamer Acoustic Decoy Launcher---Countermeasure launcher in the tail section.
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 acoustic-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 1d6 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
Payload: The Manta carries 10 Screamer decoys

4) Weapons Hardpoints(2)--Two attachment points can be added under the main hull. Each one can accommodate one of the following:
a) Micro-Torpedo Pod---50 shots.
b) Mini-Torpedo Pod---24 shots.
c) Light Torpedo Pod---12 shots.
d) Medium Torpedo Pod---6 shots. Can also fire ASPL-’Sea Fire’ dual mode missile/torpedoes based on Kittani hardware.
Range:(Underwater) 20 miles
(Air) 75 miles
Speed:(Underwater) 400 MPH
(Air) Mach 3
Damage: 4d6x10 MD
Rate of Fire: Volleys of 1,2, 3, 4, or 6
Payload: 6 per launcher, 12 total
Bonuses: (Torpedo)Because of the torpedoes’ higher speed and advanced targeting systems, the Sea Fire doesn’t suffer the same range and accuracy penalties as conventional torpedoes. The Sea Fire has a +1 to strike, and a +3 to strike within 3,000 ft of the target.
(Missile)---Not quite as accurate as a Harpoon III, but more powerful. +3 to strike

e) Heavy Torpedoes---1 per hardpoint. Can also carry the HASPL ‘SeaSlam’ Heavy Rocket Torpedo.
Range: (Underwater) 500 miles
(Air) 1,800 miles
Speed:(Underwater) 400 MPH
(Air) Mach 3
Damage: Varies by missile type(Long Range/Heavy)

f) Harpoon III MSSM---- Encapsulated anti-ship missile, similar to those fired from submarine torpedo tubes. Two can be carried per hardpoint.
Range: 40 miles
Damage: 2d6x10 MD to 40 ft blast radius
Bonuses: +5 to strike

g) Mine Pod---This dispenser pod can seed an area with mines, including PS’s CapTor mines(a torpedo-launching aquatic mine canister)
Payload: 1 Heavy Mine,
OR 2 Medium Mines,
OR 8 Light MInes
OR 24 Mini-Mines

h) Decoy Launcher---This pod carries additional countermeasures
a)Screamer Acoustic Decoys--- 10
b)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: 1,000 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). 6-shot pod.
c)*Ink Cloud---Dumps a water-absorbent powder that quickly gels into a thick suspension that blocks light, clogs gills, and fouls sonar. Though not as potent as the Kittani gill-clog material, it’s still fairly effective at choking off gill-breathing pursuit. Covers a 100 ft area. Depending on water conditions, the cloud can persist for 1d4 minutes. Those caught in the cloud are effectively BLINDED; -5 to strike, parry, dodge, and entangle The particulate nature of the material makes sonar systems less effective as well; -60% to attempts to use sonar reading through the cloud. Gill-breathers must roll a 16 or better or be -6 on initiative, -6 to strike, parry, and dodge, and reduce Speed, melee attacks, and skill performance by -50%. Upon exiting the cloud, penalties are reduced by HALF, but persist for 1d6 minutes. Tank has enough for 10 flushes.
d)*’Fizz’ Cloud---In the alternative the system can be used to dispense a ’Fizz’ Sonar Defense. This flushes foaming chemical compounds out into the water surrounding the boat. This has a multifold purpose; though it clearly shows up on sonar due to the alka-seltzer-like noise, the persistent cloud of bubbles makes it much more difficult for sonar to get an exact lock on the ‘bot behind the bubbles. Furthermore, many sea creatures are hesitant to cross the cloud of bubbles. Roughly 120 ft in diameter. Depending on water conditions, the cloud can persist for 1d6 melees. Sonar-guided weapons(and attackers) are -2 to lock onto the submarine. Creatures caught in the bubbles are -5 to strike, dodge, and parry due to the distraction. Tank has enough for 10 flushes.
e) Decoy Torpedo---- Medium torpedo outfitted to mimic the sub’s own acoustic signature and programmed to run an evasive course simulating the subfighter, including stopping, going silent, then starting up again. 6-shot pod.
f) Debris Decoy----A canister containing loose hull material fragments, floating scrap, oil, and blood/meat substitutes, meant to give the impression the submarine was destroyed,

i) TW Mage Pod---Can be powered by an onboard TW PPE Battery---300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus, or, if the Lionfish has its own PPE Powerstones, can draw upon them.
The current standard mount carries -three- spellcards and has been enhanced with range boosters:
Range: Varies by spell(Range boosters DOUBLE spell range)
Damage/Duration: Varies by spell
Rate of Fire: EPCHH
PPE Cost per Use: Varies by spell. However, the use of focusing elements and activator spells effectively reduces spell PPE cost by HALF.
(So you Technowizards aren’t flummoxed by PPE costs in a long-running battle, while the still relatively high PPE costs for the high-end spells keeps someone from using Sphere of Annihilation in every battle).
Payload: Draws from the main PPE Battery, but can also draw upon the robot’s/vehicle’s other PPE reserves/batteries(if any have been fitted). In an emergency, the pilot, if they are a mage or psychic, can kick in their own PPE.
Bonuses: As per spell(if any)
Cost: 1.3 million credits


Options:
*Chameleon Skin----Sheaths the sub in active adaptive camouflage. Very useful for lurking on the bottom, especially in shallow waters.
Bonuses: -20% to opposition Detect Ambush and Detect Concealment rolls; heat sensors are useless
Cost: 1.2 million credits

*Supplemental PPE Powerstone Generator(‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus. Cost: 2 million credits

*TW Forcefield---Provides 50 MDC per 10 PPE/20 ISP pumped into the system; lasts 10 minutes per 10 PPE/20 ISP. Cost: 200,000 credits(lower cost due to more efficient mass production methods)

*TW Muffler---PS engineers originally experimented with the Sound Sponge spell, but found it defeated even the ship’s own passive sonar. Instead, they got the best results from the existing TW Sound Cloaking System, allowing the boat to go completely quiet; 10 PPE for 5 minutes’ duration. Cost: 130,000 credits(lower cost due to more efficient mass production methods)

*TW Hull Reinforcement---In case the 7 mile crush depth limit isn’t enough, the ship can be enchanted to handle even deeper depths and great pressures. 4 PPE for 100 minutes. Cost: 130,000 credits

*TW Sea-life Phone---TW communicator that allows the submarine’s crew to talk to underwater animals. 1 PPE for 100 minutes. Cost: 32,000 credits

*TWShark-eye---Sensor system that gives the sub the mystic Senses of the Shark. 15 PPE for 100 minutes. Cost: 60,000 credits


Variants:
*WZ-USF-023G-T----Two-seater version, typically used for training. Some -G-Ts have been outfitted as command/control vehicles for underwater drones, with the second crewman monitoring and directing the accompanying robots.

*WZ-UUV-023G-D---Semiautonomous robot-piloted version. The GNEN intends to deploy hundreds of these drone subs in underwater garage-hangars in advance of the coastal defenses, where they can intercept any incoming amphibious assault forces approaching the Eastern Seaboard.
Changes/Modifications:
Systems of Note:
*Basic Robot Optical
*Basic Robot Audio
*Voice Synthesizer---The SAILOR’s voice can be selected by the buyer/user. A variety of preselected speech-pattern packages are available, the most popular being ‘Obedient Robot’, ‘Sexy Mermaid’, ‘Salty Old Sailor’, and ‘Eager Midshipman’.
*SAILOR(Subsidiary Artificial InteLligence Oceanic Robotics) AI---Programming:
*Pilot Submersibles 89%.

*Pilot Related----Read Sensory Instruments, Navigation(Water), both at 94%.
Naval Tactics 75%

*Communications---Radio: Basic 94%

*W.P. Torpedo---- +2 strike

Can recognize over 2,000 various national symbols, equipment, vessel types, weapons, and monsters

Actions/Attacks Per Melee: 6
Initiative +1
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Posts: 48666
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

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FreeHaven(Extradimensional)----Greater New England Colony
“Not all of us Greater New Englanders are adrenaline junkies, at least not all the time. Comes a time even the most hardened of us gets a hankering for a slower-paced style of living, with time for introspection, some quiet hobbies, and some room to move around in that we aren’t constantly checking for traps and ambushers. When that need hits, some of us schedule a stay on a fade-island, others of us head for the Shore.”

“Facing the ocean, your right hand side is generally considered ‘upshore’, while your left hand side is considered ‘downshore’. There’s no real significance to it, except that it makes things easier to describe, because there’s no ambient magnetic field to give any indication of ‘north’ or ‘south’. Some of the nautical types around here use the terms ‘starboard’ and ‘port’ while on dry land, but that can get confusing, so most folks ignore the salties.”

“You can tell the longtimer Shore-folk by the way they move; it’s a side-slope swagger, that comes from treading soft sand, one leg slightly higher than the other, feeling the surface shift under each footfall. It’s distinct. ”

“Besides shipwrecks, exotic lifeforms, and the more obviously valuable, but random, objects that wash ashore, the beaches are a constant source of fascination and interest. And some small profit as well. There’s an increasing interest in odd materials from the Shore. Seems there’s a mage-artificer market that senses magic potential in stuff that gets tossed up on the Infinite Coast; driftwood and bone that can be carved, shells that can be worked into things, beach-glass and sea-polished stones. Maybe not as precious and high priced as mithril or magic-quality gemstones, but there’s some people who will pay good money for a lucky stone touched by the Shore. ”

FreeHaven is Greater New England’s outpost on The Shore, a dimension consisting of an apparently infinite stretch of coastline nestled between the Elemental Planes of Air, Earth, and Water. Unlike most of its other outposts, GNE FreeHaven is not about profit, strategic position, or resource harvesting, but apparently about peaceful retirement and passive scientific research. FreeHaven is populated mainly by GNE citizens and refugees looking for a peaceful simple existence, much like the fadetowns of GNE Rifts Earth Martha’s Vineyard. More realistically, the GNE uses FreeHaven as a ‘Cultural Reserve’, one of a number of extradimensionally widely-dispersed colonies acting as sanctuaries against a possible loss of the GNE’s homelands on Rifts Earth.
FreeHaven occupies some sixty miles of Shore, and is actually three smaller communities linked together. Each community is based around a bay or lagoon, allowing for shelter for boats during storms. Paved roads link them and their retinues of satellite vllages/residential clusters.
One of the communities, Lumen Grove, is home to a congregation of Willowites, a sect of spiritual magic-users who believe in faith-based communal magic(community healings are an aspect of their practices, with the congregation pooling and channeling their ISP/PPE into healing powers). Several smaller villages are part of the Lumen Grove community, some of them magic-based(including an enclave of Wynaro, who love the prevalence of Air and Water Elemental magic on The Shore), making the town arguably the magic section of FreeHaven.
Another community, StoneHaven, is named for the rocky prominence near its harbor, and it is the built-up ‘technological’ center of FreeHaven, playing host to a fusion powerplant, biofuels facility, and a substantial boatyard. StoneHaven is also the administrative center of FreeHaven,
Tolantown is an eccentric mix of artist commune, fishing village, and tourist site, with a large number of rental properties(including some permanently rented by the GNE government for temporarily housing people who need to ‘disappear’ from the mainstream GNE for a rest). Tollantown also plays host to the campus of the GNE oceanographic institute branch on The Shore.
Life in FreeHaven can be considered ‘rustic’, even by Rifts Earth standards. There are no large mines, factories, or industries, though smaller workshops and craftsman crofts abound. There is a constabulary, and the GNE Coast Guard maintains a fully-staffed life-station, but no serious military presence(though the GNEAS maintains a largely unused small airfield with a warehouse packed with suggestively large crates in it). The majority of income comes from fishing, and there is some farming, and craftsmanship, some of which is traded out-dimension. Beachcombing is a local hobby, and there is some small tourism, drawn by the mystic nature of The Shore and its unique environment.
FreeHaven is also home to a multidisciplinary scientific facility that studies the interaction of dimensions around The Shore, the unaging effect it has on residents of it(there’s special interest in what effects it may have on biological reproduction and child development), and the various phenomena and cultures associated with it. GNE dimensional scouts are exploring The Shore to both sides of it, and patrolling the beaches, looking for people, creatures, and items of interest, including the flotsam and jetsam that washes up on the beaches.
While some ‘local’ beach-wanderers of The Shore complain about the ‘interruption’ caused by the three FreeHaven communities along the stretch of eternal coastline, others appreciate the ease of transit over the section of land, the chance to pick up supplies, and the opportunity to reconnect with other people and civilization.

“Lot of retirees on The Shore who couldn’t hack it anymore in the Mega, at least for the foreseeable future. Peace and quiet appeals to them. Most are ex-military, quite a few from spec-ops. Most don’t want to talk about what they did in the service that finally broke their cools enough to take opt-out, but occasionally you hear rumors, usually because of bar-talk. Don’t think you’ll be learning any secrets hanging around the taverns, though; the ex-soldiers tend to do their drinking only in the presence of other soldiers, who know enough to maintain communications security when strangers are about. There’s also a more-than-average amount of pure bloshitting going on, and the vets like to scare the newbies. Still, I’ve overheard enough to be real glad when trying to sleep at night for the unseen Guardians of Sand and Waters out there.”

-Orientation & Disposition:
Colonial Outpost/Scientific Research/Retirement Community
-Type and Size:
` 16,000 full-time residents + 9,000-13,000 transients.

A. Weapons and Armor:
Police constabulary, roughly equivalent to a GNE National Guard unit. Many of the residents are ex-military, and have a suit of body armor, and one or two service weapons as personal possessions, and even a military vehicle with the heavier armaments removed.

B. Medicine:
Advanced, supplemented with magic
-Hospital----FreeHaven supports a fully modern hospital with advanced high-tech and magic healing. It is also capable of performing repairs to most cybernetic and bionic systems, but cannot perform conversion operations.

C: Agriculture and Natural Resources:
Good; there are multiple farms up to 10 miles inland. Fishing out to 20 miles offshore. The generally sandy soil and salt spray poses some problems for crops, so there’s a fair amount of experimentation to find the right combination of crop species for both heartiness and nutrition.

D. Real Estate and Land:
-Good; FreeHaven encompasses some good agricultural land, several bays/coves, and a fair-sized river inlet/delta with adjacent wetlands. There’s several good sources of fresh water(but PS has brought in several sea water desalination units anyway for supply security), and the land is decently covered in vegetation providing adequate supplies of timber(some stretches of The Shore are known to border desert, tundra, or rocky waste terrain).

E. Vehicles and Fuel:
Electric for the most part, with some liquid(bio) fuel-powered vehicles and some nuclear-powered(mainly government motorpool). Wheeled and hover transport. The Coast Guard has both regular-hulled and hydrofoil boats and several aerodynes for SAR work. There’s also a fleet of small- to mid-sized fishing boats.
Larger vessels include three Nantucketer GMR AeroTransports and a TW Mystic frigate.

F. Administration:
Strong; democratic mayoral/town council leadership. The Willowite and NeoQuaker communes can be considered to be Utopian.

G. Alignment: Principled and Scrupulous

H. Magic:
Fully accepting of magic. and magic is a regular part of life in FreeHaven. Elemental Warlocks find The Shore relaxing, especially the Earth-, Air-, and Water-oroented mages. TechnoWizards of the tinkering variety are fairly common, with their own little workshops and boatyards, using local materials. Interestingly, there are a large number of Painter Mages plying their craft in FreeHaven, especially Tolantown, using the local magical ambience and scenery for inspiration. A favorite tourist item is paintings that allow one to step inside the scene(usually a beach or seaside cottage) and spend anywhere from a few hours to several days inside a pocket universe of the scene depicted.

I. Racial Tolerance:
Fully Tolerant, in keeping with the GNE’s ‘combined arms’ approach.

J. Trade:
There is some small amount of trade with other communities discovered and contacted along The Shore. There is also the occasional itinerant trader, coming by land or sea(and occasionally by air, and even several times by spacecraft, with a notable visit by a Star Cottage and several CosmoGroves dropping in), offering various wares and services for sale.
Notable Allies:
There are a few small communities that the GNE has discovered on both sides of FreeHaven that are amenable to trading with their neighbors, with the closest one being some eighty miles away, but most are much farther than that. There’s been some talk of building highways or railways to connect to those communities, but most Shore communities, however, aren’t interested in big nation-building projects, preferring instead to keep small and trade simple. There’s also some unspoken fear that making too much of an impact on The Shore may invite whatever invisible powers are behind it(aka ‘the Guardians of Sand and Waters’) to take a more direct hand in curbing development.
There’s also reports that there’s a nude beach ruled by the EShemar SkyeKlad tribe; whether any other EShemar tribes are also active on The Shore is unknown.

K. Threats:
There really aren’t any real threats along The Shore, which is why it is regarded as a perfect retirement/vacation spot. There is the occasional hostile/dangerously blundering sea creature/monster, rogue/mad alien, or angry Elemental, but these do not occur with any regularity or great frequency. The most common problem is storms, which can be quite violent, but are survivable to those who are smart enough to get inland and batten down for the bad weather.
Notable Enemies:
None, really. The last time they had any outside trouble was when a group of beachcombing nomads came into town, started drinking in one of the town bars, and got into a fight with the local fishermen. After the police came and broke up the fight, the nomads moved down the coast to the next town and repeated the pattern with another group of local tradesmen, until finally the constables escorted them all the way to the down-Shore border of town and sent them on their way.

L. Skill Levels and Professionalism:(Notable skilled personnel groups)
Well-educated. Many of the residents.colonists are (semi)retired veterans of service with the GNE, and so are literate and strong in technical and other profesional skills. Craftsmen, fishermen, and farmers are the most common skills, but there’s also a good number of mechanics and scientists.

M. Community Overall:
Educated; the population of FreeHaven reflects the GNE’s highly-educated and technically-trained median. The demographics are fairly evenly balanced between young generation pioneers looking to make a niche for themselves in the megaverse, and retirees looking for a breather from a life of deciicated service, and the opportuity to apply ther skills to more domestic pursuits.

N. Shelter:
Excellent. There’s actually some effort to have aesthetically-pleasing architecture in place, rather than the ‘defendable bunker’ or prefab look typical of security-conscious Greater New England. Of course, in FreeHaven they’ve been recycling ‘classic Old New England’ design themes with more modern materials and interior furnishings, but there’s a bit more leeway in adapting artistic flourishes. Though, under the decorative gingerbread and wood shingles, field-stone walls and clapboard is armungus reinforcement, cobham composite armor, and megadamage rebar-threaded megacrete.

O. Security and Fighting Force:
Police Constabulary with a Civil Air Patrol auxiliary squadron. Local Coast Guard outpost and a GNEAS Reserve airfield.

P. Power/Energy:
Mixed: Nuclear Fusion-powered powergrid, supplemented by wind and TW. Individual households fitted with back-up solar(problematic, however, due to frequent fogs and storms) and windmills.


Notable Residents/Places of FreeHaven:
*Sifon a’sorvis (aka ‘The Sandman’)---An eccentric Elven beachcomber who has settled down along a stretch of beach along FreeHaven Bay’s shore. He uses Earth Elemental magic to build himself a sheltering giant sandcastle which only lasts a week or so before he has to recast the spell and rebuild his sandy domicile, each time different. Tends to keep to himself, occasionally venturing into town to do some trading, but he generally lives off what he can gather and find.

*The Viggi Collections---This is a small private museum attached to a private residence. It features a collection of miscellaneous objects found by beachcombers, mainly the museum’s owner. About half of the display collection changes every six months. Besides the curios, the owner, a successful merchant (and Krak d-bee) by the name of Rulston Viggi, hosts musical recitals and art seminars in the drawing room of his mini-mansion. Viggi runs the more exotic of his finds by the GNE oceanographic institute branch, to make sure he hasn’t picked up anything dangerous,


*Darsis Alkavay(aka ‘Shroud-man’)----Dirari Ecto-Man. Handyman and part-time beachcomber, Darsis speaks little of his past history, but it’s variously rumored that he was a hitman for the Black Market who turned informant for the GNE law, a virtually unheard-of thing, or a Dirari lawman too wounded to continue pursuing other Dirari and unable to return home, an adventurer seeking treasure along The Shore, or an unusually peaceful and law-abiding Dirari fleeing persecution. He got his nickname from his frequent walks along the beaches ‘wearing’ only a ragged black piece of cloth, though he ectoplasmically dons other garments for going into town and socializing.


*The Singing Bones---Unearthed in one of the older sand dunes between Lumen Grove and Tolantown is a fossilized skeleton of a giant(270 ft long) whale-like creature. Best estimates place the skeleton at being 50,000+ years old. Exposed to the wind, the bones seem to sing in tones reminiscent of cetacean song, but some residents of FreeHaven claim that they can make out organized patterns and experience vivid mental images. Psychics claim that clairvoyant abilities and scryings seem more acute and detailed when listening to the ‘songs’. Several psychics have made efforts to contact any sort of resident haunting presence, with mixed success and no definite answer as to whether there is a lingering intelligence around the skeleton. There is also some debate about fully excavating the skeleton, as the ‘singing’ and aura of effect appear to get more pronounced the more of the bones are exposed.

*Itali Stevins---One of a number of itinerant merchants coursing The Shore, Stevins is unusual in that she always comes in from the landward side, rather than along the coast or via water. She somehow knows reliable routes from the Earth-side through the otherwise impenetrable or random-rifting dark woods and rough terrain of the landward edge of The Shore. Her massive arcano-nuclear-powered road rig appears on an almost regular schedule three times a year, carrying an assortment of good that always attract interest and sell well, stays a week of so, then disappears again inland. She appears to be a rather young human, but nobody is sure of that; rumors abound that she’s a demigod, a half-Atlantean, a lifelike golem, or what. She speaks little of her background, though she’ll freely talk about other communities she’s visited up and down The Shore. GNE milintel and DimCorps would LOVE to know where she goes on the Landward side, but she’s never talked about it, and those few people she’s dropped off have no memory of anything other than ‘going a distance’.
Despite the mystery of her background, Itali is a friendly sort, boisterous and hard-living when in residence in FreeHaven, swapping tall stories with the best of the locals.


*Mama Magali----This large female ChaiChuk runs a boarding house(in a structure resembling an old seaside hotel), along with members of her extended family, on the edge of Tolantown. A generous, if fussy, matron, she sees to residents of her establishment as if they were beloved family. However, Magalli House never seems to have any vacancies for random travelers, and those inquiring are shooed away. Residents of Magali House tend to arrive at night with a military escort, and rarely interact with the rest of the FreeHaven community.
Mama Magali and her family are all veteran members of the GNE’s Office of Positive Outcomes, and Magali House is a convalescent safehouse(one of several) for ‘people of interest’ to the GNE, a place for traumatized people rescued by GNE milintel operatives to decompress and regain their peace of mind outside an institutional setting. There’s enough military veterans in FreeHaven to spot the signs of PTSD in the Magali House residents to understand their reticence and give them their space. In her younger days, ‘Mama’ Magali was a hard-bitten professional intelligence agent who worked her way up to section chief. She retired from active duty, and wanted to keep working in a support role, so posting to The Shore allows her to stay alive, work for the Company, and enjoy a more laid-back retirement running a more domestic establishment. However, she is fiercely protective of her charges, regardless of species, and is known to conceal some rather impressive firepower under her large skirts and apron. Besides being the hostess of Magali House, she cooks for and sends regular cleaning crews(the janitorial kind, not assassins) to several cottages also used as safehouses for people the OPO want out of the way in more peaceful surroundings.


*’Ol Sore-Eye’---Nickname given to an Agala dimensional serpent that has appeared off FreeHaven with regularity. Rather than having three red eyes and three blue eyes, OSE has four red eyes and only two blue ones, and this is the source of the creature’s nickname. Though OSE has never attacked FreeHaven and tends to stay offshore, the presence of the creature is cause to sound an all-communities alarm until ’Ossie’ has moved on. Part of the work of the FreeHaven xeno-oceanographic institute’s biology department is studying the Agala and determining their movement patterns, so OSE’s appearances are opportunity to check their behavior models and study the Agala(from a safe distance). Residents of FreeHaven still talk about the time a transitory Thunder Lizard swam out and challenged the dimensional serpent...and was torn apart in the ensuing melee.
-------------
"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 »

Because sometime the thing you need is to be able to collapse onto a soft beach cot and not wake up for 3 days.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Omegasgundam wrote:Because sometime the thing you need is to be able to collapse onto a soft beach cot and not wake up for 3 days.


True...I miss my summer vacations where a walk along the beach was just ten minutes away, birdsong included the crying of gulls, air conditioning was a stiff inland breeze off the ocean, fog horns were the wakeup call in the morning, porch culture replaced Facebook and Youtube, and the big story of the day was the bluefish run off South Beach.
-------------
"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 »

Some fluff...possibly in some part of the post-Crusade Yucatan....

The giant spider hanging from the forest canopy was agitated. It was angry. One might even say it was pissed.
“What are you going to do about this, soldier boy? Huh? What?”
The battle armored and ghillie-shrouded humanoid jungle trooper being addressed by the Ximtee farmer hanging over him, shrugged, as much as his EBA would allow. He said nothing, which the Ximtee took as license to plow on with his rant.
“Those damn savages up the river keep sending out sacrificial females into the swamps to appease their pagan gods and assure good harvests, and they either blunder through my pens and disturb my stock, or they attract the big predators that do the real damage crashing my fences, scattering my grota!”
Around them, several members of the sergeant’s patrol were pulling the thick wiry rushes of wire-thorn bushes back together to close the gaps in the living wall-fence around the jungle clearing. Around their feet burbled and grunted grotesque shapes like disembodied bloated humanoid heads on two thick legs, waving short appendages as they snuffled and chewed their way across the clearing.
Several long hairy multi-jointed limbs pointed at the shape of a young human female restrained and cocooned in layers of white arachno-silk suspended above the clearing. Wide panic-stricken eyes stared out through gaps in the webbing at the beings around her, then flinched in terror as several grota began trying to leap and bite at her bound legs.
“When are you going to go up there and CIVILIZE those heathen? I’m in favor of preserving cultural identity as much as the next person, but this sophont-sacrifice has to stop, especially when it’s cutting into my livelihood! So when can we expect an uplift mission in these parts to come calling? “
The GNE sergeant sighed, “We’ve been meaning to, but our teams are occupied elsewhere. The real concern is that the locals might be actually be dealing with some sort of paranormal that’s rewarding their blood offerings. We still don’t know if w’e’re potentially dealing with a nature spirit, a low-level demon, or maybe even a god-aspect.”
“Yeah, I send in reports of whatever I see, but if that’s the case, every farmer in the valley could be at risk.”
“That’s why we patrol. Tell you, though, once we help you gather up your stock and rebuild your corrals, we take the girl off your hands and send her back to base with one of our hovercycles. They’ll take her in hand and start acclimatizing her like the rest your folk trapped. We’ll expand the sweep a bit more to your north; maybe we can scare the locals there to stay away from this side of the jungle. Something like it’s bad luck to venture into this part of the forest.”
“Pah! They’ll probably just toss out another sacrifice bound hand and foot to appease the evil spirits! You gotta CIVILIZE them!”
“Eventually, when we have the time to spare. For now all we can do is keep our eyes open and hope to intercept their blood-offering before they get hurt. Thanks for trapping and holding this one, by the way.”
The captive in question gave a long fearful squeal as a grota made a particularly close and toothsome jump at her.
The Ximtee gave an eight-shoulder shrug of its own. “Gotta look after my dumb bloodthirsty pagan neighbors.”
-------------
"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

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(From the PS Vampire Slayer Laboratories during the Mexico Crusade.)

Paladin Steel Liquid Sunshine Rounds
(aka ‘lisun ‘, ‘Sunshots’)

“Brighten up some creature of darkness’s night with a clip of these things. Sunny delight in every shot.”

LS rounds are hollow bullets filled with a liquid payload of stabilized liquid sunlight(created using the Liquid Sunshine spell). The bullet cavity is lined with stabilized ectoplasmic insulation/ectoglass ampules that keeps the mystically liquified sunlight from evaporating while being stored.
When LS rounds go off, they do so with a flash of reconstituted daylight(this can be quite spectacular if a burst of them goes off under the skin of a shadowbeast or vampire).
LS rounds debuted eighteen months before the Mexico Crusade was forced; thus PS already had stockpiles of the rounds ready to go, intended for the New West markets, though not nearly enough to go around during the early phases of the campaign. Production ramped up considerably, with both Earth- and offworld-sites producing the valuable ammunition.
LS rounds are available to both regular projectile weapons and rail guns.

Damage: LS rounds do half their normal damage as a result of their hollow tips, but LS rounds go off with a bright flash equivalent to the spell Blinding Flash, plus they do 2d6 points of flash damage to Creatures of Darkness.
Cost: LS enhancement increases the cost of the round by 50%

Paladin Steel ‘SunGel’ Stabilized Sunshine Gel Rounds
(aka ‘Candler rounds’, ‘Solar-Sterno’)

“Ever see a vamp with a gut full of candlers burning from the inside out? Kinda like watching a moving picture x-ray. Only the x-ray is screaming and howling and dissolving away.”

Similar in concept to PS Liquid Sunshine Rounds, SunGel rounds take the process a step farther and polymerize the liquified sunlight before packing it into hollow rounds.
Sungel rounds are designed to penetrate a target, ideally a vampire or other creature of darkness, lodge inside the body, the bullet casing coming apart in the process, and the gellified sunlight ‘slow-burning’, converting back into light.
The process isn’t 100% effective, though; it requires a ‘to strike’ roll of 14 or better for the bullet casing to successfully site and fragment. PS weaponeers are experimenting with different shell casing designs and materials(including an additional type of stabilized ectoplasm that would evaporate after impact). Rather than wait for the ammunition to be perfected, PS rushed the current type to the battlefield during the Mexico Crusade.
Sungel rounds are available to both regular projectile weapons and rail guns.
Damage: Sungel rounds do half their normal damage as a result of their hollow tips, but on a ‘to strike’ roll of 14 or better, they lodge inside the target and begin to ‘burn’ for 2d4 melees, doing 3d6 damage per melee to vampires and creatures of Darkness. The internal siting of the source of damage hampers regeneration for the duration.
A roll of 6-13 still hits, and does the physical damage(if any) of the round hitting, but with only a 50% chance of the round successfully cracking open and catching light, burning for 2d4 melees and doing 2d4 exposure damage to vampires caught in a 5 ft radius of the tumbled round.
Cost: Sungel enhancement increases the cost of the round by DOUBLE.

PS-TWHWL-08 ‘Sunburn’ TW Laser Rifle
(aka ‘Sun-Hose’)
“We fight darkness with light.”

“Tank up, boys and girls; we got a fanger nest to light up and root out.”

“It cuts, it BURNS!”

The ‘Sunburn’ is a modified heavy laser rifle using (al)chemical ammunition, in this case magically liquified sunshine, to power laser production. The laser beam is fortified by the special powers of natural sunlight, doing extra damage to beings susceptible to sunlight.
The ‘Sunburn’ generation process actually burns up the LS in a process similar to early chemical lasers. This limits payload and ease of reloading due to the specialized nature of the liquid ammunition, and other problems include heavy ammunition canisters and high heat build-up from the combustion of the solar-based ammunition-fuel. However, the result is more powerful per shot than the ‘solid state’ PPE-clip fed TW GoDl weapons.
The TWHLR-08 was among many new and similar weapons rushed into service in the Mexico Crusade. The weapon continues to be popular in post-Crusade Mexico(especially with the proliferation of ammunition sources throughout the region), and a number have appeared with other forces fighting undead and creatures of Darkness.

Weight: 8 lbs + liquid ammo tankage(half-gallon tank weighs 4 lbs, a 5-gallon tank 41.5 lbs)
MDC: 40
Range: 4,000 ft
Damage: 6d6 MD MD per blast, double damage to beings sensitive to sunlight, 6d6 HP to vampires.
Rate of Fire: ECHH
Payload: 12 shots from a quart-sized clip-bottle, 40 shots from an attached half-gallon hip tank, and 400 shots from a 5-gallon backpack tank.
Special Features:
*Spray Pump----As a backup, the TWHLR-08 can spray its liquid ammunition directly on ts target, using a pump-action system, and spraying from an aperture under the laser barrel. Range is 50 ft, and a six-ounce shot of liquid sunshine does 3d6 HP to vampires. It can also be used to spray glowing circles of denial(or glowing markers), the sunlight effect lasting 10 minutes.
Cost: 22,000 credits

Paladin Steel PSTWHSCPL-01 Solar-Chemical Pulse Laser
(aka ‘SolarMax’, ‘Vampvikker’)

“The solar-chem pulser may be impressive, but it alone cannot destroy the vampire threat. It CAN, however knock down a creature of darkness or a vampire horde, long enough for other measures to be brought into play. Blind and maim a vampire bad and long enough, and you can slip in to finish the job properly with a stake, decap strike, and fire.”

“Deathspike HATES going up against vampvikkers, because the sun-pulse guns mean that vamp-hunters don’t have to decide whether they should concentrate on packing anti-vampire or anti-mundane weapons; the solarmax is both in one convenient package. Deathspike’s counted on their victims fumbling between anti-vamp and regular weaponry long enough for the ‘spikes to do them in, but the solar-chem-pumped lasers carve just as effectively through armor as they do vamp-flesh.”

“That supernatural pall of darkness over the region played havoc with our light-based weaponry, but we still managed to get enough sun-pulsers into position to spray the temple complex buildings and keep the monsters defending it heads-down. That allowed Doc Reid enough cover to slip inside and deliver his package to the head demon.”

“We get a lot of lost efficiency and waste heat at the higher rates of fire...that’s what keeps everybody from trading in their heavy weapons for solar-chem pulse guns. The guns fairly glow through the seams at full-out burst mode, and all that released sunlight causes the workings to heat up too. Not a problem if you’re firimg controlled bursts, but we get a lot of green troopers going full-auto berserk when they’re facing bloodsuckers or shadowbeasts. We’ve had to issue field kits that really do wrap the barrels in cooling jackets to keep gunners from melting their guns on fully automatic fire.”

The TWHLR-08 ‘Sunburn’ Heavy Laser Rifle proved the viability of the solar-chemical TW laser as a battlefield weapon, being able to engage both regular and Dark targets. However, the single-shot rate of fire proved problematic, especially when facing a horde of vampires, or trying to whittle the larger creatures of Darkness down to size. A pulse mode was desirable, but the physical constraints of pumping the liquid ammunition into the combustion chamber meant additional and restrictive weight for a rifle. However, a crew-served heavy weapon was deemed entirely possible and PS engineers worked intensely to develop one as the Mexico Crusade kicked up into a higher gear. The product of their work, the TWHSCPL-01, debuted in time to be deployed with the invasions of the vampire cities deep inside Mexico.
The TWHSCPL-01 is essentially a laser machine gun powered by liquified sunshine. It even resembles a vintage water-cooled Maxim or Vickers machine gun, only the hosing feeds into the action, rather than the apparent cooling jacket around the barrel. An electric pump draws liquid sunlight from a portable tank, into a combustion chamber that creates a pumped-laser from the spike of released energy.
While single shot damage is lower than that of the TWHLR-08(due to less efficient combustion of the ‘fuel’ at the higher feed rate), the ‘SolarMax’ can fire devastating five- or ten-shot bursts. The high rate of fire means that the weapon is best used with heavy reservoir tanks to provide enough ammunition for sustained fire. In a pinch, however, the feed plugs can use regular quart-sized or half-gallon hip-sling rifle tanks if nothing else is available.
Though rushed into service before all the bugs(namely the aforementioned inefficient combustion and heat build-up) could be ironed out, the ‘sun-pulser’ soon proved itself a very efffective weapon in the war against the undead. The ‘SolarMax’ saw considerable service through the latter part of the Crusade, with its ability to both reduce the fortified positions that the vampires and their allies were taking cover in, and at least maiming, if not outright slaying, those same defenders. Postwar, the weapon sees continued service, especially in the new Mexican Confederation, where it is most often seen deployed as a vehicle-mounted weapon, especially on the Mexico Armory T-113, where it can draw upon a 30 gallon drum inside the APC/IFV.

Weight: 40 lbs + liquid ammo tankage(half-gallon tank weighs 4 lbs, a 5-gallon tank 41.5 lbs, the 10-gallon tank 83 lbs)
MDC: 65
Range: 4,000 ft
Damage: 4d6 MD MD per single blast, 4d4x10 MD per five-shot burst, 4d6x10 MD per ten-shot burst, double damage to beings sensitive to sunlight, 4d6 / 8d6/2d6x10 HP to vampires.
Rate of Fire: Single shot, 5-, 10-shot bursts, or spray attacks, ECHH
Payload: 12 shots from a quart-sized clip-bottle, 40 shots from a half-gallon tank, 400 shots from a 5-gallon tank, 800 shots from a 10-gallon tank.
Special Features:
*Tripod- or Pintle-mountable
Cost: 85,000 credits
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

(trying to get back to my plan of new material every week...)


Paladin Steel PS-FCMcCFCR-06 ‘Doopla’ Smallkin Light Machine Combat Robot
(aka “Soldier Bob’, ‘Corporal Jones’, ‘PFC Doppler’, ‘Hardbody’, ‘The Big Suit’)

“Don’t think of these suits as padding understrength formations with second-rate troops armed with the equivalent of quaker cannons. In fact, one of these suits is more dangerous than an average infantry grunt, being more akin to a light power armor or cyborg. No, we will be well-served by combining our surplus production output with the new recruits from our Smallkin populations increasing our available manpower.”

“We knew that some of the locals weren’t happy with us horning in on their little war and effectively taking it over, even though we were proving much more effective at closing it out. So we weren’t surprised when some of them tried some backstabbing in the name of ‘taking control of their own affairs’. Stealing weapons, sabotaging our communications and supplies, that sort of thing, routine troublemaking the same all over. One did stand out, though; local woman tried to seduce her way past one of our security guards posted at a regional command center. Gal tried everything she could to crack our guy’s discipline, including a damn near perfect striptease. All caught on surveillance, mind you. The best part though came when the MPs finally showed up, having been laughing themselves silly watching the guard’s media-feed before they decided to show themselves. The expression on her face when she discovered she’d been trying to seduce a five-inch mouse piloting a man-sized powersuit.....pure comedic gold payoff.”

“So this is how it feels to be mingling with the Bigfolk on their own eye-level! Can’t say it’s all that great!”

The ‘Doopla’ is a smallkin robot vehicle based on a Magnus-type robot chassis. Unlike other combat cyborg-conversions, however, the Doopla is meant to look like a regular EBA-armored bigfolk infantryman, usually in GNE-pattern combat gear. The basic Doopla is a skeletal robotic endoskeleton with the powertrain and actuators, over which can be fitted regular infantry armor.
The need to look like a regular tactical grunt limits the amount of hardware that the Doopla can be fitted with, but it still can carry some concealed weaponry, and its carried handweapons can tie into the cyborg power system for effectively unlimited shots. However, the outer armor plating is easily repaired and restored from available quartermaster stores, so more specialized cyborg armor plating is rarely needed.
The Doopla isn’t as popular with the Smallkin robot corps because of the limitations of appearing more-or-less ‘normal’ and inconspicuous(or rather less conspicuous than a hulking be-weaponed power armor or fullcon combat cyborg), but it is sometimes used for special duties and occasionally deployed in larger numbers(squad level and higher) to pad out the ranks of GNE Regular Army infantry forces. When appearances aren’t important, and the Doopla is allowed to go all-out, it is typically mistaken for a light cyborg or bio-aug in action.

