Page 38 of 126

Re: Paladin Steel Storefront

Posted: Wed Dec 23, 2009 10:46 pm
by abtex
taalismn wrote:I suddenly realize I'm missing a bet on Paladin Steel ski-mobiles.... :shock: :oops:

...and you drive to work where everyday? :D

Re: Paladin Steel Storefront

Posted: Thu Dec 24, 2009 3:03 pm
by taalismn
abtex wrote:
taalismn wrote:I suddenly realize I'm missing a bet on Paladin Steel ski-mobiles.... :shock: :oops:

...and you drive to work where everyday? :D


Well..PS also hasn't YET done any motorcycles or hovercycles yet, so that market is still unexploited....


Here's a gift of fresh air, in the meantime.....

W/ a nod to 89er...

Paladin Steel Atmosphere-Adaptive Bionic Lungs
(aka ‘Superlungs’, ‘Superbreathers’)
“I tell you; being able to ditch the air masks and tanks and just breath normally freed up the rangers something major....Once we got used to the smells around here, we could operate just fine here, like we did in the forests of home...Plus not having to lug around our own breathing air meant we could carry more equipment instead, and THAT meant for some nasty surprises for those corporate mercs we were fighting!”

AABLs are another new wonder to come out of Paladin Steel’s collaboration with the Paragon Progress thinktank to apply bleeding edge technology to practical applications. Atmosphere-Adapative Lungs use sophisticated nanotechnology, molecular analyzation software, and selective permeability ‘smart’ materials to produce bionic lungs that do more than simply filter out impurities in air; they can actually reconfigure themselves to scavenge oxygen and other usable gases out of air that would normally be unbreathable.
AABLs act in a way similar to the power Adapt to Environment, taking somewhat shorter(5d6 minutes, during which the person is at HALF all physical bonuses, Speed, and skill performance, due to shortness of breath) to adapt to a new atmosphere(note that eyes and mucous membranes may still have to be protected against the new atmosphere), and, like the power, the adaptation is permanent, until the lungs need to re-adapt to new conditions(takes about 3d6 minutes to switch back to the ‘baseline’ atmosphere). AABLs will work in environments with as little as 8% oxygen, allowing the implantee to breath normally. However, in atmospheres with exceptionally low oxygen content, the user may suffer an increase in fatigue rate as the ratio of oxygen intake to activity-mandated oxygen demand fluctuates(GMs, use your discretion).
The AABLs also incorporate a standard oxygen storage cell (30 minute capacity for 1 hour pre-breathing)and filters against smoke and chemical agents(80% effectiveness).
Note that AABLs do NOT allow the user to breath corrosive or radioactive gases. Nor does it allow for breathing water.
AABLs are expensive compared to regular cybernetic artificial lungs, but they’re popular with explorers and people who expect to do a lot of traveling to non-terrestrial environs where the local air might not be entirely compatible.
Cost: 200,000 credits

Re: Paladin Steel Storefront

Posted: Mon Dec 28, 2009 4:39 pm
by taalismn
Maushop class Submarine Freighter

“Contact bearing forty-five degrees portside...Making minimal headway...Okay, it’s drifting...They must be aware of us...Looks like our boy...”
“Weapons ready...Ping them...Code three-alpha pulse. Once.”
“Pinged....Okay, they just pinged us in return....two-one-two-three....Confirm ID?”
“ID confirmed...Take us up...”
Minutes later the officers were looking over black sea and light spray as the giant cargo submarine stood awash, water draining off its broad back as the vessel adjusted its lay in the water. Several turrets rose mushroom-like from the slick deck as surface point defense systems came on-line. Several hatches openned elsewhere on the long length of hull, and figures came out, all wearing floation gear and full body armor, and several of them obviously heavily armed... Though this meeting was supposedly friendly, one never went on the open seas on the Changed Earth without taking precautions...All too often, third, fourth, and even more parties could become involved in any action...
“See them yet?”
“No...but we just heard them blow ballast...any minute now...Ah! There they are!...”
The vessel that emerged from the mist looked positvely archaic....And not Kittani built at all...
“I-15 class,” muttered one of the more scholarly veteran sailors.”Pre-Rifts Japanese scout submarine.....aircraft hangar equipped...They’ve refitted her though...That propulsion system’s obviously Kittani, and so are those deck guns...most of them, anyway...the rest looks like magic...”
The refitted relic , if that was indeed what it was, ghosted silently next to the cargo sub. Lines were cast, hawsers pulled taunt, and muffled boarding ramps run down and across, connecting the two vessels. A squat form in rainslicker gear walked across from the Atlantean craft.
“My Master gives his greetings.”
“My president returns them.”
“You have them?”
The captain’s answer was a gesture...Immediately long crates was hoisted up onto the deck. Loading crews from both ships converged on them, and began moving them to the smaller vessel. On another gangplank, a number of smaller containers were being passed back to the larger ship, as well as a dozen or so cloaked figures.
Within fifteen minutes, the transfer was complete. Rampways were retracted, and lines cut free.....A quick nod passed between the two respective captains, and then they turned to drop down inside their commands. A minute later, the ocean was washing over the two submerging craft as they parted ways. Another moment, and not a single sign of the meeting in these waters remained.

The Maushop class SCV were the largest submarine vessel class currently in mass production by PS, until the advent of the Grand Banks- and Trieste-class supercarriers. These ambitious vesels are essentially enormous submarine cargo and vehicle carriers, inspired by observations of similar vessels built by several high-tech kingdoms in Florida, Europe, and in the Pacific. The Maushops, based on a combination of pre-Rifts cargo-sub design, and Russian missile sub plans, are truly giant vessels. In overall design, the Maushops resemble the pre-Rifts Russian Typhoon-class missile submarines, with a conning tower placed aft of the vertical missile launch tubes, twin nacelled screws abaft, a magnetic-impeller ‘catepillar’ drive system, and a decoy/sonar pod on the vertical rudder. The bow of the Maushops is particularly large and bulbous, with a large triple-reinforced cargo hatch just aft of the bow. What makes this even more interesting is the fact that the cargo hatch leads to a watertight airlock bay that can be used as an enormous airlock when submerged, or as an auxiliary cargo bay. A secondary large hatch in the underside of the submarine can serve to allow for the servicing of underwater construction/retrieval equipment, or the launching and recovery of smaller submersible vehicles.
The internal cargo spaces, modified as hangar bays, are large enough to hold even gargantuan vehicles like combat robots and their servicing gantries. The Maushops mount more than adequate armor, and heavy armament, including a battery of long-range missiles(though they lack the ability to mount SLBMs of the sort carried by the Coalition SSBNs), fore and aft torpedo tubes, and laser turrets for close-in defense.
The Maushop-class is named for a Native American giant of legend, who was said to frequent the islands of Cape Cod and protect the tribes there, frequently providing them with whales the giant caught with his bare hands.
The GNEN operates several as logistics support ships, transporting supplies and personnel to units already at sea, and to distant theatres of operation. Paladin Steel has several operating in household service as merchantmen, carrying cargoes to transoceanic destinations, especially when surface conditions like ice, storms, or hostile naval forces interfere with regular shipping. The Corps of Exploration also has at least one ship to act as a mothership for long range survey missions.

Type: PS-UC-18-SCV
Class: Submersible Superhauler
Crew:80, plus up to 250 passengers/troops (750 if carrying only passengers)
MDC/Armor by Location:
Main Body 9,000
Conning Tower 1,000
Reinforced Pressure Hull 1,000
Rudder(1)(underwater)1,000
Main Thrusters(4) 300 each
MHD “Caterpillar” Drive(1) 500
Decoy/Sonar Pod 500
Forward Cargo Hatch 500
Ventral Cargo Hatch 500

Height:(Hull) 40 ft (W/ Conning Tower) 70 ft
Draft: 41 ft
Width: 80 ft
Length: 680 ft
Weight: 50,000 tons
Cargo: Can carry up to 12,000 tons of cargo
Powerplant: Nuclear Fusion, w/ 25 year energy life
Speed:(Surfaced) 35 MPH
(Submerged) 40 MPH
(MHD Drive, Underwater and surfaced): 30 MPH
Market Cost: Not available for sale. Costs PS about 400 million credits to construct one of these vessels
Systems/Features:
Standard Ship Features, plus:
*Long-range Sonar----(Passive) 10 miles, (Active) 50 miles
*Communications---Long Range Radio: 1,000 miles
*Periscope System w/ full optics, including pasive nightvision, telescopic, and laser range finding. Also includes a mast-mounted radar system(50 mile range) and radar detectors.
*Full Environmental System---Can sustain a breathable atmosphere for up to 75 days.
*Escape Pods---The Maushops have escape pods sufficient for the crew and the listed number of passengers. Each pod carries a solar-powered desalination kit and concentrated foodstuffs for two weeks(pill rations primarily).

*Transmitter Buoys---The sub crew can encrypt and record messages into these disposable floater pods, which then float to the surface, extend an antennae, ‘burp’-transmitt their scrambled message, then self-destruct. This allows the submarine to transmitt information without giving away their exact position, but they can’t recieve messages either.

*Desalination System---The ship can make its own fresh water from salt water.

*Stealth Systems---Acquired through some serious industrial espionage, PS has managed to develop its own stealthing measures for submarine use...though not as effective as those on the Coalition refits of the New Navy(-15% to enemy detection roles), PS is learning...

*MHD Propulsion System---A magnetic impellor system that sucks in water through forward intakes, like a turbojet, and expels it under pressure aft. Reduced speed, but it is 50% more quiet than the regular propulsion systems.

*Retractable Deck Cranes(4)---The Maushops incorporate four lift cranes, each with with a lifting capability of 45 tons. When not in use, they fold into the outer hull.

Weapons Systems:
1)Torpedo Tubes(6)---Mounted in the bow are six heavy torpedo tubes
Range: 10 miles
Damage:3d6x10 MD(HE) or 4d6x10 MD(plasma)
Rate of Fire:Volleys of 1,2,3, 4, 5, or 6
Payload:24 total; a full melee round/15 seconds is needed to reload a single torpedo
Note: May also be used to launch encapsulated Harpoon missiles, mines, SUBROCs, or decoy pods.

2)Long Range Missile Launcher Cells(12)---The Maushops mount 12 long-range missile launchers in a separate pressure hull/casemate forward of the main sail/conning tower. These cells cannot be reloaded from within the submarine.
Range:Varies by missile type
Damage:Varies by missile type
Rate of Fire: Volleys of 1,2, 3,4,6, 8, 10, or 12(all)
Payload:12

3)Albatross IV/Shrike III Medium Range SAMissiles ---Mounted in vertical-launch cells in the main sail, this forward firing missile's ability to track a number of targets is increased by the radar systems on the vehicle. It can receive tracking information from the launch vehicle, early warning aircraft, or its own internal radar system. If the radar systems are jammed, the missile can track using infrared systems.
Primary Purpose: Anti-Aircraft or Anti-Power Armor
Mega-Damage: 2D6X10 MD per missile
Rate of Fire: One at a time, or in volleys up to 6
Range: 75 miles (120 km) at a speed of Mach 3 (2010 mph/3236 km/h)
Payload: 18, another 18 can be loaded internally.
Note: The Albatross IV missile is +7 to strike due to its internal radar and infrared tracking systems as well as information from the launch vehicle.

4)Blue-Green Lasers(6, two on the sail/conning tower, two forward, and two aft ventral)
Range:4,000 ft
Damage:1d6x10 MD per single blast
Rate of Fire: ECHH
Payload: Effectively unlimited

5)PS-L-CIWS Vulcan Chain Guns(aka “Button Guns”)(1, mounted in a well in the mast)---This installation, introduced on the Minotaur Battle Robot, then adapted as an air defense weapon option for the VW Camper Gunship, has been adapted for shipboard use as PS’s standard light maritime weapons system. The system is a very compact and neat installation that takes up little space, and has been compared to the pre-Rifts Russian ADMG-630 30mm Gatling CIWS that saw extensive service aboard Russian warships. The PS-L-CIWS is often called the “Button Gun” because of its squat, flattened dome-like turret.
The Maushop carries a retracting L-CIWS in its mast for close-in defense when on the surface.
Range: 4,000 ft
Damage: 1d4x10 MD per 20 rd burst(can only fire bursts)
Rate of Fire: EGCHH, as an automated defense system linked to a radar/sensor system, the “Button Gun” has a +2 to strike, and four attacks per melee.
Payload:8,000 rd drum(200 bursts)

6)Countermeasure Launchers(4, 2 in the conning tower, two in the tail vanes). These launchers can deploy Deep Flares, Screamers, and other acoustic decoys. Note also that the torpedo tubes can be used to launch long-range ‘smart’ decoys.
Screamers are specialized one-use munnitions that when fired, broadcast a massive burst of noise across all audio/sonic frequencies, with the intended effect of destroying acoustic target(sonar) locks, and allowing the sub to escape opponents using sonar to detect or track them. -60% to track the sub via sonar while the Screamer is in effect, while sonar-guided weapons are -10 to strike. plus accoustic-homing weapons will break target lock to attack the decoy.
Screamers also have the effect of stunning dolphins, whales, and other creatures using natural sonar and echo location. These creatures are disoriented/stunned for 1d4 melees.
A typical screamer will last 1d4 melees until it burns out or is destroyed.
Screamers can also be fused to ignite/activate anywhen up to a minute(4 melees) after deployment.
Note: Screamers will affect the user’s own sonar systems.
Range: 6,000 ft
Damage: None
Rate of Fire: Can fire off Screamers in salvos of 1 or 2
Payload: 10 Screamers per launcher

Auxiliary Vessels:
2 Polyphemus Sub-Crawlers
6 Sea Robin Mini-subs
10-20 Stormalong or Aqua-Tech Orca-100 Power Armors

Variants:
*Maushop II SSCV-----During the Pacific War with the Horune, Paladin Steel found itself in serious need of carrier craft to take the war to the Horunes’ island bases. Two Maushops were quickly converted into submarine aircraft carriers for the purpose. Obviously inspired by observations of the New Navy in the Pacific, the carriers actually required little design modification, having already been designated as ‘Assault Carriers’ in their original forms. Two extra lengths of hull were spliced in, increasing the hull’s length by about sixty feet, the sail was expanded to allow for the added communications gear and triple-A armaments(to protect the submarines during their vulnerable surface aircraft operations), the heavy missile armament casemates were redesigned to fit in an extra elevator platform, and armor was upgraded. Engines, primary systemry, and the main armaments remained unchanged. Cargo space was diminished in favor of flight crew quarters and hangar space. Rather than rename the ship class, the name Maushop was retained, in part to confuse any spies as to the true nature and purpose of the rebuilt craft.
The two Maushop IIs were launched just before the Horune assault that crippled much of PSW’s shipbuilding capacity at New Bremerton, including the super-SSCVs under construction in slips adjacent to PS West’s conversion yards. The two vessels were on sea trials beyond Pudget Sound, and escaped enemy detection, though embarked aircraft from both SSCVs did assist in the pursuit and ultimate destruction of the raiders. The addition of the two SSCVs to the Pacific Fleet squadrons didn‘t play a pivotal role in determining the ultimate outcome of the war, but their use in screening the North Pacific and providing hidden air support for the picket fleets did prevent Horune elements from flanking the Western Alliance and splitting their forces during the final assaults on the Hawaiian islands.
The GNEN continues to use these craft, and new construction of the SSCV design (rather than conversions) carried out at the rebuilt New Bremerton shipyards. The older vessels have been shifted to Mercantile Escort, while the newer vesels serve with the GNEN main fleets, or as the center of detached submarine flotilla taskforces.
Changes/Modifications:
MDC/Armor by Location:
Main Body 9,800
Conning Tower 1,800
Weapons Systems:(in addition to existing systems)
1)Tri-Laser(PSMBL-3E) Turrets(2)---Adapted from the Glitterboy No. 7 of South America, these lasers provide a photonic air defense, especially when linked to advanced targeting systems similar to those on the regular PDS cannon.
Range: 8,000 ft
Damage: 2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Radar Targeting Bonus: +3 to strike

2)40mm Rail Gun Turrets(PS-862 FC Interchangeable, Recoilless, Anti-Aircraft Flak Cannon(TX-862FC))(2)----Two twin-gun turrets are arrayed around the ship for maximum coverage.
Weight:4.5 tons
Range:10,000 ft
Damage:4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD six-round burst
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.