Type: PS-FCMcCFCR-06 ‘Doopla’
Class: Cyborg Frame Combat Robot(Light Machine)
Crew: One, mutant animal or small-statured sentient of Size Level 1 or 2
MDC/Armor by Location:
(The first MDC numbers are for the endoframe, the MDC numbers in parenthesis are for overlay VEBA-02 and *VEBA-04 respectively)
Main Body 60(60)(*120)
Head 55 (50)(*70)
Arms(2) 25 each(30)(*60)
Hands(2) 5 each(10)(*15)
Legs(2) 30 each(45)(*80)

Can wear standard EBA armors or light cyborg armor types

Height: Adjustable between 5-6 ft
Width: Adjustable between 1.5-2 ft at the shoulders
Length: 1.2 ft
Weight: 260 lbs
Physical Strength: Equivalent Robotic P.S. of 30
Cargo: Whatever can be carried. The pilot’s compartment has room for a small survival pack and side arms(typically a derringer-styled weapon) appropriately scaled to the crew.
Possible hidden compartments in the legs and torso.
Powerplant: Nuclear Powercell w/ 5 year energy life
Speed:(Running) 40 MPH
(Leaping) 12 ft up/22 ft across; increase by 50% with running start
(Flying) Not possible
(Underwater) Can run along the bottom at about 7 MPH, maximum depth of 1,000 ft

Market Cost: 520,000 credits+body armor overlay
Systems of Note:
Standard Power Armor Systems, plus:
* Built-in language translator
* Built-in radio receiver & transmitter
* Clock calendar
* Gyrocompass
*Multi-optic eyes
*Nightvision/Thermal Imaging Optics
* Built-in loudspeaker
*Head-mounted Spotlights

*PPE Sensor---Thanks to microchip engineering expertise, PS has managed to get the size of the system down to compact enough to fit into the scope module. The sensor has a 200 ft range(out to 400 ft with 50% error in determination), 60-degree arc, and can detect invisible entities. Other penalties similar to the Japanese SNARLS system(on which it is based.....see Rifts: Japan, pg. 116).

*Mini-Periscope--The helmet mounts a small extendable antennae/fiber-optic telescope that can extend eight inches out from the helmet and transmit its view to the HUD; perfect for peering from behind cover.

*False-Flesh Face---The Doopla has a fully-articulated faux-flesh humanoid ‘face’ on the front of its head, with a programmed repertoire of facial expressions(or it take its cue from a body language translation system monitoring its pilot). Sometimes fitted with an AA-1 Cyber-Disguise(See Options)

*360-degree Waist Rotation---This sometimes freaks out observers who have mistaken the Doopla for a real flesh-and-blood person.

*Power Link----Induction and plug links used for powering handheld weaponry from the ‘bot’s own power unit.

*Escape Pod----This is a modified MDC(50) helmet that closes around the tiny pilot, providing additional protection. In a bailout situation, the pilot can eject, the helmet powered clear of the rest of the robot by rocket motors. Internal airbags cushion the pilot on landing(it was decided NOT to include a mini-parachute, in case such might give away to a watchful enemy that something was up). The escape pod can rocket up to 5,000 ft away.

Note that Size Level 1 and 2 crew members are commonly issued a miniaturized version of the PS Skinsuit, a light padded body suit of megadamage plastic fibers(4-6 MDC), with soft ‘tanker’s cap’(w/ chip radio with 2 mile range), plastic gloves, and boots, clear plastic faceplate with an air filter mask(an 02 cylinder can also be attached for 1 hour of air) .

Weapons Systems: None standard
1) Retractable Vibroblade---One, or both, arm vambraces will have a retractable vibroblade for use as a tool or a weapon. Does 1d6 MD

2) Forearm Slots--The forearms can be fitted with any easily concealable cyborg-style weaponry, such as retractable vibroblades and energy rods. Laser finger blasters are also favorites as backups to larger forearm weaponry.

3) (Optional) Handheld Weapons----The Doopla’s big strength is that it can pick up and use regular infantry-scale weaponry. The Doopla in GNEAS service is typically given standard infantry-issue kit.

Hand to Hand Combat
Use Robot Combat Training bonuses(on account of the control setup)
Restrained Punch 1d4 MD
Full Strength Punch 1d6 MD
Power Punch(2 attacks) 2d6 MD
Kick 1d6 MD
Body Block 2d4 MD

Options:

*Armor Change---The exterior armor plating can be swapped out to resemble/use other armor types other than GNE EBAs, such as (but not limited to) Juicer EBA, Deadboy (both central CA and Free Quebec varieties) armor, Chipwell suits, and common merc EBAs.

*Laser Ablative Armor--The VEBA-02A has a thin appliqué coating of laser-ablative material that reduces damage from lasers by HALF. Note that this is NOT Glitterboy armor and variable frequency lasers CANNOT be reset to compensate for this feature. Note also that this is only a COATING. If the armor should lose more than 50% of its MDC, the coating loses its effectiveness and lasers then do normal damage. Creating a suit-patching and repair kit for battlefield use that replaces the appliqué is one problem PS hasn’t quite solved yet.

*Appliqué Armor---The VEBA-02A can be further reinforced by the mounting of additional armor in the form of an armored vest and kilting that adds 40 MDC to the main body/torso, vambraces that add 20 MDC to the arms, and greave-splints that add an extra 30 MDC to each leg...However, with the full set of armor add-ons, the weight of the armor jumps to 26 lbs, and the following penalties are incurred; -5% to prowl, and -2 to Spd. Furthermore, the appliqué lacks the laser ablative aspect unless specifically ordered in Laser Ablative surfacing..

*Blurr Camou---CANNOT be combined with Fiber Optic Camouflage, Appliqué, or Laser Ablative.
MDC: 10 before being rendered inoperable
Bonuses: The faster the wearer moves, the greater the distortion; at speeds of 3 or less, no bonus, 4-10; -1 to strike the wearer, 10-16; -2 to strike, 16-22; -3 to strike, 23 or greater, -4 to strike

*Fiber Optic Preprogrammed Camouflage Scheme Surfacing----Can switch the overall color scheme of the armor to any one of 16 different preprogrammed designs(held in microchip memory). Changeover takes 30 seconds(2 melees) to take place. CANNOT be combined with Blurr Camouflage, Appliqué, or Laser Ablative.

*AA-1 Cyber-Disguise---This allows the pilot to change the facial features of the ‘bot to resemble other human(oid)s.

*Voice Modulator---Allows the pilot to speak through the ‘bot’s external audio systems in different voices.

*Body Compartments----Inner cargo compartments can be built into the chest, abdomen, and upper thighs of the ‘bot.

*Jump Rods----PS’s gravity-negating leg attachments.
Effects: Allows leaps of (Bionic) P.S. x25 ft across, half that vertically. Allows for jumps down of TWICE horizontal distance.

*Eye Lasers---Some operators fit the Doopla with any of PS’s cybernetic eye laser options.

* Jet Pack Attachment---- Any infantry-scale jet pack can be locked to the back of the Doopla, giving it flight capabilities, but the Smallkin pilot must have training in Flying Power Armor to make full use of this.

*Additional sensors and accessory systems as available to body armor and light cyborgs are available.

Variants:
The development of the Doopla has encouraged side-development of similar adaptations, such as the Razma exoframe.


Paladin Steel PS-FCMcCFCR-07 ‘Mulvader’ Smallkin Light Machine Tunneler Robot
(aka “Mol-bot’, ‘Sand Trout’, ‘Rock Trout’, ‘Drill-beak’, ‘Digger-Tru’)

“Not much of a combat monster, but then it doesn’t have to be; few people who feel they’re safe and secure inside their fortified bases expect to round a hallway corner and find themselves facing an armored ‘bot that’s drilled its way up through their basement. In close like that, the molbot’s armaments are more than capable of doing a slaughter-number. I’ve seen plenty of misson camera footage to confirm it.”

“In addition to being a sapper and a spy, I am one hell of a plumber, adept at unclogging the toughest sewer obstructions, including those that fight back. That may sound rather disgusting, but it actually looks better on a after-service resume than ‘adept at listening undetected to other people’s private conversations’ and ‘proficient at undercutting large structures ‘.”

“Kind of hard to scramble your war machines when the hangars collapse on them like that. And the GNErs didn’t land a single shot on those things, imagine that! Places just folded up on themselves all of a sudden! How unfortunate and real shoddy workmanship building those bunkers, if you ask me.”

The ‘Mulvader” is a specialized micro-scale robot vehicle meant for use by the more subterranean-inclined of the GNE’s Smallkin population.
The Mulvader has an appearance akin to a slightly hunched-over large mole standing upright, but it can drop to all fours, and with the ability to pull its arms and legs in close to affect a more worm-like profile, the better for making its way through rock. The head is topped with a large drill, the arms feature large rock-cutting and dirt-moving forepaws with smaller extendable manipulator hands, and the body is sheathed in streamlining armor skinned in special no-stick surfacing for reduced friction moving through solid earth. Of necessity, the Mulvader’s weaponry is faired into the body shell so as not to impede movement underground, or be scraped off during tunneling mode. A trailing ‘rat tail’ acts as a radiator(especially important when working with high energy power tools underground) and, while easily damaged, is easily replaceable.
Though not as fast as other light frame cyborgs/robots, the Mulvader is optimized for tunneling, and can almost casually porpoise through soft earth and slip unseen through deep rock. Its spacious cockpit(for a smallkin ‘bot) allows for comfortable long deployments underground.
Mulvaders are used mainly in utility work and special reconnaisance, tunneling under enemy positions to plant sensors or set up watchposts under the enemy. They have also been used in sapper and sabotage missions. The BioSanitation Corps and Metropolitan Water and Waste Management Authorities also deploy a number of Mulvaders to police and service the larger sewer lines.

Type: PS-FCMcCFCR-07 ‘Mulvader’
Class: Cyborg Frame Combat Robot(Light Machine)
Crew: One, mutant animal or small-statured sentient of Size Level 1 or 2. An additional crew member/passenger can be squeezed in.
MDC/Armor by Location:
Main Body 180
Head 80
Head Drill 50
Arms(2) 95 each
Hands(2) 15 each
Legs(2) 85 each
Feet(2) 25 each
Tail/Radiator 30
Height: 4.9 ft( 6.5 ft standing fully upright with the drill sticking straight up)
Width: 2.3 ft shoulders spread out( 1.9 inches with shoulders drawn in)
Length: 2 ft
Weight: 270 lbs.
Physical Strength: Equivalent P.S. of 30
Cargo:Whatever can be carried. The pilot’s compartment has room for a small survival pack and sidearms(typically a derringer-styled weapon) appropriately scaled to the crew. The cockpit also has a small refrigerator, water dispenser, and waste managment facility/toilet.
Possible cargo in torso cavity.
Powerplant: Nuclear Powercell w/ 15 year energy life
Speed:(Running) 40 MPH(short legs)
(Leaping) 8 ft up/16 ft across; increase by 50% with running start
(Tunneling) 1d6x10 ft per minute through regular rock/concrete, 2d6x10 ft per minute through packed soil/dirt, 6d6x10 ft per minute through loose sand
(Flying) Not possible
(Underwater) Can run along the bottom or swim at about 8 MPH, maximum depth of 1,000 ft

Market Cost: 1.2 million credits
Systems of Note:
Standard Power Armor Systems, plus:
* Built-in language translator
* Built-in radio receiver & transmitter
* Clock calendar
* Gyro-compass
*Multi-optic eyes
*Nightvision/Thermal Imaging Optics
* Built-in loudspeaker
*Headmounted Spotlights

*Motion Detector---Extendable antennae and small sensitive artificial ‘hairs’ sited around the frame pick up on motion; 500 ft.

*Ground Sonar---Highly sensitive groundphone system with both active and passive modes’ the active mode uses ultrasonic emissions to map surrounding strate, but can be detected by appropriate sensors as a thumping or buzzing. In general, depending on the density of the material encountered, effective range is 500-1,000 ft.
Note that when in Active Mode characters with amplified/enhanced
hearing, like Dog Boys or cybernetic Ultra-ears, standing within 500 feet of the ‘bot will hear an annoying low-key buzz, and may feel nauseous/suffer from headaches if exposed to the noise for more than a minute.
Ground scans will take 2-4 times as long as a standard radar/sensor sweep.
In passive mode, the Ground Sensors can be used alone to listen for underground activity, such as burrowing animals, tunneling vehicles, water running through pipes, etc., as well as surface movement. Passive sensors can detect the surface movement of large animals(2 tons or more), robots, heavy vehicles, or large masses of infantry with 40% accuracy, up to a mile away.

*Chemical Sensors---Molecular Analyzer System

*Metal/EM Detector---Short range version of the larger MAD(Magnetic Anomaly Detector) modified with input from circuit reader devices; it’s a smaller version of PS’s larger vehicle-mounted EM Detector Lance.
Range: The magnetometer has a range of 4,000 ft and can detect vehicles and other metallic structures with 80% accuracy
The ground radar has a range of 3,000 ft, and has a 90% chance of detecting metal-cased mines, 60% chance of detecting nonmetallic ordnance.

*PPE Sensor---Thanks to micro-chip engineering expertise, PS has managed to get the size of the system down to compact enough to fit into the scope module. The sensor has a 200 ft range(out to 400 ft with 50% error in determination), 60-degree arc, and can detect invisible entities. Other penalties similar to the Japanese SNARLS system(on which it is based.....see Rifts: Japan, pg. 116).

*360-degree Waist Rotation

* Non-stick Armor Skinning---The Mulvader is sheathed in chemically-inert teflon-like armor, similar to that PS’s HAZMAT ‘borgs and ‘bots, to which nothing sticks. The armor is also proofed against corrosives.

*”Belly Tread”---A favorite of tunnel rats and spelunkers, this device, adapted from the ‘Flexman’ cyborg catelogue of options, is a small, electrically driven rubberized tread unit mounted in the chest, that allows the ‘bot to rapidly crawl across relatively smooth, firm, surfaces at high speed, without using its arms and legs. Great for moving through large pipes and through crawl spaces. Speed: 15. Cost:10,000 credits

*Tactile/Aural Display Interface Output---The cockpit systems are designed around both conventional sight interfaces(for fully-sighted users) and tactile/aural interfaces(for blind pilots).

*Extended Life Support----The Mol-bot has extended lfie support and air recycling for extended stays underground.

*Escape Pod----This is a modified MDC(50) helmet that closes around the tiny pilot, providing additional protection. In a bail-out situation, the pilot can eject, the helmet powered clear of the rest of the robot by rocket motors. Internal airbags cushion the pilot on landing(it was decided NOT to include a mini-parachute, in case such might give away to a watchful enemy that something was up). The escape pod can rocket up to 5,000 ft away.

Note that Size Level 1 and 2 crewmembers are commonly issued a miniaturized version of the PS Skinsuit, a light padded body suit of megadamage plastic fibers(4-6 MDC), with soft ‘tanker’s cap’(w/ chip radio with 2 mile range), plastic gloves, and boots, clear plastic faceplate with an air filter mask(an 02 cylinder can also be attached for 1 hour of air) .

Weapons Systems:
1) Head Drill--The head is topped with an oversized drill used for boring through rock and earth. A counter-rotating ring assembly keeps the operation of the drill from torquing the body of the ‘bot aroud with it.
Range: Melee
Damage: 5d6 MD

2) Head Lasers(4)---Faired into the head are four small lasers, normally used for cutting, but can also be used as weapons
Range: 400 ft
Damage: 2d6 MD per single shot, 8d6 MD for all four lasers firing simultaneously(counts as one attack)
Rate of Fire: ECHH
Payload: Effectively Unlimited

3) Vibro-Claws ---Each large forepaw sports an impressive array of vibro-cutlery that can carve through rock, slice into rebar, and make short work of fleshed opponents.
Range: Melee
Damage: 3d6 MD

4) Forepaw Lasers(2) ---Each large forepaw conceals a laser. Like the head lasers, these are normally used for vaporizing rock and soil, but can also be used as weapons
Range:1,500 ft
Damage: 2d6 MD per single shot, 6d6 MD per 3-shot burst
Rate of Fire: ECHH
Payload: Effectively Unlimited

5) (Optional) Forearm Weapon Slots(2)----Nestled in among the vibroclaws and lasers on each large forepaw is space for a cyborg-style forearm weapon.

6) (Optional)Cargo/Weapons Module--Mounted in the chest is space for a small amount of cargo, additional sensors, or weaponry.
a) Cargo---Small 8 inch x 8 inch x 6 inch space

b) Demolition Charges---- Holds 8 charges equivalent to light fusion blocks or 4 heavy fusion blocks. Badger Grenades are prefered because they can self-site and have limited tunneling abilities of their own.

c) Micro-Missile Launcher----25-shot cassette

d) PS-RL-212B Fragmentation Rocket Launcher( a copy of an imported Russian design). Note that PS has also been experimenting with an incendiary variant using a magnesium mixture.
Range: 4,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
at 3,500 ft, the rds go ‘grapeshot’, doing 3d6 MD(1 MD for a single shot) in a 12 ft wide area.
(Incendiary “Hot-Grape” Version)---Do an additional +2 MD per rd, and 1 MD of damage for 1d4 melees as the flare portion burns down.
Rate of Fire: ECHH
Payload: 20 shots
Cost: 40,000 credits

e)Razor -Disc Launcher
Range: 1,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
Rate of Fire: ECHH
Payload: 20 shots
Cost: 40,000 credits

f) Mini-Missiles---3 shot launcher

g) Grenade Launcher---This lacks the barreling of the larger grenade launchers, so range is much shorter. Can fire 30mm or 40mm grenades.
Range:(All) 800 ft
Damage:(30mm)
(SDC)* (Fragmentation) 2d6x10 SDC to 16 ft radius
(High Explosive) 6d6x10 SDC to 4 ft radius
(Armor Piercing) 1d4x100 SDC, no blast radius
(Crowd Control rds)---Essentially an expanding plastic ‘flyswatter’ that delivers a bruising knockdown punch. Cut effective range to 200 ft. Does 2d4 SDC per rd, humans and human-sized D-Bees must roll a D20-5 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174). Human-sized light power armors(500-800 lbs) also roll on a D20, but are +2 to save versus knockdown
(Wood Rounds) 7d6 SDC single shot (1d4x10+5 HP to vampires), no blast radius

(MD)(HE) 2d6 to 12 ft blast radius
(Armor-Piercing) 4d6 to 3 ft blast radius
(light micro-fusion) 6d6 MD to 12 ft blast radius
(HESH (High Explosive Squash Head)) - Designed to ‘spald’ off armor on the interior of power armors and vehicles. Composite ‘chobham’(layered armor and nylon mesh) armor reduces this internal damage by HALF, by holding the armor together.
HESH rounds do NOT have a blast radius.
3D6 MD plus 4D6 SDC to the person(s) inside the object.
(Incendiary) 2d4 MD to a 12 ft blast radius, plus an additional 1d6 MD per melee for 1d6 melees.

( 40mm)(Fragmentation) 4d6 MD to blast area of 12 ft
(Armor Piercing) 1d4x10 MD to blast area of 3 ft
(Fletchette) Reduce range to 600 ft, but does 5d6 MD to an 8 ft wide area in front of the muzzle
Can chamber and fire a variety of different munitions, including SDC explosives, chemical shells, flare rounds, and TW munitions.
Rate of Fire: Volleys of 1-4
Payload:(30mm)36
( 40mm) 25

h) Sonic Projector----Sometimes used to crumble rock, but more often used as an area of effect sonic stunner or crowd control.
Range:(Stun)250 ft, 15 ft wide area.
(Disruptor)220 ft
(Heavy MD Shot)100 ft
Double all ranges underwater
Damage:(Stun)1 SDC, plus victims must save versus non-lethal poison or be rendered unconscious for 1d6 melee rounds. Even on a successful save, the victim is -2 to strike, parry, and dodge for 1d6 melee rounds. Multiple blasts are cumulative for duration.
(Disruptor)4d6 SDC, or 1d6 MD per blast.
Area of effect ‘shotgun’ blast: Half damage to a 10 ft wide area.
(MD Shots)5d6 MD per blast
Characters in EBA will take HALF that damage in SDC even through their armor, while vehicle crew will take 1/4 damage in SDC through their vehicle’s armor due to shock and excessive vibration. Vehicles with more than 200 MDC in their main body, or forcefield protection, will NOT be affected.
Rate of Fire: ECHH
Payload: Effectively Unlimited

i) Light Forcefield Generator---Naruni-style personal forecfield generator: 110 MDC

j) PLDK02 ‘Stringbang’ Personal Lane Demolition Kit---2 shots

k)RAP-(Rifleman’s Assault Projectile)---2 shots

l) Chemical Sprayer
Range: 80 ft
Damage: Varies by chemical used
Rate of Fire: Standard
Payload: Enough liquid for 30 blasts

m) Mini-Mage Multiplexor----3 Spell Card model. Typically one spell will be reserved for self-defense, another for underground movement, and the third mission-oriented.
Range: Varies by spell
Damage/Duration: Varies by spell
Rate of Fire: ECHH
PPE Cost per Use: Varies by spell. Spells cost as normal
Payload: Draws from the main PPE Battery. PPE Capacity:(Medium)----200 PPE battery capacity; recharges at 2 PPE per hour, 10 PPE/hour at a leyline, 20 PPE/hour on a nexus or in a dimensional pyramid
Note: The device accepts PPE clips or the user can pump his or her own PPE or ISP into the weapon to recharge it an emergency, but at DOUBLE the above listed PPE cost(x4 if ISP; so 10 PPE battery shot takes 20 PPE/40 ISP to manually recharge).
Bonuses: As per spell(if any)
Cost: 37,000 credits
PPE clips cost 6,000 credits for 50 PPE
12,000 Credits for 100 PPE

n) Spy Drone(s)----The ‘bot can carry its own smaller micro- or mini-spy’bots. Typically one standard NEMA-style flying- or spider-drone, or four mouse-sized micro-drones. The McUAV03 ‘MicroDragon’ drone is another favorite. Just the thing to sneak into an enemy position to gather intelligence.

Hand to Hand Combat
Use Robot Combat Training bonuses(on account of the control set-up)
Restrained Punch 1d4 MD
Full Strength Punch 1d6 MD
Power Punch(2 attacks) 2d6 MD
Kick 1d6 MD
Body Block 2d4 MD

Options:
The Mulvader is too specialized to have much in the way of option systems, beyond what is already listed.

Variants:
*PS-FCMcCFCR-07C(“Sea’)---(aka ‘Oyster Drill’, ‘Sea-Mole’, ‘Mole-Seal’, ‘Nar-Mole’) Submarine combat model, optimized for marine combat. It forgoes tunneling features in favor of aquatic movement. It was originally developed with SEAL operations in mind, stealing up to target vessels or marine structures and sabotaging them. The GNEAS also rather gloomily pictured scenarios in which guerilla units of these ‘bots would stage spolling attacks against Splugorth MInion vessels invading the American NorthEast, quietly meeting the invasion vessels and drilling or blasting holes in their hulls.
These units are usually NOT piloted by mole-descended Smallkin, given the Talpidaeans’ general dislike of swimming.
Changes/Modifications
Speed:
(Underwater) Can swim at about 40 MPH, maximum depth of 1,000 ft
Systems of Note:
*Mini-Sonar---- 2 mile range
*Adjustable Buoyancy---Special trim tanks and ‘smart gel’ flotation units can be used to adjust buoyancy towards either the positive or the negative as needed.
* Stealth Skinning----Rather than the mega-teflon skinning of the baseline model, the ‘Cee’ is sheathed in anechoic material that absorbs sonar.
*Quiet Running---Attention has been paid to muffling the ‘bot’s own acoustic signature. Effective prowl roll of
*Molecular Adhesion Clamps---This allows the ‘bot to cling, remora-like, to ships, for ferrying or boarding purposes.
*Depth Gauge
*Bionic Glls---Allows the ‘bot to replenish its oxygen supply without having to surface.
Weapons Systems:
2) and 4) Blue-Green Lasers---All laser systems are now modulated in the blue-green frequencies for better underwater penetration. Same range above and below the water.

6) (Optional)Cargo/Weapons Module
c) and f) can be replaced/complemented with their equivalent in micro- and mini-torpedoes

Hand to Hand Combat
Bonus: +1 Dodge/Roll underwater
Last edited by taalismn on Fri Jul 23, 2021 9:42 pm, edited 2 times in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
Omegasgundam
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Posts: 444
Joined: Thu May 08, 2008 11:04 pm

Re: Paladin Steel Storefront

Unread post by Omegasgundam »

Holy size errors batman.

Other than that, good idea done to PS standards.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Omegasgundam wrote:Holy size errors batman.

Other than that, good idea done to PS standards.


Thanks. Fixed the font error.

Better news is, thanks to a surge in productivity helped by generally cooler weather around here, I'm racing along to finally get the PSPA-15 Drakon ready to post, along with its understudy, provided I don't get logged down in the variants...which I may just skip for a future post, just to get the baseline designs out in the field.
-------------
"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:Better news is, thanks to a surge in productivity helped by generally cooler weather around here, I'm racing along to finally get the PSPA-15 Drakon ready to post, along with its understudy, provided I don't get logged down in the variants...which I may just skip for a future post, just to get the baseline designs out in the field.

My current idea is how the SSN is infiltrating the Altess. Its focusing on keeping tabs rather than digging deep, and there's a few novel angles to work.
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taalismn
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Joined: Tue Sep 02, 2003 8:19 pm
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Re: Paladin Steel Storefront

Unread post by taalismn »

Omegasgundam wrote:[
My current idea is how the SSN is infiltrating the Altess. Its focusing on keeping tabs rather than digging deep, and there's a few novel angles to work.


Azimuth Point graduates.....butlers, maids, and valets always go over with the monied crowd, and they can have incredible access.... :D
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

PSPSA-15 Drakon Airborne Power Armor
(aka ‘GreenDragon’. ‘Tac-Drak’)

“ We’re not playing catch-up with the CS; we’re playing a whole different game. Faster play, harder hits, higher stakes.”

“The Drakon’s more compact than the Raptorex, but requires a bit more expertise to handle properly. It’s the Fury writ larger and heavier, with the ability to mount heavier weaponry. It’s a VTOL gunship that can be operated by a single person.”

“More than a few people oppose our policies towards the Coalition States because they worry that if the CS falters or falls, there’s nothing to stop a whole lot of even more nasty from rolling in over them. Like the Deadboy SAMAS are single-handedly holding back the black tide. Well, we got news for them; the GNE and its allies are ready; if, no -when-, the CS falls, something better’s ready to take its place. That’s all across the board better, from the grunts on the dirt to the SAMAS in the sky. We got you all covered.”

The Paladin Steel equivalent of the SuperSAMAS, the Drakon starts out with a Glitterboy-equivalent exoframe, loads it up with heavy armor and armament, mounts a folding-wing engine pack worthy of a small jet fighter on it, and adds on more armament for kicks. Like the SuperSAMAS, the Drakon is flying brute force, a humanoid gunship.
PS’s signature modularity is evident throughout the Drakon’s systemry, allowing field units to quickly refit the armor according to their needs.
The larger size of the Drakon, plus its independently swiveling shoulder weapon mounts, inspired PS engineers to fit the power armor with something originally considered for the smaller Fury, but dropped in favor of simpler systems. The Drakon’s shoulder mounts can be operated by an advanced fire control system inspired by Northern Gun’s Juicer Killer JK1 system. This allows the shoulder turrets to acquire, track, and engage targets independent of pilot control, allowing the power armor to deal with multiple targets or rain continuous attacks on one. This has proven extremely useful in dealing with swarm opponents like Xiticix(or Star Wasps in the Three Galaxies) and the sort of missile barrages that Drakons seem to attract when fighting technological opponents.
The Drakon program was delayed in part due to the influx of Three Galaxies technologies forcing a rethink of the program, and substantial revisions to the work already in progress. Among the changes was a change in materials, which boosted the overall physical protection by almost double, the switch-over to a contra-gravity propulsion unit, and added even more weaponry and compact avionics.
The result has been a design that is more expensive than originally planned, but far more capable. Smaller and more agile than the Raptorex, but carrying heavier armament than the Fury, the Drakon has been earning itself a reputation as a ‘walking gunship’ and a ‘pocket dragon’. Though often overshadowed by the glory reaped by the Minuteman, the Drakon is feared by many adversaries of the GNE and the USA as a ‘mini storm cell’, and it is not uncommon to see formations of Drakons providing flying overwatch for blitzing MInutemen or exploiting breakthroughs made by the Glitterboys.

Type: PS-PA-15 Drakon
Class: Heavy Airborne Infantry Exoskeleton.
Crew: One
MDC/Armor by Location:
Main Body 550
Head 100
Hands(2) 25 each
Arms(2) 160 each
Legs(2) 200 each
Flight Pack 250
Wings(2) 200 each

Height: 10 ft
Width: 5.5 ft , 14 ft w/ wings fully extended
Length: 3.8 ft
Weight: 1.4 tons
Cargo: None, except what can be belted or backpacked on
Physical Strength: Robotic P.S. of 39
Powerplant: Nuclear w/ 20 year energy life
Speed:
(Running) 60 MPH
(Leaping) 20 ft up/across, 35 ft up/across with a running start
(Flying) Hover to 525 MPH, no altitude limit(contra-gravity drives)
(Space) Mach 2
(Underwater) 7 MPH running underwater, maximum depth of 480 ft
Market Cost: 5.9 million credits

Systems of Note:
Standard Power Armor Systems, plus:
*Mini-Radar: 30 miles

*Laser Target Designator---A ‘painting’ laser for illuminating targets for strikes with laser-guided weaponry. Range: 8,000 ft. If a Drakon can’t reduce a target to smithereens, it can ‘spotlight’ it for somebody who can.

*Force Multiplier Fire Control(Shoulder Weapons)----The pilot can select target-types from a preprogrammed menu or by using a visual spotter recticle, and can set the shoulder weapons to either independent or synchronized operation. Under auto-control, the shoulder weapons have 4 additional attacks(each, or synchronized), and a +3 to strike.

*ECCM System----A semiautomatic system that uses electronic encryption and frequency jumping to (attempt to) negate jamming systems. The system has a 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(no other attacks/actions are possible).
Having an Electronic warfare Skill gains a +15% 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.

Weapons Systems:
1) Forearm Hardpoints(2)---Each forearm is fitted with a hardpoint capable of accommodating any of the following:
a) MicroMissile Launcher---25

b) 12.7mm PS-MRG03 Snub-nose Short Gatling Gun
Range: 2,000 ft
Damage: 1D6 MD single round, 1D6x10 MD per 10 round burst,
2D6x10 +60 per Full Melee Burst of 40 rounds
Rate of Fire: Equal to the combined hand to hand attacks of the pilot
Payload: 800 rds

c) Heavy Machine Gun
Range: 4,000 ft
Damage:(20mm) 1d4 MD single shot
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 5 ft blast radius(single shot)
(PSX 20mm) 4d4 MD single shot
2d4x10 MD per 5 rd burst
4d4x10 MD per 10 rd burst
Airburst does 4d4 MD to 5 ft blast radius(single shot)
(Wood Rounds) 6d6 SDC single shot (1d4x10 HP to vampires)
2d4x10 SDC MD per 5 rd burst (2d4x10 HP to vampires)
6d6 MD per 10 rd burst (3d6x10 HP to vampires)
Rate of Fire: Standard
Payload: Two fifty-round box magazines(100 rds total)

d) Pulse Laser
Range: 3,000 ft
Damage: 3D6 MD single shot, 1D6x10 MD per triple pulse burst,
Rate of Fire: Equal to the combined hand to hand attacks of the pilot
Payload: Effectively Unlimited

e) Ion Blaster---Modified PSIR-08 ‘Rip-Zapper’ Ion Rifle, distinct for its twin prongs.
Range:(Ion Beam Mode) 1,700 ft
(SDC Beam) 2,000 ft
(Ion Bolt Mode) 3,000 ft
(Lightning Zapper Mode) 500 ft
(Shock-Zap Mode) 1-3 ft
Damage:(Ion Beam Mode) 4d6+2 MD per single shot
(SDC Beam)1d6 SDC shock-burn. Plus, victims must make a save of 14 or better, or be -8 to strike, parry, and dodge for 2d6 melees. A savings throw versus non-lethal poison means the person is unimpaired. 25% chance of knocking out unshielded cybernetics for 1d4 melees, and a 75% chance of permanently frying nanotech devices(like Armor-dissolving nanites or RMK/IRMSS systems).
(Ion Bolt Mode) 2d4 MD to 5 ft radius, 55% chance of knocking out unshielded cybernetics for 1d4 melees.
(Lightning Zapper Mode) Does stun damage similar to SDC beam through metal armor and light power armor.
On an unmodified roll of 18-20, it causes unshielded BIONICS and robots to spasm for 1d4 melees(Cyborg is at HALF bonuses to strike, parry, dodge, roll, and is -3 to initiative. Reduce speed by HALF).
This weapon does 1d4x10 EMP damage(no physical damage) to a 10 ft radius. The resulting percentage of the target location MDC is the chance of shutdown/disablement. All damage is cumulative. Damage in excess of 50% target MDC will require repair to make it functional; 75% or more damage will require replacement of the entire electrical system. Does double damage to non-shielded civilian systems. Bionics are -1 to dodge, roll, and strike for the affected limb/system, lasting 1d4 melees, non-cumulative, before the system resets itself.
(Shock-Zap Mode) Similar to a Shock Rod; 5d6 SDC, plus 55% chance of stunning humans, d-bees, and small animals for 1d4 melees, 15% against large or inhumanly powerful beings. Cumulative effects same as for Electro-Stunner(see pg 50 of Coalition: Lone Star).
Rate of Fire:(Ion Beam Mode)Standard
(SDC Beam) Standard
(Ion Bolt Mode) Four times per melee
(Lightning Zapper Mode) Can fire only one Zap every melee(takes fifteen seconds to power up)
(Shock-Zap Mode) ECHH
Payload: Effectively Unlimited

f) Ion Blaster 2---Modified PSIR-14 ‘Vandergrif’ Ion Rifle
Range: 2,000 ft
Damage: 3d6 MD per single shot, 1d6x10 MD per triple shot burst.
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage.
Rate of Fire: ECHH
Payload: Effectively Unlimited

g) Plasma Blaster---Modified PSPSR-1 ‘Saber Rifle’ Multi-Mode Plasma Carbine, feared because of its handiness as both a ranged and melee weapon.
Range:(Heavy Bolt) 1,000 ft
(Light Bolt) 2,000 ft
(Plasma Saber) 3 ft
(Plasma Lance) 18 ft
Damage:(Heavy Bolt) 5d6 MD
(Light Bolt) 2d6 MD
(Plasma Saber) 2d4 MD
(Plasma Lance) 6d6 MD
Rate of Fire: ECHH
Payload: Effectively Unlimited

h) Particle Beam Cannon
Range: 1,500 ft
Damage: 2d4x10 MD per shot
Rate of Fire: ECHH
Payload: Effectively Unlimited

i) EM Bolt Projector
Range: (EM Bolt) 3,000 ft
(Vortice) 2,000 ft
Damage: (EM Bolt) (Variable) 4d6 SD, 1d4x10 SD, or 3d6 MD per shot
(Vortice) Same as for the bolt at the point of impact, plus HALF damage in a 7 ft radius, and an 88% chance of knockdown(lose 1 APM and Initiative) for beings of 350 lbs or less, 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees).
Payload: Effectively Unlimited
Bonus: EM bolts are -6 to dodge


2) Shoulder Mounts(2)---Each shoulder mounts a flex-point for a powerful energy or kinetic weapon, aping the lighter PSA-14 Fury Airborne Power Armor.
a) GrHW-01 ‘Flamma’ Heavy Gravitonic Rail Gun---500 rd drum

b) Gatling Gun/PS-M136 7.62mm Minigun---1,000 rd drum

c) Heavy Machine Gun/.50 Caliber Machine Gun---600 rd belt

d) Pulse Laser/PS-RFL2-33D ‘Blazer’ Rapid-Fire Infantry Laser
Range: 5,000 ft
Damage: 4d6 MD single shot, 8d6 MD short burst, 2d4x10 MD medium burst( 20 shots, 2 attacks), 3d6x10 MD long burst(40 shots, 2 attacks), 6d6x10 MD full mel ee burst(80 shots, no bonuses to strike...does 4d6 MD to 4d4 targets if in a spray attack).
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 52,000 credits

e) Heavy Ion Blaster----Heavy duty light ion cannon/ heavy rifle based on the M-90 “BeachStormer’, but modified through the incorporation of Paladin Steel-manufactured superconductors and ‘Series-2098’ ion technology
Range: (Ion Bolt) 4,000 ft
(Spray Bolt)1,800 ft and affects a 15 ft wide area
Damage: (Ion Bolt) 1d6x10+10 MD per single bolt
(Spray Bolt) 4d6 MD to a 15 ft wide area
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage
Rate of Fire: Standard
Payload: Effectively Unlimited

f) Ion Blaster ----Modified PSIC-01 Tesla
Range:(Ion Bolt) 1,900 ft
(Lightning Blast) 2,500 ft
(Shock Zone) 200 ft, and affects a 55-ft wide area
Damage: (Ion Bolt) 5d6 MD single shot, 2d4x10 MD five-shot burst
(Lightning Blast) 1d6x10 MD
(Shock Zone) 3d6 MD per melee caught in the zone of effect
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 28,000 credits

g) Ion Cannon 3---Modified PSIC-02 Infantry Ion Cannon, feared for its ability to sweep formations of targets in scattershot lightning.
Range: 2,000 ft
Damage: 1d6x10 MD per bolt to primary target.
Furthermore, a secondary bolt will jump to 1d6 targets in the vicinity of the main target, starting with the nearest target(or the nearest metallic target) as long as they are within 6 ft(10 ft for metal targets) of the initial target/point of impact, then jumping to the next one until the ball lightning dissipates. Secondary targets can attempt to dodge the energy ball as standard.
Secondary targets will take HALF damage(4d6 MD).
Does only 1/4 of the original damage if the secondary targets are nonmetallic or grounded
Organic targets roll for Stun; save at 16 or better or be -8 to strike, dodge, parry, roll, and initiative, reduce APMs and Spd by HALF, for 2d4 melee rds. A successful save means lose only initiative and 1 APM for 1 melee round.
50% chance of knocking out unshielded electronics(or 1d4 subsystems like radio, electronic image amplification, cybernetic sensory implant, or the like) for 1d4 melees.
Beings susceptible to electricity take DOUBLE damage.
Rate of Fire: Standard
Payload: Effectively Unlimited

h) Plasma Blaster/PSPPR-20 ‘Supernova’ Heavy Plasma Rifle
Range: (Plasma Shot)2,500 ft
(Plasma Scattershot) 900 ft
(Plasma Mini-Torpedo) 3,200 ft
Damage:(Plasma Shot) 1d6x10 MD
(Plasma Scattershot) 6d6 MD to 20 ft wide area
(Plasma Mini-Torpedo) 1d4x10 MD to 18 ft blast radius
Rate of Fire:(Plasma Shot) ECHH
(Plasma Scattershot) ECHH
(Plasma Mini-Torpedo) Twice per melee
Payload: Effectively Unlimited
Special Features:
*“Hot Shotting”---This system augments the normal air-draw plasma re-mass system with deuterium-gas injected into the plasma flow for a cleaner, hotter, more potent ‘burn’. The deuterium is stored in pressurized cylinders attached to the feeds of the gun, like a CO2 air rifle cartridge. This allows the plasma to do 50% more damage, but the weapon now has a bit of a recoil due to the more powerful plasma acting like a crude plasma drive(-1 to strike).
Cost: A recharged cylinder of refined d-gas costs 800 credits(300 credits if the user can return a depleted gas cylinder at the time of purchase) and is good for 20 shots.