Auxiliary Vehicles:(Typical Complement)
20 STOL/VTOL Naval Aircraft(typically a mix of F-35 Avengers, TW Corsairs, SkyHawks, Crusaders, or SeaCougars)
6 Dragonfly Attack VTOLs(or heavy attack helicopters such as the Mohawk or Cheyenne)
4 Sea Sprite ASW Helicopters or 2 Vanstar COD aircraft
60 Flying Power Armors
10-20 Stormalong or Aqua-Tech Orca-100 Power Armors

Re: Paladin Steel Storefront

Posted: Tue Dec 29, 2009 11:26 pm
by ZINO
taalismn wrote:Maushop class Submarine Freighter
NICE !!!!!!!!!!!!!!!!!!!!!
“Contact bearing forty-five degrees portside...Making minimal headway...Okay, it’s drifting...They must be aware of us...Looks like our boy...”
“Weapons ready...Ping them...Code three-alpha pulse. Once.”
“Pinged....Okay, they just pinged us in return....two-one-two-three....Confirm ID?”
“ID confirmed...Take us up...”
Minutes later the officers were looking over black sea and light spray as the giant cargo submarine stood awash, water draining off its broad back as the vessel adjusted its lay in the water. Several turrets rose mushroom-like from the slick deck as surface point defense systems came on-line. Several hatches openned elsewhere on the long length of hull, and figures came out, all wearing floation gear and full body armor, and several of them obviously heavily armed... Though this meeting was supposedly friendly, one never went on the open seas on the Changed Earth without taking precautions...All too often, third, fourth, and even more parties could become involved in any action...
“See them yet?”
“No...but we just heard them blow ballast...any minute now...Ah! There they are!...”
The vessel that emerged from the mist looked positvely archaic....And not Kittani built at all...
“I-15 class,” muttered one of the more scholarly veteran sailors.”Pre-Rifts Japanese scout submarine.....aircraft hangar equipped...They’ve refitted her though...That propulsion system’s obviously Kittani, and so are those deck guns...most of them, anyway...the rest looks like magic...”
The refitted relic , if that was indeed what it was, ghosted silently next to the cargo sub. Lines were cast, hawsers pulled taunt, and muffled boarding ramps run down and across, connecting the two vessels. A squat form in rainslicker gear walked across from the Atlantean craft.
“My Master gives his greetings.”
“My president returns them.”
“You have them?”
The captain’s answer was a gesture...Immediately long crates was hoisted up onto the deck. Loading crews from both ships converged on them, and began moving them to the smaller vessel. On another gangplank, a number of smaller containers were being passed back to the larger ship, as well as a dozen or so cloaked figures.
Within fifteen minutes, the transfer was complete. Rampways were retracted, and lines cut free.....A quick nod passed between the two respective captains, and then they turned to drop down inside their commands. A minute later, the ocean was washing over the two submerging craft as they parted ways. Another moment, and not a single sign of the meeting in these waters remained.

The Maushop class SCV were the largest submarine vessel class currently in mass production by PS, until the advent of the Grand Banks- and Trieste-class supercarriers. These ambitious vesels are essentially enormous submarine cargo and vehicle carriers, inspired by observations of similar vessels built by several high-tech kingdoms in Florida, Europe, and in the Pacific. The Maushops, based on a combination of pre-Rifts cargo-sub design, and Russian missile sub plans, are truly giant vessels. In overall design, the Maushops resemble the pre-Rifts Russian Typhoon-class missile submarines,







with a conning tower placed aft of the vertical missile launch tubes, twin nacelled screws abaft, a magnetic-impeller ‘catepillar’ drive system, and a decoy/sonar pod on the vertical rudder. The bow of the Maushops is particularly large and bulbous, with a large triple-reinforced cargo hatch just aft of the bow. What makes this even more interesting is the fact that the cargo hatch leads to a watertight airlock bay that can be used as an enormous airlock when submerged, or as an auxiliary cargo bay. A secondary large hatch in the underside of the submarine can serve to allow for the servicing of underwater construction/retrieval equipment, or the launching and recovery of smaller submersible vehicles.
The internal cargo spaces, modified as hangar bays, are large enough to hold even gargantuan vehicles like combat robots and their servicing gantries. The Maushops mount more than adequate armor, and heavy armament, including a battery of long-range missiles(though they lack the ability to mount SLBMs of the sort carried by the Coalition SSBNs), fore and aft torpedo tubes, and laser turrets for close-in defense.
The Maushop-class is named for a Native American giant of legend, who was said to frequent the islands of Cape Cod and protect the tribes there, frequently providing them with whales the giant caught with his bare hands.
The GNEN operates several as logistics support ships, transporting supplies and personnel to units already at sea, and to distant theatres of operation. Paladin Steel has several operating in household service as merchantmen, carrying cargoes to transoceanic destinations, especially when surface conditions like ice, storms, or hostile naval forces interfere with regular shipping. The Corps of Exploration also has at least one ship to act as a mothership for long range survey missions.

Type: PS-UC-18-SCV
Class: Submersible Superhauler
Crew:80, plus up to 250 passengers/troops (750 if carrying only passengers)
MDC/Armor by Location:
Main Body 9,000
Conning Tower 1,000
Reinforced Pressure Hull 1,000
Rudder(1)(underwater)1,000
Main Thrusters(4) 300 each
MHD “Caterpillar” Drive(1) 500
Decoy/Sonar Pod 500
Forward Cargo Hatch 500
Ventral Cargo Hatch 500

Height:(Hull) 40 ft (W/ Conning Tower) 70 ft
Draft: 41 ft
Width: 80 ft
Length: 680 ft
Weight: 50,000 tons
Cargo: Can carry up to 12,000 tons of cargo
Powerplant: Nuclear Fusion, w/ 25 year energy life
Speed:(Surfaced) 35 MPH
(Submerged) 40 MPH
(MHD Drive, Underwater and surfaced): 30 MPH
Market Cost: Not available for sale. Costs PS about 400 million credits to construct one of these vessels
Systems/Features:
Standard Ship Features, plus:
*Long-range Sonar----(Passive) 10 miles, (Active) 50 miles
*Communications---Long Range Radio: 1,000 miles
*Periscope System w/ full optics, including pasive nightvision, telescopic, and laser range finding. Also includes a mast-mounted radar system(50 mile range) and radar detectors.
*Full Environmental System---Can sustain a breathable atmosphere for up to 75 days.
*Escape Pods---The Maushops have escape pods sufficient for the crew and the listed number of passengers. Each pod carries a solar-powered desalination kit and concentrated foodstuffs for two weeks(pill rations primarily).

*Transmitter Buoys---The sub crew can encrypt and record messages into these disposable floater pods, which then float to the surface, extend an antennae, ‘burp’-transmitt their scrambled message, then self-destruct. This allows the submarine to transmitt information without giving away their exact position, but they can’t recieve messages either.

*Desalination System---The ship can make its own fresh water from salt water.

*Stealth Systems---Acquired through some serious industrial espionage, PS has managed to develop its own stealthing measures for submarine use...though not as effective as those on the Coalition refits of the New Navy(-15% to enemy detection roles), PS is learning...

*MHD Propulsion System---A magnetic impellor system that sucks in water through forward intakes, like a turbojet, and expels it under pressure aft. Reduced speed, but it is 50% more quiet than the regular propulsion systems.

*Retractable Deck Cranes(4)---The Maushops incorporate four lift cranes, each with with a lifting capability of 45 tons. When not in use, they fold into the outer hull.

Weapons Systems:
1)Torpedo Tubes(6)---Mounted in the bow are six heavy torpedo tubes
Range: 10 miles
Damage:3d6x10 MD(HE) or 4d6x10 MD(plasma)
Rate of Fire:Volleys of 1,2,3, 4, 5, or 6
Payload:24 total; a full melee round/15 seconds is needed to reload a single torpedo
Note: May also be used to launch encapsulated Harpoon missiles, mines, SUBROCs, or decoy pods.

2)Long Range Missile Launcher Cells(12)---The Maushops mount 12 long-range missile launchers in a separate pressure hull/casemate forward of the main sail/conning tower. These cells cannot be reloaded from within the submarine.
Range:Varies by missile type
Damage:Varies by missile type
Rate of Fire: Volleys of 1,2, 3,4,6, 8, 10, or 12(all)
Payload:12

3)Albatross IV/Shrike III Medium Range SAMissiles ---Mounted in vertical-launch cells in the main sail, this forward firing missile's ability to track a number of targets is increased by the radar systems on the vehicle. It can receive tracking information from the launch vehicle, early warning aircraft, or its own internal radar system. If the radar systems are jammed, the missile can track using infrared systems.
Primary Purpose: Anti-Aircraft or Anti-Power Armor
Mega-Damage: 2D6X10 MD per missile
Rate of Fire: One at a time, or in volleys up to 6
Range: 75 miles (120 km) at a speed of Mach 3 (2010 mph/3236 km/h)
Payload: 18, another 18 can be loaded internally.
Note: The Albatross IV missile is +7 to strike due to its internal radar and infrared tracking systems as well as information from the launch vehicle.

4)Blue-Green Lasers(6, two on the sail/conning tower, two forward, and two aft ventral)
Range:4,000 ft
Damage:1d6x10 MD per single blast
Rate of Fire: ECHH
Payload: Effectively unlimited

5)PS-L-CIWS Vulcan Chain Guns(aka “Button Guns”)(1, mounted in a well in the mast)---This installation, introduced on the Minotaur Battle Robot, then adapted as an air defense weapon option for the VW Camper Gunship, has been adapted for shipboard use as PS’s standard light maritime weapons system. The system is a very compact and neat installation that takes up little space, and has been compared to the pre-Rifts Russian ADMG-630 30mm Gatling CIWS that saw extensive service aboard Russian warships. The PS-L-CIWS is often called the “Button Gun” because of its squat, flattened dome-like turret.
The Maushop carries a retracting L-CIWS in its mast for close-in defense when on the surface.
Range: 4,000 ft
Damage: 1d4x10 MD per 20 rd burst(can only fire bursts)
Rate of Fire: EGCHH, as an automated defense system linked to a radar/sensor system, the “Button Gun” has a +2 to strike, and four attacks per melee.
Payload:8,000 rd drum(200 bursts)

6)Countermeasure Launchers(4, 2 in the conning tower, two in the tail vanes). These launchers can deploy Deep Flares, Screamers, and other acoustic decoys. Note also that the torpedo tubes can be used to launch long-range ‘smart’ decoys.
Screamers are specialized one-use munnitions that when fired, broadcast a massive burst of noise across all audio/sonic frequencies, with the intended effect of destroying acoustic target(sonar) locks, and allowing the sub to escape opponents using sonar to detect or track them. -60% to track the sub via sonar while the Screamer is in effect, while sonar-guided weapons are -10 to strike. plus accoustic-homing weapons will break target lock to attack the decoy.
Screamers also have the effect of stunning dolphins, whales, and other creatures using natural sonar and echo location. These creatures are disoriented/stunned for 1d4 melees.
A typical screamer will last 1d4 melees until it burns out or is destroyed.
Screamers can also be fused to ignite/activate anywhen up to a minute(4 melees) after deployment.
Note: Screamers will affect the user’s own sonar systems.
Range: 6,000 ft
Damage: None
Rate of Fire: Can fire off Screamers in salvos of 1 or 2
Payload: 10 Screamers per launcher

Auxiliary Vessels:
2 Polyphemus Sub-Crawlers
6 Sea Robin Mini-subs
10-20 Stormalong or Aqua-Tech Orca-100 Power Armors



NICE !!!!!!!!!!!!!!!!!!!!!
Variants:
*Maushop II SSCV-----During the Pacific War with the Horune, Paladin Steel found itself in serious need of carrier craft to take the war to the Horunes’ island bases. Two Maushops were quickly converted into submarine aircraft carriers for the purpose. Obviously inspired by observations of the New Navy in the Pacific, the carriers actually required little design modification, having already been designated as ‘Assault Carriers’ in their original forms. Two extra lengths of hull were spliced in, increasing the hull’s length by about sixty feet, the sail was expanded to allow for the added communications gear and triple-A armaments(to protect the submarines during their vulnerable surface aircraft operations), the heavy missile armament casemates were redesigned to fit in an extra elevator platform, and armor was upgraded. Engines, primary systemry, and the main armaments remained unchanged. Cargo space was diminished in favor of flight crew quarters and hangar space. Rather than rename the ship class, the name Maushop was retained, in part to confuse any spies as to the true nature and purpose of the rebuilt craft.
The two Maushop IIs were launched just before the Horune assault that crippled much of PSW’s shipbuilding capacity at New Bremerton, including the super-SSCVs under construction in slips adjacent to PS West’s conversion yards. The two vessels were on sea trials beyond Pudget Sound, and escaped enemy detection, though embarked aircraft from both SSCVs did assist in the pursuit and ultimate destruction of the raiders. The addition of the two SSCVs to the Pacific Fleet squadrons didn‘t play a pivotal role in determining the ultimate outcome of the war, but their use in screening the North Pacific and providing hidden air support for the picket fleets did prevent Horune elements from flanking the Western Alliance and splitting their forces during the final assaults on the Hawaiian islands.
The GNEN continues to use these craft, and new construction of the SSCV design (rather than conversions) carried out at the rebuilt New Bremerton shipyards. The older vessels have been shifted to Mercantile Escort, while the newer vesels serve with the GNEN main fleets, or as the center of detached submarine flotilla taskforces.
Changes/Modifications:
MDC/Armor by Location:
Main Body 9,800
Conning Tower 1,800
Weapons Systems:(in addition to existing systems)
1)Tri-Laser(PSMBL-3E) Turrets(2)---Adapted from the Glitterboy No. 7 of South America, these lasers provide a photonic air defense, especially when linked to advanced targeting systems similar to those on the regular PDS cannon.
Range: 8,000 ft
Damage: 2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Radar Targeting Bonus: +3 to strike

2)40mm Rail Gun Turrets(PS-862 FC Interchangeable, Recoilless, Anti-Aircraft Flak Cannon(TX-862FC))(2)----Two twin-gun turrets are arrayed around the ship for maximum coverage.
Weight:4.5 tons
Range:10,000 ft
Damage:4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD six-round burst
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.

Auxiliary Vehicles:(Typical Complement)
20 STOL/VTOL Naval Aircraft(typically a mix of F-35 Avengers, TW Corsairs, SkyHawks, Crusaders, or SeaCougars)
6 Dragonfly Attack VTOLs(or heavy attack helicopters such as the Mohawk or Cheyenne)
4 Sea Sprite ASW Helicopters or 2 Vanstar COD aircraft
60 Flying Power Armors
10-20 Stormalong or Aqua-Tech Orca-100 Power Armors

Re: Paladin Steel Storefront

Posted: Wed Dec 30, 2009 3:18 pm
by taalismn
Paladin Steel DimCorps ’Goddard’ Out-Dimension Light Low Orbital SurveySatellite (LLOSSAT) System

“I need some eyes up, and fast! “
----Major Ethan Scarason, Project Outstep

Paladin Steel is one of the few Rifts Earth nation-states to develop hardware specifically for extradimensional exploration---even if that same hardware has little or no application back home. Part of this emphasis on exploration is due to Paladin Steel’s desire to find markets, resources, and allies without tipping their hand and endangering those same resources to Earthly enemies. However, extensive outdimension exploration has its own risks, such as exposing the struggling nation-states of Rifts Earth to previously unknown enemies, in addition to those they already have. Well aware of the dangers of recklessly sticking their noses into unknown territory, Paladin Steel has seen fit to train and outfit its dimensional explorers to quickly assess, map, and evaluate new worlds for commercial potential, and get the hell out if they spot potential danger....ideally BEFORE that danger spots THEM.
The ‘Goddard’ LLOSSAT system was developed specifically to allow planetside exploration teams of the DimCorps to perform quick satellite scans and surveillance of planets beyond the Rifts. Because it isn’t always possible or convenient to bring a fully equipped spacecraft or even manned aircraft through a Rift, PS has designed a vehicle-portable mini-satellite launch system that can put small spy-satellites into low orbit.
The ‘Goddard’ carrier vehicle is the venerable Megabago chassis, modified into something akin to a pre-Rifts Soviet ‘Scud’ or American Pershing II IRBM carrier, carrying a single multi-stage high-acceleration missile. The LLOSSAT launch vehicle is designed with low observibility(radar-absorbant or deflecting materials and advanced ‘cold-jet’ propulsion) and high acceleration, allowing the rocket to quickly gain useful surveillance orbit (hopefully) without being detected by any natives with technological detection devices. The missile itself uses a special modular solid-fuel propulsion design, allowing additional fuel modules to be added, increasing the initial length and weight of the projectile, and requiring reprogramming of the internal burn regulation system, but allowing the LLOSSAT to be configured for greater range, faster acceleration, or heavier payload. In a few special cases, the launcher may also be custom-configured with strap-on boosters, requiring some adjustment of the launch cradle and erector scaffold.
The LLOSSAT itself is a relatively inexpensive, modular, and expendable sensor platform based on previous generations of surveillance drone missiles, but with a wider angle of observation, and broad-band EM sensors. A number of different models exist, but the PALANTIR-C model mini-sat is considered the ‘standard’ first-fly sensor platform; a low-cost broad-spectrum sensory data gatherer that can quickly gather general data about unknown territory.
Standard proccedure calls for teams, once they’ve secured their basecamp and Rift point, and ascertained no potential high-tech threats in their immediate area, to erect and launch a LLOSSAT to acquire a quick, wide-angle orbital look-see survey of the planet they’re on, mapping general forms of continents, bodies of water, and possible EM activity. If no appreciable native activity(hostile or otherwise) is detected, the exploration group may launch additional LLOSSATs for greater coverage and more detailed survey, as well as communications relays for wide-area mapping drones and ground exploration. If technological activity is detected(or, god forbid, the LLOSSAT gets shot down!) the exploration team may elect to proceed with greater caution, or pull up stakes and retreat back through the home rift before the hostiles backtrack the origin point of the launch, and come a-calling.
The ‘Goddard’ typically operates in conjunction with several other vehicles; a launch prep vehicle, satellite prep carrier, dedicated tracking and communications vehicle, and a command van. Besides readying and controlling the projectile through actual flight, these vehicles also handle the important task of determining launch profile(with regard to local gravity and estimated depth of atmosphere) well before launch. Additional scientific and utility vehicles may be added to modify the recon package and launch booster if required. The LLOSSAT system has also been adapted for carriage on modified Megabago, Slepnir, Drom, and Rambo vehicles, as well as surface and submersible naval vehicle launch(original wheeled carrier depicted below).
The LLOSSAT system is currently used only by Paladin Steel’s DimCorps’ branch of the Explorer Corps. In order to recoup expenses for system development and mission attrition, however, PS has considered developing the launch carrier and vehicle as a surveillance or ASAT system for sale out-dimension to low-tech planetary powers elsewhere in the Megaverse.
Type: PS-RS-RV-01C(LLOSSAT)
Class: Heavy Utility Vehicle, Light Low Orbital Survey Satellite Launch System
Date of Introduction: 108 PA
Crew: Five(driver, two flight engineers, sensor officer, and commander/gunner)
MDC/Armor by Location:
Main Body 400
Reinforced Crew Compartment 120
Wheels(6) 50 each
Hoverjets(6) 40 each
Laser Turrets(1) 60
Sensor Turret 100
LLOSSAT Launcher(1) 250
Height: 12 ft
Width: 20 ft
Length: 34 ft
Weight: 28 tons
Cargo: Enough space in the crew cabin for several supply/survival packs, and sidearms for the crew.
Powerplant: Nuclear Fusion (w/ 25 yer energy life)
Speed: (Ground) 80 MPH
(Air/Hover): 350 MPH, maximum altitude 500 ft
(Space): Not possible
(Underwater): Not possible
Market Cost: 18 million credits
Systems of Note:
*Computer Fire Control/Tracking System---This system correlates sensor data, computes ballistic tracks, and provides targeting solutions and data for optimal launch window timing. A steerable dish antennae works to track the TVMC launch vehicle and provide last-minute inflight course correction data via a directional laser-com.
*Directional Radar/Laser Tracking---A narrow-beam radar and laser ranging and tracking system used for following the TVMC after launch. The system has long range(500 miles for radar, 1,000 miles for the laser), but is too focused for air search and threat detection.
Weapons Systems:
1) Close-in Laser Turret(1)---Though not intended for any sort of combat, the ‘Goddard’ retains a single laser turret for self-defense(most natives of Rifts Earth feel uncomfortable without at least one weapon on hand or on their vehicle).
Range: 4000 ft
Damage: 6d6 MD per blast
Rate of Fire: Six times per melee
Payload: Effectively unlimited

2) TVMC-03 “Big Bird” Low Orbital Launch System----The TVMC launch vehicle used in the LLOSSAT system is an adaptation of the TVM missile developed for the GNE’s TCM programme. The TVMC-03 is an advanced storable solid propellant chemical propulsion two-stage rocket capable of reaching terrestrial-world low orbit to deliver a light satellite payload.
Size: 35 ft long, 3.5 ft in diameter
Weight: 10,000 lb launch weight
MDC: 80
Range: LEO Orbit of 200-350 miles
Payload: Can loft a 650 lb satellite payload into LEO
Exact specifications of the satellite can vary, but the standard PALANTIR-C mini-sat has the following specs/features:
*Long Range Radio/Video Communications----Uses high-density encrypted ‘squirt’ data transmission to transmit collected information.
* Wide-Angle Optics---Can survey a 60-mile wide swath of territory(w/ 10 meter resolution) per pass.
*Broad-Band Electromagnetic Sensors---Designed to quickly survey local EM activity(radio transmissions, radar, etc.)
*Kirillian-KIS4 MetaEnergy Sensor---A ‘fisheye’ sensor that can detect the presence of major leyline activity or widespread high-concentration PPE activity from LEO; not terribly accurate or suited for detecting more localized activity in detail.
*3 week battery endurance
*Low Sensor Signature
*Self-Destruct---In order to prevent the LLOSSAT from falling into the wrong hands, the satellite has a fusion block destruct mechanism integrated into it that will (hopefully) vaporize the device and scatter the particles.

Re: Paladin Steel Storefront

Posted: Fri Jan 01, 2010 2:38 pm
by taalismn
Borrowing 89er’s Paragon Progress for justification for an idea or two.....


Paladin Steel PSETMP-02 ‘Bubbler’ Projector
“Isn’t blowing bubbles FUN?”

This weapon is a bizarre adaptation of alien technology; an energy to matter conversion system that produces a stream of matter, in this case translucent bubbles, from power fed from an e-clip or other power source. The projector produces a thick stream of large bubbles that can be used to obscure and blind opponents. It can also create a kinetic barrier that anybody trying to crash through will find difficult to pass.
The ‘Bubbler’ is available as both a handheld pistol-like weapon and as a bionic weapon module.
The Bubbler is being marketed as a reduced-lethality weapon with security and police agencies in mind as the most likely buyers. Most adventurers and mercenaries regard the weapon as more of a novelty than a serious weapon, so sales have been poor in those quarters. Still, the PSETMP-02 is seeing some interest from more pacificistic-minded souls looking for a defensive weapon, and from security agencies looking at capture devices.
Despite ongoing experiments with the technology, PS engineers have yet to be able to use the technology to produce other forms of matter from energy, only the bubbles.
Weight: 6 lbs
Range: 500 ft, and covers a 12 ft area per shot.
Damage/Effects:
Creates an area of thick, obscuring, bubbles; anybody caught in the middle of the mass of bubbles will find their speed and all combat bonuses reduced by HALF.
Anybody caught in the foam or trying to see through it will be -6 to strike anybody on the other side, due to the obscuring/distorting effects of the bubbles.
Energy weapons firing through the bubbles do only HALF damage, as their cohesion is dispersed by the distorting effect of the bubbles.
Trying to bat the bubbles aside, or force one’s way through, will cause 1d6 or more of the bubbles to pop, delivering an unexpectedly powerful kinetic jolt to the victim; both the bubbles and the victim to roll, with the (Human-sized)victim trying to beat the bubble roll to maintain their balance (-1 per bubble popping) or be knocked down(lose initiative and 1 APM getting back up).
Bubbles persist for 2d6 melees before evaporating; they can be projected underwater(though range will be HALF that in air).
Rate of Fire: ECHH
Payload: 25 shots from a standard E-clip, 40 shots from a long e-clip
Cost: 12,000 credits for the pistol model, 10,000 credits for the bionic weapon version

Paladin Steel PSETMP-03 ‘BindaGun’ Restraint Projector
(aka ‘RubbaShoota’, ‘Bander’)
“Got a little enthusiastic wrapping this one, huh? I hope you got the right person at least, ‘cause I can’t see who’s under all these things.”

This is a restraint projector that fires contracting loops of stabilized energy that entangle and restrain a target( roughly equiv. to the Minor Power ‘Power Bands’ in Powers Unlimited One). One they hit a target, the loops of energy contract, ideally entangling a limb or two, and trapping the target, hindering their movements. The projector itself has a long, retangular frame with fore and back handgrips, and a firing slot in the front. It is powered by a conventional e-clip or power-link.
Newly introduced, beginning with law enforcement groups in the GNE, the BindaGun has already met with enthusiasm from police, despite the initially high cost per unit. This positive early response has Paladin Steel executives optimistic about BindaGun sales to bountyhunters and other law groups, but has concerned some abolitionist groups about what may happen if the technology were to fall into the hands of slavers.
Weight: 8 lbs
Range: 300 ft
Damage/Effect: Produces glowing bands of force that have 50 MDC each. Breaking them requires a combined P.S. of 70, or a Supernatural P.S. of 30 or more.
The binders disperse after 6 hours, or can be broken/dispersed by a special energy disruptor tool.
Flying binders can be dodged as normal
Rate of Fire: ECHH
Payload: 8 shots from a standard E-clip, 16 shots from a long e-clip
Cost: 65,000 credits

Re: Paladin Steel Storefront

Posted: Sat Jan 02, 2010 12:56 am
by ZINO
AND here are some pic
http://upload.wikimedia.org/wikipedia/c ... rt-iif.jpg



taalismn wrote:Paladin Steel DimCorps ’Goddard’ Out-Dimension Light Low Orbital SurveySatellite (LLOSSAT) System

“I need some eyes up, and fast! “
----Major Ethan Scarason, Project Outstep

Paladin Steel is one of the few Rifts Earth nation-states to develop hardware specifically for extradimensional exploration---even if that same hardware has little or no application back home. Part of this emphasis on exploration is due to Paladin Steel’s desire to find markets, resources, and allies without tipping their hand and endangering those same resources to Earthly enemies. However, extensive outdimension exploration has its own risks, such as exposing the struggling nation-states of Rifts Earth to previously unknown enemies, in addition to those they already have. Well aware of the dangers of recklessly sticking their noses into unknown territory, Paladin Steel has seen fit to train and outfit its dimensional explorers to quickly assess, map, and evaluate new worlds for commercial potential, and get the hell out if they spot potential danger....ideally BEFORE that danger spots THEM.
The ‘Goddard’ LLOSSAT system was developed specifically to allow planetside exploration teams of the DimCorps to perform quick satellite scans and surveillance of planets beyond the Rifts. Because it isn’t always possible or convenient to bring a fully equipped spacecraft or even manned aircraft through a Rift, PS has designed a vehicle-portable mini-satellite launch system that can put small spy-satellites into low orbit.
The ‘Goddard’ carrier vehicle is the venerable Megabago chassis, modified into something akin to a pre-Rifts Soviet ‘Scud’ or American Pershing II IRBM carrier, carrying a single multi-stage high-acceleration missile. The LLOSSAT launch vehicle is designed with low observibility(radar-absorbant or deflecting materials and advanced ‘cold-jet’ propulsion) and high acceleration, allowing the rocket to quickly gain useful surveillance orbit (hopefully) without being detected by any natives with technological detection devices. The missile itself uses a special modular solid-fuel propulsion design, allowing additional fuel modules to be added, increasing the initial length and weight of the projectile, and requiring reprogramming of the internal burn regulation system, but allowing the LLOSSAT to be configured for greater range, faster acceleration, or heavier payload. In a few special cases, the launcher may also be custom-configured with strap-on boosters, requiring some adjustment of the launch cradle and erector scaffold.
The LLOSSAT itself is a relatively inexpensive, modular, and expendable sensor platform based on previous generations of surveillance drone missiles, but with a wider angle of observation, and broad-band EM sensors. A number of different models exist, but the PALANTIR-C model mini-sat is considered the ‘standard’ first-fly sensor platform; a low-cost broad-spectrum sensory data gatherer that can quickly gather general data about unknown territory.
Standard proccedure calls for teams, once they’ve secured their basecamp and Rift point, and ascertained no potential high-tech threats in their immediate area, to erect and launch a LLOSSAT to acquire a quick, wide-angle orbital look-see survey of the planet they’re on, mapping general forms of continents, bodies of water, and possible EM activity. If no appreciable native activity(hostile or otherwise) is detected, the exploration group may launch additional LLOSSATs for greater coverage and more detailed survey, as well as communications relays for wide-area mapping drones and ground exploration. If technological activity is detected(or, god forbid, the LLOSSAT gets shot down!) the exploration team may elect to proceed with greater caution, or pull up stakes and retreat back through the home rift before the hostiles backtrack the origin point of the launch, and come a-calling.
The ‘Goddard’ typically operates in conjunction with several other vehicles; a launch prep vehicle, satellite prep carrier, dedicated tracking and communications vehicle, and a command van. Besides readying and controlling the projectile through actual flight, these vehicles also handle the important task of determining launch profile(with regard to local gravity and estimated depth of atmosphere) well before launch. Additional scientific and utility vehicles may be added to modify the recon package and launch booster if required. The LLOSSAT system has also been adapted for carriage on modified Megabago, Slepnir, Drom, and Rambo vehicles, as well as surface and submersible naval vehicle launch(original wheeled carrier depicted below).
The LLOSSAT system is currently used only by Paladin Steel’s DimCorps’ branch of the Explorer Corps. In order to recoup expenses for system development and mission attrition, however, PS has considered developing the launch carrier and vehicle as a surveillance or ASAT system for sale out-dimension to low-tech planetary powers elsewhere in the Megaverse.
Type: PS-RS-RV-01C(LLOSSAT)
Class: Heavy Utility Vehicle, Light Low Orbital Survey Satellite Launch System
Date of Introduction: 108 PA
Crew: Five(driver, two flight engineers, sensor officer, and commander/gunner)
MDC/Armor by Location:
Main Body 400
Reinforced Crew Compartment 120
Wheels(6) 50 each
Hoverjets(6) 40 each
Laser Turrets(1) 60
Sensor Turret 100
LLOSSAT Launcher(1) 250
Height: 12 ft
Width: 20 ft
Length: 34 ft
Weight: 28 tons
Cargo: Enough space in the crew cabin for several supply/survival packs, and sidearms for the crew.
Powerplant: Nuclear Fusion (w/ 25 yer energy life)
Speed: (Ground) 80 MPH
(Air/Hover): 350 MPH, maximum altitude 500 ft
(Space): Not possible
(Underwater): Not possible
Market Cost: 18 million credits
Systems of Note:
*Computer Fire Control/Tracking System---This system correlates sensor data, computes ballistic tracks, and provides targeting solutions and data for optimal launch window timing. A steerable dish antennae works to track the TVMC launch vehicle and provide last-minute inflight course correction data via a directional laser-com.
*Directional Radar/Laser Tracking---A narrow-beam radar and laser ranging and tracking system used for following the TVMC after launch. The system has long range(500 miles for radar, 1,000 miles for the laser), but is too focused for air search and threat detection.
Weapons Systems:
1) Close-in Laser Turret(1)---Though not intended for any sort of combat, the ‘Goddard’ retains a single laser turret for self-defense(most natives of Rifts Earth feel uncomfortable without at least one weapon on hand or on their vehicle).
Range: 4000 ft
Damage: 6d6 MD per blast
Rate of Fire: Six times per melee
Payload: Effectively unlimited

2) TVMC-03 “Big Bird” Low Orbital Launch System----The TVMC launch vehicle used in the LLOSSAT system is an adaptation of the TVM missile developed for the GNE’s TCM programme. The TVMC-03 is an advanced storable solid propellant chemical propulsion two-stage rocket capable of reaching terrestrial-world low orbit to deliver a light satellite payload.
Size: 35 ft long, 3.5 ft in diameter
Weight: 10,000 lb launch weight
MDC: 80
Range: LEO Orbit of 200-350 miles
Payload: Can loft a 650 lb satellite payload into LEO
Exact specifications of the satellite can vary, but the standard PALANTIR-C mini-sat has the following specs/features:
*Long Range Radio/Video Communications----Uses high-density encrypted ‘squirt’ data transmission to transmit collected information.
* Wide-Angle Optics---Can survey a 60-mile wide swath of territory(w/ 10 meter resolution) per pass.
*Broad-Band Electromagnetic Sensors---Designed to quickly survey local EM activity(radio transmissions, radar, etc.)
*Kirillian-KIS4 MetaEnergy Sensor---A ‘fisheye’ sensor that can detect the presence of major leyline activity or widespread high-concentration PPE activity from LEO; not terribly accurate or suited for detecting more localized activity in detail.
*3 week battery endurance
*Low Sensor Signature
*Self-Destruct---In order to prevent the LLOSSAT from falling into the wrong hands, the satellite has a fusion block destruct mechanism integrated into it that will (hopefully) vaporize the device and scatter the particles.