Cost: 92,000 credits

i) Particle Beam Cannon/PSPBW-8 ‘BlueBolt’
Range: 4,000 ft
Damage: 1d6x10 MD per blast, but on a strike roll of 18 or more, the weapon does 2d4x10+10 MD!
Rate of Fire: Single shot, ECHH
Payload: Effectively Unlimited
Cost: 180,000 credits

j) Particle Beam Cannon/PSPBW-10 ‘Fanblaster’
Range: 3,200 ft
Damage: 1d6x10 MD to an 8 ft wide swath
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 150,000 credits

k) PS-MMLR-14 Mini-Missile Launcher---20 mini-missiles plus light laser

3) Wing Hardpoints(4)---Each wing sports two hardpoints for mounting podded weapons and ordnance.
a) Micro-Missile Launcher----25-shot cassette 15-20mm McMs, or 6 30mm McMs.
b) Mini-Missile Launcher---3 per hardpoint(can also use Space Stingers for space duty)
c) Short Range Missile Launcher---1 per hardpoint
d) Medium Range Missile---1 per wing
e)Copperhead Anti-Armor Missile---2 per hardpoint
f) Bombs
(High Explosive) 1d6x10 MD to a 20 ft blast radius
(Fragmentation)1d4x10 +5 MD to 25 ft blast area
(Armor-Piercing High Explosive) 2d4x10 MD to 6 ft blast area

g) L-SAW--- Light -Stand-Off Attack Weapon, for ground attack..This is essentially an oversized bomblet dispenser that can be used to bomb targets directly, ‘seed’ areas with minelets, or can launched to act as a standoff ‘glide bomb’. ---1 per wing
Range: SAW has an effective range of 10 miles in atmosphere Submunitions can be launched up to 300 ft out to either side of the SAW’s flight path.
Damage: (AP Grenade) 4d6 MD to 8 ft area
(Chemical Grenade) Varies by chemical type and atmospheric conditions. A chemical grenade will generally generate a cloud of aerosol 15 ft in radius.
(HE Shell) 5d6 MD to 20 ft area
(Fragmentation Mine) 4d6 MD to 12 ft area
(Incendiary Bomb) Does 4d6 MD to 40 ft area, does an additional 2d6 MD for 1d6 melees, and 1d6 MD per melee for an additional 2d4 melees
(Angel Hair)---Does NO damage, but against conventional power generators and uncovered power lines and distribution systems, it can short out power grids, clog generator air intakes(80% effectiveness against industrial generators and internal combustion engines), and be a general nuisance to clean up.
Rate of Fire: A SAW can volley its submunitions in any combination
Payload:(Typical loadouts)
200 AP/Chemical grenades
OR
50 HE/anti-vehicle grenades
OR
50 Fragmentation Mines
OR
25 Incendiary Bombs
OR
250 spools of wire, each spool holding up to 4,000 ft of aluminum-coated fiber


h) Light Gun Pod---Modified cyborg forearm weapon
Range: 2,000 ft
Damage: (Conventional) 1d6x10 SDC/HP per 10 rd burst
(Exploding) 1 MD single round, 2d4 MD ten-shot burst
(PSX-1)1d4 MD per single rd, 1d4x10 MD per 10 rd burst
Rate of Fire: Standard
Payload: 100 rd box magazine
Cost: 18,000 credits

i) 30mm AutoGrenade Launcher
Range: 1,200 ft( DOUBLE in space)
Damage:
(SDC)* (Fragmentation) 2d6x10 SDC to 16 ft radius
(High Explosive) 6d6x10 SDC to 4 ft radius
(Armor Piercing) 1d4x100 SDC, no blast radius
(Crowd Control rds)---Essentially an expanding plastic ‘flyswatter’ that delivers a bruising knockdown punch. Cut effective range to 200 ft. Does 2d4 SDC per rd, humans and human-sized D-Bees must roll a D20-5 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174). Human-sized light power armors(500-800 lbs) also roll on a D20, but are +2 to save versus knockdown
(Wood Rounds) 7d6 SDC single shot (1d4x10+5 HP to vampires), no blast radius

*(Yes, I know, why include SDC when it just as quickly becomes MDC? You’re still being hit with a pretty hefty shell)

(MD)(HE) 2d6(12 ft blast radius)
A 5 rd burst does 1d4x10 MD to an 20 ft area
(Armor-Piercing) 4d6(3 ft blast radius)
A 5 rd burst does 1d4x10 MD to an 9 ft area
(light micro-fusion) 6d6 MD (12 ft blast radius)
A 5 rd burst does 1d6x10 MD to an 25 ft area
(HESH (High Explosive Squash Head)) - Designed to ‘spald’ off armor on the interior of power armors and vehicles. Composite ‘chobham’(layered armor and nylon mesh) armor reduces this internal damage by HALF, by holding the armor together.
HESH rounds do NOT have a blast radius.
3D6 MD plus 4D6 SDC to the person(s) inside the object.
(Incendiary) 2d4 MD to a 12 ft blast radius, plus an additional 1d6 MD per melee for 1d6 melees.

The GL can also be used to fire radio beacon adhesion heads, flare rounds, paint shells, EMP grenades, flash-bangs, and, it’s rumored, TW grenades like the feared ‘Snuffers’ and Aura of Doom curse grenades.
Rate of Fire: ECHH
Payload: 400 rd drum each AGL

j) 20mm Gun Pod
Range: 3,000 ft
Damage: 4d4 MD single rd, 1d6x10 MD per 5 shot burst, 2d6x10 MD per 10 rd burst
Fragmentation burst does 4d4 MD to 5 ft blast radius.
Rate of Fire: ECHH
Payload: 500 rds
Cost: 20,000 credits

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

l) Flare/Chaff Launcher
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: 6

4) Vibroclaws--- Each gauntlet features retractable blade-claws
Range: Melee
Damage: 2d6+4 MD

5) Flare/Chaff Launchers(2)---Shoulder mounted countermeasure launchers.
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

6) (Optional) Use of Handheld Weapons---The PSA-15’s hands are scaled to use standard infantry weapons, though the extra strength of the exoskeleton allows the wearer to carry and use fairly heavy weapons with ease. Such weapons are typically mission-specific; the Minion War war saw Drakon PA carrying heavy flamer rifles(based on the PSA-11’s Torch Claw fitting), PS-MMLR-14 Mini-Missile Launcher, and ATHW02 Anti=Theron Cannon being favorites, while the Mexico Crusade saw widespread use of liquid sunshine-fueled TW solar lasers.

7) Hand to Hand Combat: Rather then using a weapon, the Drakon can engage in mega-damage hand to hand combat. Equivalent to standard Power Armor Basic or Elite Combat training with the following changes:
Restrained Punch - 1D4 MD
Full Strength Punch - 1D6 MD
Power Punch (2 attacks) - 2D6 MD
Kick - 1D6 MD
Body Block/tackle - 1D4 MD
Flip/Throw - 1D4 MD

Options:
The Drakon has appeared with various sensory additions/upgrades, including PPE sensors, improved radar and targeting systems, and EW scanners.

*Thermal Armor---This adds appliqué ‘scale mail’ of thermal reflective tile, developed from PS’s pre-Rifts work in heat shield ceramics. The armor takes 1/3 LESS damage from heat and fire-based attacks

*Booster Sled---The PSA-15 can be fitted with a heavier ‘rocket sled’ similar to the tail systems of the Triax Dragonwing robot vehicle. The booster pack has its own 3-year nuclear power cell, and tends to wear our fast(it’s meant as expendable).
The weight and encumbrance of the Booster Sled reduce ground bonuses and speed by HALF, but give the airborne power armor Mach 1.3 capability (Mach 3 in space)

*Wing Blades---Inspired by observations of Free Quebec’s SAMAS designs, this feature adds large sharp strakes that do 2d4 MD on a sideswipe attack.
Cost: 18,000 credits

*Light Forcefield---A light battlescreen generator mounted on the upper back(no other systems can be mounted with this in place)
Megadamage:(Light) 150
Duration/Payload: Depleting the MDC of the forcefield means that the generator must cycle for 1d4 melees before reactivating.
Cost: 160,000 credits


Variants:
*PSA-15Gx---Experimental model skinned in laser-resistant(lasers do HALF damage) mirror-chrome. So far this model has only appeared in a few special duty squadrons , exhibition units, and diplomatic guard detachments.

*PSA-15TW---Technowizardry-enhanced version. It can be distinguished by the additional module on its chest and inscribed sigils in the armor. MagePlate armor has replaced the regular armor, allowing the PA to self-repair damage in the field with the expenditure of PPE/ISP.
The PSA-15TW is nearly twice as expensive as the regular Drakons, so it is fairly rare and assigned to special mission units. During the Mexico Crusade, Drakon squads went after the Vampire Intelligences’ Greater Familiars with orders to destroy them with extreme prejudice, a task for which the Drakons were well-suited. Some units have had their head antennae stylized to resemble a dragon’s horns, leading to the nickname ‘horned drakon’.
Changes/Modifications:
Market Cost: credits
Powerplant:
Supplemental PPE Powerstone Generator:
PPE Capacity:(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus

Systems of Note:
*MagePlate Formulation-1C Armor-----The PSA-15TW is skinned in this hybrid material, which is 25% lighter than regular megadamage materials, but which actually repairs itself with the application of PPE/ISP. 1 MDC= 2 PPE/4 ISP.

*PPE Vision Optics/Sensors.-----The sensor has a 200 ft range(out to 400 ft with 50% error in determination), 60-degree arc, and can detect invisible entities. Other penalties similar to the Japanese SNARLS system(on which it is based.....see Rifts: Japan, pg. 116).

*TW Enhancements---The TW PPE Powerstone integral to the powerplant allows for the quick addition of TW enhancements:

*Ectofiber Insulation Grid---Magical Attacks do HALF damage.

*Forcefield---Provides 50 MDC per 10 PPE/20 ISP pumped into the system; lasts 10 minutes per 10 PPE/20 ISP.

*Impervious to Energy---5 minutes per 20 PPE.

*Overdrive/Full Throttle---Increase maximum speed by 40% for 3 minutes, but -5% to piloting rolls(-20% for trick maneuvers), 10 PPE per activation. Cost:

*Doppleganger-Cloak----This amplification of the Multiple Images Spell allows the power armor to project multiple ‘ghost’ images of itself(up to 3 separate images). These multiple images can carry out a series of preprogrammed ariel maneuvers(can also simulate weapons fire/gun flashes, but only if the real Drakon is also firing at the same time), but must remain within a mile of the the projecting aircraft(or they vanish without a trace). Also note that the images don’t show up on radar or thermo-imaging, and cannot be used to fool homing missiles, though they DO give off a PPE trace similar to the projecting aircraft.
Range: ‘Ghosts’ can be projected up to 2,000 ft away
Duration: 5 minutes per activation
PPE Activation Cost: 20 PPE per activation

Weapons Systems:
2) Shoulder Mounts(2)---The shoulder mounts have some added options; TW weapons systems that can be powered by the TWPA’s PP batteries.

l) Solar Death Cannon--Also called the “Blazer Bazooka” or “Firefly Cannon” , this heavy weapon was an early attempt to combine solar magic with conventional energy weaponry to produce a potent new anti-vampire weapon. The Solar Death Cannon was one development. but the concept was ultimately refined into the lighter, more compact Sunray Laser Rifles. For its massive energy consumption, though, the Solar Death Cannon has tremendous damage capacity and area of effect.
The Solar Death Cannon combines the best aspects of the spells Ballistic Fire and Globe of Daylight, unleashing a veritable swarm of ten solar fireballs that swarm out of the cannon in a glowing cloud, to speed off into a mob of targets, or to envelope and dissolve a single vampire.
Range: 1,100 ft
Damage: Produces 10 sunballs, 1d6 MD per bolt, 2d6 HP per bolt to vampires.
Rate of Fire: ECHH
Payload: 10 charges before the PPE Battery needs replacing/recharging; 13 PPE per bolt, 130 to recharge the entire battery.
Bonuses: Targets are -10 to dodge
Cost: 90,000 credits

m) Shoulder-Mounted Multiplexor Cannon---On each shoulder is a gimbal-mounted Multiplexor Magebolt Cannon, a slightly heavier cannon model of the infantry version. Rather than one spellcard, each Cannon can hold up to three Spellcards, and can be powered by replaceable PPE Batteries that can be swapped in as needed, or the weapon can be powered from the PA’s own PPE Powerstone.
Range: Varies by spell
Damage/Duration: Varies by spell
Rate of Fire: EPCHH
PPE Cost per Use: Varies by spell. Spells generally cost HALF as normal
Each Multiplexor has a 250 PPE battery of its own
Payload: Draws from the main PPE Battery. In an emergency, the user, if they are a mage or psychic, can kick in their own PPE.
Bonuses: As per spell(if any)
Option: *Range Booster---This attaches a 1.2 ft barrel extension/TW booster holding a set of aligned crystals inside its length that DOUBLES the effective range of shots. Cost: 75,000 credits.

n) Heavy Barrel TK Machine Gun(TW-HBTKMG)
o) TW Flamethrower
p)‘Crysus’ TW Ice Rifle
q)’Quadamental’ TW Rifle
r)‘Rager’ Heavy TW Rifle

3) Wing Hardpoints(4)
n) Light TW Rockets—12 shot pod per hardpoint
o)Heavy TW Rockets—3 per hardpoint
-------------
"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:PSPSA-15 Drakon Airborne Power Armor
The result has been a design that is more expensive than originally planned, but far more capable. Smaller and more agile than the Raptorex, but carrying heavier armament than the Fury, the Drakon has been earning itself a reputation as a ‘walking gunship’ and a ‘pocket dragon’. Though often overshadowed by the glory reaped by the Minuteman, the Drakon is feared by many adversaries of the GNE and the USA as a ‘mini storm cell’, and it is not uncommon to see formations of Drakons providing flying overwatch for blitzing MInutemen or exploiting breakthroughs made by the Glitterboys.

The Minuteman is a full scale robot that's been shrunk, so the shear cost difference means that the Drakon would always be far more 'main-line'. The Minuteman is a sledgehammer par existence, but that's more or less it. The Drakon on the other hand can fill a lot more roles in ways that others can't, so there's massive production incentive for the various USA members. And then there's the lack of the TW bottlenecks.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel PSPA-23 ‘Gryphon’ Heavy Airborne Power Armor
(aka ‘Firewing’)
“The Grif may be simpler than the Drakon, but it’s got even tougher armor and a bigger integral missile load. Even rivals the Storm Crow on points. It may have started as an understudy backup design, but it’s found a starring role of its own since.”

“Between the various new power armors, the Drakon, the Gryphons, the Corbins, the Minutemen, and the new IRON WARRIOR augmentation, United Systems Alliance power armor pilots have unexpectedly acquired reputations as a new battlefield nobility, kind of like the cavalry of old.
In some regions of the megaverse, this has been taken quite literally; it’s hard to personally reward the entire crew of a hovertank or a starship that has just saved one’s life, but a single sophont in power armor who has come to your rescue? More than a few PA pilots found themselves knighted on the spot or elevated to the peerage by grateful local nobility. As this sometimes carried more than a mere title, it could be a source of personal profit for the ennobled personnel in question, or great embarrassment if the egalitarian exoarmor pilot returned from a mission to be greeted by a valet with a change of clothes and a bevy of maids eager to polish the pilot’s armor and provide other services.”

“-godDAMN but that’s a lot of incoming missiles-”
---Anonymous radio transmission intercepted during a USAJC Gryphon PA-led attack on a bandit base in the Rim.

The ‘Gryphon’ heavy PA started as an understudy to the ‘Drakon’, using the same basis(a Glitterboy frame) loaded with enough thrusters to make it fly like a SAMAS, and ideally better than the SuperSAMAS. As some engineers were concerned with the Drakon simply scaling up the configuration of the PSA-14 Fury and failing in the clinch, the ‘Gryphon’ would take a different tack in design as insurance. A missile-heavy armament was envisioned, inspired by the integral missile launchers on the Caliban heavy power armor(and there was some thought that the Gryphon might replace that ground-slogger) and also seen in several Triax designs.
Ultimately, the ‘Gryphon’ would not be needed to replace the Drakon, and there were signs of a revolution in design coming from the PSA-16TW ‘Minuteman’ project, so many in Paladin Steel prepared to sunset the design program. At almost the last minute, though, the design team was transferred offworld, with an eye towards developing the Gryphon as an export item to PS/GNE’s allies in the Corianus-Typhen-Rosette League, who would consult in finishing the design to their needs.
As luck would have it, the Minion War erupted while the Gryphon team was in transit. The chaos and confusion led to many GNE outposts being cut off temporarily from each other by quarantine measures, and the Gryphon team found themselves stranded on Station 119, a PS/GNE colony outpost. With nothing better to do while they waited for an uncertain all-clear to resume their trip, the team used the time to work on reinforcing Station 119’s defenses and readying their prototype PAs for possible use. Surrounded by access to the technologies of the Three Galaxies turned out to be a good thing, as the R&D team revised a good many aspects of the Gryphon, starting with replacing the original problematic turbofan thrusters with contragravity units.
The wings of the Gryphon, rather than thin airfoils, are thick, shield-like plates, with micro- or mini-missile launchers embedded in them, small maneuver control jets in the ends, and weapons clamps on the inside surfacing.
Despite being something of a lash-up, the Gryphon team’s revised design was far enough along that when contact with the rest of the GNE network was reestablished, the team had several reconfigured prototypes up and running, even undergoing field trials with a local defense militia. With a few extra adjustments for logistics, the PSPA-23 ‘Gryphon’ was approved for mass production.
Even though the original consultation plan had not gone as planned, the CTRL immediately bought into the new design, adopting it into their military. However, the design has also seen wider distribution and adoption throughout the United Systems Alliance, where the dangers of the rim worlds has engendered a constant need for defensive systems.
The Gryphon often serves as a missile support platform for formations of Drakons, Furies, Corbins, and Minutemen.
Gryphons played no role in the Rifts Earth Mexico Crusade, as the development team was still offworld at the time finalizing the design for Three Galaxies production, but the type has begun to filter back to the GNE home territories, and has appeared in small numbers with the GNEAS’ power armor units.

Type: PSPA-23 ‘Gryphon’
Class: Infantry Aerial Personal Assault Unit
Crew: 1
MDC/Armor by Location:
Main Body 600
Reinforced Pilot’s Compartment 150
Head 190
Shield Wings(2) 250 each
Backpack Thruster Unit 180
Arms(2) 250 each
Hands(2) 55 each
Legs(2) 360 each

Height: 10 ft
Width: 5.9 ft , 17 ft w/ wings fully extended
Length: 3.4 ft
Weight: 1.2 tons
Cargo: None, except what can be belted on
Physical Strength: Robotic P.S. of 39
Powerplant: Nuclear w/ 20 year energy life
Speed:(Running) 65 MPH
(Leaping) 20 ft up/across, 40 ft up/across with a running start
(Flying) Hover to 370 MPH, no altitude limit(contra-gravity drives)
(Space) Mach 1.5
(Underwater) 5 MPH running underwater, maximum depth of 480 ft
Market Cost: 5.7 million credits
Systems of Note:
Standard Power Armor Systems, plus:
*Mini-Radar: 30 miles

*ECCM System----A semiautomatic system that uses electronic encryption and frequency jumping to (attempt to) negate jamming systems. The system has a 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(no other attacks/actions are possible).
Having an Electronic warfare Skill gains a +15% 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.

*Laser-Reflective Armor---Lasers do HALF damage

Weapons Systems:
1) Forearm Hardpoints(2) ---Each forearm has a slot for a modular weapon
a) 12.7mm PS-MRG03 Snub-nose Short Gatling Gun
Range: 2,000 ft
Damage: 1D6 MD single round, 1D6x10 MD per 10 round burst,
2D6x10 +60 per Full Melee Burst of 40 rounds
Rate of Fire: Equal to the combined hand to hand attacks of the pilot
Payload: 800 rds

b) 20mm Cannon
Range: 4,000 ft
Damage:(20mm) 1d4 MD single shot
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 5 ft blast radius(single shot)
(PSX 20mm) 4d4 MD single shot
2d4x10 MD per 5 rd burst
4d4x10 MD per 10 rd burst
Airburst does 4d4 MD to 5 ft blast radius(single shot)
(Wood Rounds) 6d6 SDC single shot (1d4x10 HP to vampires)
2d4x10 SDC MD per 5 rd burst (2d4x10 HP to vampires)
6d6 MD per 10 rd burst (3d6x10 HP to vampires)
Rate of Fire: Standard
Payload: 100 rd magazine

c) Pulse Laser
Range: 3,000 ft
Damage: 3D6 MD single shot, 1D6x10 MD per triple pulse burst,
Rate of Fire: Equal to the combined hand to hand attacks of the pilot
Payload: Effectively Unlimited

d) Ion Blaster---Modified PSIR-08 ‘Rip-Zapper’ Ion Rifle, distinct for its twin prongs.
Range:(Ion Beam Mode) 1,700 ft
(SDC Beam) 2,000 ft
(Ion Bolt Mode) 3,000 ft
(Lightning Zapper Mode) 500 ft
(Shock-Zap Mode) 1-3 ft
Damage:(Ion Beam Mode) 4d6+2 MD per single shot
(SDC Beam)1d6 SDC shock-burn. Plus, victims must make a save of 14 or better, or be -8 to strike, parry, and dodge for 2d6 melees. A savings throw versus non-lethal poison means the person is unimpaired. 25% chance of knocking out unshielded cybernetics for 1d4 melees, and a 75% chance of permanently frying nanotech devices(like Armor-dissolving nanites or RMK/IRMSS systems).
(Ion Bolt Mode) 2d4 MD to 5 ft radius, 55% chance of knocking out unshielded cybernetics for 1d4 melees.
(Lightning Zapper Mode) Does stun damage similar to SDC beam through metal armor and light power armor.
On an unmodified roll of 18-20, it causes unshielded BIONICS and robots to spasm for 1d4 melees(Cyborg is at HALF bonuses to strike, parry, dodge, roll, and is -3 to initiative. Reduce speed by HALF).
This weapon does 1d4x10 EMP damage(no physical damage) to a 10 ft radius. The resulting percentage of the target location MDC is the chance of shutdown/disablement. All damage is cumulative. Damage in excess of 50% target MDC will require repair to make it functional; 75% or more damage will require replacement of the entire electrical system. Does double damage to non-shielded civilian systems. Bionics are -1 to dodge, roll, and strike for the affected limb/system, lasting 1d4 melees, non-cumulative, before the system resets itself.
(Shock-Zap Mode) Similar to a Shock Rod; 5d6 SDC, plus 55% chance of stunning humans, d-bees, and small animals for 1d4 melees, 15% against large or inhumanly powerful beings. Cumulative effects same as for Electro-Stunner(see pg 50 of Coalition: Lone Star).
Rate of Fire:(Ion Beam Mode)Standard
(SDC Beam) Standard
(Ion Bolt Mode) Four times per melee
(Lightning Zapper Mode) Can fire only one Zap every melee(takes fifteen seconds to power up)
(Shock-Zap Mode) ECHH
Payload: Effectively Unlimited

e)Plasma Blaster---Modified PSPSR-1 ‘Saber Rifle’ Multi-Mode Plasma Carbine, feared because of its handiness as both a ranged and melee weapon.
Range:(Heavy Bolt) 1,000 ft
(Light Bolt) 2,000 ft
(Plasma Saber) 3 ft
(Plasma Lance) 18 ft
Damage:(Heavy Bolt) 5d6 MD
(Light Bolt) 2d6 MD
(Plasma Saber) 2d4 MD
(Plasma Lance) 6d6 MD
Rate of Fire: ECHH
Payload: Effectively Unlimited

f) Particle Beam Cannon/PSBW-11 ‘Super-BAR’ Particle Beam Rifle
Range: 2,600 ft
Damage: Two fire modes; 6d6 MD low power and 1d4x10 MD high power mode
Rate of Fire: ECHH
Payload: Effectively Unlimited


2) Wing Missile Launchers (2) ---Embedded in each wing is a modular missile launcher pack, capable of accommodating either micro-missiles or mini-missiles
a) Micro-Missiles ---125 x15mm or 80 x20mm
b) Mini-Missiles ---30(can also use Space Stingers for space duty)
c) Light TW Rockets ---80
d)Heavy TW Rockets- ---30


3) Head Lasers(2)---Two small lasers are mounted above the brow of the helmet. They normally are used for laser targeting, but can also deliver a more energetic attack pulse.
Range: 2,000 ft
Damage: 4d6 MD per shot, 8d6 MD for both lasers firing simultaneously(counts as one attack)
Rate of Fire: ECHH
Payload: Effectively Unlimited

4) Forearm Vibroblades(2)---Each forearm also mounts an extendable vibrosabre.
Range: Melee
Damage: 2d6+2 MD

5) (Optional) Use of Hand to Hand Weapons---The PSA-23’s hands are scaled to use standard infantry weapons, though the extra strength of the exoskeleton allows the wearer to carry and use fairly heavy weapons with ease. Rifles and light missile launchers can be clipped, along with ammunition drums, to attachment points on the inside edge of the wing shields next to the arms.

6) (Optional) Heavy Weapon Shoulder Mount----A traditional GB-style shoulder weapon mount can be added that allows especially large weapons(that cannot be carried strapped to the inside edge of the wing-shields). to be carried over the shoulder and fired in a fixed-forward firing position. Only one such weapon can be mounted and fired in this manner. Favorite shoulder weapons include the PSMBL-5000B pulse laser( 6,000 ft range, Damage: 4d6 MD double blast, 1d4x10+8 MD quad blast, 1d6x10 MD full 5-shot blast), the PS-MMLR-14 Mini-Missile Launcher-, or a single-shot Superzooka.

Options:
The Gryphon is still rather new, and its standoff role as a missile launch platform means that not many option systems are yet available. Still, there are a small mumber of post-production add-ons available, mainly aimed at increasing firepower or sensor capabilities.

*Leg Launchers(2-4)---Similar to those mounted on the Minuteman, these are small missile launchers straddling the legs just below the knee joints. Each can hold 8 micro-missiles or 3 mini-missiles each. Cost: 60,000 credits for just two), one on each leg, or 120,000 credits for all four launchers installed.

*Sensory Improvements---Many Gryphon pilots, espeically those operating in magic-rich regions, will spring for adding extra sensors, especially PPE sensors to their head units.

*Shoulder Drone Launcher----Provision can be added for mounting a launcher/service bracket for a small drone(such as a NEMA flying probe) and a backup on the shoulder(both, if not hosting a heavy weapon). This is often used as a spotter when using indirect fire from behind cover.

Variants:
* ‘Gryphon-C’---(aka ‘C-Frame’)The Gryphon is available as an exoframe augmentation for full conversion cyborgs. This version removes most of the armor of the main body( 300 MDC ) and upper legs( 200 MDC) for an open cockpit that a cyborg can back into and ‘clip in’. The exoframe is available to Light Machine and some Heavy Machine types of humanoid configuration, provided they have no extra appendages or backmounted systems that would interfere with connection.
-------------
"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 »

GMR-Ground Vehicle Conversions
(aka ‘Gurms’, ‘Gurmers’, ‘Floaters’, ‘Nappers’(nape-of-the-Earth’) )

“Learning to drive a gurm-conversion isn’t as easy as you think, though one d-bee colleague I knew, who had LTA experience, compared driving one to ‘flying a blimp’. It really is like learning to fly a light aircraft, even though gurmers are not exactly as fast or high-flying as regular aerodynes, though the control setups are similar. The extra controls feature nose-up-nose-down controls for altitude positioning, and there’s a ground alert sensor that warns if you if you’re about to scrape turf and bottom out. You can’t lean into traction on turns like you would with a ground vehicle, and a good wind can really knock you about if you aren’t holding tight on the stick. Floaters make flying look easy, but it’s actually harder than it looks.”

“Great; in-city traffic pattern just gotta LOT more complicated.”
---Anonymous GNE Highway Patrol Trooper

The proliferation of inexpensive GMR technology through mass production meant that affordable GMR repulsor plates were becoming more widely available. This has resulted in a number of conversions of existing wheeled and treaded(and some older GEV) vehicles into hover-capable GMR platforms simply by sliding hoverplates under the body and adding horizontal propulsion jets. The ‘Gravsnake’ GMR conversion of the ‘Rattlesnake’ APC paved the way for a flood of similar refits and re-imaginings.
Though more expensive than conventional vectored-thrust and ground effect hover systems, GMR has a few advantages; nearly silent operation, continual state levitation, and much reduced telltale dust/debris plumes from lift jet overpressure. What little visible upthrow there is stems mainly from propulsive thrust exhaust. The GMR system works just as well over water as land, so it’s quite popular, despite the relatively low operating altitudes and slow speeds(compared to purpose-built aerodynes), ‘gurmers’ are gaining popularity as ‘go anywhere’ vehicles. The conversions are proving especially popular offworld in the GNE and USA worlds.

Note: GMR vehicles DOUBLE their altitude above the superconducting conduits laid down for larger GMR ‘levitrains’, making the existing floater-train lanes even more popular avenues of travel.

Notable Conversions:
*Colter Rover---Hovers 1-70 ft off the ground, and can hit speeds of 120 MPH. Cost: +220,000 credits

*DL-500 “Arabian’ All Terrain Multipurpose Vehicle---Hovers 1-75 ft off the ground, and can hit speeds of 150 MPH. Cost: : + 270,000 credits

*DL-600 ‘Clydesdale’ Heavy 8x8 Multipurpose Vehicle---Hovers 1-50 ft off the ground, and can hit speeds of 120 MPH. Cost: : +290,000 credits

*PS-HT-170/240/320/400 Heavy Multipurpose Industrial Truck---Hovers 1-25 ft off the ground, and can hit speeds of 100 MPH. Cost:: +300,000/320,000/340,000/360,000 credits respectively.

*PS-T18 ‘Rambo’ Heavy Truck/Land Cruiser---Hovers 1-20 ft off the ground, and can hit speeds of 80 MPH. Cost: : +300,000 credits

*PS-GC1979 Checker Marathon II Taxi-Sedan---Hovers 1-90 ft off the ground, and can hit speeds of 200 MPH. Cost: : +200,000 credits

*PS-GEV-APC-113 ‘Grenser’ Armored Personnel Carrier---Hovers 1-60 ft off the ground, and can hit speeds of 150 MPH. Cost: +240,000 credits

*Paladin Steel/AVA Camper Van---Hovers 1-80 ft off the ground, and can hit speeds of 180 MPH. Cost: +220,000 credits

*Paladin Steel Super-Bug ATV Rover---Hovers 1-100 ft off the ground, and can hit speeds of 215 MPH. Cost: +190,000 credits

*PS-UV-23 Futurcruiser Medium Multipurpose Transport Truck---Hovers 1-80 ft off the ground, and can hit speeds of 170 MPH. Cost: +240,000 credits

*PS-GNE-RS-RV-01 ‘Megabago’ Heavy Utility Vehicle---Hovers 1-3,000 ft off the ground, and can hit speeds of 425 MPH. Cost: +300,000 credits
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

Some new PS equipment

‘RacPatch’----Disposable Drug/Magic Reaction Patch
(aka ‘slapdaug’)

“Okay, this one gets a pass with the healer wand. Likewise, this one. This one to the water of life tanks. Okay....damn, dark red! Okay, this must be one of the negapsychics we were warned about! Get this one prepped for surgery stat! Check what we got in the cloning vats and get at least eight inches of general intestine matrix for transplant!”

The ‘RacPatch’ is a disposable diagnostic tool that has proven invaluable in interspecies medicine as practiced by organizations such as Greater New England and the United Systems Alliance. The racpatch is a small disc-shaped adhesive patch of flexible nanite circuitry-impregnated plastic film that is attached to a patient’s skin or other easily-accessed soft tissue. Special microchips in the plastic detect reactions to commonly-used GNE/USA medical chemicals while para-energy substances check reaction to magical and psionic energies. The patch will react in seconds and will change color with regards to a subject’s sensitivity to para-energies, blue-green showing positive reactions to magical energies, yellow and red showing dangerous allergies to magic healing. The patches can also be read with a special handheld scanner or diagnostic scanner app to get more detailed information of possible drug reactions. Racpatches are one use only. PS/ASI is constantly updating new issuances of the racpatch as new drugs become available.
Stats:
The racpatch has proven 98% effective in correctly gauging drug reactions to a given set of standard treatment medicines and metapsychic medical procedures
A box of 12 racpatches costs 40 credits. A patch-reader costs 60 credits, while an add-on app to an existing PSE-8000 Medical Scanner (See Rifts Dimension Book 6,: Three Galaxies, pg 107) costs 300 credits, buy desn’t take up any additional option slots.

Sign Vocalator---Nonverbal Communications Device
This handy device converts sign language into vocalizations, allowing beings who do not possess the power of speech to communicate effectively with beings who do not understand sign language. Worn on the chest, the small disk/medallion-shaped device uses a combination short range laser scan and motion detection system(familiar to anybody who’s used a Wii), to track limb movements and translate them into synthesized speech. Much faster than keyboarding phrases.
The Sign Vocallator comes loaded with six different nonverbal communications systems with a general proficiency of 98.7%(75% if both parties are moving quickly), though up to nine additional can be loaded as chip apps.
Cost: 18,000 credits. Addiional nonverbal language chips cost 1,000 credits.

Nonverbalator---Two-Way Nonverbal Communications Device
"Oh, that's what THAT gesture really meant!"
An expansion of the Sign Vocalator, only this allows two-way communication between a vocal speech users and a signer. The device, worn on the chest, reads the position of appendages of a sign-speaker (can’t be more than 10 ft away from the reader) and translates the onserved motions and manipulator positions into synthesized speech.
In return, the device will translate the wearer’s speech into a simple holographic display that appears hovering 1-2 ft between the parties that uses stick diagrams or basic pictograms to show sign patterns. Or, in the alternative, it can display written text.
The Nonverbalatorcomes loaded with six different nonverbal communications systems with a general proficiency of 98.7%(75% if both parties are moving quickly), though up to nine additional can be loaded as chip apps.
Cost: 22,000 credits. Addiional nonverbal language chips cost 1,000 credits.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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taalismn
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Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Thought I'd put my Castle Construction tables to use)

Firebase Sigmund(Kaldia)
“That’s not a thunderstorm you hear; that’s the sound of artillery rolling through these mountains. Firebase Siggy’s at work again.”

Although the GNE New Providencian military campaign against the Shelthi barbarians of Keldia has been one of high tech-enabled mobility, the Kaldian Intervention Force has occasionally had to set up strongpoints to consolidate their gains and defend liberated territories from being retaken by the Shelthi and other factions. Firebase Sigmund is an example of such, being established to protect the New Providencians’ northwest flank against the Shelthi hordes of the Norden Valley from boiling through the Ascharon Mountains and joining up with the larger warbands beleaguring the Chavoon Plains.
Firebase Sigmund was built in the remains of Castle Sigmuth, a local stronghold that had been built eighty years earlier by the Kingdom of Ancur at a strategic mountain pass for the same purpose. The castle was , however, undermanned at the time that the Shelthis’ BloodStar campaign began, and the outnumbered defenders were overrun. After destroying the Norden tribe armies that had already started onto the South Chavoon, the New Providencian GNEAS saw the same need to bottle up the Nordern Shelthi and chose the same spot to accomplish it. However, the GNEAS was determined not to repeat the same mistakes as the unfortunate Ancurans.
GNE engineers have reinforced the remaining walls and battlements of Castle Sigmuth with megadamage concrete. Remembering briefings on local history that the close approach of the Kaldian sun’s red dwarf companion, the so-called ‘Blood Star’, was apparently accompanied by a higher infall of comets and meteor showers, and believing that could mean that Shelthi mages might more easily be able to call upon the ‘Meteor’ spell, GNE combat engineers decided to harden the firebase against meteor bombardment up to nuclear weapon airburst levels of force.
A trailer-sized filed unit fusion powerplant provides electrical power to the base, while secondary RTGs provide backup power. Similar trailer-sized modules provide waste management(including bio-fuel from waste), water purification, and air filtration fhe MBC-sealed sections and bunkers on the base.
The teeth of the base are over a dozen long range massdriver cannon and missile bateries, backed by mortars, light air defense cannon, and a security/ranger contingent.
Though intended as a temporary base position in the current campaign , long-term, the New Providencians are looking at using the location for a permanent outpost, both to monitor activity in the region and to study local weather patterns. So far, unlike base camps in the lower altitudes, Firebase Sigmund has not attracted the usual share of local civilians, camp followers, and asylum-seekers(word of what happened to the previous Castle Sigmuth garrison’s families and civilian workers at the hands of the Shelthi seems to continue to haunt the locals). Base personnel are strictly military or contracted New Providencian technical workers.


A. Purpose:
Strategic Chokepoint. Fire Support Base
B. Size:
Battalion---About 750 troopsare based at Frebase Sigmund. It’s slightly overstrength for a battalion, with an attached RPV unit and a company of local auxiliary troops(mountaineers/rangers). There’s also abut 50 civilian contractors working on various systems.
C. Location:
Strategic Mountain Pass
D. History:
Former Ancuran mountain stronghold. Site taken over by New Providencian GNEAS
E. Primary Construction Materials:
Stone.(roughly 3-4 MDC per 10 ft section.
Later megadamage concrete reinforcement (this raises the general walll values to 8-9 MDC per 10 ft section )w/ anout 9 bunkers(700-1,000 MDC each)
F. Builders:
Kingdom of Ancur(Native Kaldians). Site later taken over by Greater New England Colonial Armed Services
G. Original Builders’ Species:
Humans
H. Current Occupants:
New Providencian GNEAS(Humans, Wolfen, Elves, Orcs)
I. Supplies:
The logistics-minded GNEAS has stockpiled enough food and equipment to last them six months.
J. Passive Defenses:
*Reinforced Stone and Reinforced Concrete.
Behind/under the original stonework is an inner bunker complex
K. Active Defenses:
The ‘Fire’ of ‘Firebase Sigmind’ is provided by a battery of eight 175mm long-barreled massdriver cannons. Using a variety of spotters, these long range guns can rain ordnance with pinpoint accuracy on the surrounding mountains up to 22 miles away.
Backing them is a mix of eight katyusha batteries and 80mm mortar pits.
Close-in defense is provided by a mix of 20mm and 30mm rapid-fire cannon that can switch between ground fire and air defense. Several machine gun nests provide antipersonnel fire.
L. Internal Defenses:
*Barrier Fences---The interior of the walled compound is further sub-divided by tough megadamage fencing. topped with barbed wire, meant to slow down any infantry or cavalry that get inside the walls.
M. Special Features:
* Lookout Point---- Castle/FireBase Sigmund commands an excellent view of the mountain passes.
*VTOL Landing Pads---- FireBase Sigmund also plays host to up to eight combat transport VTOLs(typically Kerluns) which can be used to quickly place GNEAS and attached allied Kaldian rangers in places in the surrounding mountains for patrols and ambushes. An attached drone unit provides UAV coverage and support. The firebase has little in the way of aviation maintenance facilities aside from some rearmament capabilities and only fabric shelter hangars.
*Stables---Stabling for up to 250 horses
-------------
"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 Knights-Vaccinator(Paramilitary/Paramedical Organization)
(aka “The Order of Stick’um’, ‘Order of Needles’, ‘Order of the Hypodermic’. ‘Pax Vaccinatus’)

“A Little Discomfort Now Saves a Deluge of Misery Later”

“So you’re saying you’d willingly submit to the mercies of a dumb viral DNA strand that would use you only as a host, and put your own people at mortal risk because of your own selfishness? Truly you art a traitor to your species! Have at yeh, varlet!”

“So, the cooperative ones get the painless hypo-shots, and the less cooperative ones get a graduated scale of increasingly bigger and less comfortable injectors? Isn’t that a bit...petty...of you?”
“It’s perfectly in keeping with ‘you doth protest too much’.”

“We can’t cure stupidity...not yet. But when it shows a tangible face, we’re willing to give it a fight.”

An order of chivalrous men-at-arms who claim ties to the ancient orders of Knights Hospitaler, the Knights-Vaccinator are pledged to combat disease through the application of prophylactic medicine. In particular, the Knights-Vaccinator battle the demon Horseman Pestilence and its agents. The Knights-Vaccinator rally in response to the need for health care workers, especially in the distribution of needed medicines. Where ignorance or deliberate malice contrive to prevent the protection of the populace from pathogen spread, the Knights-Vaccinator are perfectly willing to cut through the red tape and resort to more traditional armed skills to get the job done. In times of pandemic panic, the Knights-Vaccinator are anchors for health care workers, islands of calm and emotional support, stalwarts ready to do what is necessary to protect the public health, be it cleaning bed pans, administering shots, or protecting medical dispensaries.
Though sometimes confused with the extreme germophobic Hemites, the Knights-Vaccinator are characterized by their NBC(Nuclear, Biological, Chemical)-sealed body armor and arsenals of medicine distributors such as hypoguns, injector-lances, and spray-maces. The Knights maintain their own science section to thoroughly test new vaccines and drugs they use, and have invested in production capacity to take up the slack when other sources fall short of meeting demand. Secure delivery vehicles insure the swift and reliable delivery of fresh supplies of vaccines and other medicines under the most dire conditions, while armed escort teams make sure the medicines are delivered and distributed in the face of aggression, such as black marketeer efforts to hijack urgently-needed medical supplies.
Most Knights-Vaccinator have naturally robust or artificially-enhanced immune systems, in addition to their regular programs of self-innoculation. Training and exposure(often through volunteer work at clinics and health centers) gives them a hardened mental attitude and stiff backbone when faced with the sight of blood, puke, and disease.
The Knights-Vaccinator have run into as much trouble as the historical Knights Hospitaler, though not for the same reasons. There has been much defiance of the Vaccinators because of complaints of the Knights’ lack of respect for freedom of choice and forced medical treatments. The Lurgess people, in particular, have complained about efforts of the more zealous Knights-Vaccinator to ‘cure’ them of the more highly contagious microbial organisms the Lurgess are host to; the Lurgess maintain that some of the pathogens are in fact symbiotic to the Lurgess physiology, and are necessary to their peoples’ health. The Knights-Vaccinator policies of producing medicines on their own and distributing them free also sometimes falls afoul of pharmaceutical industry product copyrights.
The Knights-Vaccinator have staunch allies in the Shemarrian Bloodrider Ezenza-corps, who share a similar zeal for proactive medicine(though the Knights are often branded as Kampenshaizwara; needle-happy medics). They also have the support of the United Systems Alliance’s Interworld Health Organization.
Knights-Vaccinators can be distinguished by their hazmat-rated EBA, medical scrub tabards, bandoliers of syringes and medicine bottles, and a specialized injector/sprayer weapon(hypodermic gun, dart rifle, injector spear/lance).