Re: Paladin Steel Storefront

Posted: Sat Jan 02, 2010 3:32 pm
by taalismn
Paladin Steel ‘SkyDagger’ XF-UCV-45 Fighter Drone
(aka ‘CyberDagger’)

“It is readily apparent to me that, despite their much publicized prohibitions on experimenting with Mechanoid A.I. technology, they are clearly doing just that, if not secretly consorting with those alien monsters to develop new weapons to use against us! That is, if the obvious has not already happened...that their devil’s deal has backfired on them, and the company is now little more than a front for a second wave of the monsters, using the factories they helped their dupes set up to churn out a new army of airborne robot killers! There can be no other explanation for the performance of their new airborne weapons, except a deal with evil outside influences!”
-----John-Renau Torraneau, Free Quebec Councilman


The XF-45 is the culmination of PS’s (conventional) drone fighter development programme, and was greatly influenced by recovered files on the U.S. Empire’s pre-Rifts Northrop Grumman Pegasus and Boeing X-45 drone aircraft, as well as studies of Mechanoid robot combat drones. The XF-45 looks like a black arrowhead, roughly the size of an F-15, its smooth angles broken only by a jag-toothed air intake. In order to preserve its stealth hull contours, the XF-45 stores its weaponry internally, which does limit what it can carry(as opposed to underwing pylons), but engineers feel that the superior handling and ambush factor are worth diminished weapon load. Most of what was learned and developed for the QF-4 Phantom was applied to the XF-45, and in terms of weaponry, the two craft are virtually identical, but the XF-45 is lighter, faster, and more agile, as well as possesses superior stealth characteristics. Furthermore, experience gained with the XF-45 would allow PS to finalize the design for the ‘Tempest’ TW Cruise Missile, which would follow the original Boeing X-45 design scheme, but with the programming of the XF-45.
The XF-45 first saw combat action in the support of Kingsdale, when wings of the small robot stealth fighters were used to escort aerial relief trains of cargo aircraft to the kingdom. When Coalition fighters detected the air convoy and attempted to intercept, they discovered the presence of a heavy escort of fast, incredibly agile, sensor-invisible attack craft that sent the CSAF squadrons hustling back to their aerodromes with heavy damage and substantial losses.
A Mark II variant is also available as a hypersonic high altitude response fighter intended for intercepting high-flying missiles and enemy aircraft, and are also used for strategic recon missions. These high-speed models are produced in smaller numbers than the Mark I, and are typically deployed at critical defense air facilities near the major cities of GNE. They are otherwise identical to the Mark I models.

Type: PS-XF-UCV-45 SkyDagger
Class: Semi-Autonomous Unmanned Combat Vehicle
Date of Introduction: 108 PA
Crew: None, robot drone
MDC/Armor by Location:
Main Body 250
Height: 6 ft
Width: 27 ft wingspan
Length: 27 ft
Weight: 5,500 lbs
Cargo: None; unless the weapons pallets are replaced with cargo modules, in which case it can carry up to 2,000 lbs of payload/instrumentation
Powerplant:Liquid-Fuelled TurboFan (4,000 mile range) or Nuclear w/ 5 year energy life
Speed: Hover to Mach 3 at a ceiling altitude of 45,000 ft
(Mrk II) Hover to Mach 6
Cost: Not available for sale outside GNE, but a fully operational drone, ready for use, could fetch up to 10 million credits or more
Systems of Note:
Radar------100 mile range
Basic Robot Optics
Radar Detector/EM Warning Sensor
Inertial Guidance
Long Range Radio/Video Transmission----600 miles
*Optional Autonomous Control or Remote Piloting
*Parachute Recovery System
*Self-Destruct System---Self-contained plasma demolition charge that completely slags the drone beyond salvage/study.
*Stealth Design----The XF-45 is designed to have a small radar return signature. with a blended wing design, minimal return surfaces, and extensive use of radar absorbent materials. The XF-45 is -30% to detect with Read Sensory Instrument rolls, and radar-guided weaponry is -2 to strike

Weapons Systems:
1) Twin Pulse Lasers(2)---Built into the leading edge of the wings are two pulse lasers
Range:4000 ft
Damage: 1d4x10 MD per triple shot pulse, 2d4x10 MD per double simultaneous blast(counts as one attack)
Payload: 200 shot battery if conventionally powered. Effectively unlimited if nuclear powered

2) Weapons Bays(2)---Mounted just outboard of the centerline of the main body are two weapons bays for holding weapons and additional equipment; PS engineers deliberately designed them to be able to hold the same options as those available to the Phantom drone fighter. However, for future weapons developments the size of these niches limits the sort and size of weaponry carried, as large payloads are unable to fit inside the cavities and thus hamper the drone’s handling, performance, and stealth feaures. Each bay may hold ONE of the following:
a) Heavy Droptank---Extends range of liquid-fuelled models by 500 miles(the lighter weight and superior aerodynamics of the the XF-45 allows for a 25% increase in range on the same amount of fuel)
b) Cargo Pod-----Up to 1,000 lbs of cargo
c) Recon Pod---Standard Recon mission loadout consists of a Hycon II high-res digital imaging system able to wide-angle and record an image swath 22 miles wide by 800 miles long, with 1 ft image resolution, thermo-imaging and infra-red, low-lite enhance, and EM-band surveillance/recording.
d) Mini-Missiles---10 MMs
e) Short Range Missile Pod----6 SRMs
f) Medium Range Missile Pod---3 MRMs
g) Long Range Missile---ONE LRM may be carried
h) Heavy Rail Gun Pod----KTH-65 32mm Assault Rail Gun Pod
Mega-Damage: Varies by shell type
Shell Types:
APFS-DU (Armour Piercing Fin Stabilized, Depleted Uranium) - 5D6x10 MD , no blast radius
HESH (High Explosive Squash Head) - 5D6 MD plus 5D6 SDC to the person(s) inside the object.
HE (High Explosive) 1D6x10 MD to a 5 (16ft) radius
HEG (High Explosive, Guided) - 2D6x10 MD to a 2m (7ft) radius
Rate of Fire: single shots
Maximum Effective Range: 1600m (1 mile) in atmosphere
Payload: 100 rds

i) Heavy Gatling Cannon------ This oversized weapon, actually a six-barrelled ‘Taskin’ Rifle spews high explosive shells at a rate that would melt a lesser weapon’s barrel.
The ‘B’ model has been configured as a GU-11-style rifle pod with a longer barrel, and twenty percent more range.
Range: 4,000 ft(16,000 ft in space)
Damage: 4d4 MD single shot (2 ft blast radius)
1d4x10 MD per 5 rd burst (2.5 feet blast radius)
2d4x10 MD(3 feet blast radius) per 10 rd burst(but -1 to strike)
4d6x10 MD(6 feet blast radius) for a 40 rd burst ( -2 to strike)
Rate of Fire: EPCHH
Payload: 2,000 rd drum

j)PS-XGECAL 50 “Ripkiller-C” ---A new weapon, 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. In theory, the XGECAL 50 can fire off 8,000 rounds per minute(or 2,000 rounds a melee), but PS has limited the weapon to a maximum of 100 rounds per burst , and even that can shoot the magazines dry in one melee! Only a special coolant jacket, shock-absorbing stabilizer, and burst limiter prevent this weapon from tearing itself apart under maximum rate of fire, and keeps enough rounds on target to inflict maximum damage. The weapon also tears out its meter-long barrel linings faster than any other weapon in PS service(a cannon barrel is estimated to have a standard combat life of 4,000 shots).
Range: 19,000 ft!
Damage: 1d4 MD single shot, 4d6 MD per 12 shot burst(1 attack), 1d4x10+10 MD per 24 rd burst(2 attacks), 2d6x10 MD per 60 rd burst(3 attacks), 4d6x10 MD per 120 shot burst(takes ALL attacks that melee)
Rate of Fire: ECHH
Payload: 1,200 round drum (10 full-melee bursts)

k) Laser Pod-----This is the PS-RFL-25, the so-called “Prosek’s Gift’ thanks to its being derived from a reverse-engineered Coalition weapon!
Range: 6,000 ft
Damage:2d4x10 MD per blast
Rate of Fire: ECHH
Payload: 200 shot battery if conventionally powered. Effectively Unlimited if nuclear powered

l) Particle Beam Cannon Pod-----Same range as the laser pod, same damage potential, but slightly higher damage curve.
Range: 6,000 ft
Damage: 1d6x10+20 MD per blast
Rate of Fire: ECHH
Payload: 200 shot battery if conventionally powered. Effectively unlimited if nuclear powered

m) Bombs---can carry ‘iron’ or ‘smart’ bombs; either take the equivalent missile warhead and DOUBLE the blast radius, or can carry TWICE the number of warhead equivalents as missiles. Or use the following:(can carry 1,000 lbs of ordnance per bay)
*250-lb Bomb----2d4x10 MD to 50 ft blast radius
*500-lb Bomb----4d4x10 MD to 60 ft blast radius
*750-lb Bomb----4d6x10 MD to 65 ft blast radius
*1,000-lb Bomb----1d4x100 MD to 70 ft blast radius

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

o) Shock Cannon(modified copy of the Triax TX-275 ‘Lightning’ Arc Charge Blaster
Range: 3,000 ft
Damage: 6d6 MD per blast, plus:
01-15: No damage
16-30 Instruments flicker out, before coming back online in 1d4 seconds. Target loses Initiative.
31-45 All weapons temporarily out, and minor electrical fires. One system comes back online in 1d4 melee rds.
46-60 All systems temporarily out, and minor electrical fires. -30% to piloting skills if target is a manned vehicle. Systems come back online after 1d4 melee rds.
61-75 Communications, radar, and targeting are disabled, but weapons systems are unaffected. -3 to strike and no initiative. Damage requires physical repair.
76-90 Instruments are completely totaled. If a manned vehicle, the following skill penalties apply; -25% at one-third of maximum speed, -50% at HALF maximum speed, and -75% at full speed. NO initiative roll, -3 to dodge(-5 if an AI), -3 to strike(-5 if an AI), and lose one action per melee round(2 if an AI)
91-00 Total knockput. Controls do not respond, and machine is out of control. Crash/collapse/total shutdown within 2d4 minutes.
Rate of Fire:ECHH
Payload: 200 shot battery if conventionally powered. Effectively unlimited if nuclear powered

p)Plasma Cannon Pod
Range: 6,000 ft
Damage: 2d6x10 MD per blast
Rate of Fire: ECHH
Payload: 200 shot battery if conventionally powered. Effectively unlimited if nuclear powered

Programming:
Navigation: (air) 90%
Read Sensory Instruments 90%

Autonomous Combat Mode gives it the following bonuses:
Attacks per Melee: 6
+2 Strike
+4 Dodge
+2 Roll
+1 Initiative

Variants:
*XF-UCV-45 Mrk II---Hypersonic model, capable of hitting speeds of Mach 6. It’s estimated to cost roughly 30 million credits per unit
*XF-UCV-45N---Navalized unit, designed with folding wings, for both surface carrier launch, and submarine launch, from modified SLBM-tubes or deck pods. The XF-UCV-45N can be launched from underwater, boosted to the surface by a disposable rocket booster, where the drone’s own propulsion system cuts in. It is otherwise identical in all regards to the standard XF-UCV-45.

Re: Paladin Steel Storefront

Posted: Sat Jan 02, 2010 8:37 pm
by ZINO

Re: Paladin Steel Storefront

Posted: Sun Jan 03, 2010 10:56 am
by abtex
ZINO wrote:Paladin Steel ‘SkyDagger’ XF-UCV-45 Fighter Drone
(aka ‘CyberDagger’)

The XF-45 looks like a black arrowhead...

XF-45 or XF-45C or XF-46A?

Re: Paladin Steel Storefront

Posted: Sun Jan 03, 2010 2:54 pm
by taalismn
abtex wrote:
ZINO wrote:Paladin Steel ‘SkyDagger’ XF-UCV-45 Fighter Drone
(aka ‘CyberDagger’)

The XF-45 looks like a black arrowhead...

XF-45 or XF-45C or XF-46A?


Go with the -c... :D

Re: Paladin Steel Storefront

Posted: Sun Jan 03, 2010 3:04 pm
by taalismn


close, but ours are a bit smaller and more compact.. :D

Re: Paladin Steel Storefront

Posted: Sun Jan 03, 2010 10:33 pm
by ZINO
taalismn wrote:
abtex wrote:
ZINO wrote:Paladin Steel ‘SkyDagger’ XF-UCV-45 Fighter Drone
(aka ‘CyberDagger’)

The XF-45 looks like a black arrowhead...

XF-45 or XF-45C or XF-46A?


Go with the -c... :D



?

Re: Paladin Steel Storefront

Posted: Mon Jan 04, 2010 6:30 am
by abtex
ZINO wrote:
taalismn wrote:
abtex wrote:
The XF-45 looks like a black arrowhead...

--> XF-45 or XF-45C or XF-46A? <---

Go with the -c... :D


?

Hit the link and see the pictures on the page.
Now which one does not looks like an Arrowhead?

Re: Paladin Steel Storefront

Posted: Mon Jan 04, 2010 6:54 am
by abtex
Weapons and the way to use them with food and why there is some use for drum clips. :lol: :D

Some weapons just need a Powersuit or Cyberbody to be use properly, after firing them and maybe before.

Are you on Santa's good list?

Re: Paladin Steel Storefront

Posted: Mon Jan 04, 2010 3:24 pm
by taalismn
(Many thanks to Raven for letting me use his Kera-Tech and EMP weaponry rules)

Paladin Steel Tempest-class TW Cruise Missile
“Sometimes the legions of defense are not enough to stop an enemy...displays of force massed on the borders will not prevent an enemy whose minds are set on destruction and deprivation...sometimes it is necessary to strike deep at the heart of the enemy....at his homeland, its factories, its transportation, its very means of continuing to wage war.....We must have the means to strike such blows with such swiftness and such certainty, with such precision and effectiveness, that the enemy can mount no effective defense against it, so that he may find his ability to wage war against us is halved, or further, before his forces can begin to take a toll of our own brave soldiers.
I know that we have agreed that we are people who fight only in defense, that we shall not strike the first blow, nor shall we committ ourselves to the scales of destruction and madness that doomed the ones who came before us on this great continent...But our enemies on all sides cannot be counted on to be so chivalrous, and they have the numbers to make good on their past ill plans for our peoples.....We are few in number, and we cannot afford the sort of war they seem intent on...
No, we will not start any such war...
But we must have the means to end it....”
----Senator Matthew Brandencourt, in closed council discussion of the ‘Tempest Initiative’ before the Congress of Burlington, Vermont Free State, Greater New England, 106 P.A.

“How do we design a weapon to attack Atlantis? That’s easy...imagine flying a missile into Hell, and take it from there.”
----Cyl Lamont, Chief Aerospace Design Overseer, Tempest TW Munition Project

“Don’t missunderstand...I service these things, I know them inside out, I know what makes them tick, and all there is to know about them, from the flight control systems to the ordinance arming circuits, but even then, I don’t like working in the bays alone with them....It’s almost like they WANT to fired, to go hunting targets...they just have that grim sense of purpose about them....it’s unnerving....”
----Major Hal Yadon, Special Munitions Officer, Vermont Free State Navy

The Tempest-class TW Cruise Missile was proposed in 106 PA as part of a strategic arms buildup to counter the increasingly aggressive Coalition, with a weapon that could hit their primary strength...their industrial might...deep inside their borders. The existance of the Coalition’s strategic nuclear arsenal had already become common knowledge to the group compromising the corporate Alliance, and Paladin Steel had revealed to its own allies that it, too, had strategic nuclear assets. Thinkers in the GNE, however, felt that the reciprocal use of the much-feared ‘city buster’ bombs was not conducive to ANYONE’s health, survival, and peace of mind, and proposed that a new stealth weapons system, taking advantage of recent advances in TW munitions and applied technologies, would be a more acceptable, and morally ‘cleaner’, alternative to another nuclear Balance of Terror scenario.
The initial stages of the Tempest programme were beset with problems, however, as PS was having problems developing a powerful enough TW warhead system from PS’s own line of TW Torpedo warheads...The project was dealt an even nore telling blow with the Coalition’s invasion of western New York, and the GNE was forced to turn its resources to the more immediate concern of fighting off the enemy at their doorstep.
Work progressed, however, in the shops and engineering labs of Paladin Steel and Paladin Steel West. Increasingly, PS was feeling the heat of a likely resumption of hostilities with the Splugorth, and needed more powerful weapons to breech the defenses of the hellhole cities of Atlantis. Thus, the development of new strategic weapons, especially delivery platforms, took on a new urgency. PSW already had selected a promising airframe design, and the two branch companies were able to combine their research from several different fields into a promising total.
The Tempest, as it has been finalized, is a low-profile drone aircraft based on the Boeing X-45 prototype Unmanned Aerial Vehicle. Viewed from above, the planform of the Tempest resembles a stretched out octagon, with two swept-back wings. The wings are hinged at the roots, to allow the weapon to be more easily transported and deployed from larger aircraft and ocean warships. Its profile is far flatter and streamlined, showing off its wing-fuselage flying wing blending to good advantage. Propulsion is provided by an air-breathing turbofan, with a concealed air intake in the dorsal surface; this abnormally quiet jet engine propels the missile at a leisurely, allowing the Tempest to loiter for hours and quietly skirt air defense networks and terrain obstacles in NOE(Nape of Earth) flight. Within critical distance of its target, however, or if it is discovered, the Tempest can shed its lift wings and ignite a rocket engine, then a ramjet, to make a high speed, hypersonic final dash to its target.
The whole weapons system is controlled by an advanced bio-chip A.I., more intelligent than most drone systems, but falling far short of true sentience, this expert system is programmed to be perceptive in spotting threats, cunning in its evasion of enemy defenses, and dedicated to fulfilling its mission and delivering its warhead(s). It’s rumored that upgrades to this A.I. can even conserve fuel by landing the missile to avoid enemy patrols, then taking off again hours or even days later when the enemy’s guard is down, but this remains unconfirmed (and unlikely given the dangers of such autonomy). It is known, however, that the missiles can carry out fairly sophisticated electronic countermeasures operations to mask their approach to a target, and confuse any weapons targeting systems in their vicinity.
Besides its low-profile design intended to present as small a target as possible to enemy radars, the Tempest is jammed with systems intended to insurfe its survival until it reaches its target. Its hull is covered in dark, low contrast, radar-absorbant material, and its engine exhaust is filtered and dispersed to reduce telltale hot-gas plumes. Special jamming systems obscure the weapon’s sensor profile and deflect enemy missiles. Flare and chaff launchers help decoy enemy homing weapons away. A small nose-mounted laser turret has been provided for driving off predators and shooting down missiles that come too close, and a small forward weapons bay carries several mini-missiles, including mini-HARMs(Homing Anti-Radiation Missiles) for taking down enemy defenses during final approach.
In coming with the ‘TW’ part of the programme development criteria, the Tempest incorporates a small TW generator to power a variety of TW countermeasure systems, including an Invisibility Cloak, and a Forcefield Disruptor to allow the weapon to reach its target even through energy shields. The presence of the generator makes the Tempest somewhat more susceptible to detection by supernatural means, but in combination with the technological features, it was felt that the Tempest would still be able to fulfill its mission.
The heart of the Tempest is, of course, the warhead itself. The Tempest has a central bay designed to hold a large, multi-lobed TW weapon. In a pinch, the bay can also accommodate a strategic nuclear weapon pod, but this is regarded as a move of ultimate desperation.
The Tempest was finally approved for production in 109 P.A., and several of the first production batch were among the weapons that the Kera-Tech armada used to threaten the Hawaii Splugorth Enclave(though they were NOT actually used). The design has since entered the arsenals of many of the major Alliance nations as part of their strategic weaponry reserves.
Recently, it is rumored, PS researchers have begun looking at upgrading the Tempest missile with an even more advanced stealth system, or a revolutionary propulsion/delivery system using long-range teleportation spells to get the weapons even closer to their assigned targets, but this remains pure conjecture.

Type: PS/GNE-UAV-CM-07
Class: Strategic Cruise Missile/Unmanned Aerial Vehicle
Date of Introduction: 109 P.A.
Crew: None; Robot Drone
MDC/Armor by Location:
Main Body 100
Laser Turret 25
Wings(2) 50 each
Height: 4 ft
Width: 35 ft wingspan(can fold for storage to 15 ft)
Length: 27 ft
Weight: 8,500 lbs
Cargo: 3,000 lb warhead

Powerplant: Special limited life fuel cell; good for 96 hours of continuous operation
Speed: 600 MPH cruise, Mach 4 in terminal 10-minute dash to target
Cost: NOT FOR SALE! Considered a strategic munition by PS/GNE
Systems of Note:
Radar------100 mile range
Basic Robot Optics
Radar Detector/EM Warning Sensor
Inertial Guidance
Long Range Radio/Video Transmission----1,000 miles
*Optional Autonomous Control or Remote Piloting
*Self-Destruct System---Self-contained plasma demolition charge that completely slags the drone beyond salvage/study.
*Stealth Design----The Tempest is designed to have a small radar return signature. with a blended wing design, minimal return surfaces, and extensive use of radar absorbent materials. The Tempest is -45% to detect with Read Sensory Instrument rolls, and radar-guided weaponry is -8 to strike

TW Systems:
*TW Generator, rated at 200 PPE battery capacity; recharges at 10 PPE per hour, 20PPE/hour at a leyline, 30 PPE/hour on a nexus
*Built-in spells(Equivalent to 10th level spell);
*Invisibility: Superior
*Impervious to Energy
*Chameleon
*Forcefield Penetration System----TW Breaching System(optional)---Uses the Energy Disruption spell to penetrate enemy defenses. If facing a known magic-using enemy, this system may be enhanced with Dispel Magic Barrier. The system(values taken from Seige on Tolkeen 1, pg. 69) costs 495 PPE to install, 20 PPE to activate per minute of operation.

Weapons Systems:
1) Nose Mini-Laser ---Just behind the lip of the nose is a small retracting laser turret. This weapon, developed from anti-missile systems, is designed to provide a last-ditch defense against airborne predators and incoming missiles
Range: 2,000 feet
Damage: A single shot does 3d6+2. A two-shot burst does 1d4x10. A 3 shot burst does 1d6x10. And a four shot pulse does 2d4x10
Payload: Effectively unlimited
Bonuses: 8 attacks per melee (No more than 4 attacks can be used on a single missile or missile volley). +6 to strike with bursts, +8 on aimed single shots. [Does not need to roll for init. The weapon attacks automatically whenever a missile enters within 2,000 feet, it fires again at 1,500 feet, once more if needed at 1,000 feet, and again, if needed at 500 feet. All well out of normal missile blast-radius.]

2) Light Mini-Missile Bay-----Just behind the nose, on either side of the engine air intake, are two small openings feeding from a common missile bay. The bay typically carries a mix of standard explosive mini-missiles, decoys, and special HARMs(Homing Anti-Radiation Missiles), developed from the Black Talon’ L-SAMs
Payload: 20 mini-missiles
Bonuses: Homing Anti-Radiation Missiles have a +6 to strike active radar sources.

3) Main Warhead----The Tempest can carry either a strategic nuclear warhead, or a more politically acceptable TW warhead. A variety of different TW warheads are available, depending on the target profile and desired effect.
In the case of TW warheads, the Tempest deploys a ‘cluster’ of smaller munitions that split apart into 4 aerodynamic standoff weapons, that can glide up to three miles from the point of release, before detonating.

*TW Disharmonize---Actually more of an airburst weapon that deploys thousands of small individual grenade-sized TW ‘skeet’ warheads over a wide area, that fall to an appropriate altitude for maximum effect, then explode, causing no initial physical damage, but sowing massive chaos throughout both military forces and civilian populations. Tremendously expansive in terms of magic energy investment, and relatively short-term in its effects, it nevertheless can be an effective weapon in disrupting an enemy’s defenses in advance of a raid or troop landing.
Each pod can carry up to 10 ‘skeets’ each
The carrier shell is designed as an airburst weapon(300-1,000 ft up), with the dispersal charge firing the skeets out on wide arc frisbeeing trajectories to cover a maximum area of effect. Each submunition skeet affects a 500 ft radius(some overlap is unavoidable), and effects last 50 minutes. Everyone caught in the area of effect must save versus magic or else lose HALF their attacks per melee, lose initiative, and be -20% to perform all skills. Furthermore
The beauty of this weapon is that the mage-munition officer or loader, if one is available, can , simply by touching the shell before loading and launching, and uttering a safing encantation(Magic telepathy or psionic telepathy will also do the trick), fuze the weapon to affect ONLY enemy soldiers...KNOWN allies are UNAFFECTED by the magic! Of course, if no such trained combat mage or psychic is available , then the ‘generic’ shell will affect EVERYONE in the area of effect.
Needless to say, however, at 150 PPE per submunition, these weapons are awfully expensive.

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

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

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

*TW Maelstrom Weapon(RV)---Another ocean-attack weapon, for attacking shipping and submarine warships/installations. Like the Tsunami Weapon, the ‘bus’ can deploy up to 4 independantly targetting RVs that each generate a sizeable whirlpool in any large body of water they are aimed at.
Whirlpools are 120 ft wide, lasts 15 minutes, and does 1d4x10 MD to anything caught in its center, 2d6x10 MD per melee to large ships, and 1d6x100 MD to hem if they get submerged or if the whirlpool ‘breaks the ship’s back’.

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

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

*TW Sphere of Annihilation(RV)---The most expensive and devastating of the TW Warheads is the Sphere of Annihilation, that creates a minute quantity of anti-matter, that explodes with a force greater than any nuclear device of comparable size!
Each subvehicle does 2d4x100 MD to a point target, plus an additional 4d6x10MD to a 10 ft radius, and have a +3 on top of targeting system bonuses, to strike their target.

*Enhanced EMP Weapon---Developed with the assistance of Kera-Tech scientists, this weapon generates an intense Electro-Magnetic Pulse capable of frying unshielded electronics and disrupting even shielded military systems. Against technological societies, this weapon can cause absolute chaos!
Each subvehicle does 1d6x100 EMP damage(no physical damage) to a 5,000 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.

*Nuclear Warhead---Details of the Paladin Steel nuclear armaments program remain classified, but speculation is that the most likely ‘nuke’ warhead deployable aboard the Tempest would be a 200kt weapon similar to the pre-Rifts W80 carried aboard BGM-109 Tomahawk cruise missiles.

Programming:
Navigation: (air) 90%
Read Sensory Instruments 90%

Autonomous Combat Mode gives it the following bonuses:
Actions/Attacks per Melee: 5(anti-missile system engages separately with its own 8 attacks)
+2 Strike
+6 Dodge
+4 Roll
+2 Initiative
Note, however, that the Tempest is programmed to attempt to evade detection and fight only in self-defense if attacked, in order to break off as soon as possible, escape pursuit, and continue on to its programmed target.


Variants:
It has been suggested that the Tempest could easily become the basis of an advanced stealth recon drone, and trials are currently underway to evaluate the vehicle’s performance in that role.

Re: Paladin Steel Storefront

Posted: Tue Jan 05, 2010 6:03 pm
by Arnie100
Very COOL, taalismn!

Re: Paladin Steel Storefront

Posted: Tue Jan 05, 2010 6:48 pm
by taalismn
Thanks...I really needed a few 'big sticks' to back up my national security... :D

Re: Paladin Steel Storefront

Posted: Tue Jan 05, 2010 9:04 pm
by taalismn
abtex wrote:Weapons and the way to use them with food and why there is some use for drum clips. :lol: :D

Some weapons just need a Powersuit or Cyberbody to be use properly, after firing them and maybe before.

Are you on Santa's good list?


a) Pity Rifts armor has so much electronics integrated into it.....you can't boil soup in the brain bucket without ruining the internal gear...

b) Some guys are just asking for it...

c) That's just plain...wrong....
What next? Saint Nick with chaff dispensers on his sleigh...
(By the way, anybody see the Disney special 'Prep and Landing'? Stealth Reindeer....gotta love it....Elf commandos? :bandit: Precious....)

Re: Paladin Steel Storefront

Posted: Wed Jan 06, 2010 10:31 am
by abtex
taalismn wrote:I suddenly realize I'm missing a bet on Paladin Steel ski-mobiles.... :shock: :oops:

taalismn wrote:What next? Saint Nick with chaff dispensers on his sleigh...

When will you tell us? :D :|

Re: Paladin Steel Storefront

Posted: Wed Jan 06, 2010 6:06 pm
by taalismn
Paladin Steel ‘Batfish’ Floatplane Fighter-Bomber

“Here’s your target; slaver mothership sitting in this bay here, waiting for its harvester craft to come back to it for unloading and resupply...Good news, they haven’t taken anybody aboard yet.......Means we got a window of opportunity here...The slave barge is here, the mothership here....those smaller things alongside it are several of its harvester craft, tied up for servicing.
Your squadron’s going to come in put some fish in momma’s gut...Sink it and its pups, and then strafe the living daylights out of anything else that moves. The peninsula here that’s hiding them from our coastal patrols is also going to hide your approach...Just to be on the safe side, first wave will sat-missile the area to make sure the slavers aren’t hiding any triple-A there.
So, you’re going to want to do this right and thorough...because if you don’t, you or any of your buddies who have to bail out during this furball are going to have to decide if you really want to risk being taken alive by anything left alive there...”

Paladin Steel West’s experience in the Pacific War against the Horune taught the value of naval air power. PS’s Cormorant attack craft was an excellent amphibious attack platform, but PS also realized it needed a faster, more agile aircraft capable of operating as both a fighter and torpedo bomber, and capable of operating off the water(from unimproved coastal bases, or supported by other seaplanes and ships). To meet this need, they developed the TBF-9, more popularly known as the ‘Batfish’.
The Batfish has a sleek, and yet squat, appearance reminiscent of pre-Rifts Rutan racing craft....a sleek swept back fuselage, with stub-wings flaring down and out into float-nacelles, a slightly arced spine, and inverted v-tail. The curvature of the hull gives the pilot excellent forward vision, but does interfere somewhat with ‘over the shoulder’ visibility, especially important in dogfights. The TBF-9 eschews more complex VTOL propulsion arrangements in favor of an STOL amphibious design. This has led to some criticism as the choice means that the aircraft cannot self-deploy from aboard ship without a launch catapult or a retrieval crane, but saves aircraft weight and wear and tear normally associated with direct lift systems. The aircraft is constructed of mainly composites and light alloys, but still mounts a significant amount of armor to take repeated waterborne beatings on landing, and with the expected anti-aircraft fire torpedo-bombers are expected to take while closing on target. The light weight and high engine power combine to be true to the design’s sportster heritage; despite the added weight of the pontoons, the Batfish is quite agile and quick to respond to the controls(though novice pilots need to keep a steady hand on the stick, even with the FBW systems stablizing them, to prevent inadvertant wing-overs and rolls).
The choice of torpedoes as the primary weapon took many military analysts by surprise, torpedo bombers believed to have given way to less hazardous missile strikes and bomb-toss tactics. However, PS believed that with the advance of point defense weapons and long range shipboard interceptor missile systems, attacking below the waterline was again a more viable tactic, even with armor belting again returning to naval design. The known submersible qualities of many of the Splugorth and Horune vessels that were the Batfish’s primary target were also a consideration. Fortunately, PS argued, longer ranges, higher speeds, more powerful warheads, and more accurate targeting systems in torpedoes made the window of vulnerability that an incoming aircraft had while lining up on its target much shorter. With the ability to launch BOTH torpedo and missile attacks on the same target, it was argued, a TBF stood a better change of saturating an enemy’s defenses and doing them damage.
In addition to its underslung warload, the Batfish also carries an array of lasers and cannons, and underwing pylons for additional weaponry, increasing its versatility.
The Batfish arrived late in the Pacific War in small numbers, and had no significant impact on the strategic course of the war, but it proved its worth in the mop-up of rogue Horune and Kittani units. The Batfish has since become a part of the Navy’s coastal patrol forces, long range maritime escort/recon units, and island garrison/outpost contingents. It is also occasionally carried on merchant ships and large warships, launched from a catapult and recovered with a crane.
Type: PS-TBF-9 Batfish
Class: Floatplane Fighter-Bomber/Torpedo-Bomber
Crew: 1-2
MDC/Armor by Location:
Main Body 300
Reinforced Cockpit 100
Wings(2) 120 each
Tail 100
Height: 15 ft
Width: 36 ft
Length: 33 ft
Weight: 6,500 lbs
Cargo: Small space in cockpit for survival packs, sidearms, and liferaft.
Powerplant: Nuclear Fusion w/ 15 year energy life
Speed: (Ground) Can taxi along on four small retractable wheels in the wing nacelles, but can make only 8 MPH per at best.
(Water) Taxiing, or can skim like a hydrofoil at up to 120 MPH 1-3 ft off the water.
(Flying) 550 MPH, maximum altitude of 40,000 ft
Bonuses: +1 to Dodge
Market Cost: 12 million credits
Systems of Note:
Standard Aircraft Systems, plus:
*Ejectable Pilot’s Compartment---The entire RPC can be ejected/released free of the rest of the aircraft to act as a floating survival capsule, especially important in the danger-filled seas of Rifts Earth. This design was inspired by the survival pods on many pre-Rifts high-speed racing boats.