OCC Prerequisites: Ideally, must be of a ‘noble’ Man-of-Arms class: PFRPG Knight, Rifts Cyberknight, Knight, Mystic Knight, or Squire, but membership has expanded to include Archers, Glitterboy Pilots, Wiilderness Scouts, and just about anybody willing to undergo the grueling training and go against the horrors of virulent disease, If course, the Knights Vaccinator organization also plays host to a wide range of technical advisors, technicians, assistants, volunteers, and support staff who do not get the following bonuses, but benefit from the protection, support, and reputation of the order.

Bonuses: Knights-Vaccinators get the following bonuses/special abilities:
+ 5 save vs disease
+ 3 save vs Horror Factor when dealing with plague situations and creatures of disease, such as Contagion Entities.
+1 Strike with a thrown hypodermic
First Aid(+5%)(or +10% to an existing medical skill)
-------------
"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 »

If only there was a functional IRL equivalent. But that's a bullet train to politics.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

(Inspired by remarks made by Omegasgundam on the aftermath of the alluded-to Pacific War in the GNEverse)

Tritonian Kapua Transformable Sea-Fighter
(aka)
“The Horune are going to HATE this. I can hardly wait to try it out on them!”

“Armoring’s light for its size, but both materials tech-level and the need to keep the weight down for flight operations had to be taken into consideration. Out of the box, it’s faster-flying than the first generation Iruks, but then again the Trits and Sea Titans had the example of the Iruka to work off of, so they could reset the bar. The Iruka’s still the rooster of the native-grown sub-robos, but the Kapua is a damn good alternative, in part because the designers learned from the Iruka’s mistakes. There’s still a gap in the technologies, but that’s necessarily dictated by logistics and what the Tritonians can currently afford to maintain. Give the New Navy and Tritonia the time and resources to develop a larger and more secure industrial infrastructure, and they’ll be up to speed in another few years.”

“Cult of the Deep compound’s situated right next to that crashed alien spaceship. We want the latter, we gotta deal with the former, and we gotta hit hard and fast before the cultists can try any sabotage or, god forbid, they summon a Reacher to their rescue. No time to drive amphibs and landing craft in; or helo-drop; we’ve got to go with an armored air assault with the new hardware. You robo-jockeys up to the job?”

The Kapua is a new transformable frame robot from the sea nation of Tritonia. Like the population of the floating city-state, the Kapua is a mongrel born of many parts and many parents.
The Kapua program was born of the aftermath of the campaign to kick off the Splugorth Intelligence headquartering in the Hawaiian Islands. Though North America-based Greater New England bore the brunt of the land fighting, the New Navy and Tritonian forces also had a significant hand, especially with the follow-up and mop-up. Both the New Navy and Tritonia came away with significant amounts of technical intel and salvage...as well as a fearful respect for the Kittani technology on display. Both organizations saw a pressing need to upgrade their capabilities in the face of the widening technological gap they saw implicit in the alien equipment.
Though Paladin Steel offered to sell Tritonia amphibious versions of the PS-RHv-03 ‘Tizon’ and PS-KVAR-02 Jayhawk, themselves adapted knockoffs of Kittani designs, the Tritonian Sea Wolves wanted something more uniquely Tritonian. Ultimately, a joint development program was proposed, though the bulk of the work would be carried out by Tritonian and New Navy engineers wanting to see what could be made of the Kittani technology.
The Kapua(a shortened form of the name Kane’apua, a Hawaiian trickster shark god) is a varied mix of influences. Though it is clearly based on the Kittani RoboFighter, it also shows strong infusions of other technologies in its design. Data and expertise borrowed from Paladin Steel, the New Navy, and even the Republic of Japan and Naut’Yll were used in the various subsystems of the Kapua. Its bulbous streamlined frame appears almost organic, with a pronounced back-fin, curving forearm fin-blades, and a retractable tail.
The Kapua is multimode; it can run on all fours on land, convert to a flying hovervehicle for high speed travel, tuck in its limbs and wings and become a deep-diving submersible, and it can convert to an upright bipedal configuration capable of negotiating Tritonia’s narrow boulevards and doing utility work. Special care was taken with the dual air-water turbines, and with the materials used in the water-sealing, especially over the delicate transformation mechanisms.
A two-seat cockpit was planned from the start, allowing a systems analyst/flight engineer/observer or trainee to accompany the Kapua in operation.
Some question the wisdom of investing resources in something as sophisticated as the Kapua, especially since its real usefulness is arguably in amphibious operations, rather than open sea combat. Proponents of the program agree with that on some points, but see the Kapua as an excellent testbed of various new technologies reverse-engineered from the Hawaiian salvage and other sources.
Currently several dozen Kapuas have been produced and are undergoing trials wth the Sea Wolves and the New Navy. Paladin Steel also has at least two for their own evaluation work.

Type: T-SUR02 ‘Kapua’
Class: Transformable Frame Underwater Robot Vehicle
Crew: 1+1passenger/additional crewmember
MDC/Armor by Location:
Main Body 380
Crew Compartment 100
Head 100
Dorsal Fin/Missile Launcher 180
Arms(2) 150 each
Forearm Blades/Energy Cannon(2) 110 each
Shoulder Energy Cannon(2) 50 each
Hands(2) 45 each
Legs(2) 190 each
Tail 100
Height: (Humanoid Mode) 15 ft, 18 ft w/ rear fin fully raised
(Quad Mode) ft
(Hover Mode) 9.6 ft
(Sub Mode) 9 ft
Width: (Humanoid Mode) 6 ft
(Quad Mode) 8 ft
(Hover Mode) 9 ft, 16 ft w/ fins fully extended
(Sub Mode) 6 ft, 16 ft w/ fins fully extended
Length: (Humanoid Mode) 7 ft, 9 ft w/ rear fin fully lowered
(Quad Mode) 39 ft w/ tail fully extended
(Hover Mode) 31 ft
(Sub Mode) 39 ft w/ tail fully extended
Weight: 5 tons
Cargo: Small space in crew compartment for a survival pack, sidearm(s), and a few small personal possessions.
Physical Strength: Robotic P.S. of 40
Powerplant: Nuclear Fusion with 20 year energy life
Speed:
(Running) 60 MPH in Humanoid Mode, 100 MPH in Quad-Mode
(Leaping) 20 ft up/across standing jump in Humanoid Mode, 60 ft up/across in Quad-Mode w/ running start
(Flying) Can hover and hit speeds of 320 MPH, maximum altitude of 16,000 ft.
(Underwater) 55 MPH, maximum depth tolerance of 1.2 miles.
Market Cost: 68 million credits
Systems of Note:
Standard Basic Robot Systems, plus:
*Sonar---50 mile range

*Depth/Pressure Sensors

*Variable Buoyancy System---Special flotation units integrated around the body of the ‘bot can be trimmed for positive, negative, or neutral buoyancy.

*Emergency Abyssal Escape System---The entire reinforced cockpit can be ejected free of the ‘bot and ascend to the surface under a lift balloon.

Weapons Systems:
1) Head-Mount Laser(Humanoid and Quad Modes) ---A light head-mounted pulse laser, modulated in the blue-green frequencies. Mainly used for defensive purposes
Range: 3,000 ft in air and water
Damage: 6d6 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Shoulder-Mount Ion Cannon(2) ---Each shoulder mounts a fixed position ion cannon based on the M-90 “ BeachStormer’.
Range: 4,000 ft in air and water
Damage: 1d6x10+10 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

In the alternative, these can be replaced with the following:
b)Shockwave Gun---An attempt to copy Naut’Yll particle wave weaponry using Tritionain and New Navy technology. While powerful, beam cohesion is somewhat lacking, leading to a still-useful area of effect damage swath.
Range: 4,000 ft in air and underwater
Damage: 1d6x10 MD to an 8 ft wide area
Rate of Fire: ECHH
Payload: Effectively Unlimited

3) Forearm Weapons Mounts(2)---Each forearm mounts a scaled-up version of the Aqua-Tech Orca-50 power armor’s ion blaster/vibroblade combo. The weapon can swing around to present a stabbing and slashing vibroblade, or spin about to bring a powerful ion blaster to bear.
Range:( Ion Blaster) 4,000 ft in air and underwater
(VibroBlade) Melee
Damage:( Ion Blaster)1d6x10+10 MD per blast
(VibroBlade) 3d6 MD, +1d6 MD per 20 MPH of speed
Rate of Fire: ECHH
Payload: Effectively Unlimited

4) Ordnance Bays(2)---Mounted semi-recessed into the base of the large dorsal fin are two extendable missile/torpedo pods. Each one is capable of accommodating the following configurations:
a) Micro-Torpedoes/Micro-Missiles----40
b) Mini-Torpedoes/Mini-Missiles----16
c) Short Range Torpedoes/Missiles----4
d) Medium Range Torpedoes/Missiles---- 2
e) Long Range Torpedoes/Missiles----1
f)Harpoon III MSSM---- Anti-ship missile. .
Range: 40 miles
Damage: 2d6x10 MD to 40 ft blast radius
Bonuses: +5 to strike
Payload: 2
g)ASPL-’Sea Fire’ dual mode missile/torpedoes based on Kittani hardware.
Range:(Underwater) 20 miles
(Air) 75 miles
Speed:(Underwater) 400 MPH
(Air) Mach 3
Damage: 4d6x10 MD
Payload: 2
Bonuses: (Torpedo)Because of the torpedoes’ higher speed and advanced targeting systems, the Sea Fire doesn’t suffer the same range and accuracy penalties as conventional torpedoes. The Sea Fire has a +1 to strike, and a +3 to strike within 3,000 ft of the target.
(Missile)---Not quite as accurate as a Harpoon III, but more powerful. +3 to strike

h) Mine Pod---This dispenser pod can seed an area with mines, or they can be used as limpet charges, placed by hand or by close brushing pass against the target.
Payload: 1 Heavy Mine,
OR 2 Medium Mines,
OR 8 Light MInes
OR 24 Mini-Mines

i) Decoy Launcher---This pod carries additional countermeasures
a)Screamer Acoustic Decoys--- 10
b)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: 1,000 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). 6-shot pod.
c)*Ink Cloud---Dumps a water-absorbent powder that quickly gels into a thick suspension that blocks light, clogs gills, and fouls sonar. Though not as potent as the Kittani gill-clog material, it’s still fairly effective at choking off gill-breathing pursuit. Covers a 100 ft area. Depending on water conditions, the cloud can persist for 1d4 minutes. Those caught in the cloud are effectively BLINDED; -5 to strike, parry, dodge, and entangle The particulate nature of the material makes sonar systems less effective as well; -60% to attempts to use sonar reading through the cloud. Gill-breathers must roll a 16 or better or be -6 on initiative, -6 to strike, parry, and dodge, and reduce Speed, melee attacks, and skill performance by -50%. Upon exiting the cloud, penalties are reduced by HALF, but persist for 1d6 minutes. Tank has enough for 3 flushes.
d)*’Fizz’ Cloud---In the alternative the system can be used to dispense a ’Fizz’ Sonar Defense. This flushes foaming chemical compounds out into the water surrounding the boat. This has a multifold purpose; though it clearly shows up on sonar due to the alka-seltzer-like noise, the persistent cloud of bubbles makes it much more difficult for sonar to get an exact lock on the ‘bot behind the bubbles. Furthermore, many sea creatures are hesitant to cross the cloud of bubbles. Roughly 120 ft in diameter. Depending on water conditions, the cloud can persist for 1d6 melees. Sonar-guided weapons(and attackers) are -2 to lock onto the submarine. Creatures caught in the bubbles are -5 to strike, dodge, and parry due to the distraction. Tank has enough for 3 flushes.
e) Decoy Torpedo---- Medium torpedo outfitted to mimic the sub’s own acoustic signature and programmed to run an evasive course simulating the subfighter, including stopping, going silent, then starting up again. 2-shot pod

j) ECM Jammer Pod---Standardiized aviation-style self-powered electronic jamming system that gives radar-guided weaponry a -4 to strike the vehicle. Or it can be used offensively, to foil ALL radar-guided weaponry in a 15 mile radius(-2 to strike). Additional pods DO NOT add cumulative bonuses, but do provide system redundancy.


5) VibroBlades--- Several fins on the Kapua are edged in vibroblades and can be used in high speed swipe-slash attacks, though they are more often used in disentangling the ‘bot from snares, nets, and tentacles. The large dorsal fin in particular is used in ripping out the undersides of enemy vessels and monsters.
Range: Melee
Damage: 2d6 MD+1d6 MD per 30 MPH of speed
(Dorsal Fin) 2d6 MD, 4d6 MD stabbing strike, 1d6x10 MD power strike(3 APMs)

6) Tail---A retractable prehensile tail(copied in part from Kittani Serpent PA) ending in a crescent-shaped tail blade used as both a rudder and a weapon. When not in use, it is drawn up against the back of the ‘bot and stowed swung across the waist.
Range: Melee
Damage: 4d6 MD

7) (Optional) Use of Handheld Weaponry---The Kapua can pick up and use appropriately-sized accessory armaments. Currently such weaponry is not standard issue, but the ability has allowed Tritonian and New Navy engineers to experiment with a variety of different new weapons systems, including experimental exotic types. As one test pilot put it; “If the new gizmo looks like it’s going to explode on you, you can more easily ditch it in a hurry”.
When not in use, accessory weaponry is typically clamped to a centerline ventral or lateral dorsal hardpoint.

a) Unicorn Lance---This is the ramming spar from the Unicorn Scout Killer Whale Power Armor. It can be used a handheld spearing weapon, or head-mounted in vehicle modes as a ramming attack.
Range: Melee
Damage: 2d6 MD glancing blow, 5d6 MD stabbing strike, 2d4x10 MD rammig power strike in Quad, Hover or Sub modes.

b) Harpoon Cannon---Can fire either explosive-tipped harpoons, or line-trailing adhesion heads. It has benefitted from studies of Naut’Yll weaponry.
Range: 2,000 ft in air w/o cable attached, 500 ft w/ cable attached. Half range underwater.
Damage:(Solid Head) 1d6 MD
(Explosive) 5d6 MD
(Line Head) Adhesion or barbed grapple(des 1d4 SDC on impact) but trailing an attached line.
Other specialized types, including dye-heads, injector heads, tracker/beacon taggers, and biopsy darts are also available)
Rate of Fire: ECHH for untethered harpoons. Setting up a line-carrying shot takes 3 APMs.
Payload: Drum holding 48 harpoons. A selector system allows the operator to choose what type of harpoon he wants to fire, so mixed magazines are possible. Has two drums each holding 500 ft of light, but tough, braided monofilament cable.

c) Blue-Green Laser Cannon---Based on a Glitterboy weapon from Japan(the M-BiLar AT-5000)
Range: 6,000 ft in air, 3,000 ft underwater
Damage: 4d6 MD double blast, 1d4x10+8 MD quad blast, 1d6x10 MD full 5-shot blast
Rate of Fire: ECHH
Payload: Effectively Unlimited linked to the ‘bot’s powerplant

d) Sonic Cannon--Another copied Japanese weapon.
Range: 2,000 ft, 4000 ft underwater
Damage: 1d6x10 MD per blast, plus 3d6 MD to a 10 ft diameter area around the blast area(double damage underwater)
Rate of Fire: ECHH
Payload: Effectively Unlimited linked to the ‘bot’s powerplant

e) Power Trident---An effort to reverse-engineer the Kittani Energy Trident, the use of less advanced technology has resulted in a weapon over twice the size of the original, but with only slightly greater damage.
Range: (Trident) Melee
(Laser Blast) 2,000 ft
Damage: (Trident) De-energized strike does 3d4 MD, powered strike does 6d6 MD
(Laser Blast) 2d6 +1 MD single tine blast, 6d6+3 MD triple tine blast
Payload: (Trident)
(Laser Blast) Effectively Unlimited linked to the ‘bot’s powerplant

f) Shockwave Gun---Another attempt to copy Naut’Yll particle wave weaponry using Tritionain and New Navy technology, the Heavy Shockwave is based on the cannons of the Leaper submersible fighter. The Tritonian copy suffers from the same beam cohesion deterioration and shot-spreading as the smaller shouldermount weapns alao available to the Kapua .
Range: 4,000 ft in air and underwater
Damage: 2d4x10 MD to a 12 ft wide area
Rate of Fire: ECHH
Payload: Effectively Unlimited

g) Plasma Cannon---An effort to reverse-engineer a weapon found on a Kittani robot.
Range: 3,000 ft in air, 1,000 ft underwater
Damage: 1d6x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited linked to the ‘bot’s powerplant
(Optional) Earth engineers haven’t quite figured out all the bugs in reverse-engineering the Kittani underwater plasmas blaster’s design; after ten consecutive shots underwater, unless the user spends a melee round cleaning the weapon, the plasma media(in this case seawater) draw will become clogged with residue from what wasn’t converted into plasma. This will reduce the efficiency of the weapon, reducing damage to 6d6 MD per shot, and a 15% chance per shot of an explosive misfire that does 4d6 MD to the weapon.

h) Rail Cannon---A pod-mounting of twin rail guns from power armor.
Range: 3,000 ft in air, 1,200 ft underwater
Damage: 1d4x10 MD per 40-round burst from one barrel, 2d4x10 MD per 80-round burst from both barrels firing simultaneously( counts as one attack)
Rate of Fire: ECHH
Payload: 2,400 rd helical magazine per barrel.

i) TW ‘DayGlo’ Sunlight Heavy Laser Cannon---An experimental weapon acquired from Paladin Steel, with fighting the Milu in mind. It uses a Globe of Daylight spell among others to enhance a laser beam to do damage to beings particularly susceptible to natural sunlight(or its magic equivalent), such as vampires. The downside is that, being a ‘whole light’ laser, the DayGlo has less underwater penetration range than a tuned blue-green frequency laser.
Range: 4,000 ft in air, 2,000 ft in water.
Damage: 1d4x10 MD single blast, double damage to beings sensitive to sunlight, 4d6 HP to vampires.
Rate of Fire: ECHH
Payload: 300 PPE battery capacity(Each shot costs 5 PPE); recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus

j)TW ‘OJ’ Sunlight Laser---Another experimental weapon acquired from Paladin Steel, one that clearly benefitted from R&D during the Mexico Crusade. This weapon is essentially a scaled-up ‘Sunburn’ TW Laser Rifle, a chemical laser fueled by magically-liquified sunshine. It’s more powerful than a regular ‘DayGlo’ Sunlight Laser, but suffers from the same range penalties and a limited payload.
Range: 5,000 ft in air, 2,500 ft in water.
Damage: 3d6x10 MD per blast
Rate of Fire: ECHH
Payload: 50 shot liquified sunshine tank

k) Missile/Torpedo Pod---Aircraft-style launcher pod; can carry 19 mini-missiles/torpedoes, OR 4 short range missiles/torpedoes

l) Rocket Propelled Grenade Launcher Pod---This is actually a New Navy auto-feed scale-up of the LAWS concept, with a larger magazine capacity and better accuracy, housed in a watertight pod similar to an aircraft gun pod. It uses the same rocket grenade ammunition used in the New Navy’s LAWS-3 and M-90 MWAS, but has greater long range accuracy due to the steadier firing platform and more advanced targeting system.
Range: 4,000 ft
Damage:(Armor Piercing) 1d4x10 MD
(High Explosive) 1d6x10 MD
(Fragmentation) 4d6 MD to a 10 ft blast radius
Rate of Fire: ECHH, and can fire single shots, three- or five-shot bursts
Bonus: +2 to strike, but all the way out to 4,000 ft
Payload: 56 rd drum agazine

Hand to Hand Combat

Combat bonuses are the same as for the respective Basic
and Elite Power Armor Combat Training skills.
The Kapua has the following bonuses:
+2 Dodge/Roll in flight
+1 Dodge/Roll underwater

Restrained Punch 1d4 MD
Full Strength Punch 2d4 MD
Power Punch(2 attacks) 2d6+4 MD
Tear/Pry with Hands 1d6 MD
Tail Slash 2d6 MD
Body Block/Tackle/Ram (2 attacks) 3d6 MD
Kick 2d4 MD

Options:
Both the New Navy and Tritonian engineers are trying out various subsystems on the Kapua, none of which have yet seen approval as standard production features, but may appear in field-test models. A few of these systems include:
*Sonic Stunner---An enhancement of the large sonar array mounted in the bulbous chest/prow, this allows the sonar system to suddenly pump out a high-pitched ‘belch’ that can scramble other sonar systems and the natural sonar of creatures, knocking them out for 2d4 melees. Sonar and acoustic homing systems will lose target lock, and sonar-using creatures will be stunned and ‘blind’ for 1d4 minutes. . Given that it also affects allies like dolphins and whales, however, this system is used sparingly. Has an effective radius of 3,000 ft underwater.

*PPE Sensors----Supernatural energy sensors are available from two sources: the Republic of Japan with upgrades to its SNARLSystem, and Paladin Steel, with its HOUND system. The wars with the Lord of the Deep and the Milu have shown a pressing need for early warning and threat detection, and both nations have shipped sets of their respective equipment to Tritonia and the New Navy.

*Silver-Bonded Vibroblades---Growing experience with the Milu undead has taught the forces fighting them the value of silver-plated melee weapons. Silver-plated vibroblades have begun appearing on Kapuas. There’s also been experimentation with composite wood, silver, and vibroblade weaponry.

*Deep Flares---Deep water combat experience has also taught the usefulness of extremely bright lights, and several Kapua have been tested with arc-flare clusters that can produce extremely bright light, even in the abyssal depths, producing intense light in a 100-300 ft radius, However, these lighting cartridges typically only last 10+2d4 minutes at a time before burning out. Typically mounts clusters of 4-10 arc-flares.

Variants:
*USNT-SUR02---The New Navy is reportedly experimenting with applying the same stealth skinning as it uses on its Manta fighters. Given their longer experience with air-water propulsion, upgrading the engines also seems a likely direction of New Navy work.

*RJMDF--SUR02(?)---The improving ties between the New Navy and the Republic of Japan have led to increasing exchanges of intelligence and technology. The New Navy felt that sharing the Kittani tech with their Japanese allies was a good idea, and it’s rumored that this included their new Kapua, given the Japanese proficiency with robotics. What may come of such an exchange remains to be seen, but there are persistant rumors of the Republic of Japan’s Maritime Defense Force experimenting with a new robot design at their bases.

*PS/T-SUR02---While the Kapuas in GNE possession are being used as evaluation testbeds for suggested subsystems to be offered back to Tritonia, any PS-produced version would likely focus on uniquely PS/GNE technologies, such as technowizardry. Armor upgrades, using 3G-sourced materials, seems also probable.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
Priest
Posts: 48666
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Just kickin' around using my Castle Construction templates again...

Pachee Silen looked at the address in his hand, then back up at the structure in front of him.
He knew that the GNE’s ‘protectorate’ annexation of Ilovona had winnowed the local aristocracy down a great deal, but he hadn’t realized much, and how rich some of those aristos had been.

Young KIng Rasus, once he’d attained his majority, had apparently come around to the GNE’s attitudes, and decided to settle the hash of those remaining Families that had supported the efforts to make his mother a slave-queen and him a puppet for the soul-slavers. Those who had survived the initial violent purge as the slaver-hating GNEAS Fourth Army had rolled in and rolled up the junta conspiracy, now found themselves disenfranchised and their properties confiscated by the Crown.

An already small population of aristocrats had become smaller still after the executions and exiles, but Rasus had a solution in mind for the vacancies, and had started handing out royal appointments to those who’d proven loyal to the country and not to the conspirators, and more than a few had gone to GNErs involved in crushing the conspirators. Which led to one Scout Sergeant Pachee Silen, who’d bird-dogged a squad of commandoes into a meeting of conspirators, and tossed a corrupt army officer off a third story balcony, being told he was now recognized as local nobility. Reward for saving the King’s mom and knocking off the folks who were looking to take over.

His hand went back in his pocket and he drew out the small gold badge he’d been given rather matter-of-factly by his superior officer. The etchings depicted a fairly elaborate coat of arms that combined elements of various local lineages, intermingled with symbology that made his head swim, and a few non-local flourishes that some employment-needing academic in the GNE had hunted up out of Pachee’s own background. Supposedly, the ultimate design was the Silen family’s new coat of arms...not that there were many Silens he knew of, and of those, he knew none had noble bloodline origins...but the Ilovonan Crown displayed in the metal informed that the Silens were now bluebloods, elevated by Royal Decree. Don’t argue with the King, it said. Technically, that made Rasus Silen’s king now as long as he was in residence, but everybody knew it was the GNE and the Regular Army that had final say on things. The surrounding fringe of oak leaves on the coat of arms made that clear.

Srill, not bad for a punk-son of immigrants from the Relic.

The mansion in front of him wasn’t a castle by any stretch of the romantic imagination, but it was sturdy enough that the military officer in him could see the fortifications in it, while the intelligence agent in him read beneath the surface. Here was old money, with something to hide, if they were fearing the crowds, or royal guardsmen come a-knocking. The fear of the latter had diminished when the former owners had entered into their unholy cabal with the corrupt army and the soul-slavers. The walls hadn’t shielded them when the reformed Royal Watch, backed by the GNEAS, had come a-calling with arrest warrants and battering rams.

Whatever the place had been known as before, it was now deeded as House Silens ‘ Family Hall. Now the pressure was on him to establish the family to inhabit the place.

Silen House(Illlonoa Protectorate)
Silen House is a fortified mansion in the kingdom of Ilovona. It formerly belonged to a prominent merchant family in the city, but the clan made the mistake of conspiring with a disgruntled high military official and a depraved technowizard to take over the kingdom and enslave a good portion of its population. When instead the Greater New England Fourth Army intervened and crushed the coup, annexing Ilovona instead, the family was among those identified as collaborators with the slavers. Those who weren’t hung immediately fled into exile, their property seized and held as property of the Crown. When the King of Ilovona, barely a teenager at the time of the coup attempt, gained his majority after a GNE-overseen regency government, King Rasus saw to old business in disposing of the suspended titles and confiscated properties of the conspirators against his mother, the then-Queen(now retired due to medical reasons) of Ilovona. Many of the boarded-up estates were handed to worthy and loyal citizens, including a number of GNE soldiers and officials involved in saving the kingdom. The former owners of this particular house were name-stricken from the rolls of Ilovonan aristocracy and GNEAS Sergeant Pachee Silen elevated to the local peerage and awarded the estate.
The newly renamed Silen Hall is a walled estate on the outskirts of the city, where a merchant clan could receive and send goods without tying up traffic(or move contraband without being noticed).
Sergeant/Lord Silen has since had his connections in the GNE bring in offworld contractors to modernize the place, including solar electric power.
One of the discoveries while exploring the place was several secret rooms, accessible through the water well, where the former owners hid contraband, including money that they apparently didn’t have time to retrieve when they fled into exile.

A. Purpose:
Private Residence, with business warehousing

B. Size:
Estate----40-60 people can room comfortably in the living quarters. Currently, Sergeant/Lord Silen is fairly bouncing around inside the empty space.

C. Location:
Outskirts of the city of Ilovona

D. History:
Former family estate

E. Primary Construction Materials:
Stone and hardwood(SDC). Sergeant/Lord Silen is considering MDC rebar in startegic locations of the masonry and armongus reinforcement for the woodworks.

F. Builders:
Private Owner

G. Original Builders’ Species:
Human

H. Current Occupants:
Greater New England Technical Specialist/Sergeant Pachee Silen and his native wife. He’s hired some local help to maintain the place and turned part of the estate over to house visiting GNE personnel.

I. Supplies:
4d6 months. As merchants, the former owners were well-stocked to handle supply shortages, famines, and droughts. The estate has its own well and water supply.

J. Passive Defenses:
*High Walls----Silen House has a high perimeter wall and several interior walls, creating several compounds and courtyards.

K. Active Defenses:
At night a half-dozen PSLP-9 ‘Ratling’ Laser Pistol frames carrying stun blasters, roam the grounds, programmed to stun intruders.

L. Internal Defenses:
*Reinforced Doors---Security doors installed by the new owners, Sure, one could still break through the adjacent walls(at least before the armongus treatments set), but that isn’t exactly conducive to quick break-ins.
*Electronic Alarms---Motion and smoke detectors, plus wired points of entry.

M. Special Features:
*Stables/Garage---- Has several stables for horses/beasts of burden. One of the stables has been converted into a vehicle garage.
*Hidden Rooms---The original owners had several underground rooms in which they could hide contraband.
-------------
"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 I go giving Japan some details. There's still some holes, such as what exactly happened with the Otomo's BS and the Ichto Provence, but that can be glanced over for the most part. Mechanically, Japan has the problem of being written all the way back in 1995, and hasn't received any attention since then. This means that most of their 'unique' stuff is either badly obsolete or simply too clunky to use, with Ichto's robots coming off the worst. The Republic's infantry equipment is also garbage compared to NEMA, but I've come up with some justifications.

Post Minion War Japan
The Far East of Rifts Earth got off relatively easy compared to many other parts of the globe, with the various ley lines and nexuses being either under the control of a meaningfully powerful supernatural power or simply too inaccessible to be bothered with by the Infernal powers. In Japan’s case, the majority of the most notable nexuses were in ‘The Zone’, and while the Oni hordes may lack any real sort of cohesion they make up for it in aggression against outsiders. This not-so-incidentally bled the Oni enough that the next round of aggression against the New Empire has been delayed by as much as a full generation, which has had a number of knockon effects. There were a few minor attempts at establishing an Infernal foothold on the northern island of Hokkaido, but the various local forces were able to stamp them out before they amounted to anything. This would become much more interesting after the conclusion of the ‘Northern War’ against the Azhur, with the New German Republic establishing diplomatic relations, joining Greater New England and the New Navy.

Thanks to the assistance from Greater New England’s Geomantic Engineering experts (ie Stone Mages), the notable Ley Lines within the territory of the Republic of Japan have been tamed, which has dramatically reduced their internal defense requirements and opened several new avenues of development. Now well aware that Rifts Earth is considered a hellhole even by Megaversal standards, the Republic has taken another page out the the GNE’s play book and has started expanding across dimensional lines. Building off of the now increasingly integrated Takamatsu, the Republic is branching into ‘neighboring’ dimensions, with easily accessible natural resources and a far less dangerous base line. Outright abandoning the Home Isles is considered out of the question, but it is hoped that large portions of the various industries and population can be relocated to a discovered Earth analog that has been named Onogoro. As said analog appears to geologically be in the early Quarternary age, there is little risk of meaningful native inhabitants, although mineral prospecting has so far been ‘mediocre’.

The New Empire has seen notable change, the most important of which was spearheaded by the Emperor. Though unknown but likely divine means, the sitting Emperor became aware of the dire straits that had befallen the Oni Shogunate of the dimension of Phase World, and was sufficiently concerned to lend his assistant to his ‘cousin’. Unexpectedly contacting the Republic and through them the GNE, he made his way to the planet of ---- and together with the Oni Emperor brow beet Amaterasu into returning and providing support for the duration of the recovery. Contact between the two nations has continued, with the Oni finding the cultural ‘purity’ of the New Empire admirable and appealing to several strains of philosophical thought, and the New Empire having its eyes opened to the wider Multiverse in a manner that easily interacted with its pre-existing biases. Interactions are currently in the high-formality stage, but a notable number of Oni Cyber-Samuri are looking for an excuse to assist in cleaning out the ‘mutant and degenerate throwbacks’ that infest The Zone. As this is a convenience outlet for a number of potentially troublesome dissidents, it can be expected that a division worth of hot blooded and discontent troops will be offered during the next round of hostilities.

The Otomo Shogunate on the other hand has recently suffered what can only be described as a humiliation conga line as their various schemes either failed or inflicted disproportional blowback. Only the most deranged and/or spite-filled would continue on their current path, but as that is a good description of the Shogunate's leadership there has been little positive change. Their actions have driven Tatamatsu fully into the arms of the Republic, who have in turn decided to do something about the mad nation, although the exact details are being debated. H-Brand wisely decided to cut its losses as the earliest opportunity, and the magnitude of the other failures have prevented the Otomo from noticing their lack of support. While they would never admit it, one of major reasons that the Otomo have survived the last few years was due to the Oni being engaged with Infernal interlopers, which has reduced the pressure enough that the notably depleted defenders can still hold. The Shogunate is on track to recover before the next stage of engagements, but it is questionable if the leadership is keeping their defensive needs in mind.

Tatamatsu is an interesting case, as while it has technically become part of the Republic it remains quite apart. Beyond the far looser (nearly non-existent) regulations regarding M-factor technology and magic, it is the home of the GNE’s local enclave, which has been established just south of the more densely populated region of Shikoku. It is through here that Paladin Steel imports its products, which has done much to draw the ire of the local manufacturers. This has allowed the Republic government to make additional moves to bring the various mega-corps to heel however, and the fact that it drew much of the attention of the Otomo’s schemes has given the foriegn company a degree of goodwill. The New German Republic has opted to host their activities on board a Poseidon class Submersible Carrier moored in Kure harbor, and the New Navy operates out of the restored United States Consulate in Hiroshima.

Air and Sea Developments
While the Republic managed to retain a substantial number of military ships that were in Kure harbor at the time of the disjunction, the local focus of the establishing nation meant that they never went farther than the Sea of Japan. The air force was similarly represented, but the lack of enemy aircraft meant that they were impractical to use beyond reconsiance, and were thus mostly mothballed. Things have recently changed with contact with the New Navy, leading to the development and fielding of the Super Hawk fighter, which is seeing moderate production to fill the Republic's expanding air defense needs. Additionally, the nation has also acquired 8 Helgoland class Missile Frigates from the New German Republic, which have proven the have no small number of advantages over the various Pre-Rifts hold overs, and the New Navy has returned 4 Japanese submarines that had joined them after the cataclysm. The Republic has put out a tender for its remaining shipyards to develop a replacement submarine design, and it will likely be quite similar to the New Navy’s Swordfish.

There are a number of other projects going on, such as the Sea Phantom sub-fighter and a rumored replacement for the Trident, but details are scarce at best and non-existent at worst.

Japanese Space Program
The Republic of Japan has decided to not deal with Rifts Earth’s dimensional interface and orbital community, opting to conduct their orbital development projects out dimension. Their primary efforts are focused on building up their Contra Gravity technology base in Onogoro orbit, along with a fleet of exploration vessels to make use of it. The majority of the current experimental designs can be considered ‘throwback fantasy’, with hull forms from classic media being common. As none of the current batches are expected to see serious use due to their various technological limitations, the authorities are opting to use the opportunity to whittle out the least practical. These ships are seeing extensive use in various live action media projects however.

ArmaTech Personal Weapons Developments
While ArmaTech had the production schematics for most of NEMA’s arsenal, the returned Republic of Japan lacked the orbitally formed materials to manufacture their own, and didn’t have the immense pressure of the early Dark Age to develop work arounds. Still, their Golden Age scientific apparatus was able to quickly put together dumbed down versions that were still functional, if lacking pulse capabilities and having a heavier weight. These expedient solutions would last them until after the ‘Northern War’ against the Azhur, when diplomatic contact was established with the other developed human polities and orbital materials became available from both the GNE and NGR. This resulted in the RoJ’s armories seeing a rapid upgrade cycle over the next few years.
Spoiler:
AT-40 Pulse Laser Pistol
The AT-30 was one of the better non-pulse lasers in the hands of earth natives, but it was a far cry to the PLP-20 from which it was heavily derived. After renewed contact, newly available materials allowed the weapon to be lightened and the inclusion of a full pulse mode, if at the cost of slightly reducing the single shot damage. It retains the original styling, but in all other respects it is equivalent to the NEMA side arm.

AT-140 Particle Beam Pistol
While very advanced for its time, the AT-130 was still more than 20 years old, and ArmaTech had been working on improvements before the Minion War. Efforts were given much more resources after contact, resulting in range being increased by 50% and the inclusion of a dual shot burst capability (1D6x10+10), although the recoil was found to be problematic without some kind of strength augmentation (PS 16 needed).

AT-84A Improved ‘Sharpshot’ Laser Rifle
The AT-84 had heavily downgraded the LSR-250’s extremely advanced targeting system with something that could be made sufficiently reliable with surface sourced materials, although ArmaTech managed to retain the extended range and damage output. The improved model restored the system to its original capabilities, although it is heavily restricted in distribution.

AT-90 Pulse Laser Rifle
While having exceptional range for an infantry long arm, the AT-88 was distinctly lacking in damage output compared to the pulse lasers of the other known technological human polities. The AT-90 replaced the laser component with a straight duplicate of that of the LGR-360, which is still considered one of the best combat rifles ever produced on Rifts Earth. There was much thought into replacing the grenade launcher, but the larger munition size had proven quite useful in the application of various specialty munitions.

AT-240 Particle Beam Rifle
Galled by playing catch up to an upstart company with less than 30 years in the field, ArmaTech quickly managed to improve the effective damage per shot (1D6x10+10 MD) of their existing Particle Beam Rifle once they got their hands on a few functional ‘Flarehammers’. It remains extremely short ranged for a long arm, but this is not an enormous tactical concern given most infantry-on-infantry engagements. Japan also lacked many enemies with major ranged damage dealing capabilities, with most oni forced into melee to be effective, so the Republic is not pressuring for further improvements.

AT-700 Light Railgun
A number of minor advances have culminated in a notable improvement to the AT-600, increasing range by a third. It has also gained the ability to fire shorter 10 and 20 round bursts (2D6 and 4D6 MD), but this is only useful when firing specialty ammo against supernaturally vulnerable targets. It is commonly used by exo-armor equipped forces as their primary alternative weapon.

AT-P1100 Heavy Particle Beam Rifle
An attempt at emulating the ‘BlueBolt’, ArmaTech had sufficient technical know-how to work around their lack of Viritalium when given a mass budget almost 2.5 times greater. The resulting -P1100 has been adopted as the replacement for the -P1000 used by the Samurai SAMAS, with double the effective range and increasing the damage potential to equal the ‘BlueBolt’. As the Samurai has been modified with alternative secondary weapons, the underbarrel laser has been eliminated due to being redundant. The weapon is also used by the Republic’s cyborg forces.

AT-1300 Heavy Railgun
Rather than try to reduce the weight, ArmaTech decided to further increase the damage, with projectile velocities increasing thanks to the sheer number of obsolete magnetic accelerators that could be replaced. A number of additional features needed to be added to keep the weapon controllable, and it still requires meaningfully more strength (Robot PS 30) to effectively use, but this is not considered a notable problem. The pay off comes in the form of damage potential being a third greater per burst (2D4x10 per 40), and lesser 20 round bursts (1D4x10) can be fired if desired. Unfortunately, the weapon has proven to be difficult to place on most vehicle mounts due to the recoil requiring special set ups to handle, and the tremendous barrel wear mandating frequent refurbishment.

ArmaTech Particle Wave Weapons
For all of their faults and technological shortcomings, the Naut’Yll have some fields that they are quite successful in. The most prominent of which is their Particle Wave weapons, which are competitive even by low end Three Galaxy metrics, and are almost on par with the best pulse laser rifles produced by any human Rifts Earth power other than the GNE. The New Navy had long respected these weapons, if not its users, and had long struggled with their limited scientific talent base to reverse engineer them. While their efforts had recently resulted in a useful area of effect alternative, they were unable to fully replicate the concentrated punch of the originals. The solution came in the form of diplomatic contact with the returned Republic of Japan, which was both a fully functional Golden Age society and unlikely to make unwanted inroads to both the New Navy’s and Tritionia’s independence.

With the establishment of a functional research agreement, the New Navy transferred many of the more intact samples they had acquired in recent years to ArmaTech, who were in turn able to make rapid progress. Creating simple human styled duplicates of the originals took only a few months, and while limited to minor performance increases they demonstrated that they could be improved further. ArmaTech decided to compromise the truly exceptional energy efficiency of each blast to create pulse capable emitters, and while the single shot damage decreased the resulting burst damage was exactly what both the Republic and the New Navy wanted. As of 115 PA, the new models are still in troop trials and have a number of minor technical problems to work out before mass production begins, but the New Navy is confident enough to start tooling up their factories. Once finalised, the X will be dropped from the designations.
Spoiler:
ATX-PW10 Particle Wave Pistol
ArmaTech’s first attempt at using Particle Wave technology, the -PW10 is not considered to be a practical weapon, but it does demonstrate the potential. While limited to single shots, it still manages a very respectable damage output, and the energy efficiency is excellent.
    (As Naut’Yll Particle Wave Pistol, but +1 to aimed shot and with an estimate value of around 28K Credits due to already using human standard E-clips)

ATX-PW15 Pulse Particle Wave Pistol
A development of the above, the -PW15 is a burst capable platform, accepting a less impressive damage-to-energy ratio in order to inflict it faster. This has proven to be exceptionally popular among the soldiers that have used it, and it is likely that it will be accepted as a high end alternative to the AT-40.
MD: 3D6 per single shot, 1D4x10 per 3 shot burst
Payload: 21 per short E-clip
Cost: Unknown, but likely valued around 35K Credits.[/list]

ATX-PW20 Particle Wave Rifle
While the AT-90 was more damaging in pulse mode, the single shot damage of Particle Wave Rifles was still very impressive, particularly for its low energy draw. For expediency, a straightforward human styled clone was introduced for limited use by the Republic Marines, and it has proven to be far more effective than any of their prior human scale weapons. Even with the development of the pulse capable -PW25, the -PW20 will likely see continued production for various niches, such as long range exploration teams.
    (As Naut’Yll Particle Wave Rifle, but +1 to aimed shot and with an estimate value of around 40K Credits)

ATX-PW25 Pulse Particle Wave Rifle
After hundreds of novel failure modes ArmaTech finally succeeded in turning the Particle Wave Rifle into a pulse capable weapon. While the various minor technical gremlins have yet to be ironed out, the final figures have been pinned down, and the test models handed out have been incredibly effective when functional. If production numbers can be sustained once adopted, it is entirely possible that it will replace the AT-90 in the hands of most infantry, and both the Japanese and New Navy Marines are almost certain to fully switch over.
    Weight: 7 lbs (3.2 kg)
    MD: 4D6 per single shot, 1D6x10 per 3 shot burst
    Range: 2000 ft (610 m)
    Payload: 30 per standard E-clip, 45 per long
    Bonus: +1 to aimed shot
    Cost: Unknown, but likely valued around 60K Credits.

ATX-PW30 Particle Wave Cannon
The potential of Particle Wave technology is easily evident in their vehicle scale mounts, with the weapons on the Leaper being easily shifted to a man portable package. Compared to the AT-230, it may be almost twice the mass but has an effective range more than 3x greater, making it perfect for augmented soldiers that can reliably target that far. As such, the -PW30 is in limited production for elite units of the Republic and the New Navy, with wider scale adoption waiting on the successful development of a pulse version.
    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 standard E-Clip, 15 per long
    Bonus: +1 to aimed shot
    Market Cost: Unknown, but likely valued around 100K Credits.

ATX-PW35 Pulse Particle Wave Cannon
There are many technical hurdles to overcome before a practical pulse cannon is ready for service, but it is predominantly a matter of fine details rather than fundamental limitations. While currently only suitable for lab use, the -PW35 gives a good understanding of the gross statistics of the finished model. Like the other pulse models, single shot damage and energy efficiency have been decreased in order to make a triple pulse burst possible, and the adoption of hand based power induction methods removes the need for vulnerable external power links. The New Navy hopes to make it the primary weapon of the Semper Fi before the next major round of hostilities, and believes that it will have versions suitable for their sub-fighters not long after.
    M.D.C of the Weapon: 90
    Weight: 21 lbs (9.6 kg)
    MD: 6D6 per single shot, 2D4x10 per 3 shot burst
    Range: 4000 ft (1220 m)
    Payload: 12 per standard E-clip, 18 per long, but intended for use with external sources.
    Cost: Unknown, but likely valued around 120K Credits.

Japanese Ordnance Weapons
‘Interestingly’, ArmaTech would not be the ones that took the lead in producing the Republic’s equivalent to Paladin Steel’s Micro Missiles, but rather the lesser Sumitomo corporation, which had been one of the bigger losers of the dimensional displacement. It is widely suspected that the Republic government assisted in the rapid development, likely as a way of diversifying the nation’s source of armaments and serving as a minor check on ArmaTech. Regardless, close duplicates of the Pattern-1C were available less than a month after the Republic was introduced to the format, with the more effective -1Ds close behind them. It is likely that an equivalent to the plasma based -1E could be fielded on short notice, and if so is already in the hands of Republic Special Forces in small numbers, but no official announcement has been made. The various anti-supernatural versions are openly available on the commercial market, as their SDC nature makes them much less dangerous in the hands of ordinary civilians.

Sumitomo has also taken the lead in various grenade based weapons, most of which are functionally equivalent to PS’s models but are mechanically distinct enough to avoid legal problems. The field of autocannons is much more hotly contested, with TRIAX representatives quickly adjusting themselves into the Japanese patent system.
Spoiler:
SM-10 Underbarrel Launcher
A simple replacement for the grenade launcher of the AT-88, the SM-10 is a triple tube design that is more or less equivalent to the McML-04. The munition holder is quick detachable for rapid reloading, and contains the majority of the assembly’s weight. This does result in the center of mass rapidly shifting when used, but as the primary component is a laser weapon the overall impact is minimal. A fresh example with the laser targeting system costs 5K credits, which is considered quite reasonable for a significant aftermarket modification.

SM-20 Light Missile Rifle
Clearly emulating the Paladin Steel McMLR-16, the SM-20 uses a 3x2x4 tube arrangement, with larger salvoes being found to have facticide issues. The undermounted energy weapon is an equivalent to the H-12, but uses substantially more advanced technology to be much lighter and compact. A fully loaded weapons mass at 18 lbs, which is equivalent to its PS produced inspiration, and has an identical listed sales price.

SM-20 Light Missile Machinegun
By all accounts this weapon was developed without Sumitomo having any knowledge of the similar McMLR-17 despite having near identical statistics, and the wildly different form factor makes this more plausible. The overall chassis is close to that of the AT-600, which does a better job at managing the resulting recoil than the more compact Paladin Steel knock off of the Shemarian original, making it better suited for use by normal humans. It still requires exceptional strength (PS 20) to use properly, but this is easily managed by exoskeleton equipped operators. The Republic military is rapidly replacing the majority of their AT-600s with it, with their anti-supernatural squads seeing immense benefits.

Micro Missile Pods
Sumitomo also produces a number of alternative launch systems for platforms that previously used larger Mini-Missiles, such as the SAMAS, Hawkeye Glitterboy, and the various Ichto designs. Generally, the payload count increases by a factor of 4, with the trade off being the lack of blast damage. This has the side effect of making them more politically acceptable for use in urban environments.

ArmaTech Body Armor Developments
While superior to armors from the rest of the modern Japanese isles, Armatech’s various offerings were well behind the curve when compared to its pre-Rifts competitors overseas. This did conveniently allow them to be produced without Zero-G materials, but this has become a null factor.
Spoiler:
Skinsuits
The various Japanese corporations have always produced a wide range of skinsuits that were equivalent to Paladin Steel’s Pattern 1, with Armatech managing an equivalent of the Pattern 2. Recent access to recovered samples of Splugorth Blind Warrior Women armor from the Pacific War have led to an equivalent of the VBA-07, although production numbers are currently quite limited.

AT-A11-A Kuru Street Armor
With access to orbital fabricated materials, the Kuru has lost a third of its mass, making it competitive with other modern light armors.

AT-A16 Advanced Body Armor
The old -A14 had been the standard body armor of pre-Rifts Japan, and had been adopted over a decade before the Cataclysm. As such, its overall protective values had fallen behind later models such as the famous EBA-130, and even when it was new it was criticized for focusing more on technological gimmicks than the fundamental basics. The returned Republic kept it in use for a number of logistical reasons, combined with the fact that there wasn’t a need for something more capable for the standard soldier. However, the post-contact exchanges would show that they had fallen significantly behind against their post-Rifts peers, and it had become apparent that an existential crisis could occur without any warning on the dimensionally torn planet. As such, the armor was improved with the -A16 configuration, which matches the EBA-130 in raw durability and brought the weight down by a fifth.

AT-A17 Combat Exoskeleton
The bulky -A15 was only slightly newer than the -A14, and this resulted in it falling well short of the FR-EX 220 that had only been out for 6 months as of the Cataclysm. It would serve well enough against the various monsters and bandits that the returned Republic found itself up against, but it would find itself quite lacking against the modern designs coming out from other powers. This prompted the development of the -A17, which matches the FR-EX 220 in all statistical respects and includes the various military systems that were Republic standard.

Dive Suits
Beyond equivalents to the various AquatTech and effectively open source Coalition designs, neither Armatech nor its competitors have devoted much effort into aquatic focused body armors. This is unlikely to change any time soon.

Space Suits
ArmaTech has rapidly caught up to the various developments that the orbital community has produced over the last 3 centuries, and their offerings have every feature and capability that could be expected out of a middling-tier power in the Three Galaxies. Production has naturally been monopolised by the development efforts in Onogoro orbit.

ArmaTech RPA Upgrades
The primarily urban and mountainous terrain of the Republic meant that it is naturally focused in RPA categories, and it's almost entirely defensive posture makes the operational longevity of full scale robots and conventional vehicles a distinctly secondary concern. Once contact was established with the various technological human nations, new benchmarks were gained to compare their inventory with, and it was found that they were notably lacking compared to the offerings of TRIAX or Paladin Steel. ArmaTech was naturally quick to offer improvements, while counting their blessings in that their relatively modest forays into full scale robots was not particularly shameful.
Spoiler:
ATPA-86 Power Spy II
Access to orbital materials has allowed for major increases in protection, with the limbs having roughly twice the durability index values and the head and torso having a 50% improvement. The Ion Blaster has been replaced with a quiet pulse laser pistol, and more stealth systems (similar to PS and Naruni’s offerings) have been integrated by default.

Upgraded ‘Samurai Class’ SAMAS
While serving the Republic of Japan well, the Samurai pattern of SAMAS was developed in a rush, resulting in a number of shortcomings. Shortly after the Pacific War, ArmaTech would distribute an upgrade package that rectified most of the issues. The first change was a major revision of the armor scheme, with the original layout being prone to a number of unexpected wear issues and being slightly below spec in terms of durability, and resulted in overall resilience scores being a full 20% higher than that of the original USA-10 model. The second change was the replacement of the forearm missiles, with the mounts now moved to the upper wings and doubled in capacity, and the old mounting points now able to host a number of pistol sized or cyborg use weapons. The final alteration was to replace the problematic cable power system of the particle beam with a hand induction method, and the rifle itself was replaced with the new AT-P1100 model.

Glittery Boy Improvements
Nearly all of Paladin Steel’s offered modifications have been duplicated among the Republic’s inventory, with the RG-10-A gaining an underbarrel laser equal to that of the AT-90. No Japanese firm has made a major investment into plasma cartridge weapons as of yet however, so there is no equivalent to the ‘HeatWave’.

AT-1900 Super Heavy Railgun
Similar to the AT-1300, the AT-1900 is an upgrade of the Glitteryboy use AT-1800, with the damage potential reaching incredible levels (2D6X10 per 50,1D6x10 per 25). The sheer size and mass of the weapon allow it to better withstand the increased wear and tear, but long term endurance is still considered to be well below average.

AT-5600 M-BiLAR
Improving upon the AT-5500, the use of a more refined cooling system allows for both the laser emitters to be greatly increased in strength and a 6th to be included as well. The array can now fire single shots (3D6), 3 pulse bursts (1D4x10), and the full 6 pulse barrage (2D4x10). Efforts into using individual pulse capable emitters ran into a large number of difficult problems, the most notable of which was the range capping out at half that of the accepted standard and catastrophic overheating failures.

AT-1053 Ku-Kuma Upgrade
As a dedicated infantry support platform, the ‘Metal Bear’ has a much less competitive niche than main battle robots, which allows for its slow speed to be a much lesser concern. Still, it has seen a number of improvements, primarily revolving around component replacements. Armor protection has been improved by 10% (on average), the mounted energy weapons have been upgraded to modern equivalents, and the shoulder Rail Cannons have increased their rate of fire by 50%. The most important changes are the replacement of the old style fission plant with a basic but functional fusion model, with the resulting power increase being used to add a TRIAX style forcefield (300 MDC). The crew has also been reduced to 3, with the roles consolidated to pilot, commander, and gunner. The nominal passenger space has increased to up to 3 individuals, although most crews use it to hold various spares and maintenance equipment. Its primary flaw remains its sub-par speed, but in the highly mountainous terrain of Japan it has been a lesser issue.

AT-1063 Hi-Tora
The Hi-Tora has proven to be overspecialized for use against low end supernatural monsters, and has been discontinued. However, the basic chassis has proven to have a reasonable amount of potential when modified by field engineers, so they are not being liquidated. ArmaTech is not known to be working on a replacement design, but most believe it would be closer to the Ichto Destroyer than something animal inspired.


Cyborg Developments
Similar to other fields, the majority of changes have gone into durability and weapon improvements, with the cross spectrum average being +10% MDC and a choice of more efficient weapons for fixed mountings. Additionally, the PP cap has been increased to 24, which is being applied broadly due to the notable difference in effective response levels. A number of more esoteric implants have also been copied from TRIAX and Paladin Steel. More in depth changes, such as incorporating GMR or forcefields, are still in development.

Ichto Robotics
The Ichto Robotics Corporation and its associated Provence have been forced to throw in the towel regarding their independence, with foriegn diplomatic contact firmly telling them their relative place on the totem pole. However, Ichto’s overall sales numbers have been only moderately affected by the reintegration with the Republic, as competition from Paladin Steel has proven to be a far larger concern. In particular, its various large scale combat robots have been found to be ‘second tier’ compared to modern designs, which has been especially galling for the company. Thus, while its lighter power armor and robots continue to be offered on the open market, the larger models have been quietly discontinued due to their obsolescence.

Ichto’s power armor models are considered mostly mediocre by foriegn powers, with the sole exception of the Grenadier. The effectively civilian Tengu is seeing notable success in overseas exports, but the ‘DKB’ is simply getting clobbered by the PSA-11, losing ground even in the home isles.
Spoiler:
IPA-40 Dai-Katana Bugei
The ‘DKB’ is the best ground focused light PA produced in Japan, but its various shortfalls make it distinctly less effective than the SAMAS. This has led to the Republic not being worried over its exports, and its export is justified in allowing minor kingdoms to arm themselves. The latest model increases protective metrics by around 10% (on average) and replaces the head lasers with models taken from modern energy pistols, as well as the option of replacing the MM launchers with McM versions. There are a number of new options to replace the default railgun as well.

IPA-45 Ikusa
The Republic of Japan does not consider the Ikusa to be an overly worrying threat, with its weight gain over the DKB resulting in little improvement in capabilities and drastically slowing it down. Ichto continues to export it, although those knowledgeable consider it to be an extremely mediocre design.

IPA-50 Grenadier
While the Republic of Japan was understandably concerned by its existence early on, the Grenadier has been greatly overshadowed by the various offerings by Paladin Steel, who's vastly more refined ordinance weaponry makes them far more dangerous in practice. The Grenadier has been incorporated into the Republic’s infantry units as a support design, with many battalions having a platoon or so for various tasks. Design alterations are not trivial, with improved materials increasing overall protection by 15% and the integral launchers seeing major changes. The leg and arm mounts are now modular, allowing them to fit a number of different systems, and the frankly goofy shoulder launchers have been replaced with a much more conventional setup that has increased overall payload by 50%. The most important change is the grenade launcher, which is being replaced with a greatly revised model that matches the range and rate of fire of the PSAGL-40B, although firing smaller shells. The hand lasers being replaced with underarm pistol mounts are almost an afterthought in comparison.

IPA-60 Tengu
Always considered something of a near-Exoskeleton, the Tengu is more popular than ever due to tactical shifts. Sales have been phenomenal with the expansion into the rest of the Far East, and it is also seeing meaningful purchases on the North American West Coast.

IPA-62 Tazu-Tengu
While nominally rated for combat, the lack of potential firepower means that it has been vastly overtaken by other designs. The Republic is notably looser with its regulation, but still treats it as military equipment. Sales are severely depressed by Paladin Steel’s Fury-E, which is simply a better value.

IPA-70 Mazu Mi
Beyond equipment swaps, this aquatic PA has seen no changes due to its primarily civilian focus. It is facing stiff competition with the various units offered by Tritionia however.

While the civilian designs remain top sellers, the only combat robot that has withstood the recent competition is the Destroyer, with all of the others having core flaws that cannot be solved by a simple refit. This has been a great body blow to the company, but it is likely the largest reason they got off so lightly during the reintegration. Rumors of ArmaTech developing their own Destroyer equivalent have kept worries high though.
Spoiler:
IR-2015 Crab Walker
While armed, the fundamentally dangerous nature of Rifts Earth justifies its presence, and it is light enough for the Republic to not consider it a meaningful issue. It is seeing brisk sales across the Far East due to its simple availability.

IR-2020 Wrecker
Other than borrowing ideas from Paladin Steel’s Arcos for options, nothing has been meaningfully changed. Foriegn contact has allowed for export sales across the Far East, where is it bought by the same sorts of parties as previously.

IR-2040 Destroyer Upgrade
Other than a 15% increase in durability and weapon swaps, the Destroyer is unchanged. Ichto is well behind ArmaTech in incorporating fusion power plants, and is thus limited in what systems can be offered. It has become quite popular around the greater Far East, being more available than GNE imports and having great versatility.

IR-2050 Apocalypse
While potent for its time, the Apocalypse is considered dated at best by modern standards, with poor durability and firepower for its mass. A number of weapon swaps have been tried, but too much of the design is tied down with what can only be considered dead weight. It has thus been quietly discontinued, although servicing and repairs are still offered.

IR-2060 Banshee
Beyond the lackluster power of the Sonic Cannon and nearly nonexistent nature of the rest of its weapon suite, the Banshee has been done in by GMR technology. The brute force nuclear rocket propulsion system has become an over complicated and wasteful loadstone, and its heavily integrated nature means that the Banshee would need a near total redesign to be upgraded. Ichto is developing a more practical Banshee II to solve these problems, but it will take several years for it to be ready for production.

IR-2070 Gemini
Ichto has made a number of improvements in its stealth technology, resulting in the Gemini becoming obsolete in key areas. Its sheer size and mass are no longer necessary to mount the needed equipment, and thus a lighter and more compact replacement is in the works. This will also assist with the various sonic and seismic problems, as the Gemini was usually forced to move quite slowly in order to not spoil its infiltration attempts.

IR-4000 Tatsu
While iconic, the Tatsue has a number of operational issues, the most notable of which is that it is hard to find pilots with the right mental aptitude for its form. The 40 units still in existence are seeing a number of experimental modifications to make them better suited for the modern battlefield, although the lack of fundamental practicality means that they will primarily be used in anti-monster suppression.
Last edited by Omegasgundam on Fri Sep 29, 2023 6:47 pm, edited 3 times in total.
Omegasgundam
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Re: Paladin Steel Storefront

Unread post by Omegasgundam »

And here's something I didn't realize was not posted. As usual, its regurgitating Kitsune's work into something that fits into the PS setting.

The Antarctic Time Bubble
In a story most similar to that of the Republic of Japan, a part of the old Russian Empire navy found themselves trapped in a temporal anomaly due to an experiment. The facility at which it took place was a secret colony being built to serve as a testing ground for settling Mars, and was only partially complete. However, the scientific sections were among the first finished, and the Russian Empire used it to test out various bits of exotic research it had managed to acquire via espionage. As fate would have it, they had managed to get their hands on the same teleportation experiment that would fling what would become the Republic of Japan forward. Unlike Japan, the underwater facility and several dozen miles around it would be kept near perfect temporal stasis, with only a few minutes passing. As this was a week after the Cataclysm, those present initially attributed it up to something else going to hell, and they had barely enough time to process it before they were released by the Lemarians in early 113 PA.

After several tense days, the returned fleet accepted what had happened and prepared to return to the Motherland with every bit of valuable technology they could scavenge from the facility. Thankfully, the still in shakedown Komsomolets was nearly empty, and had enough room to store everything that was considered truly valuable. The other submarines had mostly empty torpedo lockers due to their combat before the experiment, and were able to get their share of the bounty as well. Their journey to New Leningrad would take them through the Pacific, as none wished to try their luck against the Naut’Yll and Atlantis with so little ammunition. Contact with the New Navy occurred when surface air patrols encountered each other, and it is said that the dialog between Captain Nemo-2 and Captain Villis Kamarov was fit for a movie.

Ultimately, word of their arrival would reach New Moscow several days before they reached their destination, so they were not a complete surprise. All told, the 6 Attack Subs alone more than doubled the effective combat power of the Sovietski fleet, and the transport and bombardment capability of the Transport sub were nearly needed. But the Komsomolets was a boon greater than any other, as its focus on anti-ship capabilities meant that it was the ideal weapon against the Neo-Viking and Azhur fleets. Most of the crews would be rotated out, as the highly trained Pre-Cataclysm personnel were almost as valuable as their ships, but they would return to the service of the Motherland in December of 113.


Kitsune’s answer to the need for a utility craft/AWACs

New Sovietski Yak-288 ‘Minstrel’ VSTOL Family
The old Russian Empire’s equivalent to the USN Kingfisher, it was a propeller driven design like the old V-22 Osprey. Work on a fusion turbine propelled replacement was low priority, so it remained in service right up until the Cataclysm. With the near obliteration of the rest of their navy, it is likely that the only examples left are those onboard the Komsomolets (the only craft that it had), which was trapped in a time bubble until the Northern War. In all likelihood, the New Sovietski will simply buy a replacement design from either the GNE or RoJ, meaning that there are good odds that the Komsomolets will be using Kingfishers as its utility craft some time soon.
Spoiler:
Type: Yak-228A
  • Yak-228B
    Yak-228C
Class: General Cargo / Search and Rescue
  • Anti-Submarine Warfare
    Electronics Warfare
Crew:
  • Yak-228A: 2 (Pilot and Co-Pilot) but has stations for 2 door-gunners
    Yak-228B: 4 (Pilot, Co-Pilot, 2 Sensor Operators)
    Yak-228C: 6 (Pilot, Co-Pilot, and 4 Sensor Operators)
Troops: (Yak-228A) 18 normal, 12 light Cyborgs, and 4 Heavy Cyborgs (In place of cargo)

MDC:
  • Cargo Bay Doors-------80
    Side Doors (2)-----------50 each
    Cockpit--------------------120
    Wings (2)-----------------150 each
    Elevators (2)--------------60 each
    Rudders (2)---------------60 each
    Engines (2)---------------120 each
    Main Body-----------------225

    [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 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 the 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: 300 knots (345.2 mph, 555.6 km/hour), cannot travel over 200 mph (321.9 kph) with an underslung cargo load
    Maximum Altitude: 5,000 feet (1,524 meters) hovering, 20,000 feet (6,096 meters) flying
    Endurance: Will overheat after 12 hours of continuous operation when running at top speed and 24 hours when run at under 150 knots (172.7 mph / 278 kph
    Aircraft cannot use VTOL mode if over half loaded with cargo but can still take off and land in a short distance.
Statistics
  • Height: 18.8 feet (5.7 meters)
    Wingspan: 78.5 feet (23.9 meters)
    Length: 58.2 feet (17.7 meters)
    Weight: Combat 45,600 lbs (20,683.8 kg); Landing 36,500 lbs (16,556.1 kg)
Cargo: 12 tons in Cargo Hold or 6 slung underneath does not include hard points

Systems of Note:
  • Standard (RE) Aircraft Systems, as well as the following;

    Internal Active Jamming Gear: 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.

    Radar System: Range of 30 miles (48 km); Capable of tracking up to 48 targets simultaneously, this radar serves to provide early warning of incoming aircraft and missile attacks and to provide targeting for both carried missiles and the gun. The radar also has terrain following features. The radar can be programmed to shut off immediately if it detects an aircraft firing a missile on a heading towards the Yak-228, in case the missile is a radar-homing HARM type.

    Full Infared viewing mode and FLIR system: Range of 4 miles (6.4 km), with IR searchlight (+3 to detecting targets with IR when in use, however, +3 to detecting the Yak-228 with IR equipment when in use, as well.)
Yak-228B Anti-Submarine Warfare
  • M.A.D. Gear: This gear is normally only carried on Naval versions of this aircraft. 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: Dipping sonar is normally only carried on Naval versions of this aircraft. 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 40 simultaneously and identify up to 20 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: 4 miles (6.4 km) Active Sonar: 6 miles (9.7 km). Underwater Communication: 2 miles (3.2 km)
Yak-228C Electronics Warfare Systems
  • Long Range 3D Radar System: Radar system has a 360 degree coverage and can track both airborne and surface targets. Radar system has a range of 400 miles (644 km) and can track up to 400 targets simultaneously and can perform intercepts to up to 40 targets simultaneously. The system replaces all weapon systems and cargo capacity with electronic systems and requires 4 crew members to operate. The disc at the top has 500 MDC.

    Advanced Communication Package: Give the aircraft the ability of multi-direction communication of 600 miles (966 km) as well as direction communication out to 400 miles (644 km) to up to 16 individual targets. The system also has 16 laser/microwave communication systems that are only limited by line of sight (Range of about 100,000 miles / 161,000 km)
Market Cost: Production costs were 6.5 million, 12.4 million, and 21.5 million respectively, and regularly go for double that when available.

Weapons Systems:
  • 1) Side Door Gunner Mounts (2): S-500 Cyclone Pulse Laser Rifle with 4K ft range

    2) Ordnance Hard Points (6): 1 LRM, 2 MRMs, 4 SRMs, or an 16 MM pod or equivalents.

    3) Chaff/Flare Dispenser: 20/40 charges
New Sovietski Iskra class Fast Attack Submarine.
The last Attack Submarine design of the old Russian Empire, 36 of them were in service before the Cataclysm, and 6 reached the Antarctica Facility. 4 of them were in refit at the Murmask Yards, and they were recovered to form the heart of New Leningrad’s navy. They would be sorely tested in the Northern War, but they did well in keeping the Baltic free of any large invading ship.
Spoiler:
Type: Iskra class Fast Attack Submarine.

Class: Ocean, Fast Attack Submarine.

Crew: 62; All Officers (Has a high degree of automation).

MDC/Armor by Location:
  • SH Torpedo Tubes (12, bow)------------------150 each
    LRM Launchers (12, sides)--------------------150 each
    Retractable Laser CIWS Turrets (2)---------100 each
    Short Range Missile Launcher (1, sail)------100
    Killer Dart Torpedo Launcher (2, sides)------80 each
    Towed Array Sonar Housing (aft)--------------320
    Main Sail--------------------------------------------950
    Bow Planes (2)------------------------------------300 each
    Pump Jet Propulsor------------------------------500
    Main Body-------------------------------------------3,500.

    [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: 55.4 feet (16.9 meters) not including periscopes and antenna.
    Width: 46.5 feet (14.2 meters).
    Length: 380.3 feet (115.9 meters).
    Weight: 9,500 tons standard and 15,800 tons submerged.
Cargo: Submarine is very cramped, 12 tons (10.9 metric tons) of nonessential equipment and supplies. Each junior officer has a small locker for personal items and uniforms. Senior boat’s officers have more space for personal items. Most of the boat’s spaces are taken up by extra torpedoes, weapons, and engines.

Powerplant: Nuclear fusion; average energy life of 20 years. Normally refits every 10 years.

Speed
  • Water Surface: 25 knots (28.8 mph/ 46.3 kph)
    Underwater: 45 knots (51.8 mph/ 83.3 kph).
    Maximum Depth: 2.5 miles (4 km).
Market Cost: Not for sale

Systems of Note:
  • Standard (RE) Submarine Systems, as well as the following;

    MGK-965 “Wolf Jaw” Advanced Hull Sonar System: This hull sonar system has both a passive and active system built in and 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: 50 miles (43.4 nautical miles / 80.5 km). Bonuses: Sonar gives +10% bonus to Read Sensory Instruments and Weapon Systems skill rolls.

    MGK-968 “Wolf Tail” Advanced Towed Array Sonar: The system is basically a long and very sensitive sonar system carried behind the submarine on a long cable. 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. Range: 180 miles (156.4 nautical miles / 289.7 km).

    RP-597 “Brick Pot” Advanced E.S.M. Suite:

    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 -45% to detect when traveling at less than 17.3 mph (15 knots / 27.8 kph) and is at -20% to detect when traveling at greater than that speed.
Weapons Systems:
  • 1) Retractable Pulse Laser CIWS Mount (2): S-500 Cyclone Pulse Laser Rifle with 4K ft range, 6 APM in automatic, and +4 to strike flying targets with radar guidance.

    2) Super Heavy Torpedo Tubes (12 forward): 96 additional for reloads

    3) Vertical LRM Batteries (12): 8 LRMs each (96 total), Volley 2-16

    4) SRM Launcher (Sail): 64 SRM, Volley 2-4, 4x melee

    5) SRT Launchers (2, sides): 48 SRTs each (96 total), Volley 2-8

    6) Noisemakers (20): Can launch 2 at a time, 50% of decoying normal torpedoes and 20% of decoying smart torpedoes.

How to move troops.

New Sovietski Krokodil Submersible Troop Transport.
A relatively late design, the Krokodil was produced in small numbers, with only 4 in service at the time of the Cataclysm. Only one is known to have survived, the Krokodil herself, trapped with other ships at the Antarctica Facility. The New Sovietski had long been trying to construct their own, the infamous ‘Albatros’ of New Leningrad’s Slip 39, but it had been a low priority. The Northern War would see it be much more valued, and its configuration would be modified for use transporting aquatic sabatures and commandos to the Iceberg-Carriers. Since the end of the Northern War, the returned Krokodil has become the only Cruise Missile equipped ship in the navy, with the remaining missiles from the Komsomolets being just enough to fill up the smaller ship’s silos. The Albatros on the other hand serves as the primary transport to the GNE, serving as the de facto embassy when present in New Boston harbor.
Spoiler:
Type: Krokodil Submersible Troop Transport.

Class: Ocean, Submersible Troop Transport.

Crew: 128; 68 officers, 60 petty officers and enlisted crew members (Has a high degree of automation)

Troops: 8 ground support VTOL craft pilots, 500 normal troops (including partial conversions) / light cyborg soldiers, and 120 heavy cyborg soldiers (with jet packs)

MDC/Armor by Location:
  • SH Torpedo Tubes (4, bow)--------------------150 each
    Vertical CM Launchers (10, sides of sail)----300 each
    Short Range Missile Launcher (1, sail)-------100
    Killer Dart Torpedo Launcher (2, sides)------80 each
    Vehicle / VTOL Hatches (4, top)---------------250 each
    Troop Hatches (16)-------------------------------100 each
    Towed Array Sonar Housing (aft)--------------350
    Main Sail---------------------------------------------1400
    “Top Star” Radar (Sail)---------------------------200
    Bow Planes (2)-------------------------------------400 each
    Pump Jet Propulsor-------------------------------500
    Main Body--------------------------------------------4,400.

    [1] Destroying the “Top Star” rotating phased array radar panel will destroy the vessel’s main fire control systems against air targets but the vessel has backup systems with a shorter range (Equal to robot vehicle sensors.) Note that the submarine does not need to surface in order to use the radar system but only the radar had to be brought above the surface.
    [2] 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.
    [3] Destroying both of the submarine’s pump jet propulsors 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. Destruction of one pump jet propulsor reduces the submarine’s top speed by one quarter.
    [4] 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: 40 feet (12.2 meters) not including periscopes and antenna.
    Width: 60 feet (18.3 meters).
    Length: 410 feet (115.8 meters).
    Weight: 10,500 tons surfaced and 14,200 tons submerged.
Cargo: Submarine is very cramped, 60 tons (54.4 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 20 years.

Speed
  • Water Surface: 16 knots (18.4 mph/ 29.7 kph)
    Underwater: 31.5 knots (36.3 mph /58.4 mph).
    Maximum Depth: 7,217.8 feet (2,200 meters)
Market Cost: Not for sale

Systems of Note:
  • Standard (RE) Submarine Systems, as well as the following;

    Retractable 6P-34 “Top Star” 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 active phased array on top of the main mast. This system is smaller, lighter, and requires less power than a system of fixed panels. System can simultaneously track and identify up to 240 targets at one time. 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 80 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: 150 miles (130.3 nautical miles / 241.4 km), subject to the radar horizon.

    MGK-965 “Wolf Jaw” Advanced Hull Sonar System:

    MGK-968 “Wolf Tail” Advanced Towed Array Sonar:

    RP-597 “Brick Pot” Advanced E.S.M. Suite:

    Quieted Propulsion and Anechoic Coating: -40% to detect when traveling at less than 17.3 mph (15 knots / 27.8 kph) and is at -20% to detect when traveling at greater than that speed.
Weapons Systems:
  • 1) Super Heavy Torpedo Tubes (4, bow): 36 additional for reloads

    4) Vertical Cruise Missile Batteries (10): 8 CMs each (80 total), Volley 2-10

    6) SRM Launcher (Sail): 64 SRM, Volley 2-4, 4x melee

    6) SRT Launchers (2, sides): 48 SRTs each (96 total), Volley 2-8

    5) Noisemakers (20): Can launch 2 at a time, 50% of decoying normal torpedoes and 20% of decoying smart torpedoes.
Auxiler Craft:
  • 4 Mi-221 “Firefly” Attack VTOL Aircraft
Variant:
  • The Albatros lacks the Cruise Missiles, having replaced them with more troop space (+50%). She has since been converted into a mobile embassy, hosting 200 Forign Policy Office personnel, their needed accommodations, and up to 3000 tons of cargo. She makes the 10 day trip between New Lenigrad and New Boston 4 times a year, spending a month and a half at home before returning to North America for the rest of it. The New Sovietski have a formal building for when the Albatros is absent, but it will be some time before they believe that it is truly secure.

And the Tico’s purpose built foe.

New Sovietski Komsomolets class PLATAKR Submersible Carrier
Barely in service a month before the Cataclysm, the Komsomolets was purpose built to hunt down Ticonderoga class vessels. While less advanced, it is focused in the role of the hunter, making it better suited against other ships at the cost of any pretense of versatility. She was still on her shakedown cruise when the end came, and had almost none of her intended craft compliment. She would reach the Antarctica Facility a week later with many scars from sea borne monsters, and would be trapped in the time bubble along with the rest of the gathered fleet.

Upon her return to Russia, her various mechanical faults were repaired, ordinance lockers filled, and flight decks populated. Hosting no less than 72 of the new Mig-244s, she would be a potent striking force against the lesser enemy fleets, and have the largest kill count of any involved in the 114 PA counter offensives. While she would suffer a substantial amount of damage over the course of the conflict, she would remain in perfect working order come the end, and she remains in service with the New Sovietski as their undisputed flagship. Captain Villis Kamarov has been promoted to Vice Admiral due to his relative experience (even if mostly Pre-Rifts) and political significance, and remains the commanding officer of the ship.

The Komsomolets has spent the majority of her time since then serving as a high level transport to other political powers such as the Republic of Japan and the GNE Western Enclaves, and has become a somewhat familiar sight in Kure as a result. New Moscow is eager to build up its international credibility, and such tours are an age-old tactic. On a few occasions she has shared the same port as the Ticonderoga, her intended arch rival, once again pitting American and Russian influence against each other. With the NGR using half of their Posiedon’s in a similar manner, some wonder about the possible scene of the three largest submarine designs ever built in the same harbor at the same time.
Spoiler:
Type: Komsomolets class Submersible Carrier

Class: Prototype Submersible Carrier

Crew: 1,600 Officers and Ratings

Troops: 150 Human Aircraft Pilots, 72 Cyborg Pilots, 160 Submersible Pilots, and 500 Light and Heavy Cyborg Soldiers (With Jet Packs).

MDC/Armor by Location:
  • Retractable Particle Beam Cannons (2)----------600 each
    Retractable Laser CIWS Turrets (8)--------------100 each
    SH Torpedo Tubes (16, 12 in front, 4 in rear)----150 each
    Vertical CM Launchers (16, Sides of Sail)--------300 each
    LRM Launchers (16, sides)--------------------------150 each
    SRM Launcher (8, 4 superstructure, 4 hull)------100 each
    Killer Dart Torpedo Launcher (4, Sides)-----------80 each
    Rudders (3)----------------------------------------------300 each
    Diving Planes (4)----------------------------------------300 each
    Impeller Drive Openings (8, 4 front, 4 back)------200 each
    Elevators (4, 2 forward & aft)-------------------------400 each
    Flight Deck (2)-------------------------------------------6,000 each
    Bridge/Conning Tower---------------------------------4,000
    Main Sensors/Communication Tower--------------260
    Main Body-------------------------------------------------25,000.

    [1] Destroying one Impeller opening, fore or aft, reduces speed by 25%; Destroying a second from a different shaft reduces speed by 50%, a third from a third shaft by 75%, and a fourth leaves the ship dead in the water.
    [2] If all four elevators are destroyed, no aircraft can be moved from the hangers to the main flight deck.
    [3] If the flight decks are destroyed, only VTOL aircraft can be launched or land. VTOL aircraft are at an additional -15% to piloting rolls when taking off and landing.
    [4] Destroying the superstructure will not reduce the vessel's performance due to the main bridge being inside of the main hull of the vessel. However, destroying the superstructure will reduce flight operations
    [5] Destroying the Main Sensors Communication Tower will destroy long range radar and communications. The vessel has backup systems equal to that of robot vehicles. As well, sonar systems are mounted in the hull and are not affected.
    [6] Depleting the M.D.C. of the main body destroys the submarine’s structural integrity, causing it to sink. There are enough life preservers and inflatable life boats to accommodate everyone on the ship.
Statistics:
  • Height: 262 feet (81 meters) (with Conning Tower/sensor mast: 137 meters. (458 feet.)
    Width: 351 feet (107 meters)
    Length: 1,972 feet (601 meters)
    Weight: 460,000 metric tons.
Cargo: 2,000 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, fighters, and engines.

Powerplant: Nuclear; average energy life of 20 years.

Speed
  • Water Surface: 30 knots (55.6 km/34.5 mph)
    Underwater: 40 knots (74.1 km/46.1 mph)
    Maximum Depth: 5.6 miles (9.0 km)
Market Cost: Not for sale

Systems of Note:
  • Standard (RE) Submarine Systems, as well as the following

    Enhanced Radar: Can identify and simultaneously track up to 256 different targets. Range: 497 miles (800 km).

    Advanced Hull Sonar System: Range of 50 miles (43.4 nautical miles / 80.5 km). This hull sonar system has both a passive and active system built in. Sonar system can track up to 24 targets at one time and has a +10% to read sensor and weapon system skill rolls. 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.

    Advanced Towed Array Sonar: Range of 150 miles (130.2 nautical miles / 241.4 km). This towed array sonar system has both a passive and active system built in. Sonar system can track up to 36 targets at one time.

    Command and Control Facilities: 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.