Weapons Systems:
1) Forward Cannon(6)----Fixed forward in the leading edge of the wings and the nose are four 20-millimeter autocannon and two pulse lasers.
Range:(Lasers) 5,000 ft
(Autocannon)(Maximum) 7,000 yards(21,000 ft)
(Effective) 2,500 yards(7,500 ft)
Damage:(Lasers) 3d6 MD single shot, 1d6x10 +10 MD pulse burst, per single cannon. 2d6x10+20 MD for a dual burst from BOTH lasers.
(Autocannon)(20 mm) 1d4 MD per shell at 7,500 ft or less, 1 MD per shell up to 21,000 ft
4d6 MD per 5 rd burst(1d6 MD at maximum range)
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm PSX-1)4d4 MD per shell(1d4 MD per shell up to 21,000 ft)
2d4x10 MD per 5 rd burst
4d4x10 MD per 10 rd burst
Airburst does 4d4 MD to 3.5 ft blast radius(single shot)
Rate of Fire:(Lasers) ECHH
(Autocannon) ECHH
Payload:(Lasers) Effectively Unlimited
(Autocannon)300 rds per gun

2) Underwing Hardpoints(2)---One light hardpoint is mounted under each wing. Each one can accommodate ONE of the following:
a) Mini-Missile Launcher---15 shot pod
b) Short Range Missiles----5 shot launcher
c) Medium Range Missiles---1 per hardpoint
d) Torpedoes---2 mini-torps OR 1 light torp
e) Bombs----Can carry ‘iron’ or ‘smart’ bombs; either take the equivalent missile warhead and DOUBLE the blast radius, or can carry TWICE the number of warhead equivalents as missiles
f) Light Rail Cannon Pod
Range: 4,000 ft
Damage: 1d4 MD single rd, 4d6 MD per 20 rd burst
Rate of Fire: ECHH
Payload: 5,000 rd drum
g) ECM Module---electronic jamming system that gives radar-guided weaponry a -4 to strike the drone. Or it can be used offensively, to foil ALL radar-guided weaponry in a 15 mile radius(-2 to strike)
h) Jammer-----A mini-radio jammer, that can pump out enough multi-wavelength white noise to jam civilian band communications with 90% effectiveness, and military comms with 70% effectiveness, over a 20 mile radius.

3) Underbelly Hardpoint(1)---Under the main fuselage is a single large ordnance pylon. Fully loaded up with weapons on the main pylon, the Batfish tends to handle heavily(no bonuses to dodge) until the external stores are ejected or expended.
a) Mini-Missile Launcher--- 24 shot pod
b) Short Range Missiles--- 8 shot pod
c) Medium Range Missiles--- 4 shot pod
d) Torpedoes----2 Medium Torpedoes or 1 Heavy Torpedo
e) Bombs----Can carry ‘iron’ or ‘smart’ bombs; either take the equivalent missile warhead and DOUBLE the blast radius, or can carry TWICE the number of warhead equivalents as missiles
f) Heavy Stand-off Weapon
Range: SAW has an effective range of 20 miles in atmosphere/80 miles in space
Submunnitions 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 10 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, and be a general nuisance to clean up. Sees next to no use in space operations
Rate of Fire: A SAW can volley its submunnitions in any combination
Payload:(Typical loadouts)
400 AP/Chemical grenades
OR
100 HE/anti-vehicle grenades
OR
100 Fragmentation Mines
OR
50 Incendiary Bombs
OR
500 spools of wire, each spool holding up to 4,000 ft of aluminum-coated filament

Variants:
*PS-TBF-9D---Upgunned version that mounts 30mm cannons in place of the 20mm cannon. Better firepower, although with a smaller ammunition capacity.
Range:10,000 ft
Damage:4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD six-round burst
Rate of Fire:EPCHH
Payload: 200 rds per gun

*PS-TBF-9M---TechnoWizardry-armed variant
-PPE Battery and Generator---Stores and recovers PPE from the environment
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
---- TW Defense System----A combination of proven TW systems(see Rifts Book of Magic, pg. 334-336)
----Impervious to Energy---5 minutes per 20 PPE expended
----Protective Energy Field----50 MDC per 10 PPE, and lasts 10 melees per 10 PPE expended
---Multiplexor Spell Projection System w/ 6 spellcard capacity.

*PS-TBF-9T--Dual cockpit training version, with provision for a second person in a fully instrumented cockpit in front of the instructor’s position.

Re: Paladin Steel Storefront

Posted: Thu Jan 07, 2010 6:59 pm
by ZINO
nice but is this a pre rift vehicle?

Re: Paladin Steel Storefront

Posted: Thu Jan 07, 2010 8:25 pm
by taalismn
ZINO wrote:nice but is this a pre rift vehicle?



No, it isn't...as far as I know, racing seaplanes went out of fashion when the Schnieder Cup folded in 1931, so not even that design lineage can be called on, so there COULDN'T be a pre-Rifts ancestor to the design(at least in our timeline/lifetimes...Its ficitious design ancestors MIGHT be part of the post-modern era Golden Age, but that's way in our future. :D

Re: Paladin Steel Storefront

Posted: Fri Jan 08, 2010 5:46 pm
by Arnie100
Interesting plane...

Re: Paladin Steel Storefront

Posted: Fri Jan 08, 2010 6:05 pm
by taalismn
Thanks. One day I hope to illustrate it as well...

Re: Paladin Steel Storefront

Posted: Sun Jan 10, 2010 12:10 am
by 89er
Any ideas for some TW Proton Packs for busting ghosts and other paranatural hostiles?

Re: Paladin Steel Storefront

Posted: Sun Jan 10, 2010 12:24 am
by Shark_Force
89er wrote:Any ideas for some TW Proton Packs for busting ghosts and other paranatural hostiles?

conversions are quite explicitly against the rules. so i expect not.

Re: Paladin Steel Storefront

Posted: Sun Jan 10, 2010 4:13 am
by abtex
Shark_Force wrote:
89er wrote:Any ideas for some TW Proton Packs for busting ghosts and other paranatural hostiles?

conversions are quite explicitly against the rules. so i expect not.

I think that you have done something that was meant to damage paranaturals. Using it to trap or house spooks in it. :idea: Or how do haunted vehicles work :?: Maybe even use devices to link/talk with them. Give them a happy place on this side of the 'White Light' to be.

Am tired have some notes will try to find or fake them :D

Re: Paladin Steel Storefront

Posted: Sun Jan 10, 2010 2:35 pm
by taalismn
abtex wrote:
Shark_Force wrote:
89er wrote:Any ideas for some TW Proton Packs for busting ghosts and other paranatural hostiles?

conversions are quite explicitly against the rules. so i expect not.

I think that you have done something that was meant to damage paranaturals. Using it to trap or house spooks in it. :idea: Or how do haunted vehicles work :?: Maybe even use devices to link/talk with them. Give them a happy place on this side of the 'White Light' to be.

Am tired have some notes will try to find or fake them :D


I'll have to post my guidelines for Haunted Vehicles again. That should generate some ideas.. :angel: :demon:

Re: Paladin Steel Storefront

Posted: Mon Jan 11, 2010 5:26 am
by abtex
taalismn wrote:
89er wrote:All good reasons why its the location for the main factory. :D

And to celebrate, here's an new product you all might enjoy:

Warrior Sleeves
Superpower: Body Weapon

Tired of never having a weapon on you when it really counts? Want to be armed to the teeth but don’t want to invest your time and money into learning how to fight? Then slide on your Warrior Sleeves!

Resembling a semi-clear fingerless glove-sleeve, this item enables the wearer to alter the shape and structure of his extremities into S.D.C. melee weapons. You can turn your fingers into scythe-like claws; grow spikes from your knuckles, have hatchets for hands, even turn your entire forearm into an axe. The weapons formed can range from a variety of blades and blunt objects to tools like screwdrivers and picks. Putting it on has never been easier, just slide the sleeve over your entire arm, make a fist and the sleeve integrates with your body, clean and without pain. To remove, just wiggle your thumb and peel off.
Damage: Damage is 1D4 for a single knife-like blade made from a finger-each finger can be turned into a blade, creating claws that do 4D4 damage. The same applies to knuckle blades, horns/hooks or spikes, each doing 1D4 damage (one per knuckle).

An arm can be molded into a club, mace, hammer, or similar blunt weapon that does 2D6 damage +P.S. and hand to hand combat bonuses.

A sword, axe, glaive or similar blade weapon inflicts 3D6 damage +P.S. and hand to hand combat bonuses.
All P.P., P.S., and W.P. skill bonuses to strike, parry and damage are applicable. The weapon arm is as hard as steel and has a base S.D.C. of 4D4x10. The Body Weapon cannot be removed from the body.
Special Bonus: +1 on the initiative and +2 to disarm. Automatically has the fighting ability of paired weapons.
Range: Limited to reach
Price: 4,800 credits


Hmmm...Now you need an MDC version of this...for considerably greater cost of course....

Was this even done? If not what would need to be done to meet your suggestion?
Would not ask but someone on another thread is looking to mount a shield to a pistol and mixing 'Warrior Sleeves' to a hand weapon, seems to fit the bill or need. Update my suggestion on that thread 'Gun shield', please.

Re: Paladin Steel Storefront

Posted: Mon Jan 11, 2010 5:33 am
by abtex
taalismn wrote:
abtex wrote:
Shark_Force wrote:
89er wrote:Any ideas for some TW Proton Packs for busting ghosts and other paranatural hostiles?

conversions are quite explicitly against the rules. so i expect not.

I think that you have done something that was meant to damage paranaturals. Using it to trap or house spooks in it. :idea: Or how do haunted vehicles work :?: Maybe even use devices to link/talk with them. Give them a happy place on this side of the 'White Light' to be.

Am tired have some notes will try to find or fake them :D


I'll have to post my guidelines for Haunted Vehicles again. That should generate some ideas.. :angel: :demon:

Please in it's own topic.

Re: Paladin Steel Storefront

Posted: Mon Jan 11, 2010 12:27 pm
by taalismn
More small arms to waste your credits on(or hang on your wall)

Paladin Steel PSAGL-23C 23mm Micro-Grenade Launcher Pistol
(aka ‘Staple Gun’, ‘Nail Driver’, ‘Mini-Bang-Bang’)
“Think you can’t take down heavy armor with one of these things? Try spraying a burst under a vehicle; if you don’t take out the tires, you can chew up the ground bad enough to slow, maybe even gulch, a vehicle like a Mark IV.”

This weapon takes advantage of the micro-grenade explosive technology used in cybernetic explosive finger-segments to produce a light, short-range, automatic weapon with SERIOUS mayhem potential. The resulting weapon has been compared to the Triax Pump Pistol, but with a much better payload and rate of fire. Looking a lot like the main action of an M-16 shorn of its barrel, with a forward-mounted clip, the PSGL-23 is low recoil, but short range, and is still hefty enough that frailer beings may want to use the optional buttstock to brace the weapon, though beings of P.S. 13 or better find no problems using the weapon one-handed.
This weapon has proven particularly popular in Xiticix-infested regions, where weapons capable of dealing with massed hordes of attackers are favored. The PSGL-23 is also popular with lighter-framed beings and d-bees. While the GNEAS makes only limited use of the weapon in its own ranks(it already issues plenty of 20mm, 30mm, and 40mm ordnance weapons to its troops), it freely distributes the weapon among Irregular forces, especially urban guerillas and resistance movements looking for convenient and potent short-range firepower. It’s also found some popularity with SpecOps for its concealibility and light weight. Recently, PS has introduced a number of other 23mm loads for it, such as flare and incendiary rounds.
Weight: 6 lbs
Range: 280 ft
Damage: (High Explosive)2d4 MD to a 10 ft area
A 5 rd burst does 1d4x10 MD to an 15 ft area
(Incendiary)---A slug of thermal gel that does 1d6 MD to a 12 ft splash, and an additional 1d4 MD per melee for 1d6 melees
(Flare) Burns with blinding incandesence for 1d6 melees, each round brightly illuminating an area roughly 100 ft in radius. These are NOT parachute flares, but fall normally.
Rate of Fire: ECHH; single shot or 5 round burst
Payload: 10 shot clip, or a 25 shot drum
Cost: 9,000 credits. HE Shells cost 400 each, incendiary 450 each, and flare rounds 30 each.
Options:
*Drum Magazine: 400 credits
*Buttstock: 200 credits

Paladin Steel New Colt Model M118 Automatic Pistol
“There’s more powerful handguns out there, but there are damn few weapons so versatile or reliable as this classic! I carry two in shoulder holsters, and for sheer at-hand knockdown power, I’ve had no complaints about my two babies!”
---Asha Welnar, BioBorg Bodyguard.

“The fact that Miss Welnar is a biowizardry-enhanced knockout herself, and typically wears only a zur-leather bikini at work, and, even holstered, her two ‘babies’ are dangerous weapons, does not detract from her effectiveness as a bodyguard. And those two pistols she packs are pretty lethal too. I’ve seen her put simultaneous ramjet rounds right through the eyesockets of armored commandos from a running roll under fire, for the instant kill.
Suggest we approach her employer and try to get her for promo spots for the Model 118; she’s got charisma, shooter’s experience with our guns, and is favorably disposed towards our products, so it’s a win-win if we can land her on a contract.”
---Office Memo, Paladin Steel Marketing Department

When the former mercenary Kingdom of Gideon in the Connecticut River Valley broke down into the Connecticut Baronies, then dissolved into chaos as the ex-mercs began fighting among themselves, Greater New England moved in and assimilated the region in the interests of protecting their southern flank. Absorbed along with populace and territory were the few remaining Gideon industries that had survived the breakup of the Kingdom, including a small company, New Colt Industries, that laid claim to the name-legacy(if not the long-gone machinery and facilities) of the legendary Colt Firearms company. Eager to add additional honorifics to their brand arsenal with a pre-Rifts company(or as close as they could get), Paladin Steel gleefully subsidized the expansion of NCI, and incorporated the company into the PS family of satellite-firms.
Though NCI has mainly focused on reproducing ‘classic’ Colt Firearms designs, such as both regular material and megadamage versions of the legendary Browning-designed Model 1911 Automatic Pistol, Colt ‘Old West’ Revolvers, XM177E2 Commando version of the M-16, and the Python, all able to use modern ramjet and explosive ammunition, the comany has also turned out more specialized weapons like the Black Thunder and ThunderBunny handguns.
The Model 118 is an attempt to improve on a classic design; the Model 1911 ‘manstopper’ automatic pistol. Though NCI was already producing a version using modern megadamage alloys, and was advised against tampering with success any further, New Colt decided to tweak the Browning a bit more.
While following the classic mechanisms of the 1911, the M118 uses even more advanced materials to create a tougher, lighter, weapon, with special attention given to reinforcing the barrel and recoil mechanism to handling more powerful cartridge propellants. The use of special dry self-lubricating rust-resistant laminates on parts(an innovation copied from the pre-Rifts South African BXP SMG and used extensively on the PS Stoner line of modular long arms) has reduced maintenance needs on an already hearty mechanism. The M118 is fully usable by either right- or left-handers. Special attention has also been given to balancing the weapon for accurate firing. The resulting weapon has been exhaustively tested to prove reliability under the most trying battlefield and environmental conditions. While it still retains the heavy in-hand weight, kick, and low magazine capacity of the original M1911(compared to more popular 9mm format weapons), the M118 also preserves the sheer stopping power per shot of the original ‘hand cannon’, power that has only been improved by the variety of ammunition types that the weapon can chamber.
Low cost, proven reliability, good accuracy, a wide variety of ammunition and firearm accessories, and an aggressive marketing campaign have resulted in strong sales for the M118, easpecially among Headhunters, mercenaries, and law enforcement.
Weight: 2.4 lbs
MDC: 8
Range: 165 ft
Damage: ( Standard .45 ACP) 4d6 SD
(Express Round) 5d6 SD(increase range to 250 ft)
(Ramjet) 1 MD per rd
(Wellington/PS Exploders) 12d6 SD per rd
(PSX-2) 1d6 MD per rd, a three round burst does 3d6 MD
Can chamber a variety of other ammunition types, including silver, wood, Glaser, and TW bullets.
Rate of Fire: ECHH
Payload: 7 shot standard clip. Can also be fitted with extended 10-, 12-, or 18-shot long clip.
Special Features:
*Corrosion-proof Construction
*Top Sight Rail---Can be fitted with a scope or other sight
*Underbarrel Lug---Can be fitted with a laser-spot or other sensor
*Barrel Threading---The barrel is fully threaded for the attachment of silencers, flash hiders, barrel extensions, and pistol/rifle grenade launchers.
*Balanced---The M118 is balanced for shooting: +1 to strike with aimed shots.
Cost: 900 credits
Options:
*Semi-Auto Mode---A modification suggested by studies of the pre-Rifts NEMA AutoMag MT Pistol. This allows the M118 to fire in three-shot burst mode for increased damage. Cost: 500 credits.
*Carbine Barrel Kit---Extends range to 990 ft. Comes with folding forward handgrip. Underbarrel rail moved to the side. Cost: 1,000 credits

*De Lisle Carbine Conversion----Inspired by accounts of the WW2-era De Lisle Carbine, a silenced weapon that used the .45 ACP round and M1911 7-round magazine to good effect, PS has produced this ‘stealth’ kit that converts the M118 into a silenced carbine-rifle. Range is extended to 1,300 ft. Comes with folding forward handgrip. Underbarrel rail moved to the side. Cost: 1,800 credits

*Drum Magazine(25 rds). Cost: 300 credits

*Buttstock(choice of wire frame, solid wood/plastic, or tubular alloy/plastic). Cost: 100 credits

*Megadamage Upgrade---Upgrades the MDC structure of the pistol to 18 MDC at extra cost. Cost: 2,000 credits

Re: Paladin Steel Storefront

Posted: Wed Jan 13, 2010 4:21 am
by Arnie100
Are you gonna do more "retro" weapons like the M16/M4, taalismn??