    Impeller propulsion and Anechoic Coating: -30% to detect when traveling at less than 17.3 mph (15 knots / 27.8 kph) and is at -10% to detect when traveling at speeds greater than that.
Weapons Systems:
  • 1) Retractable Heavy Particle Beam Cannon Turrets (2, fore and aft): The mounts can rotate 220 degrees and have a 60 degree arc of fire
    • Range: In Atmosphere: 12.5 miles (20 km) Under Water: 4 miles (6.4 km)
      Damage: 2D4x100 MD
      Rate of Fire: One shot per cannon per melee (2 shots per melee total)
      Payload:Effectively Unlimited
    2) Retractable Pulse Laser CIWS Mount (8): S-500 Cyclone Pulse Laser Rifle with 4K ft range, 6 APM in automatic, and +4 to strike flying targets with radar guidance.

    3) Super Heavy Torpedo Tubes (16, 12 forward, 4 aft): 160 additional for reloads

    4) Vertical Cruise Missile Batteries (16): 8 CMs each (124 total), Volley 2-16

    5) Vertical LRM Batteries (16): 8 LRMs each (124 total), Volley 2-16

    6) SRM Launchers (8, 4 sail, 4 hull): 64 SRMs each (512 total), Volley 2-4, 4x melee

    6) SRT Launchers (4, sides): 48 SRTs each (192 total), Volley 2-8

    8) Noisemakers (80): Can launch 2 at a time, 50% of decoying normal torpedoes and 20% of decoying smart torpedoes.
Compliment: The Komsomolets features a ski-jump, and though standard fixed wing aircraft can take off and land, both are a very tricky, complex process even for VTOL aircraft; -5% penalty to piloting difficulty rolls for landing and taking off from the Komsomolets in even VSTOL fixed wing aircraft, and -10% penalty only at night on landing.
  • 72 Yak-244 Firedancer VSTOL Fighters
    36 Mi-221 Firefly Attack VTOL Aircraft
    36 Yak-228 “Minstrel” ASW / Utility VTOL Aircraft
    8 Yak-228 “Minstrel” Radar VTOL Aircraft
    20 Armed Submersibles
    20 Multi-purpose submersibles
Variant:
  • Since the end of the Northern War, the Komsomolets has been working as a combination of diplomatic envoy and trade mission transport. Her Cruise Missile batteries have been removed for more cargo space, and as the New Sovietski do not currently manufacture them there were no reloads to fill them regardless. Combined with removing nearly all of the combat aircraft, the ship can move as much cargo as the Ticonderoga (18,000 tons/16,330 metric), although the American ship would have far more if it also emptied its hangers. As she spends the near entirety of her cruises underwater, the loss of surface combat power is not considered an issue.
Last edited by Omegasgundam on Fri Sep 29, 2023 6:46 pm, edited 1 time in total.
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taalismn
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Re: Paladin Steel Storefront

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The Magic Zone, Post-Minion War
“Mind you, the Magic Zone will always be chaotic, and the politics equally so, but the Minion War seriously messed up the place more than usual. But the chances of anybody unifying the place into one power bloc just dropped seriously; between fighting the local conditions and rando Coalition bombing raids, there’s just not enough breathing room to play empire-builder in the Zone.”

“One day we’re going to have to go in there and pave the place with damper pyramids and containment circles, but our best chance for success is if we did it from both sides, and the Coalition isn’t exactly cooperative with us these days. For now, we build magic control mechanisms on our side of the Zone and keep an eye out for anything particularly ugly squelching out of the region’s rifts.”

The Minion War on Rifts Earth did the Magic Zone no great favors except to make it even more dangerous. It also arguably broke the back of the Federation of Magic.
Not all mages under the FoM agreed with Dunscon’s ability to control the situation, and did what they could to see to their own survival, ignoring Dunscon’s rallying calls to raise armies by whatever means to take advantage of the Minion War’s chaos and destroy his enemies(or, as he tried to cover it as the enemies of all mage-kind). Dunscon did not take these rebuttals well, and some of those who refused him were killed, their leadership positions taken over by Dunscon loyalists, and examples made of the dissidents’ supporters. This only had the effect of stiffening resistance, or sending mages fleeing from the Federation of Magic(many winding up in the more liberal and magic-tolerant communities of Lazlo and the GNE). Still, the FoM held together and dug in its heels to weather the coming storm as they had the Coalition States’ efforts to dislodge them.
Though arguably the mages of the Magic Zone were better equipped than most to handle supernatural threats, the Infernals also realized this and prepared the ground accordingly with their Plagues, which hit magic users and psychics particularly hard. Between mystic plagues and direct Infernal attacks, many of the FoM’s constituent substates fell within a matter of weeks, the strongest within months, leaving much of the region defenseless.
The Coalition States have also been using the opportunity to wipe out mage bands, once and where it has sensed that cooperating with magic users against the a common enemy is no longer necessary. Still, though, the CS has not been able to make a clean sweep of the region. Emperor Prosek has toyed with the idea of creating a Magic Zone rump-state controlled by the Vanguard to supplant what is left of the FoM and honeytrap any surviving mages, but has decided to shelf the idea for now until he has a way of absolutely controling the loyalty of the mages. One of the aftermath projects he has had Lone Star quietly working on is research into the magic plagues, especially those that target magic users and psychics(though distasteful, biowarfare is, like strategic nuclear weapons, something of a last resort option for the CS).
The result has been more chaotic magic and monsters loose in the Magic Zone, fewer organized local magic agencies able to control it, and a power vacuum in the region. This void of authority has seen the (Reformed) Shemarrian Nation expanding its influence into the area, with Greater New England taking a lesser role in establishing a foorhold in the area, albeit on the border zones where they are setting up defenses to try to protect the communities there.

Dimensional rifting, shifting, summoning, and teleportation have all become very unreliable in the Magic Zone. Any attempt to open and establish a dimensional link that requires a success roll does so with a penalty of -15%. Even leyline drifting and travel is subject to fits and starts(25% chance of interruptions). Ley Line storms are frequent, sometimes traveling hundreds of miles outside the Zone into other areas. Magic-using cultures like Lazlo and Greater New England have set up monitoring stations, and in some cases dimensional pyramids, to provide warning of , and if possible check, inclement magical ‘weather’ originating in the Zone.

Dweomer and Psyscape boh managed to survive being torn apart by magical disruptions due to emergecy measures (dimensional pyramid construction) anchoring the communities’ dimesional fabric; shifting and riftng can still take place within their borders without the chaotic penalty mentioned above.

The fate of Lord Dunscon and the City of Brass remain unknown; some say the City was destroyed in fighting between Infernal factions, or a betrayal by or against the Infernals. Others claim that Dunscon attempted to ‘sit out’ the Minion War on Rifts Earth by taking the City of Brass out of phase, or into a pocket dimension, and has been unable to return due to the scrambling and disruption in the Magic Zone.

There are those in the mage community that feel that the efforts of others, like the GNE, to cap the unsettled energies of the Magic Zone is doing more harm than good in the long run, and that the magc should be allowed to ‘heal’ naturally and reach its own equilibrium. Others, perhaps remembering the collapse of Tolkeen, believe not enough is being done, and want more effort put towards erecting firewalls between the Magic Zone and potentially vulnerable magic grids like Lazlo’s and the GNE’s, especially now that the Coalition is aware of the weaknesses of such systems.
-------------
"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 United Systems Alliance and Pantheons of the Megaverse
“All I ask of my God is Unconditional Love and Close Air Support on Demand.”

“Pyramids have become even more common in Greater New England towns than traditional churches, but they’re not tombs or places of worship, as many visitors assume.”

“Make nice to the local swamp toad god when you’re on planetside deployment. Vlaus isn’t a bad sort at all and anybody who’s had to operate in wetlands will tell you having the marshes be hospitable to you is a GOOD thing. Besides, word is, Vlaus can put in a good word for us with FozGhul the Bestial, which is also a good thing.”

While religion doesn’t play much of a factor in the everyday life of the GNE(Rifts Earthers tend to be rather paranoid about beings claiming to be gods), the various worlds of the United Systems Alliance have a more varied array of cultures and belief systems. Indeed, many worlds support a multitude of belief systems and religions and, while most of them have no scientifically-provable deity backing them, a few DO, and of those few, a smaller number have connections to known larger god-entities and pantheons.

*The Egyptian Pantheon
Surprisingly, the Egyptian Pantheon has some of the most frequent and open contacts with the GNE and USA.
-Thoth has been both covertly and overtly manipulating the USA as one of his tools in his ongoing campaign to being enlightenment to the megaverse.
-Hathor knows of the GNE through her devotees in the Vinobe species/sept, and fully approves of the good works the USA carries out.
- Ra was noncommital until he was surprised to get prayers to him from the Mexico war zone, so now he’s considered lightheartedly having a proper Egyptian pyramid built to complement the MesoAmerican ones.

*The Norse/Vanir Pantheon
-The Algor//Freyos of Freymos Prime virtually worship Freyr and Freya, and Freyr has considered using the Freyos as an introductory intermediary to the USA.

-The Aztec Pantheon
-The Aztec Pantheon knows of the GNE through their interactions with them during the Mexico Crusade on Rifts Earth, but knows little of the United Systems Alliance, save that the GNE used offworld weapons to help reduce the Vampire Intelligences.
-Tezcatlipoca, Tlaloc and Xipe Totec HATE the black eyes they got from the GNE and its allies, and by extension the USA, and will make trouble for those polities if and when they ever run across them. Cihuacoatl and Tlazolreol dislike the humiliation handed their pantheon, but aren’t actively looking for trouble as yet.
-The Sun/War God Huitzilopochtli is wavering in favor of defecting again to the side of the Light. Xochoqueztzal is looking for an opportunity to defect from the side of her bloodthirsty husband and revive her own following in the recently-formed Mexico Confederation, though doing so might involve confessing her identity to the GNE forces still active in the area.
-Quetzalcoatl and Xolotl are busy reorganizing and drumming up support in the Mexico Confederation, but feel they owe the GNE and its allies a favor or two.

-The Pantheon of the Vedas
The Mexico Crusade also inadvertently brought the GNE into contact with the Veda Pantheon when allied forces stormed into the Mayan strongholds of the Vampires. This freed the captive Ratri, though the allied troops who freed her thought she was simply another high-powered mage being drained by the Vampires. From there and out from under the cloaking effects of the power pyramid se was bound to, Ratri’s friends finally managed to track her down and spirited her out of an alliance field hospital. Though few of the GNE were aware of who or where Ratri was, Brahma feels he owes those who freed his adopted kinswoman a thing or two and has encouraged his combined pantheon to become patrons of Usan shifters/summoners when they can.

-The Greek/Hellenic Pantheon
The gods of Olympus have had little contact with the GNE, but know of the United Systems Alliance.
-Hermes knows from his many contacts a bit more about the GNE/USA. His collection of vehicles has a few he’s acquired from them. He also several times challenged USA augments to races(mechanized and unmechanized), and though he won every time, he applauded the good sportsmanship of his opponents(even when they suspected they were being sandbagged). Hermes has also carried enough messages for Apollo to certain other parties(including locations in the USA) to suspect that something is up; if he ever learns of Thoth’s Conspiracy of Light, in all likelihood he’ll want in on it.
-Apollo and Prometheus are perhaps inevitably part of Thoth’s Conspiracy of Light network, Promethus even more so, so both know the USA to be a source of good agents and cooperation from its authorities.
-Hercules once visited the GNE and rode on a.C-130/2 Hercules II Air Transport. He liked it.

-The Persian Pantheon
The Persian gods have heard of the USA mainly through their Egyptian contacts(Thoth has been quietly talking behind the scenes with Ahura Mazda). The Persian gods of Light have learned of the Mexico Crusade and the scant details have only whetted their appetites for more information about the smiting of the hated vampire foe. Ameratat has made several trips in disguise to USA worlds like Cybolyte to check them out and has come back beaming more than usual with what she’s learned.
*The vampire-god-prince Kingu has learned of the freeing of Ratri and is NOT pleased. The deliciously ironic scheme to drain Ratri’s life essence to the benefit of vampires was a masterpiece of treachery to Kingu and the damned mortals went and spoiled it, as well as slew his vampiric allies.
*Ahriman---The USA is aware that Ahriman’s weapons company, Angrar Robotics, sells products that corrupt the users. Angrar products are BANNED in USA space, and USA military and other agencies coming across the tainted gear will contain and destroy it as expeditiously as possible. They’re also spreading the word about the built-in evil of Angrar, though this public awareness campaign has met with mixed results in some regions of the megaverse.The USA is not aware specifically that the diabolic mastermind behind Angrar Robotics is the Persian God of Evil, but they suspect some serious evil heavy-hitter is responsible.
Ahriman is not unaware that several organizations have spotted the treachery embedded in Angrar products, but while he’s not exactly pleased with this, he has cunningly turned it to his advantage, having his agents launch a counter-publicity campaign decrying Angrar’s detractors as jealous competitors(or the proxies of) trying to discredit Angrar quality. Perhaps not surprisingly if one underestaimates the powers of stupidity and suggestibility, this is actually working in some parts of the megaverse.

-The Babylonian Pantheon
*Enki is one of the few Babylonian deities who has any real knowledge of the USA. Though his initial visits to Rifts Earth took place before the fall of Tolkeen and the rise of the GNE, he has kept in touch with several friends (who know him only through a false identity) so he knows of Greater New England and its rise to prominence. In similar fashion as he visited Rifts Earth, he’s also quietly visited several GNE and USA worlds and approves of what he sees and has learned. He has kept Marduk appraised of the situation. On the whole, Enki is gladdened that he hasn’t had to intercede on Rifts Earth to protect scholarly kingdoms like Lazlo from the Coalition States, as the GNE has been doing a nice job of keeping the CS penned up. Though Enki still worries that if he were to lend a hand to the likes of the GNE and USA, it would attract the attention of evil gods who’d feel obliged to take a more active role in backing the enemies of anybody Enki supports, the God of Magic has still managed to occasionally slip the Usan mages tips on spell research or artifacts.

-The Tane Pantheon
The Tane Pantheon has marginal presence on Rifts Earth, but various Tane deities have had encounters with the USA.
* Verama Sathor, Goddess of Second Chances, has had the most contact with Usan forces, finding their daring-do shennanigans compliment her ‘second chance’ modus operadi. Her adopted daughter, Va-Satris, Spirit of Renewal, attends school on a USA world.
*Veranninas Saphar----The Tane Spirit of Vengeance has seen some of the Usan irregulars and black ops operators in action and approves, though s/he fears that the Usans might become too ‘civilized’ and lose their edge.
*Tarnath Sard, Tane Spirit of War, is impressed with the conduct of the Usans’ ‘just wars’. Sard frequently sends his agents to observe the United Systems Alliance at war, and some of his proteges to learn from them.
*Xihan Layis, Goddess of Pleasure--- Layis runs her own rescue operation on Splynncryrth’s Atlantis, and rarely involves the GNE, but on occasion she’s had to divert her rescuees to GNE/USA territory for sanctuary.
*Enazeti, Tane patron-saint of artificers, mechanics, and craftsmen, has taken a great interest in the synergistic engineering going on in USA workshops, from simple field improvisation to cutting edge deep lab reality-merging. He’s had to consult some of the nature and healing deities of his pantheon to understand everything he’s seeing, but what he does understand yet greatly impresses him.

The GNE/USA also has numerous other encounters/contacts with various other god-entities and pantheons, most on a local level.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

(with a nod to omegasgundam for the Pyha Tilaus posts)

Children of the Snow---Arzhur/ Klia-Human Fusions(aka ‘Glacier-kids’)
“Cold lover, hot sex. Kids have gotta be a storm front.”

“Quit saying ‘it’s biologically impossible!’. It’s possible and it’s happening. Just ascribe it to sparkly magic bull$#!+.”

“HEY! NO TRYING TO USE YOUR POWERS TO GET A SNOW DAY OFF FROM SCHOOL!”
‘Aaawwwwww....!”

“Expect to see a lot of strange hair, skin, and eye colors in the populations of the Russian states and Greater New England northern territories in coming years. It’s a new demographic entering the gene pool.”

Children of the Snow are an emerging phenomenon literally born of the union of humans and fully humanized and culturally assimilated Klia(and the rare cooperative Arzhur). The children can be born of a female parent of either species. Even though acclimated Klia/Arzhur may lose most, if not all, of their original powers in the transition to human form, magic genetics seem to be imbuing the next generation engendered by them with a random grab bag of their traits, including control over aspects of air and temperature.
CoSes are becoming more common in North America and northern Russia as assimilated Klia/Arzhur interact more with humans.

Though Humans make up the majority of CoS -generating unions, there is a 60% chance of successful conception with Ogres, and 25% with Elves and Dwarves(“More sparkly magic bull$#!+.”).

Common Abilities:
*Immune to Hypothermia---CoSes take NO damage from normal cold; only extreme cold(like -50 degrees F) and magic cold does HALF damage.
* Weather Sense----CoSes can sense the approach of cold weather/cold fronts 1d6 hours in advance.

Appearance(roll 1d4 times)
01-15% Odd Eye Color
01-20%Stark White
21-40%Pale Blue
41-60% Pale Green
61-80% Dark Blue
81-00%Glowing; shifts like the aurora

16-30% Odd Hair Color
01-20% Stark White
21-40%Pale Blue
41-60% Pale Green
61-80% Dark Blue
81-00% Shifting----The CoS’s hair shifts and shimmers like an aurora between shades of yellow and green. The hair loses this effect when cut off.

31-40% Crystalline Hair/Nails---The hair looks like clear/tinted plastic fibers, and finger and toe nails appear like chips of ice.

41-60% Odd Skin Color
01-35%Stark White
36-65% Pale Blue
66-00% Pale Green

61-75% Frost Patterns---The skin is marked with pale delicate traceries of color that look like fractal frost patterns.

76-80%Windblown Hair---The CoS’s hair seems to perpetually be blown by a personal wind and will escape any hairdo arrangement unless consciously willed to stay in place(or a Disguise roll is made). If the Bald Appearance modifier is also rolled, then the person is bald, but seems surrounded by a swirling light mist(again, unless an effort is made to consciously dispel/hide this, it imposes a -10% on Disguise rolls)

81-00% Glossy Skin---The CoS’s skin has a shiny appearance, as if frozen ice.

Special Abilities(roll 1d4 times)
01-10% Glare Resistance---The CoS is immune to being blinded by bright lights and is +2 to see versus optical and magic illusions using bright light or lasers.

11-20% Manipulate Temperature---The CoS can alter the temperature around them, being able to drop the temperature as much as 5 degrees per point of M.E. they possess. Affects a 5 ft radius. Conversely, they can RAISE the temperature around them by that same amount, with the upper limit being their normal body temperature(so, standing in -30 degree weather, the CoS can create a zone of warmth around themselves).

21-25% Minor Spell Ability: Wave of Frost---The CoS can call up a sudden wave of cold equivalent to the spell Wave of Frost, equal in level to their level of experience. They can perform this spell equal to their PE/2 per 24 hours. If they have a magic OCC, they perform additional castings of this spell at HALF PPE cost.

26-30% Minor Spell Ability: Northwind--The CoS can call up a sudden wave of cold equivalent to the spell Northwind, equal in level to their level of experience. They can perform this spell equal to their PE/2 per 24 hours. If they have a magic OCC, they perform additional castings of this spell at HALF PPE cost.

31-35% Minor Spell Ability: Snow Storm---The CoS can call up a sudden sustained gust of snow equivalent to the spell Snow Storm, equal in level to their level of experience. They can perform this spell equal to their PE/2 per 24 hours. If they have a magic OCC, they perform additional castings of this spell at HALF PPE cost.

36-40% Minor Spell Ability: Summon Leaf Rustler---The CoS can call up a sudden sustained gust of snow equivalent to the spell Summon Leaf Rustler, equal in level to their level of experience. They can perform this spell equal to their ME/2 per 24 hours. If they have a magic OCC, they perform additional castings of this spell at HALF PPE cost.

41-45% Minor Spell Ability: Breath Without Air---The CoS can alter their breathing equivalent to the spell Breath Without Air, equal in level to their level of experience. They can perform this spell equal to their PE/2 per 24 hours. If they have a magic OCC, they perform additional castings, and on others as well, of this spell at HALF PPE cost.

46-50% Minor Spell Ability: Whisper of the Wind---The CoS can cast their voice on the air equivalent to the spell Whisper of the Wind, equal in level to their level of experience. They can perform this spell equal to their PE/2 per 24 hours. If they have a magic OCC, they perform additional castings, and on others as well, of this spell at HALF PPE cost.

51-55% Nightvision---The CoS can see in total darkness out to 600 ft.

56-60% Thermal Vision----The CoS can SEE gradients of heat, like a technological thermo-imager.

61-70% Instant Snowball---The CoS can instantly and effortlessly form a snowball, even in the height of torrid summer, condensing atmospheric moisture in the palm of their hand.

71-75% Minor Spell Ability: Northern Lights----The CoS can flare out a spectacular auroral light show that entrances and bedazzles, equivalent to the spell Northern Lights, equal in level to their level of experience. They can perform this spell equal to their ME/2 per 24 hours. If they have a magic OCC, they perform additional castings, and on others as well, of this spell at HALF PPE cost.

76-85% Disease Resistance/Cold Healing---The CoS is effectively immune to diseases like the flu, common cold, and pneumonia. The character also heals twice as fast when immersed in cold water or freezing conditions.

86-90% Minor Spell Ability: Orb of Cold---The CoS can create a projectile of ice equivalent to the spell Orb of Cold, equal in level to their level of experience. They can perform this spell equal to their PE/2 per 24 hours. If they have a magic OCC, they perform additional castings, and on others as well, of this spell at HALF PPE cost.

91-00%Manifest Aura---The CoS can surround themselves with a glowing manifestation of their aura, like a personal aurora borealis. This is bright enough to read by(counts as a Lantern of Light spell, with regards to range and effect, but costs NO PPE)


Vulnerabilities: (roll 1d4 times)
01-20% Numb---The CoS suffers from reduced skin sensitivity; -10% to skills requiring a fine touch, and the person may not always react appropriately to temperature extremes(may put their hands on a hot surface and not realize they’re getting burned).

21-30% Cold Demeanor----The CoS has an inherent coldness to their personality; +1d6 to ME but -1d6 to M.A..

31-40% Heat Vulnerability---While not in any danger of melting away, the Child of the Snow is still susceptible to heat, with an increased chance of heatstroke at the lower end and greater injury and recovery time from burns. At temperatures above 70 degrees F + the characters P.E. in degrees, the person becomes listless and uneasy; -1 on initiative, and -5% to skills. Takes DOUBLE damage from heat-based attacks, and burns take TWICE as long to heal.

41-45% Weakened Will---A (perhaps mistakenly attributed) negative legacy of Pyha Tilaus‘s breeding program, these unfortunates are easily swayed or convinced to follow the orders of others. -1d6 ME and Seduction and Intimidation attempts on them gain a +10% bonus against them.

46-55% Cold Horror---The Child of the Snow may be the nicest person, but they unconsciously radiate a Horror Factor of 10.

56-70% Whispery Voice---The CoS has a breathy low-toned voice that sounds like a low breeze and barely rises above a whisper. Without some form of amplification, the person may be difficult to understand(-10% to others’ Language comprehension) and cannot shout commands or warnings

71-85% Clammy Skin---Even though their body temperature reads as normal, they remain cold to the touch, and radiate a sort of psychic chill that others may find disturbing(roll vs psionics), -1d4 to M.A.

86-95% Brittle---The CoS is susceptible to physical damage; attacks like kicks and punches do 50% MORE damage, and broken bones are a common problem.

96-00% Thermophile----The CoS gets a VERY pleasurable reaction from heat; anything above 80(+ the character’s ME) degrees F causes them to get aroused, lose their inhibitions, and generally act drunk. -1d6 on initiative, HALF all APMs and skill/action bonuses. This condition is extremely dangerous if combined with Numbness, as they may be blissfully unaware of how much damage they’re suffering while in the throes of an orgasmic state.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by 89er »

Has anyone done work on the underground world/Porous Earth beneath the surface of Rifts earth or map out the Milky Way galaxy affected by the Coming of the Rifts? After I am done stating the Sunbone Orcs, I will turn my attention to these areas.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

89er wrote:Has anyone done work on the underground world/Porous Earth beneath the surface of Rifts earth or map out the Milky Way galaxy affected by the Coming of the Rifts? After I am done stating the Sunbone Orcs, I will turn my attention to these areas.


Nope...
On fact, the only underground stuff for the GNEverse has been some Dwarven communities out West and PS has a few tunneling vehicles. A few cave and mine communities have been mentioned during the Mexico Crusade.

Other than that, I remember a Rifted PFRPG supplement about underground beasties and of course there's the whole Chinese Geofront..

Milky Way-wise there was that one group of Grays in a Rifter who wanted to blow up Earth to shut off the dimensional instability that was threatening their society, but that's about it.

I've kinda adopted Glitterboy's expanded Arkhon Empire and the Human colonies setting for one part of the GNEverse Milky Way, but that's suitably distant that it has no effect on the Rifts Earth solar system for the foreseeable future(the aforementioned cultures regard the section of the galaxy where Earth resides as essentially haunted/damned and nobody's going near it). The GNE's done some poking around the immediate neighborhood of Sol, but not as much as they'd like to, though they suspect the Splugorth might have done more....

So it's WIDE open for you to mess around with, and I for one would love to see what you can come up with(no pressure, nosirree!) :D
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Posts: 48666
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 ‘Turlent’ Light Contra-Gravity Personnel Carrier
(aka ‘eggcrate’, ‘droptrooper tray’)

“ The ‘vids make an urban insertion look easy; we zip down or around to a target zone, and unload a squad of apes right nice to take down the bad guys, smooth and fast, like dropping off the kids at kindercare. But it’s anything but easy. The gravs make the easy part; no rotors to foul on wires, hang up on building features, or suck up garbage, and the inertial compensators make aerial braking a breeze, especially for the passengers, but the rest is all hard practice and fraying nerves. When we come to a dead stop, the side hatches are going to clamshell open right fast; that’s the cue to get moving and out-out-OUT. Ideally, the ‘crate’s going to be in a blind spot on a building or right up against it, so all we have to do is step out and into the structure, especially if the side gunners have an opportunity to peel open the exterior wall first and suppress anybody immediately on the outside, but you don’t wanna risk somebody deeper in and smart enough to take cover coming back out and popping a tacshell inside the ‘taxi while you’re still trying to get out, several dozen floors above ground level.”

The Turlent is a new PS/ASI design for a CG-drive personnel carrier intended for urban operations, especially offworld.
The Turlent has a roughly rectangular shape, with a nose cockpit lifted from PS’s existing attack helicopter lines. The inline cockpit seating houses a gunner and pilot, and features a nose turret. Behind the flight crew section, the box-like troop compartment holds bench-seating for a squad of troops, who depart from hatches in the sides, the lower part of the hatches serving as a ramp or rappelling perch, while the upper half acts as upper protection and a winch/pulley frame. Mounted at the back is the main propulsion section, flanked by two manned gun turrets, each gunner manning a paired energy and projectile weapon. Though nuclear-powered and fast, the Turlent lacks the facilities for comfortable long-range transport; it’s meant for shorter-range deployments.
Compared to the ‘Vader’ hovercraft also produced by Paladin Steel, the ‘Turlent’ isn’t as well-armed(with more restrictive fields of fire) but provides greater protection to its passengers and is faster. In urban operations, Turlents can often get into locations that larger aerodynes can’t, and their large side hatches mean that personnel can more quickly deploy into position. The Turlent is quickly becoming a favorite of grav-pack- and jump-armor-equipped units for these reasons, the ability to more readily empty their air-taxi being deemed worth the risk of increased vulnerability to attack with the side hatches wide open.
The Turlent’s shortcomings are that it is lightly armored and not as fast as other aerodynes, making it not as well-suited for open range operations as it is for urban combat.
The Turlent sells best offworld in markets like the Three Galaxies, where large built-up cities are more common than on Rifts Earth. A small number of variants have also begun appearing, optimized for such tasks as firefighting or prisoner transport.
One of the marketing problems cited by analysts of the industry and critics of Paladin Steel in particular, is that the Turlent would seem to be competing with OTHER PS/ASI designs in the same category, such as the ‘Vader’, the PS-HAPC-03GMR ‘Gravsnake’, and the PSZR-GMR-LAH20 ‘Bahan’, all generally similar in capabilities, for market share. However, PS/ASI defends its decision to field the Turlent as customized to local needs, produced in large part by local concerns, and the overall policy as fronting a diverse selection of vehicles. So far, the decision seems to be working out.

Type: PS-LCGVAPC-03 ‘Turlent’
Class: Light Contra-Gravity Personnel Carrier
Crew: 4; pilot, and 3 gunners, plus 12 passengers
MDC/Armor by Location:
Main Body 380
Reinforced Crew Compartment(forward) 100
Nose Turret 40
Side Turrets(2) 60 each
Side Hatches(2) 100 each
Height: 8.3 ft
Width: 9.6 ft
Length: 21 ft
Weight: 41,000 lbs
Cargo: If not carrying passengers, the Turlent can carry up to 4 tons of cargo in its rear bay.
Powerplant: Nuclear Fusion w/ 15 year energy life
Speed:(Flying) Hover to 350 MPH, maximum altitude of 8,000 ft
Market Cost: 3.1 million credits
Systems of Note:
Standard Aircraft Systems, plus:
*Ejection Seats---Facilitates crew escape in event if an emergency bailout situation

*Spotlight: 800 ft

*Radio w/ signal scrambler: 500 mile long range, 5 mile short range.

*External Loudspeaker: 80 decibels

*Laser Targeting---Laser range finders on the turret-mounted weapons, and added gyrostabilization, gives the weapons a +2 to strike.

*EM Alert System---Sounds an alert if the aircraft is detected/scanned by radar, and can be set to trigger the countermeasure launchers if a radar ‘lock-on’ is detected.

*ECCM system: A semiautomatic system that uses electronic encryption and frequency jumping to (attempt to) negate jamming systems. The system has a 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(no other attacks/actions are possible).
Having an Electronic warfare Skill gains a +15% 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 data link/info-share with the ECCM equipped unit. Magic/psychic jamming is NOT affected by this system.

*Composite Armor---The Turlent adopts the megadamage composite fiber armor of the Cheyenne III, that reduces damage by projectile weapon strikes(autocannon, rail guns, fragmentation missiles, arrows, spears) by 25%.

*Advanced Fly-By-W ire Pilot Assist System---Advanced flight controls give the pilot a +5% to piloting skill, and a +2 to dodge with the helicopter.


Weapons Systems:
1) Nose Turret(1)---Mounted low in the nose is a helicopter-style nose turret, slaved to a helmet-mounted sight worn by the forward gunner.
a) Grenade Launcher
Range: 3,000 ft
Damage: (Fragmentation) 4d6 MD to 12 ft area single rd, 2d6x10 MD to 40 ft area per 10-round burst
(Armor Piercing)1d6x10 to 3 ft area single rd, 3d6x10 MD to 8 ft area per 10-round burst
Rate of Fire: EGCHH
Payload: 200 rds

b) Light Rail Gun
Range: 4,000 ft
Damage: 1d4 MD single rd, 4d6 MD per 20 rd burst(8d6 MD for both guns firing in a dual burst---counts as one attack)
Rate of Fire: ECHH
Payload: 4,000 rd drum(200 bursts)

c) Light Pulse Laser
Range: 4,000 ft
Damage: 3d6 MD single shot, 6d6 MD pulse burst
Rate of Fire: EGCHH
Payload: Effectively Unlimited

d) Ion Blaster
Range: 3,000 ft
Damage: 4d6 MD per blast, 1d4x10 MD per triple pulse burst
Rate of Fire: EGCHH
Payload: Effectively Unlimited

e) 7.62mm PS-M136 Minigun
Range: 10,000 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst, 8d6x10 SDC per 20 rd burst, 1d4 MD per 40 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst, 2d10 MD per 20 rd burst, 1d4x10 MD per 40 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst, 2d6 MD per 20 rd burst, 4d6 MD per 40 rd burst.
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst, 2d4x10 MD per 20 rd burst, 4d4x10 MD per 40 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 6,000 rpm(or 1,500 rounds per melee)
Payload: 4,000-rd belt
Cost: 27,000 credits

f) 20mm Cannon
Range:(20mm)4,000 ft, 7,200 ft for the Model 2N
Damage:(20mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm PSX-1) 4d4 MD single rd
1d6x10 MD per 5 rd burst
Airburst does 4d4 MD to 2 ft blast radius
Rate of Fire: Standard
Payload: 1,000 rd drum
Cost: 40,000 credits. 50,000 credits for the Model 2N


2) Lateral Turrets(2)---Each rear turret mounts a projectile weapon and an energy weapon in an over-and-under configuration.
Projectile Weapon:
a)7.62mm PS-M136 Minigun
Range: 10,000 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst, 8d6x10 SDC per 20 rd burst, 1d4 MD per 40 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst, 2d10 MD per 20 rd burst, 1d4x10 MD per 40 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst, 2d6 MD per 20 rd burst, 4d6 MD per 40 rd burst.
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst, 2d4x10 MD per 20 rd burst, 4d4x10 MD per 40 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 6,000 rpm(or 1,500 rounds per melee)
Payload: 4,000-rd belt
Cost: 27,000 credits

b) 20mm ‘Taskin’ Rapid-Fire Gun
Range: 3,000 ft (1,500 ft for wood rounds)
Damage:(20mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm PS-1) 4d4 MD single rd
1d6x10 MD per 5 rd burst
Airburst does 4d4 MD to 2 ft blast radius
(Wood Rounds) 6d6 SDC per round (1d6x10 HP to vampires)
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airbursts are not possible with wooden rounds
(20mm PSX-2)
4d6 MD single rd
2d6x10 MD per 5 rd burst
Airburst does 4d6 MD to 6 ft blast radius
Rate of Fire: (20mm) Standard.
Payload: 1,000 rd drum magazine
Cost: 20,000 credits

c) Light Rail Gun(Modified BAR-2)
Range: 2,600 ft
Damage:(SDC) 3d6+1 per single shot
(MD)4d6 MD per single shot, 1d6x10+4 MD per 5 rd burst
Note: Can chamber specialized rail gun ammunition, such as silver and wood rounds.
Rate of Fire: Single shot, ECHH
Payload: 500 rd drum magazine
Cost: 29,000 credits

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

e) 25mm Automatic Grenade Launcher
Range: 3,300 ft
Damage: (SDC)* (Fragmentation) 2d6x10 SDC to 10 ft radius**
4d6x10 SDC per 5 rd burst, 8 ft blast radius
(High Explosive) 6d6x10 SDC to 4 ft radius
1d4 MD per 5 rd burst, 8 ft blast radius
(Armor Piercing) 1d4x100 SDC, no blast radius
1d6 MD per 5 rd burst, 1 ft blast radius
*(Yes, I know, why include SDC when it just as quickly becomes MDC? You’re still being hit with a pretty hefty shell)
**(Note that SDC weapons enjoy a slightly larger blast radius than that of MDC weapons, owing to the lower damage potential)

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

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

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

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


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

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

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

Rate of Fire: Single shot or 5-shot burst
Payload: 100 rd drum
Cost: 14,000 credits
Shells cost 8(SDC Fragmentation) 18(High Explosive) 26 (SDC Armor Piercing)- 198 (MD Fragmentation) 198 ( MD High Explosive) 348(MD Armor Piercing) credits each

f) Flame-thrower---Multi-fuel burner that can fire a direct stream or fire incendiary pellets.
Range:(Direct-Stream Mode) 230 ft
(Pellet Launcher): 1,000 ft
Damage:(Direct-Stream Mode)
(Gasoline/Alcohol) 1d4x10 SDC
(Napalm) 1d6x10 SDC, plus does 5d6 SDC per melee for 1d4 minutes
(MD Fluid) 1d4 MD per blast, 1d4 MD per melee for 2d4 minutes
(Incendi-Gel)2d6 MD, 2d6 MD per melee for 1d6 minutes
(WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Note: The flame-thrower can also be used to cover an area with fluid: up to 10 ft per attack used. Used with Super-Napalm, this does 1d4 MD, Incendi-Gel does 1d6 MD, and with Napalm-P, this does 2d6 MD.
(Pellet Launcher)(SDC) 1d4x10 SDC to 10 ft area, plus does 3d6 SDC per melee for 1d4 minutes
(MD) 3d6 MD to 5 ft radius, plus does 1d6 MD per melee for 1d4 minutes(Regardless of fuel-type)
Rate of Fire:(Direct-Stream Mode) Standard
(Pellet Launcher) Standard
Payload:(Direct-Stream Mode
(Gasoline/Alcohol) 20 blasts
(Napalm) 60 blasts
(MD Fluid) 100 blasts
(Incendi-Gel) 120 blasts
(WI Napalm-P) 200 blasts per tank(much more concentrated than the regular gasoline/alcohol).
(Pellet Launcher) 25 pellets in the chamber
Cost: 50,000 credits
(Gasoline/Alcohol) Typically 5-30 credits(depending on availability)
(Napalm) 50 credits per tank
(MD Fluid) 800 credits per tank
(Incendi-Gel) 1,000 credits per tank
(WI Napalm-P) 2,000 credits per tank
Pellets cost 5 credits apiece

g) Water Cannon
Range: 300 ft
Damage: 6d6 HP to vampires
Rate of Fire: ECHH
Payload: 50 gallon tank(250 blasts)
550 blasts if the center module position is taken up by a dedicated 150-gallon water tank.
Cost: 13,000 credits


Energy Weapon:
a) PS-RFL2-33 ‘Blazer’ Rapid-Fire Infantry Laser
Range: 4,000 ft
Damage: 3d6 MD single shot, 6d6 MD short burst, 1d6x10 MD medium burst( 20 shots, 2 attacks), 2d6x10 MD long burst(40 shots, 2 attacks), 4d6x10 MD full magazine burst(80 shots, no bonuses to strike...does 3d6 MD to 4d4 targets if in a spray attack).
Rate of Fire: Standard
Payload: Effectively Unlimited linked to the hovercraft’s powerplant.
Cost: 78,000 credits

b) PSIC-01 Tesla Infantry Ion Cannon
Range:(Ion Bolt) 1,900 ft
(Lightning Blast) 2,500 ft
(Shock Zone) 200 ft, and affects a 55-ft wide area
Damage: (Ion Bolt) 5d6 MD single shot, 2d4x10 MD five-shot burst
(Lightning Blast) 1d6x10 MD
(Shock Zone) 3d6 MD per melee caught in the zone of effect
Rate of Fire: ECHH
Payload: Effectively Unlimited
Special Features:
*Sighting Laser---+1 to strike in single-shot mode
*Motion Detector---Activated in Shock Zone Mode, range of 200 ft
Cost: 28,000 credits

c)PSIC-02 Infantry Ion Cannon
Range: 2,000 ft
Damage: 1d6x10 MD per bolt to primary target.
Furthermore, a secondary bolt will jump to 1d6 targets in the vicinity of the main target, starting with the nearest target(or the nearest metallic target) as long as they are within 6 ft(10 ft for metal targets) of the initial target/point of impact, then jumping to the next one until the ball lightning dissipates. Secondary targets can attempt to dodge the energy ball as standard.
Secondary targets will take HALF damage(4d6 MD).
Does only 1/4 of the original damage if the secondary targets are nonmetallic or grounded
Organic targets roll for Stun; save at 16 or better or be -8 to strike, dodge, parry, roll, and initiative, reduce APMs and Spd by HALF, for 2d4 melee rds. A successful save means lose only initiative and 1 APM for 1 melee round.
50% chance of knocking out unshielded electronics(or 1d4 subsystems like radio, electronic image amplification, cybernetic sensory implant, or the like) for 1d4 melees.
Beings susceptible to electricity take DOUBLE damage.
Rate of Fire: Standard
Payload: Effectively Unlimited linked to the hovercraft’s powerplant.
Bonuses: +2 to strike metallic targets
Cost: 27,000 credits

d) PSIC-03 “Scheffer’ Ion Cannon
Range: (Ion Bolt) 3,000 ft
(Spray Bolt)1,500 ft and affects a 15 ft wide area
Damage: (Ion Bolt) 1d6x10 MD per single bolt
(Spray Bolt) 4d6 MD to a 15 ft wide area
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage
Rate of Fire: Standard
Payload: Effectively Unlimited linked to the hovercraft’s powerplant
Cost: 32,000 credits

e) PPR-4B ‘Comet Rifle” Plasma Bazooka
Range: (Plasma)3,500 ft
(Plasma Bolt) 2,000 ft
(Magnetic Vortices) 2,000 ft
Damage: (Plasma)1d4x10 MD per plasma blast, 3d4x10 MD for a 3-shot rapid-fire burst
(Plasma Bolt) 1d4x10 MD to 15 ft blast radius
(Magnetic Vortex-SDC) 2d8 SDC per vortex, plus 60% chance of knocking down human-sized targets, and affects a 10 ft radius
(MDC) 2d8 MD per vortex, 3 ft radius
Rate of Fire: ECHH
Payload: Effectively Unlimited linked to the hovercraft’s powerplant.
Bonuses: +1 to strike from laser targeting
Note: Magnetic force vortices, being invisible, are -8 to dodge
Cost: 90,000 credits

f) PSPPR-5 ‘Lewiston’ Light Plasma Cannon
Range: 3,300 ft
Damage: 5d6 MD per shot, 2d4x10 MD for a four-shot burst
Rate of Fire: Standard
Payload: Effectively Unlimited linked to the hovercraft’s powerplant.
Cost: 33,000 credits

g) PSPBW-10 ‘Fanblaster’ Particle Beam Weapon
Range: 3,200 ft
Damage: 1d6x10 MD to an 8 ft wide swath
Rate of Fire: ECHH
Payload: Effectively Unlimited linked to the hovercraft’s powerplant.
Cost: 150,000 credits

h) PSBW-11 ‘Super-BAR’ Particle Beam Rifle
Range: 2,600 ft
Damage: Two fire modes; 6d6 MD low power and 1d4x10 MD high power mode
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 32,000 credits

i) Neural Disrupter Blaster---A knockoff of a Northern Gun weapon(industrial espionage being alive and well), but tweaked for greater efficiency and range. Nicknamed the ‘nerve blaster’ and the ‘brain sandblaster’ for its brute force approach to taking people down. NOT recommended for gentle persuasion or use on children, elders, or other innocent bystanders.
Range: 1,400 ft
Damage: (Setting One) 2d6 SDC and victim must roll versus non-lethal poison(16 or better). On a successful save the target is -3 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A FAILED save means the target is -7 to all actions, loses initiative, reduce APMs to ONE, skill performance is -60%, -90% to Speed, and suffers convulsions that do 1d6 SDC per round for 2d4 melee rounds.
(Setting Two) Does 2d6x10 SDC(or 1 MD), and victim must roll versus non-lethal poison(16 or better). On a successful save an augmented human(oid) is -5 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A successful save by UNaugmented human(oid)s results in -10 to strike, parry, dodge, lose initiative and is reduced to 1 APM, skill performance is -80%, speed reduced 95%, and suffer painful convulsions doing 1d6 SDC per melee for 2d4 MINUTES.
A FAILED save by augmented human(oid)s means the target is -7 to all actions, loses initiative, reduce APMs to TWO, skill performance is -60%, -80% to Speed, and suffers convulsions that do 4d6 SDC per round for 2d4 melee rounds.
Note: Works through most body armor up to 50 MDC. Those in armor protection of 51-80 MDC are +6 to save. Those in heavier armor, power armor, full conversion cyborgs, vehicles, robots, or who are MegaJuicers or Dragons are impervious.
Rate of Fire: ECHH
Payload: Effectively Unlimited linked to the hovercraft’s powerplant.
Cost: 55,000 credits

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

k)Electromagnetic Vortex Launcher
Range: (EM Bolt) 3,000 ft
(Vortex) 2,000 ft
Damage: (EM Bolt) (Variable) 4d6 SD, 1d4x10 SD,
(Vortex) Same as for the bolt at the point of impact, plus HALF damage in a 7 ft radius, and an 88% chance of knockdown(lose 1 APM and Initiative) for beings of 250 lbs or less, 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees)
Rate of Fire: ECHH
Payload: Effectively Unlimited linked to the hovercraft’s powerplant.
Bonus: Laser targeting add +1 to strike. EM bolts are -6 to dodge, on top of that!
Cost: 29,000 credits

l) Multiplexor Cannon----Multi-spell modular spellcasting system. Each installed Multiplexor has a 3-spellcard rack and can be powered by a PPE battery or ‘Greenstar’ regenerating PPE powerstone.

m) Sonic Stunner
Range: 250 ft, 10 ft area.
Damage: 1 SDC, plus save vs non-lethal poison or be -7 to initiative, -6 to strike/parry/dodge, reduce Speed by 25% for 1d6 melees.
Rate of Fire: ECHH
Payload: Effectively Unlimited linked to the hovercraft’s powerplant.

n) Sonic Cannon
Range: 200 ft in air
Damage: (Variable power settings) 4d6 SDC, or 4d6 MD per blast
Area of effect ‘shotgun’ blast: Half damage to a 10 ft wide area.
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor.
The sonic vibrations can also be used to set up a resonance in hard armor that can stun or disorient living beings. Humans(and those most like them) will find these subsonic vibrations particularly irritating, the barely audible buzzing setting up painful discordance in their eardrums and auditory apparatus. Beings with enhanced hearing are particularly vulnerable to this attack(DOUBLE penalties and duration of effects). Cyborgs and those with baffled hearing implants will NOT be affected by this.
Save versus psionic attack(12 or better) or be -1d4 to initiative, HALF all bonuses to strike/parry/dodge, and -1d4 to Maintain Balance for 1d6 melees. Roll under P.E. or fall unconscious for 1d6 melees.
Power Armor and EBA-wearers will be more susceptible to the effects of resonance, owing to their close proximity to the materials being affected. The effects are greatly diminished to occupants on a vehicle owing to the many interior structures that serve to dissipate and insulate the sound waves.
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 80,0000 credits

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: 24 chaff clusters(12 per launcher)

Options:
*Forcefield Generator---Some of the more lawless planets in the galaxies require that security vehicles carry extra protection. The standard type used by most buyers/operators is a light forcefield with 180 MDC and selling for 190,000 credits, but there are rumors of some security vehicles mounting variable forcefields with much heavier protective values.
The Turlent has TWO external hardpoints that can mount forcefield pods or additional avionics.