Re: Paladin Steel Storefront

Posted: Wed Jan 13, 2010 3:41 pm
by taalismn
Arnie100 wrote:Are you gonna do more "retro" weapons like the M16/M4, taalismn??


Likely not(though I might do something with the Calico 9mm) at this time, might use their styling, though.
It's safe to assume, though, that the Paladin Steel machine shops could, and probably ARE, stamping out SDC copies of pre-Rifts weapons like the M-16, AK-47, AKS-74, shotguns, bolt action rifles, revolvers, and automatic pistols by the ton-load for domestic use and export...Some of them may even be manufactured(at 2-4x the cost) from megadamage materials for lighter weight and longer wear. With exploding, ramjet, and MD rounds, just about ANY old weapon becomes a powerhouse.

Re: Paladin Steel Storefront

Posted: Wed Jan 13, 2010 5:01 pm
by Shark_Force
oddly enough, you probably wouldn't want to make firearms all that lightweight. heavier firearms generate less felt recoil (though obviously the total energy will be the same, the gun will be traveling at a slower speed).

conveniently, this means you could use the cheap, crappy, heavy MDC materials, and nobody would complain ;)

i do expect there is at least some market for new designs of SDC weaponry though. if nothing else, aesthetics are bound to change sometime over time ;)

Re: Paladin Steel Storefront

Posted: Wed Jan 13, 2010 7:37 pm
by taalismn
Paladin Steel MC-1 ‘Multi-Caliber’ Artillery Pieces
(aka ‘Flex-Cannon’)

“The only thing better than the ability of this thing to shoot just about near any shell, is if it could also fire cannon balls...”

“Okay, I KNOW what the Em-Cee’s barrel looks like when it’s retracted, and what it looks like when it’s deploying and changing caliber. But that DOESN’T give you liberty to call it the ‘God Screw’!”

The MC-series of artillery pieces is an attempt by Paladin Steel to scale up the technology of the multi-caliber ‘FlexGun’ series of small arms to the realm of battlefield and shipborne artillery. Using the same technology of a magnetically-bound ‘Chinese Finger’ barrel and breech of variable size, the MC-series weapons allow a single tube-artillery piece to accommodate and fire anything from 75mm up to 120mm conventional artillery ammunition. An integral ‘smart-chip’ scans a shell placed in the breech, then alters the confines of the chamber, expands or contracts the barrel, and selects the appropriate firing method; the entire process takes about 30 seconds between different calibers. This feat is not without tradeoffs, however; range and accuracy suffer; the MC-1 gun can fire with only a 25% loss in range, but a -1 to strike, or at HALF the regular range of an equivalent artillery piece, but without any appreciable loss in accuracy. PS hopes to address the problem of loss of range and accuracy in subsequent MC-series weapons.
The MC-1 is also heavy and expensive, more expensive than regular tube artillery, but, for militaries seeking to standardize their fire support, and beset with an existing surplus of obsolete pieces and their ammunition stocks, the MC-1 can be a good investment. The MC-1 is also being marketed as a naval gun, where its size and weight are less of an issue.
Already, the MC-1 series has garnered attention from such distant markets as the Free Worlds League in the Three Galaxies, where the freedom fighters facing the TransGalactic Empire can not always be assured of steady supplies of piece-specific ammunition for their guns.
Weight: 9 tons
Damage: Varies; can accommodate shells of 75-120mm caliber.
Cost: 3.3 million credits ( Expected to come down to 900,000 credits with mass production)

Re: Paladin Steel Storefront

Posted: Wed Jan 13, 2010 10:56 pm
by abtex
taalismn wrote:
Arnie100 wrote:Are you gonna do more "retro" weapons like the M16/M4, taalismn??


Likely not(though I might do something with the Calico 9mm) at this time, might use their styling, though.
It's safe to assume, though, that the Paladin Steel machine shops could, and probably ARE, stamping out SDC copies of pre-Rifts weapons like the M-16, AK-47, AKS-74, shotguns, bolt action rifles, revolvers, and automatic pistols by the ton-load for domestic use and export...Some of them may even be manufactured (at 2-4x the cost) from megadamage materials for lighter weight and longer wear. With exploding, ramjet, and MD rounds, just about ANY old weapon becomes a powerhouse.

Arnie100, RFMSr. Arms Weapons, Come one come all. topic may have some your 'reto' weapon needs covered. Merc books and weapon lists [or somewhere in them] in Rifts Main books also has some more of them.

Re: Paladin Steel Storefront

Posted: Wed Jan 13, 2010 11:01 pm
by abtex
taalismn wrote:Paladin Steel MC-1 ‘Multi-Caliber’ Artillery Pieces
(aka ‘Flex-Cannon’)

“The only thing better than the ability of this thing to shoot just about near any shell, is if it could also fire cannon balls...”

Nice. Was thinking about something like this for Merc and Military tanks roaming across the country side and having to use local or recovered ammo and using it in their vehicles.

Re: Paladin Steel Storefront

Posted: Thu Jan 14, 2010 9:54 am
by abtex
Do I tell taalismn about this site? Maybe

Re: Paladin Steel Storefront

Posted: Thu Jan 14, 2010 2:25 pm
by Gamer
Why would I spend 3.3 million credits for something that I can do with a 350,000 credit convetional 155mm howitzer and sabots?
Could fire a turnip from it if I so chose to.

Re: Paladin Steel Storefront

Posted: Thu Jan 14, 2010 7:27 pm
by taalismn
Gamer wrote:Why would I spend 3.3 million credits for something that I can do with a 350,000 credit convetional 155mm howitzer and sabots?
Could fire a turnip from it if I so chose to.


Your choice...depends on your supply(ier) of sabots.
And we can sell you turnips too! And the harvesting equipment(our Agricultural catalogue has everything for the frontier or corporate farmer)! :D

Re: Paladin Steel Storefront

Posted: Thu Jan 14, 2010 7:57 pm
by taalismn
abtex wrote:Do I tell taalismn about this site? Maybe


Some beautiful stuff there...I remember seeing the McCall pictures on the 2nd page, top middle, in a book in elementary school that I must have taken out fifty times or more...and might actually have a color print of that particular picture somewhere.

Re: Paladin Steel Storefront

Posted: Thu Jan 14, 2010 10:58 pm
by abtex
taalismn wrote:
abtex wrote:Do I tell taalismn about this site? Maybe

Some beautiful stuff there...I remember seeing the McCall pictures on the 2nd page, top middle, in a book in elementary school that I must have taken out fifty times or more...and might actually have a color print of that particular picture somewhere.

http://hungryghoast.tumblr.com/post/172 ... etter-look
Did go to the sites that the pictures link to?
Hold cursor over picture and most will show site's link in text.

X-Planes is one nice for the pictures and links to other sites.

Re: Paladin Steel Storefront

Posted: Fri Jan 15, 2010 1:00 pm
by taalismn
Agreed...some really nice pics on those sites.

Re: Paladin Steel Storefront

Posted: Sat Jan 16, 2010 2:39 am
by abtex
taalismn wrote:
Arnie100 wrote:Are you gonna do more "retro" weapons like the M16/M4, taalismn??

Likely not(though I might do something with the Calico 9mm) at this time, might use their styling, though.

It's safe to assume, though, that the Paladin Steel machine shops could, and probably ARE, stamping out SDC copies of pre-Rifts weapons like the M-16, AK-47, AKS-74, shotguns, bolt action rifles, revolvers, and automatic pistols by the ton-load for domestic use and export...Some of them may even be manufactured(at 2-4x the cost) from megadamage materials for lighter weight and longer wear. With exploding, ramjet, and MD rounds, just about ANY old weapon becomes a powerhouse.

They might even change them to heavier calibers to make them more of a 'powerhouse'. How would that increase the cost?

The Alaskan Hunter

Re: Paladin Steel Storefront

Posted: Sat Jan 16, 2010 12:37 pm
by taalismn
Sarah Palin getting an up-calibered gun?
That's gotta be at least a Horror Factor 13....

Re: Paladin Steel Storefront

Posted: Sun Jan 17, 2010 4:46 am
by abtex
Go here to increase the Horror factor for all.
Sorry this is 2009. :badbad: Waiting for 3 days for 2010 one to start. :D

I linked to 'The Alaskan Hunter' for weapon stats not the shooter.
Would want a gun in her hands before letting some others even looks at the word 'gun'. :-D

Re: Paladin Steel Storefront

Posted: Sun Jan 17, 2010 4:15 pm
by taalismn
Paladin Steel Aries Full Conversion Assault Cyborg
(Aka “Boris Badenov”, “Boris”)

“Looks like a fun one, boys and girls....Arkhon attack ship...the same kats who have been giving our space-side skyfacs trouble....tried to make a visit to us here at home...Apparently the space-Arkies ain’t too happy with the way we’ve been fighting back and winning, so they made their displeasure known to their dirtside kindred and they decided to teach us a lesson while we were sleeping...
‘Cept they tripped up...Somehow their EW gave out and they showed up on our air defense net, and as hostile. Triple-A took them down, but it took some killing, and they came down largely intact...aerial recon confirms the ship’s largely intact, but buried in a hillside just outside what used to be Beacon on the Hudson...that’s just north of us....There’s kats still active at the crashsite, so the ship’s tough...Command wants it before the kats blow what’s left and scatter into the bush, so we can’t just tac-nuke the crashsite....Guess who gets to go in and ‘selectively neutralize’ the opposition? Yep...we see at least one of their heavy tri-barrel support weapons...before it took out the recon drone...and we’re counting at least two of their cyborgs... If they ain’t just setting the timers and running, they must be setting up defenseive positions figuring they can either fix the thing or they got reinforcements coming to pick them up...We gotta hit them before either happens.
Intel and the Company want what they can of the ship and any live techs...weapons, drives, electronics, and hopefully intact computers, so go easy on the rock’n roll...I don’t want to see heavy arms used ‘cept in a dire emergency and where you know for CERTAIN you ain’t going to mess up anything else with your over-shot. Pick your targets and AIM...
That will be all for this briefing. Oh yeah, and don’t screw up out there.”

The Aries is a straightout combat ‘borg; heavily armored, armed, and augmented, with an integral jet pack. It could be considered roughly equal to a Russian Heavy Machine, though with some of its available option systems, the PS Aries could be equal to a Shocktrooper in terms of destructive capabilities. The ‘borg makes no attempt to appear human beyond being humanoid. The body is heavily reinforced, the back is decked with the jet pack and four stub stabilizers with additional sensors on the ends, and the head is oversized, flat, almost as wide as the shoulders, studded with multiple optics and sensor ports. The ‘face’ is a small sensory cluster, bulging with optics. The only concession that PS has made to the humanity of the ‘borg is its ability to lift the face-cluster up and out, to reveal a more human-appearing face with sculpted features, underneath. Overall, the Aries looks somewhat like a more rugged cyborg version of the Robotech Invid Royal Command Battloid, with a larger, broader, head.
The Aries Borg is fast, heavily armored, and comes equipped with a variety of additional features that make it a truly formidable opponent on the battlefield. The main armaments are an arm-mounted autocannon and lighter gatling cannon, both held within a oversized forearm mount “gunshield” fitted to one arm(can be either arm), while secondary melee-weapon armaments are fitted to the other arm and hand. If so desired, the gunshield can be removed and replaced with a regular arm and hand, the better for holding items, like two-handed rifle pods, and working with both hands.
The Aries also enjoys a high degree of mobility, thanks to a special conformal-pack jet thruster unit on the back, connected to the ‘borg’s own powerplant(it can be removed, but most Aries ‘borgs leave the pack in place, unless using one of the special weapons options below). To aid in stabilizing its operation, the pack has a set of four stub winglets/attitude thrusters that protrude from the sides, and are frequently fitted with additional sensors. This thruster pack gives the Aries SAMAS-like mobility in hovering, skimming just above the ground, and in true flight. The jet pack is further supplemented by hip-clusters of thrusters, that aid in flight control, and also augment the ‘borg’s leaping ability.
The Aries is PS’s and the GNE’s main cyborg assault trooper model, and it is rarely made available to anyone outside the GNE armed services.

Currently, Paladin Steel West has a number of Aries, mostly being tested for compatibility with TW weaponry and anti-vampire armaments.

Model Type: PS-FC-HA07
Class: Full conversion Borg - Assault
Crew: One human volunteer
M.D.C. By Location:
  Hands(1-2) 30 each
  Arms(1-2) 100 each
Optional Gunshield(1) 200
  Legs(2) 125 each
Feet (& Foot Pads)(2) 45 each
Jet pack 100
*Stabilizer/Sensory Extensions(4) 45 each
  **Head 100
***Sensory Plates/Clusters(5, three head-mounted, 4 on stabilizers) 30 each
  ****Main Body 280
*Destroying two of the stabilizers will throw the ‘borg off true course in flight; reduce speed by 20%, -1 to dodge, and -10% to Pilot Jet pack. Destroying all four will result in 40% speed reduction, -2 to dodge, -20% to Pilot Jet pack. However, the stabilizers are a small, hard to hit target; -4 to strike on a called shot.
  *Destroying the head of a Cyborg will kill the character! However, the head is a small and difficult target to hit. The attacker must make a called shot and even then he is -3 to strike. The hands, and forearms are also difficult targets to hit and are -4 to strike on a called shot.
*** Sensory Clusters are small and hard to hit, even on a called shot.-5 to strike, even on a called shot If the main face plate/cluster is destroyed, the remaining two head-mounts can act in its place, and if those are shot away, the stabilizer-mounted clusters can serve(provided the jet pack has been fitted).
  ****Depleting the M.D.C. of the main body will effectively destroy the artificial body, but emergency systems will keep the brain and vital organs alive for 36 hours. Recovery of the severely damaged body will enable doctors to place the character on life support systems that will keep him alive until a new bionic body (same style or other) is available, for full conversion. Failure to find the damaged Borg within 36 hours means the character dies.

Speed:
Running: 100 mph max . However the act of running does not tire the operator out and the maximum speed can be maintained indefinitely.
  Jumping: The powerful robotic legs are strong and capable of leaping 12 feet (14.0 m) high or 22 ft lengthwise. A running leap adds 50% to distance/height. A jet-assisted boost is 100 ft up/200 ft across, increased by 30% with a running start.
  Flying: The Aries, thanks to its integral jet pack, can hover and can reach speeds of up to 250 MPH, maximum altitude of 2000 ft. It can sustain speed for up to three hours, before needing to shut down and allow the jets to cool down for an hour(It’s not quite a perfect copy of the salvaged Russian technology)
Underwater: The Aries is capable of operating underwater, though its thruster pack is of only limited value (can only achieve speeds of 20 MPH and overheats in one hour). Otherwise, the ‘borg sinks like a rock, but the Aries can run on the bottom at about 5 MPH, maximum depth 500 ft
   
  Statistical Data:
Average Height: 8 feet
Width: 4.2 feet at shoulders
Length: 4 feet , (3 ft without jet pack fitted)  
Weight: 1200 lbs. (540 kg.)
Power System: Nuclear
Physical Attributes: Equal to a Robotic PS. 35, PP. 24,
Bonuses: Standard cyborg bonuses of +3 save vs magic, impervious to bio-manipulation
+2 initiative
+5 strike/parry
+6 dodge
+3 Pull Punch
Penalties: Touch/tactile sense is a mere 45% of human norm.
Prowl penalty: -40%
Special Skills/Training---Use standard ‘Borg, Cyborg Soldier, or Headhunter OCC. Aries conversions receive special training in Demolitions(+10%) and Pilot Jet pack(+10%)

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

Special Features:
*ECM/ECCM Systems---The Aries has a limited ECM system that can jam radio and radar with 80% proficiency to a radius of 150 ft. The same system can attempt to defeat radio and radar jamming by frequency jumping and signal boosting; 60% success rate.
*Integral Jet pack
*Robotic Strength Enhancement---Special hydraulics and servo-motors give the Aries Robotic Strength with respect to damage.
* Hip Compartments(2)---Can store personal possessions or additional ammunition/small pieces of equipment in two leg compartments.
*Multi-Optics---In addition to the main ‘faceplate’ optics, the head mounts several additional subsidiary optic clusters, so the Aries can actually look off in several directions at once. The Aries also mounts 2 smaller multi-optics on 3 -foot long periscoping booms that can be used to look around corners, or as backups in event the main optics are shot out/damaged.
In terms of game stats, the multiple optics mounts give the Aries the equivalent of 180-degree vision: +1 to initiative, +1 to dodge.

Weapons Systems
1) Gunshield---This is the standard-issue main weapon of the Aries; a massive 6-foot long weapon arm that holds a 40mm heavy autocannon and a smaller gatling gun. The size and weight of the cannon arm limit its use in melee combat(it’s -1 to strike in melee combat) and its lack of a proper articulated hand definitely limits the Aries’ ability to use tools and perform two-handed tasks(the three-digited manipulator on it imposes a -20% to tasks requiring two hands, and is unable to hold and use guns and other tools effectively). However, the Gunshield can be used to parry like a shield(+1 to parry with the gunshield). In flight mode, with the cyborg laid out prone in a headfirst position, the gunshield is typically held attached to the stomach like a sled, providing protection from ground attacks, and the cannon muzzle located ahead of the head for maximum accuracy in strafing attacks.
Several different types of gunshield are available to the Aries:
a)*Gunshield Model 1:
Range: (40mm Cannon) 8,000 ft
(Mini-Gun) 3,000 ft
Damage:(40mm Cannon)(Proximity Fuzed Fragmentation) 3d6 MD to 15 ft blast radius
(Armor Piercing Tracer) 5d6 MD single shot
(High Explosive Tracer) 4d6 MD to 10 ft blast radius
(Mini-Gun)(Conventional) 1d6x10 SDC/HP per 10 rd burst
(Exploding) 1 MD single round, 2d4 MD ten-shot burst
Rate of Fire:(40mm Cannon)Standard
(Mini-Gun)Standard
Payload:(40mm Cannon) 50 rds
(Mini-Gun) 1,000 rds
Cost: 80,000 credits

b)*Energy Gunshield Model 2---This option looks identical externally to the regular gunshield, but it mounts a plasma cannon(a copy of the NG-E12) and light pulse laser instead of the autocannon and mini-gun. The assembly is linked to the ‘borg’s own power supply and, though it lacks the range of the projectile weapons, has better damage overall, and an infinite ammunition supply, operating off a recharging capacitor.
Range:(Plasma) 2000 ft
(Laser) 1000 ft
Damage:(Plasma) 1d6x10 MD
(Laser) 2d6 MD single shot, 6d6 MD triple-shot pulse burst
Rate of Fire:(Plasma) ECHH
(Laser)ECHH
Payload: Conditionally unlimited; linked to the nuclear powerplant
The Plasma Cannon has a 40 shot battery, before it needs to recharge off the ‘borg’s power supply; 4 blasts per hour
OR, the cyborg can slap in an e-clip for each weapon in an emergency;
(Plasma): 6 shots standard e-clip, 12 shots long e-clip
(Laser): 20 shots standard e-clip, 40 shots long e-clip
Cost: 120,000 credits

2) Optional Bionic Weapons---Typically, the other, normal, arm and hand can be fitted with any arm-mounted bionic weapons system of the cyborg’s choice----Forearm blasters, retractable vibro-blades, or a mini-missile launcher.

3) Optional use of hand-held weapons. ----The Aries can use its hand(s) to pick up additional human- or ‘borg-scaled weaponry and use them.

Hand to Hand Combat
Thanks to its high speed and robotic strength, the Aries is a powerhouse in hand to hand combat!
Restrained Punch 1d4 MD
Full Strength Punch 1d6 MD
Power Punch(2 attacks) 3d4 MD
Kick 1d6 MD
Leap Attack(2 attacks) 2d6 MD
Body Block/Ram 1d4 MD

Options: If the cyborg so desires, they can get any standard cyborg options fitted to them, provided they can front the money and they have the space for them. The following options were created, based on other armament packages seen with the Aries. Some of the following are new systems, being field-tested along with the Aries, while others are adapted from existing weapons and hardware.

*Cyborg Armor--The Aries can take advantage of additional armor applique plates to increase its protection values. Treat accordingly as Light, Medium, or Heavy ‘Borg Armor with regard to cost, MDC, and imposed penalties.

*120 mm Gun---Sometimes referred to as the ‘Intimidator’. This massive (7 ft long)cannon is more of an experimental weapon, an early effort in seeing what was the biggest gun a heavy cyborg could effectively carry and use. The experiment met with mixed results; most soldiers found the giant gun too cumbersome and limiting to carry about, compared to manportable missile launchers, but a few warriors fell in love with the intimidating weapon, so it remains in limited production and distribution. It’s a stripped-down PS/IHA-IH-B Cannon, configured as a rifle pod. Though it can be carried (slung actually) one-handed, it’s fired in a two-handed grip, typically braced against the body, or a convenient wall. The 120mm Rifle looks really impressive(pointing it at someone at short range has an HF of 14), has good range, and area of effect damage, but most ‘borgs find the huge weapon cumbersome and hard to use, with a limited payload.
Weight: 800 lbs
Range:6000 ft
Damage: High Explosive(HE) 1d6x10 MD w/ 20 ft blast radius
High Explosive Anti-Tank(HEAT) 2d6x10 MD w/ 10 ft blast radius.
AP: 1d4x10 MD. No blast radius
APSD: 2d4x10 MD. No blast radius
Rate of Fire:3 times per melee max.
Payload:4 rd cassette
Cost: 300,000 credits
Penalty: Lugging the heavy 120mm cannon imposes a -25% reduction in overall speed.

*Hellshot Cannon---The Hellshot fires a heavy 45 mm railgun projectile that smashes through armor(and whatever else is in its way).
Weight: 500 lbs
Range:3,300 ft
Damage:2d6x10 MD per shot
Rate of Fire:ECHH
Payload: 12 shots
Cost:120,000 credits. 800 credits per penetrator round
Penalty: Lugging the heavy Hellshot cannon imposes a -10% reduction in overall speed.


*Mini-Gun----mounted on a shoulder pivot-point.
Range: 2,000 ft
Damage: (Conventional) 1d6x10 SDC/HP per 10 rd burst
(Exploding) 1 MD single round, 2d4 MD ten-shot burst
Rate of Fire: Standard
Payload: 400 rd box magazine
Cost: 20,000 credits

*Auto-Grenade Launcher---The standard LAGL, mounted on a shoulder pivot-point.
Range: 1,200 ft
Damage: (Light Fragmentation) 2d6 MD to blast radius of 6 ft
(High Explosive) 4d6 MD to 12 ft blast radius
(Plasma) 6d6 MD to 6 ft blast radius
(Flare) Burns for 1d6 minutes, illuminating an 80 ft radius area
Rate of Fire: Standard
Payload: 60 grenades
Cost: 20,000 credits

*Heavy Auto-Grenade Launcher
Range: 6,000 ft
Damage: (Fragmentation) 4d6 MD to 12 ft blast area single shot, 1d6x10 MD to blast area of 20 ft per 5 shot burst
(Armor Piercing)1d4x10 MD to 3 ft blast area single shot, 2d6x10 MD to blast area of 6 ft per 5 shot burst
Rate of Fire: EPCHH
Payload: 40 shot magazine
Cost: 40,000 credits

*Mini-Missile Launchers(2)---The Aries can carry up to two 10-shot mini-missile pods on its back. Or, two four-packs of “Heavy Hitter” missiles can be fitted. However, mounting shoulder missiles requires removal of the sensor booms and jet pack.
Range:(Mini-Missiles) Varies
(Heavy-Hitters) 1 mile
Damage:(Mini-Missiles)Varies
(Heavy-Hitters) 2d4x10 MD
Rate of Fire:(Mini-Missiles) Volleys of 1,2,3,4,5, or 10(all)
(Heavy-Hitters)Volleys of 1,2, or 4
Payload:(Mini-Missiles) 20, 10 per launcher
(Heavy-Hitters) 8, 4 per launcher
Bonuses: (Heavy-Hitters)+5 to strike
Cost:(Mini-Missiles) 55,000 credits for the launcher
(Heavy-Hitters) 50,000 credits for the launcher, 10,000 credits per missile

*Smoke Mortars------mounted on a shoulder pivot-point.
Range: 500 ft
Damage:None, smoke(chemical agents, such as tear gas, can be substituted)
Rate of Fire: Volleys of 1,2, 4, or 6
Payload:6 rounds
Cost:5,000 credits

*Sensor Clusters---Additional sensor pods may be added. These are typically small sensor dishes on turntable arrangements. Typically one is mounted, though a second can be added(doesn’t increase bonuses, just acts as a backup)
MDC: 25
Sensors:Mini-Radar---5 mile range
Motion Detector---200 ft range
Target Illuminator---2000 ft range. Designates/illuminates targets for laser-guided munitions.
Cost:12,000 credits

*Extra Sensor/Multi-Optic Mount---The Aries can be fitted with an additional sensor mount in the back of its large head, giving it a full 360-degree field of vision. However, long-term users of this option report that the constant sensory input gives them headaches and strains their mental endurance, leading to long-term mental problems. Some users attempt to avoid this by switching off the ‘third eye’, turning it on only when absolutely necessary, but this practice negates the bonuses from the mounting.
Bonuses:(Do not apply to part-time users) Cannot be surprised when awake, +2 to initiative, +3 to dodge, +1 to disarm, +5% to Detect Ambush, Detect Concealment, Detect Traps, and Intelligence, +10% to Cardsharp, and can pick up one Trick Shooting skill
Penalties: Pick up a random phobia at levels 3,7, and 12.
Cost: 10,000 credits

*Cyber-Shield---Mounted on one shoulder, this slab of armor provides some added protection(+1 to parry), as well as reinforcing the ‘borg when crashing through obstacles and side-swiping targets at high speed. It is rarely repaired after heavy combat, but typically thrown away and replaced.
MDC: 80
Cost:8,000 credits


Package Deals: Package deals are mission-specific option packs that can be purchased at discount, as opposed to buying separate systems piecemeal.

*Anti-Tank Configuration: Mounts two missile packs, an Auto Grenade Launcher, Mini-Gun, Sensor Cluster, and 120 mm Cannon
Cost:250,000 credits(20% discount)
Penalties: Reduce speed by 30%, and reduce leap distances by 25%

*Commando Pack----Comes with an extra Sensor Cluster, Cyber-Shield, and PS SHRS-30 30mm Sniper Gun .
Additional Sensors: Magnetometer---Excellent for detecting the presence of other ‘borgs, bots, vehicles, and other metallic objects within a 500 ft radius.
Mini-Radar---5 mile range
Target Illuminator---7 mile range. Designates/illuminates targets for laser-guided munitions.
30mm Sniper Rifle:
Weight: 200 lbs
Range: 9,500 ft
Damage:4d6 MD single rd, 1d6x10 MD two rd burst
Rate of Fire: Single shot or two-round burst
Payload: 8 shot clip
Special Features:
*Extendable Bipod
*Fully compatible with SuperCavitating ammunition
*Recoil Compensation and Stabilization System---The SHRS-30 comes standard with an interactive stabilization, smart muzzle-braking, and buttstock recoil control system, compatible with cyborg smart-sighting packages, that gives the monster gun a +2 to strike on aimed shots.
Cost: 190,000 credits (20% discount)

*Recon Pack---Turns the Aries into a battlefield scout and ELINT expert. Sort of a ‘budget Argus’. Removes the jet pack in favor of additional sensors and a micro-comp ‘expert system’ similar to that carried by the Argus. The Aries-Scout can be distinguished by the greater number of sensor blisters and antennae protruding from its head, including a sensor cluster n the back of the head(giving the cyborg a full 360-degree field of vision). Long-term Aries-Scouts tend to be rather wired, twitchy, and hyper over time, and Paladin Steel is considering requiring mandatory counseling and psych-evals similar to those for the Argus.
Sensors/Features:
*Periscope---5 ft length w/ multi-optic head
*Integral Laser Illuminator---’Paints’ targets for laser-guided munitions. 5 mile range
*Laser Detector---Detects target-acquisition lasers
*Radiation/EM Detector--- Detects radar and radio emissions
*Mini-Radar---10 mile range
*360-degree vision
*Expert System Computer---This wonder of micro-technology, developed from inreractive robotics technology, and proven on the Argus scout cyborg, essentially gives the cyborg a ‘second brain’ capable of handling complex, detail-intensive tasks like processing raw imaging and audio data, separating out pattern in blurred or grainy visuals, and filtering noise for specific sounds. Adds a +2 to Perception rolls(if you use them), a +5% to Detect Ambush/Concealment when scanning data , and also gives a +10% to Cryptography skill rolls, and a +5% to Locksmith rolls when working on electronic combination locks. The system also acts a high-power calculator, able to plot projectile trajectories, including backtracking radar tracks of artillery to plot their probable point of origin(60%).
Bonuses:(In addition to cyborg attribute bonuses)+1 to initiative, +1 to dodge
(From 360-degree vision)(Do not apply to part-time users) Cannot be surprised when awake, +2 to initiative, +3 to dodge, +1 to disarm, +5% to Detect Ambush, Detect Concealment, Detect Traps, and Intelligence, +10% to Cardsharp, and can pick up one Trick Shooting skill
Penalties: Save versus Insanity (at -2) or pick up a random phobia at levels 3,7, and 12.
Cost: 150,000 credits (20% discount)

*Anti-Aircraft Pack---Not the most popular conversion, as the Aries loses much of its mobility to become a walking AAA post. Popular with tactical planners assigning cyborg teams to areas where air attack is considered a real possibility. Also has limited anti-armor capabilities. On the plus side, the long range heavy firepower advantages are TREMENDOUS.
1)AA Cannon (2)-----Twin 30mm ramjet cannon with an integral sensor cluster mounted on the back. However, mounting shoulder AAA requires removal of the sensor booms and jet pack. Each cannon is on an independent pivot mount w/ 60 degrees elevation, and are designed to fire in synch with the other cannon.
Weight: 450 lbs
MDC: 30mm Cannon(2) 50 each
Ammunition Drum 50
Sensor Cluster 25
Sensors: Radar ---10 mile range
Range:10,000 ft
Damage: 3d6 MD single rd,
6d6 MD double rd burst
3d6x10 MD 20 rd burst
6d6x10 MD per double (40 rd) burst! (Takes two attacks)
Rate of Fire:ECHH
Payload:660 rds(that’s 33 20-rd bursts, or 16 40 rd bursts!)
Bonuses: +3 to strike airborne targets
Penalties: Reduce cyborg speed by 25%. Reduce leap distances by 50%
The ‘borg tends to be clumsy and top-heavy.
Cost: 600,000 credits

*’Asarnoc’ Assault Module---This is almost a rebuild of the Aries; an assault kit that mounts a jet pack booster and additional armor(the additional boosters compensate for the extra weight of armor), that reduces the overall speed of the cyborg, but adds additional protection. It also allows the Aries to carry TWO PS-CM22 Missile Rifles without sacrificing flight capability.
Weight: 480 lbs
MDC:
Main Body +200
Jetpack 180
Speed: Same as for the standard Aries
Weapons Systems:
a)PS-CM22 Missile Rifle(s)(2, shoulder mount)
Range:(Mini-Missiles) Varies by Missile Type(usually about 1 mile)
(Laser) 2,000 ft
Damage:(Mini-Missiles)Varies by Missile Type
(Laser) 2d6 MD per blast
Rate of Fire:(Mini-Missiles) Volleys of 1, 2, or 4
(Laser) ECHH
Payload:(Mini-Missiles)20 per launcher(10 per launch tube)
(40 mini-missiles total between both launchers!)
(Laser) Effectively Unlimited

Penalties: Reduce cyborg running speed by 25%. Reduce leap distances by 50%
The ‘borg tends to be clumsy and top-heavy.
Cost: 600,000 credits

Re: Paladin Steel Storefront

Posted: Sun Jan 17, 2010 10:52 pm
by Shark_Force
i think you got either the descriptive text or the in-game statistics of the energy gunshield wrong... it most definitely is not longer range, does more damage not less, and has what appear to be finite payloads listed right after the unlimited payload entry...

Re: Paladin Steel Storefront

Posted: Mon Jan 18, 2010 10:02 am
by abtex
Just in cause you lost part of your To-Do-List here is some more to replace it.
No need to thank me.