Variants:
*PS-LCGVAPC-03F----Dedicated firefighting variant. All the armaments have been stripped off in favor of firefighting gear and sensors. The nose and side weapons mounts are fitted with spray cannon or cryoblasters. Half of the internal bay is taken up by a large liquid reservoir(2,000 gallon capacity), and the remaining bay space holds six smokejumpers or human-sized robot drones, or can be fitted to toss six foam bombs (smothers a 40 ft radius in fire-retardant foam)out of the aircraft. Has both Thermal Resistant Armor(Heat and plasma-based attacks do 1/3 damage) and Advanced Radiation Shielding.

*PS-LCGVAPC(HSPC)-03---’Birdcage’---Prisoner transport, with provision for carrying twelve individual security cages/restraint rigs. The LCGVAPC(HSPC)-03 lacks the side turrets and nose gun, but instead features an internal security system, manned by two guards in the rear gunnery stations(now set up as security pods), and a third station aft of the cockpit, to flood the interior passenger bay with sedative gas, restraint foam, and/or sonic/neural stun energies to prevent prisoner escape.

*PS-LCGVAPC(UDVC)-03---’Hive Carrier’---Eschews carrying personnel in favor of multiple racks for basketball-sized flying probes similar to the NEMA Flying Probe drone. Internal racks can hold up to 360 ready-to-fly drones, while extra electronics modules and antennae on the carrier craft itself track deployed drones and pick up their telemetry, to be relayed to command centers for processing. Can carry two additional crewmen dedicated to drone monitoring, direction, and onsite signals analysis.
Hive-carriers are generally used for search operations, deploying their ‘swarms’ to cover large areas of ground.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

Paladin Steel/Ironheart Armaments Revisions:
“The Coalitiion may have seized New Kenora, but they didn’t seize its spirit.”

“People don’t care about galactic-tech flying tanks with magic space guns that can fire mini-black holes at a good fraction of the speed of light. They want affordable stuff that WORKS. You wanna know why Chipwell sells so well? Look at the people who buy it. That’s the customer base Paladin Steel should be pitching to, who we -used- to sell to when we started out. Who we should return to serving first and foremost.”

“As glad as I am to see Iron Heart’s genius still sought out and its products still produced, it phazes me just a tad that our biggest factories now are owned and operated by heavy gravity-worlder hyperactive marmotoids.”
---Leslie Madonal, IHA expatriate engineer.

“At first the SerChai national armies were less enthused about the foreign IHA designs than their technologists were. The ChaiChuks are a lot more group-oriented than humans are, and that’s part of the reason their multi-turret tanks work so well for them. To the SerChaian military eye, single-turret tanks, discounting any cupolas and glacis-plate mounts, looked too simplistic and easily disabled to them. They were more interested in our Black Bears than the Iron-series...at least until the first war games trials. THEN they changed their tune, and they couldn’t get their paws on the ‘sports cruiser tanks’ fast enough.”

“Now that the factories on Kampadow are getting into rhythm and turning out an increasing number of shiny new tanks, word is spreading and customers are lining up. The ‘chuks are going to be making money hand over fist even after paying the royalty fees to the old IHA vets.”

“For crying out loud, Paladin Steel is selling hover- and magic-modified versions of the SHERMAN TANK! It surprises you that they’d be producing knockoffs of old Iron Heart stuff? I wonder what took them so long!”

Recent developments have led to renewed interest in Iron Heart Armament’s designs, especially by offworld concens(as Rifts Earth’s reputation for tough reliable hardware design spreads). Though a substantial portion of expatriate IHA staff had been absorbed into the Paladin Steel organization and contributed to its early successes, there still remained a strong interest in the older ex-IHA/New Kenorans in retaining their corporate identity, even if only as a recognized subcontractor/subsidiary of Paladin Steel.
Accordingly, Paladin Steel has authorized several small production runs of revamped classic Ironheart Armament designs, upgraded with newer technologies. If these prove successful it has been hinted that PS may expand the production lines and/or license the production to PS/GNE affiliates.
The new IHA-lines feature improved armor protection, refined powerplants, better life support, and the almost iconic mind-boggling variety of Paladin Steel(and now Aegis Stellar Industries)-provided options, such as alternate weapons fits, protective enhancements, and electronics. There’s GMR-hover variants waiting in the wings, and already talk of technowizardry verions.
The new IHA-line is already produced under licence by the ChaiChuk of SerChai on both the homeworld and their colony of Kampadow, and the bulk of the production from these factories goes to SerChaiian armed forces, but increasingly these factories are producing for sale to other worlds in the PS/ASI/USA trade network .


*PS/IH-12C(Aka ‘Steel Gauntlet’)
“I thought you said you’d JAMMED the command links on those pathetic little crawler drones the talking-meat were trying to use to distract us? THEN EXPLAIN TO ME WHY THERE’S A FORMATION OF THEM RUNNING RAMPANT JUST OUTSIDE MY COMMAND BUNKER?!!!!!”

This is a PS-sponsored variant of the venerable IH-12B Iron Fist MBT. The ‘Gauntlet’ variant sports a new turret design that has provision for mounting a heavy massdriver cannon and mounts a second auxiliary point-defense turret and smoke/flare dispensers. The original armor composition has been swapped out for one of Three Galaxies-tech providence, giving an at least 30% increase in protective values.

Changes/Modifications:
MDC/Armor by Location:
Main Body 600
Main Turret 280
Reinforced Crew Compartment 200
Treads(2) 120 each
Height: 9.6 ft
Market Cost: 2.4 million for liquid fuel(flex-fuel), 3 million for electric ful cell, 23 million credits for nuclear.
Cost is expected to drop as much as 15% as production ramps up.
Systems of Note:
Standard Vehicle/Power Armor Systems, plus:
*NBC Sensor System Cluster---Small compact mini-lab pod that has the following:
---Geiger Counter---Detects radiation, type, and levels.
---Molecular Analyzer---A flow-through air sampler that tests for various common airborne contaminants and toxins, and determines air quality.
---Pathogen Screener---Another air sampler that looks for dust particles and spores, and the enyzme/molecular interactions of organic pathogens

*Extendable Grousers----The ‘Gauntlet’ adopts the Black Bear’s extendable grousers
that effectively widen the treads to better handle soft ground and snow(Effectively moves across these surfaces without penalty). Morphing/de-morhing the treads only takes one melee, and the occsaionally problemtic accidental triggering by electromagnetic fields or electrical discharges has been fixed. .

Weapons Systems:
1) Main Gun---The 120mm main cannon can be replaced with one of the following alternative weapons:
a) 80mm MB Gauss Cannon(PS-MDJ80M)
Weight: 5,800 lbs (2.9 tons)
Range: (Direct Fire)25,000 ft (5 miles)
(Indirect Fire) 62,500 ft (12.5 miles)
‘Damage: High Explosive(HE)----1d4x10 MD to 15 ft radius
High Explosive Anti-Tank(HEAT)---- 3d4x10 MD to 5 ft radius
Fragmentation--- 5d6 MD to 30 ft radius
Plasma----- 1d6x10 MD to 20 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 3d6x10 MD out to 6,600 ft, 2d4x10 MD out to maximum range
Rate of Fire: 5 shots per melee
Payload: 120 rds
80mm AP shell weighs 12 lbs
Cost: 500,000 credits

b) 84mm S-HVAC HyperVelocity Assault Cannon----A SerChaiian development, the S-HVAC is an oversized ramjet cannon firing rocket-propelled ammunition, developing most of its speed outside of the barrel. Megadamage metallurgy has given the weapon’s ammunition an especially tough and dense armor-piercing core. The weapon lacks the versatility of either the 120mm cannon or the massdriver, but does excellent damage in the anti-armor role. It is mainly found with SerChaiian units due to the specialized ammuition.
Range: 4 miles
Damage: (Armor Piercing Ramjet) 1d4x100 MD out to 7,000 ft, 2d6x10 MD out to maximum range
Rate of Fire: 5 shots per melee
Payload: 100 rds
Cost: 800,000 credits

c) Laser Cannon
Range: 2 miles
Damage: 1d6x10 MD per blast
Rate of Fire: ECHH
Bonuses: +2 to Strike
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 1.8 million credits

d) Particle Beam Cannon
Range: 8,000 ft in atmosphere, 16,000 ft in space
(Kitsune values: 8,000 ft in atmosphere, 800,000 ft/160 miles in space )
Damage: 5d6x10 M.D. per shot
Rate of Fire:(Model A) Once every five seconds (3 times per round)
(Model B) EGCHH
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
(Model A) Tied directly into the nuclear power supply, but can only fire 30 times an hour before needing time to cool down (otherwise the barrel overheats and begins to warp, reducing damage by 1d6x10 per five shots until the barrel collapses).

(Model B) Effectively unlimited. hooked into military-spec powerplants. Improved heat dissipation materials and systems eliminate the overheating problem.

Cost: (Model A) 4.8 million credits
(Model B) 5 million credits

e) Light X-Ray Laser Cannon---This is a vehicle mounting of the PTICS-01(Plasma-initiated Tactical Infantry Cannon System)(CT Cartridge)
MDC: 110
Range: 10,000 ft
Damage: 2d4x10+10 MD per shot. The x-ray laser component ignores laser-reflective armors, including laser-resistant window tinting.
Rate of Fire: Single shot, ECHH
Payload: 400 rd bin
Cost: 150,000 credits. 40mm cadmium-telluride cartridges cost 95 credits each.

f) Plasma Cannon----This is the same triibarrel plasma projector as mounted on PS’s venerable Black Bear MBTs.
Range:6,000 ft
Damage: 1d6x10 MD single barrel, 2d6x10 MD double barrelled blast, 3d6x10 MD per triple barrel
burst)counts as one attack).
Rate of Fire: EGCHH
Payload: 45 shot battery per conventionally powered models; recharges at 1 shot per 10 minutes. Effectively unlimited for nuclear models.
Option: *Hot-shotting---This option feeds deuterium gas from a pressurized reservoir into the plasma stream, increasing damage by 50%. The cryogenic tank is mounted externally(and can be jettisoned when damaged or empty) and hold enough refined liquid deuterium for 150 shots. Many tank crews note that the tri-plasma weapon has a notable kick-back when firing ‘supercharged’ shots.
Cost: 180,000 credits. 45,000 credits for the Hot-shotting system.

g) Dual Ion Cannon--Same as carried on the PS-MBT-T-34, only rwo are mounted side-by-side and firing in concert. The main draws of this configurarion are low maintenance and the ability to upgrade the weapons to multi-modes.
Range: 4,000 ft
Damage: 1d6x10 MD per blast, 2d6x10 MD per dual blast.
Rate of Fire: EGCHH
Payload:200 shot battery per barrel. Effectively unlimited if attached to a nuclear powerplant.
Cost: 400,000 credits
Options:*Ion Scatter-Shot Module---This is a barrel mod that turns the cannon into a short range shotgun with an area of effect blast. Reduce range to 2,000 ft, but does 5d6 MD to a 30 ft wide area. Cost: 10,000 credits
*Ion Booster Module---Another mod that boosts the range of the ion bolts, albeit with a small reduction in damage capability. Reduce damage to 1d4x10 MD, but boost range to 7,000 ft. Cost: 12,000 credits

2) Co-Axial Gun---The underbarrel weapon has also been made modular, allowing for customers to mix-and-match according to their operational needs, budgets, and desires. Options include energy weapons, which can be powered by a turret-mounted battery pack if the tank is conventionally powered, or tied into the reactor if nuclear-powered.
a) PS-100 Rail Gun(copy of the venerable IH-100)
b)GrHW-01 ‘Flamma’ Heavy Gravitonic Rail Gun
c) .50 caliber HGPMG(often loaded with tracer rds to spot for the main cannon)
d) PSIC-03 “Scheffer’ Ion Cannon
e)PSIR-17 ‘Zonn’ Ion Rifle
f)PS-RFL2-33/D ‘Blazer’ Rapid-Fire Infantry Laser
g) TK Mchine Gun(includng extended-range models)


3) Cupola-Mount Rail Gun---This mounting can carry a regular PS-100 Rail Gun(copy of the venerable IH-100), but other weapons are gaining popularity, such as the even more venerable .50 caliber HGPMG, PS-RFRG30(copy of the C-30R Rail Gun), GrHW-01 ‘Flamma’ Heavy Gravitonic Rail Gun, or a variety of energy weapons(powered by a turret-mounted battery pack if the tank is conventionally powered, or tied into the reactor if nucelar-powered).

4) Point Defense Turret(1)---This is taken off the PSPA-11 Power Armor where it was first deployed, then later adapted as part of Paladin Steel's emerging BAMSP: Battlefield Asset Management System Package.

A) Pulse Laser Turret: The Pulse Laser is intended as an anti-aircraft/anti-missile system, and can be remote-linked to an air defense grid system, such as the Meles AAAV, Rattlesnake AAV, or the Vixen Fighter/Recon Pod,
Range: 6,000 ft
Damage: 3D6 MD single blast, 6D6 MD double- barreled blast
Rate of Fire: Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode.
Payload: Unlimited
Bonuses: +2 to strike airborne targets like missiles and aircraft/flying opponents(must be traveling higher than 10 ft off the ground)
Cost: 45,000 credits

b) Light Ion Blasters:
Range: 1,600 ft
Damage: 3d6 MD single shot, 1d6x10 MD pulse burst
Rate of Fire: Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode..
Payload: Effectively Unlimited
Cost: 30,000 credits

4) Glacis Plate Weapons Mount---The front-mounted weapon has been made modular, for custom refits with alternative weapons.
a) 7.62mm Machine Gun
Range: 3,000 ft
Damage: 6d6 SDC single round, 4d6x10 SDC per 10 round burst.
Rate of Fire: Standard
Payload: 600 rd belt

b) Light Rail Gun
Range:4,000 ft
Damage: 1d4 MD single rd. 6d6 MD per 30 rd burst
Rate of Fire: EGCHH
Payload: 600 rd magazine
Cost: 60,000 credits

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

d) Ion Blaster---Variant of the popular PSIP-2 ‘Smasher’ series. Mount has a 45-degree arc of fire. Like the handheld version, it can be modified for additional damage effects.
Range: 800 ft
Damage: 4d6 MD single shot
1d4x10 MD per three-shot burst
Rate of Fire: Standard
Payload: 300 shot battery for fuel cell models, effectively unlimited for nuclear-powered models. Can also use a back-up e-clip system; 30 shots short e-clip, 60 shots long e-clip
Options: Like the handgun version, the vehicle-mounted version can be similarly modified for extra effect/power:
Note: It takes a person with the Weapons Engineer skill a successful roll and about 5 minutes to install and test one of the following modules, those with the Armorer/Field Armorer skill about 10 minutes, and someone following the printed instructions about 30-45 minutes to install/swap modules.

*Ion Scatter-Shot Module---This is a barrel clip-on that turns the PSIP-2 into a short range shotgun with an area of effect blast. Reduce range to 400 ft, but does 4d6 MD to a 10 ft wide area. Cost: 5,000 credits

*Ion Booster Module---Another barrel attachment that boosts the range of the ion bolts, albeit with a small reduction in damage capability. Reduce damage to 3d6 MD, but boost range to 1,500 ft. Cost: 7,000 credits

*Ion Focal Booster Module---Aka ‘Puncher’---This barrel attachment improves the focus of the ion pulse density, improving damage at the cost of range. Reduce range to 400 ft, but up damage to 5d6 MD per shot. Cost: 5,000 credits.

*Laser Sight Module---Another underbarrel attachment, this consists of an improved laser sight that adds a bonus to strike, but the laser also creates a temporary ‘guidepath’ of disturbed/ionized air that slightly improves the striking power of the ion bolts. +2 to Strike, and +3 to damage per bolt. This can be used in conjunction with the other barrel attachments, but added damage is reduced to +2 MD. Cost: 1,000 credits

*Ion Step-Down Module---This barrel attachment, rather than increase range or power, actually ‘steps down’ the power of ion bolts into the SDC range, and modulates their effect, making the weapon in effect a ‘super-taser’(albeit it with flash-burns). An added power regulation chip allows the weapon to use less power in SDC mode. CAN be used in conjunction with the the Laser Sight Module. Switching between MD/SDC modes takes 2 actions. Popular with urban security and police units.
Range:(SDC shots) 600 ft
Damage: 1d6 SDC shock-burn. Plus, victims must make a save of 14 or better, or be -8 to strike, parry, and dodge for 2d6 melees. A savings throw versus non-lethal poison means the person is unimpaired. 25% chance of knocking out unshielded cybernetics for 1d4 melees.
Payload: One MD shot equals 10 SDC shots
Cost: 4,000 credits

5) Flare/Smoke/Chaff Launchers (2) ---’Universal’ launcher-mortars that can deploy smoke grenades, or decoy flare/chaff(both Triax and Northern Gun -standard types).
Range: 6,000 ft, creates a 30 ft cloud, +10 ft per each additional chaff/flare launched in the volley. Cloud lasts 2 meless before dissipating(or less in a very strong wind).
Damage: None
(Triax Style)
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
(Northern Gun Style)
10% chance per chaff cloud deployed of decoying missiles, up to maximum of 60%
Aircraft, power armor, and beings flying through the chaff will be -6 on perception, -3 on initiative, -5 to strike, -2 to parry, -2 dodge, and lose 1 melee attack that round(or the next). Sensory and Piloting rolls are at -20% for as long as the characters are caught in the cloud, and the next as they recover.
Payload: 12 per launcher


Variants:
*PS/IH--12UGV---Unmanned drone version that can run either by remote control or by onboard A.I. A development of the SerChaiian factories on Kampadow. These vehicles have been used as both expendable adversary forces in live-fire exercises at the Kugrin Armored Warfare School, and as combat units.

Programming:
*Pilot Ground Vehicles---- Tracked/Construction 90%, plus Combat Driving.
*Pilot Related----Read Sensory Instruments, Navigation(Land), both at 94%.

Actions/Attacks Per Melee: 4
Initiative +1

*PS/IH--12GMR---GraviMagnetic Resist version of the venerable Iron Fist. Does away with the treads, slides a GMR lift platform underneath the tank chassis, adds several maneuvering thrusters and piloting assist avionics. The -12GMR can hit speeds of 200 MPH, flying up 10 ft off the ground. Cost: +1.4 million credits.

Options:
*Advanced Armor----This oprion sheathes the tank in a combination of composite layered armor and foam insulation that help keep it light enough to float, but also insulate and protect the tank from concussive and thermal damage.
*Kinetic Protection---Reduces damage from punches, kicks, falls, impact damage, and concussive explosions by 1/2. Reduce damage from crashes by HALF.
*Chemical Protection----Reduces damage from acids and corrosives by 1/4.
*Thermal Protection---Reduces damage from fire and heat by 1/4.
Cost: +1.3 million credits.


*Optical Cluster---Mini-optics turret similar to those mounted on helicopters and aerodynes
Sensors: Telescopic (2 mile accuity, 4-10x50 magnification)
IR/UV(2,000 ft)
Thermo-Imaging (3,000 ft)
Audio-Video-Survellance System w 48 hour recording capability
Laser Illuminator---’Paints’ targets for laser-guided weaponry. Range of 2 miles and gives a +1 to strike for L-G ordnance.
Cost: 18,000 credits

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

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

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

*Aura Scanner---For detecting and identifying PPE concentrations
Range: 2,000 ft
Cost: 35,000 credits

*Flechette Packs----Located around the hull are special ‘reactive armor’ panels that can be also be triggered as antipersonnel grenades.This is one of several similar systems currently in service/under development by PS.
Range: 100 ft
Damage: 5d6 MD to a cone swath roughly 50 ft long, by 10 ft wide.
Used as reactive armor against plasma and armor-piercing missiles, the computerized firing system acts as a PARRY, rolling to match or better the missile’s strike roll...a successful counter means that the missile damage is HALVED, while a failure means the tank takes full damage. Note: when dealing with volleys, one reactive armor pack can match TWO missiles in a volley, so in order to effectively counter a five missile volley, the tank must expend 3 reactive armor packs...two packs would roll twice to defeat their respective missiles, the third would only roll once. If the enemy missile launcher has a line of sight on the tank, they can target a spot on the hull which has no packs covering it (a called shot), in which case the remaining reactive armor is -4 to cover the gap.
Rate of Fire: One at a time or can be simultaneously fired in volleys of 1-10
Payload: Each side of the tank can be fitted with 12 flechette packs each, while the front and back can each take 8.
Cost: 200 credits per flechette pack

*Flamer Defense System---This can be an add-on to an existing flame-thrower system, or be wholly separate/independently installed. Based on an experiment in efforts to deter the tankerman’s worst nightmare, demolition-charge-armed infantry swarming up close, the system consists of four short-range flame projectors set up to surround the tank with a four-fan ring of flame.
Range:(Direct-Stream Mode) 100 ft
Damage:(Direct-Stream Mode)
(Gasoline/Alcohol) 1d4x10 SDC
(Napalm) 1d6x10 SDC, plus does 5d6 SDC per melee for 1d4 minutes
(MD Fluid) 1d4 MD per blast, 1d4 MD per melee for 2d4 minutes
(Incendi-Gel)2d6 MD, 2d6 MD per melee for 1d6 minutes
(WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Note: The flame-thrower can also be used to cover an area with fluid: up to 10 ft per attack used. Used with Super-Napalm, this does 1d4 MD, Incendi-Gel does 1d6 MD, and with Napalm-P, this does 2d6 MD.
Rate of Fire:(Direct-Stream Mode) Standard
Payload:(Direct-Stream Mode
(Gasoline/Alcohol) 20 blasts
(Napalm) 60 blasts
(MD Fluid) 100 blasts
(Incendi-Gel) 120 blasts
(WI Napalm-P) 200 blasts per tank(much more concentrated than the regular gasoline/alcohol).
Cost: 20,000 credits.

*PS/IH-1C(Aka ‘Steel Hammer’)

“Line of sight linked missile defense on the new Hammers’ nothing short of a bleepin’ miracle! I rode out a missile barrage with a tight formation of the Seventy-Nine Rolling Iron when they came under enemy CAS missile fire and the co-orded point defense caught every incoming before it could score any golden hits. Shockwaves still knocked us around on the ground and rocked us on our treads, but that beat the alternative!”

This is a PS-sponsored variant of the venerable IH-1B Iron Hammer MBT. The variant sports a new turret design that has provision for mounting a heavy massdriver cannon and mounts a second auxiliary point-defense turret and smoke/flare dispensers. The main hull has been upgraded with reactive armor panels. The original armor composition has been swapped out for one of Three Galaxies-tech providence, giving an at least 30% increase in protective values.

Changes/Modifications:
MDC/Armor by Location:
Main Body 900
Main Turret 450
Reinforced Crew Compartment 200
Treads(2) 180 each
Height: 9.6 ft
Market Cost: 4 million for liquid fuel(flex-fuel), 6 million for electric ful cell, 35 million credits for nuclear.
Cost is expected to drop as much as 15% as production ramps up.
Systems of Note:
Standard Vehicle/Power Armor Systems, plus:
*NBC Sensor System Cluster---Small compact mini-lab pod that has the following:
---Geiger Counter---Detects radiation, type, and levels.
---Molecular Analyzer---A flow-through air sampler that tests for various common airborne contaminants and toxins, and determines air quality.
---Pathogen Screener---Another air sampler that looks for dust particles and spores, and the enyzme/molecular interactions of organic pathogens

*Extendable Grousers----The ‘Hammer’ adopts the Black Bear’s extendable grousers
that effectively widen the treads to better handle soft ground and snow(Effectively moves across these surfaces without penalty). Morphing/de-morhing the treads only takes one melee, and the occsaionally problemtic accidental triggering by electromagnetic fields or electrical discharges has been fixed.

Weapons Systems:
1) Main Gun---The 200mm main cannon can be replaced with one of the following alternative weapons:
a)80mm LB Gauss Cannon(PS-MDA80L)
Weight: 5,800 lbs (2.9 tons)
Range: (Direct Fire)25,000 ft (6 miles)
(Indirect Fire) 62,500 ft (14.5 miles)
Damage: High Explosive(HE)----1d4x10 MD to 15 ft radius
High Explosive Anti-Tank(HEAT)---- 3d4x10 MD to 5 ft radius
Fragmentation--- 5d6 MD to 30 ft radius
Plasma----- 1d6x10 MD to 20 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 3d6x10 MD out to 6,600 ft, 2d4x10 MD out to maximum range
Rate of Fire: 5 shots per melee
Payload: 150 rds
80mm AP shell weighs 12 lbs
Cost: 600,000 credits

b) Heavy Rail Gun
Range: 11,000 ft
Damage: 3d4x10 MD per 40 rd burst; can only fire bursts.
Rate of Fire: ECHH
Payload: 8,000 rd drum(200 bursts)
Cost: 250,000 credits

c) Gatling Cannon---PS-XGECAL 50 “Ripkiller”---Based on the pre-Rifts .50 caliber GECAL 50 Six Barrel Machine Gun, this weapon fires high explosive shells(based on the Wellington Industries Heavy Explosive shells) over three miles, to devastating effect. It has excellent range and hitting power, and can be used in both the ground suppression and antiaircraft roles.
Range: 19,000 ft
Damage: 1d4 MD single shot, 1d4x10 MD per 12 shot burst(1 attack), 2d4x10 MD per 24 rd burst(2 attacks), 4d4x10 MD per 60 rd burst(3 attacks), 1d4x100 MD per 120 shot burst(takes ALL attacks that melee)
Rate of Fire: ECHH
Payload: 2,400 round drum (20 full-melee bursts)
Cost: 250,000 credits

d) Heavy Pulse Laser
Range: 8,000 ft
Damage: 4d6 MD single blast
1d4x10 +6 MD double blast
1d6x10 +10 MD triple blast
Rate of Fire: EPCHH
Payload: 300 shot battery.Unlimited linked to nuclear power source
Cost: 3.7 million credits

e) Series 2098 Heavy Ion Cannon
Range: 6,000 ft
Damage: 3d4x10 MD per shot
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage
Rate of Fire: 4 times per melee
Payload: 250 shot battery.Unlimited linked to nuclear power source
Cost: 1.2 million credits

f) Heavy Plasma Cannon
Range: 4,000 ft
Damage: 1d4x10 MD per blast
*Can be increased by 50% with a ‘hot shot’ injection of deuterium gas
Rate of Fire: EGCHH
Payload: 300 shot battery.Unlimited linked to nuclear power source
Deuterium Gas Reservoir has enough gas under pressure for 45 shots.
Cost: 3 million credits, plus 1,200 credits per deuterium ‘hotshot’ cartridge.

g) Particle Beam Cannon---A rapid-fire particle beam cannon, adapted from the KLS Mrk IV Glitterboy PB-20 Rapid Acceleration Particle Beam Cannon.
Range: 11,000 ft
Damage: 4d6x 10 MD single blast
Rate of Fire: ECHH
Payload: 300 shot battery.Unlimited linked to nuclear power source
Cost: 4.2 million credits

h) TW Lightning Cannon----This weapon requires that the tank be fitted with PPE generators to power it. Calls down a vertical blast of mystic lightning on the target.
Range: 9,000 ft
Damage: 2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: 15 PPE per shot
Cost: 1.9 million credits

i) 115mm S-HVAC02 HyperVelocity Assault Cannon----A SerChaiian development, the S-HVAC is an oversized ramjet cannon firing rocket-propelled ammunition, developing most of its speed outside of the barrel. Megadamage metallurgy has given the weapon’s ammunition an especially tough and dense armor-piercing core. The weapon lacks the versatility of either the 120mm cannon or the massdriver, but does excellent damage in the anti-armor role. It is mainly found with SerChaiian units due to the specialized ammuition.
The S-HVAC02 is simply a larger-caliber model of the 84mm S-HVAC.
Range: 6 miles
‘Damage: (Armor Piercing Ramjet) 1d6x100 MD out to 14,000 ft, 3d6x10 MD out to maximum range
Rate of Fire: 5 shots per melee
Payload: 90 rds
Cost: 900,000 credits

2) Co-Axial Gun---The underbarrel weapon has also been made modular, allowing for customers to mix-and-match according to their operational needs, budgets, and desires. Options include energy weapons, which can be powered by a turret-mounted battery pack if the tank is conventionally powered, or tied into the reactor if nuclear-powered.
a) PS-100 Rail Gun(copy of the venerable IH-100)
b)GrHW-01 ‘Flamma’ Heavy Gravitonic Rail Gun
c) .50 caliber HGPMG(often loaded with tracer rds to spot for the main cannon)
d) PSIC-03 “Scheffer’ Ion Cannon
e)PSIR-17 ‘Zonn’ Ion Rifle
f)PS-RFL2-33/D ‘Blazer’ Rapid-Fire Infantry Laser
g) TK Mchine Gun(includng extended-range models)

3) Cupola-Mount Rail Gun---This mounting can carry a regular PS-100 Rail Gun(copy of the venerable IH-100), but other weapons are gaining popularity, such as the even more venerable .50 caliber HGPMG, PS-RFRG30(copy of the C-30R Rail Gun), GrHW-01 ‘Flamma’ Heavy Gravitonic Rail Gun, or a variety of energy weapons(powered by a turret-mounted battery pack if the tank is conventionally powered, or tied into the reactor if nucelar-powered).

4) Point Defense Turret---This is taken off the PSPA-11 Power Armor where it was first deployed, then later adapted as part of Paladin Steel's emerging BAMSP: Battlefield Asset Management System Package.

A) Pulse Laser Turret: The Pulse Laser is intended as an anti-aircraft/anti-missile system, and can be remote-linked to an air defense grid system, such as the Meles AAAV, Rattlesnake AAV, or the Vixen Fighter/Recon Pod,
Range: 6,000 ft
Mega-Damage: 3D6 MD single blast, 6D6 MD double- barreled blast
Rate of Fire: Equal to the gunner’s combined hand to hand attacks, or 4 attacks in auto-defense mode.
Payload: Unlimited
Bonuses: +2 to strike airborne targets like missiles and aircraft/flying opponents(must be traveling higher than 10 ft off the ground)
Cost: 45,000 credits

b) Light Ion Blasters:
Range: 1,600 ft
Damage: 3d6 MD single shot, 1d6x10 MD pulse burst
Rate of Fire: Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode..
Payload: Effectively Unlimited
Cost: 30,000 credits

5) External Antipersonel Fletchette Packs(55)----An effort to further protect the slow moving tank against faster power armor and infantry, this system consists of s series of directional ‘claymore’-style fragmentation grenades attached to the outer hull and triggred either by command or by motion detector trip to fill a ‘kill zone’ around the tank with lethal shrapnel and anti-personnel fletchettes.
Range: 100 ft
Damage: 5d6 MD to a cone swath roughly 50 ft long, by 10 ft wide.
Used as reactive armor against plasma and armor-piercing missiles, the computerized firing system acts as a PARRY, rolling to match or better the missile’s strike roll...a successful counter means that the missile damage is HALVED, while a failure means the tank takes full damage. Note: when dealing with volleys, one reactive armor pack can match TWO missiles in a volley, so in order to effectively counter a five missile volley, the tank must expend 3 reactive armor packs...two packs would roll twice to defeat their respective missiles, the third would only roll once. If the enemy missile launcher has a line of sight on the tank, they can target a spot on the hull which has no packs covering it (a called shot), in which case the remaining reactive armor is -4 to cover the gap.
Rate of Fire: One at a time or can be simultaneously fired in volleys of 1-10
Payload: Each side of the tank(sides, front, back) has 10 fletchette packs each(40 total), the turret has 6 each side, three on top(15 total)

6) Flare/Smoke/Chaff Launchers (2) ---’Universal’ launcher-mortars that can deploy smoke grenades, or decoy flare/chaff(both Triax and Northern Gun -standard types).
Range: 6,000 ft, creates a 30 ft cloud, +10 ft per each additional chaff/flare launched in the volley. Cloud lasts 2 meless before dissipating(or less in a very strong wind).
Damage: None
(Triax Style)
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
(Northern Gun Style)
10% chance per chaff cloud deployed of decoying missiles, up to maximum of 60%
Aircraft, power armor, and beings flying through the chaff will be -6 on perception, -3 on initiative, -5 to strike, -2 to parry, -2 dodge, and lose 1 melee attack that round(or the next). Sensory and Piloting rolls are at -20% for as long as the characters are caught in the cloud, and the next as they recover.
Payload: 12 per launcher


Variants:
*PS/IH-1UGV---Unmanned drone version that can run either by remote control or by onboard A.I. A development of the SerChaiian factories on Kampadow. These vehicles have been used as both expendable adversary forces in live-fire exercises at the Kugrin Armored Warfare School, and as combat units. Bonuses and programming the same as for the PS/IH--12UGV.

*PS/IH-1StnX---A small limited production batch of Steel Hammers were made with a skinning of exotic stenthamine armor plating. These tanks have proven to take only 25% damage from kinetic impacts such rail gun rounds, armor-piercing ordnance, and even giant fist and lkick attacks. The rariity and expense of refined stenthamine, however, means that unless an substantial inhouse source of the mineral is found, the handful of -1StnXs and several other vehicles made with it will remain interesting experiments.

*PS/IH-1GMR---GraviMagnetic Resist version of the venerable Iron Hammer. Does away with the treads, slides a GMR lift platform underneath the tank chassis, adds several maneuvering thrusters. The -1GMR can hit speeds of 180 MPH, flying up 10 ft off the ground. Cost: +2 million credits.


*PS/IH-APC-10---Iron Maiden Update
(aka ‘Steel Satin’)
“Now, at least, we can shed the nickname of ‘trooper toaster’ these things earned from the Coalition. Decent armor and a decent main weapon provide some real protection and power projection. Embarked infantry will always be at risk in their transports, but at least they have a better chance of survival with the changes made to the ol’ Iron Maiden.”

The ‘Iron Maiden’ has long been seen by PS engineers as needing a make-over, with an eye towards lighter and more powerful weapons, and a streamlined production process to lower costs. The original armor composition has been swapped out for one of Three Galaxies-tech providence, giving an at least 30% increase in protective values.

Changes/Modifications:
MDC/Armor by Location:
Main Body 500
Main Turret 220
Reinforced Crew Compartment 200
Treads(2) 95 each
Height: 9.5 ft
Market Cost: 1 million for liquid fuel(flex-fuel), 1.2 million for electric ful cell, 13 million credits for nuclear.
Cost is expected to drop as much as 15% as production ramps up.
Systems of Note:
Standard Vehicle/Power Armor Systems, plus:
*NBC Sensor System Cluster---Small compact mini-lab pod that has the following:
---Geiger Counter---Detects radiation, type, and levels.
---Molecular Analyzer---A flow-through air sampler that tests for various common airborne contaminants and toxins, and determines air quality.
---Pathogen Screener---Another air sampler that looks for dust particles and spores, and the enyzme/molecular interactions of organic pathogens

*Extendable Grousers----The ‘Iron Maiden’ adopts the Black Bear’s extendable grousers
that effectively widen the treads to better handle soft ground and snow(Effectively moves across these surfaces without penalty). Morphing/de-morhing the treads only takes one melee, and the occsaionally problemtic accidental triggering by electromagnetic fields or electrical discharges has been fixed.

Weapons Systems:
1) Main Turret-----PS engineers typically replace the original IH-10RJ 30mm Ramjet cannon with other weapons:
a) 30mm Cannon
Range: 10,000 ft
Damage: 4d6 MD single round, 1d6x10 MD two rd burst.
Rate of Fire: ECHH
Payload: 2,000 rd drum

b) 15-20mm Rocket Guns
Range:
(T-210)Gun launcher fires the micromissile out to about 4,000 ft, whereafter the rocket propulsion takes over.
(T-310)Gun launcher fires the micromissile out to about 8,000 ft, whereafter the rocket propulsion takes over.
(T-210/310)
Pattern-1A 5,700 ft
Pattern-1B 6,000 ft
Pattern-1C 6,000 ft
Pattern-1D 7,000 ft

(T-410)Gun launcher fires the micromissile out to about 8,200 ft, whereafter the rocket propulsion takes over.
(Micromissiles)8,000 ft for all types

Damage/Bonuses:
(T-210/310)
Pattern-1A---1d4 MD to 2 ft blast radius
Pattern-1B---1d6 MD to 5 ft blast radius
Pattern-1C---4d6 MD to 4 ft blast radius, or 1d4 MD to a 10 ft blast radius in fragmentation mode
Pattern-1D----6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode

(T-410)
Pattern-2a---4d4 MD to 2 ft blast radius
Pattern-2b----6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
Pattern-2c----(Incendiary)2d4 MD to 5 ft blast radius, does an additional 1d4 burn damage for 2d4 melees

Bonuses:
(T-210/310)
Pattern-1A (None) Spin-Stabilized
Pattern-1B (None) Gyro-Compass Chip
Pattern-1C (+1 to strike. The Pattern-1C can also be set to be a ‘beam rider’, following a laser illuminator ‘painted’ on the target for an extra +2 to strike. However, this requires expediture of an extra attack per melee on the part of the gunner to keep the laser illuminator on target) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip.
Pattern-1D (+2 to strike. Like the Pattern-1C, the Pattern-1D can ‘beam-ride’...again, this requires the gunner to maintain target-lock at the cost of an additional APM, but the -1D is better able to remain on target if the lock is broken. Furthermore, the missile can be keyed to lock on to the laser illuminator of other gunners...done with a pre-determined key-chip...allowing squadmates to ‘paint’ targets for fellow soldiers with micro-missile launchers). Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip.

(T-410)
(All Patterns)(+3 to strike airborne targets, +1 to strike ground targets) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.

Rate of Fire: Bursts of 3-40 rds per melee
PS is rumored to be experimenting witb versions that can fire as many as 100 missiles in a melee round(or 400 mimis in a minute!) or more!
Payload: Varies; typically feeds from a 10 missile clip, or 180 rd ammunition box or drum, though 200 and 300 rd bins are also available.

Cost: 50,000 credits for basic T-210 Gun System
120,000 credits for the T-310 Gun System
150,000 credits for the T-410 Gun System

(T-210/310)
Pattern-1A 65 credits per RG-enabled McM
Pattern-1B 72 credits per RG-enabled McM
Pattern-1C 100 credits per RG-enabled McM
Pattern-1D 135 credits per RG-enabled McM
(T-410)
(Pattern-2a) 90 credits each
(Pattern-2b)130 credits each
(Pattern-2c)150 credits each

c) PS-M-64 60mm ‘Snapdragon’ Gun-Mortar System
Range:(Direct Fire Mode): 6,000 ft
(Artillery Mode) 12,700 ft
Damage:
(Riot)---Combination flash-bang and rubber pellet charge---Victims are -10 to strike, parry, and dodge, -1 to initiative, and lose 1 APM for 1d4 melees. Rubber pellets do 1d4 SDC damage, but have a 60% chance of knockdown for any human-sized, or smaller, beings, caught in a 20 ft blast radius.....lose initiative and 1 APM for that melee(cost: 160 credits)
(Fragmentation-SDC) 2d4x10 SDC to 40 ft blast radius(cost: 200 credits)
(Fragmentation-MD) 3d6 MD to 50 ft blast radius(cost: 560 credits)
(High Explosive) 6d6 MD to 20 ft blast radius(cost: 720 credits)
(Anti-Armor HEAT) Very heavy projectile( Does 3d6x10 MD to a 2 ft diameter area(shaped charge)(cost: 900 credits)
(Plasma/Micro-Fusion) 1d6x10 MD to 8 ft blast radius (cost: 800 credits)
(Incendiary) 2d6 MD flash damage to 24 ft blast radius, plus does 1d4 MD per melee for 2d6 melees(cost: 710 credits)
(Acid)---4d6 MD to a 5 ft radius, then diminishes in strength by 1d6 each melee(lasts about 4 melees)(cost: credits)
(Chemical) Effects vary, but contains enough chemical agent to cover a 15 ft radius
(Illumination) Can loft to an altitude of 600 ft, and illuminate a 500 ft radius for 4d4 melees. (cost: 15 credits)
Note: Additional grenade types, including TW munitions, are constantly in development.

Rate of Fire: EGCHH.
Payload: 90 rds
Cost: 250,000 credits

d)PS-M-82D ‘Townshend’ 81mm Mortar Cannon. The original revolver magazine for power armor and pintle mounts has been replaced with a larger carousel-feed magazine
Range:(Direct-fire) 6,000 ft
(Indirect Fire) 2.2 miles
Damage:(High Explosive) 1d6x10 MD to a 20 ft blast radius
(Fragmentation)1d4x10 +5 MD to 25 ft blast area
(Armor-Piercing High Explosive) 2d4x10 MD to 6 ft blast area
Rate of Fire: EGCHH.
Payload: 60 rounds
Cost: 220,000 credits

e) *PS/FA-A9 2-pounder (40mm)Autocannon---
Range:(High Velocity Round)5,000 yards(15,000 ft)
Maximum AA altitude w/ HV shells: 13,300 ft
(Low Velocity Round) 3,800 yards(11,400 ft)
Damage:(Fragmentation) 4d6 MD to 6 ft blast radius
(High Explosive) (HV) 1d4x10+3 MD to 1.5 ft blast radius
(LV)1d4x10 MD to 1.5 ft blast radius
Rate of Fire: 120 rounds per minute(or up to 30 rds per melee)
Payload: Box magazine of 200 rounds
Cost: 150,000 credits
High Velocity(Fragmentation) shells cost 200 credits apiece, 245 credits for HE
Low Velocity(Fragmentation) shells cost 180 credits apiece, 200 credits for HE

f) M-BiLar AT-5000 (PSMBL-5000B)
Range: 6,000 ft
Damage: 4d6 MD double blast, 1d4x10+8 MD quad blast, 1d6x10 MD full 5-shot blast
Rate of Fire: EGCHH
Payload: 300 shot battery.Unlimited linked to nuclear power source
Cost: 270,000 credits

g) PS-AWD-DBPBC-2------Based on the Mechanoid Exterminator Double-Barreled Particle Beam Cannon
Range: 4,000 ft
Damage: 1d4x 10 MD single blast
2d4x10 MD double blast
Rate of Fire: EGCHH
Payload: 300 shot battery.Unlimited linked to nuclear power source
Cost: 1.9 million credits

h) EMVC-07 ‘MagStorm’ ElectroMagnetic Vortex Cannon
Range: 6,000 ft in air and underwater
Damage: 1d4x10 MD at point of impact
Within a 60 ft radius, people, animals, and objects weighing less than 500 lbs are 90% likely to be knocked off their feet and hurled 3d4 yards/meters(lose 1 APM and Initiative), 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees).
Characters/objects of 500-1,000 lbs weight are 50% likely to be knocked aside 1d4 yards/meters.
Objects of a ton or more are only 25% likely to be knocked over.
Flying characters/objects get knocked away twice the normal distance.
Rate of Fire: ECHH
Payload: 300 shot battery.Unlimited linked to nuclear power source
Bonus: Laser targeting add +1 to strike. EM bolts are -6 to dodge.
Cost: 120,000 credits


2) Smoke Mortars(2)---Mounted on the sides of the turret are two gas grenade launchers for providing covering smoke. ) Flare/Smoke/Chaff Launchers (2) ---’Universal’ launcher-mortars that can deploy smoke grenades, or decoy flare/chaff(both Triax and Northern Gun -standard types).
Range: 6,000 ft, creates a 30 ft cloud, +10 ft per each additional chaff/flare launched in the volley. Cloud lasts 2 meless before dissipating(or less in a very strong wind).
Damage: None
(Triax Style)
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
(Northern Gun Style)
10% chance per chaff cloud deployed of decoying missiles, up to maximum of 60%
Aircraft, power armor, and beings flying through the chaff will be -6 on perception, -3 on initiative, -5 to strike, -2 to parry, -2 dodge, and lose 1 melee attack that round(or the next). Sensory and Piloting rolls are at -20% for as long as the characters are caught in the cloud, and the next as they recover.
Payload: 12 per launcher


3) Glacis-Plate Weapon---The front-mounted weapon has been made modular, for custom refits with alternative weapons.
a) Lasers---The original IH-34L twin laser mount continues to soldier on.
Range:4,000 ft
Damage: 6d6 MD per dual blast
Rate of Fire: Six times per melee
Payload:1000 blasts battery, unlimited nuclear
Cost: 80,000 credits

b) Lasers---The original reliable, but bulky, IH-34L twin lasers are often replaced with smaller, more up-to-date weapons, such as the Pulse Laser
Range:4,000 ft
Damage: 3d6 MD single shot. 1d4x10+6 MD per triple-shot burst
Rate of Fire: EGCHH
Payload: 300 shot battery per gun for conventionally powered models. Effectively Unlimited w/ nuclear powerplant
Cost: 30,000 credits

c) Ion Cannon---Based on the M-80 “Stormbringer’, but modified through the incorporation of Paladin Steel-manufactured superconductors and ‘Series-2098’ ion technology.
Range: (Ion Bolt) 3,000 ft
(Spray Bolt)1,500 ft and affects a 15 ft wide area
Damage: (Ion Bolt) 1d6x10 MD per single bolt
(Spray Bolt) 4d6 MD to a 15 ft wide area
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage
Rate of Fire: Standard
Payload: 300 shot battery per gun for conventionally powered models. Effectively Unlimited w/ nuclear powerplant
Cost: 32,000 credits

d) Ion Cannon---Vehicular mounting of the PSIC-01 Tesla heavy infantry ion weapon.
Range:(Ion Bolt) 1,900 ft
(Lightning Blast) 2,500 ft
(Shock Zone) 200 ft, and affects a 55-ft wide area
Damage: (Ion Bolt) 5d6 MD single shot, 2d4x10 MD five-shot burst
(Lightning Blast) 1d6x10 MD
(Shock Zone) 3d6 MD per melee caught in the zone of effect
Rate of Fire: ECHH
Payload:(Ion Bolt/Burst Shot) 600 shot battery. Effectively unlimited if nuclear powered.
(Lightning Blast) Each blast takes 2 shots
(Shock Zone) The shock zone uses up 1 shot per minute of operation
Cost: 28,000 credits

e) Plasma ---Adapted ‘Nimro’ plasma cutter-rifle
Range:(Stream) 1,500 ft
(‘Popper’) 1,000 ft
(Cutter) 10 ft
Damage:(Stream) 1d6x10 MD per blast
(‘Popper’) 4d6 MD to 10 ft blast radius
(Cutter) 1d6x10 SDC, 1d6 MD, 4d6 MD, or 4d6x10 MD per full melee burn
Rate of Fire: ECHH
Payload: 300 shot battery. Effectively unlimited if nuclear powered.
(Cutter) 1 shot equals 2 MD torch blasts/cuts or 20 SDC blasts. A full melee cut will use up three shots worth of charge
Cost: 35,000 credits

f) Flame Thrower
Range: 300 ft for napalm gels
Damage:
(Wellington plasma napalm) 3d6 MD burst
(MD Gel)4D6 MD Upon contact, burning for 1D6 rounds doing 2D6 MD per round. Anything that the character touches also starts on fire. Any combustible materials within touching distance, clothes, brush, etc. also ignite.
Rate of Fire:Standard
Payload: Enough fuel for 35 blasts
Special Features: *Multi-Fuel Capacity
Cost: 10,000 credits

g) Light Rail Gun
Range:4,000 ft
Damage: 1d4 MD single rd., 6d6 MD per 30 rd burst
Rate of Fire: ECHH
Payload: 600 rd magazine
Cost: 60,000 credits

h) TW TK Machinegun---Standard light TK weapon.
Range: 2,000 ft(double on ley lines)
Damage: 2d4 MD single shot, 4d4 MD short burst(3 shots), 4d6 MD long burst, and 2d4x10 MD per full melee burst of 30 shots
Rate of Fire: EGCHH
Payload: 30 shot PPE ‘clip’. Effectively unlimited for TW-powered models. Can be recharged at 1 PPE/ 2 ISP per shot.
Cost: 80,000 credits

4) Side-Mount Missile Launchers(2)----The MLRS-24 mini-missile launchers have been retained, but their mountings have been made modular to allow rapid upgrading to more advanced models, such as a Vertical Launch Cell system less prone to ground-fouling.

5)(Optional) Turret-Mounted Missile Launchers(1-2)---PS engineers argued that the original M2 Bradley turret-mount ATM confguration may have added weight and height to the turret, but they also were much easier to point at a target, especially when using less-advanced missiles, than the hull-mounted MLRS-24 launchers. The PS/IH-APC-10 has provision for mounting one or two missile launchers on the turret.

a) Micro-Missiles-----50 shot pod

b) Mini-Missiles----6 shot pod

c) Copperhead Anti-Tank Missile Pod---Uses PS ‘smart’ armor killers for more accurate fire.
Range: 1 mile,
Damage: High Explosive 2d4x10 MD, no blast radius
Rate of Fire: Volleys of 1-4
Payload: 4
Bonuses: +5 to strike
Cost: 60,000 Cr, missiles cost 600 credits each
d) Black Talon L-SAM---4 shot pod

Variants:
*PS/IH-AAA-10---Air defense variant, mounting a hexagonal turret and four 30mm autocannon. The passenger compartment now holds ammunition.
Changes/Modifications:
Wapons Systems:
1) Quad 30mm Cannon Turret---Replaces the single cannon with a 4x air defense mounting.
Range:10,000 ft
Damage: 4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD six-round burst per single gun.
Rate of Fire: EGCHH or 4 attacks in auto-defense mode.
Payload: 800 rds, 400 rds per cannon
Bonuses: Independent laser and radar tracking system(range: 11,000 ft). +1 strike set on automatic against aerial attack, +2 strike fired by gunner
Cost: 500,000 credits


*PS/IH-APC-10UGV---Unmanned drone version that can run either by remote control or by onboard A.I. A development of the SerChaiian factories on Kampadow, these vehicles have been used as both expendable adversary forces in live-fire exercises at the Kugrin Armored Warfare School, and as combat units. The ‘Ten-Guv’ is sometimes used as a remote sensor carrier in hazardous environments, similar to a ROVAR.


*PS/IH-APC-10GMR---Arguably the ultimate upgrade variant of the old Iron Maiden, this model does away with the treads altogether and mounts the upper body of it on a Gravi-Magnetic Resist truck platform chassis, giving it the ability to hover above the ground up to 15 ft, and hit speeds of 240 MPH. Cost: + 600,000 credits.

Note:
Iron Bolt Missile Tank
The Iron Bolt has NOT been revised, because PS/ASI instead manufactures the launcher itself and fits it to a variety of platforms, inlcuding trailer mounts and static launchers. This has proven VERY successful in the marketplace.



Engineering Attachments---The following can be attached to the front ends of any of the resurrected IHA designs being produced offworld. They are especially popular with combat engineer APCs.

* Flail Mounting---Inspired by the old WWII Scorpion “Flail Tanks”, this option mounts a long roller-supported assembly on the front of the tank, with a rapidly rotating drum on the end, to which are attached dozens of lengths of high-strength chain. The theory goes that by advancing behind the flailing chains, the tank can safely detonate mines at a standoff distance, triggering them prematurely with the ground-hammering chains. In practice, though, this worked only against the simplest of mines, and the device was easily defeated by time delay fuzes, greater blast radius explosives, and ‘smart’ mines like the Wellington SAW, which could attack targets from the side and from a distance. Most of the flail packages sold by PS ended up being used to clear brush or in riot control. It had some some success against infantry, but as the tank is made rather slow and cumbersome by pushing the flail assembly, it’s easily avoided.
MDC of Assembly:80
Size: The flail assemby adds ten feet to the length of the tank
Range: 8 ft range
Damage: 1d6 MD per chain strike(Roll 1d6 to determine number of chains hitting)
Penalties: Reduce speed of tank by 20%, and -10% to Pilot Tank skill
Cost: 20,000 credits

*Mine Rollers/Plows---Mine rollers and plows are simply heavily reinforced(100-200 MDC) modifications of road and farm equipment designed to be pushed ahead of the vehicle into a suspected minefield. Rollers detonate pressure-contact mines by their greater ground pressure, ideally before the vehicle itself passes over them. Plows work to unearth explosives and push them to the side where they explode with less effectiveness, or else can be more easily detonated by other means. A Mine Roller or Plow assembly typically costs 10,000-30,000 credits, and reduces the vehicle’s speed by 25%

*Hedgerow Cutters---Because tanks frequently have problems getting through undergowth, the bow plate can be fitted with an array of sharp-tined plowshare-like blades, with several vibroblades mounted among them. It also makes the tank look fierce as hell.
Damage: 4d6 MD
Cost: 30,000 credits

*Bulldozer Blade---A bulldozer blade can be mounted on the front, with enough hydraulics to raise and lower the blade. Dozer blade has 80 MDC.
Cost: 15,000 credits
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

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Paladin Steel PS/LSI-CGC-12 ‘Opticar’ Grav-Rover
(aka ‘Optivan’, ‘Go-Big-Globe’)

“-and now we’ll be descending to take a look at Namaka Station, Atium’s largest fish farm, then we’ll dive deeper to take a tour of the Shegen seamount reefs before we return to Namaka for a big fish lunch! So have your cameras ready!”

“’Are we in any danger of falling into JollyGreen’s lower atmosphere?’ No, ma’am, have no fears; the backup GMR levitation systems aboard this shuttle are specially balanced and tuned to the gas giant’s electromagnetic field to keep at this level. Our GMR systems are safer than gas envelope systems, in fact. Actually, we have to engage our engines just to FIGHT our way down to lower altitudes, because electromagnetic repulsion is constantly trying to force us away from the core, like a cork being pushed by pressure. So, you can just sit back and enjoy the view!”

The PS/LSI-CGC-12 ‘Opticar’ is a collaboration between Paladin Steel and Three Galaxies trade partner Locke-Snye Industries for a contra-gravity-propelled civilian vehicle. The CGC-12 is the next-larger size-step up from the CGR-10 ‘Opticycle’, which served as both the proof-of-concept technology demonstrator and market tester for the vehicle line.
The Opticar uses components already in production between the two companies. For the main body, PS re-uses its DSD-B series clear armor-plas Deep Sea Domes, joined into a 12 ft diameter sphere. The contra-gravity unit, a cut-down and re-aligned unit from the PS/ASI/LSI-GAAARCG-01 Multi-Environment ContraGravity UtilityTransport, is built into the lower portion of the hull and is completely enclosed by the transparent sphere. Like the CGR-10 ‘Opticycle’, the ‘Opticar’ can operate with equal proficiency in air and underwater, making it ideal for amphibious operations and over-ocean travel. It can also operate quite freely in deep space, with some modifications to the life support system.
The PS/LSI-CGC-12 has caught on with various tourism agencies and organizations, due to its wide field of view, and the vehicle is often paired with the GAAARCG-01 in touring regions. Though not recommended as a combat vehicle, it can be equiped with light weaponry, and has been used as a security vehicle and exploration craft. It’s armored enough to deal with most environmental wear and tear, and light damage from small arms and aggressive local lifeforms. Occasionally this durability has been put to the test, as when an Opticar carrying the junketing Deputy Minister of the Arzca Confederated Purity came under fire in an assassination attempt on Balsar.

Type: PS/LSI-CGC-12 ‘Opticar’
Class: Contragravity Vehicle
Crew: One, plus room for 1-8 passengers
MDC/Armor by Location:
Main Body 160
Height: 12 ft
Width: 12 ft
Length: 12 ft
Weight: 2.4 tons
Cargo: Up to 500 lbs of cargo can be stowed in internal spaces. If not carrying passengers, up to a ton of cargo can be carried.
Powerplant: Battery-Electric(w/500 mile range), Nuclear Fusion(w/ 5 year energy life), or TW
Speed:(Flying) Hover to 200 MPH, ft maximum altitude.
(Underwater) Fully amphibious, and capable of moving underwater at 20 MPH, down to depths of 1.8 miles.
(Space) Mach 2
Market Cost: 100,000 credits +1.2 million credits for Nuclear
Systems of Note:
Weapons Systems: None standard
Options:
*Insta-Polarization---Special elements sandwiched between the layers of megacrylic instantly darken to protect the pilot from being blinded by bright light. Cost: +3,000 credits

*Laser-Silvering---Added to Insta-Polarization, this enhancement turns the sphere mirror-reflective, protecting the riders from lasers, though the outer hull still takes HALF damage from the lasers.
Cost: +100,000 credits

*Headlight Laser(s)(1-4)---The OptiCycle can be fitted with small pulse lasers firing through selective frequency ‘windows’ in the hull.
a)*Mini-Lasers
Range: 1,000 ft
Damage: Variable damage: 3d6 SDC, 6d6 SDC, 1d6x10 SDC, or 3d6 MD per blast
Rate of Fire: EGCHH
Payload: 300 shot battery. Effectively Unlimited if nuclear powered
Cost: 18,000 credits

b)*Lasers
Range: 2,000 ft
Damage: Variable settings; 1d6, 2d6, or 3d6 MD per gun.
Rate of Fire: ECHH
Payload: 250 shot battery per gun. Effectively unlimited linked to a powerplant.
Cost: 21,000 credits per gun

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

*Electromagnetic Vortex Launcher(1)
Range: (EM Bolt) 3,000 ft
(Vortex) 2,000 ft
Damage: (EM Bolt) (Variable) 4d6 SD, 1d4x10 SD, 1d4 MD
(Vortex) Same as for the bolt at the point of impact, plus HALF damage in a 7 ft radius, and an 88% chance of knockdown(lose 1 APM and Initiative) for beings of 250 lbs or less, 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees)
Rate of Fire: ECHH
Payload: 300 shot battery conventionally powered models. Effectively Unlimited linked to the hovercraft’s powerplant.
Bonus: Laser targeting add +1 to strike. EM bolts are -6 to dodge, on top of that!
Cost: 29,000 credits

*Sonic Stunner(1)
Range: 250 ft, 10 ft area.
Damage: 1 SDC, plus save vs non-lethal poison or be -7 to initiative, -6 to strike/parry/dodge, reduce Speed by 25% for 1d6 melees.
Rate of Fire: ECHH
Payload: 500 shot battery conventionally powered models. Effectively Unlimited linked to the hovercraft’s powerplant.

* Sonic Cannon(1)
Range: 200 ft in air
Damage: (Variable power settings) 4d6 SDC, or 4d6 MD per blast
Area of effect ‘shotgun’ blast: Half damage to a 10 ft wide area.
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor.
The sonic vibrations can also be used to set up a resonance in hard armor that can stun or disorient living beings. Humans(and those most like them) will find these subsonic vibrations particularly irritating, the barely audible buzzing setting up painful discordance in their eardrums and auditory apparatus. Beings with enhanced hearing are particularly vulnerable to this attack(DOUBLE penalties and duration of effects). Cyborgs and those with baffled hearing implants will NOT be affected by this.
Save versus psionic attack(12 or better) or be -1d4 to initiative, HALF all bonuses to strike/parry/dodge, and -1d4 to Maintain Balance for 1d6 melees. Roll under P.E. or fall unconscious for 1d6 melees.
Power Armor and EBA-wearers will be more susceptible to the effects of resonance, owing to their close proximity to the materials being affected. The effects are greatly diminished to occupants on a vehicle owing to the many interior structures that serve to dissipate and insulate the sound waves.
Rate of Fire: ECHH
Payload:100 shot battery conventionally powered models. Effectively Unlimited linked to the hovercraft’s powerplant. 30-shot E-clip(1 MDC shot equals 10 SDC shots), 50 shots from a long E-clip
Cost: 80,0000 credits


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

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

*Autopilot---Available in both a ‘dumb’ and a ‘smart’ version. Dumb versions will basically just keep the vehicle going straight and level on a pre-set course, never deviating from said course...the ‘dumb’ system will alert the crew if anything trips the sensors or gets in the way, and it can be programmed to stop, or deviate a set distance from course in such events, until the crew can regain/resume control.
A ‘smart’ system is actually an onboard Artificial Intelligence(AI) using PS’s new microtronics AI chips. The ‘smart’ system can actually evade and maneuvar to avoid obstacles, and even anticipate trouble, while remaining on the general course. The ‘smart system’ has a +1 to dodge.
This is a favorite option of OptiCycle owners who want to just float in the air and admire the scenery.
Cost: 7,000 credits for the ‘dumb’ version, 12,000 credits for the ‘smart’ Auto-Pilot
For an additional 8,000 credits, this can be modified with a remote start(triggered by a remote control in the keycard) and a remote ‘recall’ that allows the owner to summon the car to him, and for another 8,000 credits, even command its functions by remote control.

*Onboard Artificial Intelligence---This installs a micro-computer AI that, in addition to monitoring the vehicle’s functions, can also actively scan for problems outside itself, anticipate problems, advise the driver. The OAI is much more responisve than a ‘smart’ autopilot, and is able to plot far more extensive course deviations, even take independant action as it falls within its orders and program parameters. An OAI, for instance, can determine that its operator/passengers are hurt and unable to help themselves(critically wounded by a passing SAMAS, for instance), and the car will begin looking for medical assistance. Most OAIs have a verbal interface, pleasant synthesized voice, and a psuedo-personality, giving them the illusion of ‘life’. An OAI has an IQ-equivalent of 10, and comes with Navigation: Land, Automotive Mechanics, Read Sensory Instruments, Weapons Systems, and Radio: Basic, all at 98%, has 3 actions/attacks per melee . Additional specialized programming may be added as the buyer/owner specifies...many owners program theiir cars to be able to sing or read.
Anything more sophisticated than this, and the buyer is best off using the Robot Creation Tables from Rifts Sourcebook One or Heroes Unlimited.
Cost: 500,000 credits

*Electrolytic Oxygen Generator---Most high-tech ‘everlast’ systems are reliant on a sort of high-tech ‘furnace’ that uses electrical energy to crack sea water for hydrogen and oxygen. This has the advantage of producing both oxygen for breathing, and hydrogen for energy, but requires a reliable source of energy to produce the large amounts of power needed. Another advantage is that since oxygen is already a part of the H2O molecule, the system isn’t dependent on variables of dissolved oxygen...as long as there’s power, the hardware can separate the gases. Just make sure one has enough inert and supplementary gases to ‘cut’ the pure oxygen and make it breathable.
PS sells Electrolytic Oxygen Generators(power source not included) for 5,000 credits per man-capacity(ability to produce enough breathable oxygen to keep one average-sized humanoid alive). A standard E-clip can keep a one-man unit going for 2 hours.

*Gill Systems---This uses special gas-permeable materials and circulating fluids in imitation of biological gills to filter available dissolved oxygen out of the water. The external mechanism usually takes the form of large sheaves or walls of thick ‘film’ or ‘fabric’ sandwich with innumerable capillaries of circulating fluid inside, picking up oxygen as water passes over the large surfaces. Gill Systems are very high-end technology, but have the advantages of being low energy, very quiet, environmentally safe, and low cost in the long run. On the minus side, they are high start-up cost, require large surface areas for large crews, are susceptible to pollutants that may damage or clog the gills(Kittani Gill-Kill submarine munitions are particularly useful against them) , and are reliant on there being large amounts of dissolved oxygen in the water; not always present at great depths.
PS produces its own Gill Systems with an efficiency rate of 1 man-capacity per 10 square yards of surface area(can draw/filter enough oxygen under normal conditions to keep
one average-sized humanoid alive under normal levels of physical activity, through a gill with 10 square yards of surface area) for 9,000 credits per man-capacity. However, one should buy more footage units than the minimum necessary to compensate for increased physical activity, surplus atmosphere, and low oxygen ratio in the water(at extreme depths, ocean water has very low levels of recoverable dissolved oxygen, as opposed to surface layers).


*Forcefield Generators----*VEFFG01RR Forcefield----Adds 100 MDC. Regenerates at 5 MDC per 5 minutes(1 MDC per minute). Cost: 90,000 credits, 290,000 credits with 2 year RTG.
Heavier forcefield units can be carried but at the expense of seating capacity if installed internally, or can be externally mounted.

TechnoWizardry Options:
*TW Batteries/Generators:
PPE Capacity:(Light)----200 PPE battery capacity; recharges at 10 PPE per hour, 20PPE/hour at a leyline, 40 PPE/hour on a nexus
(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
Cost:(Light)----500,000 credits
(Medium)-----1 million credits

*Impervious to Ocean Depths----38 PPE per hour. Cost: 400,000 credits

*Communicate with Sea Creature---100 ft range. 5 PPE for 10 minutes. Cost: 60,000 credits.

**TW TK Flyer System---Can fly/float indefinitely on a ley line. Cost: 60,000 credits

*(Boosted) Ley Line Flier---Accelerates the aircraft up to 50% greater top speed when on a leyline, -10% to pilot skill when engaged. Cost: 500,000 credits for regular installation, 300,000 credits for addition to an existing TW-powered vehicle

*Protective Energy Field---50 MDC and 10 minutes duration per 10 PPE/20 ISP pumped in. Cost: 240,000 credits

*Impervious to Energy---5 minutes per 20 PPE/40 ISP pumped in. Cost: 700,000 credits

*De-Icer---Keeps the windows clear of ice build-up. ---2 hours per 5 PPE, or 24 hours for 60 PPE. Cost: 70,000 credits

*Acoustic Muffling---Mounted around each engine, this system cuts any noise, while still allowing the crew to communicate with other aircraft via radio(though optical semaphore is often used for line-of-sight communication); lasts 5 minutes per 12 PPE/24 ISP. Cost: 180,000 credits

*Mystical Stealth System----Renders the aircraft silent and invisible, even during the day. Great for evading detection, surveillance, and tailing, but the moment the aircraft takes any sort of aggressive manuever, the stealth drops and the aircraft can be readily detected. Costs 20 PPE per 3 minutes of activation. Cost: 1.4 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
------------
User avatar
taalismn
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Posts: 48666
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Yet MORE New MOS’s for ‘s Omegasgundam GNE OCCs:
(*some ideas lifted from John C. Philpot’s Rifter# 25 article ‘Guns for Hire: New Military Skill Programs and Mercenary Templates’)

(Available to the GNE Military Specialist)
*Interrogation Expert

“Really, you’re afraid we’re going to BEAT you? You were ready to pop a cyanide tooth because of that? Please, we have more...genteel...means of getting your cooperation, and you were most obliging in answering our questions.”

Though not the most popular, or arguably ethically the cleanest of professional specializations, Interrogation Experts are a necessary part of humint(human intelligence) operations, interviewing witnesses, interrogating prisoners, vetting defectors, and coaching double-agents. Medical training is a large part of the skill set, with an emphasis on identifying (and using) various chemical means of interrogation, as well as keeping prisoners alive in the face of anti-interrogation measures. Many learn esoteric martial arts like nerve point techniques or Tickle-Fu.
• Interrogation(+15%)
• Seduction(+15%)
• Psychology(+15%)
• Indoctrination(+10%)
• Paramedic(+10%)
• Torture Resistance
• Seduction Resistance
• Pharmacology(+10%)
• Toxicology(+10%)

(Available to the GNE Technical Officer)
*BioGear Specialist

“Well, here’s your problem; you were jamming the bones into the magazine too fast. You gave your gun an upset tummy.”

The proliferation and dissemination of Cambridge Jungle organitech has led to the need for a ‘half way’ expert able to service, diagnose, and even repair/heal(to a limited extent) these advanced biotech constructions. Though not as proficient as a true Cambridge Jungle native, the BioGear Specialist is still more comfortable working with the innards of tailored macroorganisms than most rank and file GNE/USA personnel. The BioGear Specialist is also taught to recognize Biowizardry and Biomancy products.
• Biology(+15%)
• Veterinary Medicine(+15%)
• Operate Bio-Equipment (+15%)
• Bio-Comms(+10%)
• Bio-Weapons: Light
• Bio-Weapons: Heavy
• Lore: Magic(focus on Biowizardry and Biomancy) (+15%)
• Choice of Horsemanship(+15%), or Horsemanship: Exotic (+10%)
• Chemistry(+10%)



*Mess Officer (Uses concepts from Erin Lindsey’s ‘Mega-Steel Chef’, Rifter #32, specifically the Coalition ‘Cookie’ OCC )
“Sergeant Rupert liberated an elven refugee from the hands of slavers by the simple expedient of pummeling them unconscious with a net bag of onions. They were damned lucky he wasn’t carrying his cutlery set with him that night. The onion and ham soup he subsequently whipped up and served to the girl he rescued was the best meal she had ever tasted.”

An army travels on its stomach and the GNE military is no exception. While just about everybody does a turn in the kitchens and chow line helping out, the Mess Officer is an expert at keeping the troops fed, fueled, hydrated, and happy. Be it preparing meals for multiple species from prepackaged ingredients, or hunting up the components for a meal in a foraging party, the GNE Mess Officer is ready to serve. Training also includes both the use of technowizardry cookery and the defusing of magic energies in foodstuffs. GNE Mess Officers also tend to pick up a fair amount of lore about other cultures’, especially d-bees, culinary preferences and traditions.
• Cooking (+20%)
• Mass Cooking---Normally cooks suffer a cumulative -5% to their cooking skill for every additional 15 people they scale up their recipes to serve. Ten GNE Mess Officer, like the Coalition ‘Cookie’ much of their training protocols were copied from, only suffers this penalty for every additional 100 portions prepared.
• Defuse Magic Energy(+12%)
• Lore: Demons and Monsters(+15%)
• Identify Plants and Fruits(+15%)
• Preserve Food(+15%)
• Biology(+15%)
• Hunting
• Lore: D-Bee(+15%)
(Note: if the skill Brewing is taken as an elective, it gets a +10% bonus)

(Available to the GNE Full Conversion Cyborg O.C.C)
*Aquatic Operations

“”Who lives in a tin can under the sea? Squid-Borg Steel-Rants! Squid-Borg Steel-Rants! Heh-heh, I never get tired of that!”

Fullcon Cyborgs are ideal for extreme environments, and the deep sea is a case in point. The need for skilled underwater personnel is growing and the GNE has enough specialist aquatic cyborg designs to meet the need, and is working on the skilled part of the specification.
• Navigation: Underwater(+10%)
• Underwater Demolitions(+10%)
• Deep Sea Diving(+15%)
• W.P. Torpedo
• W.P. Harpoon & Spear Gun
• Underwater Salvage (+15%)
• Pilot Water Scooters(+15%)
• Pilot Submersibles(+10%)
• Swimming(+15%)

*Space Operations
Being a high-steel space ‘borg ain’t so bad. With my artificial inner ear and artificial stomach, I don’t have to worry about jettisoning my lunch while I’m floating high above the Earth.”

Cyborg training in that other natural extreme environment, deep space, with a general schooling in extravehicular operations and general zero-gravity work..

• Navigation: Orbital(+20%)
• Pilot: Jet Pack/Grav-Pack(+20%)
• Pilot: Small Spacecraft(EVA Pod)(+15%)
• Oxygen Conservation (+15%)
• Movement: Zero Gravity(+15%)
• Zero-Gee Combat
• EVA(+20%)
• Spaceship Mechanics(+15%)
• Electrical Engineer(+15%)

*HAZMAT Operations
“Fortunately, immediately after cleaning up the break in the virology lab, I had to go down to the basement to deal with the chemical spill. Practically showering in acid did a better job of sanitizing my frame than our regular procedures.”

This is the equivalent of ‘Tin Soldier’ NPC Expert training, with an emphasis on repair and salvage work under conditions of chemical, biological, and nuclear contamination. Also covers protocols and procedures for decontamination.
• NBC Warfare (+20%)
• Chemistry (+20%)
• Chemistry: Analytical (+15%)
• Salvage(+15%)
• Basic Mechanics(+20%)
• Pilot: Tracked & Construction Vehicles (+10%)
• Excavation (+15%)
• Firefighting (+20%)
• W.P. Military Flame-thrower/Spray Cannon
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Posts: 48666
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

PS/ASI-(Mc)CGP-01 ‘Flit-Disc’ Contra-Gravity Pack
(aka ‘Gnat-Pac’, ‘Flit-Pac’)

“Ah, now we can see eye to eye at last!”

“Beware of grav-packing chipmunks barreling through the air at high speed and head level. Being a pedestrian in a Smallkin neighborhood just became a bit more dangerous.”

“Flit-pacing’s all very fun and exciting, even liberating, but only if you do it responsibly. It rots if you’ve got your head in the clouds, and end up sucked into a hovertruck’s turbine intakes or splashed on a g-train’s windshields.”

This is simply a contra-gravity flight pack scaled down to Smallkin size. PS/ASI engineers got the idea after seeing the Malkovitch Enterprises Death Disk system in operation, and realizing that the miniature contra-gravity generators in each projectile would be perfect for a number of other applications. Just seeing the death-discs flying under their own power told them that such small repulsor systems were possible and viable. It took a lot of research parallel with extensive legal wrangling, but PS/ASI managed to prototype a system that wouldn’t get them sued by Malkovitch Enterprises for copyright infringement(though it’s rumored PS/ASI and ME have made a behind-the-scenes licensing deal that allows the former to make the CG-generators as long as they don’t go into weapons systems, and ME gets a percentage of both the profits and mass production of the mini-generators). These prototypes were quickly developed into an enhanced mobility system for Smallkin, an increasingly important minority portion of the GNE/USA populations.
The ‘Flit-Disk’ is a circular backpack that a Size Level 1-2 sentient can don and operate just like a regular full-size contragravity flight pack. Because the system isn’t set to spin at armor-chewing buzzsaw speeds, more power can be dedicated to simple flight and lift, and the flit-disc has both a better altitude and longer battery life than the Malkovitch weapons.
Flit-discs have, since their introduction, caught on with Smallkin like hotcakes (or shelled nuts as the case may be). Recharge racks of rental flit-discs are becoming a common sight outside many Smallkin establishments in the Three Galaxies.

Weight: 18 ounces
MDC: 5
Speed:(Flying) Hover to 180 MPH(x3 in space), maximum altitude of 1,000 ft. Can lift up to 5 lbs.
Battery Life: 36 hours
Special Features:
*Power Adapter---This allows the flit-disc to recharge off regular power sockets, larger batteries, and even e-clips.
Cost: 40,000 credits
Options:
*Neural Helmet/Plug Interface----Gives the operator a +1 to dodge while flying, as well as handsfree operation. +7,000 credits
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
Priest
Posts: 48666
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Okay, just got PFRPG's Garden of the Gods, and some of the 'Fading and Forgotten deities are already looking good to make a comeback thanks to Toth's Conspiracy of Light. It also allows me to culturally flesh out some of the minorities in the GNEverse.

Of course, that also means there's a chance some of the nasty forgotten gods might try to stage a comeback...
-------------
"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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